Gaming machine

The gaming machine prevents player addiction by ensuring the game is playable upon power-on and notifying players of errors, addressing the issue of immersion and addiction.

JP7879575B2Active Publication Date: 2026-06-24SOPHIA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2022-01-27
Publication Date
2026-06-24

AI Technical Summary

Technical Problem

There is a desire for gaming machines that prevent player immersion and allow players to play games with peace of mind, addressing the issue of potential addiction.

Method used

The gaming machine includes a game stop means to prevent a game-unavailable state upon power-on and a performance control means to initiate operations only if the game is playable, with notification mechanisms for errors, ensuring players can play without becoming addicted.

Benefits of technology

The solution provides a gaming machine that prevents player addiction and allows for a peaceful gaming experience by preventing game-unavailability and notifying players of errors.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which prevents a player from becoming addicted to a game and allows the player to play the game at ease.SOLUTION: A game machine 10 capable of executing a game includes game stop means (safety device (game control device 100)) capable of generating a non-playable state (game stop state, operation state) in which a game cannot be executed by the satisfaction of a predetermined condition, and power-saving state generation means (performance control device 300) capable of generating a power-saving state. The power consumption in the non-playable state is less than the power consumption in the power-saving state.SELECTED DRAWING: Figure 101
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Description

Technical Field

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

Background Art

[0002] Conventionally, gaming machines capable of executing games (such as games) have been known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent years, further improvement has been desired regarding prevention of player immersion in games. An object of the present invention is to provide a gaming machine that prevents player immersion and allows players to play games with peace of mind.

Means for Solving the Problems

[0005] <000003​​ , electric Initialized upon power-on, the game stop means can generate a suppression state to prevent the occurrence of a game-unavailable state, and the performance control means performs the initial operation of the movable performance device if the game-unavailable state is not present when the power is turned on, and does not perform the initial operation of the movable performance device if the game-unavailable state is present when the power is turned on, thus preventing the game-unavailable state. The occurrence of a game-inaccessible state can be notified by a game-inaccessible state notification means, A specified error that occurred after the game became unplayable error Enable notification through a notification mechanism. [Effects of the Invention]

[0006] According to the present invention, it is possible to provide a gaming machine that prevents players from becoming addicted and allows them to play with peace of mind. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This is a flowchart (part 1) showing the procedure for the main process. [Figure 6] This is a flowchart (part 2) showing the procedure for the main process. [Figure 7] This is flowchart (part 3) showing the procedure for the main process. [Figure 8] This diagram shows the RAM configuration of a microcontroller used for gaming. [Figure 9] This is a flowchart showing the procedure for initializing safety device information. [Figure 10] This is a flowchart showing the procedure for editing performance display. [Figure 11] This is a flowchart showing the procedure for handling timer interrupts. [Figure 12] This is a flowchart showing the output processing procedure. [Figure 13] It is a flowchart showing the procedure of the winning port switch / state monitoring process. [Figure 14] It is a flowchart showing the procedure of the fraud & winning monitoring process. [Figure 15] It is a flowchart showing the procedure of the winning count counter update process. [Figure 16] It is a flowchart showing the procedure of the gaming machine state check process. [Figure 17] It is a flowchart showing the procedure of the probability setting change / confirmation process. [Figure 18] It is a flowchart showing the procedure of the special figure game process. [Figure 19] It is a flowchart showing the procedure of the start port switch monitoring process. [Figure 20] It is a flowchart showing the procedure of the special figure start port switch common process. [Figure 21] It is a flowchart showing the procedure of the specific area switch monitoring process. [Figure 22] It is a flowchart showing the procedure of the special figure normal process. [Figure 23] It is a flowchart showing the procedure of the special figure 1 variation start process. [Figure 24] It is a flowchart showing the procedure of the special figure 2 variation start process. [Figure 25] It is a flowchart showing the procedure of the big win flag 1 setting process. [Figure 26] It is a flowchart showing the procedure of the big win flag 2 setting process. [Figure 27] It is a flowchart showing the procedure of the big win determination process. [Figure 28] It is a flowchart showing the procedure of the small win determination process. [Figure 29] It is a flowchart showing the procedure of the bonus win determination process. [Figure 30] It is a flowchart showing the procedure of the special figure 1 stop symbol setting process. [Figure 31] It is a flowchart showing the procedure of the special figure 2 stop symbol setting process. [Figure 32] This is a flowchart showing the procedure for setting special illustration information. [Figure 33] This is a flowchart showing the procedure for setting the variation pattern. [Figure 34] This is a flowchart showing the procedure for 2-byte distribution. [Figure 35] This is a flowchart showing the procedure for sorting. [Figure 36] This is a flowchart showing the procedure for setting the change start information. [Figure 37] This is a flowchart showing the procedure for processing during special feature changes. [Figure 38] This flowchart shows the procedure for setting up the time-saving termination process. [Figure 39] This is a flowchart showing the procedure for checking the performance mode information. [Figure 40] This is a flowchart showing the procedure for the first part of the special display processing. [Figure 41] This flowchart shows the procedure for the latter half of the special display processing. [Figure 42] This flowchart shows the procedure for setting up support operation. [Figure 43] This is a flowchart showing the procedure for processing special effects in the game. [Figure 44] This is a flowchart showing the procedure for normal operation of special features. [Figure 45] This is a flowchart showing the procedure for ending a jackpot. [Figure 46] This is a flowchart showing the procedure for the jackpot termination setting process 1. [Figure 47] This is a flowchart showing the procedure for the jackpot termination setting process 2. [Figure 48] This is a flowchart showing the procedure for processing the general diagram game. [Figure 49] This is a flowchart showing the procedure for gate switch monitoring. [Figure 50] This is a flowchart showing the procedure for monitoring the regular electricity entry switch. [Figure 51] This is a flowchart showing the procedure for normal processing. [Figure 52] This flowchart shows the procedure for setting up the transition process during normal diagram changes. [Figure 53] This flowchart shows the procedure for processing during normal graph fluctuations. [Figure 54] This is a flowchart showing the procedure for processing while the general diagram is displayed. [Figure 55] This is a flowchart showing the procedure for processing each drawing. [Figure 56] This flowchart shows the procedure for the transition to normal operation settings. [Figure 57] This flowchart shows the procedure for disposing of remaining light bulbs in regular operation. [Figure 58] This is a flowchart showing the procedure for the completion process per drawing. [Figure 59] A flowchart showing the procedure for the first part of the external information editing process. [Figure 60] This is a flowchart showing the procedure for the latter half of the external information editing process. [Figure 61] This is a time chart showing the transmission of external information or test signals. [Figure 62] This is a flowchart showing the procedure for processing related to safety devices. [Figure 63] This is a flowchart showing the procedure for out-of-bounds integration processing. [Figure 64] This is a flowchart showing the procedure for controlling the performance display device. [Figure 65] This is a flowchart showing the procedure for verifying the number of tokens won. [Figure 66] This is a flowchart showing the procedure for monitoring the operation of safety devices. [Figure 67] This is a flowchart showing the main processing of the performance control system. [Figure 68] This is a flowchart showing the process of checking received commands. [Figure 69] This is a flowchart showing the process of parsing received commands. [Figure 70]This is a flowchart showing the processing of single-use commands. [Figure 71] This is a flowchart showing the pre-read symbol command processing. [Figure 72] This is a flowchart showing the processing of predictive variable commands. [Figure 73] This is a flowchart for processing pattern-based commands. [Figure 74] This is a flowchart showing the processing of variable commands. [Figure 75] This is a flowchart showing the process for setting up variable effects. [Figure 76] This is a flowchart showing the procedure for processing hit-related commands. [Figure 77] This table shows the configuration of the performance-related devices depending on the status of the safety devices. [Figure 78] This is an example of a screen transition diagram (Example 1) showing the display screens of a display device in chronological order. [Figure 79] This is an example of a screen transition diagram (Example 1) showing the display screens of a display device in chronological order. [Figure 80] This is another example (Example 2) of a screen transition diagram showing the display screens of a display device in chronological order. [Figure 81] This diagram illustrates an example of an operation notification display when the vehicle is not waiting for customers. [Figure 82] This diagram illustrates the display of the notification before and after a reach during a variable display, excluding when waiting for customers. [Figure 83] This diagram illustrates an example of an operation notification display while waiting for customers. [Figure 84] An example of the display screen of the device in the settings confirmation state (settings confirmation mode) is shown. [Figure 85] This figure shows an example of a specific model display that appears in a format other than video (Example 1). [Figure 86] This figure shows an example of a specific model display that appears in a format other than video (Example 2). [Figure 87] This diagram shows an example of a menu screen and an item screen corresponding to the item selected on the menu screen. [Figure 88]This diagram illustrates an example of the relationship between the operation of a safety device, the menu screen, and the item screen corresponding to the item selected on the menu screen. [Figure 89] This is a timing chart illustrating an example of the relationship between the operation of a safety device, its display, and the action buttons. [Figure 90] This diagram illustrates an example of the relationship between the operation of a safety device, its display, and the action buttons. [Figure 91] This diagram illustrates an example of the relationship between the operation of a safety device and the menu screen. [Figure 92] This diagram illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 93] This diagram illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 94] This timing chart illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 95] This diagram illustrates an example of the relationship between the in-game movie and the menu screen. [Figure 96] This diagram illustrates a variation of the menu screen. [Figure 97] This diagram illustrates an example of an indicator showing that the system is in operation. [Figure 98] This timing chart illustrates an example of the relationship between the activation of a safety device and an external signal. [Figure 99] This flowchart illustrates a modified version of the initial operation setting process performed by the performance control device. [Figure 100] This flowchart illustrates an example of the power-saving mode processing performed by a gaming control device. [Figure 101] This flowchart illustrates an example of the power saving function setting process performed by the performance control system. [Modes for carrying out the invention]

[0008] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, front, back, left, and right refer to the directions as seen from the perspective of the player during gameplay.

[0009] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine. The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the pivot end where it is attached to the hinge, and the right end is the open end where it is opened by rotation. The frame 11 and the front frame 12 constitute an outer frame unit 17.

[0010] A game board 30 (see Figure 2) is mounted on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent material, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent material holding frame that holds the transparent material.

[0011] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed.

[0012] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15.

[0013] Decorative devices 18a, 18b, and 18c, capable of illuminating according to the game state, are installed in the upper center, right side, and left side of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs inside and are display devices that perform illuminating effects according to the game state. The lighting components installed inside these decorative devices 18a, 18b, and 18c constitute a part of the frame decorative device 18 (see Figure 4).

[0014] The decorative device 18a is a top unit that extends from the upper part of the glass frame 15 (or opening / closing frame) in the left-right direction of the gaming machine 10 and protrudes diagonally upward and forward. The decorative device 18a has a substantially flat front portion 456 on which various displays such as the model name are made. In this embodiment, the decorative device 18a is fixed and does not move, but in order to reduce the feeling of pressure on the player, it may protrude forward from its retracted initial position (normal position) only when necessary, or move in the vertical direction.

[0015] The decorative device 18b is a projection unit (front frame light-emitting unit) that extends vertically on the right side of the glass frame 15 and protrudes forward. The decorative device 18c is a projection unit (front frame light-emitting unit) that extends vertically on the left side of the glass frame 15 and protrudes forward. The decorative devices 18b and 18c emit light towards the player on the central side (inside) of the gaming machine 10, and light leaks out to the outside of the gaming machine 10 through multiple openings.

[0016] Upper speakers 19a are installed in the upper right and upper left corners of the glass frame 15, respectively. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speakers 19b are installed in the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc. The left and right upper speakers 19a are covered by speaker decorative members 13 on the right and left sides, respectively.

[0017] An upper tray unit 20 is attached to the lower part of the glass frame 15, which has an upper tray 21 capable of storing game balls (game media). The upper tray 21 is formed in the shape of a box with an opening at the top. The game balls stored in the upper tray 21 are supplied to the ball launching device one ball at a time.

[0018] The upper tray unit 20 further includes a performance control device that receives input from the player, a ball dispensing device that receives input from the player, and a decorative device 22 that performs light-up effects and the like according to the game state.

[0019] The performance control device includes a performance button 25, a directional key switch 28, and volume control button switches 27e and 27f, and is located in the upper center and to its left of the upper tray unit 20 for ease of operation by the player. The performance button 25 is positioned within an opening in the control panel 26, so as to be surrounded by the control panel 26. The control panel 26 is capable of reflecting light by means of metal plating on its surface or by being entirely made of metal, and has a metallic luster, for example, silver. When the performance button 25 lights up, the light from the performance button 25 is reflected by the surrounding control panel 26, making the performance button 25's illumination effect more effective.

[0020] The performance button 25 may include a built-in performance button switch 25a and a touch panel 25b provided on its surface.

[0021] The volume control button switches 27e and 27f are located on the upper left side of the operation panel 26 of the upper tray unit 20, and adjust the volume of the upper speaker 19a and lower speaker 19b by increasing or decreasing (+-). The directional key switch 28 (directional key SW) is located on the upper left side of the operation panel 26 of the upper tray unit 20, adjacent to the volume control button switches 27e and 27f, and adjusts, for example, the brightness of the LEDs used for effects. The directional key switch 28 may also be called a directional key switch, and may be a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. For example, in predetermined states such as while waiting for customers and / or during gameplay, the volume control button switches 27e and 27f may be pressed down to adjust the volume of the speakers 19a and 19b, and the front or rear switch of the directional key switch 28 may be pressed down to adjust the light intensity (brightness, luminance) of the LEDs used for effects, etc. Furthermore, the volume of speakers 19a and 19b may be adjusted by pressing the left or right switch of the directional pad switch 28, even without providing volume adjustment button switches 27e and 27f.

[0022] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special feature variation display games, etc., displayed on the display device 41 (see Figure 2). For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of a variation display game corresponding to the start memory. Note that the term "variation display game" includes special feature variation display games, and when simply referred to as "variation display game," it refers to special feature variation display games in this specification.

[0023] Furthermore, the display pattern may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.

[0024] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs. Special game states include, for example, a time-saving state as a specific game state, a state in a variable display game where the probability of a special result (e.g., a jackpot) occurring is high (probability variation state, probability variation state), a jackpot state (special game state), and a minor win game state (minor win state). Thus, the game machine 10 has multiple game states with different probabilities of special results occurring, and the game control device 100 (game state selection means, setting means) can select (set) one of these multiple game states to be the current game state.

[0025] Here, the probability variation state (specific game state) can be one of the following: one that continues until the next big win occurs (loop type), one that continues until a predetermined number of variation display games are played (count limit type, ST), or one that continues until a predetermined probability reduction lottery is won (reduction lottery type).

[0026] Furthermore, instead of determining whether or not a bonus state is triggered by a random number of winning symbols, it may be possible to ensure that a bonus state is always triggered when a big win occurs.

[0027] The ball dispensing device is an operating device used by players when they borrow game balls, and is located on the upper right side of the operation panel 26 of the upper tray unit 20. The ball dispensing device includes a balance display unit 27c, a ball dispensing button 27a, and a return button 27b. The balance display unit 27c is a display area that shows the balance of a prepaid card, etc. The ball dispensing button 27a is a button that players operate when they borrow game balls, and the return button 27b is a button that players operate when they want to eject a prepaid card, etc. from a card unit (not shown) that is located adjacent to the game machine 10.

[0028] The decorative device 22 houses lighting components such as LEDs inside and is a device that performs light-emitting effects according to the game state, and is installed on the upper tray unit 20. The lighting components arranged inside the decorative device 22 constitute a part of the frame decorative device 18 (see Figure 4).

[0029] Below the glass frame 15, which includes the upper tray unit 20 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown), and a lower tray unit 29 which includes a lower tray 23 capable of storing game balls. The lower tray unit 29 and the upper tray unit 20 are shaped to match and are arranged side by side stacked on top of each other in the vertical direction. By operating the upper tray operating section 27d of the upper tray unit 20, the game balls in the upper tray 21 can be made to flow down to the lower tray 23.

[0030] The operating handle 24 is located in the lower right part of the front frame 12, below the lower right speaker 19b. By rotating the operating handle 24, the ball launcher launches game balls supplied from the upper tray 21 into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launcher is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launcher can change the launch force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the operation of the operating handle 24 by the player, and can launch game balls in various launch modes with different launch forces. Launch modes include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.

[0031] The lower tray 23 of the lower tray unit 29 is positioned below the upper tray unit 20 at a predetermined distance from the upper tray unit 20. The lower tray 23 has a ball removal hole that penetrates vertically through its bottom surface, and an opening / closing operation part 23b for opening and closing the ball removal hole. By operating the opening / closing operation part 23b to open the ball removal hole, the game balls stored in the lower tray 23 can be discharged to the outside through the ball removal hole.

[0032] Furthermore, on the back of the front frame 12, there are a power supply unit 400 that supplies power to various devices, an upper tank 448 that stores game balls supplied from a supply device (not shown) installed in the island equipment, and a dispensing device (dispensing unit) that dispenses game balls that have flowed down from the upper tank 448 into the upper tray 21.

[0033] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.

[0034] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.

[0035] A center case (front component) 40 is mounted approximately in the center of the game area 32, forming a window that serves as the display area for the variable display game. Behind the window formed in the center case 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple pieces of identification information in a variable manner. The display device 41 is equipped with, for example, a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window of the center case 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may also be equipped with a display such as an EL or CRT.

[0036] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) and characters that enhance the variable display game are displayed in each variable display area. In addition, images based on the progress of the game (jackpot display, fanfare display, ending display, etc.) are displayed on the display screen.

[0037] Furthermore, the center case 40 is provided with an inlet 40a for a warp passage 40e that guides the game balls flowing down the game area 32 into the inside of the center case 40, and a stage section 40b on which the game balls that have passed through the warp passage 40e can roll. Since the stage section 40b of the center case 40 is located above the starting prize entry opening 36, game balls that roll on the stage section 40b are more likely to enter the starting prize entry opening 36.

[0038] An upper display unit 40c and a side display unit 40d are provided on the upper and right sides of the center case 40, respectively. The upper display unit 40c and the side display unit 40d constitute part of the panel decoration device 46 (see Figure 4) and the panel display device 44 (see Figure 4).

[0039] A regular symbol start gate (regular symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. Inside the regular symbol start gate 34, a gate switch (SW) 34a (see Figure 3) is provided for detecting game balls that have passed through the regular symbol start gate 34. When a game ball that has been launched into the game area 32 passes through the regular symbol start gate 34, the regular symbol variation display game is executed.

[0040] A general prize entry point 35 is located in the lower left game area 32 of the center case 40, and another general prize entry point 35 is located in the lower right game area 32 of the center case 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a to 35n (see Figure 3) provided on the general prize entry points 35.

[0041] In the game area 32 below the center case 40, there is a starting entry point (starting entry point 1, first starting entry area) 36 that provides the conditions for starting the special symbol variation display game. In the game area 32 on the right side of the center case 40, below the regular symbol starting gate 34, there is a regular variation prize device 37 (regular electric mechanism, regular electric) equipped with a second starting entry point (starting entry point 2, second starting entry area). The regular variation prize device 37 is equipped with a movable member (movable piece) 37b that rotates forward to convert the state into one that makes it easier for game balls to flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize device 37. When a game ball enters the starting entry point 36 or the regular variation prize device 37, the special symbol variation display game is executed as an auxiliary game. Furthermore, the starting prize entry point 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.

[0042] The movable member 37b is a so-called tongue-type ordinary electric mechanism, and when the result of the regular variation display game reaches a predetermined stop display pattern, it operates via the ordinary electric solenoid 37c (see Figure 3) to open, changing to an open state (an easy-to-win state that is advantageous to the player) in which game balls can easily flow into the regular variation prize winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it will be in a closed state (not easy to win state, difficult-to-win state) in which game balls cannot easily flow into the regular variation prize winning device 37. In this embodiment, unlike the regular variation prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.

[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special gameplay, thereby generating the aforementioned time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).

[0044] In the game area 32 to the right of the starting prize entry opening 36, there is a first special variable prize entry device 38 (special electric mechanism) which has an attacker-type opening door 38c that opens the lower large prize entry opening by retracting from the front to the back by a lower large prize entry solenoid 38b (see Figure 3). The first special variable prize entry device 38 changes the state of the large prize entry opening from a closed state (a blocked state unfavorable to the player) to an open state (a game state favorable to the player) depending on the result of the special variable display game, thereby facilitating the flow of game balls into the lower large prize entry opening and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after the end of a jackpot). A lower large prize entry switch 38a (count switch) is provided inside the lower large prize entry opening as a detection means for detecting game balls that have entered the large prize entry opening. Furthermore, the first special variable prize winning device 38 makes it easier for game balls to enter the prize when playing to the right.

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

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

[0047] In other words, in this embodiment, the gaming machine 10 is a so-called type 1 and type 2 mixed machine (1+type machine). In this embodiment, when a minor win occurs, the second special variable prize winning device 39 is opened, and the game ball enters a specific area 72 (V prize winning slot) within the second special variable prize winning device 39, resulting in a big win.

[0048] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slots 38 and 39, the payout control device 200 (see Figure 3) dispenses a number of prize balls corresponding to the type of prize slot into the upper tray 21 from the payout device. In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. LEDs (part of the panel decoration device 46 described later) that can light up when a game ball enters are also provided near the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slots 38 and 39.

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

[0050] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, lamp D1) and a second special feature variable display unit 52 (special feature 2 display unit, lamp D2) for variable display games, which are composed of 7-segment type displays (LED lamps), a variable display unit 53 (normal display unit, lamps D8, D10, D18) for normal display variable display games, and a memory display unit (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of starts (holds) for each variable display game. The special feature 1 hold display unit 54 is composed of lamps D11 and D12. The special feature 2 hold display unit 55 is composed of lamps D13 and D14. The normal display hold display unit 56 is composed of lamps D15 and D16.

[0051] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, lamp D7) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, lamp D17) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, lamp D9) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (lamps D3 to D6) that displays the number of rounds during a jackpot (number of times the special variable prize winning devices 38 and 39 are opened and closed).

[0052] In the display unit 51 in Feature 1 and the display unit 52 in Feature 2, the variable display game is performed by a variable display that repeatedly turns on and off (flashes) the identification information (for example, the central segment). Note that the display unit 51 in Feature 1 and the display unit 52 in Feature 2 are not limited to such segment-type display units, but may be composed of a collection of multiple LEDs, and when performing the variable display, all LEDs provided as a display unit may be turned on and off simultaneously (all LEDs flashing at the same time), or cyclically turned on and off (one LED turns on and off in a predetermined order at predetermined time intervals), or by turning on and off (flashes) or cyclically turned on and off by a predetermined number of LEDs from among the multiple LEDs. In the general display unit 53, the variable display game is also performed by a variable display (flashes) that repeatedly turns on and off lamps D10 and D18. Furthermore, the general display unit 53 can also be configured as appropriate in the same way as the display unit 51 in Feature 1 and the display unit 52 in Feature 2.

[0053] The lamp display device 75 has lamp display units 1 and 2 (LEDs) that perform a variable display (flashing) that alternates between lighting and extinguishing as symbols (the fourth special symbol and the fourth symbol described later), and lamp display units 3 to 6 (LEDs) for notifying the number of memories for starting (holding) each special symbol variable display game. The lamp display device 75 is controlled by the performance control device 300 (described later).

[0054] The lamp display units 1 and 2 blink as variable displays at a predetermined blinking cycle (for example, 200 msec (milliseconds)). That is, the switching between off and on for the lamp display units 1 and 2 occurs over a period of half the blinking cycle (for example, 100 msec). While the variable display times for the special figure 1 display unit 51, special figure 2 display unit 52, and general figure display unit 53 of the integrated display device 50 are measured by the game control device 100, the variable display times for the lamp display units 1 and 2 of the lamp display device 75 are measured by the performance control device 300 (described later).

