Gaming machine

The gaming machine's control system enhances player engagement by transitioning between states and managing virtual media, addressing the lack of interest in existing pachinko machines.

JP7878705B2Inactive Publication Date: 2026-06-23KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2022-08-29
Publication Date
2026-06-23
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack enhancements in game interest and engagement.

Method used

A gaming machine with a main control system that transitions between normal and time-saving states, managing virtual game media through a card unit, allowing for dynamic game state control and media adjustments based on player interactions.

Benefits of technology

Enhances player enjoyment by providing varied game states and media management, increasing engagement and excitement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To further increase amusement of a game.SOLUTION: A game machine 1 is a first and second types mixed machine, and is called as a management game machine in which a game ball being a virtual game medium is enclosed and circulated within the game machine 1. The game machine 1 has a main control board 10, a frame control board 160, a performance control board 120, a first special drawing pattern display device 20, and a second special drawing pattern display device 21. The main control board 10 sends a game state, progress of a game, and a circumstance of stop to the frame control board 160. When the game state of the game machine 1 becomes a time shortening state, the frame control board 160 can send a game state signal indicating that the game state is the time shortening state to a card unit on the basis of the game state, the progress of the game, and the circumstance of stop which were received.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a spring-powered pachinko gaming machine.

Background Art

[0002] A pachinko gaming machine includes a main control board that controls the progress of the game and an effect control board that controls the effects of the game through the liquid crystal display on the game board surface and the control of accessories. Some pachinko gaming machines have a normal state and a time-saving state in which the degree of advantage related to the auxiliary game is higher than that in the normal state, and in the time-saving state, it is configured to make it easier to win the start prize. As a document disclosing the technology related to the effects of this type of gaming machine, there is Patent Document 1.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, there is room for improvement in the effects of this type of gaming machine in terms of the interest of the effects.

[0005] The present invention has been made in view of such problems, and an object thereof is to further enhance the interest of the game of the gaming machine.

Means for Solving the Problems

[0006] To solve the above problems, the present invention provides a main control means for controlling the progress of a game involving the provision of virtual game media, comprising: means for setting the game state of the game machine to one of a plurality of advantageous states, including a normal state and a time-saving state in which the advantage related to auxiliary games is higher than that of the normal state; means for stopping the progress of the game; and receiving a transition signal for the number of virtual game media corresponding to information from a connected card unit, and performing processing related to subtraction and addition of the number of playable virtual game media in accordance with the progress of the game, and counting The present invention provides a gaming machine comprising: a virtual game medium number control means that transmits a signal to the card unit to transition to a predetermined number of virtual game mediums when a tan is operated; the main control means transmits the game state and the progress and stop status of the game to the virtual game medium number control means; and the virtual game medium number control means, based on the received game state and the progress and stop status of the game, is capable of transmitting a game state signal to the card unit indicating that the game state of the gaming machine is in the time-saving state when the game state of the gaming machine is in the time-saving state. [Effects of the Invention]

[0007] According to the present invention, the enjoyment of playing games in a gaming machine can be further enhanced. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view of a gaming machine 1 and a card unit 9, which are the first to eighth embodiments of the present invention. [Figure 2] This is an enlarged view of the second large prize winning opening 17 in the gaming machine 1 of the first to eighth embodiments. [Figure 3] This is a perspective view of the rear side of the gaming machine 1 and card unit 9 according to the first to eighth embodiments. [Figure 4] This figure shows the main control board 10 and frame control board 160 on the back of the gaming machine 1, and the covers 10c and 160c that cover them. [Figure 5] This is a block diagram showing the configuration of the gaming machine 1 according to the first to sixth embodiments. [Figure 6]It is a block diagram showing the configuration of the card unit 9 of the 1st to 8th embodiments. [Figure 7] It is a diagram showing the insertion of the bill 6 into the card unit 9 of the 1st to 8th embodiments and the transfer of the number of game balls from the card unit 9 to the gaming machine 1. [Figure 8] It is a diagram showing the transfer of the number of game balls from the gaming machine 1 to the card unit 9 of the 1st to 8th embodiments. [Figure 9] It is a diagram showing the transfer of the number of game balls from the gaming machine 1 to the card unit 9 of the 1st to 8th embodiments. [Figure 10] It is a diagram showing the discharging state of the card 7 from the card unit 9 of the 1st to 8th embodiments. [Figure 11] It is a diagram showing the insertion state of the card 7 into the card unit 9 of the 1st to 8th embodiments. [Figure 12] It is a diagram showing the gaming state of the gaming machine 1 of the 1st to 8th embodiments. [Figure 13] It is a diagram showing the game flow of the gaming machine 1 of the 1st to 8th embodiments. [Figure 14] It is a diagram showing the symbol variation and the hold display image in the gaming machine 1 of the 1st to 8th embodiments. [Figure 15] It is a diagram showing each effect mode, the gaming state, and the background image of the gaming machine 1 of the 1st to 8th embodiments. [Figure 16] It is a diagram showing the normal variation effect of the gaming machine 1 of the 1st to 8th embodiments. [Figure 17] It is a diagram showing the normal reach effect of the gaming machine 1 of the 1st to 8th embodiments. [Figure 18] It is a diagram showing the roulette effect of the gaming machine 1 of the 1st to 8th embodiments. [Figure 19] It is a diagram showing the roulette effect of the gaming machine 1 of the 1st to 8th embodiments. [Figure 20] It is a diagram showing the SP reach effect of the gaming machine 1 of the 1st to 8th embodiments. [Figure 21] It is a diagram showing the prediction hold display change effect of the gaming machine 1 of the 1st to 8th embodiments. [Figure 22]It is a diagram showing the normal power-on operation, the main control board RAM clear power-on operation, the frame control board RAM clear power-on operation, and the all-RAM clear power-on operation in the gaming machine 1 of the first to eighth embodiments. [Figure 23] It is a flowchart showing the main processing of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 24] It is a diagram showing the sequence of transmission of the gaming machine information notification command from the main control board 10 to the frame control board 160 in the gaming machine 1 of the first to eighth embodiments. [Figure 25] It is a flowchart showing the timer interrupt processing of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 26] It is a flowchart showing the main processing of the effect control unit 120m of the gaming machine 1 of the first to eighth embodiments [Figure 27] It is a flowchart showing the timer interrupt processing of the effect control unit 120m of the first to eighth embodiments. [Figure 28] It is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1 of the first to eighth embodiments. [Figure 29] It is a flowchart showing the launch control processing of the launch control unit 170 of the gaming machine 1 of the first to eighth embodiments. [Figure 30] It is a flowchart showing the main processing of the game ball number control unit 180 of the gaming machine 1 of the first to eighth embodiments. [Figure 31] It is a diagram showing the sequence of transmission of the gaming machine information notification data from the frame control board 160 to the card unit 9 in the gaming machine 1 of the first to eighth embodiments. [Figure 32] It is a diagram showing the sequence of transmission of the count notification data from the frame control board 160 to the card unit 9 in the gaming machine 1 of the first to eighth embodiments. [Figure 33] It is a flowchart showing the main processing of the card unit control board 90 of the gaming machine 1 of the first to eighth embodiments [Figure 34] It is a diagram showing the sequence of transmission and reception of the lending notification data and the lending reception result response data between the card unit 9 and the gaming machine 1 of the first to eighth embodiments. [Figure 35] This flowchart shows the initial setup process of the main control board 10 in the first, third to seventh embodiments. [Figure 36] This flowchart shows the initial setup process of the main control board 10 of the gaming machine 1 according to the first to sixth embodiments. [Figure 37] This flowchart shows the game machine information notification process of the main control board 10 of the game machine 1 according to the first to sixth embodiments. [Figure 38] This flowchart shows the initial setup process of the game ball count control unit 180 of the game machine 1 according to the first to eighth embodiments. [Figure 39] This flowchart shows the error determination process of the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments. [Figure 40] This figure shows the displays of the game ball count indicator 84 and the frame control indicator 85 when an error occurs in the game machine 1 of the first to eighth embodiments. [Figure 41] This flowchart shows the response processing of the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments. [Figure 42] This flowchart shows the game machine information notification process of the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments. [Figure 43] This flowchart shows the data transmission process for game machine information notification of the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments. [Figure 44] This flowchart shows the data transmission process for game machine information notification of the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments. [Figure 45] This flowchart shows the counting process of the game ball count control unit 180 of the game machine 1 according to the first to eighth embodiments. [Figure 46] This flowchart shows the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments, and the process for determining when the game ball count transition condition is met. [Figure 47] This figure shows the operation information storage area of ​​the gaming machine 1 according to the first to eighth embodiments and examples of its updates. [Figure 48]This flowchart shows the counting notification process of the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments. [Figure 49] This flowchart shows the lending control process of the game ball count control unit 180 of the game machine 1 according to the first to eighth embodiments. [Figure 50] This flowchart shows the game notification control process of the game ball count control unit 180 of the game machine 1 according to the first to eighth embodiments. [Figure 51] This flowchart shows the game notification control process of the game ball count control unit 180 of the game machine 1 according to the first to eighth embodiments. [Figure 52] This figure shows the table for determining the illumination color of the seated lamp and the table for determining the background color of the seated area in the game ball count control unit 180 of the game machine 1 according to the first to eighth embodiments. [Figure 53] This figure shows the table for determining the illumination color of the lamp and the background color of the game ball count control unit 180 of the game machine 1 in the first to eighth embodiments. [Figure 54] This flowchart shows the banknote insertion recognition process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 55] This flowchart shows the card insertion recognition process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 56] This flowchart shows the transition process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 57] This flowchart shows the lending process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 58] This flowchart shows the response confirmation process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 59] This flowchart shows the return process of the card unit control board 90 of the gaming machine 1 according to the first to eighth embodiments. [Figure 60] This flowchart shows the game machine information analysis process of the card unit control board 90 of the game machine 1 according to the first to eighth embodiments. [Figure 61]This flowchart shows the input control processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 62] This flowchart shows the input processing of the first start port detection switch on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 63] This diagram shows the special symbol storage area of ​​the main control board 10 and the performance information storage area of ​​the performance control board 120 of the gaming machine 1 according to the first to eighth embodiments. [Figure 64] This figure shows the pre-determination tables for the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 65] This flowchart shows the input processing of a specific area detection switch on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 66] This flowchart shows the special feature and special electrical control processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 67] This flowchart shows the special symbol memory determination process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 68] This flowchart shows the jackpot determination process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 69] This diagram shows the jackpot lottery determination table and the regular symbol lottery determination table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 70] This diagram shows the symbol determination table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 71] This diagram shows the symbol determination table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 72] This diagram shows the first special symbol variation pattern determination table for the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 73] This diagram shows the second special symbol variation pattern determination table for the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 74] This flowchart shows the special symbol variation processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 75] This flowchart shows the special symbol stopping process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 76] This diagram shows the special game control table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 77] This diagram shows the control table for opening and closing the jackpot opening of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 78] This diagram shows the control table for opening and closing the large prize slot for small wins on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 79] This diagram shows the setting table for when special losing symbols stop on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 80] This flowchart shows the jackpot game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 81] This flowchart shows the mini-win game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 82] This diagram shows the control table for opening and closing a specific area for small win games on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 83] This flowchart shows the transition process to the second type of jackpot game for the gaming machine 1 of the first to eighth embodiments. [Figure 84] This flowchart shows the jackpot game termination process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 85] This diagram shows the special game completion setting table for the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 86] This flowchart shows the general power control processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 87] This flowchart shows the normal symbol variation processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 88]This diagram shows the variable pattern determination table for the normal symbols on the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 89] This diagram shows the auxiliary game control table of the main control board 10 of the game machine 1 according to the first to eighth embodiments. [Figure 90] This figure shows the auxiliary game-playing movable piece release control table of the main control board 10 of the game machine 1 according to the first to eighth embodiments. [Figure 91] This flowchart shows the auxiliary game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 92] This flowchart shows the command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 93] This flowchart shows the command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 94] This flowchart shows the command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 95] This flowchart shows the command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 96] This flowchart shows the background image display control process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 97] This figure shows the normal background setting table and the special background setting table of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 98] This figure shows examples of background image display in the gaming machine 1 according to the first to eighth embodiments. [Figure 99] This figure shows examples of background image display in the gaming machine 1 according to the first to eighth embodiments. [Figure 100] This flowchart shows the initial setup process of the main control board 10 of the gaming machine 1 according to the second and eighth embodiments. [Figure 101] This flowchart shows the initial setup process of the game ball count control unit 180 of the game machine 1 in the second and eighth embodiments. [Figure 102]This flowchart shows the game notification control process of the game ball count control unit 180 of the game machine 1 in the third embodiment. [Figure 103] This flowchart shows the game notification control process of the game ball count control unit 180 of the game machine 1 in the fourth embodiment. [Figure 104] This flowchart shows the game notification control process of the game ball count control unit 180 of the game machine 1 in the fourth embodiment. [Figure 105] This flowchart shows the game notification control process of the game ball count control unit 180 of the game machine 1 according to the fifth embodiment. [Figure 106] This flowchart shows the game notification control process of the game ball count control unit 180 of the game machine 1 according to the sixth embodiment. [Figure 107] This diagram shows the game state of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 108] This diagram shows the game flow of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 109] This diagram shows the various performance modes, game states, and background images of the seventh and eighth embodiments of the gaming machine 1. [Figure 110] This is a block diagram showing the configuration of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 111] This diagram shows the special symbol storage area of ​​the main control board 10 and the performance information storage area of ​​the performance control board 120 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 112] This flowchart shows the initial setup process of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 113] This flowchart shows the data transmission process for game machine information notification of the game ball count control unit 180 of the game machine 1 in the 7th and 8th embodiments. [Figure 114] This flowchart shows the game machine information analysis process of the card unit control board 90 of the game machine 1 according to the 7th and 8th embodiments. [Figure 115] This flowchart shows the input control processing of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 116]This flowchart shows the special feature and special electrical control processing of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 117] This flowchart shows the special symbol memory determination process of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 118] This flowchart shows the jackpot determination process of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 119] This flowchart shows the special symbol stopping process of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 120] This flowchart shows the jackpot game processing of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 121] This figure shows the pre-determination table for the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 122] This diagram shows the first special symbol jackpot lottery determination table, the second special symbol jackpot lottery determination table, and the regular symbol lottery determination table of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 123] This figure shows the jackpot symbol determination table, the special losing symbol determination table, and the normal losing symbol determination table for the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 124] This diagram shows the first special symbol variation pattern determination table for the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 125] This diagram shows the second special symbol variation pattern determination table for the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 126] This diagram shows the special game control table for jackpots on the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 127] This diagram shows the control table for opening and closing the jackpot opening of the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 128] This diagram shows the setting table for when a special losing symbol stops on the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 129]This diagram shows the special game completion setting table for the main control board 10 of the gaming machine 1 according to the 7th and 8th embodiments. [Figure 130] This figure shows examples of background image display in modified versions of the first to eighth embodiments. [Figure 131] This figure shows examples of background image display in modified versions of the first to eighth embodiments. [Modes for carrying out the invention]

[0009] <First Embodiment> Figure 1 is a front view of a gaming machine 1 and card unit 9, which are first embodiments of the present invention. Figure 2 is an enlarged view of the second large prize slot 17 in the gaming machine 1. Figure 3 is a perspective view of the rear side of the gaming machine 1 and card unit 9. Figure 4 shows the main control board 10 and frame control board 160, and the covers 10c and 160c covering them, on the rear side of the gaming machine 1. Figure 5 is a block diagram showing the configuration of the gaming machine 1. Figure 6 is a block diagram showing the configuration of the card unit 9.

[0010] The gaming machine 1 in this embodiment is a type 1 and type 2 hybrid machine, and is referred to as a managed gaming machine that circulates game balls, which are virtual game media, sealed inside the gaming machine 1. The gaming machine 1 is connected to a card unit 9.

[0011] As shown in Figure 1, a dispensing button 98 and an ejection button 99 are located in the center of the front of the card unit 9. Above the dispensing button 98 are an amount display 93 and a banknote insertion slot 91 for the banknote identification machine 91a. Below the ejection button 99 are a ball count display 94 and a card insertion slot 92 for the card reader / writer 92a. The player sits down at a seat in the desired gaming machine 1 in the hall and starts playing by inserting banknotes 6 into the banknote insertion slot 91 or inserting their card 7 into the card insertion slot 92.

[0012] As shown in Figure 7, when a player inserts a banknote 6 into the banknote slot 91, the amount of the inserted banknote 6 (in the example in Figure 7, 5, indicating 5,000 yen) is displayed on the amount display 93. In this state, when the player presses the lending button 98 on the card unit 9, the number on the amount display 93 changes to the number obtained by subtracting 1,000 yen (in the example in Figure 7, 4, indicating 4,000 yen), and lending notification data, which is a signal to transfer the number of game balls available for play on the game machine 1, is sent from the card unit 9 to the game machine 1. The number of game balls indicated by this lending notification data (since 1 game ball = 4 yen, in the example in Figure 7, 250 balls) is displayed on the game ball display 84 of the game machine 1. If the lending button 98 is pressed multiple times, a larger number of game balls are transferred from the card unit 9 to the game machine 1. If the card 7 inserted into card unit 9 contains information about the number of balls held, the number of balls held will be used instead of the amount, by subtracting the number of game balls indicated by the loan notification data.

[0013] When the number of game balls displayed on the game ball display 84 of the game machine 1 is 1 or more, if the player performs a firing operation, a game ball will be fired, and with each firing, the number on the game ball display 84 will change to a number that is 1 less than the number displayed. Also, if a game ball enters the general prize pocket 12, the first major prize pocket 16, the second major prize pocket 17, the first start pocket 14, or the second start pocket 15, the number on the game ball display 84 will change to a number that is the number of prize balls added to the number of prize balls.

[0014] As shown in Figure 8, when a player briefly presses the counting button 8 on the gaming machine 1, the number on the game ball display 84 changes to the number obtained by subtracting 1 (in the example in Figure 8, 13254 minus 1 becomes 13253), and counting notification data, which is a signal for the transition of one game ball, is transmitted from the gaming machine 1 to the card unit 9, and the number on the game ball display 94 on the card unit 9 changes to the number obtained by adding 1.

[0015] As shown in Figure 9, when a player presses and holds the counting button 8 on the gaming machine 1 once, the number on the game ball display 84 changes to the number obtained by subtracting 250 (in the example in Figure 9, 13254 minus 250 is 13004), and the gaming machine 1 sends counting notification data, which is a transition signal for the number of game balls of 250, to the card unit 9, and the number on the game ball display 84 on the card unit 9 changes to the number obtained by adding 250.

[0016] As shown in Figure 10, when a player presses the eject button 99 of the card unit 9, the amount information corresponding to the number on the amount display 93 at that time, and the number of game balls held corresponding to the number on the game ball count display 84 are written to the card 7 that is pre-stored in the card unit 9, and this card 7 is ejected from the card slot 92 of the card unit 9. If the player wishes to interrupt the game and leave their seat at the gaming machine 1, they can press the eject button 99 to record the amount information and the number of game balls held (which have been transferred from the gaming machine 1 to the card unit 9) onto the card 7 and take it with them.

[0017] As shown in Figure 11, when a player inserts their card 7 into the card slot 92, the number on the amount display 93 changes to the number of monetary values ​​in card 7 (2 in the example in Figure 11, indicating 2000 yen), and the number on the ball count display 94 changes to the number of ball counts in card 7 (13253 in the example in Figure 11). If no monetary information is written to card 7, the amount display 93 will show 0. From this point onward, as in Figures 7 to 10, the player plays the game while transferring the number of game balls from the card unit 9 to the game machine 1 by operating the dispensing button 98 and transferring the number of game balls from the game machine 1 to the card unit 9 by operating the counting button 8. By operating the eject button 99, the player records the monetary value and ball count information from card unit 9 onto card 7, and then leaves their seat with card 7.

[0018] As shown in Figure 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that covers the gaming area 56 of the outer frame 60 in a way that allows visibility.

[0019] One end of the glass door 50 (the left side when facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism 51. The other end of the glass door 50 (the right side when facing the gaming machine 1) is provided with a locking mechanism. When the locking mechanism of the glass door 50 is unlocked with a special key, the glass door 50 can be swung by the hinge mechanism 51 to open the gaming area 56. The glass door 50 is equipped with a door sensor 81d. When the door sensor 81d detects that the glass door 50 has been opened, it outputs a door open detection signal.

[0020] The lower left side of the game area 56 is provided with a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold indicator 23, a regular symbol display device 22, and a regular symbol hold indicator 25.

[0021] The first special symbol display device 20 notifies the result of the jackpot lottery conducted when a game ball enters the first start opening 14 of the game area 56 (hereinafter referred to as "start entry" as appropriate). The second special symbol display device 21 notifies the result of the jackpot lottery conducted when a game ball enters the second start opening 15 of the game area 56 (hereinafter referred to as "start entry" as appropriate). The first special symbol display device 20 and the second special symbol display device 21 each display multiple types of special symbols that they can identify in a variable manner. In the following explanation, the special symbols that are displayed in a variable manner on the first special symbol display device 20 will be referred to as "first special symbols" as appropriate, and the special symbols that are displayed in a variable manner on the second special symbol display device 21 will be referred to as "second special symbols" as appropriate.

[0022] The first special symbol hold indicator 23 displays the number of hold variations for the first special symbol.

[0023] The regular symbol display device 22 notifies the results of the regular symbol lottery, which is conducted when a game ball passes through the regular symbol gate 13. The regular symbol display device 22 displays multiple types of regular symbols, each of which is identifiable, in a variable manner.

[0024] The regular symbol hold indicator 25 displays the number of regular symbol variations that are being held.

[0025] The game area 56 of the gaming machine 1 is roughly egg-shaped. The game area 56 is divided into a left area 56L to the left of the center in the left-right direction and a right area 56R to the right. At the left end of the left area 56L, rails 5a and 5b are provided, extending in an arc shape with a gap between them that is slightly wider than the game balls.

[0026] Below the portion of the glass door 50 that covers the game area 56, there is a special effect button 35. The special effect button 35 is equipped with a special effect button detection switch 35a. When the special effect button detection switch 35a detects that the special effect button 35 has been pressed, it outputs an ON signal to indicate that it has been pressed.

[0027] To the left of the performance button 35 is a directional pad 39. The directional pad 39 consists of an up cursor key 39A, a down cursor key 39B, a left cursor key 39C, and a right cursor key 39D. A center key 39E is located in the area surrounded by the up cursor key 39A, down cursor key 39B, left cursor key 39C, and right cursor key 39D.

[0028] The up cursor key 39A, down cursor key 39B, left cursor key 39C, and right cursor key 39D of the directional pad 39 are equipped with directional pad detection switches 39a, 39b, 39c, and 39d. The center key 39E is equipped with a center key detection switch 39e. When the directional pad detection switch 39a detects that the up cursor key 39A has been pressed, it outputs an ON signal to indicate that it has been pressed. When the directional pad detection switch 39b detects that the down cursor key 39B has been pressed, it outputs an ON signal to indicate that it has been pressed. When the directional pad detection switch 39c detects that the left cursor key 39C has been pressed, it outputs an ON signal to indicate that it has been pressed. When the directional pad detection switch 39d detects that the right cursor key 39D has been pressed, it outputs an ON signal to indicate that it has been pressed. When the center key detection switch 39e detects that the center key 39E has been pressed, it outputs an ON signal to indicate that it has been pressed.

[0029] An operating handle 3 is provided to the lower right of the performance button 35 on the glass door 50. A touch sensor 3a is provided inside the operating handle 3. The touch sensor 3a is composed of a capacitive proximity switch that utilizes the change in capacitance caused by the player's contact with the operating handle 3. Near the rotating part of the operating handle 3, a launch volume 3b, a launch solenoid 4a, and a ball feeding solenoid 4b are provided. The launch volume 3b is composed of a variable resistor. The launch solenoid 4a is composed of a rotary solenoid. The ball feeding solenoid 4b is composed of a linear solenoid. Each of these parts 3a, 3b, 4a, and 4b performs operations related to the launch operation under the control of the launch control unit 170 in the frame control board 160. The game balls launched by each of these parts 3a, 3b, 4a, and 4b pass between rails 5a and 5b and reach the game area 56, where they fall unpredictably.

[0030] Between rails 5a and 5b, a launch ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, a steel ball sensor 81b, and a radio wave sensor 81c are provided. The launch ball sensor 2a outputs a launch signal when it detects that a game ball launched between rails 5a and 5b has exceeded the launch detection point at the upper end of rail 5b. The foul ball sensor 2b outputs a foul signal when it detects that a game ball launched between rails 5a and 5b has returned without reaching the game area 56. The small ball sensor 81a outputs a small ball detection signal when it detects that a small ball has been launched between rails 5a and 5b. The steel ball sensor 81b outputs a steel ball detection signal when it detects that a steel ball has been launched between rails 5a and 5b. The radio wave sensor 81c outputs a radio wave detection signal when it detects radio waves.

[0031] The upper part of the game area 56 is provided with a decorative member 7 that affects the flow of the game balls. The periphery of the game area 56 is provided with a first performance drive device 330a, a second performance drive device 330b, a third performance drive device 330c, and a fourth performance drive device 330d. The first performance drive device 330a has a first movable component 33a. The second performance drive device 330b has a second movable component 33b. The third performance drive device 330c has a third movable component 33c. The fourth performance drive device 330d has a fourth movable component 33d.

[0032] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d perform game effects through the operation of the first movable mechanism 33a, the second movable mechanism 33b, the third movable mechanism 33c, and the fourth movable mechanism 33d, under the control of the lamp / drive control unit 150 in the performance control board 120.

[0033] The first movable mechanism 33a, the second movable mechanism 33b, the third movable mechanism 33c, and the fourth movable mechanism 33d are located in a position where part or all of the mechanism is hidden behind the periphery of the game area 56 (hereinafter referred to as the initial position), and by moving from the initial position toward the game area 56 and exposing the mechanism, they notify the player of the development of the performance or the confirmation of a jackpot.

[0034] As shown in Figure 1, a first performance lighting device 340a is provided at the center of the first movable component 33a of the gaming machine 1. The first performance lighting device 340a has a first lamp 34a. A second performance lighting device 340b is provided at the center of the upper part of the glass door 50. The second performance lighting device 340b has a second lamp 34b. A third performance lighting device 340c is provided at the center of the third movable component 33c. The third performance lighting device 340c has a third lamp 34c. A fourth performance lighting device 340d is provided slightly inward from the upper left and right corners of the glass door 50. The fourth performance lighting device 340d has a fourth lamp 34d. The first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d are RGB full-color LED lamps.

[0035] The first, second, third, and fourth lighting devices 340a, 340b, 340c, and 340d perform game effects by emitting light from the first lamp 34a, second lamp 34b, third lamp 34c, and fourth lamp 34d, under the control of the lamp / drive control unit 150 in the performance control board 120.

