Game machine

The gaming machine facilitates reliable game play by enabling bidirectional communication and verification of control section combinations, addressing communication errors and ensuring correct game progression and ball management.

JP2025000990AActive Publication Date: 2025-01-07NEWGIN KK
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Patent Information

Application Number
JP2024174894
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-04
Publication Date
2025-01-07
Estimated Expiration
2042-03-31

AI Technical Summary

Technical Problem

In gaming machines that manage game balls using data, the control means for game progression and ball management are often connected in predetermined combinations, limiting flexibility and potential for errors in communication.

Method used

A gaming machine design that allows bidirectional communication between control sections, includes data storage units, and employs verification units to ensure the normality of information combinations, with notification means to handle abnormal conditions.

Benefits of technology

Ensures correct game play by maintaining a valid combination of control means and providing error detection and notification, enhancing communication reliability.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025000990000001_ABST
    Figure 2025000990000001_ABST
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Abstract

To cause a game to be played using control means of a correct combination.SOLUTION: A frame control board has RAM for storing data and ROM for storing a frame-side collation code. A game control board has a CPU for executing control regarding the progress of a game and the ROM for storing a board-side collation code. When power supply is started, the game control board transmits startup information including the board-side collation code to the frame control board. When the frame control board receives the startup information, a collation unit of the frame control board collates whether the combination of the frame-side collation code and the board-side collation code is a predetermined combination, and transmits predetermined response information to the game control board if it is a predetermined combination. The notification mode of a notification display unit differs depending on whether the combination of the frame-side collation code and the board-side collation code is a predetermined combination or not.SELECTED DRAWING: Figure 12
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Description

[Technical field]

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

[0002] Conventionally, in gaming machines, such as pachinko gaming machines, it is possible to circulate gaming balls internally. In such gaming machines that circulate gaming balls internally, the number of gaming balls is managed by storing the number of gaming balls as data. In addition, in such gaming machines, a control means that executes control regarding the progress of the game and a control means that executes control to manage the number of gaming balls as data are connected, and are configured to perform two-way communication (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-78753 Summary of the Invention [Problem to be solved by the invention]

[0004] In a gaming machine that uses data to manage the number of game balls, a regular combination is usually determined in advance for connecting a control means that controls the progress of a game and a control means that controls the number of game balls using data. For this reason, it is desirable to connect a control means that controls the progress of a game and a control means that controls the number of game balls using data in a predetermined combination. [Means for solving the problem]

[0005] A gaming machine that solves the above problem is capable of storing the number of gaming media as data and configured to enable a game to be played based on the data, and includes a first control unit, a second control unit, and a notification means capable of executing a notification, the first control unit and the second control unit are connected to be able to communicate bidirectionally, the first control unit has a data storage unit that stores the data and a first information storage unit that stores first identification information, the second control unit has a game control unit that executes control regarding the progress of the game and a second information storage unit that stores second identification information, and when power supply is started, a combination of the first identification information and the second identification information is normal. The gist of the invention is that the gaming machine is provided with a notification control unit which controls the notification means, and the notification control unit is connected to the second control unit so as to be able to communicate with the first specific information and the second specific information, and is capable of controlling the notification means based on instructions from the second control unit, and the notification mode of the notification means differs between a case in which the combination of the first specific information and the second specific information is normal and a case in which the combination of the first specific information and the second specific information is abnormal, and when communication between the first control unit and the second control unit is impossible and when the combination of the first specific information and the second specific information is abnormal, the notification mode of the notification means can become a specific notification mode.

[0006] A gaming machine that solves the above problem is capable of storing the number of gaming media as data and configured to enable a game to be played based on the data, and includes a first control unit, a second control unit, and an alarm means capable of issuing an alarm, the first control unit and the second control unit being connected to be able to communicate bidirectionally, the first control unit includes a data storage unit that stores the data and a first information storage unit that stores first identification information, the second control unit includes a game control unit that executes control related to the progress of a game and a second information storage unit that stores second identification information, and when power supply is started, a comparison unit provided in the gaming machine checks whether a combination of the first identification information and the second identification information is normal, and the comparison unit is provided in the first control unit, and when power supply is started, the second control unit transmits special information including the second identification information to the first control unit, and the first control unit receives the special information and checks whether the combination of the first identification information and the second identification information is normal. When the first identification information is received, the comparison unit compares whether the combination of the first identification information and the second identification information included in the received special information is normal, and when the combination of the first identification information and the second identification information is normal, a predetermined response information is transmitted to the second control unit, and the notification manner of the notification means differs between when the combination of the first identification information and the second identification information is normal and when the combination of the first identification information and the second identification information is not normal, and the notification means is provided with a notification control unit, which is communicatively connected to the second control unit and is capable of controlling the notification means based on instructions from the second control unit, and when the second control unit receives the predetermined response information after power supply is started, a specific notification is executed by the notification means, and when the second control unit does not receive the predetermined response information, the specific notification is not executed by the notification means. Effect of the Invention

[0007] According to the present invention, a game can be played with a correct combination of control means. [Brief description of the drawings]

[0008] [Figure 1]1 is a diagram showing a pachinko game machine and a management unit as viewed from the front. [Diagram 2] FIG. 2 is a diagram showing a game board provided in a pachinko game machine. [Diagram 3] 2 is an enlarged view of the counting operation unit, counting notification unit, and second ball number display unit equipped in a pachinko gaming machine. [Figure 4] 1 is a schematic diagram showing a distribution mechanism for game balls formed in a pachinko game machine. [Diagram 5] 1 is a schematic diagram showing a supply unit provided in a pachinko gaming machine. [Figure 6] 1 is a schematic diagram showing a supply unit provided in a pachinko gaming machine. [Figure 7] 1 is a schematic diagram showing a launch section provided in a pachinko gaming machine. [Figure 8] 2 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 9] 2 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 10] 1 is a timing chart showing an example of communication between a game control board and a frame control board in a pachinko game machine. [Figure 11] A diagram showing a matching code in a pachinko gaming machine. [Figure 12] 13 is a flowchart showing a matching process. [Figure 13] FIG. 13 is a diagram showing an example of an error that can be detected in a pachinko gaming machine. [Figure 14] 1A to 1D are diagrams showing examples of various notification modes in a pachinko gaming machine. [Figure 15] 1A to 1D are diagrams showing examples of various notification modes in a pachinko gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] An embodiment of a pachinko gaming machine will be described below. As shown in Fig. 1, in an island facility (game island), pachinko gaming machines 10, which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are provided adjacent to the pachinko gaming machines 10. The management units 100 are connected to the pachinko gaming machines 10 so as to be able to communicate with each other.

[0010] The management unit 100 will now be described. As shown in FIG. 1, the management unit 100 includes a medium insertion section 101 into which a management medium can be inserted. As an example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of money deposited and the number of game balls owned by the player (hereinafter referred to as a first number of balls under management PA). The first number of balls under management PA is data managed by the management unit 100. The management medium may be capable of storing personal information of the player or the remaining amount of money paid (prepaid balance). The management unit 100 includes a cash insertion section 102 into which cash can be inserted. The amount deposited into the cash insertion section 102 is added to the remaining amount stored in the management medium. As an example, the cash may be either paper money or coins.

[0011] The management unit 100 includes an operation panel 110. The operation panel 110 includes a ball lending operation section 111, a payout operation section 112, a return operation section 113, a first ball number display section 114, and a balance display section 115. The ball lending operation section 111 is operated when increasing the number of game balls owned by the player (hereinafter referred to as the second managed ball number PB) based on the balance stored in the management medium. The second managed ball number PB is data managed by the pachinko gaming machine 10. The payout operation section 112 is operated when increasing the second managed ball number PB based on the first managed ball number PA.

[0012] The return operation section 113 is operated when receiving the return of a management medium inserted in the management unit 100. The first ball number display section 114 displays information (Arabic numerals, for example) that can identify the first management ball number PA. The balance display section 115 displays information (Arabic numerals, for example) that can identify the remaining amount of the payment.

[0013] The management unit 100 includes a management unit control board 120 (hereinafter, referred to as a CU control board). The CU control board 120 includes a CPU 120a, a ROM 120b, and a RAM 120c. The CPU 120a executes a management unit control program to perform a predetermined control. The ROM 120b stores the management unit control program. The RAM 120c stores various information that is rewritten during operation of the management unit 100. For example, the information stored in the RAM 120c includes flags, counters, and timers. The management unit 100 includes a communication terminal 120d that is connected to the pachinko gaming machine 10 so as to be able to communicate bidirectionally.

[0014] The CU control board 120 is connected to the medium insertion unit 101. The CPU 120a is configured to be able to rewrite the memory contents of the management medium inserted in the medium insertion unit 101. The CU control board 120 is connected to the cash insertion unit 102. The CPU 120a is configured to be able to receive a deposit signal transmitted when cash is deposited in the cash insertion unit 102. The deposit signal is a signal capable of identifying the amount deposited in the cash insertion unit 102.

[0015] The CU control board 120 is connected to the operation panel 110. The CPU 120a is configured to be able to receive a ball lending signal transmitted when the ball lending operation unit 111 is operated. The CU control board 120 is configured to be able to receive a payout signal transmitted when the payout operation unit 112 is operated. The CPU 120a is configured to be able to receive a return signal transmitted when the return operation unit 113 is operated. The CPU 120a is configured to be able to control the display contents of the first ball number display unit 114. The CPU 120a is configured to be able to control the display contents of the remaining amount display unit 115.

[0016] The CU control board 120 is connected to the pachinko gaming machine 10 via the communication terminal 120d. The CPU 120a is configured to be able to receive various control signals (control information) transmitted by the pachinko gaming machine 10. The CPU 120a is configured to be able to transmit various control signals (control information) to the pachinko gaming machine 10. The management unit 100 transmits a connection signal from the communication terminal 120d to the pachinko gaming machine 10. The connection signal may be a command or a message generated by the CU control board 120 (CPU 120a), or may be a signal generated by a transmission circuit (e.g., a power supply circuit) different from the CPU 120a.

[0017] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external management device prepared separately from the pachinko game machine 10 and the management unit 100. As an example, the external management device is installed in the gaming facility. As an example, the external management device (not shown) is a hall computer installed in the gaming facility. As an example, the external management device is a management computer capable of communicating with server equipment installed in a data center outside the gaming facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so as to be able to communicate in both directions.

[0018] The process performed by the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a reads out the remaining amount and the first management ball count PA stored in the management medium, and stores them in the RAM 120c. When a management medium is inserted, the CPU 120a performs the process described below.

[0019] When the CPU 120a receives a deposit signal from the cash deposit unit 102, it adds the deposit amount that can be determined from the deposit signal to the remaining balance. When the remaining balance is not 0 and the CPU 120a receives a ball lending signal from the ball lending operation unit 111, it subtracts a specified amount from the remaining balance and stores lending information that can determine the lending of the number of game balls corresponding to the specified amount in the RAM 120c. Note that when the remaining balance is 0, the CPU 120a does not store the lending information in the RAM 120c even if it receives a ball lending signal.

[0020] When the first managed number of balls PA is 1 or more, upon receiving a payout signal from the payout operation unit 112, the CPU 120a subtracts a predetermined number from the first managed number of balls PA and stores in the RAM 120c loan information capable of identifying the loan of the predetermined number of game balls. Note that when the first managed number of balls PA is 0, the CPU 120a does not store in the RAM 120c even if it receives a payout signal. In this way, the loan information is capable of identifying the number of loaned balls.

[0021] When the CPU 120a receives the counting information from the pachinko gaming machine 10, it adds the number of game balls that can be identified from the counting information to the first managed ball number PA. Although details will be described later, the counting information is information that can identify the number of balls held that will be transferred from the pachinko gaming machine 10 to the management unit 100. The counting information is periodically transmitted from the pachinko gaming machine 10, and is 0 unless the counting operation unit 18, which will be described later, is operated in the pachinko gaming machine 10. In other words, even if the CPU 120a receives the counting information from the pachinko gaming machine 10, there are cases where it does not add the number of game balls to the first managed ball number PA. When the CPU 120a transmits the lending information to the pachinko gaming machine 10, it initializes the lending information stored in the RAM 120c to 0.

[0022] CPU 120a controls first ball count display unit 114 to display information that can identify the first managed ball count PA at any given time. The first managed ball count PA is displayed in real time on first ball count display unit 114. CPU 120a controls remaining amount display unit 115 to display information that can identify the remaining amount at any given time. The remaining amount is displayed in real time on remaining amount display unit 115. When CPU 120a receives a return signal from return operation unit 113, it stores the remaining amount and first managed ball count PA stored in RAM 120c in the managed medium, and initializes the remaining amount and first managed ball count PA stored in RAM 120c. CPU 120a controls medium insertion unit 101 so that the managed medium is ejected from medium insertion unit 101.

[0023] The pachinko gaming machine 10 will be described. As shown in Figures 1 and 2, the pachinko gaming machine 10 is an enclosed type gaming machine in which a specified number P0 of gaming balls are enclosed inside the machine. The pachinko gaming machine 10 is configured so that the gaming balls enclosed inside the machine circulate inside the machine. The gaming balls may be either magnetic or non-magnetic. The pachinko gaming machine 10 does not have a storage section for storing the gaming balls. In principle, the pachinko gaming machine 10 is structured so that the player cannot touch the gaming balls.

[0024] The pachinko game machine 10 electromagnetically manages the second managed number of balls PB based on the number of lent balls Pb, the number of acquired balls Pc, the number of shot balls Pd, and the number of returned balls Pe. The number of lent balls Pb is the number of game balls lent to the player. The number of acquired balls Pc is the number of game balls acquired by the player. The number of shot balls Pd is the number of game balls shot by the player. The number of shot balls Pd can also be said to be the number of game balls supplied from the supply unit 61 to the shooting unit 65 described later. The number of returned balls Pe is the number of game balls shot by the player that do not reach the game area 20a described later. The number of returned balls Pe can also be said to be the number of game balls shot from the shooting unit 65 toward the game area 20a that do not reach the game area 20a. The returned balls are so-called "foul balls".

[0025] The pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine body to an island facility, a mounting frame 11b for mounting various game components, and a protective frame 11c. The mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. The protective frame 11c is supported by the mounting frame 11b so as to be openable and closable. The protective frame 11c has a protective glass (not shown) that protects the game components mounted on the mounting frame 11b. The pachinko gaming machine 10 includes a locking device (not shown) that locks the frames 11b and 11c. The pachinko gaming machine 10 is configured such that the frames 11b and 11c cannot be opened from the outer frame 11a unless they are unlocked using a key that fits the locking device.

[0026] The pachinko gaming machine 10 includes an annunciation sound unit 12, an example of which is a speaker. The annunciation sound unit 12 is disposed on the front side of the mounting frame 11b. The annunciation sound unit 12 can execute a performance that outputs a predetermined sound (hereinafter referred to as an audio performance) and an announcement that outputs a predetermined sound (hereinafter referred to as an audio announcement). For example, the predetermined sound is a piece of music, a sound effect, a human voice reading a predetermined character string, etc. The pachinko gaming machine 10 includes an annunciation sound unit 13, an example of which is a speaker. The annunciation sound unit 13 can execute an audio announcement. As an example, the annunciation sound unit 12 and the annunciation sound unit 13 are disposed in the mounting frame 11b.

[0027] The pachinko gaming machine 10 includes an alert light-emitting unit 14. The alert light-emitting unit 14 can perform effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing an illuminant (not shown), such as an LED. The alert light-emitting unit 14 can perform notifications (hereinafter referred to as light-emitting notifications) by turning on, blinking, and extinguishing an illuminant (not shown). As an example, the alert light-emitting unit 14 is disposed in the mounting frame 11b. The alert light-emitting unit 14 may also be disposed in the game board 20, which will be described later.

[0028] The pachinko gaming machine 10 includes a firing operation unit 15 that can be operated to fire gaming balls. The firing operation unit 15 is disposed on the front side of the mounting frame 11b. The pachinko gaming machine 10 is configured to shoot gaming balls with a firing strength according to the operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever 15a that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 8).

[0029] The touch sensor D01 is connected to a conductive ring 15b arranged to surround the side of the firing operation unit 15. The touch sensor D01 transmits a touch signal when the player holds the firing operation unit 15 and the player's fingers touch the conductive ring 15b. The touch signal is in an ON state when the player's fingers are touching the conductive ring 15b, and is in an OFF state when the player's fingers are not touching the conductive ring 15b.

[0030] The firing stop switch D02 transmits a stop signal when the firing stop button 15c protruding from the side of the firing operation unit 15 is pressed. The stop signal is turned on when the firing stop button 15c is operated, and is turned off when the button is not operated. When the handle lever 15a is rotated, the handle volume D03 transmits a volume signal with a voltage corresponding to the amount of rotation.

[0031] The pachinko gaming machine 10 includes a performance operation unit 16. The performance operation unit 16 may be a button type that can be pressed, a touch sensor type that also serves as a display device, or a lever type. As shown in Fig. 1 and Fig. 3, the pachinko game machine 10 includes a second ball number display unit 17 that displays information that can identify the second controlled ball number PB. As an example, the second ball number display unit 17 is configured with multiple (e.g., six) seven-segment displays arranged in a row, and can display multiple (e.g., six-digit) numbers. The second ball number display unit 17 can execute a predetermined notification by displaying predetermined characters and numbers.

[0032] The pachinko gaming machine 10 includes a counting operation unit 18. The counting operation unit 18 is mainly operated when the player ends the game on the pachinko gaming machine 10. The counting operation unit 18 allows a counting operation using the counting operation unit 18 when the counting operation unit 18 is in a predetermined countable state. The counting operation unit 18 transmits a counting signal when a push operation is performed. The pachinko gaming machine 10 includes a counting notification unit 18a. The counting notification unit 18a notifies whether or not the counting state is available. As an example, the performance operation unit 16, the second ball number display unit 17, the counting operation unit 18, and the counting notification unit 18a are disposed on the front side of the mounting frame 11b.

[0033] As shown in FIG. 2, the pachinko game machine 10 includes a game board 20. The game board 20 is attached to a mounting frame 11b. A game area 20a having a substantially circular shape in a front view is defined on the front of the game board 20. A display window 20b is formed in the approximate center of the game area 20a. A shot passage 20c is formed on the left side of the game area 20a, which guides game balls shot by operating the shot operation unit 15 to the game area 20a. The game area 20a and the shot passage 20c are covered by protective glass (not shown) of a protective frame 11c.

[0034] The game board 20 is equipped with an information display device 21 that displays various information. The information display device 21 includes a first special symbol display section 21a, a second special symbol display section 21b, a first reserved display section 21c, a second reserved display section 21d, a normal symbol display section 21e, and a normal reserved display section 21f. As an example, the multiple display sections 21a to 21f are arranged together in a portion visible to the player, but this is not limited thereto, and some or all of them may be arranged in different portions.

[0035] The first special symbol display unit 21a can execute a first special symbol changing game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and a special symbol is finally displayed in a stationary manner. The second special symbol display unit 21b can execute a second special symbol changing game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and a special symbol is finally displayed in a stationary manner. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning special symbol). Hereinafter, the first special game and the second special game are collectively referred to as a "special game." The special symbol includes a big win symbol and a losing symbol. The special symbol may include a small win symbol. In the pachinko game machine 10, when a big win is won in the lottery for a winning special symbol, a big win symbol is displayed in a stationary manner in a special game, and a big win game is awarded after the special game for the big win is finished. The big win game will be described later.

[0036] The first hold display unit 21c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 21d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).

[0037] The normal symbol display unit 21e can execute a normal game in which a predetermined symbol is variably displayed and finally a normal symbol is stopped and displayed. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In the pachinko game machine 10, when a normal winning symbol is won in the lottery for a winning normal symbol, the normal winning symbol is stopped and displayed in the normal game, and a normal winning game is awarded after the end of the normal game.

[0038] The regular hold display unit 21f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 21 may include a right hit display unit that displays information instructing a right hit and a round display unit that notifies the upper limit number of rounds.

[0039] The pachinko game machine 10 includes an annunciation display unit 19. The annunciation display unit 19 has an image display area 19a capable of displaying an image. The annunciation display unit 19 is attached to the game board 20 so that the image display area 19a can be viewed through a display window 20b. For example, the annunciation display unit 19 is a liquid crystal device. The annunciation display unit 19 can execute a performance in which a predetermined image is displayed (hereinafter, referred to as a display performance). For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, and a symbol. In the following description, when the character, etc. is simply described as "displaying", it means that the character, etc. is displayed as an image. The annunciation display unit 19 can execute an annunciation in which a predetermined image is displayed (hereinafter, referred to as a display annunciation).

[0040] Here, the alert sound unit 12, the alert light-emitting unit 14, and the alert display unit 19 are all alert means (first alert means) capable of performing alerts, and constitute an alert device ES consisting of multiple alert means. The alert means included in the alert device ES are not limited to the alert sound unit 12, the alert light-emitting unit 14, and the alert display unit 19, and may be configured to omit some of these alert means. In addition to these alert means, or instead of one or more of them that can be selected arbitrarily, the alert device ES may be provided with an alert movable unit that performs movable alert, or an alert vibration unit that performs vibration alert.

[0041] For example, the display effects in the notification display unit 19 include an effect pattern change game (hereinafter referred to as an effect game) using multiple rows of effect patterns (decorative patterns). In the effect game, multiple rows of effect patterns are displayed in a variable manner, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is displayed in a stopped manner. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, the effect game is performed by displaying (scrolling) the effect patterns of the left pattern row, the center pattern row, and the right pattern row in a variable manner in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. The effect game is started together with the special game and is ended together with the special game. In the effect game, a pattern combination according to the special pattern displayed in a stopped manner in the special game is displayed in a stopped manner. When a jackpot pattern is displayed in a stopped manner in the special game, a jackpot pattern combination is displayed in a stopped manner in the effect game. When a losing symbol is stopped and displayed in the special game, a losing symbol combination is stopped and displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as a "variable game."

[0042] The game board 20 is formed with a plurality of winning holes 23 through which game balls can enter. These winning holes 23 open to the game area 20a. The winning holes 23 include a first start hole 23A, a second start hole 23B, a big prize hole 23C, and a normal prize hole 23D. The winning holes may include a different winning hole from these winning holes 23.

[0043] The first start hole 23A is a winning hole through which a game ball is inserted to satisfy the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start hole 23A is located below the notification display unit 19. The first start hole 23A is always open so that game balls can be inserted. The game board 20 is equipped with a first start sensor D11 that detects a game ball that has entered the first start hole 23A (see FIG. 9).

[0044] The second start opening 23B is a winning opening through which a game ball is inserted to establish the conditions for granting a prize ball and the reservation conditions for the second special game. As an example, the second start opening 23B is located to the right of the first start opening 23A. The second start opening 23B is provided with a normal opening and closing piece 23Ba, which is, for example, in the form of a door. The second start opening 23B is closed so that a game ball cannot be inserted when a normal winning game is not awarded. The second start opening 23B is opened so that a game ball can be inserted when a normal winning game is awarded. The second start opening 23B may be closed so that a game ball is difficult to insert when a normal winning game is not awarded, compared to when a normal winning game is awarded, and may be opened so that a game ball is easy to insert when a normal winning game is awarded, compared to when a normal winning game is not awarded. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second start hole 23B (see FIG. 9). The game board 20 is also provided with a second start sensor D12 that detects a game ball that has entered the second start hole 23B (see FIG. 9). The normal opening / closing piece 23Ba is a so-called "normal electric device."