[0055] Lamp display units 3 and 4 (Special Feature 1 Reserve LED1, Special Feature 1 Reserve LED2) display the number of Special Feature 1 reserved balls (first start memory number) through a combination of off, on, and flashing states. Similarly, lamp display units 5 and 6 (Special Feature 2 Reserve LED1, Special Feature 2 Reserve LED2) display the number of Special Feature 2 reserved balls (second start memory number) through a combination of off, on, and flashing states. Lamp display units 3 to 6 stop displaying the number of reserved balls when a jackpot occurs, but continue to display the number of reserved balls when not in a jackpot state (including when a reach described later occurs on the display device 41).

[0056] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.

[0057] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry devices 38, 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry devices 38, 39, a number of prize balls corresponding to the type of prize entry opening are discharged into the upper tray 21 via a payout device.

[0058] The regular display start gate 34 is equipped with a gate switch 34a (see Figure 3) that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation game is executed based on the result of the random value for winning determination extracted at this time.

[0059] If a game cannot be started, for example, if a game is already in progress and has not yet finished, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1).

[0060] The regular diagram start memory (regular diagram hold) stores a random value for determining whether the regular diagram variation display game is a win or a loss. When this random value matches the judgment value, the regular diagram variation display game is a win and a specific result pattern (specific result) is derived.

[0061] The regular diagram fluctuation display game is executed using a regular diagram display unit 53 provided on the integrated display device 50. The regular diagram display unit 53 consists of LEDs that indicate a win when lit and a loss when unlit, serving as regular identification information (regular diagram). The regular identification information fluctuations are displayed by blinking these LEDs, and the result is displayed by turning the LEDs on or off after a predetermined fluctuation display time has elapsed.

[0062] If the random value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops in a winning state, and the game enters a winning state. At this time, the normal electric solenoid 37c (see Figure 3) is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), and the entry of game balls into the normal variable prize winning device 37 is permitted.

[0063] The entry of a game ball into the starting prize slot 36 and into the normal variable prize device 37 are detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit, while game balls that enter the normal variable prize device 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit.

[0064] When a winning ball is detected to start a special feature variation display game, random values ​​for jackpots, jackpot symbols, and each variation pattern are extracted. These random values ​​are stored in the special feature reserve memory area (part of the RAM) of the game control device 100 as special feature start-up winning memories, up to a predetermined number of times (for example, up to 8 times). The number of special feature start-up winning memories is displayed on the special feature 1 reserve indicator 54 and special feature 2 reserve indicator 55 of the unified display device 50 for notifying the number of starting winnings, and is also displayed on the display screen of the display device 41.

[0065] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).

[0066] The Special Feature 1 Variable Display Game (First Special Feature Variable Display Game) and the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game) are performed by displaying identification information (special symbols, special features) in a variable manner on the Special Feature 1 display unit 51 and the Special Feature 2 display unit 52, and then stopping to display a predetermined result pattern.

[0067] Furthermore, the display device 41 executes a decorative special feature variation display game that displays multiple types of identification information (for example, numbers, symbols, character patterns, etc.) in a variable manner, corresponding to each special feature variation display game.

[0068] The decorative special symbol variation display game on the display device 41 is performed by starting the decorative special symbols (identification information) composed of the aforementioned numbers, etc., to vary (scroll display) in the order of left (first special symbol), right (second special symbol), and center (third special symbol), and then stopping the varying symbols sequentially after a predetermined time to display the result of the special symbol variation display game. In addition, the display device 41 displays various effects such as the appearance of characters to enhance the entertainment value. Furthermore, in the decorative special symbol variation display game, as another decorative special symbol (identification information), the fourth special symbol (fourth symbol) varies in the lamp display sections 1 and 2 of the lamp display device 75 by repeatedly switching between on and off (flashing). The variation display of the lamp display sections 1 and 2 stops after a predetermined time from the start, with "off" in the case of a miss, and "on" in the case of a big win or a small win.

[0069] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "7,7,7" are aligned).

[0070] At this time, the special variable prize winning devices 38 and 39 are energized by the supply of power to the large prize winning solenoids 38b and 39b (see Figure 3), which causes the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning devices 38 and 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time the player is given the advantage of being able to win many game balls.

[0071] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a specific result pattern (minor prize result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a minor prize state. In response to this, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value).

[0072] At this time, the special variable prize winning devices 38 and 39 energize the large prize winning opening solenoids 38b and 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total open time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state. For simplicity, in this embodiment, we will describe a configuration in which only the special variable prize winning device 39 (upper large prize winning opening) is changed to an open state in the minor win state, and only the special variable prize winning device 38 (lower large prize winning opening) is changed to an open state in the big win state (including the big win state due to a V-win during a minor win).

[0073] Here, I will explain the difference between a big win and a small win.

[0074] A jackpot is a special result that involves the activation of a condition device, while a minor win is a specific result that does not involve the activation of a condition device. The condition device is activated when a jackpot occurs in a special symbol variation display game (the jackpot symbol is displayed when it stops). When the condition device is activated, it means, for example, that a jackpot state occurs and a specific flag is set to continuously activate the special variation prize winning devices 38 and 39, which are special electric mechanisms. Alternatively, when the condition device is activated, it may also mean that a game ball has passed into a specific area 72 (V-winning). When the condition device is not activated, it means that the aforementioned specific flag is not set, for example, when simply winning a minor win lottery. However, as will be described later in this embodiment, the condition device will be activated if a V-winning occurs during a minor win state. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically. Furthermore, "condition device" is a term commonly used in the field of pachinko games to refer to a device whose operation is a necessary condition for the continuous operation of an electric mechanism, and it is used in this specification with the same meaning.

[0075] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set.

[0076] The special figure 1 display unit 51 and the special figure 2 display unit 52 may be configured as separate displays or as the same display unit, but they are set so that the special figure variation display games are not executed simultaneously. The special figure 2 variation display game is executed with priority over the special figure 1 variation display game, and there is a start memory for both the special figure 1 variation display game and the special figure 2 variation display game. When the special figure variation display game becomes ready to be executed, the special figure 2 variation display game is executed (special figure 2 hold priority consumption, special figure 2 priority variation).

[0077] Regarding the decorative special feature variation display game on the display device 41, the special feature 1 variation display game and the special feature 2 variation display game may be executed on separate display devices or separate display areas, or they may be executed on the same display device or display area. In this case, the decorative special feature variation display game corresponding to the special feature 1 variation display game and the special feature 2 variation display game may not be executed simultaneously.

[0078] In the following explanation, when there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.

[0079] Furthermore, although not particularly limited, the start port 1 switch 36a in the start port 36, the start port 2 switch 37a, the gate switch 34a, the prize port switch 35a, and the large prize port switches 38a and 39a in the normal variable prize device 37 are equipped with a coil for magnetic detection, and non-contact type magnetic proximity sensors (hereinafter referred to as proximity switches) are used to detect game balls by utilizing the phenomenon in which the magnetic field changes when metal comes into close proximity to the coil. In addition, the glass frame opening detection switch 63 provided on the glass frame 15 of the game machine 10, etc., and the main frame opening detection switch 64 (front frame opening detection switch) provided on the front frame (game frame) 12, etc., etc., can use microswitches having mechanical contacts.

[0080] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board), which is a main control device (main board) that comprehensively controls the game, and consists of a CPU unit 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input unit 120 having input ports, an output unit 130 having output ports and drivers, and a data bus 140 connecting the CPU unit 110, the input unit 120 and the output unit 130.

[0081] The CPU unit 110 includes a gaming microcontroller (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator, which generates the CPU's operating clock, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.

[0082] The power supply unit 400 includes a normal power supply unit 410 which has an AC-DC converter that generates a DC 32V voltage from a 24V AC power supply and a DC-DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply unit 420 which supplies power voltage to the RAM inside the gaming microcontroller 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0083] In this embodiment, the power supply unit 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 may be configured to be provided on a separate circuit board or integrated with the game control device 100, i.e., on the main circuit board. Since the game board 30 and the game control device 100 are subject to replacement when the model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a separate circuit board from the power supply unit 400 or the main circuit board, as in the embodiment, it is possible to reduce costs by excluding them from replacement.

[0084] The backup power supply unit 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM), so that data stored in the RAM is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, changing the power outage monitoring signal and outputting a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or after a power outage is restored.

[0085] Furthermore, the game control device 100 is equipped with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111c in the game microcontroller 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

[0086] Furthermore, the game control device 100 (main board) is equipped with a setting key switch 153. The setting key switch 153 is turned on by the operator's rotation operation, etc., to enable the change of the probability setting value (setting value) according to the settings related to the game conditions (game). The RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value according to the operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability, such as the probability of a big win or the probability of a small win, but other game conditions (such as effects) can also be changed according to the probability setting value. For example, the larger the probability setting value, the larger the winning probability may be. The setting key switch 153 and the RAM initialization switch 112 constitute a setting change means (setting change device, setting means) that can change the settings related to the game conditions (probability setting value). Note that another switch may also serve as the setting value change switch instead of the RAM initialization switch 112, or a dedicated setting value change switch may be provided.

[0087] The setting key switch 153 and the RAM initialization switch 112 are located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main body frame) is opened. In other words, ordinary players cannot access and operate the setting key switch 153 and the RAM initialization switch 112.

[0088] As described later, when the gaming machine 10 is powered on (power restored after a blackout), the gaming machine 10 can transition to various states depending on the on / off state of the setting key switch 153 and the RAM initialization switch 112, such as a variable setting state (setting change state, configurable state, setting change mode) in which the probability setting value can be changed (configured), and a setting confirmation state (setting confirmation mode) in which the probability setting value can be checked.

[0089] In this embodiment, the probability settings are defined, for example, in six stages: probability setting 1 (setting 1), probability setting 2 (setting 2), probability setting 3 (setting 3), probability setting 4 (setting 4), probability setting 5 (setting 5), and probability setting 6 (setting 6). Generally, setting 1 is the most unfavorable setting for the player, and setting 6 is the most favorable setting for the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings, and settings 5 ​​and 6 are high settings.

[0090] In the probability setting change process, each time the RAM initialization switch 112 is pressed by the operator, the working setting value (setting) in the working setting value area is changed as follows: setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 (setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ... In this way, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, working setting values ​​0 to 5 are provided in the setting change state (setting change mode), corresponding to probability setting values ​​1 to 6, respectively. However, working setting values ​​and probability setting values ​​can also be treated as the same thing by setting them to the same numerical range (i.e., 0 to 5 or 1 to 6) (making the working setting value and probability setting value the same number).

[0091] Furthermore, instead of operating the RAM initialization switch 112 (setting value change switch), the probability setting value may be changed by rotating the setting key switch 153 to a predetermined position. Also, the probability setting value is not limited to 6 levels.The display probability setting value corresponding to the selected working setting value of 0 to 5 is displayed on a performance display device 152, for example, a 4-digit 7-segment display (8-segment display if dot Dp is included).In addition, information regarding the setting value, such as the display probability setting value (for example, a display that can read probability setting values ​​1 to 6), may be displayed on the front of the gaming machine (for example, the all-in-one display device 50).In addition, information regarding the setting value, such as the display probability setting value, may be displayed on the front of the gaming machine (for example, the all-in-one display device 50) not only when the setting is variable or when the setting is confirmed, but also when game control is being executed (when the game processing described later is being executed).

[0092] The gaming microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111a, a read-only ROM (Read-Only Memory) 111b, and a RAM (Random Access Memory) 111c that can be read and written at any time.

[0093] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values ​​for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values ​​during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even if a power outage occurs. Electrically rewritable non-volatile memory such as EEPROM may be used as ROM111b or RAM111c.

[0094] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation modes) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine the variation pattern by referring to variation pattern random numbers 1 to 3, which are stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. In addition, these pattern tables include tables for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as the second half variation group table and the second half variation pattern selection table), and tables for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as the first half variation group table and the first half variation pattern selection table).

[0095] Here, "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device whose display state can change, and in which the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result pattern, the game state becomes a game state (special game state) that is advantageous to the player, at a stage in which some of the multiple display results have not yet been derived and displayed, but the display results that have already been derived and displayed satisfy the conditions for becoming a special result pattern. In other words, the reach state refers to a display pattern that, even at the stage in which the variable display control of the display device has progressed and reached the stage before the display results are derived and displayed, does not deviate from the display conditions for becoming a special result pattern. For example, a state in which variable display is performed by multiple variable display areas while maintaining a state in which the special result patterns are aligned (a so-called full rotation reach) is also included in the reach state. Furthermore, "reach state" refers to a display state at the point when the display control of the display device has progressed to the stage before the display result is derived and displayed, and in which at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfies the conditions for a special result pattern.

[0096] Therefore, for example, if a decorative special feature variation display game displayed on a display device in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, middle, and right variation display areas of the display device, and then stops the variation display in the order of left, right, and middle to display the result pattern, then the state in which the variation display stops in the left and right variation display areas when the conditions for a special result pattern are met (for example, the same identification information) is considered a reach state. Alternatively, the state in which the conditions for a special result pattern are met in any two of the left, middle, and right variation display areas when the variation display has stopped all of the variation display areas may be considered a reach state, and the remaining variation display area may be made to display variations from the reach state.

[0097] Furthermore, the reach state includes multiple reach animations, and there are different types of reach animations that have different probabilities (different levels of expectation) of leading to special result patterns (jackpot patterns). These include Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected value of a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. In addition, the reach state is included in the display patterns when a special result pattern is led to (a jackpot occurs) in the special reel variation display game. That is, it may also be included in the display patterns when it is determined that a special result pattern is not led to (a miss occurs) in the special reel variation display game. Therefore, the state in which the reach state occurs has a higher probability of resulting in a jackpot compared to the state in which the reach state does not occur.

[0098] Furthermore, the expected value of a special effect (preview) can be calculated based on the probability of winning a jackpot if that effect is selected, and on factors such as the selection rate of that effect when a jackpot is achieved and the selection rate of that effect when a jackpot is not achieved (when it is a miss).

[0099] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices, thereby controlling the entire gaming machine 10. Furthermore, although not shown in the diagram, the gaming microcomputer 111 includes a random number generation circuit for generating random numbers for determining jackpots in the special symbol variation display game, random numbers for determining jackpot symbols, random numbers for determining minor win symbols, random numbers for determining time-saving symbols (stop symbols for support wins) as described later, and random numbers for determining variation patterns in the special symbol variation display game (including the execution time of the variation display game in various reach and non-reach variation displays, etc.), and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) to the CPU 111a and a clock that provides the update timing for the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0100] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.

[0101] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout motor of the payout unit to dispense prize balls according to the prize ball payout command (commands or data) from the game control device 100. In addition, the payout control device 200 controls the payout motor of the payout unit to dispense the dispensed balls based on the ball request signal from the card unit.

[0102] The input section 120 of the gaming microcomputer 111 is connected to a panel radio wave sensor 62 that detects the emission of radio waves to the gaming machine, a gate switch 34a of the general starting gate 34, a starting gate 1 switch 36a in the first starting prize winning gate 36, a starting gate 2 switch 37a in the second starting prize winning gate 37 (normal variable prize winning device), a prize winning gate switch 35a of the general prize winning gate 35, and large prize winning gate switches 38a and 39a of the special variable prize winning devices 38 and 39. An interface chip (proximity I / F) 121 is provided that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V.

[0103] Furthermore, the interface chip (proximity I / F) 121 is connected to the specific area switch 72a, the remaining ball discharge switch 73, and the out ball detection switch 74. The specific area switch 72a detects the passage of a game ball into the specific area 72 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize devices 38 and 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or the out slot 30b).

[0104] The output of the proximity interface 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read by the gaming microcontroller 111 via the data bus 140. Of the outputs of the proximity interface 121, the detection signals for the gate switch 34a, start gate 1 switch 36a, start gate 2 switch 37a, prize gate switch 35a, and big prize gate switches 38a and 39a are input to the third input port 124.

[0105] Furthermore, among the outputs of the proximity interface 121, the detection signal from the panel radio wave sensor 62 and the abnormality detection signal output when an abnormality is detected in a sensor or switch are input to the second input port 123.

[0106] Furthermore, the detection signals from the specific area switch 72a, the remaining bulb outlet switch 73, and the out-of-bounds bulb detection switch 74, which are outputs of the proximity interface 121, are input to the fourth input port 126.

[0107] Furthermore, the second input port 123 receives detection signals from a magnetic sensor switch 61 for detecting fraudulent activity, which is provided on the front frame 12 of the gaming machine 10; signals from a glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10; signals from a main frame opening detection switch 64 (front frame opening detection switch) provided on the front frame 12 (main frame); and signals from a vibration sensor 65 that detects vibrations of the gaming machine 10.

[0108] Furthermore, the second input port 123 receives the setting key switch signal from the setting key switch 153 and supplies it to the gaming microcontroller 111 via the data bus 140.

[0109] Furthermore, of the outputs of the proximity interface 121, the output to the third input port 124 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. In addition, the detection signals from the start port 1 switch 36a and start port 2 switch 37a of the proximity interface 121 are configured to be input to the game microcontroller 111 in addition to the third input port 124.

[0110] As mentioned above, the proximity interface 121 has a signal level conversion function. To enable this level conversion function, the proximity interface 121 is supplied with a voltage of 12V from the power supply unit 400, in addition to the voltage, such as 5V, that is normally required for the operation of the IC.

[0111] The data held by the third input port 124 can be read by the gaming microcontroller 111 decoding the address assigned to the third input port 124, thereby asserting (changing to the enabled level) the enable signal CE2. The same applies to the second input port 123, the fourth input port 126, and the first input port 122, which will be described later.

[0112] Furthermore, the input unit 120 is provided with a first input port 122 that receives signals from the payout control device 200, including a frame radio wave malfunction signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball depletion switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on input from a touch switch on the operating handle 24, and a RAM initialization switch 112, and supplies them to the game microcomputer 111 via the data bus 140. The overflow switch signal is a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored in it (it is full). The frame radio wave malfunction signal is a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12 (main frame), and the payout busy signal is a signal indicating whether or not the payout control device 200 is in a state where it can accept commands.

[0113] Furthermore, the input section 120 is provided with a Schmitt buffer 125 for inputting signals such as power outage monitoring signals and reset signals from the power supply unit 400 to the gaming microcontroller 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply unit 400 is first input to the first input port 122 and then taken into the gaming microcontroller 111 via the data bus 140. In other words, it is treated as a signal equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals on the gaming microcontroller 111 that can receive external signals.

[0114] On the other hand, the reset signal RST, which has been de-noised by the Schmidt buffer 125, is directly input to the reset terminal provided on the gaming microcontroller 111 and is also supplied to each port of the output unit 130. Furthermore, the reset signal RST is output directly to the relay board 70 without going through the output unit 130, thereby turning off the test firing signal held in the ports (not shown) of the relay board 70 for output to the test firing device.

[0115] Alternatively, the reset signal RST may be configured to be output to the test firing device via the relay board 70. Note that the reset signal RST is not supplied to ports 122, 123, 124, and 126 of the input unit 120. This is because the data set to each port of the output unit 130 by the game microcontroller 111 immediately before the reset signal RST is received needs to be reset to prevent system malfunction, but the data read by the game microcontroller 111 from each port of the input unit 120 immediately before the reset signal RST is received is discarded by the reset of the game microcontroller 111.

[0116] The output unit 130 is equipped with a Schmidt buffer 132 located on the communication path from the game microcomputer 111 to the performance control device 300 and on the communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the performance control device 300 and the payout control device 200 via serial communication. This is a one-way communication system, preventing the performance control device 300 from inputting signals to the game control device 100.

[0117] Furthermore, the output unit 130 is configured to accommodate a buffer 133, which is connected to the data bus 140 and outputs data such as special symbol information for the variable display game and signals indicating the probability state of a jackpot to a test firing device of a certified organization (not shown) via the relay board 70. The buffer 133 is a component that is not implemented in the game control device (main board) of a pachinko game machine that is installed in amusement parlors as a mass-produced product. Note that detection signals for switches that do not require processing, such as the start switch output from the proximity I / F 121, are supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0118] On the other hand, detection signals that cannot be directly supplied to the test firing device, such as the magnetic sensor switch 61 and the panel radio wave sensor 62, are first taken up by the gaming microcomputer 111, processed into other signals or information, and then supplied to the test firing device via the data bus 140, buffer 133, and relay board 70 as, for example, an error signal indicating that the gaming machine is in a state where it cannot be controlled for gameplay.

[0119] The relay board 70 is also provided with ports that receive signals output from the buffer 133 and supply them to the test firing device, as well as connectors that relay and transmit the signal lines of switch detection signals that do not go through the buffer. The chip enable signal CE output from the gaming microcontroller 111 is also supplied to the ports on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.

[0120] Furthermore, the output unit 130 is provided with a second output port 134 for outputting opening and closing data for a solenoid (ordinary electric solenoid) 37c connected to the data bus 140 that opens the ordinary variable prize winning device 37, a lower large prize winning solenoid 38b (large prize winning solenoid 1) that opens the first special variable prize winning device 38, an upper large prize winning solenoid 39b (large prize winning solenoid 2) that opens the second special variable prize winning device 39, and a lever solenoid 72b that operates the lever and opens a specific area 72.

[0121] Furthermore, the output unit 130 is provided with a third output port 135 for outputting on / off data of the segment lines to which the anode terminals of the LEDs are connected, according to the content to be displayed on the batch display device 50, and a fourth output port 136 for outputting on / off data of the digit lines to which the cathode terminals of the LEDs of the batch display device 50 are connected.

[0122] Furthermore, the output unit 130 is provided with a sixth output port 141 for outputting on / off data of the segment line to which the anode terminal of the LED is connected, according to the content to be displayed on the performance display device 152, and a seventh output port 142 for outputting on / off data of the digit line to which the cathode terminal of the LED of the performance display device 152 is connected.

[0123] Furthermore, the output unit 130 is provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to an external information terminal 71. The external information terminal 71 is equipped with a photorelay and can be connected to an external device installed in a gaming parlor (such as an information collection terminal or an internal management device (hall computer)), allowing information related to the gaming machine 10 to be supplied to the external device. In addition, a launch permission signal is also output from the fifth output port 137 to the payout control device 200 via a Schmidt buffer 132.

[0124] Furthermore, the output unit 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals from the general-purpose solenoid 37c and the large prize slot solenoids 38b and 39b output from the second output port 134, generates and outputs solenoid drive signals; a second driver 138b that outputs on / off drive signals for the segment lines on the current supply side of the integrated display device 50 output from the third output port 135; a third driver 138c that outputs on / off drive signals for the digit lines on the current draw side of the integrated display device 50 output from the fourth output port 136; and a fourth driver 138d that outputs external information signals to the external information terminal 71 for supply to external devices such as a management device from the fifth output port 137.

[0125] Furthermore, the output unit 130 is provided with a performance display segment driver 150a that outputs an on / off drive signal for the segment line on the current supply side of the performance display device 152 output from the sixth output port 141, and a performance display digit driver 150b that outputs an on / off drive signal for the digit line on the current draw side of the performance display device 152 output from the seventh output port 142.

[0126] The first driver 138a is supplied with a DC 32V power supply from the power supply unit 400 so that it can drive a solenoid that operates at 32V. The second driver 138b, which drives the segment lines of the integrated display device 50, is supplied with DC 12V. The third driver 138c, which drives the digit lines, is used to draw current from the digit lines according to the display data, so the power supply voltage can be either 12V or 5V.