[0036] Audio output devices 32 (speakers) are provided on the left and right sides of the second performance lighting device 340b at the top of the gaming machine 1. The audio output devices 32 perform game performances using sound effects under the control of the overall control unit 141 in the performance control board 120.

[0037] Multiple general prize slots 12 are provided below the left area 56L in the game area 56. A general prize slot detection switch 12a is provided in each general prize slot 12. When the general prize slot detection switch 12a detects that a game ball has entered the general prize slot 12, it outputs a detection signal indicating this.

[0038] A first large prize opening 16 is provided below the right area 56R in the game area 56. The first large prize opening 16 is rectangular in shape. The first large prize opening 16 is equipped with a first large prize opening detection switch 16a that detects when a game ball enters the first large prize opening 16. When the first large prize opening detection switch 16a detects that a game ball has entered the first large prize opening 16, it outputs a detection signal to indicate this.

[0039] The first large prize opening 16 is provided with a first large prize opening opening door 16b and a first large prize opening opening solenoid 16c for switching the opening and closing of the first large prize opening opening door 16b. The first large prize opening opening door 16b is a rectangular plate shape with approximately the same dimensions as the first large prize opening 16. The lower edge of the first large prize opening opening door 16b is pivotally attached to the lower edge of the first large prize opening 16 so as to be able to swing. When the first large prize opening opening solenoid 16c is turned off, the first large prize opening opening door 16b stands upright approximately flush with the surface of the game area 56, closing the first large prize opening 16. When the first large prize opening opening solenoid 16c is turned on, the first large prize opening opening door 16b tilts forward with the lower edge of the first large prize opening 16 as a pivot point, opening to an open state.

[0040] While the first large prize opening door 16b is closed, game balls falling from above the first large prize opening 16 pass directly in front of it. Therefore, while the first large prize opening door 16b is closed, game balls will not enter the first large prize opening 16. On the other hand, while the first large prize opening door 16b is open, most of the game balls falling from above the first large prize opening 16 hit the receiving tray surface facing upwards on the first large prize opening door 16b and enter the first large prize opening 16.

[0041] A second large prize opening 17 is provided in the lower center of the game area 56. The second large prize opening 17 is equipped with a second large prize opening opening door 17b and a second large prize opening opening solenoid 17c that switches the opening and closing of the second large prize opening opening door 17b. The second large prize opening opening door 17b is a rectangular plate shape with approximately the same dimensions as the second large prize opening 17. The lower edge of the second large prize opening opening door 17b is pivotally attached to the lower edge of the second large prize opening 17 so as to be able to swing. When the second large prize opening opening solenoid 17c is turned off, the second large prize opening opening door 17b stands upright approximately flush with the surface of the game area 56, closing the second large prize opening 17. When the second large prize opening opening / closing solenoid 17c is turned on, the second large prize opening opening / closing door 17b opens by tilting forward with the lower edge of the second large prize opening 17 as the pivot point.

[0042] While the second large prize opening door 17b is closed, game balls falling from the upper right and upper left of the second large prize opening 17 will pass directly in front of the second large prize opening 17. Therefore, while the second large prize opening door 17b is closed, game balls will not enter the second large prize opening 17. On the other hand, while the second large prize opening door 17b is open, most of the game balls falling from above the second large prize opening 17 will hit the receiving tray surface facing upwards on the second large prize opening door 17b and be guided into the interior of the second large prize opening 17.

[0043] As shown in Figure 2, a specific area 19B (V prize area) is provided inside the second large prize area 17. A sliding member 19c is provided in the specific area 19B. The sliding member 19c acts as a sorting device that divides game balls passing over the specific area 19B into those that enter the specific area 19B and those that do not.

[0044] When the specific area opening / closing solenoid 18d is turned off, the sliding member 19c moves forward to close the specific area 19B, and when the specific area opening / closing solenoid 18d is turned on, the sliding member 19c retracts to the rear, opening the specific area 19B. While the specific area 19B is open, balls can enter the specific area 19B. While the specific area 19B is closed, game balls pass over the specific area 19B and are ejected from the opening 19e. When the specific area detection switch 18a detects the passage of a game ball through the specific area 19B, it outputs a detection signal indicating this.

[0045] Above the second large prize winning opening 17 in the lower center of the game area 56 are the first start opening 14 and the second start opening 15. The first start opening 14 and the second start opening 15 are arranged vertically. The first start opening 14 is equipped with a first start opening detection switch 14a. When the first start opening detection switch 14a detects the passage of a game ball through the first start opening 14, it outputs a detection signal indicating this.

[0046] The second start port 15 is provided with a second start port detection switch 15a. When the second start port detection switch 15a detects the passage of a game ball through the second start port 15, it outputs a detection signal indicating this.

[0047] The second start port 15 is provided with a pair of movable pieces 15b and a start port opening / closing solenoid 15c that switches the opening and closing of the movable pieces 15b. The movable pieces 15b and the start port opening / closing solenoid 15c serve as auxiliary means for executing games. When the start port opening / closing solenoid 15c is turned off, the pair of movable pieces 15b each stand upright in a closed state. When the start port opening / closing solenoid 15c is turned on, the pair of movable pieces 15b are tilted in an inverted V shape and open.

[0048] While the movable piece 15b is in the closed state, most of the game balls falling towards the second start opening 15 from diagonally above and to the left and right of the second start opening 15 will hit the outer surface of the movable piece 15b and bounce off. Therefore, while the movable piece 15b is in the closed state, it is difficult for the game balls to pass through the second start opening 15. On the other hand, while the movable piece 15b is in the open state, most of the game balls falling towards the second start opening 15 from diagonally above and to the left and right of the second start opening 15 will be guided to the inner surface of the movable piece 15b and reach the second start opening 15. Therefore, while the movable piece 15b is in the open state, it is easier for the game balls to pass through the second start opening 15.

[0049] A regular symbol gate 13 is provided in the right area 56R of the game area 56, slightly above the first large prize entry point 16. The regular symbol gate 13 is equipped with a gate detection switch 13a. When the gate detection switch 13a detects the passage of a game ball through the regular symbol gate 13, it outputs a detection signal indicating this.

[0050] An out-out opening 11 is provided in the center of the bottom edge of the game area 56. Game balls that reach the bottom edge of the game area 56 without entering any of the general prize-winning openings 12, the first starting opening 14, the second starting opening 15, the first major prize-winning opening 16, and the second major prize-winning opening 17 are discharged through the out-out opening 11. An out-ball detection switch 19a is provided at the out-out opening 11. When the out-ball detection switch 19a detects that a game ball has passed through the out-out opening 11, it outputs a detection signal to indicate this.

[0051] A game ball count indicator 84 is provided on the right side of the bottom edge of the game area 56. The game ball count indicator 84 consists of an 8-digit 7-segment LED. The game ball count indicator 84 displays information such as the number of game balls and error messages according to the display data transmitted from the launch control unit 170 in the frame control board 160. An annular game notification lamp 86 is provided around the game ball count indicator 84. The game notification lamp 86 lights up according to the display data transmitted from the launch control unit 170 in the control board 160. A counting button 8 is provided below the game ball count indicator 84.

[0052] As shown in Figure 12, the game state of the gaming machine 1 in this embodiment includes a normal state, a low-base time-saving state, a high-base time-saving state, a game-unplayable state 1, and a game-unplayable state 2. The normal state and the low-base time-saving state are game states in which the game can be played by shooting to the left. The high-base time-saving state is a game state in which the game can be played by shooting to the right. In the normal state, the variation time of the normal symbols is 60 seconds, and the opening time of the movable piece 15b per normal symbol lottery win is 0.1 seconds. In the low-base time-saving state, the variation time of the normal symbols is 59 seconds, and the opening time of the movable piece 15b per normal symbol lottery win is 0.11 seconds. In the high-base time-saving state, the variation time of the normal symbols is 5 seconds, and the opening time of the movable piece 15b per normal symbol lottery win is 6 seconds.

[0053] The difference between the reel spin time of a normal symbol in a low-base time-saving state and the reel spin time of a normal symbol in a normal state is only 1 second, and the advantage of auxiliary play in a low-base time-saving state is almost the same as the advantage of auxiliary play in a normal state. The reel spin time of a normal symbol in a high-base time-saving state is more than 50 seconds shorter than the reel spin time of a normal symbol in a normal state or a low-base time-saving state, and the advantage of auxiliary play in a high-base time-saving state is higher than the advantage of auxiliary play in a normal state or a low-base time-saving state. In this sense, if we consider the normal state as the first normal state, then the low-base time-saving state can be said to be the second normal state with a higher advantage in auxiliary play than the first normal state, and the high-base time-saving state can be said to be a time-saving state with an even higher advantage in auxiliary play than the second normal state.

[0054] Game-inoperable state 1 is a state in which the game cannot be played due to a predetermined error occurring in the main control board 10. One of the errors in the main control board 10 is a complete function activation error. The complete function is a function that restricts further gameplay when the maximum number of game balls that can be acquired by the game machine 1 exceeds the daily limit of 95,000 balls.

[0055] Game-inoperable state 2 is a state in which the game cannot be played due to a specific error occurring in the frame control board 160. Errors in the frame control board 160 include small ball detection errors, steel ball detection errors, and radio wave detection errors.

[0056] In Figure 1, in the gaming machine 1, a jackpot lottery is performed when the conditions for starting the first special symbol are met by the entry of a ball into the first start gate 14, and when the conditions for starting the second special symbol are met by the entry of a ball into the second start gate 15. If the lottery result is a jackpot, the special symbols stop in a jackpot position after a predetermined period of variation display. If it is a minor win, the special symbols stop in a minor win position after a predetermined period of variation display. If it is a miss, the special symbols stop in a miss position after a predetermined period of variation display. In addition, a regular symbol lottery is performed when the conditions for starting the regular symbols are met by the passage of a game ball through the regular symbol gate 13. If the lottery result for the regular symbol lottery is a win, the regular symbols stop in a win position after a predetermined period of variation display, and the movable piece 15b opens in a win position. If it is a losing outcome, the regular symbols will change for a predetermined period of time before stopping in a losing pattern.

[0057] Gaming machine 1 has a total of eight types of jackpots: five types of Type 1 jackpots and three types of Type 2 jackpots. When the special symbols stop on a jackpot symbol, the Type 1 jackpot game is executed as a special game. When the special symbols stop on a minor jackpot symbol, the minor jackpot game is executed, and if a game ball enters a specific area 19B during the minor jackpot game, the Type 2 jackpot game is executed as a special game. The eight types of jackpots are as follows:

[0058] A1. Type 1 10R per A This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the first special symbol. In this jackpot's special game, rounds 1 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of balls entering the first large prize slot 16 reaches a predetermined number (for example, 9 balls) or until a predetermined time (for example, 29 seconds) has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0059] As shown in the game flow in Figure 13, if a Type 1 10R win A occurs in the normal state, the game state after the special game returns to the normal state. If a Type 1 10R win A occurs in the low-base time-saving state, the game state after the special game returns to the low-base time-saving state. The number of time-saving rounds (B) when the low-base time-saving state is reached after a special game with a Type 1 10R win A is 500 rounds.

[0060] B1. Type 1, 2R per B This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the first special symbol. In the special game for this jackpot, rounds 1 and 2 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0061] As shown in the game flow in Figure 13, if a Type 1 2R win B occurs in the normal state, the game state after the special game returns to the normal state. If a Type 1 2R win B occurs in the low base time-saving state, the game state after the special game returns to the normal state.

[0062] C1. Type 1 2R per C This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the first special symbol. In the special game for this jackpot, rounds 1 and 2 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0063] As shown in the game flow in Figure 13, if a Type 1 2R win C occurs in the normal state, the game state after the special game becomes a high-base time-saving state. The number of time-saving rounds (J) when entering the high-base time-saving state after a Type 1 2R win C special game is 100 rounds. If a Type 1 2R win C occurs in the low-base time-saving state, the game state after the special game becomes a low-base time-saving state again. The number of time-saving rounds (B) when entering the low-base time-saving state after a Type 1 2R win C special game is 700 rounds.

[0064] F1. F per 10R of the first type This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the second special symbol. In the special game for this jackpot, rounds 1 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0065] As shown in the game flow in Figure 13, if a Type 1 10R win F occurs in the high-base time-saving state, the game state after the special game returns to the high-base time-saving state. The number of time-saving rounds (J) when the high-base time-saving state is returned after the special game of a Type 1 10R win F is 100 rounds.

[0066] G1. Type 1, Round 2, Per G This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the second special symbol. In the special game for this jackpot, a round game consisting of the first and second rounds is played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of winning balls in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0067] As shown in the game flow in Figure 13, if a Type 1 2R win occurs in the high-base time-saving state, the game state after the special game returns to the high-base time-saving state. The number of time-saving rounds (J) when the high-base time-saving state is reached after the special game of a Type 1 2R win is 100 rounds.

[0068] H1. Type 2, effectively 9R per win H This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the second special symbol. In the special game for this jackpot, after the first round, which is essentially a small win game, and a win in the specific area 19B, rounds 2 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of wins in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0069] As shown in the game flow in Figure 13, if a Type 2 effective 9R win H occurs in the high-base time-saving state, the game state after the special game returns to the high-base time-saving state. The number of time-saving rounds (J) when the high-base time-saving state is returned after the special game of a Type 2 effective 9R win H is 100 rounds.

[0070] I1. Type 2 Actual Per 2R This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the second special symbol. In the special game for this jackpot, after the first round, which is essentially a small win game, and a win in the specific area 19B, the second and third rounds of round game are played. In each round of game, the first large prize slot 16 is opened and closed in the following manner: open until the number of wins in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0071] As shown in the game flow in Figure 13, if a Type 2 effective 2R win I occurs in a high-base time-saving state, the game state after the special game returns to a high-base time-saving state. The number of time-saving rounds (J) when the high-base time-saving state is reached after a special game with a Type 2 effective 2R win I is 100 rounds.

[0072] J1. Type 2, effectively 9R, hit J This jackpot is one of the possible outcomes in the jackpot lottery triggered by the fulfillment of the activation conditions for the second special symbol. In the special game for this jackpot, after the first round, which is essentially a small win game, and a win in the specific area 19B, rounds 2 through 10 are played. In each round, the first large prize slot 16 is opened and closed in the following manner: open until the number of wins in the first large prize slot 16 reaches a predetermined number or until a predetermined time has elapsed, followed by a 2-second closure of the first large prize slot 16.

[0073] As shown in the game flow in Figure 13, if a Type 2 effective 9R win J occurs in the high base time-saving state, the game state after the special game returns to the normal state. In other words, in the game machine 1 of this embodiment, during the high base time-saving state, the most advantageous high base time-saving state continues if a Type 1 10R win F, Type 1 10R win G, Type 2 effective 9R win H, or Type 2 effective 2R win I occurs, but if a Type 2 effective 9R win J occurs, the game drops back to the normal state.

[0074] There are four types of special misses in the game machine 1. Special misses can only be selected in the jackpot lottery triggered by the fulfillment of the activation conditions for the first special symbol. The four types of special misses are as follows:

[0075] a1. High base time reduction operation special failure a As shown in the game flow in Figure 13, if this special miss a occurs in the normal state, the player enters a high-base time-saving state. The number of time-saving rounds (J) when entering the high-base time-saving state after special miss a is 100 rounds.

[0076] b1. Low base time reduction operation special failure b As shown in the game flow in Figure 13, if this special miss b occurs in the normal state, the game enters a low-base time-saving state. The number of time-saving rounds (B) when entering the low-base time-saving state after special miss b is 700 rounds.

[0077] c1. Low base time reduction operation special failure c As shown in the game flow in Figure 13, if this special miss c occurs in the normal state, the player enters a low-base time-saving state. The number of time-saving rounds (B) when entering the low-base time-saving state after this special miss c is 500 rounds.

[0078] d1. Low base time reduction operation special failure d As shown in the game flow in Figure 13, if this special miss d occurs in the normal state, the game enters a low-base time-saving state. The number of time-saving rounds (B) when entering the low-base time-saving state after this special miss d is 300 rounds.

[0079] Any miss other than the four special misses mentioned above is a normal miss. The mere stopping of a normal miss symbol does not trigger a change in the game state. However, as shown in the game flow in Figure 13, if the display stops on a normal miss symbol for 900 consecutive spins while the game state is not the high-base time-saving state, the game state will change to the high-base time-saving state after the 900th symbol stop. The number of time-saving spins (J) when the high-base time-saving state is reached after 900 normal misses is 100.

[0080] As mentioned above, the low-base time-saving state offers a higher degree of advantage in auxiliary games than the normal state. However, as shown in the game flow in Figure 13, in the low-base time-saving state, no matter what special symbol stops on, the high-base time-saving state is not achieved. In contrast, in the normal state, if the special symbol stops on the Type 1 2R win C symbol, the high-base time-saving state is achieved after the special game ends, and if it stops on the high-base time-saving activation special miss a symbol, the high-base time-saving state is achieved immediately. Therefore, in terms of the ease of achieving the high-base time-saving state, the normal state offers a higher degree of advantage than the low-base time-saving state. Thus, in this embodiment, the player desires to remain in the normal state during normal play and to have many opportunities to advance to the high-base time-saving state by drawing the Type 1 2R win C or the high-base time-saving activation special miss a symbol. Furthermore, during the low-base time-saving state, players hope to either hit the Type 1 2R win B symbol as quickly as possible, or use up the low-base time-saving rounds (B) to return to the normal state.

[0081] In Figure 1, an image display device 31 is fitted between the decorative member 7 and the first start opening 14 in the game area 56. The image display device 31 performs game effects using performance images under the control of the overall control unit 141 in the performance control board 120. More specifically, the image display device 31 performs a symbol variation effect as an effect that matches the symbol variation display of the special symbols. As shown in Figure 14(a), in the symbol variation effect, the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z (hereinafter, these symbols 36L, 36C, 36R, and 36Z will be appropriately referred to as "decorative symbols 36") are displayed. The left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z, through synchronized fluctuations with the first special symbol display device 20 and the second special symbol display device 21, notify the same jackpot determination result as indicated by the special symbols on the first special symbol display device 20 and the second special symbol display device 21.

[0082] As shown in Figure 14(a), when the left symbol 36L, middle symbol 36C, right symbol 36R, and fourth symbol 36Z stop in a winning pattern and the game machine 1 performs special game effects in conjunction with the special game. The special game effects include an opening effect related to the opening of the special game, a round game effect related to the round game, and an ending effect related to the ending of the special game.

[0083] As shown in Figure 14(b), the image 37(0) of the variation is displayed at the bottom center of the image display device 31. If there is a hold on the variation of the first special symbol, up to four images are displayed to the left of the image 37(0) of the variation of the first special symbol: image 371(1) of the first hold (the first hold in the variation order), image 371(2) of the second hold (the second hold in the variation order), image 371(3) of the third hold (the third hold in the variation order), and image 371(4) of the fourth hold (the fourth hold in the variation order).

[0084] When the number of reserved symbols displayed on the first special symbol reserved indicator 23 increases, an image 371(1), 371(2), 371(3), or 371(4) corresponding to the increased number of reserved symbols will appear.

[0085] While the first special symbol hold indicator 23 is displaying the number of hold indicators and the corresponding images 371(1), 371(2), 371(3), or 371(4), after each special symbol variation ends, the image 37(0) for that variation disappears, the image 371(1) for the first hold moves to the position of the variation image 37(0) for that variation, and the images 371(2), 371(3), or 371(4) for the second and subsequent hold indicators move to their respective positions to the right.

[0086] In the following explanation, images 37(0), 371(1), 371(2), 371(3), and 371(4) will be referred to as "holding display images" as appropriate.

[0087] As shown in Figure 15, the gaming machine 1 of this embodiment has three modes: evening mode, daytime mode, and nighttime mode. The evening mode is the mode when the machine is in a normal state. The daytime mode is the mode when the machine is in a low-base time-saving state. The nighttime mode is the mode when the machine is in a high-base time-saving state. During the evening mode, a background image showing the evening scenery is displayed during normal spinning. During the daytime mode, a background image showing the daytime scenery is displayed during normal spinning. During the nighttime mode, a background image showing the nighttime scenery is displayed during normal spinning.

[0088] As shown in Figure 16, in daytime mode, evening mode, and nighttime mode, the gaming machine 1 displays a normal reel spinning image in which the left symbol 36L, middle symbol 36C, and right symbol 36R are displayed in a random sequence on top of a background image corresponding to the current mode at the beginning of the animation that matches the reel spinning display.

[0089] As shown in Figure 17, in the animations corresponding to the symbol changes in daytime mode, evening mode, and nighttime mode, there are cases where an animation progresses from a normal spin animation to a normal reach animation. The reliability of a jackpot is higher when the animation progresses from a normal spin animation to a normal reach animation than when it does not.

[0090] When transitioning from a normal reel spin to a normal reach animation, one of the left symbols 36L and the right symbol 36R (the left symbol 36L in the example in Figure 17) temporarily stops, and after a short period of time the other two symbols (the right symbol 36R in the example in Figure 17) temporarily stops on the same type of symbol as the one that stopped earlier.

[0091] As shown in Figures 18 and 19, the roulette animation may be performed in conjunction with the symbol change display in daytime mode and evening mode. The roulette animation is not performed in night mode. The roulette animation is a performance that suggests which of several possible developments will occur based on the outcome of the roulette wheel.

[0092] The roulette wheel has three possible outcomes: "Daytime," "Evening," and "Loss." The "Daytime" outcome indicates that the game will enter daytime mode. The "Evening" outcome indicates that the game will enter evening mode. The "Loss" outcome indicates that the game will stop on a symbol that is usually considered a losing outcome.

[0093] As shown in Figure 18(a), in the roulette animation during evening mode, if the roulette spins to "evening," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "212," and the words "Evening Mode Continued" appear. Subsequently, while maintaining the background image of evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.

[0094] As shown in Figure 18(b), in the roulette animation during evening mode, if the roulette result is "daytime", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "232", and the words "Entering daytime mode" appear. After that, the background image switches to the daytime mode image, and the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin the next spin.

[0095] As shown in Figure 18(c), in the roulette animation during evening mode, if the roulette result is a "miss," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined to be a combination of losing patterns other than "212" and "213" (in the example in Figure 18(c), it is "272"). Then, while maintaining the background image of evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.

[0096] As shown in Figure 19(a), in the roulette animation during daytime mode, if the roulette result is "Day," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "232," and the words "Daytime Mode Continued" appear. Subsequently, while maintaining the daytime mode background image, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.

[0097] As shown in Figure 19(b), in the roulette animation during daytime mode, if the roulette result is "Evening," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed to be "212," and the words "Entering Evening Mode" appear. Subsequently, while maintaining the background image of evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.

[0098] As shown in Figure 19(c), in the roulette animation during daytime mode, if the roulette result is a "miss," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined to be a combination of losing patterns other than "212" and "213" (in the example in Figure 19(c), it is "272"). Then, while maintaining the daytime mode background, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next spin.

[0099] As shown in Figure 20, in the display of changing symbols in daytime mode, evening mode, and nighttime mode, the normal reach animation may progress to an SP reach animation. In the SP reach animation, the image display device 31 displays the animation image for the SP reach animation. The probability of winning a jackpot when the normal reach animation progresses to an SP reach animation is higher than when the animation does not progress to an SP reach animation.

[0100] When the normal reach animation progresses to the special reach animation, the middle symbol 36C slows down and appears to stop before spinning rapidly, and the left symbol 36L and the right symbol 36R move to the left and right corners of the screen, respectively. In conjunction with this, the animation image changes to the special reach animation.

[0101] As shown in Figure 21, when a starting win occurs, a special symbol variation is held in reserve, and a pre-read reserve display change effect is performed with the variation corresponding to that reserve (in the examples of Figures 21(a) and 21(b), the third reserve of the first special symbol) as the final variation, the timing t immediately after the start of each variation between the starting win and the final variation HH (In the examples of Figures 21(a) and 21(b), the timing t is immediately after the start of the variation two variations prior to the final variation.) HH (2) Timing t immediately after the start of the fluctuation immediately preceding the last fluctuationHH (1) Timing t immediately after the start of the final variation HH In (0), the display mode of the final variation and the corresponding pending display image changes to one of blue, green, or red. In the pre-read pending display change effect, the reliability of a big win increases in the order of blue < green < red.

[0102] In Figure 3, the back of the gaming machine 1 is equipped with a main control board 10, a frame control board 160, a performance control board 120, a power supply board 70, a power plug 161, a power switch 162, etc. The main control board 10 is covered by a cover 10c. The frame control board 160 is covered by a cover 160c. As shown in Figure 4, the main control board 10 and a RAM clear button 110e are located inside the cover 10c. Inside the cover 160c are a frame control display 85 and a game ball count clear button 180e. The frame control display 85 displays information such as the number of game balls and error messages according to display data transmitted from the launch control unit 170 in the frame control board 160. Holes 10e and 160e are drilled in the covers 10c and 160c. Even when covers 10c and 160c are installed, it is still possible to turn on the RAM clear button 110e by pressing the RAM clear button 110e located at the back of hole 10e, or to turn on the game ball count clear button 180e by pressing the game ball count clear button 180e located at the back of hole 160e.

[0103] When the power is turned on for the gaming machine 1, power is supplied from the power supply board 70 to the main control board 10, the frame control board 160, and the performance control board 120, causing these boards to start up.

[0104] Here, the power-on operation for the gaming machine 1 includes a normal power-on operation, a main control board RAM clear power-on operation, a frame control board RAM clear power-on operation, and a full RAM clear power-on operation. As shown in Figure 22(a), in the normal power-on operation, the RAM clear button 110e and the game ball count clear button 180e are turned OFF, and the power switch 162 is turned ON. As shown in Figure 22(b), in the main control board RAM clear power-on operation, the RAM clear button 110e is turned ON, the game ball count clear button 180e is turned OFF, and the power switch 162 is turned ON. As shown in Figure 22(c), in the frame control board RAM clear power-on operation, the RAM clear button 110e is turned OFF, the game ball count clear button 180e is turned ON, and the power switch 162 is turned ON. As shown in Figure 22(d), in the full RAM clear power-on operation, the RAM clear button 110e is turned ON, the game ball count clear button 180e is turned ON, and the power switch 162 is turned ON.

[0105] In Figure 5, the main control board 10 controls the progress of the game in the gaming machine 1, including the distribution of game balls. The main control board 10 is equipped with a one-chip microcontroller 110m, a random number circuit 110f, input ports, output ports, etc. The one-chip microcontroller 110m of the main control board 10 consists of a main CPU 110a, a main ROM 110b, and a main RAM 110c. The random number circuit 110f generates a jackpot random value in the range of 0 to 65535.

[0106] The input ports of the main control board 10 are connected to a general prize winning slot detection switch 12a, a gate detection switch 13a, a first start slot detection switch 14a, a second start slot detection switch 15a, a first major prize winning slot detection switch 16a, a specific area detection switch 18a, and an out-of-bounds ball detection switch 19a.