[0045] The big prize opening 23C is an opening through which the game balls enter in order to establish the conditions for awarding the prize balls. As an example, the big prize opening 23C is located at the lower right of the notification display unit 19. The big prize opening 23C is provided with a special opening / closing piece 23Ca, which is, for example, in the form of a door. When a big prize game is not awarded, the big prize opening 23C is closed so that the game balls cannot enter. When a big prize game is awarded, the big prize opening 23C is opened so that the game balls can enter. The game board 20 is provided with a special solenoid SL2 as a means for opening the big prize opening 23C (see FIG. 9). The game board 20 is also provided with a count sensor D13 for detecting the game balls that enter the big prize opening 23C (see FIG. 9).

[0046] The normal winning opening 23D is a winning opening through which a game ball is inserted to satisfy the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the notification display unit 19 and at the lower right of the notification display unit 19. The normal winning opening 23D is always open so that a game ball can be inserted. The game board 20 is equipped with a normal sensor D14 that detects a game ball that has entered the normal winning opening 23D (see FIG. 9).

[0047] The game board 20 includes a gate 24. As an example, the gate 24 is in the right area of ​​the game area 20a, above the second start opening 23B and the big prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter the gate. The gate 24 has a gate sensor D15 that detects game balls that have entered the gate opening 24a (see FIG. 9). The gate 24 is a ball entry opening through which game balls can enter in order to establish the starting conditions for a normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.

[0048] The game board 20 is formed with an outlet 25. As an example, the outlet 25 opens at the bottom of the game area 20a. When a game ball does not enter any of the first start opening 23A, the second start opening 23B, the big winning opening 23C, and the normal winning opening 23D, the game ball enters the outlet 25. The multiple winning openings 23 and the outlet 25 can be understood as discharge openings for discharging game balls from the game area 20a, or as recovery openings for recovering game balls from the game area 20a. When a game ball enters the multiple winning openings 23 or the outlet 25, it is discharged from the game board 20. Hereinafter, a game ball discharged from the game board 20 through the multiple winning openings 23 or the outlet 25 may be referred to as an out ball.

[0049] The game board 20 is equipped with a radio wave sensor D19 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 9). The game board 20 may be equipped with one or more radio wave sensors D19. As an example, abnormal radio waves may have a predetermined effect on detection by various sensors and switches, such as causing false detection by various sensors and switches. As an example, abnormal radio waves may have a predetermined effect on communication, such as causing a failure in communication between two different devices. When the radio wave sensor D19 detects abnormal radio waves, it transmits a radio wave detection signal.

[0050] The radio wave sensor D19 can detect radio waves that can have a predetermined effect on the detection by the first start sensor D11. The radio wave sensor D19 can detect radio waves that can have a predetermined effect on the detection by the second start sensor D12. The radio wave sensor D19 can detect radio waves that can have a predetermined effect on the detection by the count sensor D13. As an example, the radio wave sensor D19 is provided in a portion adjacent to or close to the first start sensor D11, the second start sensor D12, or the count sensor D13. That is, the radio wave sensor D19 is provided in the vicinity of the first start sensor D11, the second start sensor D12, or the count sensor D13. The radio wave sensor D19 may be capable of detecting radio waves that can have a predetermined effect on the detection by the normal sensor D14 and the gate sensor D15. In addition, the radio wave sensor D19 can detect radio waves that can have a predetermined effect on the communication performed between a plurality of different devices. For example, the radio wave sensor D19 can detect radio waves that can have a predetermined effect on the communication between the game control board 80 and the frame control board 82 described later. The pachinko gaming machine 10 does not have a magnetic sensor that detects magnetic fields exceeding a predetermined strength as abnormal magnetic fields. However, the pachinko gaming machine 10 may have a magnetic sensor on one or both of the mounting frame 11b and the game board 20 to detect the approach of a magnet.

[0051] The mounting frame 11b is equipped with a first door opening switch D17 that detects that the protective frame 11c has been opened relative to the mounting frame 11b (see FIG. 8). The first door opening switch D17 transmits a first door opening signal when it detects that the protective frame 11c has been opened. The mounting frame 11b is equipped with a second door opening switch D18 that detects that the mounting frame 11b has been opened relative to the outer frame 11a (see FIG. 8). The second door opening switch D18 transmits a second door opening signal when it detects that the mounting frame 11b has been opened.

[0052] The player can adjust the shooting strength of the game ball by operating the shooting operation unit 15. In other words, the player can shoot the game ball into either the left area to the left of the display window 20b or the right area to the right of the display window 20b. When the game ball flows down the right area, it may enter the second start opening 23B, the big prize opening 23C, the normal prize opening 23D, or the gate 24. When the game ball flows down the left area, it may enter the first start opening 23A or the normal prize opening 23D.

[0053] The frame 11 (mounting frame 11b) is provided with a distribution mechanism 29 for game balls. As shown in FIG. 4, the distribution mechanism 29 includes a collection mechanism 30, a circulation mechanism 50, and a launch mechanism 60. The collection mechanism 30 is formed in the mounting frame 11b. The collection mechanism 30 guides game balls discharged from the game board 20 (game area 20a) to the circulation mechanism 50. The collection mechanism 30 is configured by combining passages that extend downward or passages that incline downward. When a game ball is received by the collection mechanism 30 from the game board 20, it can reach the circulation mechanism 50 by flowing down the passages that constitute the collection mechanism 30.

[0054] The circulation mechanism 50 is formed in the mounting frame 11b. The circulation mechanism 50 transports the game balls received from the recovery mechanism 30 in a predetermined direction. As an example, the circulation mechanism 50 lifts the game balls. The launching mechanism 60 is formed in the mounting frame 11b. When the game balls are transported by the circulation mechanism 50, they are received by the launching mechanism 60. The launching mechanism 60 can launch the game balls transported by the circulation mechanism 50 toward the game area 20a.

[0055] The flow of game balls in the distribution mechanism 29 will be described. Assume that a game ball is launched by the launch mechanism 60. The game ball can reach the game area 20a. When the game ball reaches the game area 20a, it enters one of the multiple winning holes 23 or the outlet hole 25. The game ball is discharged to the collection mechanism 30 from an outlet (not shown) formed in the game board 20. The game ball passes through the collection mechanism 30 and reaches the circulation mechanism 50. The game ball is transported by the circulation mechanism 50. The game ball returns to the launch mechanism 60. Each mechanism will be described in detail below.

[0056] The recovery mechanism 30 will now be described in detail. The mounting frame 11b is formed with one or more winning receiving openings 30a, one or more non-winning receiving openings 30b, and one or more foul receiving openings 30c. The winning receiving opening 30a is formed below an outlet (not shown) formed at the lower end of the game board 20 that discharges game balls that have entered the multiple winning openings 23. The winning receiving opening 30a receives game balls discharged from the game board 20 through the multiple winning openings 23. The non-winning receiving opening 30b is formed below an outlet (not shown) formed at the lower end of the game board 20 that discharges game balls that have entered the outlet 25. The non-winning receiving opening 30b receives game balls discharged from the game board 20 through the outlet 25. The foul receiving opening 30c is formed below the shot-out passage 20c. The foul receiving opening 30c receives a game ball (hereinafter, referred to as a return ball) that falls from the shot passage 20c. The return ball is a game ball that has been shot by the shot mechanism 60 but has not reached the game area 20a.

[0057] In the mounting frame 11b, a winning passage 31 connected to the winning receiving opening 30a, a non-winning passage 32 connected to the non-winning receiving opening 30b, and a foul passage 33 connected to the foul receiving opening 30c are formed. The winning passage 31 and the non-winning passage 32 merge at a first merging section 34. In the mounting frame 11b, a merging passage 35 connected to the first merging section 34 is formed. The merging passage 35 and the foul passage 33 merge at a second merging section 36. In the mounting frame 11b, a supply passage 37 connecting the second merging section 36 and the circulation mechanism 50 is formed.

[0058] The mounting frame 11b is equipped with a foul sensor D21 that detects a game ball (return ball) passing through the foul passage 33. The foul sensor D21 is provided in the foul passage 33 or a portion adjacent to the foul passage 33. When the foul sensor D21 detects a game ball, it transmits a foul signal. The foul signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0059] The mounting frame 11b is equipped with a winning passage count sensor D25 that detects a gaming ball passing through the winning passage 31. The winning passage count sensor D25 is provided on the winning passage 31 or a portion adjacent to the winning passage 31. When the winning passage count sensor D25 detects a gaming ball, it transmits a winning passage signal. The winning passage signal is turned on when a gaming ball is detected, and is turned off when a gaming ball is not detected.

[0060] The mounting frame 11b is equipped with a non-winning passage count sensor D26 that detects gaming balls passing through the non-winning passage 32. The non-winning passage count sensor D26 is provided on the non-winning passage 32 or a portion adjacent to the non-winning passage 32. The non-winning passage count sensor D26 transmits a non-winning passage signal when it detects a gaming ball. The non-winning passage signal is turned on when a gaming ball is detected and turned off when a gaming ball is not detected.

[0061] The mounting frame 11b is equipped with an out sensor D30 that detects a game ball (valid ball) passing through the junction passage 35. A valid ball is a game ball that has reached the game area 20a among the game balls launched from the launching section 65. The out sensor D30 is provided on the junction passage 35 or a portion adjacent to the junction passage 35. The out sensor D30 transmits an out signal when it detects a game ball. The out signal is in an on state when a game ball is detected and is in an off state when a game ball is not detected. The out sensor D30 can also be said to detect out balls.

[0062] The mounting frame 11b is equipped with a ball jamming monitoring sensor D27 that detects game balls passing through the supply passage 37. The ball jamming monitoring sensor D27 is provided in the supply passage 37 or a portion adjacent to the supply passage 37. When the ball jamming monitoring sensor D27 detects a game ball, it transmits a ball jamming detection signal. The ball jamming detection signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0063] The circulation mechanism 50 will now be described in detail. The circulation mechanism 50 includes a transport unit 52 that transports the game balls received from the collection mechanism 30. As an example, the transport unit 52 includes a transport passage extending along a predetermined direction, a screw housed in the transport passage, and a transport motor 52a that rotates the screw. The screw is rotated by the transport motor 52a, so that the game balls are transported in a predetermined direction in the transport passage. The transport motor 52a transports the game balls collected from the game area 20a. Without being limited thereto, the transport unit 52 may be a belt extending along a predetermined direction, or a pressure-feed motor that pressure-feeds the game balls in a predetermined direction. The predetermined direction may be an upward direction, or a direction that inclines upward.

[0064] The circulation mechanism 50 is equipped with a transport inlet sensor D28 that detects game balls received from the supply passage 37 at the inlet of the transport section 52. The transport inlet sensor D28 is provided at the inlet of the transport section 52 or a portion adjacent to the inlet. The transport inlet sensor D28 transmits a transport inlet signal when it detects a game ball. The transport inlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0065] The circulation mechanism 50 is provided with a transport outlet sensor D29 at the outlet of the transport unit 52, which detects game balls transported by the transport unit 52. The transport outlet sensor D29 is provided at the outlet of the transport unit 52 or a portion adjacent to the outlet. The transport outlet sensor D29 transmits a transport outlet signal when it detects a game ball. The transport outlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.

[0066] The firing mechanism 60 will now be described in detail. The launching mechanism 60 includes a supply unit 61 and a launching unit 65. The supply unit 61 supplies the game balls transported by the transport unit 52 to the launching unit 65 by cutting them out one by one. In other words, the supply unit 61 supplies the game balls collected from the game area 20a by the collection unit to the launching unit 65. The launching unit 65 launches the supplied game balls toward the game area 20a.

[0067] 5 and 6, the supply unit 61 is formed with an entrance-side passage 62a, a dispensing mechanism 63, and an exit-side passage 62b. The entrance-side passage 62a receives the game balls K transported by the transport unit 52. The entrance-side passage 62a aligns the received game balls K in a line. The entrance-side passage 62a is a passage that extends downward toward the portion where the dispensing mechanism 63 is located.

[0068] The dispensing mechanism 63 includes a movable piece 63a configured to be capable of supplying the game ball K, and a supply solenoid 63b that drives the movable piece 63a. When the movable piece 63a is not performing a supplying operation, the movable piece 63a blocks the game ball K so that it does not flow from the entrance-side passage 62a to the exit-side passage 62b. As shown in the flow from FIG. 5 to FIG. 6, when the movable piece 63a performs one supplying operation, only the leading game ball K among the game balls K lined up in a row in the entrance-side passage 62a is released to the exit-side passage 62b. The exit-side passage 62b is a passage that extends downward toward the launching section 65.

[0069] The supply unit 61 is equipped with a supply inlet sensor D22 that detects a game ball K received in the inlet-side passage 62a on the inlet side of the supply unit 61. The supply inlet sensor D22 is provided in the inlet-side passage 62a or a portion adjacent to the inlet-side passage 62a. The supply inlet sensor D22 transmits a supply inlet signal when it detects a game ball K. The supply inlet signal is turned on when a game ball K is detected, and is turned off when a game ball K is not detected.

[0070] The supply unit 61 is equipped with a supply outlet sensor D23 that detects a game ball K released to the outlet-side passage 62b on the outlet side of the supply unit 61. The supply outlet sensor D23 is provided in the outlet-side passage 62b or a portion adjacent to the outlet-side passage 62b. The supply outlet sensor D23 transmits a supply outlet signal when it detects a game ball K. The supply outlet signal is turned on when a game ball K is detected, and is turned off when a game ball K is not detected.

[0071] As shown in FIG. 7, the launching section 65 includes a launching hammer 66 configured to be capable of launching the game ball, and a launching solenoid 66a that drives the launching hammer 66. The launching solenoid 66a may be a motor. The game ball K that flows down the outlet side passage 62b of the supply section 61 reaches a striking position 67 of the launching section 65. As an example, the launching operation of the launching hammer 66 is an operation of striking the game ball at the striking position 67 toward the launching passage 20c. As shown by the solid line and the two-dot chain line in the figure, when the launching hammer 66 executes one launching operation, one game ball at the striking position 67 is launched into the launching passage 20c. As shown by the arrow Y1, if there is sufficient launch strength, the game ball can fly through the launching passage 20c and reach the game area 20a. As shown by arrows Y2 and Y3, when the shooting strength is insufficient, the game ball loses speed in the shooting passage 20c and falls. In this case, the game ball becomes a return ball and flows into the foul passage 33 from the foul receiving opening 30c.

[0072] As shown in FIG. 4, the distribution mechanism 29 includes a maintenance unit 55 . As an example, the maintenance unit 55 is formed in the mounting frame 11b. As an example, the maintenance unit 55 is provided in the circulation mechanism 50. The maintenance unit 55 is configured to be able to polish the game balls by bringing the polishing member into contact with the game balls as an example of maintenance. The polishing member may be a circular belt or a winding belt. After the game balls are detected by the transport inlet sensor D28, the maintenance unit 55 performs a predetermined maintenance. After the maintenance is performed, the game balls are transported by the transport unit 52. As an example, the maintenance unit 55 may be configured as a unit in which the polishing member and a mechanism for driving the polishing member are integrated. In this case, the maintenance unit 55 may be assembled to the mounting frame 11b so as to be replaceable as a unit.

[0073] Next, the big win game will be described. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition in which a predetermined upper limit number of game balls enter the hole is met, or a time condition in which a predetermined upper limit time has elapsed is met. In the round game, the large prize winning hole 23C is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the end of the ending time.

[0074] The pachinko gaming machine 10 is equipped with a probability variation function (hereinafter, referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). In other words, the pachinko gaming machine 10 has a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates, as states in which the jackpot probability can differ. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an extremely advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."

[0075] The pachinko gaming machine 10 is equipped with a ball entry assistance function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. In other words, the pachinko game machine 10 has a low ball entry rate state in which the ball entry assist function does not operate, and a high ball entry rate state in which the ball entry assist function operates, as states in which the ball entry rate into the second starting hole 23B can be different. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B increases, making it easier for the game ball to enter the second starting hole 23B, which is an advantageous state for the player (easy ball entry state). The high ball entry rate state is the so-called "electric support state", and the low ball entry rate state is the so-called "non-electric support state".

[0076] For example, the high ball entry rate state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of openings of the second start port 23B in one normal winning game compared to the low ball entry rate state, and a control that makes the opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The high ball entry rate state may be realized by combining a fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0077] The game state is determined by the combination of whether or not the probability variation function is activated and whether or not the ball-scoring assistance function is activated. In the following explanation, a game state that is a low probability state and a low ball-scoring rate state is referred to as a "low probability low ball-scoring rate state," and a game state that is a high probability state and a low ball-scoring rate state is referred to as a "high probability low ball-scoring rate state." In addition, a game state that is a low probability state and a high ball-scoring rate state is referred to as a "low probability high ball-scoring rate state," and a game state that is a high probability state and a high ball-scoring rate state is referred to as a "high probability high ball-scoring rate state."

[0078] The electrical configuration of the pachinko gaming machine 10 will be described. 8, the pachinko gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board (main control board) 80, a performance control board (sub-control board) 81, a frame control board 82, and a launch control board 83. The plurality of control boards are provided in positions that cannot be accessed or seen unless a locking device (not shown) is unlocked to open the mounting frame 11b.

[0079] The game control board 80 and the performance control board 81 are connected to enable one-way communication from the game control board 80 to the performance control board 81. The game control board 80 executes a predetermined control and transmits control information to the performance control board 81. For example, the control information is a signal, a command, or a message. The performance control board 81 executes a predetermined control based on the control information received from the game control board 80. The game control board 80 and the frame control board 82 are connected to enable two-way communication. The game control board 80 executes a predetermined control and transmits control information to the frame control board 82. The frame control board 82 executes a predetermined control and transmits control information to the game control board 80. The frame control board 82 and the launch control board 83 are connected to enable two-way communication. The frame control board 82 executes a predetermined control and transmits control information to the launch control board 83. The launch control board 83 transmits control information to the frame control board 82.

[0080] The frame control board 82 of the pachinko gaming machine 10 and the CU control board 120 of the management unit 100 are connected to each other so as to be able to communicate in both directions via a connection terminal board 98 provided in the pachinko gaming machine 10. The frame control board 82 executes a predetermined control and transmits control information to the CU control board 120. The CU control board 120 executes a predetermined control and transmits control information to the frame control board 82.

[0081] The pachinko gaming machine 10 is provided with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 63b, the launch solenoid 66a, various sensors, and switches. The power supply unit 99 is provided with a main switch 99a. The pachinko gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 with the main switch 99a in the on state, or by turning on the main switch 99a while power is being supplied.

[0082] The game control board 80 will now be described in detail. As shown in FIG. 9, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, a random number generating circuit 80d, a backup power supply 80e, and a backup circuit 80f. The CPU 80a executes a main control program in the game control board 80 to control the progress of the game. The game control board 80 is an example of a second control means, and the CPU 80a included in the game control board 80 is an example of a game control unit that executes control of the progress of the game. The ROM 80b stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The ROM 80b stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify the fluctuation time from the start to the end of the special game. The fluctuation pattern is information that can specify the fluctuation content (performance content) of the performance game performed during the execution of the special game. The fluctuation patterns include a big win fluctuation pattern and a miss fluctuation pattern. The presentation game based on the jackpot variation pattern undergoes a reach presentation and finally displays a winning symbol combination. The presentation game based on the miss variation pattern undergoes a reach presentation or does not undergo a reach presentation and finally displays a losing symbol combination. The ROM 80b stores startup information including a board matching code. The board matching code and startup information will be described later. The ROM 80b provided in the game control board 80 is an example of a second information storage section, and the board matching code stored in the ROM 80b is an example of second specific information.

[0083] The RAM 80c stores various information that is rewritten according to the processing results of the CPU 80a. For example, the information stored in the RAM 80c is a flag, a counter, a timer, etc. The random number generating circuit 80d generates a hardware random number. The game control board 80 may be configured to be able to generate a software random number by the random number generating process by the CPU 80a.

[0084] The backup power source 80e supplies backup power to the RAM 80c even when the power supply from the outside is cut off. In the following description, the cutoff of the power supply from the outside may be referred to as a power cut. By receiving backup power from the backup power source 80e, the RAM 80c can retain the contents stored in the RAM 80c at the time of power cut even after the power cut. In other words, the pachinko gaming machine 10 is equipped with a backup function. Not limited to this, the RAM 80c may be a non-volatile memory capable of retaining the stored contents even when the power supply is stopped, and thus be capable of retaining information even after the power cut.

[0085] As an example, the backup power source 80e is a power storage device that stores power by power supply from an external source. The information stored in the RAM 80c includes information that is the subject of backup. As an example, the information that can be stored in the RAM 80c and is the subject of backup includes main information. The main information is information regarding the progress of a game. As an example, the main information includes information regarding a jackpot state (including the number of rounds of play), information regarding a game state, information regarding the number of reserved balls, information regarding normal and special symbols, information regarding errors, and a fixed amount reaching flag, which will be described later. The RAM 80c is an example of a game storage unit that can store information regarding the progress of a game and can retain some of the stored information even after the power supply to the pachinko game machine 10 is cut off.

[0086] The backup circuit 80f transmits a power interruption detection signal to the CPU 80a when the power supply voltage supplied from the power supply unit 99 via the frame control board 82 drops below a specified voltage. The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15 by communication lines. The CPU 80a can receive detection signals transmitted by each of the sensors D11 to D15 when they detect a game ball. The game control board 80 is connected to the radio wave sensor D19 by a communication line. The CPU 80a can receive radio wave detection signals from the radio wave sensor D19. The game control board 80 is provided with a connector (not shown) that connects the communication lines connected to each of these sensors to the game control board 80. Each sensor is energized by being connected to the game control board 80 by a communication line. Each sensor is not energized unless it is connected to the game control board 80 by a communication line. The CPU 80a can detect whether each sensor is energized or not. This allows the CPU 80a to identify whether the communication lines connecting the game control board 80 and each sensor are disconnected or not. The game control board 80 is connected to each of the display units 21a to 21f. The CPU 80a can control the display contents of each of the display units 21a to 21f. The game control board 80 is connected to each of the solenoids SL1, SL2. The CPU 80a can control the opening state of the second start opening 23B and the special winning opening 23C by controlling the operation of each of the solenoids SL1, SL2.

[0087] The performance control board 81 will now be described in detail. The performance control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes a sub-control program to perform processing related to the performance. The ROM 81b stores the sub-control program and a judgment value used for a predetermined lottery. The ROM 81b stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, and audio performance data used for audio performance. The ROM 81b also stores display notification data used for display notification, light-emitting notification data used for light-emitting notification, and audio notification data used for audio notification. The RAM 81c stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 81c includes a flag, a counter, and a timer. The performance control board 81 is configured to be able to generate software random numbers by random number generation processing by the CPU 81a. The performance control board 81 may include a random number generation circuit 80d and be able to generate hardware random numbers.

[0088] The performance control board 81 is connected to the notification display unit 19. The CPU 81a is capable of controlling the display contents of the notification display unit 19. The performance control board 81 is connected to the notification sound unit 12. The CPU 81a is capable of controlling the output contents of the notification sound unit 12. The performance control board 81 is connected to the notification light-emitting unit 14. The CPU 81a is capable of controlling the light-emitting mode of the notification light-emitting unit 14. In this way, the notification display unit 19, the notification sound unit 12, and the notification light-emitting unit 14 are controlled by the performance control board 81 (CPU 81a).

[0089] The frame control board 82 will now be described in detail. As shown in FIG. 8, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error release switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program in the frame control board 82 to perform processing related to the operation of the mounted components of the mounting frame 11b. The ROM 82b stores the frame control program and the like. The ROM 82b stores a frame side matching code. The frame side matching code will be described later. The frame control board 82 is an example of a first control means. The ROM 82b included in the frame control board 82 is an example of a first information storage unit, and the frame side matching code stored in the ROM 82b is an example of a first specific information. The RAM 82c stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 82c includes flags, counters, and timers.