[0127] The second driver 138b, which outputs 12V, supplies current to the anode terminal of the LED via the segment line, and the third driver 138c, which outputs the ground potential, draws current from the cathode terminal via the digit line, thereby supplying power voltage to the LEDs sequentially selected in the dynamic drive method in the integrated display device 50 and causing them to light up. The performance display segment driver 150a, which outputs 12V, supplies current to the anode terminal of the LED via the segment line, and the performance display digit driver 150b, which outputs the ground potential, draws current from the cathode terminal via the digit line, thereby supplying power voltage to the LEDs sequentially selected in the dynamic drive method in the performance display device 152 and causing them to light up. The fourth driver 138d, which outputs an external information signal to the external information terminal 71, is supplied with DC 12V in order to give the external information signal a level of 12V. Note that the buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the relay board 70 side rather than on the output section 130 of the game control device 100, i.e., on the main board.

[0128] Furthermore, the output unit 130 is equipped with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to communicate bidirectionally so that the gaming microcontroller 111 can send and receive data with the inspection device 500 via serial communication. Note that this data transmission and reception is performed using the serial communication terminals of the gaming microcontroller 111, just like a normal general-purpose microprocessor, so there are no input ports such as 122, 123, 124, and 126.

[0129] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), and the performance display drivers 150a and 150b are LED drivers, but are not limited to this.

[0130] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display probability setting values ​​for display, payout ratios, payout rates, and the number of balls dispensed.

[0131] Here, the number of balls dispensed is the number of game balls dispensed from the game area 32 (also called the number of balls that went out), and is the sum of the number of game balls that passed through the prize entry opening (number of prizes) and the number of game balls that passed through the out opening 30b. The number of balls dispensed can be obtained by counting the signals of the out ball detection switch 74, etc. In this embodiment, the prize entry openings include a general prize entry opening 35, a start prize entry opening 36 (first start prize entry opening, start opening 1), a normal variable prize entry device 37 (second start prize entry opening, start opening 2), and special variable prize entry devices 38, 39 (large prize entry openings).

[0132] The payout rate is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed.

[0133] For example, the prize ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by prize) out of the total number of prize balls obtained from winning in the prize slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called continuous prize ratio). The prize ratio may also be the percentage of the total number of prize balls obtained from winning in the big prize slot (during jackpot state and during minor win state) (= big prize slot ratio), or the percentage of prize balls obtained from winning in the big prize slot and the normal variable prize slot 37 (second start prize slot) (= commonly used so-called prize ratio (total prize ratio)).

[0134] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also help to curb players' excessive addiction to the game.

[0135] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.

[0136] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the difference in the number of balls, which indicates the difference between the number of safe balls and the number of balls dispensed, reaches the standard value (predetermined value) of the difference in balls, and (2) neither a big win nor a small win is occurring. The difference in balls is obtained by subtracting the number of balls dispensed from the number of safe balls (Difference in balls = Number of safe balls - Number of balls dispensed). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). The operating conditions may be other; for example, condition (1) can be configured to be that the number of safe balls reaches a predetermined value. Also, condition (2) can be configured to be that the special variable prize winning device is not operating, or that the big prize winning opening is not open.

[0137] In this embodiment, the safe ball count is the total number of prize balls (acquired balls, balls dispensed) that have been determined to be dispensed during a predetermined period. If there is an error in the dispensing of prize balls (game balls), the total number of prize balls that have been determined to be dispensed will not be equal to the total number of prize balls that have actually been dispensed into the upper tray 21 via the dispensing device. However, the total number of prize balls that have actually been dispensed may be measured using a detection switch or the like and used as the safe ball count. In addition, the number of balls dispensed (number of out balls) is the number of game balls that have been dispensed from the game area 32, and can be counted by counting the signals from the out ball detection switch 74.

[0138] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used, and the net number of balls may be calculated as the number of safe balls minus the number of balls launched. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used (net number of balls = number of safe balls - number of balls used). Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the net number of balls is reduced by -1 when a game ball is launched by the ball launcher and increased by +1 when a foul ball occurs. A detection switch (detection sensor) for counting the number of balls launched may be provided near the entrance of the game balls to the game area 32, that is, near the upper end of the guide path for launched game balls in the game board 30.

[0139] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10.

[0140] The performance control device 300 includes a main control microcontroller (CPU) 311 made of an amusement chip (IC) similar to the game microcontroller 111, a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the display device 41 according to commands and data from the main control microcontroller 311, and a sound source LSI 314 which controls the output of sound in order to play various melodies and sound effects from speakers 19a and 19b.

[0141] The main control microcontroller 311 is connected to a program ROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a work area, an FeRAM 323 that can retain its contents even when power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). In addition, the main control microcontroller 311 also has RAM inside that provides a work area.

[0142] Furthermore, a WDT (Watchdog Timer) circuit 324 is connected to the main control microcontroller 311. The main control microcontroller 311 analyzes commands from the game microcontroller 111, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the playback sound, lights up decorative lamps, controls the drive of motors and solenoids, and manages the timing of the performances.

[0143] The VDP312 includes a RAM312a that provides a workspace and a scaler312b for scaling images. The VDP312 is also connected to an image ROM325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM)326 used to expand and process image data such as characters read from the image ROM325.

[0144] While not strictly limited, the main control microcontroller 311 and the VDP312 are configured to transmit and receive data in parallel. Transmitting data in parallel allows for faster transmission of commands and data compared to serial transmission.

[0145] The VDP312 inputs the vertical synchronization signal VSYNC, which synchronizes the video from the display device 41 with the illumination of decorative lamps on the glass frame 15 and the game board 30, and the synchronization signal STS, which indicates the timing of data transmission. In addition, the VDP312 also inputs interrupt signals INT0~n to indicate the processing status, such as the completion of drawing to VRAM, and the wait signal WAIT to indicate that it is waiting to receive commands or data from the main control microcontroller 311.

[0146] The performance control device 300 is equipped with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0147] The sound source LSI 314 is connected to an audio ROM 327 that stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcontroller 311. The performance control device 300 is equipped with an amplifier circuit 337 consisting of an audio power amplifier that drives the upper speaker 19a located in the glass frame 15 and the lower speaker 19b located in the front frame 12. The audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0148] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Through the command I / F 331, the performance control device 300 receives commands such as the number of decorative symbols to be held, decorative symbols commands, variation commands, and stop information commands transmitted from the game control device 100 as performance control command signals (performance commands). Since the game control microcontroller 111 of the game control device 100 operates at DC 5V and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V, the command I / F 331 is equipped with a signal level conversion function.

[0149] Furthermore, the performance control device 300 includes a panel decoration LED control circuit 332 for driving and controlling a panel decoration device 46 having LEDs (light-emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for driving and controlling a frame decoration device (e.g., frame decoration device 18, etc.) having LEDs (light-emitting diodes) provided on the glass frame 15, and a panel performance movable body control circuit 334 for driving and controlling a panel performance device 44 (e.g., a movable mechanism that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30 (including the center case 40). Note that the panel decoration device 46 may include the aforementioned lamp display device 75.

[0150] These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcontroller 311 via the address / data bus 340. A control circuit for movable frame elements, which drives and controls frame-setting devices such as motors provided in the glass frame 15, may also be included.

[0151] Furthermore, the performance control device 300 has the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, the touch panel 25b provided on the surface of the performance button 25, the cross key switch 28, the volume adjustment button switches 27e, 27f, and the performance feature switch 47 (performance motor switch) which detects the initial position of the motor in the panel performance device 44, and inputting a detection signal to the main control microcontroller 311. It also has a switch input circuit 336 that detects the state of the volume adjustment switch 335 provided on the performance control device 300 and inputs a detection signal to the main control microcontroller 311.

[0152] The normal power supply unit 410 of the power supply unit 400 is configured to supply a desired level of DC voltage to the performance control device 300 having the above-described configuration and the electronic components controlled by it. In addition to DC32V for driving motors and solenoids, DC12V for driving the display device 41 consisting of a liquid crystal panel, motors and LEDs, and DC5V which is the power supply voltage for the command I / F 331, it is configured to generate DC15V for driving motors, LEDs and speakers.

[0153] Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcontroller 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the performance control device 300. Note that the DC-DC converter may normally be provided in the power supply unit 410.

[0154] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is supplied to the main control microcontroller 311, which resets the device. The main control microcontroller 311 also outputs the VDP312 (VDPRESET signal), the sound source LSI314, the amplifier circuit 337 that drives the speaker (SNDRESET signal), and the control circuits 332-334 (IORESET signals) that drive and control lamps, motors, etc., which reset these as well. In addition, a cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is operated when the power to the performance control device 300 is turned on.

[0155] Next, the game control performed in these control circuits will be explained. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining a win in the regular diagram based on the input of a game ball detection signal from the gate switch 34a provided in the regular diagram start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular diagram variation display game is a win or a loss.

[0156] Then, the regular diagram display unit 53 displays a regular diagram variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular diagram variation display game is a win, the regular diagram display unit 53 displays a special result pattern and operates the regular electric solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. In other words, the game control device 100 acts as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). If the result of the regular diagram variation display game is a loss, the regular diagram display unit 53 displays a loss result pattern.

[0157] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36, the start prize (start memory) is stored, and based on the start memory, a random value for determining the jackpot of the special figure 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss.

[0158] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37, a start memory is stored. Based on the start memory, a random value for determining the jackpot of the special figure 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.

[0159] The CPU 111a of the game control device 100 then outputs control signals (performance control commands) including the judgment results of the special figure 1 variation display game and the special figure 2 variation display game to the performance control device 300. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbols in a variation for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game balls flowing down the game area 32 into the starting prize area (start prize opening 36, normal variation prize device 37).

[0160] Furthermore, the performance control device 300 displays a decorative special symbol variation display game corresponding to the special symbol variation display game on the display device 41 based on a control signal from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various LEDs based on a control signal from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).

[0161] Then, if the result of the special symbol variation display game is a win, the CPU 111a of the game control device 100 displays a special result pattern on the special symbol 1 display 51 and the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the large prize slot solenoids 38b and 39b to open the opening doors 38c and 39c of the special variation prize slots 38 and 39, thereby controlling the flow of game balls into the large prize slot.

[0162] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2) in a cycle game. In other words, the game control device 100 acts as a large prize slot opening and closing control means that controls the opening and closing of the large prize slot when the stopping result pattern becomes a special result pattern. Furthermore, if the result of the special symbol variation display game is a loss, the game controls the game to display the loss pattern on the special symbol 1 display 51 and the special symbol 2 display 52.

[0163] Furthermore, the game control device 100 can generate a high-probability state as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than in the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game 2, both the special symbol variation display game 1 and the special symbol variation display game 2 will be in the high-probability state.

[0164] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. In the time-saving state, the control device may set the normal symbol variation display game and the normal variation prize device 37 to a time-saving operation state, and the control is made so that the opening time of the normal variation prize device 37 per unit time is substantially longer than in the normal game state where no special game is played, thus resulting in a normal power support state. In addition, even in high probability states (normal probability states) excluding the latent probability state, the time-saving state is also set and normal power support is performed.

[0165] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.

[0166] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.

[0167] In the time-saving state, the time required to convert the normal variable prize winning device 37 to the open state is extended compared to normal by changing one or more of the following: normal variable variation time, normal variable stop time, normal electric opening count, normal electric opening time, and normal variable probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variable prize winning device 37 than in the normal game state where no special games are played, and the number of executions of the special variable display game per unit time can be increased compared to the normal game state. It is also possible to set multiple types of time-saving states in which different parameters are changed. Furthermore, the movable member 37b may be set not to open in the normal operation state (normal variable probability is 0). Also, when a win occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probabilities of the first opening mode and the second opening mode may be different. In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them.

[0168] [Transition state upon power-on] As mentioned above, the system transitions to one of four states (modes) depending on the on / off state of the RAM initialization switch 112 and the setting key switch 153 when the power is turned on.

[0169] When the power is turned on, if the RAM initialization switch 112 and the setting key switch 153 are turned on, the system transitions to a variable setting state (setting change state, configurable state, setting change mode) in which the probability setting value (setting value) can be changed (configurable) (see steps X30 to X39 in Figure 6 and Figure 17).

[0170] Next, if the setting key switch 153 is ON but the RAM initialization switch 112 is OFF when the power is turned on, the system transitions to a setting confirmation state (setting confirmation mode) where the probability setting value can be checked (see steps X34 to X39 in Figure 6 and Figure 17).

[0171] Furthermore, if the setting key switch 153 is off but the RAM initialization switch 112 is on when the power is turned on, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c (see steps X45 to X47 in Figure 6).

[0172] If the setting key switch 153 and the RAM initialization switch 112 are off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.

[0173] [Control of the game control device] The following describes the control of a gaming machine that performs this type of game. First, the control performed by the gaming microcomputer (gaming microcontroller) 111 of the gaming control device 100 will be described. The control processing by the gaming microcontroller 111 mainly consists of the main processing shown in Figures 5, 6, and 7, and the timer interrupt processing shown in Figure 11, which is performed at a predetermined time interval (for example, 4 msec).

[0174] [Main processing (game control device)] First, let's explain the main processing. Figures 5, 6, and 7 are flowcharts showing the procedure for the main processing by the game control device 100. The main processing starts when the power is turned on.

[0175] As shown in Figure 5, when the game control device 100 starts the main processing, it first executes a process to disable interrupts (step X1). Furthermore, it executes a stack pointer setting process to set the stack pointer, which is the starting address of the area where values ​​such as registers are saved when an interrupt occurs (step X2).

[0176] Next, register bank 0 is specified as the register bank to be used (step X3), and the upper address of the RAM starting address is set in the designated register (step X4). For example, if the RAM address is in the range of 0000h to 01FFh, 00h is set as the upper address.

[0177] Next, the game control device 100 outputs a launch stop signal and sets the launch permission signal to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls from the ball launcher is prohibited. After that, the game control device 100 reads the state of the setting key switch 153 and the RAM initialization switch 112 (step X6). That is, it reads the signals from the setting key switch 153 and the RAM initialization switch 112.

[0178] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value for the power-on delay timer, a waiting time (e.g., 3 seconds) is set to wait until the programs of the subordinate control devices (e.g., the payout control device 200 and the performance control device 300), which perform various controls according to instructions from the game control device 100, which constitutes the main control means, start up normally. This prevents the game control device 100 from starting up first when the power is turned on and sending commands to the subordinate control devices (e.g., the payout control device 200 and the performance control device 300) before they start up, thus preventing the subordinate control devices from missing commands. In other words, the game control device 100 acts as a waiting means that, when the power is turned on, delays the start of the main control means (game control device 100) and sets a predetermined waiting time to wait for the start of the subordinate control devices (payout control device 200, performance control device 300, etc.).

[0179] Furthermore, the power-on delay timer is timed using a memory area (such as a RAM area or register that is not subject to the RAM validity check (checksum calculation)). This prevents the power-on control from becoming complicated because it eliminates the need to exclude certain RAM areas when calculating check data such as the checksum of the RAM area.

[0180] Furthermore, by reading the states of the setting key switch 153 and the RAM initialization switch 112 before the standby time begins, the operation of the setting key switch 153 and the RAM initialization switch 112 can be reliably detected. In other words, if the states of the setting key switch 153 and the RAM initialization switch 112 were read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 153 and the RAM initialization switch 112, or to continuously operate the setting key switch 153 and the RAM initialization switch 112 from power-on until the standby time had elapsed. However, by reading the states before the standby time begins, it is possible to prevent situations where the operation of the setting key switch 153 and the RAM initialization switch 112 performed at power-on is not accepted, without having to perform such cumbersome operations.

[0181] When the power-on delay timer is set (step X7), the game control device 100 performs the process of timing the standby time and monitoring for the occurrence of a power outage during the standby time (steps X8 to X10).

[0182] When the power outage monitoring process is initiated, the game control device 100 first determines whether or not a power outage has occurred by reading the power outage monitoring signal input from the power supply device 400 via the port and data bus (step X8). If a power outage has occurred (step X8; Y), it waits until the power to the game machine is shut off.

[0183] If no power outage has occurred (step X8;N), the game control device 100 updates the power-on delay timer by -1 (step X9) and determines whether the timer value is 0 or not (step X10). If the timer value is not 0 (step X10;N), that is, if the waiting time has not ended, the process returns to step X8.

[0184] In other words, the game control device 100 acts as a power outage monitoring means, which monitors for power outages during a predetermined standby period. This makes it possible to respond to power outages that occur during the period when the startup of the game control device 100, which acts as the main control means, is delayed, and to appropriately deal with malfunctions at the time of power-on. Furthermore, since access to RAM is not permitted until the end of the standby period, and the contents of the memory from the previous power outage are retained, there is no need to perform backup processing in the event of a power outage at this time. Therefore, even if a power outage occurs during the standby period, there is no need to back up the RAM, and the control burden can be reduced.

[0185] On the other hand, if the timer value is 0 (step X10; Y), that is, if the waiting time has ended, the game control device 100 allows access to read / write RWM (read / write memory) such as RAM or EEPROM (step X11), and outputs off data to all output ports (sets them to a state with no output) (step X12).

[0186] Next, the game control device 100 sets the serial port (a port pre-installed on the game microcontroller 111, which in this embodiment is used for communication with the performance control device 300 and the payout control device 200) (step X13).

[0187] Next, the game control device 100 activates the CTC (Counter / Timer Circuit) circuit in the game microcontroller 111 (clock generator) which generates a timer interrupt signal and a random number update trigger signal (CTC) (step X14). The CTC circuit is provided in the clock generator of the game microcontroller 111. The clock generator includes a frequency divider circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a CTC signal that gives the CPU 111a a trigger for random number updates to be supplied to the random number generation circuit, based on the divided signal.

[0188] Next, the game control device 100 sets a RAM error flag indicating an abnormality in the RAM (in this case, RAM111c) (step X15). Here, an error assumption flag is temporarily set in a predetermined register.

[0189] Next, the game control device 100 determines whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data (step X16). If it is normal (step X16; Y), it determines whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data (step X17).

[0190] Furthermore, if the value in the power outage inspection area 2 is normal (step X17; Y), the game control device 100 performs a checksum calculation process to calculate a checksum of a predetermined area in the RWM (for example, the work area within the area) (step X18), and determines whether the calculated checksum matches the checksum at the time of power outage (step X19). If the checksums match (step X19; Y), the RAM is normal, and the RAM abnormality flag indicating a RAM abnormality is cleared (step X20). After that, the process proceeds to step X21.

[0191] Furthermore, if the game control device 100 determines that the check data in the power outage inspection area is not normal data (step X16;N or step X17;N), or if the checksum does not match (step X19;N), it proceeds to the process in step X21 without clearing the RAM abnormality flag.

[0192] Next, the game control device 100 determines whether both the setting key switch 153 and the RAM initialization switch 112 are on (step X21). If both switches are on (step X21; Y), the game control device 100 transitions to a variable setting state (setting change mode) and executes the probability setting change process in steps X30 to X40.

[0193] The game control device 100 determines whether a RAM abnormality flag indicating a RAM (here, RAM 111c) abnormality is set (step X22) if at least one of the setting key switch 153 and the RAM initialization switch 112 is off (step X21; N). If the RAM abnormality flag is not set (step X22; N), it determines whether the probability setting change flag is set (step X23). If the probability setting change flag is not set (step X23; N), it executes the probability setting confirmation process (setting confirmation state, setting confirmation mode) in steps X34 to X40, the RAM initialization process (RAM clear process) in steps X44 to X47, or the normal power-on (power-recovery) process in steps X44 and X48 to X51.

[0194] If the probability setting change flag is set (step X23; Y), the game control device 100 sends a main abnormality error notification command to the performance control device 300 to notify that there is an abnormality in the game control device 100 (main board, main circuit board) (step X24). Upon receiving the main abnormality error notification command, the performance control device 300 notifies that there is an abnormality in the game control device 100.

[0195] Next, the game control device 100 outputs the 7-segment display data (data for the "E1" error display) at the time of game stoppage to the drivers 150a and 150b of the performance display device 152 in order to display it on the performance display device 152 (step X25). Then, it outputs ON data for a security signal to the external information terminal 71 to notify external devices (such as the internal management device (hall computer) or information collection terminal) of the abnormality (step X26). Note that even if information related to a jackpot remains in the RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state. After that, the process of steps X25 and X26 is repeated and the device waits, and then the setting change operation (turning on both the setting key switch 153 and the RAM initialization switch 112) is performed again and the device waits for the power to be turned on. Furthermore, while waiting and repeating the processing of steps X25 and X26, interrupts remain disabled (step X1), and since the timer interrupt processing (Figure 11) that enables the execution of special feature game processing and normal feature game processing cannot be executed, games (special feature variation display game, normal feature variation display game, round game, etc.) cannot be played.

[0196] Thus, if the probability setting change flag is set even though no setting change operation (turning on both the setting key switch 153 and the RAM initialization switch 112) has been performed, an abnormality is detected and the processes in steps X24 to X26 are executed. For example, if the power is turned off and the system restarts while the probability setting change is in progress (before the setting change is completed), the probability setting change flag may be set even though no setting change operation has been performed.

[0197] On the other hand, even if the RAM abnormality flag is set (step X22; Y), the game control device 100 sends a main abnormality error notification command to the performance control device 300 to notify that there is an abnormality in the game control device 100 (main board) (step X24), outputs the 7-segment display data at the time of game stoppage (data for the "E1" error display) to the drivers 150a and 150b of the performance display device 152 (step X25), and outputs the ON data of the security signal to the external information terminal 71 to notify external devices of the RAM abnormality (step X26). As described above, even if information related to a jackpot remains in the RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state.

[0198] Next, it is determined whether or not a power outage has occurred (step X27). If no power outage has occurred (step X27;N), the process in steps X25 and X26 is repeated and the system waits. On the other hand, if it is determined that a power outage has occurred (step X27;Y), off data is output to all output ports (step X28), and access to read / write RWM (read / write memory) such as RAM and EEPROM is prohibited (step X29). After that, the system waits until the power to the gaming machine is cut off.

[0199] If both the setting key switch 153 and the RAM initialization switch 112 are ON (step X21; Y), the game control device 100 starts the process of changing the probability setting (setting variable state) and first determines whether the RAM abnormality flag is set (step X30). If the RAM abnormality flag is set (step X30; Y), since it is unclear whether the probability setting value is correct, the probability setting value stored in the probability setting value area of ​​RAM 111c is cleared to an initial value (for example, the minimum setting value "1") (step X31), and then the probability setting change flag is set to indicate that the probability setting is being changed (step X32). If the RAM abnormality flag is not set (step X30; N), the probability setting change flag is set without clearing the probability setting value (step X32). Next, the probability setting change command is sent to the performance control device 300 (performance control board) (step X33), and the process proceeds to step X37. Furthermore, when the performance control device 300 receives a command indicating that the probability settings are being changed, it will notify the user via the display device 41 or other means that the probability settings are being changed.

[0200] The game control device 100 determines whether the setting key switch 153 is on or off (step X34) if at least one of the setting key switch 153 and the RAM initialization switch 112 is off (step X21; N), the RAM abnormality flag is not set (step X22; N), and the probability setting change flag is not set (step X23; N). If the setting key switch 153 is on (step X34; Y), the RAM initialization switch 112 is off, the probability setting confirmation process (setting confirmation state) begins, and the probability setting confirmation flag is set to indicate that the probability setting is being confirmed (step X35). The game control device 100 then sends the probability setting confirmation command to the performance control device 300 (performance control board) (step X36) and proceeds to the process in step X37. The performance control device 300, upon receiving the probability setting confirmation command, notifies the system that the probability setting is being confirmed using the display device 41 or the like.

[0201] After step X33 or step X36, the game control device 100 executes the processes in steps X37 to X43 as common processes for both probability setting changes and probability setting confirmations.

[0202] The game control device 100 first saves 128ms (a predetermined time) in the security signal control timer area in order to output a security signal during probability setting changes and probability setting confirmation (step X37). The count of the security signal control timer and the output of the security signal are performed in the probability setting change / confirmation process described later (Figure 17). However, if the probability setting change or probability setting confirmation is completed early, the remaining count of the security signal control timer and the output of the security signal are performed in the external information editing process (step X119). During probability setting changes and probability setting confirmation, the security signal is output for at least 50ms.