[0107] The output ports of the main control board 10 are connected to the following: start gate opening / closing solenoid 15c, first major prize gate opening / closing solenoid 16c, second major prize gate opening / closing solenoid 17c, specific area opening / closing solenoid 18d, first special symbol display device 20, second special symbol display device 21, normal symbol display device 22, first special symbol hold indicator 23, and normal symbol hold indicator 25.

[0108] The main CPU 110a of the main control board 10 reads the program stored in the main ROM 110b and performs calculations based on input signals from each detection switch and timer. When the power is turned on, the main CPU 110a performs an initial setup process, and after the initial setup process is completed and the machine is ready to play, it controls the progress of the game, including the variation of special symbols, the variation of regular symbols, and special games.

[0109] The main ROM 110b of the main control board 10 stores data such as game control programs. The main ROM 110b stores various tables, including a jackpot determination table for special symbol display devices 20 and 21, a win determination table for the normal symbol display device 22, a symbol determination table, a variation pattern determination table, a pre-determination table, a special game control table, a big prize opening / closing control table, a special game end setting table, a special losing symbol stop setting table, an auxiliary game control table, and a movable piece opening control table. Details of these tables will be described later.

[0110] The main RAM 110c of the main control board 10 is provided with various storage areas, including a special symbol storage area, a special symbol special electrical processing data storage area, a stopped symbol data storage area, a normal symbol hold storage area, a normal symbol normal electrical processing data storage area, a normal symbol data storage area, a complete information storage area, a game state flag storage area, a specific area winning flag storage area, a game machine information transmission standby timer counter, a response reception standby timer counter, a communication failure determination counter, a maximum number of game balls acquired counter, a round count (R) counter, a big winning entry ball count (C) counter, a first special symbol hold count (U1) counter, a normal symbol hold count (G) counter, a low base time reduction count (B) counter, a high base time reduction count (J) counter, a variation count (L) counter, an opening count (S) counter, a special electrical operation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, a game state buffer, and a performance transmission data storage area. In the event of a power outage, the data in the main RAM 110c's usage area is backed up by the backup power supply 74 after a checksum is added. When power is restored, this backup information is recovered after a data check using the checksum.

[0111] The frame control board 160 controls the payout of game balls and the counting of game balls. The frame control board 160 is connected to the main control board 10 in a bidirectional manner for communication. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, input ports, output ports, etc.

[0112] The input ports of the frame control board 160 are connected to the launch ball sensor 2a, foul ball sensor 2b, touch sensor 3a, launch volume 3b, launch solenoid 4a, ball feeding solenoid 4b, small ball sensor 81a, steel ball sensor 81b, radio wave sensor 81c, door sensor 81d, counting button detection switch 82, and card unit input terminal board 83a. The output ports of the frame control board 160 are connected to the card unit output terminal board 83b, game ball count indicator 84, frame control indicator 85, and game notification lamp 86.

[0113] The launch control unit 170 includes a launch CPU 170a, a launch ROM 170b, and a launch RAM 170c. Based on input signals from the timer, the launch CPU 170a reads the program stored in the launch ROM 170b and performs calculation processing using the launch RAM 170c as a work area. When the power is turned on, the launch CPU 170a performs initial setup processing, and after the initial setup processing is completed and the machine is ready to play, it controls the launch of the game balls.

[0114] The launch control unit 170's launch ROM 170b stores data such as the launch control program. The launch control unit 170's launch RAM 170c is provided with various storage areas, such as a launch permission flag storage area.

[0115] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count ROM 180b, and a game ball count RAM 180c. Based on the input signal from the timer, the game ball count CPU 180a reads the program stored in the game ball count ROM 180b and performs calculation processing using the game ball count RAM 180c as a work area. When the power is turned on, the game ball count CPU 180a performs initial setup processing, and after the initial setup processing is completed and the machine is ready to play, it performs processing related to subtracting and adding the number of playable game balls in accordance with the progress of the game, and controls the operation of the counting button 8 based on the game state and the progress and stop status of the game.

[0116] The game ball count ROM 180b of the game ball count control unit 180 stores data such as the game ball count control program. The game ball count ROM 180b also stores various tables, such as a table for determining the lamp illumination color while seated, a table for determining the background color while seated, a table for determining the lamp illumination color while away from the seat, and a table for determining the background color while away from the seat. Details of these tables will be described later.

[0117] The game ball count RAM 180c is equipped with various storage areas, including an error 1 occurrence information storage area, an error 2 occurrence information storage area, an error 3 occurrence information storage area, an error 4 occurrence information storage area, a count button operation enabled flag storage area, a count button operation disabled flag storage area, a game status flag storage area, a game machine information notification standby flag storage area, an away flag storage area, a game interruption judgment flag storage area, a count notification standby flag storage area, a communication failure judgment counter, a game machine information notification standby timer counter, a count notification standby timer counter, a game interruption judgment timer counter, a game ball count counter, a balls launched counter, a total prize balls counter, and a counted balls counter. In the event of a power outage, the data in the used area of ​​the game ball count RAM 180c is backed up by the backup power supply 74 after a checksum is added, and when power is restored, this backup information is restored after a data check using the checksum.

[0118] The power supply board 70 supplies power voltage to the gaming machine 1, and when the power voltage falls below a predetermined value, it supplies a voltage drop detection signal to the main control board 10 and the frame control board 160.

[0119] The performance control board 120 is responsible for controlling the performance. The performance control board 120 is connected to the main control board 10 so that it can communicate in one direction from the main control board 10 to the performance control board 120. The performance control board 120 is also connected to the frame control board 160 so that it can communicate in one direction from the frame control board 160 to the performance control board 120. The performance control board 120 includes a general control unit 141, a display / sound control unit 140, a lamp / drive control unit 150, and input and output ports for performance control. Performance button detection switches 35a, key detection switches 39a, 39b, 39c, 39d, etc. are connected to the input ports of the performance control board 120.

[0120] The performance control board 120 receives commands from the main control board 10 and controls the image display device 31, the sound output device 32, the performance drive devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d based on the received commands. The performance control board 120 includes a performance control unit 120m, a display / sound control unit 140, and a lamp / drive control unit 150.

[0121] The performance control unit 120m includes a sub-CPU 120a, a sub-ROM 120b, a sub-RAM 120c, and an RTC 120d. The RTC 120d outputs a signal indicating the current date and time to the sub-CPU 120a. The RTC 120d operates using the power supplied to the gaming machine 1 when power is supplied to it, and operates using the power from the backup power supply 74 of the power supply board 70 when the power to the gaming machine 1 is turned off.

[0122] The sub-CPU 120a reads the program stored in the sub-ROM 120b based on commands transmitted from the main control board 10 and input signals from the timer, and performs calculations using the sub-RAM 120c as a work area. When the power is turned on, the sub-CPU 120a performs initial setup processing, and after the initial setup processing is completed and the game is ready to play, it controls the effects according to the progress of the game.

[0123] The sub-ROM 120b of the performance control unit 120m stores data such as programs for performance control. Various tables such as a variable performance pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b.

[0124] Sub-RAM 120c is equipped with various memory areas, including a memory area for performance information, a memory area for performance symbols, a memory area for symbol variation performance patterns, a memory area for game state information, a memory area for performance patterns, a memory area for special background image setting flags, a memory area for special background image standby setting flags, and a special background variation count (P) counter.

[0125] The display / sound control unit 140 receives commands from the performance control unit 120m and controls the image display device 31 and the sound output device 32 based on the received commands. The display / sound control unit 140 includes a general control unit 141, a CGROM 146, a sound processor 144, a sound ROM 148, input / output ports, etc. The image display device 31 and the sound output device 32 are connected to the input / output ports of the display / sound control unit 140.

[0126] The control unit 141 includes a control CPU 141a, a control ROM 141b, and a control RAM 141c. The control CPU 141a receives an operating clock from a crystal oscillator, reads a program stored in the control ROM 141b, performs calculations using the control RAM 141c as a work area, and controls the VDP 145 and the audio processor 144 based on these calculations.

[0127] The main ROM 141b stores image and sound control programs for displaying images and controlling sound, a display list generation program for generating a display list consisting of drawing control commands, animation patterns for displaying animations of performance patterns, animation scene information, and a sound list generation program for generating a sound list consisting of sound control commands.

[0128] VDP145 is connected to CGROM146. CGROM146 stores compressed image data and uncompressed palette data. Image data is material data that summarizes the pixel information of a predetermined range of pixels (e.g., 32 x 32 pixels) in images (e.g., individual images such as performance image, background image constituting the background of the performance image, character image, and dialogue image) that are displayed on the image display device 31 as sprites or movie frames. The pixel information of the image data consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. Palette data is data that associates color number information that specifies a color number with display color information that indicates the actual display color of the pixels.

[0129] The VDP145 contains VRAM147. VRAM147 includes a display list storage area, a decompression storage area, a first frame buffer area, a second frame buffer area, and the like. The display list storage area is for temporarily storing the display list output from the control unit 141 (control CPU 141a). The decompression storage area is for temporarily storing image data obtained by decompressing compressed image data in the CGMOM.

[0130] The first and second frame buffer areas are for drawing and displaying images. These areas switch alternately between drawing and display modes at the start of each drawing operation.

[0131] The VDP145 stores the display list transmitted from the control unit 141 in the display list storage area of ​​the VRAM147, reads the image data indicated by the display list in the CGROM146, draws one frame's worth of drawing data to the drawing frame buffer of the VRAM147 based on this image data, and outputs the one frame's worth of drawing data from the display frame buffer of the VRAM147 as a video signal (RGB signal, etc.) to the image display device 31.

[0132] The VDP145 is supplied with an operating clock from a crystal oscillator. By dividing this operating clock, synchronization signals (horizontal synchronization signal and vertical synchronization signal) are generated to synchronize with the image display device 31 and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is set to 30fps (1 / 30 second = approximately 33ms) so that 30 drawings (images are displayed) are performed per second. However, it may also be set to 60fps (1 / 60 second = approximately 16.6ms) so that 60 drawings (images are displayed) are performed per second.

[0133] The audio processor 144 is connected to the audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads the audio data indicated by the sound list transmitted from the control unit 141 from the audio ROM 148, decodes this audio data, applies acoustic processing to the signal obtained by decoding, and outputs the acoustically processed signal as the sound signal for the performance sound to the audio output device 32.

[0134] The lamp / drive control unit 150 receives commands from the performance control unit 120m and controls the performance lighting devices 340a, 340b, 340c, 340d and the performance drive devices 330a, 330b, 330c, 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, lamp RAM 150c, lamp ROM 150b, and input / output ports. The performance lighting devices 340a, 340b, 340c, 340d and the performance drive devices 330a, 330b, 330c, 330d are connected to the input / output ports of the lamp / drive control unit 150.

[0135] The lamp CPU 150a receives an operating clock from the crystal oscillator, reads the program stored in the lamp ROM 150b, performs calculations using the lamp RAM 150c as a work area, and controls the performance lighting devices 340a, 340b, 340c, 340d and the performance drive devices 330a, 330b, 330c, 330d based on the calculations.

[0136] The lamp ROM 150b stores a lamp drive control program for lighting the lamps and driving the special effects, a program for determining the lamp emission information of the special effects lighting devices 340a, 340b, 340c, and 340d and for determining the emission mode to illuminate the special effects lighting devices 340a, 340b, 340c, and 340d according to this setting, a program for determining the operation mode to determine the special effects drive information of the special effects drive devices 330a, 330b, 330c, and 330d and for operating the special effects drive devices 330a, 330b, 330c, and 330d according to this setting, a special effects lamp control mode determination table, a special effects mechanism control mode determination table, and the like.

[0137] As shown in Figure 6, the card unit 9 is equipped with a card unit control board 90, a card unit SC board 91, a power supply board 97, and the like. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 91, and these boards start up.

[0138] The card unit control board 90 controls the basic operation of the card unit 9. The card unit SC board 91 controls communication between the card unit 9 and external devices, namely the gaming machine 1, the management center server (not shown), and the hall computer (not shown).

[0139] The card unit control board 90 includes a one-chip microcontroller 910m, input ports, output ports, etc. The one-chip microcontroller 910m of the card unit control board 90 consists of a unit CPU 910a, a unit ROM 910b, and a unit RAM 910c.

[0140] The input ports of the card unit control board 90 are connected to a lending button detection switch 98a, an ejection button detection switch 99a, a banknote identifier 91a, and a card reader / writer 92a. The lending button detection switch 98a is located on the back of the lending button 98 on the front of the card unit 9. When the lending button detection switch 98a detects that the lending button 98 has been pressed, it outputs a detection signal indicating that. The ejection button detection switch 99a is located on the back of the ejection button 99 on the front of the card unit 9. When the ejection button detection switch 99a detects that the ejection button 99 has been pressed, it outputs a detection signal indicating that.

[0141] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.

[0142] The unit CPU 910a of the card unit control board 90 reads the program stored in the unit ROM 910b based on input signals from each detection switch and timer, and performs calculation processing using the unit RAM 910c as a work area.

[0143] The unit ROM 910b of the card unit control board 90 stores data such as the unit control program.

[0144] The unit RAM 910c of the card unit control board 90 is provided with various storage areas, including an amount information storage area, a ball count information storage area, a loan receipt result response waiting flag storage area, a game status flag storage area, a dispensing button operation invalid flag storage area, a loan button operation invalid flag storage area, and a loan receipt result response waiting timer counter.

[0145] Next, the operation of the gaming machine 1 according to this embodiment will be described.

[0146] Figure 23 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. In Figure 23, the main CPU 110a performs initial setup processing. During initial setup processing, the main CPU 110a determines whether or not to restore backup information. If it determines that restoration is not necessary, it clears the main RAM 110c. If it determines that restoration is necessary, it restores the backup information in the main RAM 110c. After clearing or restoring the data, it starts the CTC (Counter Timer Circuit) to generate a timer interrupt (4 milliseconds). Details of the initial setup processing will be described later.

[0147] Next, the main CPU 110a performs a game machine information notification processing (S20). In the game machine information notification processing, the main CPU 110a generates a game machine information notification command to notify the frame control board 160 of the game status of game machine 1 and the progress and stop status of the game, sends the generated game machine information notification command to the frame control board 160, and checks whether or not a response command has been returned from the frame control board 160. The game machine information notification command includes information indicating whether or not a complete function activation error has occurred, information indicating that a prize has been won in the start slot, information indicating that a prize has been won in the big prize slot, etc.

[0148] As shown in Figure 24, in the gaming machine 1, after the initial setup process of the main control board 10 and the frame control board 160 is completed, a gaming machine information notification command is sent from the main control board 10 to the frame control board 160 every 108 milliseconds. The frame control board 160 sets a waiting time of 10 milliseconds from the transmission of the gaming machine information notification command to the reply of the response command, and if no reply command is received within the waiting time for 10 consecutive times, it displays a communication failure notification on the image display device 31. Details of the gaming machine information notification process will be described later.

[0149] In Figure 23, the main CPU 110a updates the random values ​​for special symbol determination and the random values ​​for reach determination (S30). After step S30 is executed, the main CPU 110a performs an initial random value update process (S40). In the initial random value update process, the main CPU 110a updates the initial random values ​​for special symbol determination and the initial random values ​​for normal symbol determination.

[0150] Next, the main CPU 110a determines whether or not a voltage drop detection signal is input from the power interruption detection circuit 73 of the power supply board 70 (S91). If no voltage drop detection signal is input (S91: No), the process returns to step S20 and repeats the subsequent processing. If a voltage drop detection signal is input (S91: Yes), the process proceeds to step S92.

[0151] In step S92, the main CPU 110a determines whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If it has not been continuously input for the predetermined period (S92: No), the process returns to step S20 and repeats. If it has been continuously input for the predetermined period (S92: Yes), the process proceeds to step S93.

[0152] In step S93, the main CPU 110a sets an interrupt disable to disable timer interrupts. Next, the main CPU 110a sends a power cut-off command to the game ball count control unit 180 and the launch control unit 170 of the frame control board 160 (S94).

[0153] Next, the main CPU 110a creates a checksum of the data in the used area of ​​the main RAM 110c and saves the created checksum to the main RAM 110c (S95). In step S95, the checksum saved to the main RAM 110c is compared with a checksum calculated from the data in the used area of ​​the main RAM 110c at that time during the initial setup process when the power is turned on next time. Whether the checksum is valid (whether the backup information is valid and data recovery is possible) is determined based on whether the two match.

[0154] Next, the main CPU 110a saves the backup flag (S96) and disables RAM access (S97). After executing step S97, the main CPU 110a enters an infinite loop to prepare for power outage. From then on, it waits until the power supply is completely cut off.

[0155] Figure 25 is a flowchart showing the timer interrupt processing of the main control board 10 of the gaming machine 1. The main CPU 110a of the main control board 10 executes timer interrupt processing every 4 milliseconds, which is the generation period of the reset clock pulse signal in the reset clock pulse generation circuit within the main control board 10.

[0156] When a reset clock pulse signal is generated, the main CPU 110a saves the information in its registers at that time to the stack area (S100). Next, the main CPU 110a performs time control processing (S110). Time control processing is the process of updating the counters used to measure various times in the main RAM 110c. In time control processing, the main CPU 110a decrements the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter in the main RAM 110c by 1 each.

[0157] Next, the main CPU 110a performs a specific random number update process (S120). This process updates the random numbers for special symbols and regular symbols. Here, the random number range for special symbols is 0 to 99, and the random number range for regular symbols is 0 to 65535. In the specific random number update process, the main CPU 110a updates the random number counters for special symbols and regular symbols by incrementing them by 1. If the incremented random number counter exceeds the maximum value of the random number range (the random number counter completes one cycle), the random number counter is reset to 0, and the respective random numbers are updated again from their initial values.

[0158] After step S120 is executed, the main CPU 110a performs an initial random value update process (S130). In the initial random value update process, the main CPU 110a updates the initial random values ​​for special symbols and the initial random values ​​for regular symbols.

[0159] Next, the main CPU 110a performs input control processing (S200). In input control processing, the main CPU 110a determines whether or not there is input to the various switches: the general prize entry detection switch 12a, the first major prize entry detection switch 16a, the first start entry detection switch 14a, the second start entry detection switch 15a, and the gate detection switch 13a. If there is input, it sets predetermined data. Details of the input control processing will be described later.

[0160] After step S200 is executed, the main CPU 110a performs special symbol and special electric control processing (S300). In the special symbol and special electric control processing, the main CPU 110a updates the value of the special symbol and special electric processing data stored in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of six processes: special symbol memory judgment processing (processing when special symbol and special electric processing data = 0), special symbol variation processing (processing when special symbol and special electric processing data = 1), special symbol stop processing (processing when special symbol and special electric processing data = 2), jackpot game processing (processing when special symbol and special electric processing data = 3), minor jackpot game processing (processing when special symbol and special electric processing data = 4), and jackpot game end processing (processing when special symbol and special electric processing data = 5). Details of the special symbol and special electric control processing will be described later.

[0161] After step S300 is completed, the main CPU 110a performs the normal symbol normal power control processing (S400). In the normal symbol normal power control processing, the main CPU 110a updates the value of the normal symbol normal power processing data stored in the main RAM 110c according to the progress of the game in the gaming machine 1, and then selects and executes one of two processes: normal symbol variation processing (processing when normal symbol normal power processing data = 0) and auxiliary game processing (processing when normal symbol normal power processing data = 1). Details of the normal symbol normal power control processing will be described later.

[0162] After step S400 is completed, the main CPU 110a performs prize ball control processing (S500). In prize ball control processing, the main CPU 110a refers to the general prize ball counter, the first start-up prize ball counter, the second start-up prize ball counter, and the large prize-up prize ball counter in the main RAM 110c, generates a prize ball count specification command that instructs the awarding of the number of game balls indicated by each counter, and transmits this command to the game ball count control unit 180 of the frame control board 160.

[0163] After step S500 is executed, the main CPU 110a performs a completion determination process (S600). The completion determination process determines whether or not to activate the completion function. In the completion determination process, the main CPU 110a determines whether the maximum number of game balls acquired counter in the main RAM 110c has reached the daily upper limit of 95,000. If the maximum number of game balls acquired counter reaches 95,000, the main CPU 110a stores completion information indicating the activation of the completion function in the completion information storage area of ​​the main RAM 110c, generates a launch prohibition command to notify the game ball count control unit 180 and the launch control unit 170 to prohibit the launch of game balls, and sets the generated launch prohibition command in the transmit buffer. The maximum number of game balls acquired counter is a counter in which the number indicated by each prize ball counter is added when game balls are awarded, and subtracted by 1 when game balls are launched while the counter value is 1 or more, with a minimum value of 0.

[0164] After step S500 is completed, the main CPU 110a performs data generation processing (S910). In the data generation processing, the main CPU 110a generates data for external output, start gate opening / closing solenoid data, first major prize gate opening / closing solenoid data, second major prize gate opening / closing solenoid data, special symbol display device data, and normal symbol display device data.

[0165] After step S910 is executed, the main CPU 110a performs output control processing (S920). In the output control processing, the main CPU 110a performs port output processing to output signals for the external output data, start gate opening / closing solenoid data, first major prize gate opening / closing solenoid data, and second major prize gate opening / closing solenoid data created in the data generation processing of step S910. It also performs display device output processing to output the special symbol display device data and the normal symbol display device data created in the data generation processing of S910 in order to light up the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22. Furthermore, it also performs command transmission processing to send commands set in the performance transmission data storage area of ​​the main RAM 110c to the frame control board 160 and the performance control board 120.

[0166] After step S920 is executed, the main CPU 110a restores the information saved to the stack area in step S100 to the registers of the main CPU 110a (S930).

[0167] Figure 26 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. The main processing is initiated when a system reset occurs in the sub-CPU 120a of the performance control unit 120m from the power supply board 70 due to the power-on operation.

[0168] In Figure 26, the sub-CPU 120a performs an initial setup process (S4000). During the initial setup process, the sub-CPU 120a reads the startup program from the sub-ROM 120b and initializes various flags in the sub-RAM 120c in response to power-on. After the initial setup process is completed, the sub-CPU 120a repeats the process of updating the random values ​​for the performance (S4100). In conjunction with this random value update process, the sub-CPU 120a also executes a timer interrupt process every 2 milliseconds, which is the generation period of the reset clock pulse signal from the reset clock pulse generation circuit in the performance control unit 120m.

[0169] Here, the time required for the initial setup process of the sub-CPU 120a is significantly shorter than the time required for the initial setup process of the main CPU 110a. Therefore, at the start of the initial setup process of the main CPU 110a, the sub-CPU 120a has already completed its initial setup process and is ready to store commands from the main CPU 110a in its receive buffer.

[0170] Figure 27 is a flowchart showing the timer interrupt processing of the performance control unit 120m. In Figure 27, the sub-CPU 120a saves the information in the sub-CPU 120a's registers to the stack area (S4400).

[0171] Next, the sub-CPU 120a performs a timer update process (S4500). In the timer update process, the sub-CPU 120a updates the various timer counters of the sub-RAM 120c by decrementing them by 1.

[0172] Next, the sub-CPU 120a performs command analysis (S4600). In the command analysis process, the sub-CPU 120a analyzes the commands in the receive buffer and, based on the analysis results, determines the content of the performance by the image display device 31, the sound output device 32, the performance drive devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d. It then sets a command indicating the determined performance content in the transmit buffer of the sub-RAM 120c. Details of the command analysis process will be described later.

[0173] Next, the sub-CPU 120a performs the performance input control processing (S4700). In the performance input control processing, the sub-CPU 120a processes the input signals of the detection switches 35a, 39a, 39b, 39c, 39d, and 39e for the performance buttons 35, the directional pad 39, and the center key 39E.

[0174] Next, the sub-CPU 120a performs data output processing (S4800). In data output processing, the sub-CPU 120a transmits the commands set in the transmission buffer of the sub-RAM 120c during the command analysis processing in step S1600 and the performance input control processing in step S1700 to the main control unit 141 and the lamp / drive control unit 150.

[0175] Next, the sub-CPU 120a restores the information saved to the stack area in step S1400 to its own registers (S4900).

[0176] Figure 28 is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1. In Figure 28, the launch CPU 170a performs an initial setup process (S1010). After completing the initial setup process, the launch CPU 170a performs a launch control process (S1020). The launch control process involves driving the ball feeding solenoid 4b and the launch solenoid 4a in response to the operation of the operating handle 3 to launch the game balls. Details of the launch control process will be described later.

[0177] Next, the launch CPU 170a determines whether or not it has received a power cut-off command from the main control board 10 (S1091). If it has not received a power cut-off command (S1091: No), it returns to step S1020. If it has received a power cut-off command (S1091: Yes), it proceeds to step S1097.

[0178] In step S1097, the main CPU 110a disables RAM access, enters an infinite loop, and prepares for a power outage. From this point onward, it waits until the power supply is completely cut off.

[0179] Figure 29 is a flowchart detailing the launch control process (step S1020 in Figure 28) of the launch control unit 170 of the gaming machine 1. In Figure 29, the launch CPU 170a determines whether the launch permission flag is set in the launch permission flag storage area of ​​the launch RAM 170c (S1110). If the launch permission flag is not set (S1110: No), the process proceeds to step S1120. If the launch permission flag is set (S1110: Yes), the process proceeds to step S1140.

[0180] In step S1120, the launch CPU 170a determines whether or not it has received a launch permission command from the main control board 10. If the launch CPU 170a has received a launch permission command (S1120: Yes), it proceeds to step S1130 and sets the launch permission flag in the launch permission flag storage area of ​​the launch RAM 170c. If the launch CPU 170a has not received a launch permission command (S1120: No), it skips step S1130 and terminates the current launch control process.

[0181] In step S1140, the launch CPU 170a determines whether or not a detection signal has been received from the touch sensor 3a. If a detection signal has been received from the touch sensor 3a (S1140: Yes), the launch CPU 170a proceeds to step S1150. If there is no detection signal from the touch sensor 3a (S1140: No), the launch CPU 170a proceeds to step S1160.

[0182] In step S1150, the launch CPU 170a energizes the launch solenoid 4a and the ball feed solenoid 4b based on the output voltage of the launch volume 3b, and proceeds to step S1170. With this energization, the ball feed solenoid 4b feeds the game balls one by one toward the launching member directly connected to the launch solenoid 4a, and the launch solenoid 4a rotates the launching member to launch the game balls between rails 5a and 5b.

[0183] In step S1160, the launch CPU 170a stops the power supply to the launch solenoid 4a and the ball feed solenoid 4b, and proceeds to step S1170.

[0184] In step S1170, the launch CPU 170a determines whether or not it has received a launch prohibition command from the main control board 10. If the launch CPU 170a has received a launch prohibition command from the main control board 10 (S1170: Yes), it proceeds to step S1180, clears the launch permission flag in the launch permission flag storage area of ​​the launch RAM 170c, and terminates the current launch control process. If the launch CPU 170a has not received a launch prohibition command from the main control board 10 (S1170: No), it skips step S1180 and terminates the current launch control process.