[0090] The performance display monitor 82d, for example, is configured with multiple (e.g., six) seven-segment displays arranged in a row, and is capable of displaying multiple (e.g., six-digit) numbers. The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of valid balls during normal play. Normal play is a game in a low probability, low ball winning rate state, and when no jackpot game is being played. The base value is calculated by the formula "total number of winning balls during normal play ÷ total number of valid balls during normal play × 100".

[0091] The ball removal switch 82e is a switch that is operated to bring about a state in which game balls inside the pachinko gaming machine 10 can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 29. The ball removal switch 82e transmits a ball removal signal when pressed. The ball removal signal is turned on when the ball removal switch 82e is pressed, and is turned off when the ball removal switch 82e is not pressed. The ball removal signal is transmitted to the CPU 82a.

[0092] The error reset switch 82f is a switch that is operated when a specific error (a supply mechanism error, described below as an example) is set and the cause of the error is eliminated to reset the error setting. An error is set when the error is detected. The error reset switch 82f transmits an error reset signal when pressed. The error reset signal is turned on when the error reset switch 82f is pressed, and is turned off when the switch is not pressed. The error reset signal is transmitted to the CPU 82a.

[0093] The game ball clear switch 82g is a switch that is operated when initializing the second managed ball count PB (hereinafter referred to as second managed ball count information) stored as data in the RAM 82c to 0. The game ball clear switch 82g transmits a game ball clear signal when pressed. The game ball clear signal is turned on when the game ball clear switch 82g is pressed, and is turned off when no pressing operation is performed. The game ball clear signal is transmitted to the CPU 82a.

[0094] The RAM clear switch 82h is a switch that is operated when initializing the information stored in the RAM 80c and the information stored in the RAM 82c (hereinafter referred to as RAM clear). The RAM clear switch 82h transmits a RAM clear signal when pressed. The RAM clear signal is turned on when the RAM clear switch 82h is pressed, and is turned off when the switch is not pressed. The RAM clear signal is transmitted to the CPU 82a and also to the game control board 80 (CPU 80a).

[0095] The backup power source 82j supplies backup power to the RAM 82c even when the power supply from the outside is cut off. By receiving backup power from the backup power source 82j, the RAM 82c can retain the contents stored in the RAM 82c at the time of power cut even after the power cut. However, the RAM 82c may be a non-volatile memory that can retain the stored contents even when the power supply is stopped, so that the RAM 82c can retain information even after the power cut.

[0096] As an example, the backup power supply 82j is a power storage device that stores power by power supply from an external source. Even when the power supply from the outside is cut off, the backup power supply 82j supplies backup power to the launch control board 83 (launch control circuit 83a) and the launch solenoid 66a at least until a predetermined time (hereinafter referred to as the supply time) required for the launch control board 83 and the launch solenoid 66a to complete a predetermined operation has elapsed. Note that the supply time is related to the power capacity stored to supply to the launch control board 83 and the launch solenoid 66a, and may be the time required to release the power, or may be a time specified by a predetermined circuit.

[0097] The firing control board 83 (firing control circuit 83a) and the firing solenoid 66a can execute a predetermined operation even after the external power supply is cut off by receiving backup power from the backup power supply 82j. The firing unit 65 is configured to be able to execute n firing operations after the external power supply is cut off, even if the external power supply is cut off during the period when the normal firing operation (firing sequence) is being performed. As an example, n=1, but is not limited thereto, and may be n=2 or n≧3.

[0098] The information stored in the RAM 82c includes information that is the subject of backup. As an example, the information that can be stored in the RAM 82c and is the subject of backup includes the second managed ball number information, the game information, and the first performance information. The second managed ball number information is information that can identify the second managed ball number PB. The game information is information that is notified from the game control board 80 according to the progress of the game. As an example, the game information includes the occurrence of a start port winning, the occurrence of a normal winning, the occurrence of a big winning port winning in a big winning game, passing through a gate, the determination of a special pattern (the end of a variable game), the occurrence of a big winning, the current game state, and an error code. The error code is information that can identify whether an error has been detected in the pachinko game machine 10 and, if an error has been detected, the type of the error. The error code is an example of special information. The first performance information is information related to a base value and the calculation of the base value. The information related to the calculation of the base value includes the total number of winning balls during normal play and the total number of valid balls during normal play.

[0099] The backup circuit 82k transmits a power interruption detection signal to the CPU 82a when the power supply voltage supplied from the power supply unit 99 drops below a specified voltage. The launch permission circuit 82m transmits a signal (hereinafter referred to as a launch permission signal) that can identify that the launch control board 83 is in a launch permission state that allows the launch of game balls. The conditions for transmitting the launch permission signal will be described later.

[0100] The frame control board 82 is connected to the counting operation unit 18. The CPU 82a is configured to be able to receive the counting signal transmitted by the counting operation unit 18. The frame control board 82 is connected to the first door opening switch D17, the second door opening switch D18, the foul sensor D21, the supply inlet sensor D22, the supply outlet sensor D23, the winning passage count sensor D25, the non-winning passage count sensor D26, and the ball jamming monitoring sensor D27 by communication lines. The frame control board 82 is also connected to the transport inlet sensor D28, the transport outlet sensor D29, and the out sensor D30 by communication lines. The CPU 82a is configured to be able to receive the first door opening signal, the second door opening signal, the foul signal, the supply inlet signal, the supply outlet signal, the winning passage signal, the non-winning passage signal, the ball jamming detection signal, the transport inlet signal, the transport outlet signal, and the out signal transmitted by these sensors and switches. The frame control board 82 is equipped with connectors (not shown) that connect the communication lines connected to these sensors and switches to the frame control board 82. Each sensor and each switch is energized by being connected to the frame control board 82 by a communication line. Each sensor and each switch is not energized unless it is connected to the frame control board 82 by a communication line. The CPU 82a can detect whether each sensor and each switch is energized or not. This allows the CPU 82a to identify whether the communication lines connecting the frame control board 82 to each sensor and each switch are broken. The frame control board 82 transmits a first door open signal and a second door open signal to the game control board 80.

[0101] The frame control board 82 is connected to the notification sound unit 13. The CPU 82a can control the output contents of the notification sound unit 13. The frame control board 82 is connected to the second ball number display unit 17. The CPU 82a is configured to be able to control the display contents of the second ball number display unit 17. The frame control board 82 is connected to the maintenance unit 55. The CPU 82a is configured to be able to control the maintenance operation of the maintenance unit 55. The frame control board 82 is connected to the transport unit 52 (transport motor 52a). The CPU 82a is configured to be able to control the transport operation of the transport unit 52. The frame control board 82 is connected to the supply solenoid 63b. The CPU 82a can displace the movable piece 63a by controlling the supply of electricity to the supply solenoid 63b. In other words, the CPU 82a is configured to be able to control the supply operation of the game balls by the supply unit 61.

[0102] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to receive various telegrams transmitted by the CU control board 120. Note that the connection signal transmitted by the management unit 100 is received by the launch permission circuit 82m from the connection terminal board 98 without passing through the CPU 82a. The launch permission circuit 82m also receives the launch stop signal transmitted by the game control board 80 and the error signal transmitted by the CPU 82a.

[0103] The launch control board 83 includes a launch control circuit 83a for controlling the operation of the launch unit 65. The launch control circuit 83a transmits a drive signal to the launch solenoid 66a based on a control signal received from the frame control board 82 and signals received from the sensors and switches.

[0104] The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to receive touch signals, stop signals, and volume signals transmitted by these switches and sensors. The launch control board 83 is connected to the launch solenoid 66a. The launch control circuit 83a transmits a drive signal to the launch solenoid 66a, which drives the launch solenoid 66a and causes the launch hammer 66 to strike the game ball. In other words, the launch control board 83 is configured to be able to control the launch operation of the launch unit 65 to launch the game ball.

[0105] The launch control circuit 83a has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, a holding circuit, and a solenoid drive unit. The operation determination unit transmits an operation signal to the timing pulse generation unit when the operation enabling condition is satisfied because the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not transmit an operation signal to the timing pulse generation unit when the operation enabling condition is not satisfied because some or all of the following are not satisfied: the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state.

[0106] When the timing pulse generating unit receives an operation signal, it synthesizes the operation signal with the pulse signal received from the pulse clock generating unit, and transmits a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies (outputs) to the firing solenoid 66a a driving current whose voltage corresponds to the volume signal (voltage) received from the handle volume D03. This causes the firing solenoid 66a to be driven with a strength corresponding to the amount of rotation of the handle lever 15a, and the game ball is fired. The firing control circuit 83a transmits a subtraction reference signal to the frame control board 82 at a predetermined timing. When a driving current is output when the operable condition is satisfied, the holding circuit holds the voltage (voltage value) of the volume signal at that time.

[0107] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame side power cut-off process will be described. When the CPU 82a receives a power-off detection signal transmitted by the backup circuit 82k, the CPU 82a executes a power-off process. In the frame-side power-off process, the CPU 82a calculates a checksum value of the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter, referred to as a backup flag) capable of identifying that the power-off process has been normally executed in the RAM 82c. The CPU 82a then waits until the power is completely turned off. The various pieces of information stored in the RAM 82c when the power is turned off are retained even after the power is turned off by the backup function described above.

[0108] The frame side power-on process will now be described. The CPU 82a starts up when the voltage supplied to the frame control board 82 reaches a voltage required for the operation of the CPU 82a upon power-on. In this embodiment, the CPU 82a is able to receive a signal (start-up information, described below, as an example) transmitted from the game control board 80 at a timing when a predetermined time ta (500 ms, for example) has elapsed since the start of power supply. When the CPU 82a starts up upon power-on, it executes a communication check process. The communication check process is executed until the frame side power-off process is executed.

[0109] As shown in FIG. 10, in the communication check process, the CPU 82a determines whether or not it has received startup information from the gaming control board 80. As an example, the startup information is information that can identify the type of gaming machine, the ID number of the CPU 80a, and the manufacturer of the CPU 80a (a board-side matching code, described later). The startup information includes a communication serial number. The communication serial number included in the startup information is a fixed value (0, as an example). The startup information is an example of special information.

[0110] The verification code is information for verifying whether the combination of the game control board 80 and the frame control board 82 connected to the game control board 80 is a predetermined combination in a verification process described below. The verification code includes a verification code stored in the ROM 80b of the game control board 80 (hereinafter referred to as a board-side verification code) and a verification code stored in the ROM 82b of the frame control board 82 (hereinafter referred to as a frame-side verification code). The board-side verification code is, for example, information capable of identifying the manufacturer of the CPU 80a, and the frame-side verification code is, for example, information capable of identifying the manufacturer of the CPU 82a.

[0111] As shown in Fig. 11, in this embodiment, the manufacturers of the CPU 80a and the CPU 82a include, for example, the first manufacturer to the fifth manufacturer, and when the manufacturer of the CPU 80a and the manufacturer of the CPU 82a are the same manufacturer, the verification code is determined so that the board side verification code and the frame side verification code match. As an example, when the manufacturer of the CPU 80a and the manufacturer of the CPU 82a are both the first manufacturer, both the board side verification code and the frame side verification code are determined to be 101.

[0112] Here, the collation process executed by the CPU 82a when it is started will be described. The CPU 82a that executes the collation process is an example of a collation section. As shown in Fig. 12, in the verification process, the CPU 82a judges whether or not it has received start-up information transmitted from the game control board 80 (step S101). If it has not received the start-up information, the CPU 82a ends the verification process. If it has received the start-up information, the CPU 82a identifies the board-side verification code from the received start-up information (step S102).

[0113] Next, the CPU 82a reads out the frame side verification code stored in the ROM 82b and compares it with the specified board side verification code to determine whether the board side verification code and the frame side verification code match (step S103). If the board side verification code and the frame side verification code match (step S103: YES), the CPU 82a stores information (hereinafter, referred to as a verification flag) capable of identifying that the board side verification code and the frame side verification code are a predetermined combination in the RAM 82c (step S104). Then, the CPU 82a ends the verification process. On the other hand, if the board side verification code and the frame side verification code do not match (step S103: NO), the CPU 82a ends the verification process.

[0114] Thus, in this embodiment, when power supply to the pachinko gaming machine 10 is started, the game control board 80 transmits start-up information including a board-side verification code to the frame control board 82. Then, when the frame control board 82 receives the start-up information, the CPU 82a of the frame control board 82 verifies whether the combination of the frame-side verification code and the received board-side verification code is a predetermined combination. By performing such a verification process by the CPU 82a, in this embodiment, if the board-side verification code and the frame-side verification code in the game control board 80 and the frame control board 82 connected to each other match, it is specified that the game control board 80 and the frame control board 82 are connected in a predetermined combination. On the other hand, in this embodiment, if the board-side verification code and the frame-side verification code in the game control board 80 and the frame control board 82 connected to each other do not match, it is specified that the game control board 80 and the frame control board 82 are not connected in a predetermined combination.

[0115] When the matching process is completed, the CPU 82a judges whether a matching flag is stored in the RAM 82c. If a matching flag is stored in the RAM 82c, the CPU 82a transmits response information to the received startup information to the gaming control board 80 within a response time t2 (10 ms, for example). That is, if the combination of the frame side matching code and the board side matching code is a predetermined combination, the CPU 82a transmits the response information to the startup information to the gaming control board 80. The response information to the startup information is an example of predetermined response information. This response information includes a communication number (0, for example) corresponding to the received startup information. That is, the startup information and the response information to the startup information include a communication number, which is an example of common communication information.

[0116] After that, the CPU 82a stores information that can identify that the startup information has been received (hereinafter, referred to as a startup reception flag) in the RAM 82c. On the other hand, if the comparison flag is not stored in the RAM 82c, the CPU 82a does not transmit response information to the received startup information to the game control board 80.

[0117] If the CPU 82a does not receive startup information within a predetermined time tx (for example, 3 minutes) from startup by power-on, the CPU 82a stores information (flag) capable of identifying the occurrence of a managed gaming machine internal communication error in the RAM 82c. That is, the CPU 82a sets a managed gaming machine internal communication error. The CPU 82a then waits until it receives startup information. If the CPU 82a receives startup information from the gaming control board 80 while setting the managed gaming machine internal communication error, it cancels the setting of the managed gaming machine internal communication error and stores the startup reception flag in the RAM 82c.

[0118] In the following description, when an error is referred to as being "set," it means that information capable of identifying the error (a flag, for example) is stored in the RAM 82c. When an error is referred to as being "released," it means that information capable of identifying the error (a flag, for example) is deleted from the RAM 82c.

[0119] After receiving the startup information, the CPU 82a can receive gaming information from the gaming control board 80 every time a periodic time t3 (for example, 108 ms) elapses. The gaming information includes a communication number. The communication number included in the gaming information is updated according to the number of times the gaming information is transmitted from the gaming control board 80 to the frame control board 82. When the CPU 82a receives the gaming information, it transmits response information to the received gaming information to the gaming control board 80 within a response time t2 (for example, 10 ms). This response information includes the same communication number as the received gaming information.

[0120] If the CPU 82a does not receive the next information (for example, gaming information) within a predetermined time ty (for example, 1000 ms) after receiving the startup information or gaming information from the gaming control board 80, the CPU 82a stores information capable of identifying the occurrence of a managed gaming machine communication error in the RAM 82c. In other words, the CPU 82a sets a managed gaming machine communication error. When the CPU 82a receives gaming information from the gaming control board 80 while the managed gaming machine communication error is set, the CPU 82a cancels the setting of the managed gaming machine communication error. In this way, the frame control board 82 can detect an abnormality in communication with the gaming control board 80 as a managed gaming machine communication error.

[0121] When the startup reception flag is stored in the RAM 82c, the CPU 82a judges whether the backed up information is normal. Here, when the startup reception flag is not stored, the CPU 82a waits until the startup reception flag is stored. Specifically, the CPU 82a judges whether the backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and judges whether the calculated checksum value matches the checksum value calculated in the frame side power off processing. The CPU 82a judges the information as normal when the backup flag is stored and the checksum values ​​match, while judging the information as abnormal when they do not. When the backed up information is judged as abnormal, the CPU 82a initializes the second managed ball number information and game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the first performance information. After that, the CPU 82a returns based on the initialized or backed up second managed ball number information, game information, and first performance information, and executes the frame side normal processing described later.

[0122] On the other hand, when the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g is operated based on whether the game ball clear signal is in the on state. When the game ball clear switch 82g is operated in a predetermined manner, the CPU 82a initializes the second managed ball number information stored in the RAM 82c in a second managed ball number information generation process described later. At this time, the CPU 82a does not initialize the game information and the first performance information. When the game ball clear switch 82g is not operated, the CPU 82a does not initialize the second managed ball number information.

[0123] The CPU 82a judges whether the RAM clear switch 82h has been operated based on whether the RAM clear signal is in an on state. When the RAM clear switch 82h is operated, the CPU 82a initializes the game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the second managed ball number information and the first performance information. When the RAM clear switch 82h is not operated, the CPU 82a does not initialize the game information. That is, the first performance information is not initialized in either the situation where the second managed ball number information is initialized in response to the operation of the game ball clear switch 82g, or the situation where the game information is initialized in response to the operation of the RAM clear switch 82h. After that, the CPU 82a returns based on the initialized or backed up second managed ball number information, game information, and first performance information, and executes the frame side normal processing described later.

[0124] The frame side normal processing of the frame control board 82 will be described. The game information storage process included in the frame-side normal process will be described below. The game information storage process is a process of storing game information received from the game control board 80 in the RAM 82c. When the CPU 82a receives game information capable of identifying a game state, the CPU 82a stores the game information in the RAM 82c. The CPU 82a transmits the game information stored in the RAM 82c to the CU control board 120. By referring to the game information stored in the RAM 82c, the CPU 82a can identify whether a jackpot game is being played, whether a high probability state is being played, whether a high ball entry rate state is being played, whether an error has been detected in the pachinko game machine 10, and if an error has been detected, the type of the error. In addition, when the CPU 82a receives various game information, it generates information capable of identifying the received game information and stores the information in the RAM 82c.

[0125] The first performance information generation process out of the frame-side normal process will be described. The first performance information generation process is a process of calculating a base value as the first performance information. The CPU 82a refers to the game state flag and judges whether or not the game is not in a jackpot game and the current game state is in a low probability low ball entry rate state (i.e., whether or not the game is in a normal game). When the game is in a normal game, the CPU 82a adds up the total number of winning balls during the normal game when it receives game information that can specify the occurrence of a start port winning (hereinafter referred to as start port winning information) or game information that can specify the occurrence of a normal winning (hereinafter referred to as normal winning information). The total number of winning balls is stored in the RAM 82c as one of the first performance information. When the CPU 82a receives a winning passage signal or a non-winning passage signal, it adds up the total number of effective balls during the normal game. The total number of effective balls is stored in the RAM 82c as one of the first performance information. The CPU 82a calculates the base value by the formula "total number of winning balls during normal play ÷ total number of valid balls during normal play × 100". The CPU 82a may count the total number of winning balls and the total number of valid balls in one-minute intervals and calculate the base value every minute. The CPU 82a may count the total number of winning balls in one-minute intervals and calculate the base value every time the total number of valid balls reaches a predetermined number. As an example, the predetermined number may be 60,000 balls or the maximum number (e.g., 100 balls) that can be shot by the shot unit 65 per minute. The CPU 82a controls the performance display monitor 82d to display information that can identify the calculated base value.

[0126] The CPU 82a may be configured to calculate the ratio of the role and the ratio of the consecutive role as the first performance information and display them on the performance display monitor 82d. The ratio of the role is the ratio of the total number of winning balls obtained by the operation of the electric role to the total number of winning balls obtained throughout all game states. The total number of winning balls obtained by the operation of the electric role is the sum of the total number of winning balls obtained by winning the second start hole 23B by a normal winning game (normal electric role operation) and the total number of winning balls obtained by winning the large winning hole 23C by a big winning game (special electric role operation). The ratio of the consecutive role is the ratio of the total number of winning balls obtained by the operation of the consecutive role to the total number of winning balls obtained throughout all game states. The total number of winning balls obtained by the operation of the consecutive role is the total number of winning balls obtained by winning the large winning hole 23C by a big winning game.

[0127] The second performance information generation process of the frame-side normal process will be described. The second performance information generation process is a process for calculating the specific number of balls as the second performance information. The specific number of balls is a value that can specify the increase in the number of game balls from the reference point when the number of game balls owned by the player is the smallest throughout all game states after the power is turned on to the pachinko game machine 10. In this embodiment, the specific number of balls is stored in a specified area of ​​the RAM 82c, and after the power is turned off, it is cleared to the initial value (0) regardless of whether the RAM clear switch 82h is operated when the power is turned on. That is, in this embodiment, the specific number of balls is configured not to be backed up.

[0128] When the CPU 82a receives any of the start port winning information, normal winning information, and large winning port winning information in all game states after power-on, the CPU 82a updates the specific ball number by adding the number of prize balls (the number of prize balls awarded by winning) corresponding to each winning information to the specific ball number stored in the RAM 82c. Also, when the CPU 82a receives a winning passage signal or a non-winning passage signal in all game states after power-on, the CPU 82a refers to the specific ball number stored in the RAM 82c. Then, if the specific ball number is 0, the specific ball number is not updated. On the other hand, if the specific ball number is greater than 0, the specific ball number is updated by subtracting 1 from the specific ball number.

[0129] In this way, in the pachinko gaming machine 10, after power is turned on, the CPU 82a updates the number of specific balls stored in the RAM 82c when it receives each winning information and when it receives a winning passage signal or a non-winning passage signal throughout all game states, thereby calculating the current number of specific balls. As shown in FIG. 4, in the pachinko gaming machine 10, game balls used in a game (reaching the game area 20a) are detected by the winning passage count sensor D25 or the non-winning passage count sensor D26, so that when a game ball is used, the CPU 82a receives a winning passage signal or a non-winning passage signal. That is, in this embodiment, the CPU 82a counts the number of specific balls based on the number of prize balls awarded since the start of power supply and the number of balls used in a game since the start of power supply. In this embodiment, when the number of specific balls reaches a predetermined upper limit (for example, 95,000 balls), it becomes a fixed amount reached state, which is an example of a specific state. The fixed amount reached state will be described in detail later.

[0130] The second management ball number information generation process, which is part of the normal frame-side processing, will be described below. The second managed ball number information generation process is a process for generating (managing) the second managed ball number PB. When the CPU 82a receives the acquired prize ball number information from the game control board 80, it adds the acquired prize ball number that can be specified from the acquired prize ball number information to the second managed ball number PB. The acquired prize ball number information is control information that the game control board 80 transmits when the condition for awarding prize balls is met in response to a win at a specific winning port, and is configured to be able to specify the number of prize balls set at the winning port. In this way, the CPU 82a increases the second managed ball number PB according to the acquired prize ball number information. When the CPU 82a receives the loan information from the CU control board 120, it adds the loan ball number indicated in the loan information to the second managed ball number PB. In this way, the CPU 82a increases the second managed ball number PB according to the loan information.

[0131] When the CPU 82a detects that one game ball has been collected as a returned ball based on the foul signal transmitted by the foul sensor D21, the CPU 82a increments the second management ball count PB. As an example, the CPU 82a detects that one game ball has been collected as a returned ball when the foul signal transitions from the OFF state to the ON state to the OFF state. In this way, the CPU 82a increments the second management ball count PB in response to the detection by the foul sensor D21.