[0203] Next, the game control device 100 enables interrupts (step X38). This makes the timer interrupt processing (Figure 11) executable. Then, it determines whether the setting key switch 153 is off or not (step X39). If the setting key switch 153 is on (step X39; N), it determines whether a power outage has occurred or not (step X40). If no power outage has occurred (step X40; N), it returns to the process in step X39. On the other hand, if a power outage has occurred (step X40; Y), it executes the power outage processing in steps X63 to X69.

[0204] Thus, as long as the setting key switch 153 is ON and no power outage occurs, the system will remain in a variable setting state (setting change state, setting change mode) where the probability setting value can be changed, or in a setting confirmation state (setting confirmation mode) where the probability setting value can be checked.

[0205] On the other hand, if the setting key switch 153 is off (step X39; Y), the game control device 100 disables interrupts (step X41) and sends a notification termination command to the performance control device 300 (performance control board) (step X42). Upon receiving the notification termination command, the performance control device 300 terminates the notification that the probability setting is being checked or the notification that the probability setting is being changed.

[0206] Next, the game control device 100 determines whether the probability setting change flag is set, that is, whether the probability setting has been changed up to that point (step X43). If the probability setting change flag is set (step X43; Y), that is, if the probability setting has been changed up to that point, the RAM initialization process (described later) in steps X45 to X47 is executed. On the other hand, if the probability setting change flag is not set (step X43; N), that is, if the probability setting has been checked up to that point, the normal power-on (power-restore) processing from step X48 onwards is executed.

[0207] If the setting key switch 153 is off (step X34; N), the game control device 100 determines whether the RAM initialization switch 112 is on or off (step X44). If the RAM initialization switch 112 is on (step X44; Y), the RAM area of ​​RAM 111c other than the probability setting value area for storing the probability setting value is cleared to 0 (step X45). That is, the game information stored in RAM 111c is cleared to 0, except for the probability setting value stored in the probability setting value area. At this point, the aforementioned probability setting change flag is also cleared. The acquired game ball count area, which stores the acquired game ball count, which is the total number of prize balls acquired within a predetermined time cycle (in this case, within one timer interrupt), is also cleared to 0. The safety device activation flag area, which stores the safety device activation flag indicating whether the safety device (mentioned above) is activated or not, is also cleared to 0 (safety device activation flag = 0), and the safety device is deactivated. In step X45, the safety device is deactivated by clearing the safety device activation flag area to 0, whether the RAM clear involves a setting change (step X43; Y) or a RAM clear without a setting change (step X44; Y). However, it may be limited to either one of these methods.

[0208] Furthermore, in addition to the probability setting value area, configurations are also possible that do not clear the stack area or unused area, and that do not clear the performance display work area (part of the out-of-area work area) and the stack area (out-of-area stack area) related to performance information and its display (performance display). The performance information is derived based on the number of prize balls obtained through winning, and includes, for example, the payout rate, base value (payout rate in normal gameplay), prize ratio, and number of balls dispensed.

[0209] Next, the game control device 100 saves the initial values ​​for RAM initialization in the area to be initialized (step X46). Then, it sends the RAM initialization command to the performance control device 300 (performance control board) (step X47) and proceeds to the process in step X52.

[0210] On the other hand, if the RAM initialization switch 112 is off (step X44; N), the game control device 100 starts the normal power-on (power restoration) process because both the setting key switch 153 and the RAM initialization switch 112 are off, and saves the initial values ​​for power restoration (power restoration) in the area that should be initialized as part of the power restoration process (step X48). The aforementioned probability setting confirmation flag is also cleared here. Unlike during RAM initialization, the safety device activation flag area is not cleared during normal power-on. Also, the ceiling counter area, which stores the ceiling counter value indicating the number of times the special symbol variation display game has been executed in a state other than the probability variation state, does not need to be cleared here so as not to disadvantage the player. Next, the power restoration command corresponding to the processing number prepared for the rational execution of the special symbol game processing etc. described later is sent to the performance control device 300 (performance control board) (step X49), and the process moves to step X50.

[0211] Furthermore, the commands sent during RAM initialization in step X47 and the commands sent during power restoration in step X49 include a machine type specification command indicating the type of gaming machine, a decorative special feature 1 retention count command and a decorative special feature 2 retention count command indicating the number of special feature 1 and 2 reserved, a probability information command indicating the probability state (high probability state or low probability state) and whether or not there is a time-saving state, an effect count information command indicating the number of times the special feature variation display game has been executed in a predetermined effect mode, and a power restoration command indicating that the power has been turned on.

[0212] Furthermore, the commands used during RAM initialization and power restoration include a setting value information command (probability setting value information command) that indicates the setting value information (setting information), which is information about the probability setting value (setting value) of the gaming machine 10. The gaming control device 100 only needs to send the setting value information command to the performance control device 300 once when power is restored (turned on), and thereafter the performance control device 300 can perform performance control by referring to the setting value information it has stored.

[0213] The commands used during RAM initialization also include a RAM initialization command (RAM clear command). Upon receiving the RAM initialization command, the performance control device 300 displays a customer waiting demo on the display device 41, for example, and announces the RAM initialization (RAM clear) for 30 seconds using LEDs on the panel decoration device 46 and sounds from speakers 19a and 19b. The commands used when power is restored after a power outage also include a screen specification command that specifies the content to be displayed on the screen of the display device 41. For both special figures 1 and 2, the screen specification command is the customer waiting demo command during normal processing (when neither in a variation state nor during a win), and the restoration screen command is sufficient otherwise.

[0214] Next, it is determined whether or not the safety device is activated (step X50). For example, if the safety device is activated, the value "1" indicating that the safety device is activated is saved in the safety device activation flag area, it can be determined that the safety device is activated (safety device activation flag = 1). If the safety device is activated (step X50; Y), a safety device activation command is sent to the performance control device 300 (performance control board) (step X51), and the process proceeds to step X52. If the safety device is not activated (step X50; N), the process proceeds directly to step X52.

[0215] Then, the information (value) in the flag register is saved (PUSH) to the stack area within the area (step X52), and the safety device information initialization process is executed to initialize the safety device information related to the safety device (such as the safety device counter value, safety device operation information, and old operation information described later) (step X53). After that, the information in the flag register is restored (POP) (step X54). Except when the game stops due to a RAM abnormality (steps X25~X29), the safety device information (safety device counter value, etc.) is initialized (cleared) unconditionally when the power is turned on. However, a count continuation switch is provided, and if the power is turned on while the count continuation switch is pressed, the safety device information does not need to be initialized (cleared).

[0216] As described later, when transitioning to the safety device information initialization process, the stack pointer is switched from the stack area within the area related to game control to the stack area outside the area related to safety device information, performance information, and performance display (display of performance information). At that time, since the flags (especially the zero flag) of the flag register may change when the stack pointer for game control is saved to the stack pointer storage area of ​​RAM111c, the information of the flag register is saved in advance in step X52. The flag register is an 8-bit flag in which each bit takes the value of 0 or 1. The flag register disclosed in Japanese Patent Publication No. 2013-233299 and Japanese Patent Publication No. 2018-94101, etc., can be used.

[0217] Next, the game control device 100 activates the random number generation circuit (step X55). Specifically, the CPU 111a sets a code (specified value) to activate the random number generation circuit in a predetermined register (CTC update enable register) within the random number generation circuit. The bit transposition pattern of the hardware random numbers generated by the random number generation circuit hardware is also set. In this embodiment, the random number generation circuit generates jackpot random numbers, winning symbol random numbers (jackpot symbol random numbers, minor winning symbol random numbers, support winning symbol random numbers, etc.), regular winning random numbers, and variable pattern random numbers 1 to 3 as random numbers that are updated only in hardware. These random numbers may be so-called "high-speed counters" that are updated based on a clock with a speed equal to or greater than the operating clock.

[0218] A bit transposition pattern is a pattern that defines how to swap the bit configuration of an extracted random number (the configuration before bit transposition in the upper row) in a predetermined order and store it as a different bit configuration (the configuration after bit transposition in the lower row).

[0219] In this embodiment, by swapping the bits of a random number according to a bit permutation pattern, the regularity of the random number can be disrupted and the secrecy of the random number can be enhanced. The bit permutation pattern may be a fixed single pattern, or may be selected from a plurality of patterns prepared in advance. Alternatively, it may be set arbitrarily by the user.

[0220] Next, the game control device 100 prohibits interrupts (step X56) and determines whether the game is stopped (step X57). It can be determined that the game is stopped when the safety device is activated or when a strong error 2 (described later), which requires stopping the game (such as a special figure variable display game, a general figure variable display game, a round game, etc.), has occurred.

[0221] When the game control device 100 determines that the game is not stopped (step X57; N), it saves (PUSH) the information (value) of the flag register in the in-area stack area (step X58) and executes a performance display editing process for calculating performance information such as a base value (number of balls output rate) (step X59). Here, performance information (such as accessory ratio and number of balls output rate) may be calculated. Also, if there is an abnormality in the performance display work area (a part of the out-of-area work area) related to the performance information and its display (performance display), this may be cleared. After that, the information of the flag register is restored (POP) (step X60), and interrupts are permitted (step X61). In addition to the case where no error has occurred at all, when a weak error (described later), which is an error other than the strong error 2, or a strong error 1 (described later) has occurred, the game is not stopped, and the processes of steps X58 to X60, including the performance display editing process, are executed. Note that it is also possible to configure not to execute the processes of steps X58 to X60 when a weak error or a strong error 1 has occurred.

[0222] Note that, as will be described later, when shifting to the performance display editing process, the stack pointer is switched from the stack area within the area related to game control to the stack area outside the area related to safety device information, performance information, and performance display (display of performance information). At this time, when saving the stack pointer for game control to the stack pointer save area of RAM111c, the flag of the flag register (especially the zero flag) may change. Therefore, the information of the flag register is saved in advance in step X58.

[0223] On the other hand, when the game control device 100 is in a game stop state (step X57; Y), it permits interrupts (step X61) without executing the performance display editing process or the like. That is, when the safety device operates or a strong error 2 occurs, the performance display editing process (especially the base value calculation process during the performance display editing process) is not executed, so performance information such as the base value is not newly calculated and does not change. Note that even when a strong error 2 occurs, it is also possible to configure not to stop the game and to execute the performance display editing process or the like. Also, with the permission of interrupts, the timer interrupt process (FIG. 11) can be executed.

[0224] In the present embodiment, errors are classified into three types: weak error, strong error 1, and strong error 2. Note that the effect control device 300 that has received an error / illegal command can set and execute error notifications of different intensities corresponding to the weak error, strong error 1, and strong error 2 in the error / illegal setting process (step S156).

[0225] For example, the effect control device 300 may increase the volume of the error notification sound from the speakers 19a and 19b or the brightness (brightness) of the LED (the effect LED of the panel decoration device 46 or the frame decoration device 18) that emits light for error notification in the order of weak error <strong error 1 ≤ strong error 2. Note that the volume of the speakers or the brightness of the LEDs for strong error 1 and strong error 2 may be the same. Also, when a weak error occurs, the effect control device 300 may set the volume of the error notification sound to the volume adjusted in the hall - player setting mode process (step S11) (below the maximum volume), and when strong error 1 and strong error 2 occur, set the volume of the error notification sound to the maximum volume.

[0226] Weak errors include a shoot ball shortage error, in which a shoot ball shortage switch signal is generated in response to a shortage of game balls before payout, and an overflow error, in which an overflow switch signal is generated in response to the lower tray 23 being full. In the case of a weak error, no external information signal is output to the external information terminal 71 (see Figure 59). Furthermore, weak errors may also include switch malfunction errors and payout malfunction errors, in which a status signal indicating a payout abnormality is generated.

[0227] Severe error 1 is a frame release error related to frame release, and includes glass frame release errors and main frame release errors (front frame release errors). In severe error 1, a door / frame release signal (step X505) is output to the external information terminal 71 as an external information signal (see Figure 59).

[0228] Severe Error 2 is an error related to fraud and preferably results in game stoppage. It includes magnetic fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal ejection error, V-pass error, big prize slot fraud, and normal power fraud. In the case of Severe Error 2, a security signal (step X522) is output to the external information terminal 71 as an external information signal (see Figure 59). Severe Error 2 may also include remaining ball errors. When Severe Error 2 occurs, the game (special symbol variation display game, normal symbol variation display game, round game, etc.) is stopped, and it can be determined that the game is stopped (step X57). Also, when Severe Error 2 occurs, a game stop state (game unavailable state, game prohibited state) can be created, where the game (special symbol variation display game, normal symbol variation display game, round game (game during big win or small win) etc.) cannot be played, similar to when a safety device is activated.

[0229] The game control device 100 determines whether a power outage has occurred after step X61 (step X62). If no power outage has occurred (step X62; N), it returns to the process in step X56. As a result, the loop processing from steps X56 to X62 is repeated until a power outage occurs. Until a power outage occurs, unless the game stops, that is, unless a safety device is activated or a severe error 2 occurs, performance information such as the base value can be repeatedly calculated in the performance display editing process (step X59).

[0230] Furthermore, since the loop processing cycle is considerably shorter than the timer interrupt cycle (a predetermined time cycle, e.g., 4 msec), the performance display editing process is executed many times during the interrupt cycle. Therefore, if there is a change in the number of game balls entering or being ejected (game balls entering the out slot 30b), performance information such as the base value can be changed immediately.

[0231] If a power outage occurs (step X62; Y), the game control device 100 starts processing for power outages, temporarily disables interrupts (step X63), and outputs off data to all output ports (step X64). Then, it saves power outage inspection area check data 1 to power outage inspection area 1 (step X65) and power outage inspection area check data 2 to power outage inspection area 2 (step X66). Furthermore, it executes a checksum calculation process to calculate the checksum when the RWM power is cut off (step X67), and then saves the calculated checksum (step X68). Finally, it executes a process to disable access to the RWM (step X69) and waits until the power to the game machine is cut off.

[0232] In this way, by saving check data in the power outage test area and calculating a checksum at the time of power cut-off, it is possible to determine whether the information stored in the RWM before the power cut-off has been properly backed up when the power is restored.

[0233] As described above, the main processing has been explained, but for example, if the setting key switch and RAM initialization switch are turned on during the processing of steps X56 to X62, the same judgment process as in step X21 is performed and the probability setting change flag is set as in step X32, so that the game machine 10 can be switched to a variable setting state (setting change mode) any number of times while it is running.

[0234] [Example of RAM area configuration] Figure 8 shows the configuration of the RAM 111c of the gaming microcontroller 111. As shown in Figure 8, the RAM 111c is arranged from the starting address in the following order: in-region work area, unused area, in-region stack area, unused area, out-of-region work area, unused area, and out-of-region stack area. The unused area between the in-region work area and the in-region stack area (game control stack area, in-region stack area), and the unused area between the out-of-region work area and the out-of-region stack area (out-of-region stack area) are optional.

[0235] The RAM's internal work area (game control work area) is a work area for game control that is read and written by programs within the area and read by programs outside the area. The internal work area includes a probability setting value area, a test signal output data area, a random number area, a switch control area, a segment area, a power failure inspection area 1, a power failure inspection area 2, a checksum area, and other areas, as well as a safety device activation flag area that indicates whether a safety device is activated or not, and an acquired game ball count area that stores the number of game balls acquired as prize balls within one timer interrupt (e.g., 4 msec).

[0236] The RAM out-of-bounds work area is an area that is read and written to by programs outside the RAM area and read by programs inside the RAM area. The out-of-bounds work area includes a safety device counter area that stores the safety device counter value (number of balls + initial value) corresponding to the number of balls, a safety device operation information area that stores safety device operation information corresponding to the state of the safety device, and an old operation information area that stores old operation information, and can store safety device information related to the safety device. The safety device counter area (3 bytes in size) is basically not read by programs inside the RAM area, but it may be read and referenced by programs inside the RAM area when the safety device counter value or the number of balls information is sent to the performance control device 300 by a ball difference command. In this embodiment, the safety device counter value is a value obtained by adding a predetermined initial value (100,000) to the number of balls, in proportion to the number of balls (safety device counter value = number of balls + 100,000). However, the safety device counter value is not limited to this as long as it is associated with the number of balls and indicates the number of balls.

[0237] Furthermore, the work area outside the main area includes a work area for performance display related to performance information and performance display, and can store performance information and performance display related information. In addition, the work area outside the main area may store information related to test signals and information related to error monitoring. Note that within the work area outside the main area, the work area related to safety devices (including the safety device counter area, safety device operation information area, and old operation information area) and the work area for performance display related to performance information and performance display may be clearly separated and arranged, or they may be mixed together.

[0238] The out-of-bounds stack area is shared when processing performance information and performance display, and when processing safety devices. It is also used when processing test signals and error monitoring.

[0239] Furthermore, programs within the memory area (programs for processing within the memory area) and programs outside the memory area (programs for processing outside the memory area) are distinguished by being placed in the ROM 111b with an unused area in between. The programs within the memory area of ​​the ROM consist of game control programs and game control data, and include a main program corresponding to the main processing (Figures 5 to 7) and an interrupt processing program corresponding to the timer interrupt processing described later. Subroutines of the main program or the interrupt processing program may also be programs outside the memory area. The programs outside the memory area of ​​the ROM include a safety device information initialization program corresponding to the safety device information initialization processing, a performance display editing processing program corresponding to the performance display editing processing, and an out-of-memory integration processing program corresponding to the out-of-memory integration processing described later.

[0240] [Safety device information initialization process] Next, we will explain the details of the safety device information initialization process (step X53) in the main process. Figure 9 is a flowchart of the procedure for the safety device information initialization process. In the safety device information initialization process, the safety device counter area, safety device operation information area, and old operation information area are initialized or cleared, and the safety device information such as the safety device counter value, safety device operation information, and old operation information is set to its initial value (initial information). Note that the safety device operation information is information that shows the current state, and the old operation information shows the previous state (mainly before the 1st interrupt).

[0241] The game control device 100 first saves the stack pointer to the stack pointer storage area of ​​the out-of-bounds work area (step X71), and sets the stack pointer to an address value indicating the beginning of the out-of-bounds stack area (out-of-bounds stack area) as the value of the out-of-bounds stack area (out-of-bounds stack area) (step X72). This switches the stack pointer indicating the stack to be used from the in-bounds stack area to the out-of-bounds stack area.

[0242] Next, the game control device 100 saves (PUSHes) the information (value) of the register to the out-of-area stack area (step X73). The registers to be saved may be only the registers to be protected (the registers used in the safety device information initialization process), or all general-purpose registers may be saved. To save all general-purpose registers, save (PUSH) both to register bank 0 and register bank 1.

[0243] Subsequently, the game control device 100 saves the initial value (100,000) to the safety device counter area, and the safety device counter value becomes the initial value (step X74). When the number of balls decreases from 0, such as when a big win does not occur, the safety device counter value (= number of balls + initial value) may become smaller than the initial value. Therefore, the initial value is set to be greater than 0, but it may be a value other than 100,000. In this way, at the time of power failure recovery (when the power is turned on), the safety device counter value is initialized (cleared) so as not to be disadvantageous to the player. However, the ceiling counter value indicating the number of times the special figure variable display game has been executed other than in the probability variable state does not have to be initialized (cleared) at the time of power failure recovery unless the RAM initialization switch 112 is on. Then, save the safety device inoperative information (value 0) corresponding to the inoperative state (normal state) of the safety device to the safety device operation information area as the safety device operation information (step X75). Further, save the safety device inoperative information (value 0) to the old operation information area as the old operation information (step X76).

[0244] Next, the game control device 100 restores the saved registers (step X77), loads from the stack pointer save area and sets the stack pointer (step X78), and ends the safety device information initialization process. The set stack pointer will indicate the address of the in-area stack area.

[0245] In the safety device information initialization process described above, if the information is written directly to RAM without using registers, the registers are not saved / restored. In this case, since the registers are not saved to RAM, the stack pointer-related processing (steps X71, X72, X73, X77, X78) is also unnecessary. Furthermore, saving / restoring the flag registers before and after the safety device information initialization process (steps X52, X54) is also unnecessary.

[0246] In this embodiment, when the safety device counter value is between 0 and 189999 (safety device counter = 0 to 189999), the safety device operation information will be safety device non-operation information (value 0) corresponding to the non-operation state (operation notification state, operation warning state, and normal state that is not operating). When the safety device counter value is between 190000 and 194999 (safety device counter = 190000 to 194999), the safety device operation information will be safety device operation notification information (value 1) corresponding to the operation notification state that indicates the operation of the safety device.

[0247] Furthermore, if the safety device counter value reaches the counter standard value of 195,000 (safety device counter = 195,000) but the game is not in a state where it can be stopped, the safety device operation information will be the safety device operation warning information (value 2) corresponding to the operation warning state that warns of the activation of the safety device. In this case, even if the difference in ball count (= safe ball count - number of balls dispensed) reaches the difference in ball standard value of 95,000, the game is in the middle of a big win or a small win, so the aforementioned condition (1) is met, but condition (2) is not met, and the safety device operation condition is not met.

[0248] Furthermore, if the safety device counter value reaches 195,000 (safety device counter = 195,000) and the game is stopped, the safety device operation information will be the safety device operation information (value 3), which corresponds to the operation state (operation state) in which the safety device is activated. In this case, the number of balls has reached the ball count standard value of 95,000, and since it is neither a big win nor a small win, both of the aforementioned conditions (1) and (2) are met, which corresponds to the condition for the safety device to be activated.

[0249] [Performance display editing process] Next, we will explain the details of the performance display editing process (step X59) in the main process. Figure 10 is a flowchart showing the procedure for the performance display editing process.

[0250] The game control device 100 first saves the stack pointer to the stack pointer storage area of ​​the out-of-bounds work area (step X81), and sets the stack pointer to an address value indicating the beginning of the out-of-bounds stack area (out-of-bounds stack area) as the value of the out-of-bounds stack area (step X82). This switches the stack pointer indicating the stack to be used from the in-bounds stack area to the out-of-bounds stack area.

[0251] Next, the game control device 100 saves (PUSHs) the register information (values) for both register bank 0 and register bank 1 to the out-of-area stack area (step X83). Here, it is preferable to save all general-purpose registers. Then, it performs a validity check to determine the validity of the performance display work area among the out-of-area work area, and if it is not valid and is abnormal, it performs initialization of the performance display work area (including setting initial values) (step X84).

[0252] In the validity check, if a value stored in the performance display work area is an impossible value according to the design or deviates from the design value (outside the predetermined range), it can be determined to be invalid. For example, it can be determined whether a specific value (e.g., 5Ah) is stored in the performance display RAM initialized flag, which indicates that the performance display work area has been initialized; whether the number that manages the progress of the division process used for base value calculation etc. is within the predetermined range; whether the value of the switch counter is within the range of the number of switches being monitored; whether the display period management number indicating the current display period is within the range of the number of periods (0 to 3); and whether the aggregation section number indicating the current aggregation section is within the range of the number of sections (0 to 4). Thus, in the validity check, it is preferable to check whether the value in the area used as a pointer to the data table is within the predetermined range. This prevents the program from crashing due to obtaining a value outside the range. Furthermore, since the validity check is performed for each performance display editing process, it is effective.

[0253] Furthermore, since a validity check is performed each time the performance display editing process is executed, if the work area for performance display is not valid, its initialization can be performed immediately, thus preventing abnormal performance displays (such as the display of abnormal base values) as much as possible.