[0185] Figure 30 is a flowchart showing the main processing of the game ball count control unit 180 of the gaming machine 1. In Figure 30, the game ball count CPU 180a performs an initial setup process (S2010). During the initial setup process, the game ball count CPU 180a determines whether or not to restore the backup information. If it determines that restoration is not necessary, it clears the game ball count RAM 180c. If it determines that restoration is necessary, it restores the backup information in the game ball count RAM 180c. Details of the initial setup process will be described later.

[0186] After step S2010 is executed, the game ball count CPU 180a performs an error detection process (S2020). In the error detection process, the game ball count CPU 180a determines whether a complete function activation error has occurred in the main control board 10, and whether small ball detection errors, steel ball detection errors, and radio wave detection errors have occurred in the frame control board 160. If one of these four predetermined errors, a small ball detection error, a steel ball detection error, or a radio wave detection error, occurs, the CPU performs a control to prohibit the operation of the counting button 8. Details of the error detection process will be described later.

[0187] After step S2020 is executed, the game ball count CPU 180a performs a response process (S2030). In the response process, the game ball count CPU 180a determines whether or not it has received a game machine information notification command from the main control board 10. If it has received a game machine information notification command, it sends a response command to the main control board 10. Details of the response process will be described later.

[0188] After step S2030 is executed, the game ball count CPU 180a performs game machine information notification processing (S2040). In the game machine information notification processing, the game ball count CPU 180a generates game machine information notification data to notify the card unit 9 of the game status of game machine 1 and the progress and stop status of the game, and transmits the generated game machine information notification data to the card unit 9. The game machine information notification data includes information indicating the game status of game machine 1, information indicating whether game machine 1 is in the middle of a jackpot, information indicating whether a complete function activation error has occurred, information indicating whether a small ball detection error has occurred, information indicating whether a steel ball detection error has occurred, information indicating whether a radio wave detection error has occurred, information indicating the number of game balls, information indicating the number of balls launched, information indicating the total number of prize balls, information indicating that a ball has entered the start slot, information indicating that a ball has entered the big prize slot, etc.

[0189] Here, as shown in Figure 31, in the gaming machine 1, after the initial setup process of the frame control board 160 is completed, gaming machine information notification data is transmitted from the frame control board 160 to the card unit 9 every 300 milliseconds. Details of the gaming machine information notification process will be described later.

[0190] In Figure 30, the game ball count CPU 180a performs counting processing (S2050). During the counting processing, the game ball count CPU 180a subtracts or adds to the game ball counter, launched ball counter, and total prize ball counter of the game ball count RAM 180c in response to the input signals from the launched ball sensor 2a, the foul ball sensor 2b, and the prize ball specification command transmitted from the main control board 10. The game ball count CPU 180a also determines whether the count button 8 has been operated based on the input signal from the count button detection switch 82, and sets the number determined according to the operation of the count button 8 as the counted number of game balls to be transferred to the card unit 9, and adds this counted number to the counted number counter of the game ball count RAM 180c.

[0191] After step S2050 is completed, the game ball count CPU 180a performs the count notification process (S2060). In the count notification process, the game ball count CPU 180a generates count notification data and sends the generated count notification data to the card unit 9.

[0192] Here, as shown in Figure 32, in the gaming machine 1, counting notification data is transmitted from the frame control board 160 to the card unit 9 every 100 milliseconds after the transmission of the gaming machine information notification data. Details of the counting notification process will be described later.

[0193] In Figure 30, the game ball count CPU 180a performs lending control processing (S2070). During lending control processing, the game ball count CPU 180a determines whether or not it has received lending notification data from the card unit 9. If it has received lending notification data, it increments and updates the game ball count counter in the game ball count RAM 160c and sends lending receipt result response data back to the card unit 9. Details of the lending control processing will be described later.

[0194] After step S2070 is executed, the game ball count CPU 180a performs game notification control processing (S2080). In the game notification control processing, the game ball count CPU 180a determines whether the player is seated or has left their seat, determines the notification pattern for when the player is seated or left, and according to this determination, determines the illumination color of the game notification lamp 86 and the background color of the normal variation or waiting area of ​​the image display device 31, and controls the illumination pattern of the game notification lamp 86 and the display pattern of the image display device 31. Here, there are six illumination colors for the game notification lamp 86: no illumination (colorless), blue, green, purple, yellow, and red. Also, there are six background colors for the normal variation and waiting area: gray, blue, green, purple, yellow, and red. Details of the game notification control processing will be described later.

[0195] Next, the game ball count CPU 180a determines whether or not a voltage drop detection signal is input from the power interruption detection circuit 73 of the power supply board 70 (S2091). If no voltage drop detection signal is input (S2091: No), the process returns to step S2020 and repeats. If a voltage drop detection signal is input (S2091: Yes), the process proceeds to step S2092.

[0196] In step S2092, the game ball number CPU 180a determines whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If it has not been continuously input for the predetermined period (S2092: No), the process returns to step S2020, and the subsequent processes are repeated. If it has been continuously input for the predetermined period (S2092: Yes), the process proceeds to step S2095.

[0197] In step S2095, the game ball number CPU 180a creates a checksum for the data within the used area of the game ball number RAM 180c, and saves the created checksum to the game ball number RAM 180c. The checksum saved to the game ball number RAM 180c in this step S2095 is compared with the checksum calculated from the data within the used area of the game ball number RAM 180c at that time in the initial setting process at the next power-on, and it is determined whether the checksum is normal (whether the backup information is valid and data recovery is possible) based on whether the two match.

[0198] The game ball number CPU 180a saves the backup flag (S2096) and prohibits RAM access (S2097). After executing step S2097, the game ball number CPU 180a enters an infinite loop to prepare for power-off. Thereafter, it waits until the power supply is completely cut off.

[0199] FIG. 33 is a flowchart showing the main process of the card unit control board 90 of the card unit 9. The unit CPU 910a performs an initial setting process (S3010), and after the completion of the initialization process, repeats the processes of steps S3020 to S3080 at a predetermined cycle.

[0200] In step S3020, the unit CPU 910a performs a bill insertion recognition process. In the bill insertion recognition process, the unit CPU 910a performs processes related to updating the amount information storage area of the unit RAM 910c and displaying on the amount display 93 in response to the insertion of the bill 6 into the bill insertion slot 91. The details of the bill insertion recognition process will be described later.

[0201] After the execution of step S3020, the unit CPU 910a performs card insertion recognition processing (S3030). In the card insertion recognition processing, the unit CPU 910a updates the amount information storage area and the number of balls in hand information in the unit RAM 910c in response to the insertion of the card 7 into the card insertion slot 92, and performs processing related to changing the displays of the amount display 93 and the number of balls in hand display 94. The details of the card insertion recognition processing will be described later.

[0202] After the execution of step S3030, the unit CPU 910a performs transfer processing (S3040). In the transfer processing, the unit CPU 910a checks whether it has received count notification data, which is a transfer signal for the number of game balls. If it has received the count notification data, the unit CPU 910a updates the number of balls in hand information in the unit RAM 910c and performs processing related to changing the display of the number of balls in hand display 94. The details of the transfer processing will be described later.

[0203] After the execution of step S3040, the unit CPU 910a performs ball lending processing (S3050). In the ball lending processing, the unit CPU 910a performs processing related to generating and transmitting lending notification data in response to an operation of the lending button 98.

[0204] After the execution of step S3050, the unit CPU 910a performs response confirmation processing (S3060). In the response confirmation processing, the unit CPU 910a performs processing related to confirming the return of lending reception result response data.

[0205] Here, as shown in FIG. 34, the card unit 9 sets the waiting time from the transmission of the lending notification data to the return of the lending reception result response data to 10 milliseconds. If the lending reception result response data is returned within 10 milliseconds, the transfer of the number of game balls from the card unit 9 to the gaming machine 1 is confirmed. If the lending reception result response data is not returned within 10 milliseconds, the lending notification data is retransmitted. The details of the ball lending processing and the response confirmation processing will be described later.

[0206] In Figure 33, the unit CPU 910a performs the return process (S3070). During the return process, the unit CPU 910a performs processing related to writing the amount information and the number of balls held to card 7, and ejecting card 7, in response to the operation of the eject button 99. Details of the return process will be described later.

[0207] After step S3070 is executed, the unit CPU 910a performs a game machine information analysis process (S3080). In the game machine information analysis process, the unit CPU 910a determines whether or not it has received game machine information notification data from the frame control board 160. If it has received game machine information notification data, it determines, based on the game machine information notification data, which game state the game machine 1 is in: normal state, low base time reduction state, high base time reduction state, unplayable state 1, or unplayable state 2. Depending on this game state, it performs processing related to notifying the management center server (not shown) of the occurrence of fraud and whether or not to allow the return of banknotes 6 and cards 7. Details of the game machine information analysis process will be described later.

[0208] Figures 35 and 36 are flowcharts detailing the initial setup process of the main control board 10 (step S10 in Figure 23). In Figure 35, the main CPU 110a performs initial CPU settings such as setting the built-in registers (S10-1) and allows access to the main RAM 110c (S10-2).

[0209] Next, the main CPU 110a determines whether or not the backup flag is saved in the main RAM 110c (S10-4). If the backup flag is saved (S10-4: Yes), the main CPU 110a proceeds to step S10-5. If the backup flag is not saved (S10-4: No), the process proceeds to step S10-8.

[0210] In step S10-5, the main CPU 110a calculates a checksum of the backup information in the main RAM 110c. In the next step, S10-6, the main CPU 110a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S10-5. If the checksum is not valid (S10-6: No), the main CPU 110a proceeds to step S10-7. If the checksum is valid (S10-6: Yes), the main CPU 110a proceeds to step S10-8.

[0211] In step S10-7, the main CPU 110a sends an irrecoverable command to the performance control board 120. Upon receiving the irrecoverable command, the performance control board 120 displays an irrecoverable notification on the image display device 31.

[0212] In step S10-8, the main CPU 110a determines whether the RAM clear button 110e is pressed. If the main control board RAM clear power-on operation shown in Figure 22(b) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the result of this step S10-8 is "Yes". If the normal power-on operation shown in Figure 22(a) or the frame control board RAM clear power-on operation shown in Figure 22(c) is performed, the result of this step S10-8 is "No". If the RAM clear button 110e is not pressed (S10-8: No), the main CPU 110a proceeds to step S10-9. If the RAM clear button 110e is pressed (S10-8: Yes), the main CPU 110a proceeds to step S10-12.

[0213] In step S10-9, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110c and configures the main RAM 110c for power restoration. During the power restoration configuration of the main RAM 110c, the backup information of the main RAM 110c is restored.

[0214] After step S10-9 is executed, the main CPU 110a proceeds to step S10-10. In step S10-10, the main CPU 110a determines whether the normal game state flag is set in the game state flag storage area of ​​the main RAM 110c. If the normal game state flag is set (step S10-10: Yes), the main CPU 110a proceeds to step S10-17; otherwise, it proceeds to step S10-18.

[0215] If the RAM clear button 110e is pressed (S10-8: Yes), in step S10-12, the main CPU 110a clears the entire area of ​​the main RAM 110c. In step S10-13, the main CPU 110a clears the area of ​​the main RAM 110c excluding the game ball counter. After executing step S10-12, the main CPU 110a proceeds to step S10-14.

[0216] In step S10-14, the main CPU 110a sends a power-on command to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.

[0217] In step S10-17, the main CPU 110a sends a power recovery command corresponding to the normal state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.

[0218] In step S10-18 of Figure 36, the main CPU 110a determines whether the low-base time-saving game state flag is set in the game state flag storage area of ​​the main RAM 110c. If the low-base time-saving game state flag is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19. If the low-base time-saving game state flag is not set (step S10-18: No), the main CPU 110a proceeds to step S10-24. In step S10-19, the main CPU 110a sends a power recovery command corresponding to the low-base time-saving state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.

[0219] In step S10-24, the main CPU 110a sends a power recovery command corresponding to the high base time reduction state to the frame control board 160 and the performance control board 120. Subsequently, the main CPU 110a sends a game state specification command corresponding to the game state after recovery to the performance control board 120 (S10-25), and proceeds to step S10-26.

[0220] In step S10-26, the main CPU 110a activates the CTC (Counter Timer Circuit) to generate a timer interrupt. In the next step, S10-27, the main CPU 110a activates the random number circuit 110f and completes the initial setup process.

[0221] In this case, if a power outage occurs during the low-base time-saving state, one of the five game states shown in Figure 12, the main control board 10 backs up the low-base time-saving state game state flag in the game state flag storage area of ​​the main RAM 110c and the count value of the game ball counter using the backup power supply 74. Similarly, the game ball counter control unit 180 backs up the low-base time-saving state game state flag in the game state flag storage area of ​​the game ball RAM 180c and the count value of the game ball counter using the backup power supply 74. Subsequently, if the normal power-on operation shown in Figure 22(a) or the main control board RAM clear power-on operation shown in Figure 22(b) is performed, a command to specify the restored number of game balls is sent to the main control board 10 during the initial setup process of the game ball count control unit 180 (step S2010-10 in Figure 38, described later). However, if the frame control board RAM clear power-on operation shown in Figure 22(c) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the command to specify the restored number of game balls is not sent to the main control board 10.

[0222] Therefore, if the power is cut off in the low base time reduction state and the normal power-on operation shown in Figure 22(a) is performed the day after, the initial setup process of the main control board 10 proceeds as follows: Step S10-1 → Step S10-2 → Step S10-4: Yes → Step S10-5 → Step S10-6: Yes → Step S10-8: No → Step S10-9 in Figure 35, and the game state flag in the game state flag storage area of ​​the main RAM 110c, which is the game state at the time of the power cut off the previous day, is restored.

[0223] If the power is cut off in a low base time-saving state and the following day the main control board RAM clear power-on operation shown in Figure 22(b) is performed, the initial setup process of the main control board 10 proceeds as follows: Step S10-1 → Step S10-2 → Step S10-4:Yes → Step S10-5 → Step S10-6:Yes → Step S10-8:Yes → Step S10-12 in Figure 35, and the game state flag in the game state flag storage area of ​​the main RAM 110c, which is the game state at the time of the power cut off the previous day, is cleared.

[0224] When the power is turned off in the low base short state and the all-RAM clear power-on operation shown in FIG. 22(d) is performed the next day, in the initial setting process of the main control board 10, the process proceeds as follows in FIG. 35: step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: Yes → step S10-12, and the game state flag storage area of the main RAM 110c is cleared.

[0225] By performing the above processing, when the main control board 10 is in the low base short state and the main control board RAM clear power-on operation, which is the second power-on operation accompanied by the operation of the RAM clear button 110e, is performed after the power is turned off, the backup information in the main RAM 110c of the main control board 10 is cleared, and the game ball number counter, which is the number of playable game balls in the game ball number RAM 180c of the game ball number control unit 180, is not cleared.

[0226] FIG. 37 is a flowchart showing the details of the game machine information notification process (step S20 in FIG. 23) of the main control board 10. In FIG. 37, the main CPU 110a determines whether the count value of the game machine information transmission standby timer counter in the main RAM 110c is greater than 0 (S20-1). The game machine information transmission standby timer counter is a counter for measuring 108 milliseconds, which is the transmission cycle of the game machine information notification command from the main control board 10 to the frame control board 160. If 108 milliseconds have not elapsed since the previous transmission of the game machine information notification command, the determination result of this step S20-1 is "Yes", and if 108 milliseconds have elapsed, the determination result of this step S20-1 is "No". When the count value of the game machine information transmission standby timer counter is greater than 0 (S20-1: Yes), the main CPU 110a proceeds to step S20-2. When the count value of the game machine information transmission standby timer counter is 0 (S20-1: No), the main CPU 110a proceeds to step S20-3.

[0227] In step S20-2, the main CPU 110a updates the gaming machine information transmission standby timer counter by -1 and proceeds to step S20-6.

[0228] In step S20-3, the main CPU 110a sends a game machine information notification command to the frame control board 160. Next, the main CPU 110a sets the game machine information transmission waiting timer counter to 108 milliseconds, which is the waiting time until the next game machine information notification command is sent (S20-4). In the next step S20-5, the main CPU 110a sets the communication failure determination counter to 10. The communication failure determination counter is used to determine if there has been no response command in response to the transmission of the game machine information notification command for 10 consecutive times.

[0229] After step S20-5 is executed, the main CPU 110a sets the response reception waiting timer counter to 10 milliseconds, which is the waiting time from the transmission of the game machine information notification command to the reply of the response command (S20-14), and proceeds to step S20-15.

[0230] In step S20-6, the main CPU 110a determines whether or not it has received a response command from the frame control board 160. If the main CPU 110a has received a response command (20-6: Yes), it proceeds to step S20-7; if it has not received a response command (20-6: No), it proceeds to step S20-9.

[0231] In step S20-6, the main CPU 110a clears the communication failure detection counter of the main RAM 110c. In the next step S20-7, the main CPU 110a clears the response reception waiting timer counter and proceeds to step S20-15.

[0232] In step S20-9, the main CPU 110a determines whether the count value of the response reception waiting timer counter in the main RAM 110c is greater than 0. If the count value of the response reception waiting timer counter is greater than 0 (S20-9: Yes), the main CPU 110a proceeds to step S20-10. If the count value of the response reception waiting timer counter is 0 (S20-9: No), the main CPU 110a proceeds to step S20-11.

[0233] In step S20-10, the main CPU 110a updates the response reception waiting timer counter by decrementing it by 1, and then proceeds to step S20-15.

[0234] In step S20-11, the main CPU 110a updates the communication failure determination counter by decrementing it by 1 and proceeds to step S20-12.

[0235] In step S20-12, the main CPU 110a determines whether the count value of the communication failure detection counter in the main RAM 110c is greater than 0. If there is no response command within 10 milliseconds to the transmission of a game machine information notification command for 10 consecutive times, the result of this step S20-12 is "No". If the count value of the communication failure detection counter is greater than 0 (S20-12: Yes), the main CPU 110a proceeds to step S20-13, and if the count value of the communication failure detection counter is 0 (S20-12: No), it proceeds to step S20-14.

[0236] In step S20-13, the main CPU 110a sends a communication failure command to the performance control board 120. Upon receiving the communication failure command, the performance control board 120 displays a communication failure notification on the image display device 31.

[0237] In step S20-14, the main CPU 110a sets the response reception waiting timer counter to 10 milliseconds, which is the waiting time from the transmission of the game machine information notification command to the reply of the response command, and proceeds to step S20-15.

[0238] In step S20-15, the main CPU 110a determines whether or not it has received a game ball count specification command from the frame control board 160. This game ball count specification command is sent from the game ball count control unit 180 in step S2060 of the counting process of the game ball count control unit 180 (Figure 45), which will be described later, when the game ball count counter in the game ball count RAM 180c of the game ball count control unit 180 is updated. If the main CPU 110a has received a game ball count specification command (S20-15: Yes), it proceeds to step S20-16. If the main CPU 110a has not received a game ball count specification command (S20-15: No), it skips step S20-16 and terminates the game machine information notification process.

[0239] In step S20-16, the main CPU 110a updates the maximum number of acquired game balls counter in the main RAM 110c by adding or subtracting the number of game balls indicated by the game ball number specification command. This update updates the count value of the maximum number of acquired game balls counter in the main RAM 110c of the main control board 10, but it is a different value from the count value of the game ball counter in the game ball RAM 180c of the game ball count control unit 180.

[0240] Figure 38 is a flowchart detailing the initial setup process of the game ball count control unit 180 (step S2010 in Figure 30). In Figure 38, the game ball count CPU 180a performs initial CPU settings such as setting the built-in registers (S2010-1) and allows access to the game ball count RAM 180c (S2010-2).

[0241] Next, the game ball count CPU 180a sends a launch permission command to the launch control unit 170 (S2010-3). When the launch control unit 170 receives the launch permission command, the launch permission flag is set in the launch permission flag storage area (step S1130 in Figure 29), and from then on, game balls are launched by operating the operation handle 3.

[0242] Next, the game ball count CPU 180a determines whether or not a backup flag is saved in the game ball count RAM 180c (S2010-4). If the backup flag is saved (S2010-4: Yes), the game ball count CPU 180a proceeds to step S2010-5. If the backup flag is not saved (S2010-4: No), the program proceeds to step S2010-8.

[0243] In step S2010-5, the game ball count CPU 180a calculates a checksum of the backup information in the game ball count RAM 180c. In the next step S2010-6, the game ball count CPU 180a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the game ball count RAM 180c matches the checksum calculated in step S2010-5. If the checksum is not valid (S2010-5: No), the game ball count CPU 180a proceeds to step S2010-7. If the checksum is valid (S2010-5: Yes), the process proceeds to step S2010-8.

[0244] In step S2010-7, the game ball count CPU 180a sends an irrecoverable command to the performance control board 120. Upon receiving the irrecoverable command, the performance control board 120 displays an irrecoverable notification on the image display device 31.

[0245] In step S2010-8, the game ball count CPU 180a determines whether the game ball count clear button 180e is pressed. If the frame control board RAM clear power-on operation shown in Figure 22(c) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the result of this step S2010-8 is "Yes". If the normal power-on operation shown in Figure 22(a) or the main control board RAM clear power-on operation shown in Figure 22(b) is performed, the result of this step S2010-8 is "No". If the game ball count clear button 180e is not pressed (S2010-8: No), the game ball count CPU 180a proceeds to step S2010-9. If the game ball count clear button 180e is pressed (S2010-8: Yes), the process proceeds to step S2010-12.

[0246] In step S2010-10, the game ball count CPU 180a clears the backup flag and checksum saved in the game ball count RAM 180c and configures the game ball count RAM 180c for power restoration. When configuring the game ball count RAM 180c for power restoration, the backup information of the game ball count RAM 180c is restored.

[0247] In step S2010-12, the game ball count CPU 180a clears the entire area of ​​the game ball count RAM 180c. After executing step S2010-12, the game ball count CPU 180a proceeds to step S2010-17.

[0248] In step S2010-17, the game ball count CPU 180a sets the count button operation enable flag in the count button operation enable flag storage area of ​​the game ball count RAM 180c, and then finishes the initial setup process. The count button operation enable flag is a flag that enables the operation of count button 8.

[0249] Here, in the low base time reduction state, one of the five game states shown in Figure 12, if a power outage occurs and then the normal power-on operation shown in Figure 22(a) or the frame control board RAM clear power-on operation shown in Figure 22(c) is performed, the power restoration specification command for the restored game state, the low base time reduction state, is sent to the frame control board 160 during the initial setup process of the main control board 10 (step S10-19 in Figure 36). However, if the main control board RAM clear power-on operation shown in Figure 22(b) or the full RAM clear power-on operation shown in Figure 22(d) is performed, the power restoration specification command is not sent to the game ball count control unit 180.

[0250] Therefore, if the power is cut off in a low base time reduction state and the following day the normal power-on operation shown in Figure 22(a) is performed, the initial setup process of the game ball count control unit 180 proceeds as follows: Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4:Yes → Step S2010-5 → Step S2010-6:Yes → Step S2010-8:No → Step S2010-9 in Figure 38, and the count value of the game ball counter in the game ball count RAM 180c is restored.

[0251] If the power is cut off while the game is in a low base time-saving state, and the frame control board RAM clear power-on operation shown in Figure 22(c) is performed the following day, the initial setup process of the game ball count control unit 180 proceeds as follows: Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4:Yes → Step S2010-5 → Step S2010-6:Yes → Step S2010-8:Yes → Step S2010-12 in Figure 38. The game state flag in the game state flag storage area of ​​the game ball count RAM 180c, which is the game state at the time of the power cut off the previous day, is restored, but the count value of the game ball counter is cleared.

[0252] If the power is cut off while the game is in a low base time-saving state, and the full RAM clear power-on operation shown in Figure 22(d) is performed the following day, the initial setup process of the game ball count control unit 180 proceeds as follows: Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4:Yes → Step S2010-5 → Step S2010-6:Yes → Step S2010-8:Yes → Step S2010-12 in Figure 38, and the game ball count counter and game state flag storage area of ​​the game ball count RAM 180c are cleared.

[0253] As a result of the above processing, when the game ball count control unit 180 is in a low base time-saving state, and after a power outage occurs, if a first power-on operation, which is a frame control board RAM clear power-on operation accompanied by the operation of the game ball count clear button 180e, is performed, the game ball count control unit 180 clears the game ball count counter, which is the number of playable game balls, in the game ball count RAM 180c of the game ball count control unit 180, while maintaining the game state flag for the low base time-saving state in the game ball count RAM 180c of the game ball count control unit 180.

[0254] Figure 39 is a flowchart detailing the error determination process of the game ball count control unit 180 (step S2020 in Figure 30). In Figure 39, the game ball count CPU 180a determines whether or not it has received a game machine information specification command for a complete function activation error from the main control board 10 (S2020-1). If the game ball count CPU 180a has received a game machine information specification command for a complete function activation error (S2020-1: Yes), it proceeds to step S2020-2. If it has not received a game machine information specification command for a complete function activation error (S2020-1: No), it proceeds to step S2020-3.

[0255] In step S2020-2, the game ball count CPU 180a stores the error 1 occurrence information in the error 1 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-15.

[0256] In step S2020-3, the game ball count CPU 180a determines whether or not a detection signal has been received from the small ball sensor 81a. If a detection signal has been received from the small ball sensor 81a (S2020-3: Yes), the game ball count CPU 180a proceeds to step S2020-4; if no detection signal has been received from the small ball sensor 81a (S2020-3: No), it proceeds to step S2020-6.

[0257] In step S2020-4, the game ball count CPU 180a stores the error 2 occurrence information in the error 2 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-5.

[0258] In step S2020-5, the game ball count CPU 180a outputs the error 2 display data to the game ball count indicator 84 and the frame control indicator 85, and proceeds to step S2020-12. As shown in Figure 40(a), when a small ball detection error, which is a predetermined error, occurs and the error 2 display data is output, the game ball count indicator 84 and the frame control indicator 85 change the game ball count display to "Err2", which is the error code indicating that error 2 has occurred.

[0259] In step S2020-6, the game ball count CPU 180a determines whether or not a detection signal has been received from the steel ball sensor 81b. If a detection signal has been received from the steel ball sensor 81b (S2020-6: Yes), the game ball count CPU 180a proceeds to step S2020-7; if no detection signal has been received from the steel ball sensor 81b (S2020-6: No), the game ball count CPU 180a proceeds to step S2020-9.

[0260] In step S2020-7, the game ball count CPU 180a stores the error 3 occurrence information in the error 3 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-8.

[0261] In step S2020-8, the game ball count CPU 180a outputs the error 3 display data to the game ball count indicator 84 and the frame control indicator 85, and proceeds to step S2020-12. As shown in Figure 40(b), when a predetermined error, a steel ball detection error, occurs and the error 3 display data is output, the game ball count indicator 84 and the frame control indicator 85 change the game ball count display to "Err3", which is the error code indicating that error 3 has occurred.