[0132] When the CPU 82a detects that one game ball has been supplied to the launching section 65 based on the supply outlet signal transmitted by the supply outlet sensor D23, the CPU 82a subtracts the second management number of balls PB. In other words, when the CPU 82a detects that a game ball has been launched toward the game area 20a in response to detection by the supply outlet sensor D23, the CPU 82a subtracts the second management number of balls PB. As an example, the CPU 82a detects that one game ball has been supplied when the supply outlet signal transitions from an OFF state to an ON state to an OFF state. As a result, the electromagnetically managed game ball (the second management number of balls PB) is converted into a real ball. In this way, the CPU 82a decreases the second management number of balls PB in response to detection by the supply outlet sensor D23.

[0133] Without being limited thereto, the CPU 82a may be configured to subtract the second management number of balls PB when it detects that one game ball has been supplied to the launching unit 65 based on the supply inlet signal transmitted by the supply inlet sensor D22 instead of the supply outlet signal transmitted by the supply outlet sensor D23. The CPU 82a may be configured to subtract the second management number of balls PB when it detects that one game ball has been supplied to the launching unit 65 based on both the supply inlet signal transmitted by the supply inlet sensor D22 and the supply outlet signal transmitted by the supply outlet sensor D23. In other words, the CPU 82a may subtract the second management number of balls PB in response to detection by at least one of the supply inlet sensor D22 and the supply outlet sensor D23.

[0134] Furthermore, the CPU 82a may decrement the second management number of balls PB by driving the launch solenoid 66a, or may be configured to provide a sensor in the shooting passage 20c and decrement the second management number of balls PB when the sensor detects a game ball launched from the launch unit 65. In this manner, the second management number of balls PB is decremented in relation to at least one of the launch operation by the launch unit 65 and the supply operation by the supply unit 61. In other words, the CPU 82a decrements the second management number of balls PB in response to the launch of a game ball.

[0135] When the CPU 82a is in a countable state and receives a count signal from the counting operation unit 18, it transmits the count information stored in the RAM 82c to the management unit 100. The CPU 82a subtracts the count number that can be determined from the count information from the second management ball number PB. The CPU 82a may subtract the second management ball number PB before transmitting the count information, or may transmit the count information and then subtract the second management ball number PB.

[0136] As an example, the countable state is a state in which the necessary power is supplied and the second managed ball count PB is not 0. When the countable state is reached, the CPU 82a controls the light emitter built into the counting notification unit 18a so that the counting notification unit 18a lights up. In one example of this embodiment, the management of the number of game balls is transferred to the management unit 100 by transmitting the counting information to the management unit 100.

[0137] Also, as described above, when power supply is started while the game ball clear switch 82g is operated in a predetermined manner, the CPU 82a initializes the second management ball number information (second management ball number PB).

[0138] The CPU 82a controls the second ball count display unit 17 to display information that can identify the updated second management ball count PB after addition or subtraction. As will be described in detail later, the second ball count display unit 17 also serves as a device that can display information that can identify an error set (detected) by the frame control board 82.

[0139] In this way, the pachinko game machine 10 can electromagnetically store the number of game balls owned by the player (the second managed number of balls PB) as data, and is configured to enable playing based on the stored data. The RAM 82c that stores the data of the second managed number of balls PB is an example of a data storage unit.

[0140] The frame side error setting process of the frame side normal process will be described. As shown in Fig. 13, the frame side error setting process is a process for setting an error detected by the frame control board 82. As an example, in the frame side error setting process, errors that can be set by the frame control board 82 (CPU 82a) include at least a supply mechanism error, a frame disconnection error, a game ball count clear error, an abnormal winning ball count error, and a door open error, in addition to the above-mentioned managed gaming machine communication error. The frame side error notification process is a process for notifying an error in a predetermined notification mode when an error is detected in the frame side error setting process. The process contents related to the frame side error setting process and the frame side error notification process will be explained in detail later.

[0141] Next, various processes performed by the game control board 80 (CPU 80a) will be described. The power cut-off process on the panel side will now be described. When the CPU 80a receives a power-off detection signal transmitted by the backup circuit 80f, it executes power-off processing. In the board-side power-off processing, the CPU 80a transmits a firing stop signal to the frame control board 82. The CPU 80a calculates a checksum value of the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores information (hereinafter, referred to as a backup flag) capable of identifying that the power-off processing has been executed normally in the RAM 80c. The CPU 80a then waits until the power is completely cut off. The various pieces of information stored in the RAM 80c when the power is cut off are retained even after the power is cut off by the backup function described above.

[0142] The power-on process on the panel side will now be described. When the voltage supplied to the game control board 80 reaches a voltage required for the operation of the CPU 80a upon power-on and the CPU 80a starts up, the CPU 80a inhibits timer interrupt processing. Then, the CPU 80a executes communication confirmation processing.

[0143] As shown in FIG. 10, in the communication confirmation process, the CPU 80a transmits the start-up information to the frame control board 82. As described above, the start-up information includes a board-side verification code. In this embodiment, the time from when the power supply is started until the game control board 80 (CPU 80a) can transmit the start-up information to the frame control board 82 is tb (1500 ms, for example). As described above, the time from when the power supply is started until the frame control board 82 (CPU 82a) can receive the start-up information is ta (500 ms, for example). That is, in this embodiment, the time from when the power supply to the pachinko game machine 10 is started until the frame control board 82 can receive the start-up information is shorter than the time from when the power supply to the pachinko game machine 10 is started until the game control board 80 can transmit the start-up information to the frame control board 82.

[0144] When a predetermined time tc (108 ms, for example) has elapsed since the CPU 80a transmitted the startup information without receiving any response information, the CPU 80a transmits the startup information to the frame control board 82. Thereafter, if the CPU 80a does not receive any response information from the frame control board 82, the CPU 80a transmits startup information to the frame control board 82 every time the predetermined time tc elapses. The startup information includes a communication serial number. When the CPU 80a receives response information from the frame control board 82, the CPU 80a stores information (hereinafter, referred to as a response reception flag) capable of identifying that response information to the startup information has been received in the RAM 80c.

[0145] When the number of transmissions of the start-up information reaches a specified number (10 times as an example), the CPU 80a detects a frame board communication error, and stores information capable of identifying the occurrence of the frame board communication error in the RAM 80c. That is, the CPU 80a sets a frame board communication error. After that, the CPU 80a waits until the power is turned off. In this embodiment, the time tx (3 minutes as an example) required for the frame control board 82 to detect the managed game machine communication error is longer than the time (1080 ms as an example) required for the game control board 80 to detect the frame board communication error. The start-up information is transmitted at a predetermined time tc (108 ms as an example), and when the number of transmissions of the start-up information reaches a specified number (10 times as an example), the frame board communication error is detected. Therefore, the time required for the game control board 80 to detect the frame board communication error is 1080 ms. After setting the frame board communication error, when the power is turned on after being turned off, the CPU 80 releases the setting of the frame board communication error.

[0146] When the CPU 80a receives response information to the start-up information, the CPU 80a transmits the game information to the frame control board 82 when a periodic time t3 (for example, 108 ms) has elapsed since the start-up information was transmitted. Thereafter, the CPU 80a transmits the game information to the frame control board 82 every time the periodic time t3 elapses. When no error has occurred in the pachinko gaming machine 10, the game information includes an error code (for example, P00) as information that can specify that no error has occurred in the pachinko gaming machine 10. On the other hand, when various errors other than the frame board communication error have occurred in the pachinko gaming machine 10, the game information includes an error code as information that can specify the type of error that has occurred. The game information also includes fixed amount reaching information. The fixed amount reaching information is information that can specify whether or not the fixed amount reaching state, which will be described later, is in progress. The CPU 80a generates the fixed amount reaching information by referring to a fixed amount reaching flag, which will be described later. The game information includes a communication number. This communication number is updated according to the number of times the game information is transmitted. The CPU 80a can receive response information every time it transmits game information. The response information includes the same communication number as the transmitted game information.

[0147] If the CPU 80a does not receive any response information during a specified number of transmissions of game information (for example, 10 times), the CPU 80a stores information capable of identifying the occurrence of a frame board communication error in the RAM 80c. In other words, the CPU 80a sets a frame board communication error. When the CPU 80a is turned on after a power-off, the CPU 80a cancels the setting of the frame board communication error. In this way, the game control board 80 can detect an abnormality in communication with the frame control board 82 as a frame board communication error.

[0148] When a response reception flag is stored in the RAM 80c, the CPU 80a judges whether the backed up information is normal. The CPU 80a judges whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value of the RAM 80c and judges whether the calculated checksum value matches the checksum value calculated in the power off process. The CPU 80a judges the information as normal when the backup flag is stored and the checksum values ​​match, and judges the information as abnormal when they do not. When the backed up information is judged as abnormal, the CPU 80a initializes the main information stored in the RAM 80c. At this time, the CPU 80a initializes the main information stored in the RAM 80c to make the main information stored in the RAM 80c initial information. The CPU 80a that initializes the information stored in the RAM 80c is an example of an initialization unit. The CPU 80a transmits a control command (hereinafter, referred to as an initialization command) capable of identifying that various information has been initialized to the performance control board 81. Thereafter, the CPU 80a ends the board side power-on process.

[0149] If the backed up information is determined to be normal, the CPU 80a determines whether or not a RAM clear signal has been received from the frame control board 82 (RAM clear switch 87). If a RAM clear signal has been received, the CPU 80a initializes the main information stored in the RAM 80c. In this case, the CPU 80a sends an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been received, the CPU 80a sends a control command (hereinafter referred to as a power restoration command) that can specify a return based on the backed up main information to the performance control board 81. After that, the CPU 80a ends the board side power-on process.

[0150] When the CPU 80a finishes the board-side power-on process, it permits the timer interrupt process. That is, the CPU 80a becomes able to execute the process for progressing the game (hereinafter, referred to as the board-side normal process). If the main information is initialized, the board-side normal process is executed based on the main information after initialization. That is, the CPU 80a executes various processes included in the board-side normal process based on a state in which the first special reserve number and the second special reserve number are both zero, the first special game and the second special game are not being executed, a jackpot game has not been awarded, and the fixed amount reaching flag is not set. If the main information is not initialized, the board-side normal process is executed based on the backed-up main information. That is, if the first special reserve number and the second special reserve number are the reserved numbers at the time of power off, and if either the first special game or the second special game is being executed, the CPU 80a returns to the process for executing the special game, if a jackpot game is being awarded, the CPU 80a awards the jackpot game, and if the fixed amount reaching flag is set, the CPU 80a returns to the process for entering the fixed amount reaching state described later.

[0151] The CPU 80a executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes which are performed at predetermined control cycles (for example, 4 ms). The special symbol input process among the normal processes on the board side will be described below.

[0152] The CPU 80a judges whether the game ball has entered the first start hole 23A based on whether a detection signal has been received from the first start sensor D11. When the game ball has entered the first start hole 23A, the CPU 80a judges whether the first reserved number stored in the RAM 80c is less than the upper limit number (4 in this embodiment). When the first reserved number is less than the upper limit number, the CPU 80a adds 1 to the first reserved number and updates it. Then, the CPU 80a controls the first reserved display unit 21c to display information that can identify the updated first reserved number. The reserved condition of the first special game is met when the game ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

[0153] Next, the CPU 80a acquires the random numbers generated by the random number generating circuit 80d, and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The CPU 80a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. After that, the CPU 80a transmits a command capable of identifying the first reserved number (hereinafter, referred to as the first reserved number command) to the performance control board 81 (CPU 81a).

[0154] When the CPU 80a transmits the first reserved number command to the performance control board 81, when the game ball has not entered the first start port 23A, and when the first reserved number is not less than the upper limit number, the CPU 80a judges whether the game ball has entered the second start port 23B based on whether a detection signal has been received from the second start sensor D12. When the game ball has entered the second start port 23B, the CPU 80a judges whether the second reserved number stored in the RAM 80c is less than the upper limit number (4 in this embodiment). When the second reserved number is less than the upper limit number, the CPU 80a adds 1 to the second reserved number and updates it. The CPU 80a controls the second reserved display unit 21d to display information that can identify the second reserved number after the addition. The reserved condition of the second special game is established when the game ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.

[0155] Next, the CPU 80a acquires random numbers generated in the game control board 80, and stores random number information based on the acquired random number in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is used in the second special game, and the order in which the random number information is stored. By storing the random number information used in the special game in the RAM 80c, the pachinko game machine 10 can suspend the execution of the special game until the start condition of the special game is satisfied. After that, the CPU 80a transmits a command capable of identifying the second reserved number (hereinafter, referred to as the second reserved number command) to the performance control board 81 (CPU 81a). When the second reserved number command is transmitted to the performance control board 81, if the game ball has not entered the second start hole 23B, and if the second reserved number is not less than the upper limit number, the CPU 80a terminates the special symbol input process. In this way, the pachinko game machine 10 can suspend the execution of the variable game.

[0156] The special symbol start process, which is one of the normal processes on the board, will now be described. First, the CPU 80a judges whether the start condition of the special game is established. The CPU 80a judges it as positive when neither a jackpot game nor a special game is being played, whereas it judges it as negative when a jackpot game or a special game is being played. When the start condition of the special game is not established, the CPU 80a ends the special symbol start process. When the start condition of the special game is established, the CPU 80a judges whether the second reserved number is greater than zero. When the second reserved number is zero, the CPU 80a judges whether the first reserved number is greater than zero. When the first reserved number is zero, the CPU 80a ends the special symbol start process.

[0157] If the first reserved number is greater than zero, the CPU 80a performs a process to execute the first special game. Specifically, the CPU 80a updates the first reserved number by subtracting 1. The CPU 80a controls the first reserved display unit 21c to display information that can identify the first reserved number after subtraction. The CPU 80a acquires the random number information stored first from the random number information for the first special game from the RAM 80c. The CPU 80a uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a winning lottery for the special symbol. The CPU 80a performs a jackpot lottery with a jackpot probability according to the current probability state (whether or not the special jackpot function is activated).

[0158] When a jackpot is won, the CPU 80a performs a jackpot variation process. In the jackpot variation process, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the CPU 80a ends the special pattern start process.

[0159] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. After that, the CPU 80a ends the special symbol start process.

[0160] If the second reserved number is greater than zero, the CPU 80a performs a process for executing a second special game. The process for executing a second special game is the process for executing a first special game, except that the "first special game" is replaced with the "second special game" and the "first reserved number" is replaced with the "second reserved number," so a detailed description thereof will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any of the variable processes based on the result of the jackpot lottery, and then ends the special symbol start process.

[0161] The CPU 80a transmits a variation start command and a special symbol command to the performance control board 81 in the jackpot variation process and the loss variation process. The variation start command is a control command capable of identifying the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command capable of identifying the special symbol determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0162] When the special symbol start process is completed, the CPU 80a executes the first special game or the second special game by a process separate from the special symbol start process. As an example, when the CPU 80a executes the first special game, the CPU 80a controls the first special symbol display unit 21a to start the variable display of a predetermined symbol. The CPU 80a measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the CPU 80a controls the first special symbol display unit 21a to stop displaying the special symbol determined in the special symbol start process. In addition, when the variable time set in the variable pattern has elapsed, the CPU 80a transmits a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game to the performance control board 81.

[0163] As an example, when the CPU 80a executes the second special game, the CPU 80a controls the second special symbol display unit 21b to start displaying a predetermined symbol. The CPU 80a measures the change time determined in the change pattern. When the change time determined in the change pattern has elapsed, the CPU 80a controls the second special symbol display unit 21b to stop displaying the special symbol determined in the special symbol start process. In addition, when the change time determined in the change pattern has elapsed, the CPU 80a transmits a change end command to the performance control board 81. As described above, the pachinko game machine 10 is configured to be able to execute a winning lottery triggered by the entry of a game ball into the start hole by the CPU 80a executing the special symbol input process and the special symbol start process, and to execute a symbol change game based on the result of the winning lottery.

[0164] The jackpot game processing, which is one of the normal processing on the board side, will be explained below. The jackpot game process is a process for awarding a jackpot game. When the CPU 80a stops and displays a jackpot pattern in a special game, the CPU 80a executes the jackpot game process after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot pattern (type of jackpot) determined in the special pattern start process. The CPU 80a is configured to award the specified type of jackpot game.

[0165] First, the CPU 80a transmits a control command (hereinafter, referred to as an opening command) capable of identifying the start of the opening time to the performance control board 81. When the opening time has elapsed, the CPU 80a performs a process for executing a round game. As an example, the CPU 80a controls the special solenoid SL2 using the specified opening control data for the big win game to open the big win opening 23C. When the number of game balls detected by the count sensor D13 reaches the upper limit number described above or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the big win opening 23C, thereby ending the round game. The CPU 80a repeats such a process for executing a round game until the upper limit number of round games set for the big win game is completed. The CPU 80a transmits a control command (hereinafter, referred to as a round command) capable of identifying the start of the round game to the performance control board 81 every time a round game is started. When the final round of play ends, the CPU 80a transmits a control command capable of identifying the start of the ending time (hereinafter, referred to as an ending start command) to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the big win game. The CPU 80a may transmit a control command capable of identifying the elapse of the ending time (hereinafter, referred to as an ending end command) to the performance control board 81.

[0166] The state transition process among the normal processes on the panel side will now be described. When the CPU 80a ends the jackpot game based on the first jackpot pattern among the jackpot patterns, it sets a high probability flag in the RAM 80c. That is, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot pattern ends, the CPU 80a does not erase the probability flag until the next jackpot game is awarded. On the other hand, when the CPU 80a ends the jackpot game based on the second jackpot pattern different from the first jackpot pattern, it does not set the high probability flag in the RAM 80c. That is, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the CPU 80a controls to a low probability state during the jackpot game.

[0167] When the jackpot game based on the first jackpot symbol or the second jackpot symbol is finished, the CPU 80a sets an operation flag in the RAM 80c. That is, the CPU 80a controls to a high ball entry rate state. After the jackpot game based on the second jackpot symbol is finished, the CPU 80a counts the number of times the special game is executed after the jackpot game is finished by updating the value of the execution counter stored in the RAM 80c every time the special game is started after the jackpot game based on the second jackpot symbol is finished. When the special game in which the number of times the special game is executed after the jackpot game is finished reaches the activation number, the CPU 80a erases the activation flag stored in the RAM 80c. That is, the CPU 80a controls to a low ball entry rate state when the special game that has been activated is finished after the jackpot game based on the second jackpot symbol is finished. Note that the CPU 80a does not erase the activation flag until the next jackpot game is awarded after the jackpot game based on the first jackpot symbol is finished. When the CPU 80a starts a big win game and the operation flag is set, the CPU 80a erases the operation flag. That is, the CPU 80a controls the big win game to a low ball entry rate state.

[0168] The board-side error setting process, which is part of the board-side normal process, will now be described. As shown in Fig. 13, the board-side error setting process is a process for setting an error. As an example, in the board-side error setting process, errors that can be set by the game control board 80 (CPU 80a) include at least an unauthorized radio wave detection error and a main line disconnection error in addition to the frame board communication error described above. Also, the board-side error notification process is a process for notifying an error in a predetermined notification mode when an error is detected in the board-side error setting process. The process contents related to the board-side error setting process and the board-side error notification process will be explained in detail later.

[0169] The various processes executed by the performance control board 81 (CPU 81a) will be described. The power restoration process will now be described. When the CPU 81a receives the initialization command, the CPU 81a controls a part or all of the notification means constituting the notification device ES to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification is executed in a manner in which a sound capable of identifying the execution of the RAM clear, such as a human voice reading out the character string "RAM clear", is output from the notification sound unit 12. As an example, the RAM clear notification is executed in a manner in which the notification light-emitting unit 14 is caused to emit light in a light-emitting pattern dedicated to the RAM clear. As an example, the RAM clear notification is executed in a manner in which an initialization image SG (shown in FIG. 14(c)) capable of identifying the execution of the RAM clear, such as the character string "RAM clear", is displayed on the notification display unit 19. When a predetermined time has elapsed since the start of the RAM clear notification, the CPU 81a controls the notification device ES to end the RAM clear notification. Also, when the CPU 81a receives the initialization command, the CPU 81a controls the notification display unit 19 to display a combination of a predetermined background image HK and a predetermined performance pattern.

[0170] When the CPU 81a receives a power restoration command, it controls a part or all of the notification means constituting the notification device ES to execute a power restoration notification. As an example, the power restoration notification is executed in a manner in which a voice capable of identifying the execution of power restoration, such as a human voice reading out the character string "Power restoration in progress", is output from the notification voice unit 12. As an example, the power restoration notification is executed in a manner in which the notification light-emitting unit 14 is illuminated in a light-emitting pattern dedicated to power restoration. As an example, the power restoration notification is executed in a manner in which a power restoration image FG (shown in FIG. 15(c)) capable of identifying the execution of power restoration, such as the character string "Power restoration in progress", is displayed on the notification display unit 19. The CPU 81a controls the notification device ES to end the power restoration notification when a predetermined time has elapsed since the start of the power restoration notification. Not limited to this, the CPU 81a may be configured not to execute the power restoration notification. In addition, when the CPU 81a receives a power restoration command, it controls the notification display unit 19 to display a predetermined background image HK and a combination of performance patterns different from the combination of the predetermined performance patterns.

[0171] The big win presentation process will now be described. The big win performance process is a process for executing a performance during a big win game (hereinafter referred to as a big win performance). When the CPU 81a receives an opening command, it controls the notification device ES to execute an opening performance. When the CPU 81a receives a round command, it controls the notification device ES to execute a round performance. When the CPU 81a receives an ending start command, it controls the notification device ES to execute an ending performance. When the CPU 81a receives an ending end command, it controls the notification device ES to end the ending performance.

[0172] The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during the execution of the special game. When the CPU 81a receives the first reserved number command, it controls the notification display unit 19 to display the reserved image HG based on the first reserved number command. When the CPU 81a receives the second reserved number command, it controls the notification display unit 19 to display the reserved image HG based on the second reserved number command. When the CPU 81a receives the variation start command and the special pattern command, it controls the notification device ES including the notification display unit 19 to execute the effect game. Specifically, when the CPU 81a receives the variation start command, it selects the effect pattern (effect content) of the effect game based on the variation pattern that can be specified from the command. Also, when the CPU 81a receives the special pattern command, it determines the pattern combination to be stopped and displayed in the effect game based on the special pattern that can be specified from the command. When the jackpot pattern can be specified from the special pattern command, the CPU 81a determines the jackpot pattern combination. When the CPU 81a can specify a losing symbol combination from the special symbol command, the CPU 81a determines a losing symbol combination including a reaching effect when the CPU 81a executes a reaching effect.

[0173] The CPU 81a controls the notification display unit 19 so as to start the variable display of the performance symbols in each symbol row upon receiving the variation start command. That is, the CPU 81a starts the performance game. When the CPU 81a executes a predetermined performance in relation to the performance game, the CPU 81a controls the notification device ES including the notification display unit 19 so as to execute the performance. When a predetermined timing arrives after starting the performance game, the CPU 81a causes the symbol combination to be temporarily stopped and displayed, and upon receiving the variation end command, causes the symbol combination to be fixed and displayed. The CPU 81a may also cause the symbol combination to be fixed and displayed upon the passage of a variation time set for the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.

[0174] Next, various processes that the CPU 82a of the frame control board 82 performs upon receiving signals from various sensors and switches will be described. The following describes the supply ball count monitoring process, which is part of the normal frame side processing.