[0254] Furthermore, the initialization of the performance display work area (including setting initial values) targets areas other than the stack pointer storage area in order to protect the stack pointer storage area. In this embodiment, the out-of-bounds stack area is not initialized, but it may be initialized if desired. Even if the out-of-bounds stack area is initialized, the values ​​of registers saved in the out-of-bounds stack area are protected and not initialized. The initialization of the performance display work area is performed separately from the initialization of the in-bounds work area (game control work area) and the in-bounds stack area (game control stack area), and therefore does not affect the in-bounds work area or the in-bounds stack area.

[0255] Next, the game control device 100 determines whether it is time to switch the aggregation interval for aggregating data (such as the normal number of balls out and the normal number of prize balls) that forms the basis for calculating the base value (payout rate) (step X85). An aggregation interval is set for the total number of balls out (total number of balls dispensed, total number of balls out) since power-on, and the aggregation interval is switched each time the total number of balls out reaches a predetermined number (for example, every time it increases by 60,000).

[0256] For example, the timing for switching between aggregation intervals is when the total number of balls out since power-on reaches predetermined numbers: 300, 60,300, 120,300, 180,300, etc. That is, the width of the aggregation interval is basically 60,000, except for the first aggregation interval, so the first aggregation interval = 0 to 300 balls, the second aggregation interval = 300 to 60,300 balls, the third aggregation interval = 60,300 to 120,300 balls, the fourth aggregation interval = 120,300 to 180,300 balls, the fifth aggregation interval = 180,300 to 240,300 balls, etc. The aggregation interval numbers for the first to fifth aggregation intervals are 0 to 4, respectively, and the aggregation interval number is maintained at 4 for the sixth aggregation interval and beyond. The current aggregation interval number is stored in the performance display work area.

[0257] The game control device 100 sets the switching of the aggregation interval when it is time to switch aggregation intervals (step X85; Y) (step X86). In setting the switching of aggregation intervals, the total out counter that counts the total number of out balls (total number of outs), the normal out counter that counts the normal number of out balls (normal number of outs), which is the number of out balls (number of balls dispensed) within each aggregation interval, and the normal prize ball counter that counts the normal prize balls, which is the total number of prize balls (number of balls acquired) within each aggregation interval are cleared, or the final base value (or latest base value) of each aggregation interval is shifted (moved) to the base value storage area of ​​the adjacent aggregation interval.

[0258] If it is not the timing for switching the aggregation interval (step X85; N), the game control device 100 determines whether or not there is a switch input at the input port to be monitored (step X87). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 126 (see Figure 3).

[0259] Here, the switch rising edge information copied to the performance display work area for each monitored input port is checked (copied in step X713 of Figure 64). For each monitored input port, there is an 8-bit area to store the copied switch rising edge information. If the switch rising edge information for all monitored input ports is all 0, it can be determined that there is no input; otherwise, it can be determined that there is an input. Note that, as for the switch rising edge information, unless masked during copying, the bit corresponding to a switch with a new input (detection) in the input processing (step X103) is set to 1, and the bit corresponding to a switch with no new input is set to 0.

[0260] The game control device 100 checks the input of the switch corresponding to the switch counter (target switch) and obtains the input information (step X88) when there is a switch input at the input port to be monitored (step X87; Y). The target switches here are those that can change the base value (or payout rate) by detecting game balls, such as the lower large prize slot switch 38a of the first special variable prize slot 38, the upper large prize slot switch 39a of the second special variable prize slot 39, the start slot 1 switch 36a of the first start prize slot 36, the start slot 2 switch 37a of the second start prize slot 37 (normal variable prize slot), the prize slot switch 35a of the general prize slot 35 (left prize slot switch, right prize slot switch), and the out ball detection switch 74.

[0261] Next, the game control device 100 determines whether or not the target switch is within its validity period (step X89). Note that if a major prize entry fraud or normal power fraud occurs and the entry into the major prize entry or the second start prize entry 37 is invalid, that is, the major prize entry switches 38a, 39a and the start entry 2 switch 37a may not be valid. In addition, there are switches that are always valid, such as the first start prize entry 36 and the out ball detection switch 74.

[0262] The game control device 100 determines whether there is an input to the target switch corresponding to the switch counter (step X90) if it is within the validity period of the target switch (step X89; Y). If it is not within the validity period of the target switch (step X89; N) or if there is no input to the target switch (step X90; N), the process proceeds to step X98.

[0263] When the game control device 100 receives input to the target switch (step X90; Y), it clears the input information (1 bit) corresponding to the target switch (step X91) and determines whether or not it is in a normal base state (step X92). The normal base state (low base state) is a period during which the base value can be calculated and updated, and in this embodiment, it is the normal game state.

[0264] When the game control device 100 is in a normal base state (normal game state) (step X92; Y), if the target switch is a switch that awards prize balls, it updates the normal prize ball count, which is the total number of prize balls in the aggregation period, by adding the number of prize balls corresponding to the target switch (step X93). Next, if the target switch is an out ball detection switch 74, it updates the normal out ball count (normal outs, normal number of balls dispensed), which is the number of out balls in the aggregation period, by adding 1 (step X94). Then, if the target switch is an out ball detection switch 74, it updates the total out ball count (total outs, total number of balls dispensed), by adding 1 (step X95).

[0265] In this embodiment, the out ball detection switch 74 detects all game balls ejected from the game area 32 (i.e., all game balls that pass through the prize entry or out entry 30b). Not only game balls that enter the out entry 30b, but also game balls that enter the prize entry 36, the second start prize entry 37, the large prize entry, or the general prize entry 35 are guided to the out ball detection switch 74 via a passage (not shown) or the like and detected.

[0266] If the game control device 100 is not in the normal base state (step X92; N), it updates only the total number of balls that have been paid out, without updating the normal number of balls awarded or the normal number of balls that have been paid out (step X95). Therefore, in high base states (second game state, time-saving state, probability variation state, or special game state) that are not in the normal base state, neither the normal number of balls awarded nor the normal number of balls that have been paid out is updated, and the base value (normal number of balls awarded ÷ normal number of balls that have been paid out) calculated from the normal number of balls awarded and the normal number of balls that have been paid out is not updated and does not change. It is also possible to eliminate the judgment process regarding the normal base state in step X92 and configure the system so that the base value can be updated (changed) as the payout rate in all game states.

[0267] Next, the game control device 100 updates the switch counter by +1 in order to change the target switch to the next one in the next performance display editing process (step X96). Note that the performance display editing process is executed at a time interval considerably shorter than the interrupt period of the timer interrupt (a predetermined time period, e.g., 4 msec) (e.g., a few microseconds) due to the loop processing in the main process. Therefore, the performance display editing process is executed repeatedly during the interrupt period, and the switch counter (e.g., from 0 to 7) covers all the bits of all switches (e.g., bits 0 to 7) for each input port under monitoring. After the last value (e.g., 7), the switch counter is updated to 0, and the check of the switch input for the next input port under monitoring begins. For example, the switch input for the third input port 124 is checked first, and then the switch input for the fourth input port 126 is checked.

[0268] On the other hand, if there is no switch input at any of the input ports of the monitored targets (step X87; N), the game control device 100 executes a base value calculation process (predetermined process) to calculate a base value (step X97). Note that there may be cases where there is no switch input at any of the input ports of the monitored targets from the beginning. On the other hand, even if there was initially a switch input at some or all of the input ports of the monitored targets, after the switch input has been checked for all of the input ports of the monitored targets, the input information of the target switches that had inputs is cleared (step X91), so that there is no switch input at any of the input ports of the monitored targets.

[0269] In the base value calculation process, the base value is the ratio of the normal number of prize balls to the normal number of balls that are normally out, and is calculated as normal prize balls ÷ normal number of balls that are normally out. Therefore, when a ball enters the starting prize entry (starting prize entry 36, normal variable prize entry device 37), the large prize entry, or the general prize entry 35, in the first stage, the normal number of prize balls is updated and changes, and the base value changes, due to the input (detection) of the switches 35a, 36a, 37a, 38a, 39a of the prize entry where prize balls are awarded. In the second stage, the normal number of balls that are normally out is updated and changes, and the base value changes, due to the input (detection) of the ball that is normally out. In other words, when one game ball enters a prize entry, the base value changes (is affected) in two stages. When a ball enters the out entry 30b that opens into the game board 30, the normal number of balls that are normally out is updated and changes, and the base value also changes, due to the input (detection) of the ball that is normally out. On the other hand, if a ball enters the normal starting gate 34, neither the normal number of balls awarded nor the normal number of balls that go out are updated or changed by the ball entering the gate itself, and therefore the base value remains unchanged. Even if a ball enters the normal starting gate 34, no prize balls are awarded, so the normal number of balls awarded is not updated.

[0270] Regardless of whether the base value has changed or not, the performance display device 152 will output the performance display as a performance indicator through the processing steps X224 to X230 of the output processing. However, if the safety device is activated and the game is stopped, or if a severe error 2 occurs and the game is stopped, the performance display device 152 will output off data and turn off.

[0271] In a special case, the calculation of the base value may be performed only during the real-time value display period when the real-time value (bL.) of the base value is displayed. In this special case, the normal number of balls awarded and the normal number of balls out are updated until the real-time value display period arrives, but the base value is not calculated and does not change.

[0272] After step X96 or step X97, the game control device 100 restores the saved registers (step X98), loads them from the stack pointer storage area, sets the stack pointer (step X99), and terminates the performance display editing process. The set stack pointer will indicate the address of the stack area within the area.

[0273] In addition, in Figure 10, it is also possible to configure the system so that the processing in step X97 is performed immediately after step X94, and the base value calculation process is performed immediately after the normal number of balls awarded or the normal number of balls out is updated, without waiting for input checks of all switches on the monitored input port.

[0274] [Timer interrupt handling] Next, we will explain timer interrupt processing. Figure 11 is a flowchart showing the procedure for timer interrupt processing (interrupt processing program). Timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the gaming microcontroller 111, timer interrupt processing is started.

[0275] When timer interrupt processing begins, the game control device 100 first specifies register bank 1 as the register bank to be used (step X101), and sets the higher address of the RAM start address in a predetermined register (step X102). Switching from register bank 0, which is used in the main process, to register bank 1 at the start of timer interrupt processing is equivalent to saving the registers used in the main process. Note that when timer interrupt processing begins, the system automatically enters an interrupt-disabled state.

[0276] Next, the game control device 100 performs input processing to read inputs and signals from various sensors and switches, that is, to read the state of each input port (step X103). Next, it determines whether the probability setting is being changed or checked based on the probability setting change flag and the probability setting confirmation flag (step X104). If the probability setting is being changed or checked (step X104; Y), it performs probability setting change / confirmation processing to change or confirm the probability setting value (step X105).

[0277] When the game control device 100 is neither changing the probability setting nor checking the probability setting (step X104; N), it performs output processing to control the drive of actuators such as solenoids (e.g., the large prize slot solenoids 38b, 39b) and LEDs (light emission control) based on the output data set in various processes (step X106). If a launch stop signal is output in the processing of step X5 in the main process, this output processing will enable the output of a launch permission signal, and the launch permission signal can be set to the permission state.

[0278] Next, the game control device 100 executes a payout command transmission process, which outputs commands (such as payout commands) set in the transmission buffer during various processes to the payout control device 200 (step X107). After that, it executes a payout switch / status monitoring process, which monitors whether there are normal signal inputs from the start port 1 switch 36a, start port 2 switch 37a, prize port switch 35a, and large prize port switches 38a, 39a, and also monitors for errors (such as whether the front frame or glass frame is open) (step X108).

[0279] Next, the game control device 100 determines whether or not the game is stopped (step X109). The game can be determined to be stopped if a safety device is activated or if a severe error 2 occurs that requires the game to be stopped.

[0280] If the game is not stopped (step X109; N), the game control device 100 executes the special feature game processing (step X110), the bonus game processing (step X111), the regular feature game processing (step X112), and the segment LED editing processing (step X113). After that, it executes the processing from step X114 onwards. In addition to the case where no errors have occurred, the special feature game processing (step X110), the bonus game processing (step X111), the regular feature game processing (step X112), and the segment LED editing processing (step X113) are also executed when a weak error or a strong error 1 has occurred.

[0281] In the segment LED editing process, settings related to the driving of some of the multiple segment LEDs that make up the unified display device 50 (such as the memory display unit and the round display unit: LED lamps D3-D7, D11-D17) are executed. Settings related to the driving of other parts of the unified display device 50 (variable display unit: LED lamps D1, D2, D8, D10, D18) are executed in the pattern variation control process (steps A16, A18, C15). Settings related to the driving of yet another part of the unified display device 50 (probability state display unit: LED lamp D9) are executed in the power outage recovery process (step X48), etc.

[0282] If the game is stopped (step X109; Y), the game control device 100 proceeds to the processing from step X114 onwards without executing the special symbol game processing (step X110), the bonus game processing (step X111), the regular symbol game processing (step X112), or the segment LED editing processing (step X113). In this way, if the safety device is activated or if a severe error 2 occurs and the game is stopped, the special symbol game processing (step X110) and the regular symbol game processing (step X112) are not executed, so the number of special symbol reserves (steps A136, A532) and the number of regular symbol reserves (steps C107, C318) do not change. On the other hand, if a weak error or strong error 1 occurs, the game is not stopped, and the special symbol game processing (step X110) and the regular symbol game processing (step X112) are executed. Therefore, the number of special symbol reserves (steps A136, A532) and the number of regular symbol reserves (steps C107, C318) can be changed by a +1 update (when a reserve is generated) or a -1 update (when a reserve is consumed).

[0283] Furthermore, depending on the type of error, such as weak error, strong error 1, and strong error 2, it is possible to configure the system to execute some of the special feature game processing (step X110), special feature game processing (step X111), regular feature game processing (step X112), and segment LED editing processing (step X113), while omitting the others. For example, if strong error 2 occurs, only the segment LED editing processing may be executed.

[0284] Furthermore, the game control device 100 performs safety device-related processing, such as sending safety device operation information corresponding to the status of the safety device as a performance command to the performance control device 300, or setting a safety device operation flag (step X114). Then, it performs magnet fraud monitoring processing to check the detection signal from the magnetic sensor switch 61 and determine whether or not there is an abnormality (step X115). Furthermore, it performs radio wave fraud monitoring processing (board radio wave fraud monitoring processing) to check the detection signal from the board radio wave sensor 62 of the game board and determine whether or not there is an abnormality (step X116).

[0285] Subsequently, the game control device 100 performs vibration fraud monitoring based on input from the vibration sensor 65 to monitor for fraudulent activity caused by vibration (step X117). Next, it performs abnormal discharge monitoring to monitor for abnormal discharge from the big prize opening (step X118). In the abnormal discharge monitoring process, based on input from the big prize opening switches 38a, 39a, the specific area switch 72a (V prize opening switch), and the remaining ball discharge switch 73 of the special variable prize opening devices 38, 39, abnormal discharge from the special variable prize opening device 39 is monitored, and if abnormal discharge occurs, an abnormal discharge flag is set. Game balls that pass through the big prize opening switches 38a, 39a of the special variable prize opening devices 38, 39 are discharged by passing through the specific area switch 72a (V prize opening switch) or the remaining ball discharge switch 73.

[0286] Next, the game control device 100 performs external information editing processing to set signals to be output to various external devices into the output buffer (step X119). Then, as in step X109, it determines whether or not the game is stopped (step X120).

[0287] If the game is not stopped (step X120; N), the game control device 100 saves the flag register to the in-area stack area (step X121) and performs out-of-area integrated processing such as updating the safety device counter value (calculation of the difference in ball count) and controlling the display of the performance display device 152 (step X122). After that, it restores the flag register (step X123) and terminates the timer interrupt processing. If the safety device is not activated and no severe error 2 has occurred, the game is not stopped, and the processing in steps X121 to X123, including the out-of-area integrated processing, is executed.

[0288] As described later, when transitioning to out-of-bounds integration processing, the stack pointer is switched from the in-bounds stack area related to game control to the out-of-bounds stack area. At that time, since the flags in the flag register (especially the zero flag) may change when the stack pointer for game control is saved to the stack pointer storage area of ​​RAM111c, the flag register is saved in advance in step X121.

[0289] On the other hand, when the game is stopped (step X120; Y), the game control device 100 terminates the timer interrupt processing without performing out-of-bounds integrated processing or the like. In other words, when the safety device is activated or a severe error 2 occurs, the out-of-bounds integrated processing is not performed, so the safety device counter value is not updated, and the display contents of performance indicators such as the base value are not updated. This eliminates the need for unnecessary control while the game is stopped.

[0290] In contrast to the above, it is also possible to configure the system to execute special feature game processing (step X110), bonus game processing (step X111), regular feature game processing (step X112), and segment LED editing processing (step X113) even if a severe error 2 occurs, without stopping the game. Furthermore, it is also possible to configure the system to execute out-of-bounds integration processing, etc., even if a severe error 2 occurs.

[0291] Furthermore, while the configuration is designed to automatically restore the interrupt-disabled state and register bank designation upon return from timer interrupt handling, depending on the CPU used, it may be necessary to enable interrupts and reset the register bank designation to register bank 0 after the external information editing process.

[0292] [Output Processing] Next, we will explain the details of the output processing (step X106) in the timer interrupt processing (Figure 11). Figure 12 is a flowchart showing the output processing procedure.

[0293] First, the game control device 100 outputs OFF data to the output port 135 (segment output port) (see Figure 3), which outputs segment data of the unified display device (LED) 50, and resets the output port 135 (step X201). Next, it sets OFF output data for all solenoids (large prize solenoids 38b, 39b, lever solenoid 72b, and general-purpose solenoid 37c) (step X202). Then, as in step X109, it determines whether or not the game is stopped (step X203). The game can be determined to be stopped if a safety device is activated or if a severe error 2 occurs that requires the game to be stopped.

[0294] If the game is not stopped (step X203;N), the game control device 100 synthesizes data to be output to the solenoid output port 134, which outputs data for the large prize slot solenoids 38b, 39b, lever solenoid 72b, and normal electric solenoid 37c (step X204). Then, it outputs the data to the solenoid output port 134 (step X205). If the game is stopped (step X203;Y), it does nothing and proceeds to the process in step X205, outputting off data to the solenoid output port 134 (step X202). As a result, when the game is stopped, the operation of all solenoids stops, and the large prize slot, specific area 72, normal variable prize slot 37, etc. close and enter a closed state. In this way, when the game is stopped, the large prize slot is closed and round play (play during a big win or small win) cannot be performed.

[0295] The game control device 100 then updates the value of the digit counter for sequentially scanning the digit lines of the batch display device (LED) 50 by +1 in the range of 0 to 3 (only 1 is added, but after 3 it is updated to 0) (step X206). Furthermore, it acquires digit output data for the LED digit lines corresponding to the value of the digit counter (step X207). Then, it combines the acquired digit output data and external information data (step X208) and outputs the combined data to the digit output / external information output port 136 (step X209).

[0296] Next, the game control device 100 sets off data as segment output data to the segment line (step X210). Then, it sets the output data for "cannot fire" (step X211). Furthermore, as in step X203, it determines whether or not the game is stopped (step X212).

[0297] If the game is not stopped (step X212; N), the game control device 100 loads segment output data from the segment area in RAM 111c corresponding to the value of the digit counter to the segment line (step X213), sets the launch permission output data (step X214), and outputs the loaded segment output data to the output port 135 for segment output (step X215). Note that this segment area may be included in the in-area work area (game control work area).

[0298] In this way, when the game is not stopped, each time the digit counter value is updated by +1 within the range of 0 to 3, a new digit line is selected, and segment output data is output to the eight segment lines of the digit to which this digit line is connected. Digits 0 to 3 (digits 0 to 3) are selected sequentially, and a dynamic drive method (dynamic lighting control) for the unified display device 50 is realized.

[0299] On the other hand, when the game is stopped (step X212; Y), the game control device 100 outputs off-data (step X210) to the output port 135 for segment output (step X215) without processing steps X213 and X214. As a result, the unified display device 50 turns off when the game is stopped due to the activation of a safety device or the occurrence of a severe error 2. This prevents the special symbol variation display game and the normal symbol variation display game from being executed when the game is stopped. A player looking at the unified display device 50 can then recognize that the game is stopped, that a safety device has been activated, or that a severe error 2 (fraudulent error) has occurred.

[0300] Next, the game control device 100 loads and combines external information data to be output to the external information terminal 71 (step X216), further combines the combined external information data with the output data for firing permission or firing prohibition (step X217), and finally outputs the combined data to the external information / firing permission signal output port 137 (step X218). Here, if the game is not stopped, the output data becomes firing permission (step X214), and if the game is stopped, the output data becomes firing prohibition (firing stop) (step X211). As a result, when the game is stopped due to the activation of a safety device or a severe error 2 occurring, the firing of game balls from the ball firing device is prohibited, while when the game is not stopped, the firing of game balls from the ball firing device is permitted. It is also possible to configure the system to permit the firing of game balls from the ball firing device even when the game is stopped, without prohibiting firing (firing stop).

[0301] Next, the game control device 100 loads and synthesizes the data to be output to the test terminal output port 1 on the relay board 70, which outputs a test signal to the test firing device, and outputs the synthesized data to the test terminal output port 1 on the relay board 70 (step X219). After that, it loads and synthesizes the data to be output to the test terminal output port 2 on the relay board 70, which outputs a test signal to the test firing device, and outputs the synthesized data to the test terminal output port 2 on the relay board 70 (step X220).

[0302] Next, the game control device 100 loads and combines the data to be output to the test terminal output port 3 on the relay board 70, which outputs a test signal to the test firing device, and outputs the combined data to the test terminal output port 3 on the relay board 70 (step X221). Furthermore, it loads and combines the data to be output to the test terminal output port 4 on the relay board 70, which outputs a test signal to the test firing device, and outputs the combined data to the test terminal output port 4 on the relay board 70 (step X222). Then, it loads and combines the data to be output to the test terminal output port 5 on the relay board 70, which outputs a test signal to the test firing device, and outputs the combined data to the test terminal output port 5 on the relay board 70 (step X223).

[0303] Next, the game control device 100 outputs off data to output port 141 (segment output port 2), which outputs segment data of the performance display device (LED) 152, and resets output port 141 (step X224). Next, it updates the value of digit counter 2 for sequentially scanning the digit lines of the performance display device 152 by +1 in the range of 0 to 3 (only 1 is added, but after 3 it is updated to 0) (step X225). Furthermore, it acquires digit output data for the LED digit lines corresponding to the value of digit counter 2 (step X226). Then, it outputs the acquired digit output data to output port 142 (digit output port 2) (step X227).

[0304] Next, the game control device 100 determines whether or not the game is stopped, similar to step X203 (step X228). If the game is not stopped (step X228; N), it loads segment output data from the performance display device segment area in RAM 111c corresponding to the value of digit counter 2 (step X229). The performance display device segment area is included in the performance display work area related to performance information and its display (performance display). The loaded segment output data is then output to the output port 141 (segment output port 2) for the performance display device 152 (step X230), and then the output process ends.

[0305] On the other hand, if the game is stopped (step X228; Y), the game control device 100 terminates the output processing without executing the processes in steps X229 and X230. Therefore, if the game is stopped due to the activation of the safety device or due to a severe error 2 occurring, the segment output data of the performance display device segment area cannot be output to the output port 141, and the off data from step X224 is output directly to the output port 141 for the performance display device 152. In this case, when the value of the digit counter 2 cycles through the range of 0 to 3, all LEDs on the performance display device 152 are forcibly turned off and the device becomes invisible, allowing the person in charge or staff of the game hall who looks at the performance display device 152 to recognize that the game is stopped, that the safety device has activated, or that a severe error 2 (fraudulent error) has occurred.

[0306] Furthermore, even if a severe error 2 occurs, it is possible to configure the system to execute the processes in steps X229 and X230 without stopping the game.