[0262] In step S2020-9, the game ball count CPU 180a determines whether or not a detection signal has been received from the radio wave sensor 81c. If a detection signal has been received from the radio wave sensor 81c (S2020-9: Yes), the game ball count CPU 180a proceeds to step S2020-10. If no detection signal has been received from the radio wave sensor 81c (S2020-9: No), the error determination process for this step is terminated.

[0263] In step S2020-10, the game ball count CPU 180a stores the error 4 occurrence information in the error 4 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-11.

[0264] In step S2020-11, the game ball count CPU 180a outputs the error 4 display data to the game ball count display unit 84 and the frame control display unit 85, and proceeds to step S2020-12. As shown in Figure 40(c), when a radio wave detection error, which is a predetermined error, occurs and the error 4 display data is output, the game ball count display unit 84 and the frame control display unit 85 change the game ball count display to "Err4", which is the error code indicating that error 4 has occurred.

[0265] In step S2020-12, the game ball count CPU 180a sets the game state flag for "unable to play state 2" in the game state flag storage area of ​​the game ball count RAM 180c.

[0266] Next, the game ball count CPU 180a clears the count button operation enable flag in the count button operation enable flag memory area (S2020-13), sets the count button operation disable flag in the count button operation disable flag memory area (S2020-14), and proceeds to step S2020-15. The count button operation disable flag is a flag that disables the operation of count button 8.

[0267] In step S2020-15, the game ball count CPU 180a sends a launch prohibition command to the launch control unit 170, and the error detection process ends. When the launch control unit 170 receives the launch prohibition command, the launch permission flag storage area is cleared (step S1180 in Figure 29), and from this point onward, game balls will not be launched even if the operation handle 3 is operated.

[0268] In the error detection process, if a predetermined error occurs, such as a small ball detection error, a steel ball detection error, or a radio wave detection error, the game ball count CPU 180a outputs error display data to the game ball count display 84 and the frame control display 85, and sends a launch prohibition command to the launch control unit 170. Therefore, if a small ball detection error, a steel ball detection error, or a radio wave detection error occurs, an error code is displayed on the game ball count display 84 and the frame control display 85, and the game stops.

[0269] In contrast, if a specific error, the complete function activation error, occurs, the process proceeds as follows: step S2020-1: Yes → step S2030-2 → S2020-15. A launch prohibition command is sent, and the game progresses, but the error display data is not sent to the game ball count indicator 84 and the frame control indicator 85. Therefore, if the complete function activation error occurs, as shown in Figure 40(d), the game ball count display on the game ball count indicator 84 and the frame control indicator 85 is maintained, and no error code is displayed.

[0270] Figure 41 is a flowchart detailing the response processing of the game ball count control unit 180 (step S2030 in Figure 30). In Figure 41, the game ball count CPU 180a determines whether or not it has received a game machine information notification command from the main control board 10 (S2030-1). If the game ball count CPU 180a has received a game machine information notification command (S2030-1: Yes), it proceeds to step S2030-2. If it has not received a game machine information notification command (S2030-1: No), it terminates the response processing.

[0271] In step S2030-2, the game ball count CPU 180a updates the game state flag storage area of ​​the game ball count RAM 180c. Specifically, if the game machine information notification command indicates that the machine has entered the normal state, the game ball count CPU 180a sets the normal state game state flag in the game state flag storage area; if it indicates that the machine has entered the low base time-saving state, it sets the low base time-saving state game state flag in the game state flag storage area; if it indicates that the machine has entered the high base time-saving state, it sets the high base time-saving state game state flag in the game state flag storage area; and if it indicates that a complete function activation error has occurred, it sets the game state flag for unplayable state 1 in the game state flag storage area.

[0272] In the next step, S2030-3, the game ball count CPU 180a sends a response command to the main control board 10, and the response processing for this step is completed.

[0273] In this response process, regardless of whether the updated game state flag in step S2030-2 is in the normal state, low-base time-saving state, high-base time-saving state, or game-unavailable state 1, the processes corresponding to steps S2020-13 and S2020-14 of the error determination process in Figure 39 are not executed. Therefore, the game ball count control unit 180 enables the operation of the counting button 8 in the low-base time-saving state and the high-base time-saving state, which is a more advantageous state.

[0274] Figure 42 is a flowchart detailing the game machine information notification process (step S2040 in Figure 30) of the game ball count control unit 180. In Figure 42, the game ball count CPU 180a determines whether or not the game machine information notification wait flag is set in the game machine information notification wait flag storage area of ​​the game ball count RAM 180c (S2041). If the game machine information notification wait flag is set (S2041: Yes), the game ball count CPU 180a proceeds to step S2042. If the game machine information notification wait flag is not set (S2041: No), the game machine information notification process ends.

[0275] In step S2042, the game ball count CPU 180a determines whether the count value of the game machine information notification standby timer counter is greater than 0. The game machine information notification standby timer counter is a counter used to measure the waiting time from the transmission of count notification data to the transmission of game machine information notification data. As shown in Figure 32, the transmission cycle of game machine information notification data is 300 seconds, and the time from the transmission of game machine information notification data to the transmission of count notification data is 100 milliseconds, so the time from the transmission of count notification data to the transmission of the next game machine information notification data is 200 seconds. In this embodiment, when count notification data is transmitted, in step S2060-9 of the count notification processing (Figure 48) described later, this 200 milliseconds is set in the game machine information notification standby timer counter. If 200 milliseconds have not elapsed since the transmission of the previous count notification data, the result of the determination in step S2042 is "Yes", and if 200 milliseconds have elapsed, the result of the determination in step S2042 is "No". If the count value of the game machine information notification standby timer counter is greater than 0 (S2042:Yes), the game ball count CPU 180a proceeds to step S2043, and if the count value of the game machine information notification standby timer counter is 0 (S2042:No), it proceeds to step S2044.

[0276] In step S2043 of Figure 42, the game ball count CPU 180a updates the game machine information notification waiting timer counter by decrementing it by 1, and terminates the current game machine information notification process.

[0277] In step S2044, the game ball count CPU 180a performs the game machine information notification data transmission process. Details of the game machine information notification data transmission process will be described later.

[0278] In step S2045, the game ball count CPU 180a clears the game machine information notification standby flag in the game ball count RAM 180c's game machine information notification standby flag storage area.

[0279] Next, the game ball count CPU 180a sets the count notification wait flag in the count notification wait flag storage area of ​​the game ball count RAM 180c (S2046). In the next step S2047, the game ball count CPU 180a sets 100 milliseconds, which is the waiting time from the transmission of the game machine information notification data to the transmission of the count notification data, in the count notification wait timer counter, and terminates the game machine information notification process.

[0280] Figures 43 and 44 are flowcharts detailing the game machine information notification data transmission process (step S2044 in Figure 42) of the game ball count control unit 180. In Figure 43, the game ball count CPU 180a determines whether or not the normal game state flag is set in the game state flag storage area of ​​the game ball count RAM 180c (S2044-1). If the normal game state flag is set (S2044-1: Yes), the game ball count CPU 180a proceeds to step S2044-2. If the normal game state flag is not set (S2044-1: No), step S2044-2 is skipped and the process proceeds to step S2044-3.

[0281] In step S2044-2, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that it is in a normal state, and transmits this game machine information notification data to the card unit 9.

[0282] The game ball count CPU 180a determines whether the low-base time-saving game state flag is set in the game state flag storage area of ​​the game ball count RAM 180c (S2044-3). If the low-base time-saving game state flag is set (S2044-3: Yes), the game ball count CPU 180a proceeds to step S2044-4. If the low-base time-saving game state flag is not set (S2044-3: No), step S2044-4 is skipped and the process proceeds to step S2044-9.

[0283] In step S2044-4, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that the game is in a low base time reduction state, and transmits this game machine information notification data to the card unit 9.

[0284] The game ball count CPU 180a determines whether the high-base time-saving state game state flag is set in the game state flag storage area of ​​the game ball count RAM 180c (S2044-9). If the high-base time-saving state game state flag is set (S2044-9: Yes), the game ball count CPU 180a proceeds to step S2044-10. If the high-base time-saving state game state flag is not set (S2044-9: No), step S2044-10 is skipped and the program proceeds to step S2044-10.

[0285] In step S2044-10, the game ball count CPU 180a generates game machine information notification data, which is a status notification signal indicating that the game is in a high base time reduction state, and transmits this game machine information notification data to the card unit 9.

[0286] The game ball count CPU 180a determines whether or not error 1 occurrence information is stored in the error 1 occurrence information storage area of ​​the game ball count RAM 180c (S2044-11). If error 1 occurrence information is stored (S2044-11: Yes), the game ball count CPU 180a proceeds to step S2044-12. If error 1 occurrence information is not stored (S2044-11: No), step S2044-12 is skipped and the process proceeds to step S2044-13.

[0287] In step S2044-12, the game ball count CPU 180a generates game machine information notification data including error 1 occurrence information and transmits this game machine information notification data to the card unit 9.

[0288] The game ball count CPU 180a determines whether or not error 2 occurrence information is stored in the error 2 occurrence information storage area of ​​the game ball count RAM 180c (S2044-13). If error 2 occurrence information is stored (S2044-13: Yes), the game ball count CPU 180a proceeds to step S2044-14. If error 2 occurrence information is not stored (S2044-13: No), step S2044-14 is skipped and the process proceeds to step S2044-15.

[0289] In step S2044-14, the game ball count CPU 180a generates game machine information notification data including error 2 occurrence information and transmits this game machine information notification data to the card unit 9.

[0290] The game ball count CPU 180a determines whether or not error 3 occurrence information is stored in the error 3 occurrence information storage area of ​​the game ball count RAM 180c (S2044-15). If error 3 occurrence information is stored (S2044-15: Yes), the game ball count CPU 180a proceeds to step S2044-16. If error 3 occurrence information is not stored (S2044-15: No), step S2044-16 is skipped and the process proceeds to step S2044-17.

[0291] In step S2044-16, the game ball count CPU 180a generates game machine information notification data including error 3 occurrence information and transmits this game machine information notification data to the card unit 9.

[0292] The game ball count CPU 180a determines whether or not error 4 occurrence information is stored in the error 4 occurrence information storage area of ​​the game ball count RAM 180c (S2044-17). If error 4 occurrence information is stored (S2044-17: Yes), the game ball count CPU 180a proceeds to step S2044-18. If error 4 occurrence information is not stored (S2044-17: No), step S2044-18 is skipped and the process proceeds to step S2044-19.

[0293] In step S2044-18, the game ball count CPU 180a generates game machine information notification data including error 4 occurrence information and transmits this game machine information notification data to the card unit 9.

[0294] In step S2044-19, the game ball count CPU 180a refers to the game ball count counter in the game ball count RAM 180c, generates game machine information notification data that includes the game ball count information indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.

[0295] In the next step S2044-20, the game ball count CPU 180a refers to the number of balls launched counter in the game ball count RAM 180c, generates game machine information notification data that includes the number of balls launched indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.

[0296] In the next step S2044-21, the game ball count CPU 180a refers to the total prize ball count counter in the game ball count RAM 180c, generates game machine information notification data that includes the total prize ball count information indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.

[0297] Figure 45 is a flowchart showing the details of the counting process of the game ball count control unit 180 (step S2050 in Figure 30). In Figure 45, the game ball count CPU 180a performs a game ball count transition condition fulfillment determination process (S2051). The game ball count transition condition fulfillment determination process is a process that determines whether or not the conditions for the game ball count transition have been met. In the game ball count transition condition fulfillment determination process, the game ball count CPU 180a sets a short press of the count button 8 as the first transition condition and a long press of the count button 8 as the second transition condition, and decides whether to set the count to 1 or 250 balls depending on which transition condition has been met. Details of the game ball count transition condition fulfillment determination process will be described later.

[0298] In the next step, S2052, the game ball count CPU 180a determines whether or not a detection signal has been received from the launch ball sensor 2a. If a detection signal has been received from the launch ball sensor 2a (S2052: Yes), the process proceeds to step S2053. If no detection signal has been received from the launch ball sensor 2a (S2052: No), the process proceeds to step S2055.

[0299] In step S2053, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by decrementing it by 1. In the next step S2054, the game ball count CPU 180a updates the number of launched balls counter in the game ball count RAM 180c by incrementing it by 1, and then proceeds to step S2055.

[0300] In the next step, S2055, the game ball count CPU 180a determines whether or not a detection signal from the foul ball sensor 2b has been received. If a detection signal from the foul ball sensor 2b has been received (S2055: Yes), the process proceeds to step S2056. If there is no detection signal from the foul ball sensor 2b (S2055: No), the process proceeds to step S2058.

[0301] In step S2056, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by incrementing it by 1. In the next step S2057, the game ball count CPU 180a updates the number of launched balls counter in the game ball count RAM 180c by decrementing it by 1, and then proceeds to step S2058.

[0302] In step S2058, the game ball count CPU 180a determines whether or not it has received a prize ball count specification command. The prize ball count specification command is sent from the main control board 10 in step S500 of the main processing of the main control board 10 shown in Figure 25 when a game ball passes through the general prize entry 12, the first start entry 14, the second start entry 15, or the large prize entry 16. If the game ball count CPU 180a has received a prize ball count specification command (S2058: Yes), it proceeds to step S2059. If it has not received a prize ball count specification command (S2058: No), it skips step S2059 and proceeds to step S2060. In step S2060, the game ball count CPU 180a sends a game ball count specification command and ends the counting process.

[0303] In step S2059, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by adding the number of prize balls indicated by the prize ball specification command, and updates the total prize ball counter in the game ball count RAM 180c by adding the number of prize balls indicated by the prize ball specification command. Then, in step S2060, the game ball count specification command is sent, and the counting process ends.

[0304] Figure 46 is a flowchart detailing the game ball count transition condition fulfillment determination process of the game ball count control unit 180 (step S2051 in Figure 45). In Figure 46, the game ball count CPU 180a determines whether or not the count button operation disable flag is set in the count button operation disable flag storage area of ​​the game ball count RAM 180c (S2051-1). If the count button operation disable flag is not set (S2051-1: No), the game ball count CPU 180a proceeds to step S2051-2. If the count button operation disable flag is set (S2051-1: Yes), the game ball count transition condition fulfillment determination process ends.

[0305] In step S2051-2, the game ball count CPU 180a determines whether the count button operation enable flag is set in the count button operation enable flag storage area of ​​the game ball count RAM 180c. If the count button operation enable flag is set (S2051-2: Yes), the game ball count CPU 180a proceeds to step S2051-3. If the count button operation enable flag is not set (S2051-2: No), the game ball count transition condition fulfillment determination process ends.

[0306] In step S2051-3, the game ball count CPU 180a determines whether the counting button 8 was briefly pressed or not. If the counting button 8 was not briefly pressed (S2051-3: No), the game ball count CPU 180a proceeds to step S2051-4 to determine whether the counting button 8 was long-pressed or not. If the counting button 8 was briefly pressed (S2051-3: Yes), the game ball count CPU 180a determines that the first game ball count transition condition has been met and proceeds to step S2051-5. If the counting button 8 was long-pressed (S2051-4: Yes), the game ball count CPU 180a determines that the second game ball count transition condition has been met and proceeds to step S2051-6. If the counting button 8 was neither briefly pressed nor long-pressed (S2051-4: No), the game ball count transition condition meeting determination process ends.

[0307] Here, the game ball count CPU 180a updates the operation information storage area of ​​the game ball count RAM 180c based on the input signal from the counting button detection switch 82. By referring to this operation information storage area, it determines whether the operation of the counting button 8 is a short press or a long press.

[0308] Figures 47(a) and 47(b) show the operation information storage area and examples of its updates. The operation information storage area includes a counting button sampling signal storage area, a counting button on-edge storage area, a counting button off-edge storage area, a counting button off-edge count storage area, and a counting button on-off-edge signal count storage area.

[0309] Each of the following storage areas—counting button sampling signal storage area, counting button on-edge storage area, counting button off-edge storage area, counting button off-edge count storage area, and counting button on-off-edge signal count storage area—has a latest sampling storage unit that stores information on the most recent sampling timing and a previous sampling storage unit that stores information on the previous sampling timing.

[0310] During the operation information storage area update process, the game ball count CPU 180a writes 1 to the latest sampling storage area of ​​the count button sampling signal storage area if the input signal of the count button detection switch 82 is ON, and writes 0 to the latest sampling storage area of ​​the count button sampling signal storage area if the input signal of the count button detection switch 82 is OFF.

[0311] If the previous sampling signal memory in the counting button sampling signal memory area is 0 and the latest sampling signal memory is 1, then 1 is written to the latest sampling signal memory in the counting button on-edge signal memory area. Otherwise, if the previous sampling signal is 1 and the latest sampling signal is 1, the previous sampling signal is 0 and the latest sampling signal is 0, or the previous sampling signal is 1 and the latest sampling signal is 0, then 0 is written to the latest sampling signal memory in the counting button on-edge signal memory area.

[0312] If the previous sampling signal memory in the counting button sampling signal memory area is 1 and the latest sampling signal memory is 0, then 1 is written to the latest sampling signal memory in the counting button off-edge signal memory area. For any other combination (previous sampling signal is 1 → latest sampling signal is 1, previous sampling signal is 0 → latest sampling signal is 0, or previous sampling signal is 0 → latest sampling signal is 1), then 0 is written to the latest sampling signal memory in the counting button off-edge signal memory area.

[0313] If 1 is written to the latest sampling memory in the counting button sampling signal memory area, the number in the latest sampling memory in the counting button on / off edge signal count memory area is overwritten to +1. If 0 is written to the latest sampling memory in the counting button sampling signal memory area, the latest sampling memory in the counting button on / off edge signal count memory area is reset to 0.

[0314] In the update process described above, if 1 is written to the counting button off-edge storage area of ​​the operation information storage area, and the number of counting button on / off edge signal storage areas at that time is less than a predetermined value, it can be determined that a short press operation was performed. If the number of counting button on / off edge signal storage areas is equal to or greater than the predetermined value, it can be determined that a long press operation was performed.

[0315] In step S2051-5 of Figure 46, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by decrementing it by 1. In the next step S2051-6, the game ball count CPU 180a updates the counted ball counter in the game ball count RAM 180c by incrementing it by 1, and terminates the process for determining whether the game ball count transition condition has been met.

[0316] In step S2051-7, the game ball count CPU 180a updates the game ball count counter in the game ball count RAM 180c by subtracting 250. In the next step S2051-8, the game ball count CPU 180a updates the counted balls counter in the game ball count RAM 180c by adding 250, and terminates the process for determining whether the game ball count transition condition has been met.

[0317] Figure 48 is a flowchart detailing the counting notification process (step S2060 in Figure 30) of the game ball count control unit 180. In Figure 48, the game ball count CPU 180a determines whether or not the counting notification wait flag is set in the counting notification wait flag storage area of ​​the game ball count RAM 180c (S2060-1). If the counting notification wait flag is set (S2060-1: Yes), the game ball count CPU 180a proceeds to step S2060-2. If the counting notification wait flag is not set (S2060-1: No), the current counting notification process is terminated.

[0318] In step S2060-2, the game ball count CPU 180a determines whether the count value of the count notification standby timer counter in the game ball count RAM 180c is greater than 0. If 100 milliseconds have not elapsed since the previous transmission of game machine information notification data, the result of this step S2060-2 is "Yes". If 100 milliseconds have elapsed, the result of this step S2060-2 is "No". If the count value of the count notification standby timer counter is greater than 0 (S2060-2: Yes), the game ball count CPU 180a proceeds to step S2060-3. If the count value of the count notification standby timer counter is 0 (S2060-2: No), the process proceeds to step S2060-4.

[0319] In step S2060-3, the game ball count CPU 180a updates the count notification waiting timer counter by decrementing it by 1, and then terminates the current count notification process.

[0320] In step S2060-4, the game ball count CPU 180a refers to the count counter in the game ball count RAM 180c, generates count notification data containing the count information indicated by this count value, and transmits the generated count notification data to the card unit 9.

[0321] Here, the number of balls counted at the time of execution of this step is either 250, 1, or 0. If a long press operation is performed and the operation is deemed valid between the previous transmission of count notification data and the current transmission, count notification data containing 250 pieces of information is transmitted. If a short press operation is performed and the operation is deemed valid between the previous transmission and the current transmission, count notification data containing 1 piece of information is transmitted. If neither a long press nor a short press operation is performed, or if the operation is deemed invalid, count notification data containing 0 pieces of information is transmitted.

[0322] As described above, when a predetermined error occurs, such as a small ball detection error, a steel ball detection error, or a radio wave detection error, and the game state of the game machine 1 becomes unplayable state 2, the game ball count control unit 180 displays an error code on the game ball count display unit 84 and the frame control display unit 85 (steps S2020-5, S2020-8, S2020-11 in Figure 39), the counting button operation enable flag is cleared (step S2020-13 in Figure 39), the counting button operation disable flag is set (step S2020-14 in Figure 39), and the game progress is stopped (step S2020-15 in Figure 39). In contrast, when a specific error, a complete function activation error, occurs and the game state of the gaming machine 1 becomes unplayable state 1, the game is stopped (step S2020-15 in Figure 39), but the display of the number of game balls on the game ball count indicator 84 and the frame control indicator 85 is maintained.

[0323] Therefore, when a predetermined error occurs, the game is stopped and an error code is displayed on the game ball count indicator 84 and the frame control indicator 85, the game ball count control unit 180 disables the operation of the counting button 8, prevents the conditions for the transition of the game ball count from being met, and restricts the transmission of count notification data, which is a transition signal for a predetermined number of game balls, either 1 or 250, to the card unit 9. Furthermore, when a specific error occurs, the game is stopped, no error code is displayed on the game ball count indicator 84 and the frame control indicator 85, and the display of the game ball count is maintained, the game ball count control unit 180 enables the operation of the counting button 8, fulfills the conditions for the transition of the game ball count, and allows the transmission of count notification data, which is a transition signal for a predetermined number of game balls, either 1 or 250, to the card unit 9.

[0324] Furthermore, when the game state of the game machine 1 is the normal state, the low-base time-saving state, or the high-base time-saving state, the game ball count control unit 180 maintains the set of the count button operation enable flag. Therefore, in the predetermined advantageous states of the normal state and the high-base time-saving state, the game ball count control unit 180 enables the operation of the count button 8, fulfills the conditions for transitioning the game ball count, and enables the transmission of count notification data, which is a transition signal for a predetermined number of game balls, either 1 or 250, to the card unit 9.

[0325] In step S2060-5 of Figure 48, the game ball count CPU 180a determines whether the count value of the game ball count RAM 180c's ball count counter is greater than 0. If the count value of the ball count counter is greater than 0 (S2060-5: Yes), the game ball count CPU 180a proceeds to step S2060-6. If the count value of the ball count counter is 0 (S2060-5: No), step S2060-6 is skipped and the process proceeds to step S2060-7.

[0326] In step S2060-6, the game ball count CPU 180a clears the game ball count RAM 180c's ball count counter.

[0327] In step S2060-7, the game ball count CPU 180a clears the count notification waiting flag in the game ball count RAM 180c. Next, the game ball count CPU 180a sets the game machine information notification waiting flag in the game machine information notification waiting flag storage area of ​​the game ball count RAM 180c (S2060-8), sets 200 milliseconds, which is the waiting time from the transmission of the current count notification data to the transmission of the next game machine information notification data, in the game machine information notification waiting timer counter (S2060-9), and ends the current count notification process.

[0328] Figure 49 is a flowchart detailing the lending control process of the game ball count control unit 180 (step S2070 in Figure 30). In Figure 49, the game ball count CPU 180a determines whether or not it has received lending notification data from the card unit 9 (S2070-1). If the game ball count CPU 180a has received lending notification data (S2070-1: Yes), it stores the lending notification data in the game ball count RAM 180c and proceeds to step S2070-2. If the game ball count CPU 180a has not received lending notification data (S2070-1: No), it terminates the current lending control process.

[0329] In step S2070-2, the game ball count CPU 180a updates the game ball count counter by adding the number of game balls indicated in the information within the loan notification data, and then proceeds to step S2070-3.

[0330] In step S2070-3, the game ball count CPU 180a sends loan receipt result response data to the card unit 9, and terminates the loan control process.

[0331] Figures 50 and 51 are flowcharts detailing the game notification control process (step S2080 in Figure 30) of the game ball count control unit 180. In Figure 50, the game ball count CPU 180a determines whether or not the "away flag" is set in the "away flag" storage area of ​​the game ball count RAM 180c (S2080-1). The "away flag" is a flag that indicates that the player has interrupted the game and left their seat. If the "away flag" is set (S2080-1: Yes), the game ball count CPU 180a proceeds to step S2080-2. If the "away flag" is not set (S2080-1: No), the process proceeds to step S2080-5.

[0332] In step S2080-2, the game ball count CPU 180a determines whether or not it has received a start-up prize designation command from the main control board 10. The start-up prize designation command is a command indicating that a game ball has passed through the first start-up opening 14 or the second start-up opening 15, and is generated in the pre-determination process of the main control board 10 (step S240-8 in Figure 62), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received the start-up prize designation command (S2080-2: Yes), it proceeds to step S2080-4, clears the absent flag, and proceeds to step S2080-5. If the start-up prize designation command has not been received (S2080-2: No), it proceeds to step S2080-24.

[0333] In step S2080-5, the game ball count CPU 180a performs a seating notification pattern determination process. In the seating notification pattern determination process, the game ball count CPU 180a refers to the seating lamp illumination color determination table in the game ball count ROM 180b, determines the illumination color based on the count value of the game ball count counter in the game ball count RAM 180c, and outputs illumination data of this illumination color to the game notification lamp 86. The game ball count CPU 180a also refers to the seating background color determination table in the game ball count ROM 180b, determines the background color of the normal variation based on the count value of the game ball count counter in the game ball count RAM 180c, and sends a command to specify the performance pattern of this background color to the performance control board 120. The game notification lamp 86 changes its illumination color according to the illumination data received from the game ball count control unit 180. The performance control board 120 changes the background color of the normal variation according to the performance pattern specification command received from the game ball count control unit 180.

[0334] Figure 52(a) shows the table for determining the illumination color of the seated lamp. The table stores pairs of data indicating the number of game balls and the illumination color. Specifically, 0 to 999 corresponds to no illumination (colorless), 1000 to 58999 corresponds to blue, and 59000 and above corresponds to red.

[0335] Figure 52(b) shows the table for determining the background color while seated. The table stores pairs of data indicating the number of game balls and the corresponding light color. Specifically, 0 to 999 are associated with gray, 1000 to 58999 with blue, and 59000 and above with red.

[0336] In step S2080-6 of Figure 50, the game ball count CPU 180a determines whether or not it has received a symbol confirmation command from the main control board 10. The start prize designation command is a command that indicates that the variation of the special symbol has stopped and the symbol has been confirmed. It is generated in the special symbol variation processing of the main control board 10 (step S320-3 of Figure 74), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received a symbol confirmation command (S2080-6: Yes), it proceeds to step S2080-10. If it has not received a symbol confirmation command (S2080-6: No), it proceeds to step S2080-12.