[0175] The CPU 82a increments the number of supply inlet balls when it detects that one gaming ball has been received by the supply unit 61 based on the supply inlet signal transmitted by the supply inlet sensor D22. As an example, the CPU 82a detects that one gaming ball has been received by the supply unit 61 when the supply inlet signal transitions from off state → on state → off state. When the CPU 82a detects that one gaming ball has been received by the supply unit 61, it increments the number of supply inlet balls by 1 and stores the result in the RAM 82c.

[0176] The CPU 82a increments the number of supply outlet balls when it detects that one gaming ball has been discharged from the supply unit 61 based on the supply outlet signal transmitted by the supply outlet sensor D23. As an example, the CPU 82a detects that one gaming ball has been discharged from the supply unit 61 when the supply outlet signal transitions from an OFF state to an ON state to an OFF state. When the CPU 82a detects that one gaming ball has been discharged from the supply unit 61, it increments the number of supply outlet balls by 1 and stores the result in the RAM 82c.

[0177] The winning ball count monitoring process, which is part of the normal frame-side processing, will be described below. The CPU 82a increments the number of shots Pf when it detects that one game ball has been supplied to the launch unit 65 based on the supply outlet signal transmitted by the supply outlet sensor D23. As an example, the CPU 82a detects that one game ball has been supplied when the supply outlet signal transitions from an OFF state to an ON state to an OFF state. The CPU 82a stores information capable of identifying the updated number of shots Pf in the RAM 82c. This allows the CPU 82a to identify the number of game balls shot toward the game area 20a in response to detection by the supply outlet sensor D23.

[0178] Without being limited thereto, the CPU 82a may be configured to increment the number of shots Pf when it detects that one gaming ball has been supplied to the launching unit 65 based on the supply inlet signal transmitted by the supply inlet sensor D22 instead of the supply outlet signal transmitted by the supply outlet sensor D23. The CPU 82a may be configured to increment the number of shots Pf when it detects that one gaming ball has been supplied to the launching unit 65 based on both the supply inlet signal transmitted by the supply inlet sensor D22 and the supply outlet signal transmitted by the supply outlet sensor D23. In other words, the CPU 82a may increment the number of shots Pf in response to detection by at least one of the supply inlet sensor D22 and the supply outlet sensor D23.

[0179] The CPU 82a may also increment the number of shots Pf by driving the shot solenoid 66a, or may be configured to increment the number of shots Pf when a sensor is provided in the shooting passage 20c and the sensor detects a game ball shot from the shot unit 65. In this way, the number of shots Pf is incremented in relation to at least one of the shot operation by the shot unit 65 and the supply operation by the supply unit 61. In other words, the CPU 82a increments the number of shots Pf in response to the shot of a game ball.

[0180] When the CPU 82a detects that one game ball has been collected from the game area 20a based on the out signal transmitted by the out sensor D30, the CPU 82a increments the number of collected balls Pg. As an example, the CPU 82a detects that one game ball has been collected from the game area 20a when the out signal transitions from the off state to the on state to the off state. In this way, the CPU 82a increments the number of collected balls Pg in response to the detection by the out sensor D30. The CPU 82a stores information capable of identifying the updated number of collected balls Pg in the RAM 82c.

[0181] Without being limited to this, the configuration may be such that when it is detected that one game ball has been collected from the game area 20a based on the winning passage signal transmitted by the winning passage count sensor D25 and the non-winning passage signal transmitted by the non-winning passage count sensor D26 instead of the out signal transmitted by the out sensor D30, the number of collected balls Pg is incremented.

[0182] When the CPU 82a detects that one game ball has been collected as a return ball based on the foul signal transmitted by the foul sensor D21, the CPU 82a increments the number of collected balls Pg. As an example, the CPU 82a detects that one game ball has been collected as a return ball when the foul signal transitions from an OFF state to an ON state to an OFF state. In this way, the CPU 82a increments the number of collected balls Pg in response to the detection by the foul sensor D21. The CPU 82a stores information capable of identifying the updated number of collected balls Pg in the RAM 82c. This allows the CPU 82a to identify the number of game balls launched toward the game area 20a in response to the detection by the out sensor D30 and the foul sensor D21.

[0183] The following describes errors that can be detected by the frame control board 82 (CPU 82a). The frame control board 82 (CPU 82a) can detect and set various errors by executing a frame side error setting process.

[0184] The detection condition for the communication error in the managed gaming machine is that the communication between the frame control board 82 and the gaming control board 80 is not performed normally. The CPU 82a can detect the communication error in the managed gaming machine in the above-mentioned communication check process. If the CPU 82a does not receive startup information within a time tx (for example, 3 minutes) from startup by power-on, it determines that communication with the gaming control board 80 is not performed normally. Specifically, after startup by power-on, the CPU 82a measures the time after startup from power-on until it receives the startup information. When the CPU 82a receives the startup information, it stops measuring the time after startup. When the time after startup reaches a predetermined time tx, the CPU 82a sets a communication error in the managed gaming machine.

[0185] Furthermore, if the CPU 82a does not receive the next information (for example, gaming information) within a predetermined time ty (for example, 1000 ms) from when it receives the startup information or gaming information from the gaming control board 80, it determines that communication with the gaming control board 80 is not normal. Specifically, after receiving the startup information or gaming information, the CPU 82a measures the reception time from when it receives the startup information or gaming information until it receives the next information. When it receives the next information, the CPU 82a stops measuring the reception time. When the reception time reaches the predetermined time ty, the CPU 82a sets a communication error within the managed gaming machine.

[0186] The managed game machine communication error is released when communication is performed normally. When the CPU 82a receives the startup information, it releases the managed game machine communication error. In other words, the managed game machine communication error is released when the cause of the managed game machine communication error is eliminated. The managed game machine communication error is detected as a confirmation period during the ball removal state in which the game balls enclosed inside the pachinko game machine 10 can be discharged to the outside of the machine by operating the ball removal switch 82e, and during any other state than the ball removal state. As an example, the managed game machine communication error is constantly detected from when the power is turned on until the power is turned off.

[0187] As described above, the CPU 82a sets a managed gaming machine internal communication error based on not receiving the start-up information or game information from the gaming control board 80. Here, as a situation in which the start-up information or game information is not received from the gaming control board 80, for example, a communication line connecting the frame control board 82 and the gaming control board 80 may be disconnected. In this case, it is particularly considered that the communication line for the frame control board 82 to receive information from the gaming control board 80 is disconnected. In addition, when the communication line for the frame control board 82 to transmit information to the gaming control board 80 is disconnected, the gaming control board 80 sets a frame board communication error and stops transmitting the game information. As a result, the CPU 82a cannot receive the game information and sets a managed gaming machine internal communication error. In this way, even if the communication line for the frame control board 82 to transmit information to the gaming control board 80 is disconnected, a managed gaming machine internal communication error is set.

[0188] The supply mechanism error is detected when the difference between the number of game balls detected by the supply inlet sensor D22 and the number of game balls detected by the supply outlet sensor D23 is equal to or greater than a predetermined number (for example, 50). The CPU 82a sets a supply mechanism error when the difference between the number of game balls detected by the supply inlet sensor D22 and the number of game balls detected by the supply outlet sensor D23 reaches a predetermined number. That is, the CPU 82a sets a supply mechanism error when the difference between the number of game balls detected by the supply inlet sensor D22 and the number of game balls detected by the supply outlet sensor D23 is equal to or greater than a predetermined number. More specifically, the CPU 82a sets a supply mechanism error when the number of game balls detected by the supply inlet sensor D22 is greater than the number of game balls detected by the supply outlet sensor D23 by a predetermined constant or more. The CPU 82a also sets a supply mechanism error when the number of game balls detected by the supply inlet sensor D22 is less than the number of game balls detected by the supply outlet by a predetermined number or more. When the CPU 82a sets a supply mechanism error, it transmits a supply mechanism error setting command, which is control information capable of identifying the occurrence of a supply mechanism error, to the game control board 80.

[0189] The supply mechanism error is released when the error release switch 82f is pressed for a predetermined time td (for example, 2 seconds). The CPU 82a releases the setting of the supply mechanism error when the predetermined time td has elapsed while the error release signal remains on. When releasing the setting of the supply mechanism error, the CPU 82a initializes the number of supply inlet balls and the number of supply outlet balls stored in the RAM 82c. In this way, the setting of the supply mechanism error can be released based on the operation of the error release switch 82f without stopping the power supply. The setting of the supply mechanism error is released when the predetermined time td has elapsed while the error release switch 82f is operated. When the CPU 82a releases the setting of the supply mechanism error, it transmits a supply mechanism error release command, which is control information capable of identifying the elimination of the supply mechanism error, to the game control board 80.

[0190] A supply mechanism error is detected as a confirmation interval after CPU82a receives start-up information. The number of supply inlet balls and the number of supply outlet balls are not updated until CPU82a receives start-up information. In other words, in the supply ball number monitoring process, CPU82a does not count the number of detections by supply inlet sensor D22 and the number of detections by supply outlet sensor D23 after power supply starts until it receives start-up information. For this reason, a supply mechanism error is not detected until it receives start-up information after power supply starts. The supply ball number monitoring process is a process for detecting supply mechanism errors, and is therefore one of the frame side error setting processes.

[0191] The detection condition for a frame open wire error is that an abnormality such as a break has been detected in a switch or sensor connected to the frame control board 82. The CPU 82a sets a frame open wire error when it detects that no current is flowing to each sensor and switch. In other words, the CPU 82a sets a frame open wire error when there is an abnormality in communication with a switch or sensor connected to the frame control board 82. When the CPU 82a sets a frame open wire error, it transmits a frame open wire error setting command, which is control information capable of identifying the occurrence of a frame open wire error, to the game control board 80. In this way, the CPU 82a can detect an abnormality in communication with a switch or sensor connected to the frame control board 82 as a frame open wire error.

[0192] The condition for canceling the frame open wire error is that an abnormality such as a broken wire in a switch or sensor connected to the frame control board 82 has been resolved. When the CPU 82a detects that each sensor and switch is energized, it cancels the setting of the frame open wire error. When the CPU 82a cancels the setting of the frame open wire error, it transmits a frame open wire error cancel command, which is control information capable of identifying the elimination of the frame open wire error, to the game control board 80. The frame open wire error is detected in a confirmation period other than during the ball removal state.

[0193] The detection condition for the game ball count clear error is that power supply is started while the game ball clear switch 82g is operated in a predetermined manner. When power supply is started, if the game ball clear signal is in the ON state, the CPU 82a sets the game ball count clear error. In other words, the CPU 82a sets the game ball count clear error when the second managed ball count information (second managed ball count PB) is initialized. When the CPU 82a sets the game ball count clear error, it transmits a game ball count clear error setting command, which is control information capable of identifying the occurrence of the game ball count clear error, to the game control board 80.

[0194] The release condition for the game ball count clear error is that a specific time (for example, 30 seconds) has elapsed since the supply outlet sensor D23, the foul sensor D21, or the out sensor D30 detected a game ball. When the CPU 82a receives a supply outlet signal transmitted by the supply outlet sensor D23, a foul signal transmitted by the foul sensor D21, or an out signal transmitted by the out sensor D30, it starts measuring the release time. When the release time exceeds the specific time, the CPU 82a releases the setting of the game ball count clear error. As described above, when a game ball is detected by the supply outlet sensor D23, when a game ball is detected by the foul sensor D21, or when a game ball is detected by the out sensor D30, it can be determined that the game ball has been launched toward the game area 20a. In this way, the CPU 82a releases the setting of the game ball count clear error when a specific time has elapsed since determining the launch of the game ball. When the CPU 82a cancels the setting of the game ball count clear error, it transmits a game ball count clear error cancel command, which is control information capable of identifying the cancellation of the game ball count clear error, to the game control board 80. The game ball count clear error is detected as a confirmation section other than during the ball removal state.

[0195] The winning ball number abnormality error is detected when the difference between the number of game balls detected by the supply outlet sensor D23 and the number of game balls detected by the foul sensor D21 and the out sensor D30 is equal to or greater than a specific number (for example, 100). The CPU 82a sets the winning ball number abnormality error when the difference between the number of shots Pf and the number of collected Pg reaches a specific number. That is, the CPU 82a sets the winning ball number abnormality error when the difference between the number of game balls shot toward the game area 20a and the number of game balls collected by the winning receiving opening 30a, the non-winning receiving opening 30b, and the foul receiving opening 30c is equal to or greater than a specific number. After setting the winning ball number abnormality error, the CPU 82a may or may not update the number of shots Pf and the number of collected Pg in the winning ball number monitoring process.

[0196] More specifically, the CPU 82a sets a winning ball number abnormality error when the number of shots Pf is greater than the number of collected balls Pg by a specific number or more. That is, the CPU 82a sets a winning ball number abnormality error when the number of game balls shot toward the play area 20a is greater than the number of game balls collected by the winning receiving opening 30a, the non-winning receiving opening 30b, and the foul receiving opening 30c by a specific number or more. The CPU 82a also sets a winning ball number abnormality error when the number of shots Pf is less than the number of collected balls Pg by a specific number or more. That is, the CPU 82a sets a winning ball number abnormality error when the number of game balls shot toward the play area 20a is less than the number of game balls collected by the winning receiving opening 30a, the non-winning receiving opening 30b, and the foul receiving opening 30c by a specific number or more. When the CPU 82a sets a winning ball count abnormal error, it transmits to the game control board 80 a winning ball count abnormal error setting command, which is control information capable of identifying the occurrence of a winning ball count abnormal error.

[0197] The winning ball count abnormality error is released when the power is restored. The winning ball count abnormality error is released when the power is turned on after being turned off, and there is no way to release the error other than by restoring the power. For example, the winning ball count abnormality error is not released even if the error release switch 82f is pressed. For example, the winning ball count abnormality error is not released even if the difference between the number of shots Pf and the number of collected Pg becomes less than a specific number. More specifically, the winning ball count abnormality error is not released even if the difference between the number of game balls shot toward the game area 20a and the number of game balls collected by the winning ball receiving opening 30a, the non-winning ball receiving opening 30b, and the foul receiving opening 30c becomes less than a specific number. The winning ball count abnormality error is detected as a confirmation zone other than during the ball removal state.

[0198] When the power is turned on after being turned off, the CPU 82a cancels the setting of the winning ball number abnormal error. The CPU 82a may cancel the setting of the winning ball number abnormal error when the power is turned off, or may cancel the setting of the winning ball number abnormal error when the power is turned on. In other words, the CPU 82a cancels the setting of the winning ball number abnormal error when the power supply is stopped or when the power supply is started.

[0199] The detection condition for the door opening error is that either the first door opening switch D17 or the second door opening switch D18 is detected as being in an off state. When the detection condition is met, the CPU 82a sets the door opening error. When the CPU 82a sets the door opening error, it transmits a door opening error setting command, which is control information capable of identifying the occurrence of the door opening error, to the game control board 80. The release condition for the door opening error is that both the first door opening switch D17 and the second door opening switch D18 are detected as being in an on state. When the CPU 82a detects the on state of both the first door opening switch D17 and the second door opening switch D18, it releases the setting of the door opening error. When the CPU 82a releases the setting of the door opening error, it transmits a door opening error release command, which is control information capable of identifying the elimination of the door opening error, to the game control board 80. The door opening error is detected as a confirmation section other than during the ball removal state.

[0200] In addition, in a situation where a managed gaming machine communication error is set, communication between the frame control board 82 and the gaming control board 80 is not performed normally, so a command as control information capable of identifying the occurrence of a managed gaming machine communication error is not sent to the gaming control board 80. When a managed gaming machine communication error is set, the CPU 82a may send a managed gaming machine communication error setting command, which is control information capable of identifying the occurrence of a managed gaming machine communication error, to the gaming control board 80. In this case, if the communication line for the frame control board 82 to transmit information to the gaming control board 80 is disconnected, the gaming control board 80 cannot receive the managed gaming machine communication error setting command.

[0201] In the following description, the commands that the frame control board 82 (CPU 82a) sends to the gaming control board 80 when it sets an error or cancels the error setting are collectively referred to as "frame error commands." Of the frame error commands, control commands that can specify that an error has been set are collectively referred to as "frame error setting commands." Of the frame error commands, control commands that can specify that an error setting has been resolved are collectively referred to as "frame error cancel commands." The frame error setting command is also a control command that can specify the type of error that has been set. The frame error cancel command is also a control command that can specify the type of error that has been cancelled. The CPU 82a sends the frame error setting command and the frame error cancel command to the gaming control board 80 depending on the type of error.

[0202] When the game control board 80 (CPU 80a) receives the frame error setting command, it updates information capable of identifying the error being set in the frame control board 82 (hereinafter referred to as frame side error information) based on the received frame error setting command, and stores it in the RAM 80c. When the CPU 80a receives the frame error reset command, it updates the frame side error information based on the received frame error reset command, and stores it in the RAM 80c. This allows the CPU 80a to identify the error being set in the frame control board 82. The CPU 80a transmits the received frame error setting command and frame error reset command to the performance control board 81.

[0203] When the performance control board 81 (CPU 81a) receives the frame error setting command, it updates information (hereinafter, referred to as error information) capable of identifying an error being set in the pachinko gaming machine 10 based on the received frame error setting command, and stores the information in the RAM 81c. When the CPU 81a receives the frame error reset command, it updates the error information based on the received frame error reset command, and stores the information in the RAM 81c. This allows the CPU 81a to identify an error being set in the pachinko gaming machine 10.

[0204] The following describes errors that the gaming control board 80 (CPU 80a) can detect. The gaming control board 80 (CPU 80a) can detect and set various errors by executing a board-side error setting process.

[0205] The detection condition for the unauthorized radio wave detection error is that an abnormal radio wave has been detected a predetermined number of times (10 times as an example). The CPU 80a detects the occurrence of an abnormal radio wave as an unauthorized radio wave detection error. When the CPU 80a receives a radio wave detection signal from the radio wave sensor D19, it increments the number of radio wave detections. Specifically, when the radio wave detection signal transitions from an off state to an on state, the CPU 80a increments the number of radio wave detections by 1. That is, the CPU 80a counts the number of detections by the radio wave sensor D19 as the number of radio wave detections. The CPU 80a stores information capable of identifying the updated number of radio wave detections in the RAM 82c. When the number of radio wave detections reaches a predetermined number, the CPU 80a sets an unauthorized radio wave detection error. This predetermined number is not limited to 10 times. It may be any of 2 to 9 times, or may be 11 times or more. It is preferable that the predetermined number is not once, but multiple times. That is, the unauthorized radio wave detection error is set when the number of detections by the radio wave sensor D19 reaches a predetermined number, which is multiple times. In this way, the CPU 80a updates the number of radio wave detections based on the reception status of the radio wave detection signal transmitted by the radio wave sensor D19, and sets an unauthorized radio wave detection error based on the number of radio wave detections. When the CPU 80a sets an unauthorized radio wave detection error, it transmits an unauthorized radio wave detection error setting command, which is control information capable of identifying the occurrence of an unauthorized radio wave detection error, to the performance control board 81 and the frame control board 82.

[0206] The unauthorized radio wave detection error is a state in which there is a high possibility that fraud (cheating) using radio waves is taking place. The unauthorized radio wave detection error is released when the power is restored. The unauthorized radio wave detection error setting is released when the power is turned off and then on again, and there is no way to release the error other than by restoring the power. For example, the unauthorized radio wave detection error setting is not released even if the radio wave sensor D19 no longer detects radio waves. In other words, the unauthorized radio wave detection error setting is not released even if the cause of the unauthorized radio wave detection error being set is resolved.

[0207] When the power is turned on after being turned off, the CPU 80a cancels the setting of the unauthorized radio wave detection error. The CPU 80a may cancel the setting of the unauthorized radio wave detection error when the power is turned off, or may cancel the setting of the unauthorized radio wave detection error when the power is turned on. In other words, the CPU 80a cancels the setting of the unauthorized radio wave detection error when the power supply is stopped or started. When canceling the setting of the unauthorized radio wave detection error, the CPU 80a initializes the number of radio wave detections stored in the RAM 80c. The CPU 80a may initialize the number of radio wave detections when the power is turned off, or may initialize the number of radio wave detections when the power is turned on. In this way, the CPU 80a does not cancel the setting of the unauthorized radio wave detection error until the power supply is stopped. In addition, the CPU 80a does not initialize the number of radio wave detections until the power supply is stopped. Note that if abnormal radio waves are detected again a predetermined number of times after the power is turned on, the unauthorized radio wave detection error is set even after the power is turned on. The unauthorized radio wave detection error is detected as a confirmation section other than during the bulb removal state.

[0208] The detection condition for a frame board communication error is that communication between the frame control board 82 and the game control board 80 is not performed normally. As described above, the CPU 80a determines that communication with the frame control board 82 is not performed normally when the number of times that startup information has been transmitted reaches a specified number (10 times, for example). Specifically, after starting up by turning on the power, the CPU 80a transmits startup information until it receives response information from the frame control board 82. The CPU 80a counts the number of times that startup information has been transmitted. When the CPU 80a receives response information to the startup information, it initializes the number of transmissions. When the number of transmissions reaches the specified number, the CPU 80a sets a frame board communication error.

[0209] Furthermore, if the CPU 80a does not receive any response information while transmitting the game information a specified number of times (10 times as an example), it determines that communication with the frame control board 82 is not normal. Specifically, after receiving response information to the startup information, the CPU 80a transmits game information every time a periodic time t3 (108 ms as an example) has elapsed. The CPU 80a counts the number of times the game information is transmitted each time the game information is transmitted. When the CPU 80a receives response information to the game information, it initializes the number of transmissions. When the number of transmissions reaches the specified number, the CPU 80a sets a frame board communication error. When the CPU 80a sets a frame board communication error, it transmits a frame board communication error setting command, which is control information capable of identifying the occurrence of a frame board communication error, to the performance control board 81.

[0210] The condition for canceling the frame board communication error is power recovery. The setting of the frame board communication error is released when the power is turned off and then turned on, and there is no way to cancel it other than by power recovery. For example, the setting of the frame board communication error is not released even if response information is received. In other words, the setting of the frame board communication error is not released even if the cause of the setting of the frame board communication error is resolved.

[0211] When the power is turned on after being turned off, the CPU 80a cancels the frame board communication error setting. The CPU 80a may cancel the frame board communication error setting when the power is turned off. When canceling the frame board communication error setting, the CPU 80a initializes the number of transmissions stored in the RAM 80c. The CPU 80a may initialize the number of transmissions when the power is turned off. The frame board communication error is detected as a confirmation section both during the ball removal state and outside the ball removal state. As an example, the frame board communication error is constantly detected from the time the power is turned on until the power is turned off.

[0212] As described above, the CPU 80a sets a frame board communication error based on not receiving response information from the frame control board 82. As a result, when communication between the frame control board 82 and the game control board 80 is not performed normally, a frame board communication error is set. Here, as a situation in which communication between the frame control board 82 and the game control board 80 is not performed normally, for example, a communication line connecting the frame control board 82 and the game control board 80 is broken. In this case, it is particularly considered that a communication line for the game control board 80 to receive information from the frame control board 82 is broken. In addition, when a communication line for the game control board 80 to transmit information to the frame control board 82 is broken, the frame control board 82 cannot receive start-up information and game information, and therefore does not transmit response information to the game control board 80. In other words, even if the combination of the frame side matching code and the board side matching code is a predetermined combination, if the communication line connecting the game control board 80 and the frame control board 82 is broken, the CPU 80a will not be able to receive the response information and will set a frame board communication error.