[0307] [Prize slot switch / status monitoring process] Next, we will explain the details of the prize slot switch / status monitoring process (step X108) in the timer interrupt processing (Figure 11). Figure 13 is a flowchart of the procedure for the prize slot switch / status monitoring process.

[0308] First, the game control device 100 clears the acquired game ball count area included in the work area within the area to 0 (step X301). As a result, the acquired game ball count area becomes an area that stores the acquired game ball count, which is the total number of prize balls acquired within 1 interrupt (within a predetermined time cycle). The acquired game ball count is equal to the increase in the number of safe balls within 1 interrupt. Next, it prepares the prize gate monitoring table 1 corresponding to the upper large prize gate switch 39a in the upper large prize gate (special variable prize gate device 39) (step X302). Then, it performs fraud & prize gate monitoring processing to monitor whether there are any fraudulent entries into the upper large prize gate even though the upper large prize gate is not open, and to detect normal entries (step X303).

[0309] Subsequently, the game control device 100 prepares a prize slot monitoring table 2 corresponding to the lower large prize slot switch 38a in the lower large prize slot (special variable prize slot device 38) (step X304). Then, it performs fraud and prize slot monitoring processing to check for any fraudulent entries into the lower large prize slot even when the lower large prize slot is not open, and to detect normal entries (step X305).

[0310] Next, the game control device 100 prepares a prize entry monitoring table corresponding to the start port 2 switch 37a in the normal variable prize entry device 37 (step X306). Then, it performs fraud & prize entry monitoring processing to monitor fraudulent prize entries and detect normal prize entries (step X307). Subsequently, it prepares a prize entry monitoring table for prize entry switches that are always possible to enter and do not require fraud monitoring (step X308). Prize entry switches that are always possible to enter include the start port 1 switch 36a and the general prize entry 35, etc.

[0311] Next, the game control device 100 performs a prize count counter update process to update the number of prizes (step X309). Then, it updates a state scan counter to sequentially specify which of the multiple switches and signals whose status should be monitored will be the target of monitoring this time (step X310). The state scan counter is updated in the range of 0 to 3.

[0312] Subsequently, the game control device 100 prepares a game machine state monitoring table 1 for setting the state to be monitored according to the value of the state scan counter (step X311). Then, it executes a game machine state check process to determine whether an error has occurred or not (step X312).

[0313] By referencing the value of the status scan counter in the gaming machine status monitoring table 1, if the value of the status scan counter is 0, monitoring is set for a status based on an abnormality detection signal output due to an occurrence such as a disconnected switch connector (switch abnormality error). If the value of the status scan counter is 1, monitoring is set for a status based on a chute ball depletion switch signal from the payout control device 200 (chute ball depletion error). If the value of the status scan counter is 2, monitoring is set for a status based on an overflow switch signal (overflow error). If the value of the status scan counter is 3, monitoring is set for a status based on a payout abnormality status signal (payout abnormality error). In this way, the gaming machine status monitoring table 1 monitors for minor errors.

[0314] Next, the game control device 100 prepares a game machine state monitoring table 2 for setting the state to be monitored according to the value of the state scan counter (step X313). Then, it executes a game machine state check process to determine the state, such as whether an error has occurred (step X314).

[0315] By referencing the value of the status scan counter in the gaming machine status monitoring table 2, if the value of the status scan counter is 0, monitoring of the status based on the signal output from the glass frame open detection switch (glass frame open error) is set. If the value of the status scan counter is 1, monitoring of the status based on the signal output from the main unit frame open detection switch (main unit frame open error, front frame open error) is set. Furthermore, if the value of the status scan counter is 2, monitoring of the status based on the frame radio wave malfunction signal (frame radio wave malfunction) is set, and if the value of the status scan counter is 3, monitoring of the status based on the touch switch signal is set.

[0316] Next, the game control device 100 determines whether the value of the state scan counter is 0 or not (step X315). If the value of the error scan counter is not 0 (step X315; N), the process proceeds to step X317.

[0317] Furthermore, if the error scan counter value is 0 (step X315; Y), the game control device 100 performs a payout busy signal check process to set a busy signal status (payout busy signal flag) based on a payout busy signal indicating whether the payout control device 200 can start payout control (step X316), and then proceeds to the process in step X317.

[0318] Note that the process in step X316 is executed only when the value of the state scan counter, which is updated with each timer interrupt, is 0. Therefore, it is executed at a rate of once every four timer interrupts. In other words, if a timer interrupt occurs every 4ms, the process in step X316 will be executed every 16ms.

[0319] Next, the game control device 100 performs a V-pass timing monitoring process to monitor whether or not a game ball has passed through the specific area switch 72a at an inappropriate timing (step X317). In the V-pass timing monitoring process, a V-pass error is recognized if a detection signal for the specific area switch 72a occurs at an inappropriate timing.

[0320] Next, the game control device 100 performs a remaining ball monitoring process to check whether any game balls remain in the specific area switch 72a (step X318), and then terminates the prize entry switch / status monitoring process.

[0321] Furthermore, the V-pass timing monitoring process and remaining ball monitoring process in the prize-winning slot switch / state monitoring process are necessary for so-called Type 1 and Type 2 mixed machines (Type 1 + Type 2 machines) like this embodiment, and may not be necessary for ordinary Type 1 pachinko machines.

[0322] [Fraud & Prize Winning Monitoring Process] Figure 14 is a flowchart showing the procedure for fraud and prize-winning monitoring. Fraud and prize-winning monitoring is performed in steps X303, X305, and X307 of the prize-winning slot switch / status monitoring process shown in Figure 13.

[0323] The fraud and prize-winning monitoring process is performed on the lower large prize-winning switch 38a in the special variable prize-winning device 38, the upper large prize-winning switch 39a in the special variable prize-winning device 39, and the prize-winning switch (start-up switch 2 37a) in the normal variable prize-winning device 37. For the second start-up prize-winning slot (normal variable prize-winning device 37) and the large prize-winning slots (special variable prize-winning devices 38, 39), fraud is likely to occur by forcibly opening the opening / closing mechanism to insert game balls and dispense prize balls, so in addition to prize-winning detection, fraud is also monitored.

[0324] The game control device 100 first checks the fraudulent monitoring period flag of the prize entry switch to be monitored for errors (step X321) and determines whether or not it is within the fraudulent monitoring period (step X322). For example, the fraudulent monitoring period is a period during which the prize entry switch to be monitored for errors does not normally detect game balls, and is a period other than when the special game state is open when the prize entry switch is the lower large prize entry switch 38a.

[0325] Then, if it is the fraud monitoring period (step X322; Y), the game control device 100 determines whether or not there is an input to the target prize slot switch (step X323). If there is no input to the target prize slot switch (step X323; N), it loads the target notification timer update information (step X332). Also, if there is an input to the target prize slot switch (step X323; Y), it updates the target fraudulent prize count by +1 (step X324), and determines whether the added fraudulent prize count is equal to or greater than the number of fraudulent occurrences detected under monitoring (for example, 5) (step X325).

[0326] The reason for setting the number of judgments to five is to prevent the system from mistakenly identifying instances of fraud, such as when a game ball gets caught in the door component of the large prize slot when it is converted from an open state to a closed state, and the game ball enters the prize slot after the validity period of the count switch has expired, or when noise is introduced into the signal. In other words, it is to prevent the system from easily identifying errors even when there is no fraud.

[0327] Then, if the number of fraudulent entries is not greater than or equal to the judgment limit (step X325; N), the game control device 100 prepares the entry point monitoring table for the target entry point switch (step X330). If the number of fraudulent entries is greater than or equal to the judgment limit (step X325; Y), the number of fraudulent entries is limited to the number of fraudulent entries that can be judged (step X326), and an initial value (for example, 60000ms) is saved in the target fraudulent entry notification timer area (step X327).

[0328] Next, the game control device 100 prepares the target fraud occurrence command as a performance command (step X328), and further prepares a fraudulent winning occurrence flag as a fraudulent flag (step X329). Then, it compares the prepared fraudulent flag with the value in the target fraudulent flag area (step X340).

[0329] On the other hand, if it is not the period for monitoring fraudulent activity (step X322; N), the game control device 100 prepares the prize-winning slot monitoring table for the target prize-winning slot switch (step X330) and executes a prize-winning counter update process to set the prize balls (step X331). Details of the prize-winning counter update process will be described later.

[0330] The game control device 100 then loads the target notification timer update information (step X332) and determines whether or not the notification timer update is permitted (step X333). If the notification timer update is not permitted (step X333; N), the fraud and prize monitoring process is terminated. On the other hand, if the notification timer update is permitted (step X333; Y), the target notification timer is updated to -1 if it is not 0 (step X334). The minimum value of the notification timer is set to 0.

[0331] The notification timer is permitted to be updated if the prize-winning slot switch being monitored for errors is a prize-winning slot switch (start slot 2 switch 37a) within the normal variable prize-winning device 37. Furthermore, if there are two prize-winning slot switches within a single special variable prize-winning device (large prize-winning slot), the notification timer is permitted if one of the prize-winning slot switches is the one being monitored for errors, but not if the other is the one being monitored. This prevents the notification timer from being updated twice as frequently for fraudulent notifications in a single special variable prize-winning device, thus preventing the timer from expiring in half the prescribed time (e.g., 60,000 ms).

[0332] Subsequently, the game control device 100 determines whether the value of the notification timer is 0 or not (step X335). If the value is not 0 (step X335; N), that is, if time has not elapsed, it terminates the fraud and prize-winning monitoring process. If the value of the notification timer is 0 (step X335; Y), that is, if time has elapsed or time has already elapsed, it prepares the relevant fraud release command as a performance command (step X336) and prepares the fraud prize-winning release flag as a fraud flag (step X337). Then, it determines whether or not it is the moment the value of the notification timer becomes 0 (step X338).

[0333] If the value of the notification timer becomes 0 at the moment (step X338; Y), that is, if the value of the notification timer becomes 0 during the current fraud and prize-winning monitoring process, the game control device 100 clears the number of fraudulent prize-winning entries (step X339).

[0334] Furthermore, after the processing in step X339 is completed, or if it is not the moment the notification timer value becomes 0 (step X338; N), that is, if the notification timer value became 0 in the previous fraud and prize monitoring process, the game control device 100 compares the prepared fraud flag with the value in the target fraud flag area (step X340).

[0335] Then, if the prepared fraudulent flag and the value in the target fraudulent flag area match (step X340; Y), the game control device 100 terminates the fraud and prize monitoring process. If the prepared fraudulent flag and the value in the target fraudulent flag area do not match (step X340; N), the prepared fraudulent flag is saved to the target fraudulent flag area (step X341), and the performance command setting process is executed (step X342). After that, the fraud and prize monitoring process is terminated.

[0336] Through the above process, when an intrusion occurs, an intrusion occurrence command is sent to the performance control device 300, and when the intrusion is resolved, an intrusion resolution command is sent to the performance control device 300, thereby setting the start and end of the intrusion notification.

[0337] [Prize count counter update process] Figure 15 is a flowchart showing the procedure for updating the prize count counter. The prize count counter update process is performed in step X309 of the prize slot switch / status monitoring process shown in Figure 13 and in step X331 of the fraud & prize monitoring process shown in Figure 14.

[0338] The game control device 100 first determines whether or not the game is stopped (step X351). It can determine that the game is stopped if a safety device is activated or if a severe error 2 occurs that requires the game to be stopped.

[0339] If the game is not stopped (A2201;N), the game control device 100 obtains the number of prize slot switches to monitor from the prize slot monitoring table (A2202) and determines whether or not there is input to the target prize slot switch (A2203). The prize table in the prize slot monitoring table defines the number of prize balls, the address of prize count counter area 1, the address of prize count counter area 2, etc., for each prize slot switch to be monitored. If there is no input (A2203;N), the table address is updated to the address of the next record (step X365) and it is determined whether or not monitoring of all switches has been completed (step X366).

[0340] Meanwhile, if there is input to the target prize slot switch (step X353; Y), the game control device 100 loads the number of acquired game balls from the acquired game ball count area (step X354), adds the number of prize balls corresponding to the target prize slot switch to the acquired game balls (step X355), and saves the added value to the acquired game balls area (step X356). As a result, the number of acquired game balls stored in the acquired game balls area is updated for each prize slot switch, and the acquired game balls ultimately become the total number of prize balls acquired within 1 interval.

[0341] The acquired ball count area is located in the internal work area and is written to by the prize count counter update program (part of the internal program), and is only read by the ball difference confirmation program (part of the external program) described later. Even if all prize slot switches are input simultaneously, the total value of the prize balls will not be 255 (1 byte), so no upper limit check is performed on the acquired ball count.

[0342] Next, the game control device 100 loads the value of the target winning count counter area 1 (step X357) and updates the loaded value by +1 (step X358). Furthermore, it determines whether or not an overflow occurs based on the updated value (step X359). The winning count counter area 1 has a size of 2 bytes (0 to 65535).

[0343] If no overflow has occurred (step X359; N), the game control device 100 saves the updated value to the winning count counter area 1 (step X360). After the processing in step X360 is completed, or if an overflow has occurred (step X359; Y), the value of the target winning count counter area 2 is loaded (step X361).

[0344] Subsequently, the game control device 100 updates the loaded value by +1 (step X362) and determines whether an overflow occurs based on the updated value (step X363). If no overflow occurs (step X363;N), the updated value is saved to the winning count counter area 2 (step X364). The winning count counter area 2 has a size of 1 byte (0 to 255).

[0345] After the processing in step X364 is completed, or if an overflow occurs (step X363; Y), the game control device 100 updates the table address to the address of the next record (step X365). Then, it determines whether or not monitoring of all switches has been completed (step X366).

[0346] If the game control device 100 has not finished monitoring all switches (step X366; N), it returns to the process of step X353, which determines whether or not there is input to the target prize entry switch. If the monitoring of all switches is finished (step X366; Y), it terminates the prize count counter update process. As a result, the processes of steps X353 to X366 are repeated until the monitoring of all switches is finished, and the total number of prize balls acquired within one interrupt is obtained. At the same time, prize count counter areas 1 and 2 are updated based on the number of entries into each prize entry (each prize area) within one interrupt, and the information of the entries is stored.

[0347] If the game is stopped (step X351;Y), the game control device 100 does nothing and terminates the prize count counter update process. As a result, in the stopped game state, the detection of game balls at the prize entry switch is disabled, the number of acquired game balls is not updated, and prize count counter areas 1 and 2 are not updated, so prize information is not stored and no prize balls are obtained (disbursed). However, the disbursement of prize balls based on prize information stored before the game stopped (i.e., when the detection of game balls at the prize entry switch was enabled) continues even in the stopped game state.

[0348] The prize count counter area 1 is an area used to send payout commands (prize ball commands) to the payout control device 200 to instruct it to pay out prize balls, and stores prize data corresponding to prize balls for which a payout command has not yet been sent. In other words, the prize count counter area 1 constitutes a prize ball command counter capable of storing information related to prize ball commands.

[0349] The prize count counter area 2 is an area used to transmit a main prize ball signal to an external device each time the number of prize balls (scheduled payouts) generated by winning in the prize slots reaches a predetermined number (10 in this case), and stores prize data corresponding to prize balls for which the main prize ball signal generation process has not been performed. In other words, the prize count counter area 2 constitutes a main prize ball signal counter capable of storing information related to the main prize ball signal.

[0350] Each of these prize count counter areas has a prize count counter area for each prize slot, corresponding to the number of prize balls awarded (for example, 3 prize balls, 2 prize balls, 10 prize balls, 14 prize balls). The count in the corresponding prize count counter area is incremented by 1 when a ball enters a prize slot. In other words, information about a single prize entry into a prize slot can be stored. Prize count counter area 1 (2 bytes) is allocated a larger area than prize count counter area 2 (1 byte) to store more prize data. This is because, while the main prize ball signal can be transmitted regardless of the state of the recipient, the payout command may be withheld depending on the state of the payout control device 200, which is the recipient, potentially leading to the accumulation of more untransmitted data.

[0351] [Gaming machine status check process] Figure 16 is a flowchart showing the procedure for checking the state of the gaming machine. The gaming machine state check is performed in steps X312, X314, etc., of the prize slot switch / state monitoring process shown in Figure 13.

[0352] The game control device 100 first acquires a state monitoring table corresponding to the state scan counter (step X371). The state scan counter is set to a value in the range of 0 to 3 corresponding to the game state. The relationship between the state monitoring table and the state scan counter is as explained in the section on the prize entry switch / state monitoring process.

[0353] Next, the game control device 100 determines whether the signal to be checked is ON or OFF (step X372). If the signal to be checked is not ON (step X372; N), that is, if the signal to be checked is OFF, it prepares a status-off flag as a status flag (step X373), obtains the target status-off command and prepares it (step X374). Furthermore, it obtains the target status-off monitoring timer comparison value (step X375). The status-off flag indicates a normal state for error-related signals and a no-touch state for touch switch signals.

[0354] Meanwhile, if the signal to be checked is ON (step X372; Y), the game control device 100 prepares a status ON flag as a status flag (step X376), acquires the target status ON command, and prepares it (step X377). Furthermore, it acquires the target status ON monitoring timer comparison value (step X378). The status ON flag indicates an abnormal or invalid state for error-related signals, and indicates a touch state for touch switch signals.

[0355] When the processing in step X375 or step X378 is completed, the game control device 100 determines whether the value in the target signal control area matches the state of the acquired signal (step X379). If they match (step X379; Y), the process proceeds to step X382. If they do not match (step X379; N), the acquired signal state is saved in the target signal control area (step X380), and the target state monitoring timer is cleared (step X381).

[0356] Next, the game control device 100 updates the target state monitoring timer by +1 (step X382). Furthermore, it determines whether the updated value of the state monitoring timer is greater than or equal to the corresponding timer comparison value (step X383). If the updated value of the state monitoring timer is less than the corresponding timer comparison value (step X383; N), the game machine state check process is terminated.

[0357] On the other hand, if the updated state monitoring timer value is greater than or equal to the corresponding timer comparison value (step X383; Y), the game control device 100 updates the state monitoring timer by -1, leaving it at the timer comparison value - 1 (step X384). Furthermore, it determines whether the prepared state flag matches the value in the target state flag area (step X385). If they match (step X385; Y), the game machine state check process is terminated.

[0358] On the other hand, if the prepared state flag does not match the value in the target state flag area (step X385; N), the game control device 100 saves the prepared state flag to the target state flag area (step X386). Finally, it executes the performance command setting process to set the performance command (step X387) and terminates the game machine state check process.

[0359] The performance commands here are either state off commands or state on commands. If the state on command is an error command, it will start an error notification to the performance control device 300. State on commands that start an error notification to the performance control device 300 include commands that correspond to payout errors related to the payout of game balls (included in weak errors), such as shoot ball out errors, overflow errors, and payout abnormal errors, as well as commands that correspond to frame opening errors (included in strong error 1), such as glass frame opening errors and main body frame opening errors, and commands that correspond to frame radio wave interference errors (included in strong error 2).

[0360] [Probability setting change / confirmation process] Next, we will explain the details of the probability setting change / confirmation process (step X105) in timer interrupt processing. Figure 17 is a flowchart showing the procedure for the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.

[0361] The game control device 100 first determines whether the probability setting value is within the normal range (step X401). The probability setting value here is stored in the probability setting value area included in the work area within the RAM 111c.

[0362] If the probability setting value is within the normal range (step X401; Y), the game control device 100 sets probability setting value display data corresponding to the probability setting value (step X402) and outputs it to the performance display device 152 via drivers 150a and 150b (step X404). If the probability setting value is not within the normal range (step X401; N), it sets off data as the probability setting value display data (step X403) and outputs it to the performance display device 152 via drivers 150a and 150b (step X404).

[0363] Here, the probability setting value display data is the data for the display of probability setting values ​​shown on the performance display device 152, and is stored in the probability setting value display data area. In order to prevent confusion among hall personnel such as the person in charge of the amusement hall or staff, if the probability of a big win (and a small win) is the same even if the probability setting values ​​are different, the display probability setting values ​​may be associated with the same probability of a big win (and a small win). In other words, the same display probability setting value may mean the same probability of a big win (and a small win).

[0364] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0 (step X405). The security signal control timer is 128ms (a predetermined time) as set in step X37. Subsequently, it outputs the ON data of the security signal to the external information terminal 71 to notify an external device (such as the internal management device (hall computer) of the abnormality) (step X406). At this point, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state.

[0365] Subsequently, the game control device 100 determines whether the probability setting change flag is set (step X407). If the probability setting change flag is not set (step X407; N), that is, if the probability setting is being checked, the probability setting change / check process ends without doing anything.

[0366] The game control device 100 determines whether it is the first timer interrupt process after power-on if the probability setting change flag is set (step X407; Y), that is, if the probability setting is being changed (step X408). If it is the first timer interrupt process after power-on (step X408; Y), the probability setting change / confirmation process is terminated. This is to prevent the probability setting value from being updated unintentionally if the RAM initialization switch 112 is held down.

[0367] If it is not the first timer interrupt process after power-on (step X408; N), the game control device 100 determines whether or not there is input to the RAM initialization switch 112 (step X409). If there is no input to the RAM initialization switch (step X409; N), the probability setting change / confirmation process is terminated.

[0368] When the RAM initialization switch 112 is input (step X409; Y), the game control device 100 updates the working setting value in the working setting value area (in RAM 111c or a register) by +1 within the possible range, and also updates the probability setting value in the probability setting value area by +1 corresponding to the working setting value (step X410). As a result, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is updated by 1. After that, the probability setting change / confirmation process is terminated. Note that when entering setting change mode, the working setting value area (in RAM 111c or a register) where the working setting value is stored may store a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value). Note that if the working setting value is 5 (probability setting value 6) and is updated by +1, it can be returned to the working setting value 0 (probability setting value 1). Therefore, probability settings 1 to 6 can be switched by repeatedly updating by +1. Furthermore, the range of possible working settings differs depending on the setting. For example, in multi-stage settings where multiple probability settings exist, the range can be 0 to 1 or 0 to 5, but in single-stage settings, it can only be 0. In multi-stage settings, the working setting and probability setting are updated to different values ​​each time the RAM initialization switch 112 is operated, but in single-stage settings, they remain the same value even after being updated (they are updated to the same value).

[0369] Furthermore, a command (setting value information command) to inform the performance control device 300 of the setting value may be sent each time the probability setting value is updated by +1, or when the game state is switched to a variable setting state, etc. Similarly, a test signal may be made available to an external test firing device each time the probability setting value is updated by +1, or when the game state is switched to a variable setting state, etc. It is preferable to stop these transmissions and outputs if there is a main malfunction or other abnormality in the game control device 100. In addition, a command (setting value information command) to inform the performance control device 300 of the setting value may be sent each time the game state is switched to a probability variation state, a time reduction state, a big win state, etc., or at the start of a special symbol variation display game, or a test signal may be made available to an external test firing device.

[0370] In the above, the probability setting value in the probability setting value area is directly updated each time the RAM initialization switch 112 is operated in response to the update of the working setting value. However, it is also possible to store the probability setting value being changed (working setting value) in the working setting value area of ​​RAM 111c, and then, when the setting key switch 153 is turned off and the setting change operation is completed (step X39; Y), the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. In this way, if a power outage occurs during setting changes (step X40; Y), it is possible to prevent the probability setting value used for game control and performance control (probability setting value stored in the probability setting value area) from being changed to an unintended value.

[0371] [Special Picture Game Processing] Next, we will explain the details of the special feature game processing (step X110) in the timer interrupt processing described above. Figure 18 is a flowchart showing the procedure for the special feature game processing. In the special feature game processing, the inputs of the start port 1 switch 36a and the start port 2 switch 37a are monitored, the entire process related to the special feature variation display game is controlled, and the display of the special feature is set.