[0337] In step S2080-10, the game ball count CPU 180a sets a game interruption determination flag in the game interruption determination flag storage area of ​​the game ball count RAM 180c. Next, the game ball count CPU 180a sets a predetermined time (for example, 10 minutes) in the game interruption determination timer counter (S2080-11) and terminates the current game notification control process.

[0338] In step S2080-12, the game ball count CPU 180a determines whether or not the game interruption determination flag is set in the game interruption determination flag storage area of ​​the game ball count RAM 180c. If the game interruption determination flag is set (S2080-12: Yes), the game ball count CPU 180a proceeds to step S2080-13. If the game interruption determination flag is not set (S2080-12: No), the game notification control process for this step is terminated.

[0339] In step S2080-13, the game ball count CPU 180a determines whether or not it has received a variation start command from the main control board 10. The variation start command is a command indicating that the variation of the special symbols has started, and is generated in the variation pattern determination process of the main control board 10 (step S312 in Figure 68), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has not received a variation start command (S2080-13: No), it proceeds to step S2080-14.

[0340] In step S2080-14, the game ball count CPU 180a determines whether or not it has received an opening designation command from the main control board 10. The opening designation command is a command that indicates that the opening of a special game has started, and is generated in the special symbol stop processing of the main control board 10 (step S330-8 in Figure 75), which will be described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120.

[0341] If the game ball count CPU 180a receives a command to start the variation (S2080-13: Yes) or an opening specification command (S2080-14: Yes), it proceeds to step S2080-15. If neither of these commands is received (S2080-13: No → S2080-14: No), it proceeds to step S2080-17.

[0342] In step S2080-15, the game ball count CPU 180a clears the game interruption judgment flag in the game interruption judgment flag storage area of ​​the game ball count RAM 180c. Next, the game ball count CPU 180a clears the game interruption judgment timer counter in the game ball count RAM 180c (S2080-16), and terminates the current game notification control process.

[0343] In step S2080-17 of Figure 51, the game ball count CPU 180a updates the game interruption judgment timer counter in the game ball count RAM 180c by decrementing it by 1. Then, the game ball count CPU 180a determines whether the count value of the updated game interruption judgment timer counter is greater than 0 (S2080-18). If the state in which the next spin does not start and the opening of the special game does not start after the special symbol is confirmed has not continued for a predetermined time, the result of the determination in step S2080-17 will be "Yes". If the count value of the game interruption judgment timer counter is greater than 0 (S2080-18: Yes), the game ball count CPU 180a terminates the current game notification control process. If the count value of the game interruption judgment timer counter is 0 (S2080-18: No), proceed to step S2080-22.

[0344] In step S2080-22, the game ball count CPU 180a clears the game interruption judgment flag in the game interruption judgment flag storage area. Then, the game ball count CPU 180a sets the away flag in the away flag storage area of ​​the game ball count RAM 180c (S2080-23), and terminates the current game notification control process.

[0345] In step S2080-24, the game ball count CPU 180a performs a seat absence notification mode determination process and terminates the current game notification control process. In the seat absence notification mode determination process, the game ball count CPU 180a refers to the seat absence lamp illumination color determination table in the game ball count ROM 180b, determines the illumination color based on the count value of the game ball count counter in the game ball count RAM 180c, and outputs illumination data of this illumination color to the game notification lamp 86. The game ball count CPU 180a also refers to the seat absence background color determination table in the game ball count ROM 180b, determines the background color of the waiting image based on the count value of the game ball count counter in the game ball count RAM 180c, and sends a background color display pattern specification command to the display control board 120. The game notification lamp 86 changes its illumination color according to the illumination data received from the game ball count control unit 180. The performance control board 120 changes the background color of the customer waiting image according to the performance pattern specification command received from the game ball count control unit 180.

[0346] Figure 53(a) shows the table for determining the illumination color of the lamp while the player is away from their seat. The table stores pairs of data indicating the number of game balls and the illumination color. Specifically, 0 corresponds to no illumination (colorless), 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.

[0347] Figure 53(b) shows the table for determining the background color while the player is away from their seat. The table stores pairs of data indicating the number of game balls and the corresponding light color. Specifically, 0 corresponds to gray, 1-999 to purple, 1000-58999 to yellow, and 59000 and above to red.

[0348] In this embodiment of the game notification control process, if the special symbols stop changing while a player is seated, the process proceeds as follows: Step S2080-1: No → Step S2080-5 → Step S2080-6: Yes → Step S2080-10 in Figure 53, where the game interruption judgment flag is set, and the process proceeds to the next step S2080-11, where a predetermined time is set in the game interruption judgment timer counter.

[0349] If the special symbol remains stopped and the next spin does not begin, and the special game does not start, the game notification control process proceeds as follows: step S2080-1: No → step S2080-5 to determine the seat notification mode, then steps S2080-6: No → step S2080-12: Yes → step S2080-13: No → step S208-14: No → step S2080-17 to decrement the game interruption judgment timer counter by 1, and this process is repeated.

[0350] If the next fluctuation does not start and the special game does not start for a predetermined period of time, the game notification control process will determine that the count value of the game interruption determination timer counter after the subtraction in step S2080-17 becomes 0, and the player can be considered to have interrupted the game. Therefore, the process proceeds to step S2080-18: No → step S2080-24, and the absent flag is set. In the next game notification control process, the process proceeds to step S2080-1: Yes → step S2080-2: No → step S2080-24, and the absent notification mode determination process is performed, and the notification mode of the game notification lamp 86 and the image display device 31 is changed from the seated notification mode to the absent notification mode.

[0351] Subsequently, when a game ball is launched and enters the starting prize, it can be assumed that the player has sat down and resumed playing. Therefore, in the game information notification control process, the process proceeds as follows: Step S2080-1: Yes → Step S2080-2: Yes → Step S2080-4 → Step S2080-5, and the seating notification mode determination process is performed. The notification mode displayed by the game notification lamp 86 and the image display device 31 is then changed from the notification mode for when the player is away from their seat to the notification mode for when the player is seated.

[0352] As a result of the above processing, when the number of playable game balls in the game ball RAM 180c is greater than or equal to a predetermined number, and a predetermined time has elapsed since the player interrupted the game, the game ball count control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31. Furthermore, when the number of playable game balls in the game ball RAM 180c is greater than or equal to a predetermined number, and a predetermined time has elapsed since the last symbol stop by the special symbol display devices 20 and 21, which are symbol display means, the game ball count control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31.

[0353] More specifically, the game ball count CPU 180a notifies that the number of playable game balls in the game ball count RAM 180c is 1 or more, 1000 or more, and 59000 or more by changing the illumination pattern of the game notification lamp 86.

[0354] For example, in the seated lamp color determination table in Figure 52(a), 0 to 999 corresponds to blue, 100 to 58999 corresponds to green, and 59000 and above corresponds to red. In the away lamp color determination table in Figure 53(a), 0 corresponds to no light, 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.

[0355] The game ball count control unit 180 notifies the player that the number of playable game balls in the game ball count RAM 180c is 999 or less while the player is seated by changing the illumination mode of the game notification lamp 86, which is a notification means, to blue. When the number of playable game balls in the game ball count RAM 180c becomes 1000 or more, the game notification lamp 86 notifies the player by changing the illumination mode of the game notification lamp 86 from blue to green.

[0356] Furthermore, when the number of playable game balls in the game ball RAM 180c exceeds 59,000, the game notification lamp 86 remains red, regardless of whether the player is seated or away from their seat. This notifies the player and those around them (such as hall staff) that the number of game balls the machine can store is about to be exceeded. This allows the player to be prompted to operate the counting button 8, as the upper limit of the game ball counter is 60,000.

[0357] Furthermore, the game ball count control unit 180 changes the illumination pattern of the game notification lamp 86 depending on whether the player is seated or away from their seat, as long as the number of playable game balls in the game ball count RAM 180c is between 1 and 58,999, thereby informing those around that the player's absence is temporary and that the game on the gaming machine 1 has not been completely stopped. For example, if the number of playable game balls in the game ball count RAM 180c is between 1 and 999, the illumination color of the game notification lamp 86 will be blue while the player is seated, and purple while the player is away from their seat. If the number of playable game balls in the game ball count RAM 180c is between 1,000 and 58,999, the illumination color of the game notification lamp 86 will be green while the player is seated, and yellow while the player is away from their seat. If the number of playable game balls in the game ball count RAM180c is 0, the game notification lamp 86 lights up blue while a player is seated, but turns off when the player leaves the seat. The turning off of the game notification lamp 86 on game machine 1 allows those nearby (other players) to determine that game machine 1 is available. Alternatively, if the player is away from the seat and has 1 or more but less than 20 game balls, the game notification lamp 86 may be changed to flash. This way, if a player leaves the seat with a small number of game balls, it can be indicated that there is a possibility that they are intentionally leaving game balls and ending the game as a prank.

[0358] Figure 54 is a flowchart detailing the banknote insertion recognition process of the card unit control board 90 (step S3020 in Figure 33). In Figure 54, the unit CPU 910a determines whether or not a banknote 6 has been inserted into the banknote slot 91 based on the output signal of the banknote identifier 91a (S3020-1). If a banknote 6 is inserted (S3020-1: Yes), the unit CPU 910a proceeds to step S3020-2. If a banknote 6 is not inserted (S3020-1: No), the banknote insertion recognition process is terminated.

[0359] In step S3020-2, the unit CPU 910a calculates the sum of the amount indicated by the amount information in the amount information storage area of ​​the unit RAM 910c and the amount of the banknote 6 identified by the banknote identifier 91a, and updates the amount information of this sum by writing it to the amount information storage area of ​​the unit RAM 910c.

[0360] In the next step S3020-3, the unit CPU 910a changes the number of amount indicators 93 to match the amount information stored in the amount information storage area of ​​the unit RAM 910c, and then terminates the banknote insertion recognition process.

[0361] Figure 55 is a flowchart detailing the card insertion recognition process (step S3030 in Figure 33) of the card unit control board 90. In Figure 55, the unit CPU 910a determines whether or not a card 7 has been inserted into the card slot 92 based on the output signal of the card reader / writer 92a (S3030-1). If a card 7 is inserted (S3030-1: Yes), the unit CPU 910a proceeds to step S3030-2. If a card 7 is not inserted (S3030-1: No), the card insertion recognition process is terminated.

[0362] In step S3030-2, unit CPU 910a determines whether or not monetary information is recorded on card 7. If monetary information is recorded (S3030-2: Yes), unit CPU 910a proceeds to step S3030-3. If monetary information is not recorded (S3030-2: No), it skips steps S3030-3 and the next step S3030-4 and proceeds to step S3030-5.

[0363] In step S3030-3, the unit CPU 910a calculates the sum of the amount indicated by the amount information in the amount information storage area of ​​the unit RAM 910c and the amount indicated by the amount information recorded on card 7, and updates the amount information of this sum by writing it to the amount information storage area of ​​the unit RAM 910c.

[0364] In step S3030-4, the unit CPU 910a changes the number of amount displays 93 to match the amount information in the amount information storage area of ​​the unit RAM 910c, and proceeds to step S3030-5.

[0365] In step S3030-5, the unit CPU 910a determines whether or not the number of balls held is recorded on card 7. If the number of balls held is recorded (S3030-5: Yes), the process proceeds to step S3030-6. If the number of balls held is not recorded (S3030-5: No), the card insertion recognition process is terminated.

[0366] In step S3030-6, the unit CPU 910a calculates the total number of balls held, which is the sum of the number of balls held indicated by the ball count information in the ball count information storage area of ​​the unit RAM 910c and the number of balls held indicated by the ball count information recorded on card 7. The unit then writes this total number of balls held to the ball count information storage area of ​​the unit RAM 910c to update it.

[0367] In step S3030-7, the unit CPU 910a changes the number of balls held by the ball count indicator 94 to match the ball count information stored in the ball count information storage area of ​​the unit RAM 910c, and then terminates the card insertion recognition process.

[0368] Figure 56 is a flowchart detailing the transition process of the card unit control board 90 (step S3040 in Figure 33). In Figure 56, the unit CPU 910a determines whether or not it has received counting notification data from the frame control board 160 of the gaming machine 1 (S3040-1). If the unit CPU 910a has received counting notification data (S3040-1: Yes), it proceeds to step S3040-2. If it has not received counting notification data (S3040-1: No), it terminates the current transition process.

[0369] In step S3040-2, the unit CPU 910a determines whether the number of balls counted, as indicated by the count notification data, is 0. If the count button 8 has not been pressed briefly or held down in the gaming machine 1, the result of this step S3040-2 is "Yes". If the count button 8 has been pressed briefly or held down, the result of this step S3040-2 is "No". If the number of balls counted is not 0 (S3040-2: No), the unit CPU 910a proceeds to step S3040-3. If the number of balls counted is 0 (S3040-2: Yes), the transition process ends.

[0370] In step S3050-3, the unit CPU 910a updates the ball count counter in the unit RAM 910c by adding the same number as the ball count indicated by the count notification data. In the next step S2030-4, the unit CPU 910a changes the number on the ball count indicator 94 to match the ball count information in the ball count information storage area of ​​the unit RAM 910c, and then terminates this transition process.

[0371] Figure 57 is a flowchart detailing the lending process of the card unit control board 90 (step S3050 in Figure 33). In Figure 57, the unit CPU 910a determines whether or not the lending receipt result response waiting flag is set in the lending receipt result response waiting flag storage area of ​​the unit RAM 910c (S3050-1). If the lending receipt result response waiting flag is set (S3050-1: Yes), the unit CPU 910a proceeds to step S3050-2. If the lending receipt result response waiting flag is not set (S3050-1: No), the unit proceeds to step S3050-3.

[0372] In step S3050-2, unit CPU 910a determines whether the count value of the loan receipt result response waiting timer counter in unit RAM 910c is greater than 0. The loan receipt result response waiting timer counter is a counter that measures the 10 millisecond waiting time from the transmission of the loan notification data to the reply of the loan receipt result response data. If 10 milliseconds have not elapsed since the transmission of the loan notification data, the result of this step S3050-2 is "Yes", and if 10 milliseconds have elapsed since the transmission of the loan notification data, the result of this step S3050-2 is "No". If the count value of the loan receipt result response waiting timer counter is greater than 0 (S3050-2: Yes), unit CPU 910a terminates the loan process. If the count value of the loan receipt result response waiting timer counter is 0 (S3050-2: No), the process proceeds to step S3050-12.

[0373] In step S3050-3, the unit CPU 910a determines whether the loan button operation disable flag is set in the loan button operation disable flag storage area of ​​the unit RAM 910c. The loan button operation disable flag is a flag that disables the operation of the loan button 98. If the loan button operation disable flag is not set (S3050-3: No), the unit CPU 910a proceeds to step S3050-4. If the loan button operation disable flag is set (S3050-3: Yes), the loan process is terminated.

[0374] In step S3050-4, the unit CPU 910a determines whether or not a detection signal has been received from the loan button detection switch 98a. If the loan button 98 is pressed, the result of this step S3050-4 is "Yes". If the unit CPU 910a receives a detection signal from the loan button detection switch 98a (S3050-4: Yes), it proceeds to step S3050-5. If there is no detection signal from the loan button detection switch 98a (S3050-4: No), the loan process is terminated.

[0375] In step S3050-5, unit CPU 910a determines whether or not it is currently receiving counting notification data. If unit CPU 910a is not currently receiving counting notification data (S3050-5: No), it proceeds to step S3050-6. If it is currently receiving counting notification data (S3050-6: Yes), it terminates the current loan process.

[0376] In step S3050-6, unit CPU 910a refers to the ball count information storage area of ​​unit RAM 910c and determines whether a number greater than 0 ball count information is stored in the ball count information storage area. If the number of balls is 0 (S3050-6: No), unit CPU 910a proceeds to step S3050-7. If the number is greater than 0 (S3050-6: Yes), it proceeds to step S3050-10.

[0377] In step S3050-7, unit CPU 910a refers to the monetary information storage area of ​​unit RAM 910c and determines whether monetary information for an amount greater than 0 yen is stored. If the amount is greater than 0 yen (S3050-7: Yes), unit CPU 910a proceeds to step S3050-8. If the amount is 0 yen (S3050-7: No), the loan process is terminated.

[0378] In step S3050-8, the unit CPU 910a converts the monetary information in the monetary information storage area into the number of balls held, and updates the monetary information in the monetary information storage area and the number of balls held in the number of balls held information storage area. Specifically, if the monetary information in the monetary information storage area is 1000 yen or more, the unit CPU 910a uses 250, which is the value obtained by dividing 1000 yen by 4 (the amount per ball), as the monetary conversion number, updates the monetary information in the monetary information storage area by subtracting 1000, and updates the number of balls held in the number of balls held information storage area by adding 250. Also, if the monetary information in the monetary information storage area is less than 1000 yen, the unit CPU 910a uses the value obtained by dividing the total amount at that time by 4 as the monetary conversion number, sets the monetary information in the monetary information storage area to 0, and updates the number of balls held in the number of balls held information storage area by adding the monetary conversion number.

[0379] In the next step S3050-9, the unit CPU 910a changes the display on the amount display 93 and the ball count display 94. Specifically, the unit CPU 910a changes the number on the amount display 93 to match the amount information in the amount information storage area of ​​the unit RAM 910c, and changes the number on the ball count display 94 to match the ball count information in the ball count information storage area of ​​the unit RAM 910c. After step S3050-9 is executed, the process proceeds to step S3050-10.

[0380] In step S3050-10, the unit CPU 910a performs a transfer number determination process. The transfer number determination process determines the number of game balls to be transferred from the card unit 9 to the game machine 1. In the transfer number determination process, if the number of game balls stored in the game ball information storage area is 250 or more, the unit CPU 910a determines 250 as the number of game balls to be transferred from the card unit 9 to the game machine 1. If the number of game balls stored in the game ball information storage area is less than 250, the unit CPU 910a determines the total number of game balls at that time as the number of game balls to be transferred from the card unit 9 to the game machine 1.

[0381] In step S3050-11, the unit CPU 910a sets the loan receipt result response wait flag in the loan receipt result response wait flag storage area of ​​the unit RAM 910c, and proceeds to step S3050-12.

[0382] In step S3050-12, 10 milliseconds are set in the loan receipt result response waiting timer counter. Next, the unit CPU 910a transmits the loan notification data for the number of game balls determined in the transfer ball count determination process in step S3050-10 to the frame control board 160 (S3050-12), and terminates the loan process.

[0383] Here, regardless of whether the dispensing button operation invalid flag is set or not, as long as the card unit 9 is receiving counting notification data from the frame control board 160, even if the dispensing button 98 is pressed, the process proceeds to step S3050-4:Yes → S3050-5:Yes and the dispensing process ends, thus restricting the transmission of dispensing notification data to the frame control board 160. From this, it can be said that the counting notification data, which is the signal for the transition of the number of game balls when the counting button 8 is operated in the gaming machine 1, contains information that invalidates the operation of the dispensing button 98 in the card unit 9.

[0384] Figure 58 is a flowchart detailing the response confirmation process of the card unit control board 90 (step S3060 in Figure 33). In Figure 58, the unit CPU 910a determines whether or not it has received loan receipt result response data from the frame control board 160 (S3060-1). If the unit CPU 910a has received loan receipt result response data (S3060-1: Yes), it proceeds to step S3060-2. If the unit CPU 910a has not received loan receipt result response data (S3060-1: No), it terminates the response confirmation process.

[0385] In step S3060-2, the unit CPU 910a updates the number of game balls in the ball count information storage area of ​​the unit RAM 910c by subtracting the number of game balls determined in the ball count determination process in step S3050-10.

[0386] Next, the unit CPU 910a changes the display on the ball count indicator 94 (S3060-3). Specifically, the unit CPU 910a changes the number on the ball count indicator 94 to match the ball count information in the ball count information storage area of ​​the unit RAM 910c. After step S3060-3 is executed, the process proceeds to step S3060-4.

[0387] In step S3060-4, unit CPU 910a clears the loan receipt result response waiting timer counter and proceeds to step S3060-5. In step S3060-5, unit RAM 910c clears the loan receipt result response waiting flag and terminates the response confirmation process.

[0388] Figure 59 is a flowchart detailing the return process of the card unit control board 90 (step S3070 in Figure 33). In Figure 59, the unit CPU 910a determines whether or not the eject button operation disable flag is set in the eject button operation disable flag storage area of ​​the unit RAM 910c (S3070-1). The eject button operation disable flag is a flag that disables the operation of the eject button 99. If the eject button operation disable flag is not set (S3070-1: No), the unit CPU 910a proceeds to step S3070-2. If the eject button operation disable flag is set (S3070-1: Yes), the return process is terminated.

[0389] In step S3070-2, the unit CPU 910a determines whether or not a detection signal has been received from the eject button detection switch 99a. If the eject button 99 is pressed, the result of this step S3070-2 is "Yes". If the unit CPU 910a receives a detection signal from the eject button detection switch 99a (S3070-2: Yes), it proceeds to step S3070-3. If there is no detection signal from the eject button detection switch 99a (S3070-2: No), the return process is terminated.

[0390] In step S3070-3, unit CPU 910a determines whether or not monetary information of an amount greater than 0 is stored in the monetary information storage area of ​​unit RAM 910c. If the amount is greater than 0 (S3070-3: Yes), unit CPU 910a proceeds to step S3070-4. If it is 0 (S3070-3: No), step S3070-4 is skipped and the process proceeds to step S3070-5.

[0391] In step S3070-3, the unit CPU 910a records the monetary information from the monetary information storage area of ​​the unit RAM 910c onto the card 7.

[0392] In step S3070-5, unit CPU 910a determines whether or not a ball count information greater than 0 is stored in the ball count information storage area of ​​unit RAM 910c. If the ball count is greater than 0 (S3070-5: Yes), unit CPU 910a proceeds to step S3070-6. If it is 0 (S3070-5: No), step S3070-6 is skipped and the process proceeds to step S3070-7.

[0393] In step S3070-6, the unit CPU 910a records the ball count information from the ball count information storage area of ​​the unit RAM 910c onto card 7.

[0394] In step S3070-7, the unit CPU 910a ejects card 7 from the card slot 92, thus ending the return process.

[0395] Figure 60 is a flowchart detailing the game machine information analysis process of the card unit control board 90 (step S3080 in Figure 33). In Figure 60, the unit CPU 910a determines whether or not it has received game machine information notification data from the frame control board 160 (S3080-1). If the unit CPU 910a has received game machine information notification data (S3080-1: Yes), it proceeds to step S3080-2. If the unit CPU 910a has not received game machine information notification data (S3080-1: No), it terminates the game machine information analysis process.

[0396] In step S3080-2, the unit CPU 910a transmits gaming machine information notification data to the hall computer (not shown).

[0397] In the next step S3080-3, the unit CPU 910a updates the game state flag storage area of ​​the unit RAM 910c based on the game machine information notification data. Specifically, if the game machine information notification data indicates that the game has entered the normal state, the unit CPU 910a sets the normal state game state flag in the game state flag storage area; if it indicates that the game has entered the low base time reduction state, it sets the low base time reduction state game state flag in the game state flag storage area; if it indicates that the game has entered the high base time reduction state, it sets the high base time reduction state game state flag in the game state flag storage area; if it indicates that the game has entered the unplayable state 1, it sets the unplayable state 1 game state flag in the game state flag storage area; and if it indicates that the game has entered the unplayable state 2, it sets the unplayable state 2 game state flag in the game state flag storage area.

[0398] In step S3080-4, unit CPU 910a determines whether or not the gaming machine 1 has hit the jackpot. If the gaming machine 1 has not hit the jackpot (S3080-4: No), unit CPU 910a proceeds to step S3080-5. If the gaming machine 1 has hit the jackpot (S3080-4: Yes), the current gaming machine information analysis process is terminated.

[0399] In step S3080-5, the unit CPU 910a refers to the game state flag storage area and determines whether the game machine 1 has entered a normal state. If the game machine 1 is not in a normal state (S3080-5: No), the unit CPU 910a proceeds to step S3080-6. If the game machine 1 has entered a normal state (S3080-5: Yes), the game machine information analysis process is terminated.

[0400] In step S3080-6, the unit CPU 910a refers to the game state flag storage area and determines whether or not the game machine 1 has entered a low-base time-saving state. If the game machine 1 is not in a low-base time-saving state (S3080-6: No), the unit CPU 910a proceeds to step S3080-7. If the game machine 1 has entered a low-base time-saving state (S3080-6: Yes), the game machine information analysis process is terminated.

[0401] In step S3080-7, the unit CPU 910a refers to the game state flag storage area and determines whether or not the game machine 1 has entered a high base time reduction state. If the game machine 1 is not in a high base time reduction state (S3080-7: No), the unit CPU 910a proceeds to step S3080-9. If the game machine 1 has entered a high base time reduction state (S3080-7: Yes), the game machine information analysis process ends.

[0402] In step S3080-9, the unit CPU 910a refers to the game state flag storage area and determines whether the game machine 1 has entered a game-unplayable state 1. If a specific error, the complete function activation error, occurs in the game machine 1, the result of the determination in step S3080-9 will be "Yes". If the game machine 1 has entered a game-unplayable state 1 (S3080-9: Yes), the unit CPU 910a proceeds to step S3080-10. If the game machine 1 has not entered a game-unplayable state 1 (S3080-9: No), the unit CPU 910a proceeds to step S3080-11.

[0403] In step S3080-10, the unit CPU 910a sets the "disable loan button operation" flag in the loan button operation disable flag storage area of ​​the unit RAM 910c, and terminates the current gaming machine information analysis process.

[0404] In step S3080-11, the unit CPU 910a refers to the game state flag storage area and determines whether the game machine 1 has entered a game-unplayable state 2. If a predetermined error occurs in the game machine 1, such as a small ball detection error, a steel ball detection error, or a radio wave detection error, the result of the determination in step S3080-11 is "Yes". If the game machine 1 has entered a game-unplayable state 2 (S3080-11: Yes), the unit CPU 910a proceeds to step S3080-12. If the game machine 1 has not entered a game-unplayable state 2 (S3080-11: No), the game machine information analysis process is terminated.

[0405] In step S3080-12, the unit CPU 910a sends an intrusion notification data to the management center server (not shown) and proceeds to step S3080-13.

[0406] In step S3080-13, the unit CPU 910a sets the loan button operation disable flag in the loan button operation disable flag storage area of ​​the unit RAM 910c, and proceeds to step S3080-17.

[0407] In step S3080-17, the unit CPU 910a sets the eject button operation disable flag in the eject button operation disable flag storage area of ​​the unit RAM 910c, and terminates the current gaming machine information analysis process.

[0408] Here, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the game has entered a state of inability to play 2, the process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3 → Step S3080-4:No → Step S3080-5:No → Step S3080-6:No → Step S3080-7:No → Step S3080-9:No → Step S3080-11:Yes → Step S3080-12 → Step S3080-13, where the dispensing button operation disable flag is set, and then the process proceeds to step S3080-17, where the ejection button operation disable flag is set. From this, it can be said that the game machine information notification data indicating that the game has entered a state of inability to play 2 includes information that disables the operation of both the dispensing button 98 and the ejection button 99.