[0213] Also, even if the communication line connecting the frame control board 82 and the game control board 80 is not broken, if the frame side matching code and the board side matching code do not match in the matching process performed by the frame control board 82 as described above, the frame control board 82 does not transmit response information to the received startup information to the game control board 80 after performing the matching process. In other words, if the combination of the frame side matching code and the board side matching code is not a predetermined combination, the frame control board 82 does not transmit response information to the startup information to the game control board 80. In this case, the CPU 80a cannot receive the response information and sets a frame board communication error.

[0214] In this manner, in this embodiment, a frame board communication error occurs when communication between the frame control board 82 and the game control board 80 is not possible. The situation in which communication between the frame control board 82 and the game control board 80 is not possible includes a situation in which the combination of the frame side matching code and the board side matching code is not a predetermined combination.

[0215] The detection condition for the main disconnection error is that an abnormality such as a disconnection has been detected in a sensor connected to the game control board 80. The CPU 80a sets a main disconnection error when it detects that no power is being applied to each sensor. In other words, the CPU 80a sets a main disconnection error when there is an abnormality in communication with a sensor connected to the game control board 80. When the CPU 80a sets a main disconnection error, it transmits a main disconnection error setting command, which is control information capable of identifying the occurrence of a main disconnection error, to the performance control board 81 and the frame control board 82. In this way, the CPU 80a can detect an abnormality in communication with a sensor connected to the game control board 80 as a main disconnection error.

[0216] The condition for releasing the main disconnection error is that an abnormality such as a disconnection in a sensor connected to the game control board 80 has been resolved. When the CPU 80a detects that each sensor is energized, it releases the setting of the main disconnection error. When the CPU 80a releases the setting of the main disconnection error, it transmits a main disconnection error release command, which is control information capable of identifying the elimination of the main disconnection error, to the performance control board 81 and the frame control board 82. The main disconnection error is detected in a confirmation period other than during the ball removal state.

[0217] In this way, the CPU 80a functions as a detection means for detecting the occurrence of an illegal radio wave detection error, a frame board communication error, and a main disconnection error in the pachinko game machine 10. In the following description, when the game control board 80 (CPU 80a) sets an error or cancels the setting of an error, the commands transmitted to the performance control board 81 and the game control board 80 are collectively referred to as "board error commands". Among the board error commands, the control commands capable of identifying that an error has been set are collectively referred to as "board error setting commands". Among the board error commands, the control commands capable of identifying that the setting of an error has been resolved are collectively referred to as "board error release commands". The board error setting command is also a control command capable of identifying the type of error that has been set. The board error release command is also a control command capable of identifying the type of error that has been released. The CPU 80a transmits the board error setting command and the board error release command to the frame control board 82 and the performance control board 81 according to the type of error. In addition, when a frame board communication error is set, communication between the game control board 80 and the frame control board 82 is not performed normally, so the board error command is not sent to the frame control board 82, but is sent to the performance control board 81. When a frame board communication error is set, the CPU 80a does not send a board error command to the frame control board 82. When a frame board communication error is set, the CPU 80a may send a board error command to the game control board 80. In this case, if the communication line through which the game control board 80 transmits information to the frame control board 82 is disconnected, the frame control board 82 cannot receive the board error command.

[0218] When the frame control board 82 (CPU 82a) receives the board error setting command, it updates information that can identify the error being set in the game control board 80 (hereinafter referred to as board side error information) based on the received board error setting command, and stores it in the RAM 82c. When the CPU 82a receives the board error reset command, it updates the board side error information based on the received board error reset command, and stores it in the RAM 82c. This allows the CPU 82a to identify the error being set in the game control board 80.

[0219] When the performance control board 81 (CPU 81a) receives the board error setting command, it updates the error information based on the received board error setting command and stores it in the RAM 81c. When the CPU 81a receives the board error reset command, it updates the error information based on the received board error reset command and stores it in the RAM 81c. This allows the CPU 81a to identify the error being set in the pachinko game machine 10.

[0220] When the frame board communication error is not set and various errors other than the frame board communication error are set in the game control board 80 and the frame control board 82, the CPU 80a transmits an error code capable of identifying the type of error being set as game information to be transmitted to the frame control board 82. As an example, when the main line disconnection error is being set in the game control board 80, the CPU 80a transmits "P12" as an error code to the frame control board 82. When multiple types of errors are set, the CPU 80a transmits an error code of an error with a high priority among the multiple types of errors, for example, as shown in the "priority" column in FIG. 13. The priority corresponds to the priority order for reporting errors. As an example, when the unauthorized radio wave detection error and the main line disconnection error are set, the CPU 80a transmits "P10" as an error code capable of identifying the unauthorized radio wave detection error to the frame control board 82. In addition, when the frame board communication error is not set and no error is set in the game control board 80 and the frame control board 82, the CPU 80a transmits "P00" to the frame control board 82 as an error code that can identify that no error is set in the pachinko game machine 10. The frame control board 82 (CPU 82a) can identify various errors, except for the frame board communication error, among the errors set in the pachinko game machine 10 by receiving the error code included in the game information. In addition, in a situation where the frame board communication error is set, the game information is not transmitted to the frame control board 82 because communication between the game control board 80 and the frame control board 82 is not performed normally. In other words, in a situation where the frame board communication error is set, an error code that can identify the frame board communication error is not transmitted from the game control board 80 to the frame control board 82. In other words, in this embodiment, when the combination of the frame side verification code and the board side verification code is a predetermined combination, and various errors other than the frame board communication error occur, an error code is transmitted from the CPU 80a to the frame control board 82. For example, when the combination of the frame side matching code and the board side matching code is a predetermined combination, and an unauthorized radio wave detection error occurs, or a main line disconnection error occurs, an error code corresponding to the error that has occurred is sent from the CPU 80a to the frame control board 82.

[0221] In addition, when the frame board communication error is set, the CPU 80a does not transmit the game information to the frame control board 82, but when the frame board communication error is set, the CPU 80a may transmit the game information to the frame control board 82. In this case, if the communication line for transmitting information from the game control board 80 to the frame control board 82 is disconnected, the frame control board 82 cannot receive the game information.

[0222] Furthermore, the CPU 80a performs control to restrict the launch of game balls while setting, as an example, a frame board communication error, a supply mechanism error, and a door open error (errors marked with a circle in the "launch stop" column in FIG. 13) among a plurality of types of errors. When at least one error among the frame board communication error, the supply mechanism error, and the door open error is set, the CPU 80a transmits a launch stop signal to the frame control board 82 (launch permission circuit 82m). That is, the launch stop signal is turned on. When the launch permission circuit 82m receives the launch stop signal, the launch permission signal to the launch control board 83 is turned off, and the transmission is stopped. As described above, the transmission condition of the launch permission signal is met when the launch permission state is in which the launch of game balls is permitted. That is, the transmission condition of the launch permission signal is not met when the launch prohibition state is in effect. In the pachinko game machine 10 of this embodiment, when an error other than a frame board communication error, a supply mechanism error, and a door open error is set, control for restricting the launch of game balls is not performed, and game balls can be launched.

[0223] The launch permitted state is a state in which the management unit 100 and the pachinko game machine 10 are normally connected, a predetermined error (for example, a frame board communication error) does not occur in the game control board 80, a predetermined error (for example, a supply mechanism error or a door open error) does not occur in the frame control board 82, and the fixed amount is not reached, as described below. The launch prohibited state is a state in which one or more of the following occurs: the management unit 100 and the pachinko game machine 10 are not normally connected, a predetermined error occurs in the game control board 80, a predetermined error occurs in the frame control board 82, and the fixed amount is reached, as described below. Note that even in the same door open error state, if a second door open signal is received, it does not correspond to the above-mentioned predetermined error, and the launch prohibited state may not be established depending on the occurrence of the error.

[0224] In addition, the CPU 80a performs control to restrict the awarding of prize balls while setting a frame board communication error, as an example of a number of errors. When the frame board communication error is set, the CPU 80a does not transmit the number of winning balls information to the frame control board 82 even if it receives a detection signal from each winning sensor D11 to D15. In this case, even if a game ball is detected by each winning sensor D11 to D15, the second managed ball number PB is not added, so that no prize balls are awarded. In addition, the CPU 80a performs control to restrict the progress of the game while setting the frame board communication error. When the frame board communication error is set, the CPU 80a does not execute the above-mentioned normal processing on the board side. As a result, the special game is not executed and the big win game is not awarded while the frame board communication error is set.

[0225] Thus, in this embodiment, the execution of the game in the pachinko game machine 10 is restricted during the setting of the frame board communication error. In this embodiment, the execution of the game is restricted, as described above, in all of the following states: the launch prohibition state, the state in which the provision of prize balls is restricted, and the state in which the progress of the game is restricted. However, it may be any of these states. For example, the execution of the game is restricted in that the launch prohibition state is reached, and the state in which the provision of prize balls is restricted and the state in which the progress of the game is not restricted. Also, for example, the execution of the game is restricted in that the launch prohibition state and the state in which the provision of prize balls is restricted are not reached, and the state in which the progress of the game is restricted may be reached.

[0226] Furthermore, when the CPU 80a sets a frame board communication error as an example among a plurality of errors, it initializes the main information stored in the RAM 80c. Therefore, after the frame board communication error is set, the power is turned off and then turned on, and the frame board communication error is released, the game cannot be restored based on the main information backed up before the frame board communication error was set. For example, in a situation where there is a variable game on hold, if the power supply to the pachinko gaming machine 10 is cut off and the power supply to the pachinko gaming machine 10 is resumed, and the combination of the frame side verification code and the board side verification code is not a predetermined combination, the frame board communication error is set. Even if the combination of the frame side verification code and the board side verification code is a predetermined combination, if the communication line is broken or the like, and the game control board 80 cannot receive response information to the startup information from the frame control board 82, the frame board communication error is set. That is, in this embodiment, in a situation where there is a variable game on hold, if the power supply to the pachinko game machine 10 is cut off and the combination of the frame side verification code and the board side verification code is not verified to be a predetermined combination after the power supply to the pachinko game machine 10 is resumed, a frame board communication error is set. At this time, the information on the number of reserved variable games included in the main information stored in the RAM 80c is initialized. As a result, for example, in a situation where there is a variable game on hold, if the power supply to the pachinko game machine 10 is cut off and the power supply is resumed, if the combination of the frame side verification code and the board side verification code is not verified to be a predetermined combination, the variable game on hold before the power supply was cut off is not executed. On the other hand, in a situation where there is a variable game on hold, if the power supply to the pachinko game machine 10 is cut off and the power supply is resumed, if the combination of the frame side verification code and the board side verification code is verified to be a predetermined combination, the variable game on hold before the power supply was cut off can be executed based on the information on the number of reserved variable games.

[0227] The frame side error notification process of the frame side normal process will be described. The CPU 82a controls the display contents of the second ball number display unit 17 so as to display an error code, which is an example of information that can identify the error being set, while setting various errors other than the frame board communication error. The CPU 82a can identify the error code of the error being set from the game information transmitted from the game control board 80. The error code is information unique to each error. For example, as shown in the "Error Code" column in FIG. 13, an error code is set for each error, such as [P10] for an illegal radio wave detection error, [E10] for a managed game machine communication error, [E11] for a supply mechanism error, and [E12] for a frame break error. The CPU 82a alternates between displaying the error code and displaying the number of game balls every predetermined time. In addition, when multiple types of errors are set, the CPU 82a sequentially displays the error code and the number of game balls of the error state with the highest priority among the multiple types of error states for a predetermined time, as shown in the "Priority" column in FIG. 13. The priority corresponds to the priority order for notifying the error. For example, if a door opening error occurs when an abnormal winning ball count error occurs, the abnormal winning ball count error notification is executed according to the priority of the error notification. In addition, when multiple types of errors are set, the CPU 82a may be configured to display multiple types of error codes and the number of game balls in sequence for a predetermined time. Alternatively, the CPU 82a may be configured to display the error code and not display the number of game balls. When the error being set is released, the CPU 82a controls the second ball number display unit 17 to end the display of the error code corresponding to the released error. In one example of this embodiment, all errors that can be detected by the frame control board 82 are subject to display as error codes in the second ball number display unit 17. In addition, among the errors detected by the game control board 80, the illegal radio wave detection error and the main disconnection error are subject to display as error codes in the second ball number display unit 17. On the other hand, among the errors detected by the game control board 80, the frame board communication error is not subject to display as an error code in the second ball number display unit 17. Even if a frame board communication error is set, the second ball number display unit 17 does not display an error code for the frame board communication error.The second ball number display unit 17 also serves as a notification execution means for notifying an error. The second ball number display unit 17, which notifies the player of the number of game balls owned by the player and notifies the player of an error code, is an example of a second notification means.

[0228] The CPU 82a controls the display contents of the performance display monitor 82d so as to display an error code that can identify the error being set. That is, the error code is displayed on both the second ball number display section 17 and the performance display monitor 82d. The CPU 82a alternates between displaying the error code and displaying the base value (performance information) at predetermined time intervals. In addition, when multiple types of errors are set, the CPU 82a sequentially displays the error code and base value of the error with the highest priority among the multiple types of errors for a predetermined time interval, as shown in the "Priority" column in FIG. 13. In addition, when multiple types of errors are set, the CPU 82a may be configured to sequentially display the multiple types of error codes and base values ​​for a predetermined time interval. Alternatively, the CPU 82a may be configured to display the error code and not the base value. Furthermore, the CPU 82a may be configured to display the number of game balls in addition to the base value and error code on the performance display monitor 82d. In this case, the CPU 82a may sequentially display these three types of information by switching them at predetermined time intervals. When the error being set is released, the CPU 82a controls the performance display monitor 82d to end the display of the error code. In one example of this embodiment, all errors that can be detected by the frame control board 82 are the display targets of the error code on the performance display monitor 82d. In addition, among the errors detected by the game control board 80, the unauthorized radio wave detection error and the main disconnection error are the display targets of the error code on the performance display monitor 82d. On the other hand, among the errors detected by the game control board 80, the frame board communication error is not the display target of the error code on the performance display monitor 82d. Therefore, even if the frame board communication error is set, the error code of the frame board communication error is not displayed on the performance display monitor 82d. The performance display monitor 82d of this embodiment is also used as a means for notifying an error. The CPU 82a starts the display of the error code on the performance display monitor 82d and the display of the error code on the second ball number display unit 17 at the same or approximately the same timing. The performance display monitor 82d that notifies the base value and the error code is an example of a second notification means.

[0229] In this way, when the CPU 82a receives an error code transmitted from the game control board 80, it controls the second ball number display unit 17 and the performance display monitor 82d so that information that can identify the occurrence of various errors other than a frame board communication error (for example, an illegal radio wave detection error, a main line break error, etc.) is reported based on the error code.

[0230] The CPU 82a controls the notification sound unit 13 to output a notification sound in a sound pattern that can identify the error being set. That is, the CPU 82a executes a sound notification (hereinafter, referred to as an error sound notification) that notifies the error being set. For example, in one example of the present embodiment, the CPU 82a sets the unauthorized radio wave detection error, the managed gaming machine communication error, the supply mechanism error, the frame disconnection error, the main disconnection error, the game ball count clear error, the winning ball count abnormality error, and the door open error as the notification objects, and executes the error sound notification when these errors are being set. The CPU 82a does not set the frame board communication error as the notification object, and does not execute the error sound notification for notifying the frame board communication error. The sound pattern of the error sound notification has different contents for each type of error, and is the content that can identify the outline of the error being set. As an example, in the case of unauthorized radio wave detection, the sound is a voice that reads out the character string "Error code P10 has occurred, please call an attendant."

[0231] Also, as described above, when the CPU 82a detects the occurrence of an error, it stores information capable of identifying the error that has occurred in the RAM 82c (sets the error that has occurred in the RAM 82c). In this embodiment, when multiple errors occur at the same time and the CPU 82a detects these errors, it does not overwrite and store information capable of identifying the errors that have occurred, but stores information so that all the errors that have occurred can be identified. In this way, under a situation in which all the errors that have occurred can be identified, the CPU 82a executes error notification according to the priority. Then, when the error release condition is established, the CPU 82a cancels the setting of the error that matches the release condition of the established error. In other words, in a situation in which errors with the same error release condition are detected at the same time, the setting of the occurring errors is canceled all at once. Specifically, in a situation in which the unauthorized radio wave detection error, the frame board communication error, and the winning ball number abnormality error, which define the error release condition as power recovery, are set at the same time, these three errors are canceled all at once by power recovery after the power is cut off.

[0232] Also, when the error release condition is satisfied, the CPU 82a ends the error notification by the device that issues the error notification. That is, by ending the error notification, the error whose setting has been released can be recognized. As described above, the CPU 82a transmits a frame error release command, which is control information capable of identifying the type of error whose setting has been released, to the game control board 80. This allows the error notification controlled by the CPU 80a of the game control board 80 to be terminated. In this embodiment, when the error release switch 82f is operated to satisfy the error release condition, the predetermined state that is released based on the operation of the ball removal switch 82e and the operation of the game ball clear switch 82g is not released. Since the operation of the ball removal switch 82e is an operation that causes the ball removal state, the predetermined state that is not released in the above case corresponds to a non-ball removal state in which ball removal cannot be performed. In addition, since the operation of the game ball clear switch 82g is an operation that causes a state in which the second ball count information is initialized to 0, the predetermined state that is not released in the above case corresponds to a state in which the counting result is held without initializing the second ball count information to 0. In other words, while the error release switch 82f is being operated, the ball removal state and the state in which the second ball count information is initialized to 0 do not occur.

[0233] In addition, in the pachinko game machine 10 of this embodiment, the error release condition is satisfied under the same condition even if the game state created by the combination of the operation of the probability change function and the operation of the ball entry assistance function is different. For example, the error release condition by operating the error release switch 82f is satisfied under the same condition in any game state of a low probability low ball entry rate state, a high probability low ball entry rate state, a low probability high ball entry rate state, and a high probability high ball entry rate state. In other words, the error is resolved by the satisfaction of the error release condition regardless of the game state.

[0234] The performance side error notification process executed by the performance control board 81 (CPU 81a) will be described. When the CPU 81a receives the unauthorized radio wave detection error setting command, it controls a part or all of the notification means constituting the notification device ES to execute the unauthorized radio wave detection error notification. As an example, the unauthorized radio wave detection error notification is executed in a mode in which a voice capable of identifying the occurrence of the unauthorized radio wave detection error is output from the notification voice unit 12, such as a voice reading out the character string "Error code P10 has occurred, please call an attendant." As an example, the unauthorized radio wave detection error notification is executed in a mode in which the notification light-emitting unit 14 is caused to emit light in a light-emitting pattern dedicated to the unauthorized radio wave detection error.

[0235] As shown in FIG. 14(a), for example, the unauthorized radio wave detection error notification is executed in a manner in which an image EG2 capable of identifying the occurrence of the unauthorized radio wave detection error, such as the character string "unauthorized radio wave detection error", is displayed in the image display area 19a of the notification display unit 19. The setting of the unauthorized radio wave detection error in the game control board 80 is not released until the power is restored after the power is cut off. In other words, when the CPU 81a starts the notification of the unauthorized radio wave detection error, it controls the notification device ES so as to continue the notification of the unauthorized radio wave detection error until the power is cut off. The CPU 81a may receive a board error release command capable of identifying that the setting of the unauthorized radio wave detection error has been released when the power is restored after the power is cut off, and may control the notification device ES so as to end the notification of the unauthorized radio wave detection error when the board error release command is received.

[0236] When the CPU 81a receives the frame board communication error setting command, it controls a part or all of the notification means constituting the notification device ES to execute the frame board communication error notification. As an example, the frame board communication error notification is executed in a manner in which a sound capable of identifying that a frame board communication error has occurred is output from the notification sound unit 12, such as a voice reading out the character string "Error code P20 has occurred, please call an attendant." As an example, the frame board communication error notification is executed in a manner in which the notification light-emitting unit 14 is illuminated in a light-emitting pattern dedicated to the frame board communication error.

[0237] As shown in FIG. 14(b), for example, the frame board communication error notification is executed in a manner in which an image EG1 capable of identifying the occurrence of a frame board communication error, such as the character string "frame board communication error", is displayed in the image display area 19a of the notification display unit 19. The setting of the frame board communication error in the game control board 80 is not released until the power is restored after the power is cut off. In other words, when the CPU 81a starts the notification of the frame board communication error, it controls the notification device ES so that the frame board communication error notification is continued until the power is cut off. In addition, the CPU 81a may receive a board error release command capable of identifying that the setting of the frame board communication error has been released when the power is restored after the power is cut off, and may control the notification device ES so that the frame board communication error notification is terminated when the board error release command is received.

[0238] As described above, the frame board communication error is set when communication between the frame control board 82 and the game control board 80 is not possible. That is, in this embodiment, when communication between the frame control board 82 and the game control board 80 is not possible, the notification mode of the notification device ES becomes a notification mode of a frame board communication error notification. The notification mode of the frame board communication error notification (the notification mode of each notification means constituting the notification device ES in the frame board communication error notification) is an example of a specific notification mode.

[0239] When the CPU 81a receives the main disconnection error setting command, it controls a part or all of the notification means constituting the notification device ES to execute the main disconnection error notification. As an example, the main disconnection error notification is executed in a manner in which a sound capable of identifying the occurrence of a main disconnection error is output from the notification sound unit 12, such as a voice reading out the character string "Error code P12 has occurred, please call an attendant." As an example, the main disconnection error notification is executed in a manner in which the notification light-emitting unit 14 is caused to emit light in a light-emitting pattern dedicated to the main disconnection error.

[0240] As an example, the main disconnection error notification is executed in a manner in which an image capable of identifying that a main disconnection error has occurred, such as the character string "main disconnection error", is displayed in the image display area 19a of the notification display unit 19. When the CPU 81a receives an identifiable main disconnection error release command capable of identifying that an abnormality, such as a disconnection, in a sensor connected to the game control board 80 has been resolved, the CPU 81a controls the notification device ES to end the main disconnection error notification.

[0241] In addition, error notification is also executed by the control of the CPU 81a for all or some of the error states exemplified in FIG. 13, excluding the above-mentioned unauthorized radio wave detection error, frame board communication error, and main line disconnection error. That is, the CPU 81a controls the notification device ES in response to the received frame error command to execute the error notification. As an example, the winning ball number abnormality error notification is executed in a manner in which a sound capable of identifying the occurrence of a winning ball number abnormality error is output from the notification sound unit 12, such as a sound reading out the character string "A winning ball number abnormality has occurred." As an example, the winning ball number abnormality error notification is executed in a manner in which the notification light-emitting unit 14 is caused to emit light in a light-emitting pattern dedicated to the winning ball number abnormality error. As an example, the winning ball number abnormality error notification is executed in a manner in which an image capable of identifying the occurrence of a winning ball number abnormality error, such as the character string "A winning ball number abnormality has occurred!" is displayed on the notification display unit 19. The notification pattern of the error notification by the notification means constituting the notification device ES is determined for each type of error. In other words, the notification patterns are partially or completely different so that the type of error can be identified. A partially or completely different notification pattern is created by using different notification means, or by using the same notification means but with different notification contents. For example, the sound, the duration or color of the light emitted, or the image is different.

[0242] The error notification by the notification means constituting the notification device ES is terminated when the release condition of the error that is the subject of the error notification is satisfied and the error is released. By terminating the error notification, the released error can be recognized.

[0243] Here, an example of a notification mode in which the CPU 82a receives start-up information after power-on and performs a matching process, in which the board-side matching code and the frame-side matching code match, or do not match, will be described.

[0244] As described above, when the board-side matching code and the frame-side matching code match in the processing of step S103 in the matching processing shown in Fig. 12, the CPU 82a transmits response information to the received startup information to the game control board 80. As described above, when the CPU 80a receives response information to the startup information, it transmits an initialization command or a power recovery command to the performance control board 81 depending on whether the backed-up information is normal or not and whether a RAM clear signal has been received or not.