[0372] The game control device 100 first performs a start-out switch monitoring process to monitor the entry of a ball into the start-out switch 1 36a and the start-out switch 2 37a (step A1). In the start-out switch monitoring process, when a game ball enters the start-out entry 36 and the normal variable entry device 37 which constitute the second start-out entry, various random numbers (such as a jackpot random number) are extracted, and a pre-determination of the game result based on the entry is performed to determine the game result in advance before the start of the special symbol variable display game based on the entry. Details of the start-out switch monitoring process will be described later.

[0373] Next, a specific area switch monitoring process is executed to monitor when a game ball enters the specific area 72 (V prize slot) (Step A2). Details of the specific area switch monitoring process will be described later.

[0374] Next, the game control device 100 performs the upper large prize slot switch monitoring process (step A3). In the upper large prize slot switch monitoring process, the detection of game balls by the count switch (upper large prize slot switch 39a) provided in the special variable prize slot device 39 is monitored.

[0375] Next, the game control device 100 updates the special feature game processing timer by -1 (subtracts 1) if it is not 0 (step A4). The special feature game processing timer will now be timed for the interrupt period of the timer interrupt processing (4 msec) after the -1 update. The minimum value of the special feature game processing timer is set to 0. Next, it is determined whether the special feature game processing timer is 0 or not (step A5). If the special feature game processing timer is not 0 (step A5; N), the process proceeds to step A15.

[0376] If the special feature game processing timer is 0 (step A5; Y), that is, if time has run out or has already run out, the game control device 100 sets a special feature game sequence branch table in a register to be referenced in order to branch to the processing corresponding to the special feature game processing number (step A6). Furthermore, it obtains the branch destination address of the processing corresponding to the special feature game processing number using the special feature game sequence branch table (step A7). Subsequently, it makes a subroutine call using the special feature game processing number to execute the game branch processing according to the special feature game processing number (step A8).

[0377] If the game processing number in step A8 is "0", the game control device 100 monitors the start of the special symbol variation display game and performs special symbol normal processing, which includes setting the start of the special symbol variation display game, setting the effects, and setting the information necessary for processing during the special symbol variation (step A9). Details of the special symbol normal processing will be described later.

[0378] If the game processing number in step A8 is "1", the game control device 100 executes special symbol variation processing (step A10), which includes setting the stop display time for the special symbol and setting information necessary for processing while the special symbol is displayed. For example, in the special symbol variation processing, necessary information such as the symbol stop command indicating the stop of the special symbol and the stop display time corresponding to the stopped symbol pattern is set, and the processing number related to the special symbol display processing is set to "2" and saved in the special symbol game processing number area.

[0379] If the game processing number in step A8 is "2", the game control device 100 executes special symbol display processing (step A11), which involves setting information necessary to transition to a big win state or a small win state. For example, in the special symbol display processing, if the result of the special symbol variation display game is a big win, the condition device operation information indicating that the condition device is operating is set in the condition device operation information area, the processing number related to the normal special symbol processing is set to "0", and it is saved in the special symbol game processing number area. If the result of the special symbol variation display game is a small win, necessary information such as the small win fanfare command and the time before small win opening is set, the processing number related to the pre-small win opening processing is set to "3", and it is saved in the special symbol game processing number area. If the result of the special symbol variation display game is a miss, the processing number related to the normal special symbol processing is set to "0", and it is saved in the special symbol game processing number area.

[0380] If the game processing number in step A8 is "3", the game control device 100 executes pre-minor win opening processing (step A12). For example, in the pre-minor win opening processing, the opening time of the large prize slot due to a minor win (minor win opening time, e.g., 1.6 seconds) is saved in the special feature game processing timer area, ON data is saved in the upper large prize slot solenoid output data area, the minor win opening command is set as a performance command, and the processing number "4" related to the minor win opening processing is set and saved in the special feature game processing number area.

[0381] If the game processing number in step A8 is "4", the game control device 100 executes the minor win opening process (step A13). For example, in the minor win opening process, the minor win remaining ball processing time (e.g., 3.0 seconds) is saved in the special feature game processing timer area, and the processing number "5" related to the minor win remaining ball processing is set and saved in the special feature game processing number area.

[0382] If the game processing number in step A8 is "5", the game control device 100 performs the processing of remaining balls after a minor win (step A14). For example, in the processing of remaining balls after a minor win, the processing number "0" related to the normal processing of the special feature is set and saved in the special feature game processing number area.

[0383] When processing based on the special feature game processing number is completed, the game control device 100 prepares a special feature 1 variation control table for controlling the variation of the special feature 1 display 51 (step A15), and then executes a symbol variation control process related to the special feature 1 display 51 (step A16). Then, after preparing a special feature 2 variation control table for controlling the variation of the special feature 2 display 52 (step A17), it executes a symbol variation control process related to the special feature 2 display 52 (step A18). Next, it executes a lever solenoid control process (step A19) to control the opening operation of the lever solenoid 72b so that it opens during a minor win, and then terminates the special feature game processing.

[0384] [Starting port switch monitoring process] Next, we will explain in detail the start switch monitoring process (step A1) in the special feature game processing. Figure 19 is a flowchart showing the procedure for the start switch monitoring process.

[0385] The game control device 100 first prepares a prize entry monitoring table for the starting prize entry 36 (starting entry 1) (step A101), executes a hardware random number acquisition process (step A102), and determines whether or not there is a prize entry into the starting prize entry 36 (step A103). If there is no prize entry into the starting prize entry 36 (step A103; N), it executes the processes from step A109 onwards. On the other hand, if there is a prize entry into the starting prize entry 36 (step A103; Y), it determines whether or not the game is in a state where the ball is shot to the right (step A104).

[0386] If the game control device 100 determines that the game is not in a state where the player is shooting to the right (step A104; N), it executes the processes from step A107 onwards. On the other hand, if the game is in a state where the player is shooting to the right (step A104; Y), it prepares a right-shoot instruction notification command as a performance command (step A105) and executes the performance command setting process (step A106). In the performance command setting process, the performance command is written to the serial transmission buffer and the performance command is sent to the performance control device 300.

[0387] In other words, if the system is in normal power support mode (time-saving mode), regardless of the probability state of the variable display game (high probability state / low probability state), a right-shoot instruction notification command is prepared and the performance command setting process is executed. In this embodiment, left-shooting makes it easier to win a prize in the start prize entry 36, and right-shooting is required to win a prize in the normal variable prize entry device 37. Also, the game ball will not pass through the normal diagram start gate 34 unless shot to the right. Therefore, in normal power support mode (time-saving mode), right-shooting is more advantageous than left-shooting. However, if a prize is won in the start prize entry 36 during normal power support mode (i.e., left-shooting occurs during normal power support mode), a right-shoot instruction notification command is sent to the performance control device 300, and the performance control device 300 displays a notification (warning) instructing the player to shoot to the right via a right-shoot instruction display on the display device 41, etc.

[0388] Next, the game control device 100 prepares a table to set the information of the hold by the start prize entry 36 (start entry 1) (step A107), and then executes the special feature start entry switch common processing (step A108). Then, it prepares a prize entry monitoring table for the second start prize entry (normal variable prize entry device 37) (step A109), executes the hard random number acquisition processing (step A110), and determines whether or not there is a prize in the second start prize entry (step A111). If there is no prize in the second start prize entry (step A111; N), the start entry switch monitoring processing is terminated.

[0389] On the other hand, if there is a winning entry into the second starting winning entry (step A111; Y), the game control device 100 determines whether the ordinary electric mechanism (ordinary variable winning device 37) is in operation, that is, whether the ordinary variable winning device 37 is in operation and in an open state that allows game balls to enter (step A112). If the ordinary electric mechanism is in operation (step A112; Y), the process proceeds to step A114.

[0390] On the other hand, if the normal electric mechanism is not operating (step A112; N), the game control device 100 determines whether a normal electric mechanism malfunction is occurring (step A113). It determines that a normal electric mechanism malfunction is occurring if the number of malfunctions entering the normal variable prize-winning device 37 is equal to or greater than the number of malfunctions determined (for example, 5). The normal variable prize-winning device 37 cannot accept game balls when it is closed, and can only accept game balls when it is open. Therefore, if a game ball enters when it is closed, it means that some kind of abnormality or malfunction has occurred, and if there are game balls that enter when it is closed, that number is counted as the number of malfunctions. It then determines that a malfunction is occurring if the number of malfunctions determined in this way is equal to or greater than the predetermined number of malfunctions determined (upper limit).

[0391] If no power fraud is occurring (step A113; N), the game control device 100 prepares a table to set the information of the hold by the second start prize entry (normal variable prize entry device 37) (step A114), then executes the special feature start entry switch common processing (step A115), and ends the start entry switch monitoring processing. Also, if it is determined in step A113 that a power fraud is occurring (step A113; Y), the start entry switch monitoring processing is also terminated. In other words, it prevents the generation of any further second start memories.

[0392] [Common processing for start port switches in special drawings] Next, we will explain in detail the special-design start-port switch common processing (steps A108 and A115) in the start-port switch monitoring process. Figure 20 is a flowchart showing the procedure for the special-design start-port switch common processing. The special-design start-port switch common processing is a process that is performed in common for each input when there is input from start-port switch 1 36a or start-port switch 2 37a.

[0393] The game control device 100 first loads the number of times information regarding the number of times a prize is won into one of the start switch 1 switch 36a and the start switch 2 switch 37a, which is the number of times the start signal output is output to an external management device of the game machine 10 (step A131), updates the loaded value by +1 (step A132), and determines whether the output count overflows (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the RWM's start signal output count area (step A134), and the process proceeds to step A135. On the other hand, if the output count overflows (step A133; Y), the process proceeds to step A135. In this embodiment, values ​​from "0" to "255" can be stored in the start signal output count area. When the loaded value is "255", the updated value becomes "0" after the +1 update, and it is determined that the output count has overflowed.

[0394] Next, the game control device 100 determines whether the number of special symbol reserves (start memory count) to be updated, corresponding to the monitored start switch among the start switch 1 switch 36a and start switch 2 switch 37a, is less than the upper limit (in this case, 4) (step A135). If the number of special symbol reserves to be updated is not less than the upper limit (step A135; N), the common processing for special symbol start switch ends. Also, if the number of special symbol reserves to be updated is less than the upper limit (in this case, 4) (step A135; Y), the number of special symbol reserves to be updated (special symbol 1 reserve count or special symbol 2 reserve count) is updated by +1 (step A136), and the target start entry flag is saved (step A137).

[0395] Next, the game control device 100 calculates the address of the random number storage area corresponding to the monitored start switch and the number of special symbol reserves (step A138), and saves the jackpot random numbers prepared by the hardware random number acquisition process to the RWM's jackpot random number storage area (step A139). Next, it extracts the jackpot symbol random numbers for the special symbol variation display game that starts when the monitored start switch is detected, and saves them to the RWM's jackpot symbol random number storage area (step A140). Subsequently, it extracts the minor jackpot symbol random numbers for the special symbol variation display game that starts when the monitored start switch is detected, and saves them to the minor jackpot symbol random number storage area (step A141). In addition, it extracts the support jackpot symbol random numbers for determining the time-saving symbols, and saves the support jackpot symbol random numbers to the RWM's support jackpot symbol random number storage area (step A142).

[0396] In this embodiment, as mentioned above, a big win is guaranteed to occur after a small win by hitting the V, so it is not necessary to use random numbers for the small win symbols, and step A141 is optional and does not have to be executed. Also, since there are no small win results in the special figure 1 variation display game, if the monitored start port switch is start port 1 switch 36a, it is not necessary to extract random numbers for the small win symbols.

[0397] The random numbers for minor wins, support wins, and major wins are used in the special symbol 1 stop symbol setting process (step A323) and the special symbol 2 stop symbol setting process (step A333) described later to determine the stop symbol numbers for minor wins, support wins, or major wins, and the corresponding minor win stop symbol patterns, support win stop symbol patterns, or major win stop symbol patterns.

[0398] In this embodiment, to avoid confusion, the random numbers for minor win symbols, support win symbols, and major win symbols are each provided independently. However, in order to reduce the random number storage area of ​​the RWM, one random number (common random number) may be shared to distribute the minor win symbols (stop symbol number and minor win stop symbol pattern), support win symbols (stop symbol number and support win stop symbol pattern), and major win symbols (stop symbol number and major win stop symbol pattern). That is, when determining the minor win symbols, the range of the common random number may be divided and assigned to each minor win symbol; when determining the support win symbols, the range of the common random number may be divided and assigned to each support win symbol; and when determining the major win symbols, the range of the common random number may be divided and assigned to each major win symbol.

[0399] Next, the game control device 100 saves the random number variation patterns 1 to 3 to the corresponding random number variation area of ​​the RWM (step A143), and executes a special symbol hold information determination process (pre-determination process, pre-reading process) that can determine the result of the variation display game (game result) in advance (step A144). In the special symbol hold information determination process, pre-reading stop symbol commands corresponding to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, miss stop symbol) based on the saved jackpot random numbers and winning symbol random numbers (jackpot symbol random numbers, minor win symbol random numbers, support win symbol random numbers), and pre-reading variation pattern commands corresponding to the first half variation number (number of variation before reach) and second half variation number (number of variation after reach) based on the saved random number variation patterns 1 to 3 are set as performance commands. Then, a special symbol retention number command corresponding to the monitored start switch and the number of special symbol retentions is prepared as a performance command (step A145), and the performance command setting process (step A146) is executed to end the common processing for the special symbol start switch. In this way, the game control device 100 is configured as a pre-determination means that can determine the result of the variable display game in advance before the variable display game based on the start memory is executed.

[0400] Here, the game control device 100 (RAM 111c) is a start memory means that extracts a predetermined random number based on the inflow of game balls into the start prize area of ​​the start prize entry port 36 and the normal variable prize entry device 37, and stores it up to a predetermined number as a start memory that grants the right to execute the variable display game. Furthermore, the start memory means (game control device 100) stores various random values ​​extracted based on the entry of game balls into the first start prize entry port (start prize entry port 36) as a first start memory up to a predetermined number, and stores various random values ​​extracted based on the entry of game balls into the second start prize entry port (normal variable prize entry device 37) as a second start memory up to a predetermined number.

[0401] [Specific area switch monitoring process] Next, we will explain the details of the specific area switch monitoring process (step A2) in the special feature game processing. Figure 21 is a flowchart showing the procedure for the specific area switch monitoring process.

[0402] The game control device 100 first determines whether or not a minor win is in progress (step A201). If the special feature game processing number is "4" or "5", it can be determined that a minor win is in progress. If a minor win is in progress (step A201; Y), it determines whether or not the condition device is activated (step A202). If condition device activation information indicating that the condition device is activated is set, it can be determined that the condition device is activated.

[0403] If the condition device is not in operation (step A202; N), the game control device 100 determines whether or not there is an input to the specific area switch 72a (step A203). If there is an input to the specific area switch 72a (step A203; Y), that is, if there is a win in the specific area 72 (V win), the game control device saves condition device operation information indicating that the condition device is in operation to the condition device operation information area (step A204), and terminates the specific area switch monitoring process.

[0404] If a minor win is not occurring (step A201; N), if the condition device is operating (step A202; Y), or if there is no input to the specific area switch 72a (step A203; N), the specific area switch monitoring process ends without taking any action.

[0405] [Special Illustrated Normal Processing] Next, we will explain the details of the normal processing (step A9) in the special game processing. Figure 22 is a flowchart showing the procedure for normal processing of special.

[0406] The game control device 100 first determines whether the normal processing of the special feature game, as described later, is in progress and whether the remaining ball counter in the big prize slot is 0 (step A301). If the normal processing of the special feature is not in progress, or if the remaining ball counter in the big prize slot is not 0 (step A301; N), the device proceeds to the processing in step A316 without starting the special feature variation display game.

[0407] If the game control device 100 is in the process of processing the special feature and the remaining ball counter in the big prize pocket is 0 (step A301; Y), it determines whether the number of reserved balls in Special Feature 2 (second start memory) is 0 (step A302). If the number of reserved balls in Special Feature 2 is 0 (step A302; Y), it determines whether the number of reserved balls in Special Feature 1 (first start memory) is 0 (step A307). If the number of reserved balls in Special Feature 1 is 0 (step A307; Y), it determines whether the customer waiting demo has started (step A312), and if the customer waiting demo has not started (step A312; N), it sets the customer waiting demo in progress flag in the customer waiting demo flag area (step A313).

[0408] Next, the game control device 100 prepares the customer waiting demo command as a performance command (step A314), performs the performance command setting process (step A315), and proceeds to the process in step A316. On the other hand, if the customer waiting demo has already started in step A312 (step A312; Y), it sets "0" related to the special feature normal processing as the processing number (step A316), saves the processing number in the special feature game processing number area (step A317), and clears the variable symbol discrimination flag area (step A318). Then, it saves the fraud monitoring period flag in the big prize jackpot fraud monitoring period flag area (step A319), and ends the special feature normal processing.

[0409] Furthermore, if the number of reserved symbols for Special Symbol 2 is not zero (Step A302; N), the game control device 100 executes the Special Symbol 2 variation start process (Step A303), prepares a decorative Special Symbol reserved symbol command (decorative Special Symbol 2 reserved symbol command) corresponding to the number of reserved symbols for Special Symbol 2 as a performance command (Step A304), and executes the performance command setting process (Step A305). Then, it executes the Special Symbol 2 variation processing transition setting process (Step A306), and terminates the normal Special Symbol processing.

[0410] In the Special Feature 2 Special Feature Variation Processing Transition Setting Processing, the processing number is set to "1", the processing number is saved in the Special Feature Game Processing Number area, the Customer Waiting Demo Flag area is cleared, and the Variation Flag is saved in the Special Feature 2 Variation Control Flag area.

[0411] Furthermore, if the number of reserved symbols for Special Symbol 1 is not zero (Step A307; N), the game control device 100 executes the Special Symbol 1 variation start process (Step A308), prepares a decorative Special Symbol reserved symbol command (decorative Special Symbol 1 reserved symbol command) corresponding to the number of reserved symbols for Special Symbol 1 as a performance command (Step A309), and executes the performance command setting process (Step A310). Then, it executes the Special Symbol 1 variation processing transition setting process (Step A311) and terminates the Special Symbol normal processing.

[0412] In the Special Feature 1 Special Feature Variation Processing Transition Setting Process, the processing number is set to "1", the processing number is saved in the Special Feature Game Processing Number area, the Customer Waiting Demo Flag area is cleared, and the Variation Flag is saved in the Special Feature 1 Variation Control Flag area.

[0413] In this way, by checking the number of reserved symbols for Special Feature 2 before checking the number of reserved symbols for Special Feature 1, if the number of reserved symbols for Special Feature 2 is not 0, the Special Feature 2 variation start process (step A303) will be executed. In other words, the Special Feature 2 variation display game will be executed in priority over the Special Feature 1 variation display game (Special Feature 2 reserved priority consumption). That is, if the game control device 100 has a second start memory in the second start memory means (game control device 100), it will be a priority control means that will execute the variation display game based on the second start memory in priority over the variation display game based on the first start memory. If you want to implement Special Feature 1 reserved priority consumption, where the Special Feature 1 variation display game is executed in priority over the Special Feature 2 variation display game, you only need to determine in step A302 whether the number of reserved symbols for Special Feature 1 ≠ 0.

[0414] [Special Figure 1: Start of Variation Process] Next, we will explain the details of the Special Feature 1 variation start process (step A308) in the normal Special Feature processing. Figure 23 is a flowchart showing the procedure for the Special Feature 1 variation start process. The Special Feature 1 variation start process is performed at the start of the Special Feature 1 variation display game.

[0415] The game control device 100 saves a special symbol variation flag (in this case, special symbol 1) indicating the type of special symbol variation display game to be executed in the variation symbol discrimination area (step A321). Next, it executes a jackpot flag 1 setting process, which involves setting loss information or jackpot information in the jackpot flag 1 to determine whether or not the special symbol 1 variation display game is a jackpot (step A322). Details of the jackpot flag 1 setting process will be described later.

[0416] Next, the game control device 100 executes a special symbol 1 stop symbol setting process related to the setting of special symbol 1 stop symbols (symbol information) for the special symbol 1 variable display game (step A323). In the special symbol 1 stop symbol setting process, the stop symbol numbers for when there is a miss, when there is a support win, or when there is a big win, and the missing stop symbol pattern, support win stop symbol pattern, or big win stop symbol pattern corresponding to these stop symbol numbers are saved. The stop symbol numbers for when there is a support win or a big win are determined in accordance with the support win symbol random number and the big win symbol random number, respectively.

[0417] Furthermore, the game control device 100 executes a special symbol information setting process to set special symbol information, which is a parameter for setting the variation pattern (step A324).

[0418] Next, the game control device 100 prepares a Special Feature 1 Variation Pattern Setting Information Table, which is a table containing information for referencing various information related to the setting of the variation pattern of the Special Feature 1 Variation Display Game (Step A325).

[0419] Subsequently, the game control device 100 executes a variation pattern setting process to set a variation pattern (variation pattern number) which is the variation mode in the Special Feature 1 variation display game (step A326). Next, the game control device 100 executes a variation start information setting process to set information for the start of variation in the Special Feature 1 variation display game (step A327), and then terminates the Special Feature 1 variation start process. In the variation start information setting process, the variation time value corresponding to the variation pattern (variation pattern number) is obtained and saved in the Special Feature game processing timer area. Then, the variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a performance command and the performance command setting process is performed. In addition, in the variation start information setting process, the number of Special Feature reserves related to the Special Feature type (Special Feature 1 or Special Feature 2) of the Special Feature variation display game to be started is updated by -1 (decreased by 1).

[0420] [Special Figure 2: Start of Variation Process] Next, we will explain the details of the Special Figure 2 variation start process (step A303) in the Special Figure normal processing. Figure 24 is a flowchart of the procedure for the Special Figure 2 variation start process. The Special Figure 2 variation start process is performed at the start of the Special Figure 2 variation display game, and is the same process as the Special Figure 1 variation start process shown in Figure 23, but applied to the second start memory.

[0421] First, the game control device 100 saves a special symbol variation flag (in this case, special symbol 2) indicating the type of special symbol variation display game to be executed in the variation symbol discrimination area (step A331). Next, it executes a jackpot flag 2 setting process, which involves setting loss information or jackpot information in the jackpot flag 2 to determine whether or not the special symbol variation display game is a jackpot (step A332).

[0422] Next, the game control device 100 executes a special symbol 2 stop symbol setting process related to the setting of special symbol 2 stop symbols (symbol information) for the special symbol 2 variable display game (step A333). Furthermore, it executes a special symbol information setting process to set special symbol information, which is a parameter for setting the variable pattern (step A334). Subsequently, it prepares a special symbol 2 variable pattern setting information table, which is a table containing information for referencing various information related to setting the variable pattern of the special symbol 2 variable display game (step A335).

[0423] Subsequently, the game control device 100 executes a variation pattern setting process to set the variation pattern for the Special Feature 2 variation display game (step A336). Finally, it executes a variation start information setting process to set the variation start information for the Special Feature 2 variation display game (step A337), and then terminates the Special Feature 2 variation start process.

[0424] [Setting the jackpot flag 1] Next, we will explain in detail the process of setting the jackpot flag 1 (step A322) in the special feature 1 variation start process. Figure 25 is a flowchart showing the procedure for setting the jackpot flag 1.

[0425] First, the game control device 100 saves the information about the miss in the big win flag area 1 and the support win flag area 1 (step A341). Next, it loads a big win random number from the RWM's special feature 1 big win random number storage area (for reserve number 1), prepares it (step A342), and then clears the said special feature 1 big win random number storage area (for reserve number 1) to 0 (step A343). Note that the reserve number 1 area is the area that stores information (random numbers, etc.) about the special feature start memory that is consumed first (in this case, the first among special feature 1). After that, it executes a big win determination process to determine whether or not it is a big win depending on whether or not the prepared big win random number matches the big win determination value (step A344).