[0409] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the game has entered an unplayable state 1, the process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3 → Step S3080-4:No → Step S3080-5:No → Step S3080-6:No → Step S3080-7:No → Step S3080-9:Yes → Step S3080-10, and the flag for disabling the eject button operation is set. From this, it can be said that the game machine information notification data indicating that the game has entered an unplayable state 1 includes information to disable the operation of the dispensing button 98 and information to enable the operation of the eject button 99.

[0410] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the game has entered a high base time-saving state, the game machine information analysis process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3 → Step S3080-4:No → Step S3080-5:No → Step S3080-6:No → Step S3080-7:Yes, and the game machine information analysis process ends. As a result, neither the eject button operation disable flag nor the lending button operation disable flag is set. This indicates that the game machine information notification data indicating a high base time-saving state contains information that enables the operation of both the eject button 99 and the lending button 98.

[0411] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the machine is in a low-base time-saving state, the process proceeds as follows: Step S3080-1:Yes → Step S3080-2 → Step S3080-3 → Step S3080-4:No → Step S3080-5:No → Step S3080-6:Yes, and the game machine information analysis process ends. As a result, neither the eject button operation disable flag nor the lending button operation disable flag is set. This indicates that the game machine information notification data indicating a low-base time-saving state contains information that enables the operation of both the eject button 99 and the lending button 98.

[0412] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that the machine has entered the normal state, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: No → Step S3080-5: Yes, and the game machine information analysis process ends. As a result, neither the eject button operation disable flag nor the lending button operation disable flag is set. This indicates that the game machine information notification data indicating the machine is in the normal state includes information that enables the operation of both the eject button 99 and the lending button 98. Here, since the processing is the same when the machine enters the normal state or the low-base time-saving state, the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 that indicates the machine has entered the normal state and the low-base time-saving state may be used as common notification data. Setting 00H as common data is also included.

[0413] Furthermore, if the game machine information notification data transmitted from the game ball count control unit 180 of the game machine 1 to the card unit 9 indicates that a jackpot has been hit, the process proceeds as follows: step S3080-1:Yes → step S3080-2 → step S3080-3 → step S3080-4:Yes, and the game machine information analysis process ends. As a result, neither the eject button operation disable flag nor the lending button operation disable flag is set. This indicates that the game machine information notification data indicating a jackpot includes information that enables the operation of both the eject button 99 and the lending button 98.

[0414] Figure 61 is a flowchart detailing the input control process (step S200 in Figure 25). In Figure 61, the main CPU 110a performs the general prize slot detection switch input process (S210). In the general prize slot detection switch input process, the main CPU 110a determines whether or not a detection signal has been received from the general prize slot detection switch 12a. If there is no detection signal, the process proceeds directly to step S220. If a detection signal has been received, a predetermined number (for example, 10) is added to the general prize slot ball counter in the main RAM 110c and updated.

[0415] After step S210 is executed, the main CPU 110a performs the input processing for the first major prize slot detection switch (S220). In the input processing for the first major prize slot detection switch, the main CPU 110a determines whether or not a detection signal has been received from the first major prize slot detection switch 16a. If there is no detection signal from the first major prize slot detection switch 16a, the main CPU 110a proceeds directly to step S240. If a detection signal has been received from the first major prize slot detection switch 16a, the main CPU 110a updates the major prize slot ball counter in the main RAM 110c by adding a predetermined number (for example, 15), and updates the count value (C) of the major prize slot ball entry count (C) counter in the main RAM 110c by incrementing it by 1.

[0416] After step S220 is executed, the main CPU 110a performs the first start gate detection switch input process (S240). In the first start gate detection switch input process, the main CPU 110a determines whether or not a detection signal has been received from the first start gate detection switch 14a. If there is no detection signal from the first start gate detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal has been received from the first start gate detection switch 14a, the main CPU 110a performs a series of processes, including updating the first start gate prize ball counter, determining whether the first special symbol reserve count (U1) is less than 4, updating the first special symbol reserve count (U1) if it is less than 4, storing random values ​​in the special symbol memory area, pre-determining the jackpot lottery and setting the start entry specification command according to the determination result, and setting the special symbol reserve count specification command according to the first special symbol reserve count (U1). Details of the first start gate detection switch input process will be described later.

[0417] After step S240 is executed, the main CPU 110a performs the second start port detection switch input processing (S250). In the second start port detection switch input processing, the main CPU 110a determines whether or not a detection signal has been received from the second start port detection switch 15a. If there is no detection signal from the second start port detection switch 15a, the main CPU 110a proceeds directly to step S260. If a detection signal has been received from the second start port detection switch 15a, the main CPU 110a performs a series of processes such as updating the second start port prize ball counter and storing random values ​​in the special symbol memory area.

[0418] After step S250 is executed, the main CPU 110a performs the specific area detection switch input processing (S260). In the specific area detection switch input processing, the main CPU 110a determines whether or not a detection signal has been received from the specific area detection switch 18a. If there is no detection signal from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If a detection signal has been received from the specific area detection switch 18a, the main CPU 110a performs a series of processes such as setting the specific area winning flag and setting the specific area winning designation command. Details of the specific area detection switch input processing will be described later.

[0419] Next, the main CPU 110a performs gate detection switch input processing (S270). In gate detection switch input processing, the main CPU 110a determines whether or not a detection signal has been received from the gate detection switch 13a. If there is no detection signal from the gate detection switch 13a, the main CPU 110a terminates the input control processing. If there is a detection signal from the gate detection switch 13a, the main CPU 110a generates a gate passage specification command and sets the generated gate passage specification command in the main RAM 110c's transmission data storage area for effects. In this case, the main CPU 110a also determines whether or not the count value (G) of the normal symbol hold count (G) counter, which counts the normal symbol hold count (G), is less than 4. If the count value (G) of the normal symbol hold count (G) counter is less than 4, the count value (G) is updated by incrementing it by 1, and a normal symbol random value is obtained and stored in the normal symbol hold storage area.

[0420] Figure 62 is a flowchart detailing the input process for the first start port detection switch (step S240 in Figure 61). In Figure 62, if the main CPU 110a receives a detection signal from the first start port detection switch 14a (S240-1: Yes), it proceeds to step S240-2. If there is no detection signal from the first start port detection switch 14a (S240-1: No), the current input process for the first start port detection switch is terminated.

[0421] In step S240-2, the main CPU 110a updates the start-out prize ball counter by adding a predetermined number (for example, 3) (S240-2). Subsequently, the main CPU 110a determines whether the count value (U1) of the first special symbol reserve count (U1) counter, which counts the first special symbol reserve count (U1), is less than 4 (S240-3).

[0422] The main CPU 110a terminates the input process for the first start gate detection switch if the count value (U1) of the first special symbol hold count (U1) counter is not less than 4 (S240-3: No). If the count value (U1) of the first special symbol hold count (U1) counter is less than 4 (S240-3: Yes), the count value (U1) is updated by incrementing it by 1 (S240-4).

[0423] After step S240-4 is executed, the main CPU 110a acquires the jackpot random value and stores the acquired jackpot random value in the data storage location, using the storage location with the smallest number among the first to fourth storage units of the first special symbol storage area of ​​the special symbol storage area as the data storage location (S240-5).

[0424] Figure 63(a) shows the special symbol memory area. As shown in Figure 63(a), the special symbol memory area has a 0th memory unit corresponding to the fluctuation, a 1st special symbol memory area corresponding to the 1st special symbol, and a 2nd special symbol memory area corresponding to the 2nd special symbol. The 1st special symbol memory area has a 1st memory unit corresponding to the 1st hold, a 2nd memory unit corresponding to the 2nd hold, a 3rd memory unit corresponding to the 3rd hold, and a 4th memory unit corresponding to the 4th hold. The 2nd special symbol memory area has only a 1st memory unit. This is because, in the gaming machine 1 of this embodiment, there is no hold for the 2nd special symbol. As shown in Figure 63(b), each memory unit within the special symbol hold memory unit is capable of storing a set of jackpot random values, special symbol random values, reach determination random values, and special symbol fluctuation random values.

[0425] After step S240-5 is executed, the main CPU 110a obtains the special symbol random value and stores the obtained special symbol random value in the data storage unit in the first special symbol memory area (S240-6).

[0426] After step S240-6 is executed, the main CPU 110a acquires the random values ​​for special symbol variation and the random values ​​for reach determination, and stores the acquired random values ​​for special symbol variation and reach determination in the data storage location of the first special symbol memory area (S240-7).

[0427] After step S240-7 is executed, the main CPU 110a performs a pre-determination process (S240-8). In this pre-determination process, the main CPU 110a refers to the pre-determination table in the main ROM 110b and determines the winning information for the jackpot lottery triggered by the fulfillment of the starting conditions for the first special symbol, based on the combination of the contents of the game state flag memory area at the time of execution of step S240-8 (when the starting conditions are met) and the jackpot random values, special symbol random values, reach determination random values, and special symbol variation random values ​​stored in the memory area of ​​the first special symbol memory area in steps S240-5 to S240-7.

[0428] Figure 64 shows a pre-determination table used to determine the outcome of the jackpot lottery in advance. The pre-determination table stores a set of values ​​including the jackpot random value, the special symbol random value, the game state (normal state, low-base time-saving state, or high-base time-saving state), the random value for reach determination, the random value for special symbol variation, winning information, and the start winning specification command.

[0429] After step S240-8 is executed, the main CPU 110a generates a starting prize designation command corresponding to the prize information determined in the pre-determination process of step S240-8, and sets this starting prize designation command in the performance transmission data storage area (S240-9). Subsequently, the main CPU 110a refers to the count value (U1) of the first special symbol reserve count (U1) counter, generates a special symbol reserve count designation command indicating the first special symbol reserve count (U1), and sets this special symbol reserve count designation command in the performance transmission data storage area (S240-10).

[0430] The start-up prize specification command and the special symbol retention number specification command, which are set in the data storage area for performance transmission, are transmitted to the frame control board 160 and the performance control board 120 during the output control processing (S920) of the timer interrupt processing.

[0431] In the second start port detection switch input processing, only the processes corresponding to steps S240-1 to S240-2 and steps S240-5 to S240-7 in Figure 62 are executed. In the second start port detection switch input processing, if a detection signal is input from the second start port detection switch 15a, the jackpot random value, special symbol random value, special symbol variation random value, and reach determination random value are obtained, and these random values ​​are stored in the first storage unit of the second special symbol storage area.

[0432] Figure 65 is a flowchart detailing the specific area detection switch input process (step S260 in Figure 61). In Figure 65, if the main CPU 110a receives a detection signal from the specific area detection switch 18a (S260-1: Yes), it proceeds to step S260-2. If there is no detection signal from the specific area detection switch 18a (S260-1: No), the current specific area detection switch input process is terminated.

[0433] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of ​​the main RAM 110c. The specific area winning flag indicates that a win has been made in specific area 19B (V winning slot). Winning in specific area 19B (V winning slot) triggers a special game for a Type 2 jackpot. In the next step S260-3, the main CPU 110a generates a specific area winning designation command and sets this specific area winning designation command in the performance transmission data storage area. After that, the main CPU 110a determines the current game state (when a win is made in specific area 19B) based on the contents of the game state flag storage area, stores the game state information indicating the determined game state in the game state buffer (S260-4), and terminates the current specific area detection switch input process.

[0434] Figure 66 is a flowchart detailing the special drawing and special electrical control processing (step S300 in Figure 25). In Figure 66, the main CPU 110a loads the special drawing and special electrical processing data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special symbol and special electric processing data. If the special symbol and special electric processing data = 0, it moves to the special symbol memory determination process (step S310); if the special symbol and special electric processing data = 1, it moves to the special symbol variation process (step S320); if the special symbol and special electric processing data = 2, it moves to the special symbol stop process (step S330); if the special symbol and special electric processing data = 3, it moves to the jackpot game processing (step S340); if the special symbol and special electric processing data = 4, it moves to the minor win game processing (step S350); and if the special symbol and special electric processing data = 5, it moves to the jackpot game end process (step S360).

[0435] Figure 67 is a flowchart detailing the special symbol memory determination process (step S310 in Figure 66). In Figure 67, the main CPU 110a determines whether or not the special symbol is currently being displayed (S310-1). More specifically, the main CPU 110a refers to the special symbol time counter in the main RAM 110c. If the count value of the special symbol time counter is not 0, it determines that the special symbol is currently being displayed; if the count value of the special symbol time counter is 0, it determines that the special symbol is not currently being displayed. If the special symbol is currently being displayed (S310-1: Yes), the main CPU 110a terminates the special symbol memory determination process. If the special symbol is not currently being displayed (S310-1: No), the process proceeds to step S310-2.

[0436] In step S310-2, the main CPU 110a determines whether data is stored in the first memory unit of the second special symbol memory area. If no data is stored in the first memory unit of the second special symbol memory area (S310-2: No), the main CPU 110a proceeds to step S310-4. If data is stored in the first memory unit of the second special symbol memory area (S310-2: Yes), the process proceeds to step S310-6.

[0437] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reserve count (U1) counter in the main RAM 110c and determines whether the first special symbol reserve count (U1) is 1 or greater. If the first special symbol reserve count (U1) is not 1 or greater (S310-4: No), the main CPU 110a sets the customer waiting designation command in the performance transmission data storage area (S318) and terminates the special symbol memory determination process.

[0438] If the number of reserved first special symbols (U1) is 1 or more (S310-4: Yes), the main CPU 110a updates the count value (U1) of the first special symbol reserved number (U1) counter by subtracting 1 (S310-5).

[0439] After step S310-5 is executed, the main CPU 110a performs a memory area shift process (S310-6). In this memory area shift process, if data is stored in the first memory section of the second special symbol memory area, the main CPU 110a writes that data to the 0th memory section, which is the judgment information memory area. If no data is stored in the first memory section of the second special symbol memory area, the main CPU 110a shifts the data in the 2nd to 4th memory sections of the first special symbol memory area to the memory section immediately preceding it, and writes the data in the first memory section of the first special symbol memory area to the 0th memory section. By writing data to the 0th memory section, the random values ​​(jackpot random values, special symbol random values, reach judgment random values, special symbol variation random values) that were previously stored in the 0th memory section are erased.

[0440] After step S310-6 is executed, the main CPU 110a generates a special symbol retention number specification command to notify the performance control unit 120m of the first special symbol retention number (U1), sets this special symbol retention number specification command in the performance transmission data storage area (S310-7), and proceeds to step S310-8.

[0441] In step S310-8, the main CPU 110a refers to the count value (B) of the low-base time reduction count (B) counter and determines whether the low-base time reduction count (B) is 1 or greater. If the low-base time reduction count (B) is 0 (S310-8: No), the process proceeds to step S310-11. If the low-base time reduction count (B) is 1 or greater (S310-8: Yes), the count value (B) of the low-base time reduction count (B) counter is updated by subtracting 1 (S310-9), and it is determined whether the updated count value (B) has become 0 (S310-10). If the low-base time reduction count (B) is 0 (S310-10: Yes), the main CPU 110a proceeds to step S310-17. If the low-base time reduction count (B) is not 0 (S310-10: No), the process proceeds to step S311.

[0442] In step S310-11, the main CPU 110a refers to the count value (J) of the high base time reduction count (J) counter and determines whether the high base time reduction count (J) is 1 or greater. If the high base time reduction count (J) is 0 (S310-11: No), the process proceeds to step S311. If the high base time reduction count (J) is 1 or greater (S310-11: Yes), the count value (J) of the high base time reduction count (J) counter is updated by subtracting 1 (S310-12), and the process determines whether the updated count value (J) is 0 (S310-13). If the high base time reduction count (J) is 0 (S310-13: Yes), the main CPU 110a proceeds to step S310-17. If the high base time reduction count (J) is not 0 (S310-13: No), the process proceeds to step S311.

[0443] In step S310-17, the game state flag for the normal state is set in the game state flag storage area of ​​the main RAM 110c. Then, the process proceeds to step S311.

[0444] In step S311, the main CPU 110a performs a jackpot determination process. In the jackpot determination process, the main CPU 110a determines the result of the jackpot lottery (jackpot, minor win, or loss) triggered by the fulfillment of the current start condition. If it is a jackpot, it determines the type of jackpot, generates a jackpot symbol specification command corresponding to the determined jackpot type, and sets it in the performance transmission data storage area. If it is a minor win, it determines the type of jackpot, generates a minor win symbol specification command corresponding to the determined minor win type, and sets it in the performance transmission data storage area. If it is a loss, it generates a loss symbol specification command and sets it in the performance transmission data storage area.

[0445] To explain in more detail, in this jackpot determination process, the main CPU 110a determines whether the result of the jackpot lottery triggered by the fulfillment of the current starting conditions is a jackpot (S311-1), as shown in Figure 68 (flowchart showing the details of the jackpot determination process). Specifically, the main CPU 110a refers to the jackpot lottery determination table in the main ROM 110b and determines the lottery result based on the jackpot random number stored in the 0th memory unit in step S310-6.

[0446] Figure 69(a) shows the jackpot lottery determination table for the first special symbol display device. Figure 69(b) shows the jackpot lottery determination table for the second special symbol display device. The jackpot lottery determination table stores pairs of jackpot random values ​​and the jackpot lottery results (jackpot, special miss, or normal miss).

[0447] If the result of the judgment in step S311-1 is a jackpot (S311-1: Yes), the main CPU 110a proceeds to step S311-2, and if the result of the judgment in step S311-1 is not a jackpot (S311-1: No), it proceeds to step S311-5.

[0448] In step S311-2, the main CPU 110a performs a jackpot symbol determination process. In this jackpot symbol determination process, the main CPU 110a refers to the jackpot symbol determination table in the main ROM 110b and, based on the special symbol random value stored in the 0th memory unit in step S310-6, determines the stop symbol data for the stopping symbol of the spin, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c. Here, the stop symbol data indicates the type of special symbol that is displayed after the spin and the corresponding two-digit number.

[0449] Figure 70(a) shows a diagram of the jackpot symbol determination table. The jackpot symbol determination table stores sets of special symbol random values, special symbol types (jackpot types), stop symbol data, and symbol specification commands, divided into those referenced when the activation conditions for the first special symbol in the first special symbol display device 20 are met and those referenced when the activation conditions for the second special symbol in the second special symbol display device 21 are met.

[0450] The symbol specification command is a command used to notify the performance control unit 120m of the type of special symbol that will be displayed after a change.

[0451] In step S311-2, the stop symbol data stored in the stop symbol data storage area is referenced when determining the jackpot symbol in the special symbol stop processing, when determining the operation mode of the jackpot entry point in the jackpot game processing, and when determining the game state in the jackpot game termination processing. Further details will be described later.

[0452] Next, the main CPU 110a generates a symbol specification command for a jackpot corresponding to the stop symbol data determined in step S311-2, and sets this symbol specification command in the performance transmission data storage area (S311-3).

[0453] Next, the main CPU 110a determines the current game state (at the time of the jackpot lottery) based on the contents of the game state flag memory area, and stores the game state information indicating the determined game state in the game state buffer (S311-4).

[0454] In step S311-5, the main CPU 110a determines whether the result of the big win lottery is a small win or not. If it is a small win (S311-5: Yes), the main CPU 110a proceeds to step S311-6; otherwise, it proceeds to step S311-8.

[0455] In step S311-6, the main CPU 110a performs a minor win symbol determination process. In this minor win symbol determination process, the main CPU 110a refers to the minor win symbol determination table in the main ROM 110b and determines the stop symbol data for the stop symbol of the spin based on the special symbol random value in the 0th memory unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.

[0456] Figure 70(b) shows a table for determining symbols for minor wins. The table stores a set of special symbol random values, special symbol types (types of big wins determined by winning in a specific area 19B), stop symbol data, and symbol specification commands.

[0457] Next, the main CPU 110a generates a symbol specification command for a minor win that corresponds to the stop symbol data determined in step S311-6, and sets this symbol specification command in the performance transmission data storage area (S311-7).

[0458] In step S311-8, the main CPU 110a determines whether the result of the jackpot lottery is a special miss. If it is a special miss (S311-8: Yes), the main CPU 110a proceeds to step S311-9; otherwise, it proceeds to step S311-11.

[0459] In step S311-9, the main CPU 110a performs a special losing symbol determination process. In this special losing symbol determination process, the main CPU 110a refers to the special losing symbol determination table in the main ROM 110b and determines the stop symbol data for the stopping symbol of the variation based on the special symbol random value in the 0th memory unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.

[0460] Figure 71(a) shows a table for determining special losing symbols. The table stores a set of special symbol random values, special symbol types (types of special losing symbols), stop symbol data, and symbol specification commands.

[0461] Next, the main CPU 110a generates a symbol specification command for special misses that corresponds to the stop symbol data determined in step S311-9, and sets this symbol specification command in the performance transmission data storage area (S311-10).

[0462] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. In this normal losing symbol determination process, the main CPU 110a refers to the normal losing symbol determination table in the main ROM 110b and determines the stop symbol data for the stop symbol of the spin based on the special symbol random value in the 0th memory unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.

[0463] Figure 71(b) shows the symbol determination table for normal losing spins. The symbol determination table for normal losing spins stores a set of values ​​for special symbols (random values), special symbols (types of normal losing spins), stop symbol data, and symbol specification commands.

[0464] Next, the main CPU 110a generates a symbol specification command for normal misses that corresponds to the stop symbol data determined in step S311-11, and sets this symbol specification command in the performance transmission data storage area (S311-12).

[0465] In Figure 67, after the execution of the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table for special symbols in the main ROM 110b and determines the variation pattern of the variation based on the lottery result of the jackpot lottery in step S311 (jackpot, special miss, or normal miss), the contents of the game flag memory area at the time of execution of step S312, the number of reserved symbols after updating in step S310-5 (U1), and the combination of the jackpot random value, reach determination random value, and special symbol variation random value stored in the 0th memory unit in step S310-6.

[0466] There are two types of tables for determining the variation patterns of special symbols: one that is referenced when the first special symbol is changing, and another that is referenced when the second special symbol is changing. Figure 72 shows the variation pattern determination table referenced when the first special symbol is changing. Figure 73 shows the variation pattern determination table referenced when the second special symbol is changing.

[0467] The table for determining the special symbol variation pattern stores the type of special symbol (type of jackpot), game state, number of reserved symbols, random value for reach determination, random value for special symbol variation, type of special symbol variation pattern, variation time, and variation start command.

[0468] In the special symbol variation pattern determination table, if the result of the jackpot lottery is a jackpot, a variation pattern with a longer variation time is more likely to be selected. Conversely, in the special symbol variation pattern determination table, if the result of the jackpot lottery is a loss, a variation pattern with a shorter variation time is more likely to be selected.

[0469] For example, in the variation pattern determination table for the first special symbol shown in Figure 72, the options for variation patterns corresponding to special symbol 01 (Type 1 10R per A) include variation patterns 12, 13, 14, and 15. The variation time for variation pattern 12 is T12 (for example, T12 = 20000 ms). The variation time for variation pattern 13 is T13 (T13 = 30000 ms). The variation time for variation pattern 14 is T14 (T14 = 40000 ms). The variation time for variation pattern 15 is T15 (T15 = 60000 ms). The relative selection rates for variation patterns 12, 13, 14, and 15 are: variation pattern 12 < variation pattern 13 < variation pattern 14 < variation pattern 15.

[0470] In the variation pattern determination table for the first special symbol shown in Figure 72, the variation pattern options corresponding to special symbol 02 (Type 1 2R per B) include variation patterns 22, 23, 24, and 25. The variation time for variation pattern 22 is T12 (20000ms). The variation time for variation pattern 23 is T13 (30000ms). The variation time for variation pattern 24 is T14 (40000ms). The variation time for variation pattern 25 is T15 (60000ms). The relative selection rates for variation patterns 22, 23, 24, and 25 are as follows: variation pattern 22 < variation pattern 23 < variation pattern 24 < variation pattern 25.

[0471] In the variation pattern determination table for the first special symbol shown in Figure 72, the variation pattern options corresponding to special symbol 03 (Type 1 2R per C) include variation patterns 32, 33, 34, and 35. The variation time for variation pattern 32 is T12 (20000ms). The variation time for variation pattern 33 is T13 (30000ms). The variation time for variation pattern 34 is T14 (40000ms). The variation time for variation pattern 35 is T15 (60000ms). The relative selection rates for variation patterns 32, 33, 34, and 35 are as follows: variation pattern 32 < variation pattern 33 < variation pattern 34 < variation pattern 35.

[0472] In the first special symbol variation pattern determination table shown in Figure 72, the variation pattern options corresponding to special symbols 09, 0A, 0B, and 0C (special miss) include variation patterns 81, 82, 83, and 84. The variation time for variation patterns 81, 82, 83, and 84 is T11 (18000 ms).

[0473] In the first special symbol variation pattern determination table shown in Figure 72, among the combinations of special symbol 20 (normal miss), number of reserved symbols 0-2, and no reach (random value for reach determination is "0-69"), there is variation pattern 89 as an option for the corresponding variation pattern. The variation time for variation pattern 89 is T9 (for example, T9 = 6000 ms).

[0474] In the first special symbol variation pattern determination table shown in Figure 72, the combinations of special symbol 20 (normal miss), number of reserved symbols 0-2, and reach (random value for reach determination is "70-99") correspond to variation patterns 90, 91, 92, 93, 94, and 95. The variation time for variation pattern 90 is T10 (for example, T10 = 10000 ms). The variation time for variation pattern 91 is the same length as variation pattern 11, T11 (18000 ms). The variation time for variation pattern 92 is the same length as variation pattern 12, T12 (20000 ms). The variation time for variation pattern 93 is the same length as variation pattern 13, T13 (30000 ms). The variation time for variation pattern 94 is the same length as variation pattern 14, T14 (40000 ms). The variation time for variation pattern 95 is the same length as that of variation pattern 15, T15 (60,000 ms). The relative selectivity of variation patterns 90, 91, 92, 93, 94, and 95 is as follows: variation pattern 90 > variation pattern 91 > variation pattern 92 > variation pattern 93 > variation pattern 94 > variation pattern 95.

[0475] Comparing the special symbol variation pattern determination tables in Figures 72 and 73 with the pre-determination table (Figure 64) shown earlier, the pre-determination table allows searching for the relevant data in the table without referring to the number of reserved variations (U1) for the first special symbol. In contrast, in the variation pattern determination table, if the jackpot lottery result is a loss, the relevant data in the table cannot be found unless the number of reserved variations (U1) for the first special symbol is referred to. For this reason, the pre-determination table can determine the type of animation that develops after a reach animation, but it cannot distinguish between "normal animation" and "shortened animation".

[0476] In Figure 67, the main CPU 110a generates a variation start command corresponding to the variation pattern determined in step S312, and sets this variation start command in the performance transmission data storage area (S313).