[0245] As shown in FIG. 14(c), when the performance control board 81 (CPU 81a) receives an initialization command or a power restoration command, it controls the notification device ES to execute a RAM clear notification or a power restoration notification in response to the received command. That is, in this embodiment, after the power supply to the pachinko game machine 10 is started, when the game control board 80 (CPU 80a) receives response information to the startup information, the initialization command or the power restoration command is transmitted to the performance control board 81. At this time, the RAM clear notification or the power restoration notification is executed in the notification device ES. The RAM clear notification and the power restoration notification are examples of specific notifications. Then, the CPU 81a controls the notification display unit 19 to display an initialization image SG or a power restoration image FG in response to the received command. The CPU 81a also controls the notification display unit 19 to display a predetermined background image HK and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern in response to the received command. That is, when the combination of the frame side matching code and the board side matching code is a predetermined combination, the notification display unit 19 issues a notification in a notification mode that displays a predetermined background image HK and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern according to the received command. A notification in which a predetermined background image HK and a performance pattern (a predetermined performance pattern or a performance pattern different from the predetermined performance pattern) are displayed on the notification display unit 19 is an example of a predetermined notification. That is, the notification display unit 19 is capable of executing a predetermined notification when power supply is started.

[0246] On the other hand, as described above, if the board-side matching code and the frame-side matching code do not match in the processing of step S103 in the matching processing shown in FIG. 12, the CPU 82a does not transmit response information to the received startup information to the game control board 80. In other words, if the combination of the frame-side matching code and the board-side matching code is not a predetermined combination, the CPU 80a cannot receive the response information to the startup information. As described above, at this time, the CPU 80a sets a frame board communication error based on not receiving the response information to the startup information.

[0247] As shown in FIG. 14(b), when a frame board communication error is set, the performance control board 81 (CPU 81a) controls the notification display unit 19 to display an image EG1 that can identify that a frame board communication error has occurred. At this time, the RAM clear notification or the power return notification is not executed. That is, after the power supply to the pachinko game machine 10 is started, if the CPU 80a does not receive response information to the startup information, the RAM clear notification and the power return notification are not executed in the notification device ES. Then, when the combination of the frame side matching code and the board side matching code is not a predetermined combination, the notification is performed by the notification display unit 19 in a notification mode that displays an image EG1 that can identify that a frame board communication error has occurred. Thus, in this embodiment, the notification mode of the notification display unit 19 differs between when the combination of the frame side matching code and the board side matching code is a predetermined combination and when the combination of the frame side matching code and the board side matching code is not a predetermined combination.

[0248] In addition, when a frame board communication error is set, the pachinko game machine 10 displays an image EG1 on the notification display unit 19, and the execution of a notification (predetermined notification) in which a predetermined background image HK and a performance pattern (predetermined performance pattern or a performance pattern different from the predetermined performance pattern) are displayed on the notification display unit 19 is restricted. That is, in this embodiment, when power supply is started, if the combination of the frame side matching code and the board side matching code is not a predetermined combination, the execution of the predetermined notification is restricted, and at this time, the notification mode of the notification display unit 19 becomes a notification mode that displays an image EG1 that can identify that a frame board communication error has occurred. In this embodiment, the restriction of the execution of the predetermined notification is, for example, that the predetermined notification is not executed (the predetermined background image HK and the performance pattern (predetermined performance pattern or a performance pattern different from the predetermined performance pattern) are not displayed), but is not limited to this. The restriction of the execution of the predetermined notification may be that the predetermined notification is executed and then a part of it is restricted. For example, the execution of a predetermined notification may be restricted by displaying the image EG1 so as to overlap with a layer in front of the predetermined background image HK and the performance pattern displayed on the notification display unit 19, thereby making it impossible to see a part of the predetermined background image HK or the performance pattern. Also, for example, the execution of a predetermined notification may be restricted by displaying the image EG1 so as to overlap with a layer in front of the predetermined background image HK and the performance pattern displayed on the notification display unit 19, thereby making it impossible to see the entire predetermined background image HK and the performance pattern.

[0249] In this embodiment, as described above, when power supply is started, if the combination of the frame side matching code and the board side matching code is a predetermined combination, the execution of the predetermined notification is not restricted. At this time, the notification mode of the notification display unit 19 is a notification mode that displays a predetermined background image HK and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern according to the received command. The notification mode of the notification display unit 19 that displays a predetermined background image HK and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern according to the received command when the execution of the predetermined notification is not restricted is an example of the first mode. On the other hand, the notification mode of the notification display unit 19 that displays a predetermined performance pattern or a combination of a predetermined performance pattern different from the predetermined performance pattern according to the received command when the execution of the predetermined notification is restricted is an example of the second mode. Among the second modes, the notification mode in which an image EG1 that can identify the occurrence of a frame board communication error is displayed is an example of a specific notification mode. That is, in this embodiment, the specific notification mode is included in the second mode.

[0250] As described above, when an unauthorized radio wave detection error and a main disconnection error occur in addition to the frame board communication error, images that can identify the occurrence of these errors are displayed on the notification display unit 19. In this embodiment, when an image that can identify the occurrence of an unauthorized radio wave detection error and an image that can identify the occurrence of a main disconnection error are displayed on the notification display unit 19, the execution of a predetermined notification is restricted. At this time, the notification mode of the notification display unit 19 becomes the second mode. That is, in this embodiment, even if the combination of the frame side matching code and the board side matching code is a predetermined combination and no frame board communication error occurs, when an unauthorized radio wave detection error and a main disconnection error occur, the execution of a predetermined notification is restricted. The unauthorized radio wave detection error and the main disconnection error are examples of specific errors. That is, in this embodiment, when power supply is started, even if the combination of the frame side matching code and the board side matching code is a predetermined combination, if a specific error occurs, the execution of a predetermined notification is restricted, and the notification mode of the notification display unit 19 becomes the second mode.

[0251] Next, we will explain an example of a notification mode in a situation where there is a pending variable game, the power is cut off while the variable game is being played, and after power is restored, the CPU 82a receives startup information and performs a matching process, resulting in a match between the frame side matching code and the board side matching code or a mismatch.

[0252] As shown in FIG. 15(a), when a variable game is being executed in a situation where there is a suspended variable game, the notification display unit 19 displays a predetermined background image HK, a suspended image HG, and a variable performance pattern. Then, as shown in FIG. 15(b), the power is turned off in this situation. After that, if the RAM clear switch 82h is not operated and the power is turned on, the CPU 80a transmits start-up information to the CPU 82a, and the CPU 82a that has received the start-up information performs a matching process. If the frame side matching code and the board side matching code match in the matching process, the CPU 82a transmits response information to the received start-up information to the game control board 80. If the CPU 80a receives response information to the start-up information, it returns based on the backed up main information and transmits a power recovery command to the performance control board 81.

[0253] As shown in FIG. 15(c), when the CPU 81a receives a power restoration command, it controls the notification device ES to execute a power restoration notification. At this time, the CPU 81a controls the notification display unit 19 to display a power restoration image FG that imitates the character string "power restoration in progress" and can identify that RAM clear has not been executed. In addition, when the CPU 81a receives a power restoration command, it controls the notification display unit 19 to display a predetermined background image HK and a combination of effect patterns different from the combination of the predetermined effect patterns. In this embodiment, the reserved image HG that was displayed before the power was turned off is not displayed at this time, but as described above, the CPU 80a has returned based on the backed up main information (information regarding the number of reserved games). For this reason, in this embodiment, when the power supply is cut off in a situation where there is a variable game that is reserved, and after the power supply is resumed, if the frame side matching code and the board side matching code match, it is possible to execute the variable game that was reserved before the power supply was cut off based on information regarding the number of reserved variable games included in the main information.

[0254] On the other hand, as described above, when the frame side matching code and the board side matching code do not match in the matching process, the CPU 82a does not transmit the response information to the received start-up information to the game control board 80. In this case, the CPU 80a sets a frame board communication error based on not receiving the response information to the start-up information. Then, when the frame board communication error is set, the CPU 81a controls the notification display unit 19 to display an image EG1 that can identify that a frame board communication error has occurred, as shown in FIG. 15(d). That is, when the CPU 82a performs the matching process and the frame side matching code are not a predetermined combination, the notification display unit 19 notifies the user in a notification mode that displays an image EG1 that can identify that a frame board communication error has occurred.

[0255] For example, if some kind of malfunction occurs in the frame control board 82 during the execution of a variable game, it is conceivable to turn off the power and replace the frame control board 82 connected to the game control board 80 with another frame control board 82. In such a case, in this embodiment, when the power is restored after being turned off, the notification mode of the notification display unit 19 after the power is restored is made different depending on whether or not the frame side matching code and the board side matching code are a predetermined combination. Also, if the frame side matching code and the board side matching code are a predetermined combination when the power is restored, the variable game that was put on hold before the power was turned off can be executed even after the power is restored.

[0256] Next, a fixed amount completion function in the pachinko gaming machine 10 of this embodiment will be described. The fixed-amount end function is activated at a predetermined timing when the number of specific balls counted by the CPU 82a in the second performance information generation process described above reaches a predetermined upper limit (for example, 95,000 balls). The predetermined timing at which the fixed-amount end function is activated is the timing at which the number of specific balls reaches the upper limit when the number of specific balls reaches the upper limit when not in a jackpot game, and is the timing at which the jackpot game ends when the number of specific balls reaches the upper limit during a jackpot game. In other words, when the number of specific balls reaches the upper limit when not in a jackpot game, the fixed-amount end function is activated when the number of specific balls reaches the upper limit. On the other hand, when the number of specific balls reaches the upper limit during a jackpot game, the fixed-amount end function is activated when the jackpot game ends. In the pachinko game machine 10, when the fixed-amount end function is activated, the fixed-amount end state is reached.

[0257] The CPU 82a judges whether the specific number of balls stored in the RAM 82c is less than the upper limit number. If the specific number of balls is not less than the upper limit number, the CPU 82a refers to the game information stored in the RAM 82c and judges whether a jackpot game is being played. If a jackpot game is not being played, the CPU 82a transmits a fixed amount reaching state setting command that can identify a fixed amount reaching state to the CPU 80a. If a jackpot game is being played, the CPU 82a repeatedly refers to the game information stored in the RAM 82c, and transmits a fixed amount reaching state setting command to the CPU 80a at the timing when it is determined that a jackpot game is not being played. The CPU 80a that receives the fixed amount reaching state setting command sets a fixed amount reaching flag in the RAM 80c as information that can identify a fixed amount reaching state. The CPU 80a transmits the received fixed amount reaching state setting command to the performance control board 81.

[0258] When the performance control board 81 (CPU 81a) receives the fixed amount reached state setting command, it stores information that can identify that the fixed amount reached state is reached in the RAM 81c based on the received fixed amount reached state setting command.

[0259] In this embodiment, the condition for canceling the fixed amount reached state is that the contents stored in the RAM 80c are initialized. As described above, since the fixed amount reached flag is included in the main information to be backed up, the setting of the fixed amount reached flag is canceled by initializing the contents stored in the RAM 80c when the power is turned on. This cancels the fixed amount reached state. As described above, when the contents stored in the RAM 80c are initialized, the CPU 80a transmits an initialization command to the performance control board 81 (CPU 81a). When the CPU 81a receives the initialization command, it stores information that can identify that the fixed amount reached state is not reached in the RAM 81c. This allows the CPU 81a to identify that the fixed amount reached state is reached in the pachinko game machine 10.

[0260] As described above, in this embodiment, when the fixed amount reaching state occurs, the launch is prohibited. The CPU 80a refers to the fixed amount reaching flag stored in the RAM 80c, and when the fixed amount reaching flag is set, it transmits a launch stop signal to the frame control board 82 (launch permission circuit 82m). When the launch permission circuit 82m receives the launch stop signal, the launch permission signal to the launch control board 83 is turned off, and the transmission is stopped.

[0261] Also, the CPU 80a performs control to restrict the awarding of prize balls when the fixed amount is reached. When the fixed amount is reached flag is stored in the RAM 80c, the CPU 80a does not transmit the number of acquired prize balls information to the frame control board 82 even if it receives a detection signal from each winning sensor D11-D15. In this case, even if a game ball is detected by each winning sensor D11-D15, the second management ball number PB is not added, so that no prize balls are awarded. Also, when the fixed amount is reached, the CPU 80a performs control to restrict the progress of the game. When the fixed amount is reached flag is stored in the RAM 80c, the CPU 80a does not execute the above-mentioned normal process on the board side. As a result, when the fixed amount is reached, the special game is not executed and the big win game is not awarded.

[0262] In this embodiment, in addition to when a frame board communication error is set, execution of a game in the pachinko gaming machine 10 is restricted even when a fixed amount is reached. In this embodiment, when power supply to the pachinko gaming machine 10 is started after being cut off, execution of a game in the pachinko gaming machine 10 is restricted even when a frame board communication error is not set and a fixed amount is reached.

[0263] The fixed amount reaching state notification process executed by the performance control board 81 (CPU 81a) will be described. When the CPU 81a receives the fixed amount reaching state setting command, it controls a part or all of the notifying means constituting the notifying device ES to execute the notification of the fixed amount reaching state. As an example, the notification of the fixed amount reaching state is executed in a mode in which a sound capable of identifying the occurrence of the fixed amount reaching state is output from the notifying sound unit 12, such as a sound reading out the character string "The upper limit of payouts per day has been reached, today's game is over." As an example, the notification of the fixed amount reaching state is executed in a mode in which the notifying light-emitting unit 14 is illuminated in a light-emitting pattern dedicated to the fixed amount reaching state.

[0264] As shown in FIG. 14(d), as an example, the notification of the fixed amount reaching state is executed in a manner in which an image EG3 capable of identifying the fixed amount reaching state, such as a character string of "In the fixed amount reaching state, the upper limit of payouts that can be made in a day has been reached, and today's game is over" is displayed in the image display area 19a of the notification display unit 19. The setting of the fixed amount reaching flag in the game control board 80 is not released until the contents stored in the RAM 80c are initialized when the power is turned on after the power is turned off. In other words, when the CPU 81a starts the notification of the fixed amount reaching state, it controls the notification device ES so that the notification of the fixed amount reaching state is continued until the power is turned off. The CPU 81a may receive a fixed amount reaching state release command capable of identifying that the setting of the fixed amount reaching flag has been released when the contents stored in the RAM 80c are initialized when the power is turned on after the power is turned off. Then, the notification device ES may be controlled so that the notification of the fixed amount reaching state is terminated when the fixed amount reaching state release command is received.

[0265] In this embodiment, the notification of all errors detectable in the pachinko gaming machine 10 is given priority over the notification of the fixed amount reached state. In this embodiment, the error notification is given priority over the notification of the fixed amount reached state, meaning that the notification of the fixed amount reached state is not executed while the error notification is being executed, or both the notification of the fixed amount reached state and the error notification are executed in a notification mode in which the error notification is easier to recognize than the notification of the fixed amount reached state.

[0266] Therefore, according to this embodiment, the following effects can be obtained. (1) When power supply is started, the frame side verification code stored in the ROM 82b of the frame control board 82 and the board side verification code stored in the ROM 80b of the game control board 80 are verified by the verification unit to see if they are a predetermined combination. This makes it possible to determine whether the frame control board 82 and the game control board 80 are connected in a predetermined combination. The notification mode of the notification device ES differs between when the combination of the frame side verification code and the board side verification code is a predetermined combination and when the combination of the frame side verification code and the board side verification code is not a predetermined combination. Therefore, by checking the notification mode of the notification device ES when power supply is started, it is possible to know whether the combination of the frame side verification code and the board side verification code is a predetermined combination, and therefore it is possible to know whether the frame control board 82 and the game control board 80 are connected in a predetermined combination. Therefore, it is possible to play a game after the control means is set to the correct combination.

[0267] (2) The verification unit is provided in the frame control board 82, and when power supply is started, the game control board 80 transmits to the frame control board 82 startup information including information different from the board verification code in addition to the board verification code, and the frame control board 82 verifies whether the frame verification code and the board verification code are a predetermined combination. Therefore, when transmitting the board verification code from the game control board 80 to the frame control board 82, in addition to the board verification code, information different from the board verification code can be transmitted as startup information, so that information can be transmitted efficiently from the game control board 80 to the frame control board 82. Therefore, compared to the case where the board verification code and the information different from the board verification code are transmitted individually, information to be transmitted from the game control board 80 to the frame control board 82 when the pachinko game machine 10 is started can be transmitted earlier, so that the time from when power supply is started to when the pachinko game machine 10 is started can be shortened.

[0268] (3) The frame control board 82 transmits response information to the start-up information to the game control board 80 when the combination of the frame side verification code and the board side verification code is a predetermined combination. However, for example, even if the combination of the frame side verification code and the board side verification code is a predetermined combination, the game control board 80 cannot receive the response information to the start-up information from the frame control board 82 when the communication line between the frame control board 82 and the game control board 80 is disconnected. In this embodiment, the frame control board 82 does not transmit the response information to the start-up information to the game control board 80 even when the combination of the frame side verification code and the board side verification code is not a predetermined combination. Therefore, the game control board 80 can be made to perform the same process when the communication line between the frame control board 82 and the game control board 80 is disconnected and when the combination of the frame side verification code and the board side verification code is not a predetermined combination.

[0269] (4) When the combination of the frame side verification code and the board side verification code is a predetermined combination, the frame control board 82 transmits response information to the start-up information to the game control board 80, and then the RAM clear notification or the return notification is executed on the condition that the game control board 80 receives the response information to the start-up information. Therefore, depending on whether the RAM clear notification or the return notification is executed, the manufacturer of the gaming machine or the manager of the gaming facility (hereinafter referred to as the person who performs maintenance) can know whether the frame control board 82 has received the response information to the start-up information. Then, the person who performs maintenance can know whether the frame control board 82 and the game control board 80 are connected in a predetermined combination. Then, when the person who performs maintenance knows that the frame control board 82 and the game control board 80 are connected in a predetermined combination, the connection between the frame control board 82 and the game control board 80 is maintained, so that the game can be played with the control means of the correct combination. On the other hand, if the person performing maintenance finds that the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the combination of the frame control board 82 and the game control board 80 can be corrected and game play can be played.

[0270] (5) When power supply is started, if the combination of the frame side matching code and the board side matching code is a predetermined combination, the notification display unit 19 does not restrict the execution of a notification (predetermined notification) that displays a predetermined background image HK and a performance pattern, and the notification mode of the notification display unit 19 becomes the notification mode when the execution of the predetermined notification is not restricted. On the other hand, when power supply is started, if the combination of the frame side matching code and the board side matching code is not a predetermined combination, the notification display unit 19 restricts the execution of the predetermined notification, and the notification mode of the notification display unit 19 becomes the notification mode when the execution of the predetermined notification is restricted. Assuming that it is configured in this way, even if the combination of the frame side matching code and the board side matching code is a predetermined combination, when a specific error (unauthorized radio wave detection error and main line disconnection error) occurs, the execution of the predetermined notification is restricted, and the notification mode of the notification display unit 19 becomes the notification mode when the execution of the predetermined notification is restricted. As a result, when the execution of the predetermined notification is restricted and the notification mode of the notification display unit 19 becomes the notification mode when the execution of the predetermined notification is restricted, the maintenance person can be alerted to both whether the frame control board 82 and the game control board 80 are connected in a predetermined combination and whether a specific error has occurred. As a result, when the maintenance person realizes that a specific error has occurred, the game can be played after taking measures to cancel the specific error. On the other hand, when the maintenance person realizes that the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the combination of the frame control board 82 and the game control board 80 can be corrected and the game can be played.

[0271] (6) When the combination of the frame side verification code and the board side verification code is a predetermined combination, and a specific error (unauthorized radio wave detection error and main line disconnection error) occurs, the CPU 80a transmits an error code to the frame control board 82. Then, the frame control board 82 that receives the error code controls the second ball number display unit 17 and the performance display monitor 82d so that information that can identify the occurrence of a specific error is notified. Therefore, in a situation where the execution of a predetermined notification is restricted, when a specific error is notified by the second ball number display unit 17 and the performance display monitor 82d, the person performing maintenance can be made to understand that a specific error has occurred, and further, can be made to understand that the combination of the frame side verification code and the board side verification code is a predetermined combination. In addition, when a specific error occurs, a notification that can identify the occurrence of a specific error is made not only by the notification device ES but also by the second ball number display unit 17 and the performance display monitor 82d, so that it is easier for the person performing maintenance to understand that a specific error has occurred compared to a case where an error notification is made only by the notification device ES.

[0272] (7) A common communication number is included in the startup information that the gaming control board 80 transmits to the frame control board 82 and in the response information to the startup information that the gaming control board 80 receives from the frame control board 82. As a result, for example, when the frame control board 82 transmits response information to the gaming control board 80, the gaming control board 80 can identify that it has transmitted the response information to the startup information by transmitting the same communication number as the received communication number to the gaming control board 80, even if the frame control board 82 does not newly generate information that can identify that it has transmitted the response information to the startup information. Therefore, compared to a case where a common communication number is not included in the startup information and the response information to the startup information, the control program that causes communication between the gaming control board 80 and the frame control board 82 can be simplified.

[0273] (8) When power supply is started, the game control board 80 transmits start-up information including the board-side verification code to the frame control board 82, and when the frame control board 82 receives the start-up information, the verification unit verifies whether the combination of the frame-side verification code and the received board-side verification code is a predetermined combination. Assuming that the board is configured in this way, the time from when the power supply is started until the frame control board 82 can receive the start-up information is shorter than the time from when the power supply is started until the game control board 80 can transmit the start-up information to the frame control board 82. This makes it possible to prevent the frame control board 82 from being unable to receive the start-up information when the start-up information is transmitted from the game control board 80 to the frame control board 82 after the power supply is started. This makes it possible to reliably cause the frame control board 82 to receive the start-up information. As a result, the frame control board 82 (CPU 82a) can reliably verify whether the combination of the frame-side verification code and the received board-side verification code is a predetermined combination.

[0274] (9) If the combination of the frame side verification code and the board side verification code is not a predetermined combination, that is, if the frame control board 82 and the game control board 80 are not connected in a predetermined combination, a frame board communication error is notified. This can provide an opportunity for the maintenance person to discover that the frame control board 82 and the game control board 80 are not connected in a predetermined combination. This can make the maintenance person aware of connecting the frame control board 82 and the game control board 80 in a predetermined combination. Then, if the maintenance person discovers that the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the control means can be set to the correct combination and the game can be played.

[0275] (10) When the frame control board 82 and the game control board 80 cannot communicate with each other, the notification mode of the notification device ES becomes a notification mode of a frame board communication error notification. The situation in which the frame control board 82 and the game control board 80 cannot communicate with each other includes a situation in which the combination of the frame side matching code and the board side matching code is not a predetermined combination. Therefore, when the notification mode of the notification device ES becomes a notification mode of a frame board communication error, in addition to the possibility that the frame control board 82 and the game control board 80 cannot communicate with each other due to a disconnection of the communication line, the maintenance person can be made aware that the combination of the frame side matching code and the board side matching code may not be a predetermined combination. Then, when the maintenance person finds that the combination of the frame side matching code and the board side matching code is not a predetermined combination, that is, that the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the control means can be set to the correct combination and the game can be played.