[0426] If the result of the jackpot determination process (step A344) is a jackpot (step A345; Y), the game control device 100 overwrites the jackpot information in the jackpot flag 1 area where the loss information was saved in step A341 with the jackpot information and saves it (step A346), and then terminates the jackpot flag 1 setting process.

[0427] On the other hand, if the result of the jackpot determination process (step A345) is not a jackpot (step A345; N), an optional support jackpot determination process is executed to determine whether the special symbol variation display game is a support jackpot based on the acquired jackpot random value (step A347), and the result of the determination is to determine whether it is a support jackpot or not (step A348). In this embodiment, the jackpot random value is also used for the support jackpot determination (in other words, the same random value is used for the support jackpot determination and the jackpot determination). Here, a support jackpot (time-saving jackpot) in the special symbol variation display game is a time-saving result (specific result) in which the time-saving state is entered from the next special symbol variation display game, and in response to this time-saving result, the performance control device 300 can display the time-saving symbol on the display device 41 as the stop result of the decorative special symbol variation display game.

[0428] If the special symbol variation display game is a support win (step A348; Y), the game control device 100 overwrites the support win information in the support win flag 1 area, where the loss information was saved in step A341, with the support win information and saves it (step A349), and terminates the jackpot flag 1 setting process. On the other hand, if the special symbol variation display game is not a support win (step A348; N), the jackpot flag 1 setting process terminates without saving support win information in the support win flag 1 area.

[0429] Thus, in this embodiment, the result of the Special Feature 1 variable display game will be one of the following: "Big Win," "Support Win (Time-Saving Win)," or "Miss," and there will be no "Minor Win." Steps A347 to A349 are optional, and they can be omitted to omit the "Support Win (Time-Saving Win)" from the result of the Special Feature 1 variable display game. It is also possible to configure the Special Feature 1 variable display game to include a "Minor Win."

[0430] In addition, although the setting process for the jackpot flag 1 is configured to save support win information in the support win flag 1 area, since jackpots and support wins do not overlap, it is also acceptable to save support win information in the jackpot flag 1 area.

[0431] [Setting the jackpot flag 2] Next, we will explain the details of the jackpot flag 2 setting process (step A332) in the special feature 2 variation start process. Figure 26 is a flowchart showing the procedure for the jackpot flag 2 setting process. This process is the same as the process in the jackpot flag 1 setting process shown in Figure 25, but applied to the second start memory.

[0432] First, the game control device 100 saves the information about the misses in the two big win flag areas, the two small win flag areas, and the two support win flag areas (step A351). Next, it loads a big win random number from the RWM's special feature 2 big win random number storage area (for reserve number 1) and prepares it (step A352), and then clears the said special feature 2 big win random number storage area (for reserve number 1) to 0 (step A353). Note that the reserve number 1 area is the area that stores information (random numbers, etc.) about the special feature start memory that is consumed first (in this case, the first among special feature 2). After that, it executes a small win determination process to determine whether or not it is a small win depending on whether or not the prepared big win random value matches the small win determination value (step A354).

[0433] If the result of the minor win determination process (step A354) is a minor win (step A355; Y), the game control device 100 overwrites the minor win information in the minor win flag 2 area where the loss information was saved in step A351 with the minor win information and saves it (step A356), and then terminates the big win flag 2 setting process.

[0434] On the other hand, if the special symbol variation display game is not a minor win (step A355; N), the game control device 100 executes a support win determination process to determine whether the special symbol variation display game is a support win based on the acquired jackpot random value (step A357), and the result of the determination is whether or not it is a support win (step A358). In this embodiment, the jackpot random value is also used for the support win determination (in other words, the same random value is used for the support win determination and the jackpot determination). Here, a support win (time-saving win) in the special symbol variation display game is a time-saving result (specific result) in which the time-saving state is entered from the next special symbol variation display game, and in response to this specific result, the performance control device 300 can display a time-saving symbol on the display device 41 as the stop result of the decorative special symbol variation display game.

[0435] If the special symbol variation display game is a support win (step A358; Y), the game control device 100 overwrites the support win information in the support win flag 2 area where the loss information was saved in step A351 with the support win information and saves it (step A359), and then terminates the big win flag 2 setting process.

[0436] On the other hand, if the result of the support hit determination process (step A357) is not a support hit (step A358; N), the game control device 100 may optionally execute a jackpot determination process that determines whether or not it is a jackpot depending on whether or not the prepared jackpot random value matches the jackpot determination value (step A360). If the result of the jackpot determination process (step A360) is a jackpot (step A361; Y), the game control device 100 overwrites the jackpot information in the jackpot flag 2 area where the loss information was saved in step A351 and saves it (step A362), and terminates the jackpot flag 2 setting process. On the other hand, if the result of the jackpot determination process (step A360) is not a jackpot (step A361; N), the game control device 100 terminates the jackpot flag 2 setting process with the loss information saved in the jackpot flag 2 area.

[0437] Thus, in this embodiment, the result of the Special Figure 2 variable display game will be one of "minor win," "support win (time-saving win)," or "miss," but it is also possible to optionally configure the Special Figure 2 variable display game to include a "big win" as a result.

[0438] In the process of setting the jackpot flag 2, the system is configured to save minor win information in the minor win flag 2 area and support win information in the support win flag 2 area. However, since jackpots, support wins, and minor wins do not overlap, it is also acceptable to save both minor win information and support win information in the jackpot flag 2 area.

[0439] [Big win determination process] Next, we will explain in detail the jackpot determination process (steps A344, A360) in the jackpot flag 1 setting process and the jackpot flag 2 setting process. Figure 27 is a flowchart showing the procedure for the jackpot determination process. Note that the jackpot determination process is a process common to the jackpot determination process in other processes executed during the timer interrupt process, and is also executed in the special symbol hold information determination process, etc.

[0440] The game control device 100 first sets an upper limit judgment value corresponding to the probability setting value (step A371), sets a lower limit judgment value for the jackpot judgment value (step A372), and determines whether the value of the target jackpot random number is less than the lower limit judgment value (step A373). Note that a jackpot is determined when the jackpot random number matches the jackpot judgment value. The jackpot judgment value is a series of consecutive values, and a jackpot is determined when the jackpot random number is greater than or equal to the lower limit judgment value, which is the lower limit of the jackpot judgment value, and less than or equal to the upper limit judgment value, which is the upper limit of the jackpot judgment value. The upper limit judgment value may differ between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0441] If the value of the target jackpot random number is less than the lower limit judgment value (step A373; Y), the game control device 100 sets the judgment result to "miss" (not a jackpot) (step A375) and terminates the jackpot judgment process.

[0442] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit determination value (step A374). If the value of the jackpot random number is greater than the upper limit determination value (step A374; Y), the determination result is set to a miss (not a jackpot) (step A375). On the other hand, if the value of the jackpot random number is not greater than the upper limit determination value (step A374; N), the determination result is set to a jackpot (step A376). Once the determination result is set, the jackpot determination process ends.

[0443] [Minor win detection process] Next, we will explain the details of the minor win determination process (step A354) in the big win flag 2 setting process. Figure 28 is a flowchart showing the procedure for the minor win determination process. Note that the minor win determination process is a process common to minor win determination processes in other processes executed during timer interrupt processing, and is also executed in special symbol hold information determination processing, etc.

[0444] The game control device 100 first sets a minor win upper limit determination value corresponding to the probability setting value (step A381), and then determines whether the value of the jackpot random number for the target (special figure 2) is less than the minor win lower limit determination value (step A382). A minor win is defined as the jackpot random number matching the minor win determination value. The minor win determination value is a series of consecutive values, and a minor win is determined when the jackpot random number is greater than or equal to the minor win lower limit determination value, which is the lower limit of the minor win determination values, and less than or equal to the minor win upper limit determination value, which is the upper limit of the minor win determination values. The minor win upper limit determination value may differ between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0445] Naturally, in order to avoid the same special feature variation game resulting in both a minor win and a major win, the range of minor win judgment values ​​(between the lower limit and upper limit of minor win judgment values) does not overlap with the range of major win judgment values ​​(between the lower limit and upper limit of minor win judgment values) mentioned above. In this embodiment, no separate minor win random numbers are generated, and major win random numbers are used for determining minor wins, however, a configuration in which separate minor win random numbers are generated is also possible.

[0446] If the value of the jackpot random number for the target (special figure 2) is less than the lower limit judgment value for a minor win (step A382; Y), the game control device 100 sets the judgment result to a miss (step A384) and terminates the minor win judgment process.

[0447] Furthermore, if the value of the jackpot random number is not less than the lower limit determination value for minor wins (step A382; N), the game control device 100 determines whether the value of the jackpot random number for the target (special figure 2) is greater than the upper limit determination value for minor wins (step A383). If the value of the jackpot random number is greater than the upper limit determination value for minor wins (step A383; Y), the determination result is set to a miss (step A384). On the other hand, if the value of the jackpot random number is not greater than the upper limit determination value for minor wins (step A383; N), the determination result is set to a minor win (step A385). Once the determination result is set, the minor win determination process ends. In this embodiment, the lower limit determination value and the upper limit determination value for minor wins are set so that the minor win probability is 1 / 8 (=12.5%), but the minor win probability may be other values.

[0448] [Support hit detection process] Next, we will explain in detail the support win determination process (steps A347, A357) in the big win flag 1 setting process and the big win flag 2 setting process. Figure 29 is a flowchart showing the procedure for the support win determination process. Note that the support win determination process is a process common to support win determination processes in other processes executed during timer interrupt processing, and is also executed in special symbol hold information determination processing, etc.

[0449] The game control device 100 first sets a support win upper limit determination value corresponding to the probability setting value (step A391). Next, it sets a support win determination value lower limit determination value (step A392) and determines whether the value of the target jackpot random number is less than the lower limit determination value (step A393). A support win is when the jackpot random number matches the support win determination value corresponding to the probability setting value and the game state. The support win determination value is a series of consecutive values, and a support win is determined when the jackpot random number is greater than or equal to the lower limit determination value, which is the lower limit of the support win determination value, and less than or equal to the support win upper limit determination value, which is the upper limit of the support win determination value. The support win upper limit determination value may differ between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0450] Naturally, in order to avoid the result of the same special feature variation display game being both a support win and a big win, or a support win and a small win, the range of the support win judgment value (between the lower limit and upper limit of the support win judgment value) does not overlap with the range of the big win judgment value and small win judgment value mentioned above. In this embodiment, a separate support win random number is not provided, and the big win random number is used for determining support wins, however, a configuration in which a separate support win random number is provided is also possible.

[0451] If the value of the target jackpot random number is less than the lower limit judgment value for a support win (step A393; Y), the game control device 100 sets the judgment result to a miss (other than a support win) (step A395) and terminates the support win judgment process.

[0452] Furthermore, if the value of the jackpot random number is not less than the lower limit judgment value for support wins (step A393; N), the game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit judgment value for support wins (step A394). If the value of the jackpot random number is greater than the upper limit judgment value for support wins (step A394; Y), the judgment result is set to a miss (not a support win) (step A395). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value for support wins (step A394; N), the judgment result is set to a support win (step A396). Once the judgment result is set, the support win judgment process is terminated.

[0453] In the support win determination process, a support win (time reduction determination) is performed by a lottery using a jackpot random number. In the support win (time reduction determination) as a lottery, if the jackpot random number matches the support win determination value (time reduction determination value), the determination result is a support win result (time reduction result, specific result) and time reduction is set. The support win determination value is different from the jackpot determination value and the minor win determination value.

[0454] Furthermore, to add variety, the probability of winning a support bonus (range of support bonus judgment value ÷ range of jackpot random number) may be set differently for each probability setting, or for simplicity, the probability of winning a support bonus may be set to be the same for each probability setting. The probability of winning a support bonus may be set so that setting 1 (or the lower setting side) is more likely to win a support bonus, and setting 6 (or the higher setting side) is less likely to win a support bonus, thereby mitigating the disadvantage of the lower setting, or conversely, it may be set to match the expectations of players who expect to win a support bonus more easily on the higher setting side. In addition, the probability of winning a support bonus may be changed monotonously from setting 1 to setting 6, or it may be changed every two setting levels, so as not to be monotonous. The probability of winning a support bonus may be set differently for even-numbered and odd-numbered settings to enhance the players' interest in estimating the probability setting value.

[0455] Furthermore, the probability of winning a support bonus can be made different during low probability periods (outside of the bonus state) and high probability periods (during the bonus state) to create a sense of contrast, or it can be kept the same for simplicity. The probability of winning a support bonus can be set so that it is easier to win during low probability periods (outside of the bonus state) and harder to win during high probability periods (during the bonus state) to mitigate the disadvantages of low probability periods, or conversely, it can be set to match the expectations of players who expect to win support bonuses more easily during high probability periods. For example, the probability of winning a support bonus can be set so that it is only possible to win during low probability periods (the probability of winning a support bonus is zero during high probability periods) to mitigate the disadvantages of low probability periods.

[0456] Furthermore, the probability of winning a support bonus may be made different for the Special Feature 1 variable display game and the Special Feature 2 variable display game to create a sense of contrast, or it may be made the same for simplicity. For example, in order to increase the number of support bonuses in the normal support state (short time state or probability change state), the probability of winning a support bonus in the Special Feature 2 variable display game may be made higher than in the Special Feature 1 variable display game. Conversely, in order to improve the enjoyment of the game in the normal game state, the probability of winning a support bonus in the Special Feature 1 variable display game may be made higher than in the Special Feature 2 variable display game. In short, the probability of winning a support bonus in one of the Special Feature 1 variable display game and the other Special Feature 2 variable display game may be set to zero, so that a support bonus occurs only in the other Special Feature 2 variable display game.

[0457] If the result of the special symbol variation display game is a support win result (time-saving result), the special symbol 1 stop symbol setting process (step A323) or the special symbol 2 stop symbol setting process (step A333) sets the time-saving symbol (time-saving symbol number, time-saving symbol pattern) as the stop symbol (stop symbol number, stop symbol pattern), and the time-saving state is entered from the next special symbol variation display game. In other words, in this case, the time-saving state is entered suddenly without going through a big win (sudden time-saving). Also in this case, a decorative special symbol command corresponding to the time-saving symbol is sent to the performance control device 300, and the display device 41 displays the time-saving symbol (decorative time-saving symbol) as a decorative stop symbol by the performance control device 300.

[0458] Examples of time-saving symbols displayed on the display device 41 include "1,1,3" where only the left and middle symbols are aligned. There are no restrictions on the time-saving symbols as long as they are predetermined, but symbols with a regularity, such as "1,2,3" where the numbers are arranged in order, or "1,3,1" where only the left and right symbols are aligned, are preferable as they are easier for players to remember. Multiple time-saving symbols may be prepared, and the number of special symbol variation display games in which the time-saving state continues (time-saving rounds) may be determined for each time-saving symbol.

[0459] The lamp display units 1 and 2 of the lamp display device 75 light up in a specific manner as the fourth special symbol (fourth symbol) in the case of a time-saving result (time-saving symbol), unlike in the case of a jackpot result or a minor win result. For example, the lamp display units 1 and 2 may light up in a warm color such as red in the case of a jackpot result or a minor win result, and in a neutral or cool color such as green or blue (i.e., a color other than warm colors) in the case of a time-saving result (time-saving symbol). Also, they will be off in the case of a loss.Therefore, when a time-saving symbol is displayed as a stop symbol, it is possible to prevent the player from mistakenly believing that a jackpot has occurred, and it is also possible for the player to easily understand that they have won a time-saving bonus.

[0460] Furthermore, if the number of special symbol variation display games executed after the big win state ends (excluding the number of games played in the probability variation state) reaches a predetermined number (the so-called ceiling number, time-saving ceiling), the player will enter a time-saving state (playtime) even if they do not win a support win. At this time, if the result of the special symbol variation display game is a loss, the lamp display units 1 and 2 will be turned off, and if it is a minor win or a big win, they will light up in a warm color. At this time, if it is not a minor win or a big win, the lamp display units 1 and 2 may light up in a cool color as the fourth symbol to make it easier for the player to recognize that they have entered a time-saving state. The predetermined number of games (ceiling number) is, for example, 500. In this case, the special symbol display unit and display device 41 will display a losing symbol (which may also be a time-saving symbol) or a minor win symbol (if it is a minor win without a V-entry) as the stop symbol, and the player will enter a time-saving state from the next special symbol variation display game. In this case, the time-saving symbols displayed on the display device 41 may include, for example, "3,3,5" where only the left and middle symbols are aligned (or "1,1,3" as in the case of time-saving due to a support win).

[0461] [Special Feature 1 Stop Symbol Setting Process] Next, we will explain in detail the process of setting the stop symbol for Special Feature 1 (step A323) in the Special Feature 1 variation start process. Figure 30 is a flowchart showing the procedure for setting the stop symbol for Special Feature 1.

[0462] The game control device 100 first determines whether the jackpot flag 1 is a jackpot, that is, whether jackpot information is saved in the jackpot flag 1 area (step A401). If the jackpot flag 1 is a jackpot (step A401; Y), it loads a jackpot symbol random number from the special feature 1 jackpot symbol random number storage area (for reserve number 1) (step A402). Next, it sets the special feature 1 jackpot symbol table (step A403), obtains the stop symbol number corresponding to the loaded jackpot symbol random number, and saves it in the RWM's special feature 1 stop symbol number area (step A404). This process selects the type of special result.

[0463] Subsequently, the game control device 100 sets the special symbol 1 jackpot stop symbol information table (step A405), acquires the stop symbol pattern corresponding to the stop symbol number, and saves it in the stop symbol pattern area (step A406). The stop symbol pattern is used to set the stop symbols on the special symbol display (in this case, the special symbol 1 display 51) and the stop symbols on the display device 41. Then, it acquires the round number upper limit information corresponding to the stop symbol number and saves it in the RWM's special symbol 1 round number upper limit information area (step A407), and acquires the fanfare information corresponding to the stop symbol number and saves it in the fanfare information area (step A408). This information is used to set the execution mode of the special game state.

[0464] Next, the game control device 100 acquires time reduction judgment data corresponding to the stop symbol number and saves it in the time reduction judgment data area (step A409). The time reduction judgment data includes information on whether or not a time reduction state is in effect after the jackpot ends (time reduction present or time reduction absent), and is used in the special symbol 1 jackpot termination process and the special symbol 2 jackpot termination process described later. Subsequently, it saves performance mode transition information corresponding to the stop symbol pattern (or stop symbol number, symbol A described later) (step A410). After that, it proceeds to the process in step A420.

[0465] On the other hand, if the jackpot flag 1 is not a jackpot (step A401; N), the game control device 100 optionally determines whether the support jackpot flag 1 is a support jackpot (step A411). If the support jackpot flag 1 is a support jackpot (step A411; Y), it loads a random number from the special figure 1 support jackpot symbol random number storage area (for reserve number 1) (step A412) and sets the special figure 1 support jackpot symbol table (step A413). Then, it refers to the special figure 1 support jackpot symbol table to obtain the stop symbol number corresponding to the loaded random number and saves it in the special figure 1 stop symbol number area (step A414). Subsequently, it obtains the stop symbol pattern corresponding to the stop symbol number and saves it in the stop symbol pattern area (step A415). Subsequently, time reduction judgment data corresponding to the stop symbol number is obtained and saved in the time reduction judgment data area (step A416), and performance mode transition information corresponding to the stop symbol pattern is saved (step A417). Then, the process proceeds to step A420.

[0466] On the other hand, if the jackpot flag 1 is not a jackpot (step A401;N) and the support jackpot flag 1 is not a support jackpot (step A411;N), the game control device 100 saves the stop symbol number at the time of the loss in the special symbol 1 stop symbol number area (step A418) and saves the loss stop symbol pattern in the stop symbol pattern area (step A419). After that, it proceeds to the process in step A420. Note that if the processing related to support jackpots (steps A347~A349) is not executed in the jackpot flag 1 setting process, if the jackpot flag 1 is not a jackpot (step A401;N), it proceeds to step A418 without executing steps A411~A417.

[0467] After steps A410, A417, and A419, the game control device 100 prepares a decorative special symbol 1 command corresponding to the stop symbol pattern and saves the decorative special symbol 1 command as a performance command in the decorative special symbol 1 command area (step A420). Through the above process, the stop symbols corresponding to the result of the special symbol 1 variation display game are set.

[0468] Subsequently, the game control device 100 executes the performance command setting process (step A421). As a result, the decorative special feature 1 command is transmitted to the performance control device 300.

[0469] Next, the game control device 100 saves the symbol data corresponding to the stop symbol number to the test signal output data area (step A422) and clears the special symbol 1 jackpot symbol random number storage area (for 1 reserved) to 0 (step A423). After that, the special symbol 1 stop symbol setting process is terminated. The aforementioned symbol variation control process then displays the stop symbols (jackpot symbols, time-saving symbols, losing symbols, etc.) corresponding to the stop symbol pattern or stop symbol number on the special symbol 1 display 51.

[0470] [Special Feature 2 Stop Symbol Setting Process] Next, we will explain in detail the process of setting the stop symbol for Special Feature 2 (step A333) in the Special Feature 2 variation start process. Figure 31 is a flowchart showing the procedure for setting the stop symbol for Special Feature 2.

[0471] First, the game control device 100 determines whether the minor win flag 2 is a minor win, that is, whether minor win information is saved in the minor win flag 2 area (step A431). If the minor win flag 2 is a minor win (step A431; Y), it loads a jackpot symbol random number from the special feature 2 jackpot symbol random number storage area (for reserve number 1) (step A432). Next, it sets the special feature 2 jackpot symbol table (step A433), obtains the stop symbol number corresponding to the loaded jackpot symbol random number, and saves it in the RWM's special feature 2 stop symbol number area (step A434). This process selects the type of special result.

[0472] In this embodiment, when a minor win occurs, the second special variable prize winning device 39 is opened, causing the game ball to enter the V-slot, and a major win occurs immediately after the minor win. Therefore, even if the special symbol 2 variable display game is a minor win (minor win flag 2 is a minor win), the major win symbol random number is loaded. However, it is also possible to load the minor win symbol random number (step A141) and obtain the stop symbol number corresponding to the minor win symbol random number. In this configuration, when a V-slot is won (when step A203; Y occurs in Figure 21), the major win symbol random number may be loaded to obtain the stop symbol number and then the processing from steps A437 to A440 may be executed.

[0473] ...

Claims

[Claim 1] In a gaming machine capable of controlling the game by setting one of two or more game states, A counting means for counting a value based on the difference between the number of game media given to a player or the number of game media to be given to a player and the number of game media used, A flag can be set to indicate the occurrence of a game-unavailable state in which the game cannot be played, based on the fulfillment of predetermined conditions based on the aforementioned count value, and a game stop means that generates the game-unavailable state based on the aforementioned flag, A movable performance device that performs predetermined performance actions, The movable performance device comprises performance control means capable of controlling the performance operation, The aforementioned flag is stored in the memory area that stores the game state, is not initialized when the game machine is powered on without an initialization operation of the memory area, and is initialized when the power is powered on with an initialization operation. The aforementioned game state is initialized when the power is turned on accompanied by the initialization operation. The aforementioned count value is initialized when the power is turned on. The aforementioned game stopping means is capable of generating a suppression state that prevents the occurrence of the aforementioned game-unavailable state, The aforementioned performance control means is If the game is not in a non-playable state when the power is turned on, the initial operation of the movable display device is performed. If the game is unavailable when the power is turned on, the initial operation of the movable display device will not be performed. In the aforementioned state where gameplay is impossible, the occurrence of the state where gameplay is impossible can be notified by the gameplay impossible state notification means. The system enables notification of predetermined errors that occur after the occurrence of the game-inoperable state via an error notification means. Gaming machine.