[0477] Next, the main CPU 110a determines the current game state based on the contents of the game state flag storage area, generates a game state specification command corresponding to the determined game state, and sets this game state specification command in the performance transmission data storage area (S314).

[0478] Next, the main CPU 110a performs processing to start the variable display of the special symbols (S315). Specifically, the main CPU 110a sets variable display data in a predetermined processing area to cause the first special symbol display device 20 or the second special symbol display device 21 to perform the variable display of the special symbols (flashing of LEDs). Once the variable display data is set in the predetermined processing area, data for turning the LEDs on or off is created in step S910, and the created data is output in the output control processing of step S920, thereby performing the variable display on the first special symbol display device 20 or the second special symbol display device 21.

[0479] Next, the main CPU 110a sets the variation time based on the variation pattern determined in step S312 in the special symbol time counter (S316). The special symbol time counter is decremented every 4 milliseconds in step S110.

[0480] Next, the main CPU 110a sets the special symbol special electrical processing data to 1 (S317), and terminates the special symbol memory determination process.

[0481] If 1 is set in the special symbol special electrical processing data, then in the subsequent special symbol special electrical control processing, the process moves to the special symbol variation processing in step S302, and the special symbol variation processing is performed.

[0482] Figure 74 is a flowchart detailing the special symbol variation process (step S320 in Figure 66). In Figure 74, the main CPU 110a determines whether the special symbol variation time has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316. If the count value of the special symbol time counter is 0, it determines that the special symbol variation time has elapsed. If the count value of the special symbol time counter is not 0, it determines that the special symbol variation time has not yet elapsed. If the main CPU 110a determines that the special symbol variation time has elapsed (S320-1: Yes), it proceeds to step S320-2. If it determines that the special symbol variation time has not elapsed (S320-1: No), it terminates the current special symbol variation process and executes the next subroutine.

[0483] In step S320-2, the main CPU 110a performs processing to stop the display of the special symbols. Specifically, the main CPU 110a clears the display data set in step S315 and sets stop symbol data in a predetermined processing area (S320-2) to stop the special symbols set in steps S311-2, S311-6, S311-9, or S311-11 on the first special symbol display device 20 or the second special symbol display device 21. As a result, the special symbols are stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.

[0484] Next, the main CPU 110a sets the pattern confirmation command in the data storage area for performance transmission (S320-3).

[0485] Next, the main CPU 110a sets the symbol stop time (0.5 seconds = 125 counter) in the special symbol time counter (S320-4). The special symbol time counter is decremented every 4 milliseconds in step S110 above.

[0486] Next, the main CPU 110a sets the special symbol special electrical processing data to 2 (S320-5), and terminates the special symbol variation processing for this time.

[0487] If 2 is set in the special symbol special power processing data, then in the subsequent special symbol special power control processing, the process moves to the special symbol stop processing in step S302, and the special symbol stop processing is performed.

[0488] Figure 75 is a flowchart detailing the special symbol stop process (step S330 in Figure 66). In Figure 75, the main CPU 110a determines whether the special symbol stop time has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4. If the count value of the special symbol time counter is 0, it determines that the special symbol stop time has elapsed. If the count value of the special symbol time counter is not 0, it determines that the special symbol stop time has not yet elapsed. If the main CPU 110a determines that the special symbol stop time has elapsed (S330-1: Yes), it proceeds to step S330-2. If it determines that the special symbol stop time has not elapsed (S330-1: No), it proceeds to step S330-23.

[0489] In step S330-3, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is for a jackpot. If the stop symbol data in the stop symbol data storage area is for a jackpot (S330-3: Yes), the process proceeds to step S330-4; otherwise, the process proceeds to step S330-11.

[0490] In step S330-4, the main CPU 110a sets the normal game state flag in the game state flag storage area of ​​the main RAM 110c.

[0491] In the next step S330-5, the main CPU 110a resets the low-base time reduction count (B) counter and the high-base time reduction count (J) counter of the main RAM 110c. In the next step S330-6, the main CPU 110a resets the fluctuation count (L) counter of the main RAM 110c.

[0492] In the next step S330-7, the main CPU 110a performs the Type 1 jackpot game preparation process. In the Type 1 jackpot game preparation process, the main CPU 110a refers to the Type 1 jackpot special game control table in the main ROM 110b and determines the Type 1 jackpot big prize opening / closing control table to refer to based on the stop symbol data in the stop symbol data storage area.

[0493] Figure 76(a) shows the special game control table for Type 1 jackpots. Figure 77(a) shows the large prize slot opening and closing control table for Type 1 jackpots.

[0494] The special game control table for Type 1 jackpots stores a set of stop symbol data, opening time, opening specification command, table number of the Type 1 jackpot opening / closing control table, ending time, and symbol specification command for each type of jackpot. Here, the table number for the Type 1 10R jackpot A and Type 1 10R jackpot F opening / closing control table is "01", and the table number for the Type 1 2R jackpot B, Type 1 2R jackpot C, and Type 1 2R jackpot G opening / closing control table is "02". The opening / closing control table for each table number stores data indicating the opening and closing times for each round, and the type of jackpot to be opened.

[0495] The main CPU 110a generates an opening specification command corresponding to the type of jackpot, and sets this opening specification command in the data storage area for performance transmission (S330-8).

[0496] Next, the main CPU 110a determines the start interval time according to the type of jackpot, sets this start interval time in the special symbol time counter (S330-9), and proceeds to step S330-10.

[0497] In step S330-10, the main CPU 110a sets the special drawing special electrical processing data to 3. Then, the process proceeds to step S330-23.

[0498] In step S330-11, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is for a minor win. If the stop symbol data in the stop symbol data storage area is for a minor win (S330-11: Yes), the process proceeds to step S330-12; otherwise, the process proceeds to step S330-16.

[0499] In step S330-12, the main CPU 110a performs a minor prize preparation process. In the minor prize preparation process, the main CPU 110a determines the minor prize opening / closing control table in the main ROM 110b that will be referenced.

[0500] Figure 78 shows a control table for opening and closing the large prize slot for small wins. The control table for opening and closing the large prize slot for small wins stores data indicating the opening and closing times for 10 operations within one round, as well as the type of large prize slot to be opened.

[0501] Based on the small win opening / closing control table for small wins determined in step S330-12, the main CPU 110a generates a small win opening specification command and sets this opening specification command in the performance transmission data storage area (S330-13).

[0502] The main CPU 110a determines the start interval time for a minor win based on the minor win opening / closing control table determined in step S330-12, sets this start interval time in the special symbol time counter (S330-14), and proceeds to step S330-15.

[0503] In the next step, S330-15, the main CPU 110a sets the special drawing special electrical processing data to 4. Then, the process proceeds to step S330-23.

[0504] In step S330-16, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is a special miss. If the stop symbol data in the stop symbol data storage area is a special miss (S330-16: Yes), the main CPU 110a proceeds to step S330-17; if it is a normal miss (S330-16: No), the main CPU 110a proceeds to step S330-21.

[0505] In step S330-17, the main CPU 110a determines whether the count value (L) of the fluctuation count (L) counter of the main RAM 110c has reached the specified number of 900 times. If the fluctuation count (L) has reached the specified number (S330-17: Yes), the main CPU 110a proceeds to step S330-18; otherwise, it proceeds to step S330-21.

[0506] In step S330-18, the main CPU 110a resets the fluctuation count (L) counter of the main RAM 110c.

[0507] In the next step S330-19, the main CPU 110a performs game state setting processing. In this game state setting processing, the main CPU 110a refers to the special losing symbol stop setting table in the main ROM 110b and determines the game state when a special losing symbol stops based on the stopped symbol data and the contents of the game state flag storage area.

[0508] Figure 79 is a diagram showing the setting table for when a special losing symbol stops. The setting table for when a special losing symbol stops stores sets of data: data on the stopped symbol, data indicating the game state before the special losing symbol stopped, data indicating the game state when the special losing symbol stopped, data indicating the number of low-base time-saving rounds (B), and data indicating the number of high-base time-saving rounds (J).

[0509] To explain the game state setting process in step S330-19 in more detail, if the stopped symbol data is "09", the main CPU 110a will set the high-base time-saving state as the game state when the special losing symbol stops, if the game state flag in the game state flag storage area is the normal state, and if it is either the low-base time-saving state or the high-base time-saving state, it will maintain the game state before the special losing symbol stopped even after the symbol stops.

[0510] If the stopped symbol data is "10", "11", or "12", and the game state flag in the game state flag memory area is the normal state, the low-base time-saving state will be the game state when the special losing symbol stops. If it is either the low-base time-saving state or the high-base time-saving state, the game state before the special losing symbol stopped will be maintained even after the symbol stops.

[0511] If the stop symbol data is "20", regardless of whether the game state flag in the game state flag memory area is for the normal state or the low-base time-saving state, the high-base time-saving state will be used as the game state when the special losing symbol stops.

[0512] In the next step S330-20, the main CPU 110a performs the remaining number setting process. In the remaining number setting process, the main CPU 110a refers to the special losing symbol stop setting table in the main ROM 110b and determines the low-base time reduction count (B) and high-base time reduction count (J) when a special losing symbol stops, based on the stopped symbol data and the contents of the game state flag storage area. The low-base time reduction count (B) is set in the low-base time reduction count (B) counter, and the high-base time reduction count (J) is set in the high-base time reduction count (J) counter.

[0513] In the next step S330-21, the main CPU 110a generates a command specifying the number of low-base time reductions (B) and high-base time reductions (J), and sets this command specifying the number of times in the transmission data storage area for performance.

[0514] In the next step, S330-22, the main CPU 110a sets the special drawing and special electrical processing data to 0. Then, the process proceeds to step S330-23.

[0515] In step S330-23, the main CPU 110a determines the current game state based on the contents of the game state flag storage area, generates a game state specification command corresponding to the determined game state, and sets this game state specification command in the performance transmission data storage area. After that, the special symbol stop process is terminated.

[0516] If 3 is set in the special symbol special power processing data, the subsequent special symbol special power control processing will move to the jackpot game processing in step S302, and the jackpot game processing will be performed. If 4 is set in the special symbol special power processing data, the subsequent special symbol special power control processing will move to the minor win game processing in step S302, and the minor win game processing will be performed. If 0 is set in the special symbol special power processing data, the subsequent special symbol special power control processing will move to the special symbol memory judgment processing in step S302, and the special symbol memory judgment processing will be performed.

[0517] Figure 80 is a flowchart detailing the jackpot game processing (step S340 in Figure 66). In Figure 80, the main CPU 110a determines whether or not the game is currently in the opening phase (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round count (R) counter and determines that the game is in the opening phase if the round count (R) is 0, and determines that the game is not in the opening phase if the round count (R) is not 0. If the game is in the opening phase (S340-1: Yes), the main CPU 110a proceeds to step S340-2, and if the game is not in the opening phase (S340-1: No), it proceeds to step S340-6.

[0518] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-9 of the special symbol stop processing. If the count value of the special symbol time counter is 0, it determines that the start interval time has elapsed. If the count value of the special symbol time counter is not 0, it determines that the start interval time has not yet elapsed. If the main CPU 110a determines that the start interval time has elapsed (S340-2: Yes), it proceeds to step S340-3. If it determines that the start interval time has not yet elapsed (S340-2: No), it terminates the current jackpot game processing.

[0519] In step S340-3, the main CPU 110a performs the jackpot start setting process. In the jackpot start setting process, the main CPU 110a updates the count value (R) of the round number (R) counter by incrementing it by 1. At this point, no operations have been performed yet since the start interval time has elapsed, and the count value (R) of the round number (R) counter is 0. Therefore, the updated round number (R) in step S340-3 becomes 1.

[0520] After step S340-3 is executed, the main CPU 110a performs the big prize opening process (S340-4). In this big prize opening process, power is set to energize the first big prize opening solenoid 16c in order to open the first big prize opening door 16b. The main CPU 110a also refers to the referenced big prize opening control table to find the opening time of the first big prize opening 16 in the current round (R), and sets this opening time in the special game timer counter.

[0521] After step S340-4 is executed, the main CPU 110a performs a round start command transmission determination process (S340-5). In the round start command transmission determination process, the main CPU 110a generates a round start command according to the count value (R) of the round number (R) counter, sets this round start command in the performance transmission data storage area, and terminates the jackpot game processing for this round.

[0522] In step S340-6, the main CPU 110a determines whether or not the game is currently in the ending sequence. If the game is not in the ending sequence (S340-6: No), the main CPU 110a proceeds to step S340-7. If the game is in the ending sequence (S340-6: Yes), the main CPU 110a proceeds to step S340-18.

[0523] In step S340-7, the main CPU 110a determines whether or not the main prize opening is closed. Specifically, if no energizing data (energizing data to energize the first main prize opening opening solenoid 16c or the second main prize opening opening solenoid 17c) is set in a predetermined area of ​​the main RAM 110c, the main CPU 110a determines that the main prize opening is closed. If energizing data is set in a predetermined area of ​​the main RAM 110c, the main CPU 110a determines that the main prize opening is not closed. If the main CPU 110a determines that the main prize opening is closed (S340-7: Yes), it proceeds to step S340-8. If the main CPU 110a determines that the main prize opening is not closed (S340-7: No), it proceeds to step S340-9.

[0524] In step S340-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in the special game timer counter in step S340-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S340-8: Yes), it proceeds to the big prize opening process in step S340-4, performs the big prize opening process and the subsequent round start command transmission determination process (S340-5), and ends the current jackpot game process. If the main CPU 110a determines that the closing time has not elapsed (S340-8: No), it ends the current jackpot game process.

[0525] In step S340-9, the main CPU 110a determines whether the conditions for ending the opening of the jackpot have been met. Specifically, the main CPU 110a determines that the conditions for ending the opening have been met if the count value (C) of the jackpot entry ball count (C) counter reaches a predetermined number (9 balls) or if the opening time has elapsed. The main CPU 110a also determines that the conditions for ending the opening have not been met if the count value (C) of the jackpot entry ball count (C) counter has not reached a predetermined number (9 balls) and the opening time has not elapsed. If the main CPU 110a determines that the conditions for ending the opening have been met (S340-9: Yes), it proceeds to step S340-10. If it determines that the conditions for ending the opening have not been met (S340-9: No), it terminates the jackpot game process for this round.

[0526] In step S340-10, the main CPU 110a performs the big prize opening closure process. In the big prize opening closure process, the main CPU 110a stops the power supply data that energizes the first big prize opening solenoid 16c in order to close the first big prize opening door 16b. The main CPU 110a also refers to the big prize opening control table for jackpots and sets the closing time of the first big prize opening 16 on the special game timer counter based on the current number of rounds (R). As a result, the first big prize opening 16 is closed.

[0527] After step S340-10 is executed, the main CPU 110a determines whether or not a round of play has ended (S340-11). Specifically, the main CPU 110a determines that a round of play has ended when the count value (C) of the jackpot ball entry counter (C) reaches a predetermined number (9 balls). Also, the main CPU 110a determines that a round of play has not ended if the count value (C) of the jackpot ball entry counter (C) has not reached a predetermined number (9 balls). If the main CPU 110a determines that a round of play has ended (S340-11: Yes), it proceeds to step S340-12. If it determines that a round of play has not ended (S340-11: No), it terminates the jackpot game process for the current round.

[0528] In step S340-12, the main CPU 110a performs round data initialization processing. During round data initialization processing, the main CPU 110a resets the round count (R) counter.

[0529] After step S340-12 is executed, the main CPU 110a determines whether the count value (R) of the round number (R) counter has reached its maximum value (specifically, the number of the final round in the big prize opening / closing control table for jackpots) (S340-13).

[0530] If it is determined that the number of rounds (R) has not reached its maximum value (S340-13: No), the main CPU 110a updates the count value (R) of the rounds (R) counter by incrementing it by 1 (S340-14), and terminates the processing for this jackpot game.

[0531] If it is determined that the number of rounds (R) has reached its maximum value (S340-13: Yes), the main CPU 110a resets the rounds (R) counter (S340-15).

[0532] After step S340-15 is executed, the main CPU 110a refers to the big prize slot opening / closing control table for big wins, generates an ending specification command according to the type of big win, and sets this ending specification command in the transmission data storage area for the performance (S340-16).

[0533] After step S340-16 is executed, the main CPU 110a determines the termination interval time according to the type of jackpot and sets this termination interval time in the special game timer counter (S340-17).

[0534] After executing step S340-17, or if it determines in step S340-6 that the game is ending (S340-6: Yes), the main CPU 110a determines whether the termination interval has elapsed (S340-18). Specifically, the main CPU 110a refers to the special game timer counter set in step S340-17. If the count value of the special game timer counter is 0, it determines that the termination interval has elapsed; if the count value of the special game timer counter is not 0, it determines that the termination interval has not yet elapsed. If the main CPU 110a determines that the termination interval has not yet elapsed (S340-18: No), it terminates the current jackpot game process.

[0535] If the main CPU 110a determines that the termination interval time has elapsed (S340-18: Yes), it sets the special feature special electrical processing data to 5 (S340-19) and terminates the processing for this jackpot game.

[0536] If 5 is set in the special feature special electrical processing data, then in the subsequent special feature special electrical control processing, the process moves to the jackpot game termination processing in step S302, and the jackpot game termination processing is performed.

[0537] Figure 81 is a flowchart detailing the processing of a minor win (step S350 in Figure 66). In Figure 81, the main CPU 110a determines whether or not the game is currently in the opening phase (S350-1). If the game is in the opening phase (S350-1: Yes), the main CPU 110a proceeds to step S350-2; if the game is not in the opening phase (S350-1: No), it proceeds to step S350-5.

[0538] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-14 of the special symbol stop processing. If the count value of the special symbol time counter is 0, it determines that the start interval time has elapsed. If the count value of the special symbol time counter is not 0, it determines that the start interval time has not yet elapsed. If the main CPU 110a determines that the start interval time has elapsed (S350-2: Yes), it proceeds to step S350-3. If it determines that the start interval time has not yet elapsed (S350-2: No), it terminates the current small win game processing.

[0539] In step S350-3, the main CPU 110a performs the process of opening the main prize slot. In this process, first, the count value (K) of the main RAM 110c special electric operation number (K) counter is updated by incrementing it by 1. Then, in order to open the second main prize slot opening door 17b, the power supply data is set to energize the second main prize slot opening solenoid 17c. The main CPU 110a also refers to the small prize slot opening control table to find the opening time of the second main prize slot 17 for the current special electric operation number (K), and sets this opening time in the special game timer counter.

[0540] In step S350-4, the main CPU 110a performs a specific prize slot opening and closing control process. In this specific prize slot opening and closing control process, the main CPU 110a controls the energization of the specific area opening and closing solenoid 18d based on the specific area opening and closing control table for small prize games in the main ROM 110b.

[0541] Figure 82 is a diagram showing the control table for opening and closing specific areas for minor win games. The control table for opening and closing specific areas for minor win games stores a set of data indicating the elapsed time since the opening of the second major prize entry point 17, data indicating the opening time of specific area 19B, and data indicating the closing time of specific area 19B.

[0542] In step S350-5, the main CPU 110a determines whether the special area winning flag is set. If the special area winning flag is set (S350-5: Yes), the main CPU 110a proceeds to step S351; otherwise, it proceeds to step S350-6.

[0543] In step S351, the main CPU 110a performs the transition process for the second type of jackpot game. Details of the transition process for the second type of jackpot game will be described later.

[0544] In step S350-6, the main CPU 110a determines whether or not the game is currently in the ending sequence. If the game is in the ending sequence (S350-6: Yes), the main CPU 110a proceeds to step S350-14; otherwise, it proceeds to step S350-7.

[0545] In step S350-7, the main CPU 110a determines whether the second large prize slot 17 is open or not. If the second large prize slot 17 is not open (S350-7: No), the main CPU 110a proceeds to step S350-8. If the second large prize slot 17 is open (S350-7: Yes), the main CPU 110a proceeds to step S350-9.

[0546] In step S350-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in the special game timer counter in step S350-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S350-8: Yes), it proceeds to the big prize opening process in step S350-3, performs the big prize opening process and the subsequent specific prize opening / closing control process (S350-4), and ends the jackpot game process for this round. If the main CPU 110a determines that the closing time has not elapsed (S350-8: No), it ends the jackpot game process for this round.

[0547] In step S350-9, the main CPU 110a determines whether the conditions for ending the opening of the big prize slot have been met. If the main CPU 110a determines that the conditions for ending the opening have been met (S350-9: Yes), it proceeds to step S350-10. If the main CPU 110a determines that the conditions for ending the opening have not been met (S350-9: No), it terminates the current small prize game process.

[0548] In step S350-10, the main CPU 110a performs the process of closing the main prize opening. In order to close the second main prize opening door 17b, it stops the power supply data that energizes the second main prize opening solenoid 17c. The main CPU 110a also refers to the small prize opening control table and sets the closing time of the second main prize opening 17 in the special game timer counter based on the current special electric operation number (K). As a result, the second main prize opening 17 is closed.

[0549] In step S350-11, the main CPU 110a determines whether the conditions for ending a minor win game have been met. Specifically, the main CPU 110a determines that the conditions for ending a minor win game have been met if the special electric operation number (K) reaches its maximum value (the last number of operations in the minor win big prize opening / closing control table). If the special electric operation number (K) is not at its maximum value, the main CPU 110a determines that the conditions for ending a minor win game have not been met.

[0550] In step S350-12, the main CPU 110a performs the minor win game termination process. In the minor win game termination process, the special electric operation number (K) counter is reset.

[0551] In step S350-13, the main CPU 110a performs ending processing. In this ending processing, the main CPU 110a sets the ending specification command for the minor win in the performance transmission data storage area based on the special symbol stop data, and sets the end interval time for the minor win in the special game timer counter.

[0552] In step S350-14, the main CPU 110a determines whether or not the termination interval time has elapsed. Specifically, the main CPU 110a refers to the special game timer counter set in step S350-10, and determines that the termination interval time has elapsed if the count value of the special game timer counter is 0, and determines that the termination interval time has not elapsed if the count value of the special game timer counter is not 0.

[0553] If the main CPU 110a determines that the termination interval time has not elapsed (S350-14: No), it terminates the current minor win game process.

[0554] If the main CPU 110a determines that the termination interval time has elapsed (S350-14: Yes), it sets the special symbol special electric processing data to 0 (S350-15) and terminates the current minor win game processing.

[0555] If 0 is set in the special symbol special power processing data, the subsequent special symbol special power control processing will move to the special symbol memory determination processing in step S302, and the special symbol memory determination processing will be performed.

[0556] Figure 83 is a flowchart detailing the process for transitioning to the second type of jackpot game (step S351 in Figure 81). In Figure 83, the main CPU 110a determines whether or not the game is currently in the ending sequence (S351-1). If the game is not in the ending sequence (S351-1: No), the main CPU 110a proceeds to step S351-2; if the game is in the ending sequence (S351-1: Yes), it proceeds to step S351-6.

[0557] In step S351-2, the main CPU 110a determines whether the second large prize slot 17 is open or not. If the second large prize slot 17 is open (S351-2: Yes), the main CPU 110a proceeds to step S351-3; if the second large prize slot 17 is not open (S351-2: No), the main CPU 110a proceeds to step S351-4.

[0558] In step S351-3, the main CPU 110a sets the power deactivation data for the second large prize opening opening solenoid 19b in order to close the second large prize opening 17.

[0559] In step S351-4, the main CPU 110a performs the minor win game termination process. In the minor win game termination process, the special electric operation number (K) counter is reset.

[0560] In step S351-5, the main CPU 110a performs ending processing. In this ending processing, the main CPU 110a sets the ending specification command for the minor win in the performance transmission data storage area based on the special symbol stop data, and sets the end interval time for the minor win in the special game timer counter.

[0561] In step S351-6, the main CPU 110a determines whether or not the termination interval time has elapsed.

[0562] If the main CPU 110a determines that the termination interval time has elapsed (S351-6: Yes), it proceeds to step S351-7. If it determines that the termination interval time has not elapsed (S351-6: No), it terminates the current Type 2 jackpot game transition process.

[0563] In step S351-7, the main CPU 110a clears the special area winning flag in the special area winning flag storage area of ​​the main RAM 110c.

[0564] In step S351-8, the main CPU 110a sets the normal game state flag in the game state flag storage area of ​​the main RAM 110c.

[0565] In the next step S351-9, the main CPU 110a resets the low-base time reduction count (B) counter and the high-base time reduction count (J) counter of the main RAM 110c. In the next step S351-10, the main CPU 110a resets the fluctuation count (L) counter of the main RAM 110c.

[0566] In the next step S351-11, the main CPU 110a performs the Type 2 jackpot game preparation process. In the Type 2 jackpot game preparation process, the main CPU 110a refers to the special game control table in the main ROM 110b and, based on the stop symbol data in the stop symbol data storage area, determines the Type 2 jackpot big prize opening / closing control table to refer to, and sets the count value (R) of the round number (R) counter to 1.

[0567] Figure 76(b) shows a special game control table for Type 2 jackpots. Figure 77(b) shows a large prize slot opening / closing control table for Type 2 jackpots.

[0568] The special game control table for Type 2 jackpots stores the stop symbol data, the table number of the jackpot opening / closing control table, the ending time, and a set of symbol specification commands for each type of jackpot. Here, the table number for Type 2 effective 9R jackpot H and Type 2 effective 2R jackpot J is "03", and the table number for the jackpot opening / closing control table for Type 2 effective 2R jackpot I is "04". The jackpot opening / closing control table for each table number stores data indicating the opening and closing times for each round, and the type of jackpot to be...

Claims

[Claim 1] A main control means for controlling the progress of a game involving the provision of a virtual game medium, comprising means for setting the game state of the game machine to one of a plurality of advantageous states, including a normal state and a time-saving state in which the advantage related to auxiliary games is higher than that of the normal state, and means for stopping the progress of the game, A virtual game medium count control means receives information from a connected card unit and corresponding virtual game medium count transition signals, performs subtraction and addition of playable virtual game mediums in accordance with the progress of the game, displays the playable virtual game medium count on a game medium count display means, transmits a virtual game medium count transition signal of 0 to the card unit when the count button is not operated, and transmits a virtual game medium count transition signal of one or a predetermined number to the card unit when the count button is operated. It is equipped with, The main control means can generate a completion error based on the maximum number of playable virtual game media counters, which are added when virtual game media are granted and are different from the number of playable virtual game media, reaching a predetermined upper limit, and transmits the game state and the progress and stop status of the game to the virtual game media control means. The virtual game medium count control means, when a predetermined error different from the complete error occurs among a plurality of errors, displays the error code of the predetermined error on the game medium count display means, and when the complete error occurs, does not display the error code of the complete error on the game medium count display means, and based on the received game state and the progress and stop status of the game, when the game state of the game machine becomes the time-saving state, it is possible to send a game state signal indicating that it is in the time-saving state to the card unit at a timing after a predetermined time has elapsed since the transmission of the virtual game medium count transition signal to the card unit. A gaming machine characterized by the following features.