[0276] (11) For example, when a game is played in a situation where the frame control board 82 and the game control board 80 cannot communicate with each other, including a situation where the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the balls held by the player cannot be managed normally, and there is a risk of giving a disadvantage to the player. In contrast, in this embodiment, a frame board communication error is set in a situation where the frame control board 82 and the game control board 80 cannot communicate with each other, and while the frame board communication error is set, the execution of the game in the pachinko game machine 10 is restricted. At this time, the launch is prohibited, the awarding of prize balls is restricted, and the progress of the game is restricted. In other words, in a situation where the frame control board 82 and the game control board 80 cannot communicate with each other, the game is prevented from being played, thereby preventing the player from being disadvantaged.

[0277] (12) For example, in a situation where the frame control board 82 and the game control board 80 are not connected in a predetermined combination, if the game control board 80 transmits the winning ball number information to the frame control board 82, the frame control board 82 may not be able to properly manage the second managed ball number PB. In the present invention, if the combination of the frame side verification code and the board side verification code is not a predetermined combination, that is, if the frame control board 82 and the game control board 80 are not connected in a predetermined combination, a frame board communication error is set. Then, while the frame board communication error is set, the CPU 80a does not transmit the winning ball number information to the frame control board 82 even if it receives a detection signal from each winning sensor D11 to D15. This makes it possible to prevent the second managed ball number PB from being updated even if it receives a detection signal from each winning sensor D11 to D15 in a situation where the frame control board 82 and the game control board 80 are not connected in a predetermined combination. Then, the frame control board 82 can properly manage the second managed ball number PB.

[0278] (13) In addition to when the frame board communication error is set, the execution of the game in the pachinko gaming machine 10 is also limited when the fixed amount is reached. Therefore, depending on whether the specific number of balls has reached the upper limit, it is possible to create a situation in which the execution of the game in the pachinko gaming machine 10 is limited and a situation in which the execution of the game is not limited. Furthermore, when the power supply is started after being cut off, even if the combination of the frame side verification code and the board side verification code is a predetermined combination and the frame board communication error is not set, when the fixed amount is reached, the execution of the game in the pachinko gaming machine 10 is limited. Therefore, even if the frame board communication error is not set when the power supply is started after being cut off, it is possible to create a situation in which the execution of the game is limited based on the number of prize balls awarded since the power supply was started and the number of balls used in the game since the power supply was started.

[0279] (14) Whether the frame control board 82 and the gaming control board 80 are connected in a predetermined combination is determined based on information that can identify the manufacturer of the CPU of each control board. Therefore, the person performing maintenance can manage the frame control board 82 and the gaming control board 80 based on the manufacturer of the CPU. And, since the person performing maintenance can be made aware of connecting the frame control board 82 and the gaming control board 80 that have the same CPU manufacturer, it is possible to prevent the frame control board 82 and the gaming control board 80 that have different CPU manufacturers from being connected.

[0280] (15) In a situation where there is a variable game on hold, when the power supply to the gaming machine is cut off and the power supply to the gaming machine is resumed, the variable game that was on hold before the power supply to the pachinko gaming machine 10 was cut off can be executed on the condition that the combination of the frame side verification code and the board side verification code is verified to be a predetermined combination. Therefore, depending on whether the frame control board 82 and the gaming control board 80 are connected in a predetermined combination, it is possible to appropriately control the execution of the variable game on hold.

[0281] (16) For example, in a situation where there is a variable game on hold, if the power supply is cut off and the combination of the frame side matching code and the board side matching code is not a predetermined combination after the power supply is cut off, it is considered that the combination of the frame control board 82 and the game control board 80 has been changed after the power supply is cut off. The situation where the combination of the frame control board 82 and the game control board 80 is changed may usually occur when the game before the power supply is cut off is not continued. According to the above embodiment, in a situation where there is a variable game on hold, if the combination of the frame side matching code and the board side matching code is not a predetermined combination when the power supply is cut off and the power supply is resumed, the information on the number of reserved variable games stored in the RAM 80c is initialized and becomes the initial information. Therefore, in a situation where there is a variable game on hold, if the combination of the frame side matching code and the board side matching code is not a predetermined combination after the power supply is cut off and the power supply is resumed, the variable game on hold before the power supply is cut off is not executed, so that the information on the number of reserved variable games can be appropriately processed.

[0282] (17) The pachinko gaming machine 10 can issue a notification according to the priority of the error to be dealt with. In other words, if a communication abnormality between control boards occurs due to the generation of abnormal radio waves, the communication abnormality is difficult to resolve unless the generation of abnormal radio waves is resolved. Furthermore, the notification of an unauthorized radio wave detection error is given priority over the notification of a frame board communication error. This makes it easier for the user to understand that the generation of abnormal radio waves should be resolved first.

[0283] (18) The unauthorized radio wave detection error is set when the number of detections by the radio wave sensor D19 reaches a predetermined number (10 times, for example). This makes it possible to prevent the unauthorized radio wave detection error from being set due to a false detection by the radio wave sensor D19. Therefore, it is possible to prevent measures from being taken in response to the unauthorized radio wave detection error even when no radio waves that may have a predetermined effect on the detections by the first start sensor D11, the second start sensor D12, and the count sensor D13 are actually being generated. In other words, it is possible to prevent the measures from being wasted.

[0284] (19) When the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the combination of the frame side verification code and the board side verification code is verified as not being a predetermined combination, and the game control board 80 does not receive response information to the startup information, so a frame board communication error is detected. The frame board communication error is not cleared until the power is restored. Therefore, in a situation where the frame control board 82 and the game control board 80 are not connected in a predetermined combination, it is possible to suppress playing games until the power supply is cut off, and it is possible to prompt the cutting off of the power supply.

[0285] (20) After the frame board communication error is set, even if the frame board communication error is released by the power recovery, if the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the combination of the frame side verification code and the board side verification code is verified to be a predetermined combination by a verification process performed after the power is turned on. If the combination of the frame side verification code and the board side verification code is verified to be not a predetermined combination, the frame control board 82 does not transmit response information to the start-up information to the game control board 80, so the game control board 80 sets the frame board communication error again. In other words, even if the frame board communication error is once released by the power recovery, if the frame control board 82 and the game control board 80 are not connected in a predetermined combination, it will be set again after the power is turned on. If the frame board communication error is set, the notification device ES executes an error notification. Therefore, when the frame control board 82 and the game control board 80 are not connected in a predetermined combination, even if the power is restored, the frame board communication error notification can be repeatedly executed until the frame control board 82 and the game control board 80 are connected in a predetermined combination. Therefore, even if the power is repeatedly restored, when the frame control board 82 and the game control board 80 are not connected in a predetermined combination, it is possible to easily make the person performing maintenance understand that the frame control board 82 and the game control board 80 are not connected in a predetermined combination.

[0286] (21) The second ball number display unit 17 is used both as a means for displaying information that can identify the second controlled ball number PB and as a means for displaying an error code. The performance display monitor 82d is used both as a means for displaying a base value and as a means for displaying an error code. In this way, the configuration of the pachinko gaming machine 10 can be simplified by using one display unit to display multiple pieces of information.

[0287] (22) Since the error release switch 82f must be operated for a predetermined time td (for example, two seconds) to release the supply mechanism error setting, the error can be released by someone who understands how to release the error, such as a maintenance worker.

[0288] (23) The frame control board 82 does not count the number of detections by the supply inlet sensor D22 and the number of detections by the supply outlet sensor D23 until it receives the startup information. In other words, the frame control board 82 does not execute control related to the setting of a supply mechanism error until it inputs the startup information. When startup information has not been received, the frame control board 82 is unable to identify the information required at startup, and therefore it is difficult to determine that the information received by the frame control board 82 is correct. Since the frame control board 82 executes control related to the setting of a supply mechanism error after receiving the startup information, it is possible to increase the credibility that a supply mechanism error has been set.

[0289] (24) The number of balls held by the player (second managed number of balls PB) is subtracted when a ball is shot toward the play area 20a. Normally, the number of game balls shot toward the play area 20a (shot number Pf) and the number of game balls collected by the winning receiving port 30a, the non-winning receiving port 30b, and the foul receiving port 30c (collected number Pg) should not differ significantly, except for the number of game balls flowing down the play area 20a. If the difference between the shot number Pf and the collected number Pg is a specific number (for example, 100) or more, it can be assumed that some abnormality has occurred or that cheating has occurred. The winning ball number abnormality error setting is not released unless the power supply is stopped or started, so that the winning ball number abnormality error is not released without the administrator of the game machine noticing that it has been set. This makes it easier to check whether or not there has been any cheating.

[0290] (25) When the number of collected balls Pg is smaller than the number of shots Pf, it is assumed that game balls are stuck in the game area 20a. The pachinko game machine 10 does not cancel the winning ball count abnormality error even if the cause of the winning ball count abnormality error is eliminated. For this reason, it is possible to easily check whether a situation in which game balls are stuck in the game area 20a has occurred, for example.

[0291] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.

[0292] In this embodiment, the frame side matching code may not be information that can identify the manufacturer of the CPU 82a, and may be information that can identify the manufacturer of the frame control board 82, for example. Similarly, the board side matching code may not be information that can identify the manufacturer of the CPU 80a, and may be information that can identify the manufacturer of the game control board 80, for example. In this case, for example, when the manufacturer of the frame control board 82 and the manufacturer of the game control board 80 are the same manufacturer, the frame side matching code and the board side matching code may be predetermined to match. Also, for example, the frame side matching code may be information that can identify the manufacturer of the frame 11 in the pachinko game machine 10. Similarly, the board side matching code may be information that can identify the manufacturer of the game board 20 in the pachinko game machine 10. In this case, for example, when the manufacturer of the frame 11 and the manufacturer of the game board 20 are the same manufacturer, the frame side matching code and the board side matching code may be predetermined to match. Then, the CPU 82a may determine whether or not the board-side verification code and the frame-side verification code match in the verification process.

[0293] In this embodiment, the matching process is performed by the CPU 82a, but the CPU 80a may perform the matching process. In this case, when power supply to the pachinko gaming machine 10 is started, the frame control board 82 may transmit a frame side matching code to the game control board 80. Then, the CPU 80a may determine whether the received frame side matching code matches the board side matching code stored in the ROM 80b. As a result, if the frame side matching code matches the board side matching code, the CPU 80a may transmit response information to the frame control board 82. On the other hand, if the frame side matching code does not match the board side matching code, the CPU 80a may not transmit response information to the frame control board 82. Alternatively, if the frame side matching code does not match the board side matching code, the CPU 80a may transmit information to the frame control board 82 that can identify that the frame side matching code does not match the board side matching code. Also, if the frame side verification code and the board side verification code do not match, the CPU 80a may set a frame board communication error.

[0294] In this embodiment, the frame side matching code does not have to be stored in the ROM 82b. For example, when power supply is started, the frame side matching code may be transmitted from an external management device connected to the management unit 100 to the frame control board 82 via the management unit 100, and the frame side matching code may be stored in the RAM 82c. In the matching process, the CPU 82a may determine whether the board side matching code received from the game control board 80 matches the frame side matching code stored in the RAM 82c.

[0295] In this embodiment, on the premise that the frame control board 82 is provided with a verification unit, the frame control board 82 may be capable of receiving startup information including a board-side verification code at a timing when a predetermined standby time has elapsed since the start of power supply. In this case, the game control board 80 may transmit startup information to the frame control board 82 at a timing when a predetermined standby time has elapsed since the start of power supply. Then, when the frame control board 82 receives the board-side verification code, the CPU 82a may verify whether the combination of the frame-side verification code and the received board-side verification code is a predetermined combination. According to this, the frame control board 82 is capable of receiving startup information at a timing when a predetermined standby time has elapsed since the start of power supply, while the game control board 80 transmits startup information to the frame control board 82 at a timing when a predetermined standby time has elapsed since the start of power supply. In this case, after power supply is started, when start-up information including a board side matching code is transmitted from the game control board 80 to the frame control board 82, the frame control board 82 is capable of receiving the start-up information, making it easy for the frame control board 82 to reliably receive the start-up information.

[0296] In this embodiment, in the processing of steps S103 and S104 of the matching process, even if the board-side matching code and the frame-side matching code do not match, the board-side matching code and the frame-side matching code may be identified as a predetermined combination. In this case, for example, the board-side matching code of the first manufacturer may be set to "101" and the frame-side matching code of the first manufacturer may be set to "201", and the combination of the board-side matching code of the first manufacturer and the frame-side matching code of the first manufacturer may be a predetermined combination. In such a case, even if the board-side matching code and the frame-side matching code do not match, if they are a predetermined combination, a matching flag may be stored.

[0297] In this embodiment, the CPU 82a can determine whether the frame control board 82 and the game control board 80 are connected in a predetermined combination by checking whether the frame side matching code and the board side matching code match, but this is not limited to this. For example, the CPU 82a may determine whether the frame control board 82 and the game control board 80 are connected in a predetermined combination based on whether a predetermined message is received from the game control board 80 as startup information after power supply is started.

[0298] In this embodiment, even if the CPU 82a determines that the frame matching code and the board matching code do not match in the matching process and that the combination is not a predetermined combination, the CPU 82a may transmit response information to the start-up information to the gaming control board 80. In this case, the response information to the start-up information may include information that can specify that the frame matching code and the board matching code are not a predetermined combination. In addition, the CPU 82a may transmit the response information to the start-up information to the gaming control board 80, and then transmit information that can specify that the frame matching code and the board matching code are not a predetermined combination to the gaming control board 80 separately from the response information to the start-up information.

[0299] In this embodiment, when the CPU 82a determines that the combination of the frame matching code and the board matching code is not a predetermined combination in the matching process, the CPU 81a may perform a dedicated notification that can identify that the combination of the frame matching code and the board matching code is not a predetermined combination. At this time, the CPU 82a may transmit information that can identify that the combination of the frame matching code and the board matching code is not a predetermined combination to the performance control board 81. For example, the CPU 81a may display a notification image imitating a character string that can identify that the combination of the frame matching code and the board matching code is not a predetermined combination in the notification display unit 19. In addition, the CPU 81a may output a sound that can identify that the combination of the frame matching code and the board matching code is not a predetermined combination in the notification sound unit 12. Furthermore, the CPU 81a may execute a notification by a dedicated light emission pattern when the combination of the frame matching code and the board matching code is not a predetermined combination in the notification light emission unit 14.

[0300] In this embodiment, when multiple types of errors are set, the CPU 81a may cause the notification display unit 19 to execute multiple error notifications. As an example, when an unauthorized radio wave detection error and a frame board communication error are set, the notification display unit 19 may display both an image EG2 that can identify that an unauthorized radio wave detection error has occurred and an image EG1 that can identify that a frame board communication error has occurred. In this case, in the image display area 19a of the notification display unit 19, the area in which the image EG2 is displayed may be larger than the area in which the image EG1 is displayed. In other words, when multiple error notifications are executed simultaneously, the display area of ​​the error notification with the higher priority may be wider. For this reason, since an error with a higher priority is more easily noticed, it can be said that the notification of the error with the higher priority is executed preferentially.

[0301] In this embodiment, when various error notifications are made by the notification device ES, the time for making the error notification may be different depending on the notification means constituting the notification device ES. For example, the error notification by the notification display unit 19 and the notification light emitting unit 14 may be made until the error is cleared, while the error notification by the notification sound unit 12 may be terminated when a predetermined time has elapsed.

[0302] In this embodiment, when various error notifications are made by the notification device ES and an error code is displayed on the second ball number display unit 17 and the performance display monitor 82d, the period during which the error notification is made by the notification device ES and the period during which the error code is displayed on the second ball number display unit 17 and the performance display monitor 82d may be different. For example, the display of the error code on the second ball number display unit 17 and the performance display monitor 82d may be started earlier than the timing at which the error notification is started by the notification device ES. Also, the display of the error code on the second ball number display unit 17 and the performance display monitor 82d may be started later than the timing at which the error notification is started by the notification device ES. For example, the display of the error code on the second ball number display unit 17 and the performance display monitor 82d may be ended earlier than the timing at which the error notification is ended by the notification device ES. Also, the display of the error code on the second ball number display unit 17 and the performance display monitor 82d may be ended later than the timing at which the error notification is ended by the notification device ES. For example, the timing at which the error notification by the notification device ES starts may be the same as the timing at which the second ball count display unit 17 and the performance display monitor 82d start displaying the error code. Also, the timing at which the error notification by the notification device ES ends may be the same as the timing at which the second ball count display unit 17 and the performance display monitor 82d end displaying the error code.

[0303] In the present embodiment, the fixed amount reached state may be a type of error. In other words, the types of errors detected by the frame control board 82 may include errors that can be identified as the fixed amount reached state.

[0304] In this embodiment, the counting of the specific number of balls may be performed by the game control board 80, and the specific number of balls may be stored in the RAM 80c. In this embodiment, the specific number of balls stored in the RAM 82c may be backed up. When the contents stored in the RAM 82c are initialized, the specific number of balls may be set to an initial value (0).

[0305] In this embodiment, the notification of the fixed amount reaching state may have a higher notification priority than all error notifications. Also, the notification of the fixed amount reaching state may have a higher notification priority than some error notifications. For example, the notification of the fixed amount reaching state may have a higher notification priority than a supply mechanism error notification, and the notification of the fixed amount reaching state may have a lower notification priority than a managed gaming machine communication error.

[0306] In this embodiment, the game ball may be set to be released when any or all of the following errors are set: a frame board communication error, a supply mechanism error, and a door open error.

[0307] In this embodiment, it may be possible to prevent the game balls from being released when any or all of the following errors are set: unauthorized radio wave detection error, communication error within the managed game machine, frame disconnection error, main disconnection error, game ball count clear error, and winning ball count abnormality error.

[0308] In this embodiment, the radio wave sensor D19 may be capable of detecting radio waves that may have a certain effect on detection by the foul sensor D21 and the out sensor D30. In this embodiment, the errors detected in the pachinko gaming machine 10 may include other errors in addition to the errors shown in Fig. 13. For example, when vibration exceeding a predetermined strength is applied to the pachinko gaming machine 10, a vibration error caused by the vibration may be detected. In this case, the vibration error may be notified by the notification device ES. Furthermore, the frame board communication error notification may be given priority over the vibration error notification, or the vibration error notification may be given priority over the frame board communication error notification.

[0309] In this embodiment, when a frame board communication error is set, the main information of the RAM 80c may not be initialized. In this case, if there is a variable game being executed when the frame board communication error is set, the variable game may be interrupted while the frame board communication error is being set, and the interrupted variable game may be resumed when the frame board communication error is released. Also, the variable game may be executed even while the frame board communication error is being set. In this case, for example, the notification display unit 19 may be configured to prioritize the frame board communication error notification over the performance game.

[0310] In this embodiment, when the execution of a game is restricted, the normal game may not be executed and a normal winning game may not be awarded. In this embodiment, the communication number included in the start-up information may not be a fixed value (for example, 0), but may be updated depending on the number of times the start-up information is transmitted.

[0311] In this embodiment, the communication number included in the startup information may be information that can identify that the board-side verification code has been transmitted. The CPU 82a may be able to identify that the board-side verification code has been received by receiving the communication number included in the startup information.

[0312] In this embodiment, the start-up information may include information related to the CPU 80a in addition to the ID number of the CPU 80a, the board side verification code, and the communication serial number. For example, the start-up information may include information that can identify the manufacturer of the game control board 80 including the CPU 80a, or may include information that can identify the manufacturer of the game control board 80 including the CPU 80a. In addition, the start-up information may not include either or both of the ID number and the communication serial number of the CPU 80a.

[0313] In this embodiment, the error code may not be included in the game information, and may be transmitted from the game control board 80 to the frame control board 82 separately from the game information. In this embodiment, information capable of identifying an error detected in the pachinko gaming machine 10 (for example, a board error command and a frame error command) may be transmitted to the management unit 100. In this case, the management unit 100 may transmit information capable of identifying an error detected in the pachinko gaming machine 10 to an external management device connected to the management unit 100.

[0314] In this embodiment, in addition to matching the frame side matching code with the board side matching code, the first information stored in the ROM 82b may be matched with the second information stored in the ROM 80b to determine whether the combination of the frame control board 82 and the game control board 80 is a predetermined combination. In this case, for example, the first information may be information that can identify the manufacturer of the frame 11, and the second information may be information that can identify the manufacturer of the game board 20. Also, the first information may be information that can identify the manufacturer of the frame control board 82, and the second information may be information that can identify the manufacturer of the game control board 80.

[0315] In this embodiment, the condition for canceling the frame board communication error may be that the power supply to the pachinko gaming machine 10 is cut off and the RAM clear switch 82h is operated and then the power is turned on. In other words, the condition for canceling the frame board communication error may be that the contents stored in the RAM 80c are initialized.

[0316] In this embodiment, the frame board communication error notification may end when a predetermined notification time has elapsed, without the power being turned off. In this embodiment, the error code may be transmitted when some of the errors detected in the pachinko gaming machine 10 occur. For example, an error code may be transmitted when an unauthorized radio wave detection error and a main line disconnection error occur.

[0317] In this embodiment, when a frame board communication error is detected in the game control board 80, an error code may be transmitted from the game control board 80 to the frame control board 82. In this case, the CPU 82a may control the second ball number display unit 17 and the performance display monitor 82d so that information that can identify the occurrence of the frame board communication error is notified based on the error code of the frame board communication error.

[0318] In this embodiment, different errors may be detected when the combination of the frame side verification code and the board side verification code is not a predetermined combination, and when the combination of the frame side verification code and the board side verification code is a predetermined combination but communication between the game control board 80 and the frame control board 82 is not possible. In this case, when the combination of the frame side verification code and the board side verification code is not a predetermined combination, a frame board communication error may be detected. On the other hand, when the combination of the frame side verification code and the board side verification code is a predetermined combination but communication between the game control board 80 and the frame control board 82 is not possible, a dedicated error (for example, a communication failure error) that can identify the inability to communicate between the game control board 80 and the frame control board 82 may be detected.

[0319] In this embodiment, if the combination of the frame side verification code and the board side verification code is not a predetermined combination, the CPU 82a may execute notification of information that can specify that the combination of the frame side verification code and the board side verification code is not a predetermined combination. In this case, for example, it is preferable to display a dedicated error code on either one or both of the second ball number display unit 17 and the performance display monitor 82d as information that can specify that the combination of the frame side verification code and the board side verification code is not a predetermined combination. In addition to this, or instead, the notification audio unit 13 may execute a notification by voice as a notification of information that can specify that the combination of the frame side verification code and the board side verification code is not a predetermined combination.

[0320] In this embodiment, the RAM 80c may be capable of storing information relating to the progress of a game, and may be capable of retaining all of the stored information even after the power supply to the pachinko gaming machine 10 is cut off. In other words, the RAM 80c may be capable of storing information relating to the progress of a game, and may be capable of retaining at least a portion of the stored information even after the power supply to the pachinko gaming machine 10 is cut off.

[0321] In this embodiment, even if a communication error in the managed gaming machine or a frame board communication error is set, if the necessary power is supplied and the second managed ball count PB is not 0, the counting state may be set. In a situation where a communication error in the managed gaming machine or a frame board communication error is set, there is a risk that the game cannot be played normally. In such a situation, if the number of balls owned by the player cannot be transferred to the management unit 100, it is considered that a problem will occur. In this modified example, even in such a case, the counting state is set, so that counting operation using the counting operation unit 18 is possible, and the number of balls owned by the player can be transferred from the pachinko gaming machine 10 to the management unit 100.

[0322] In this embodiment, the start timing of the error notification in the performance display monitor 82d may be different from the start timing of the error notification in the second ball count display unit 17. For example, the second ball count display unit 17 may be configured to start an error notification earlier than the performance display monitor 82d, and the performance display monitor 82d may be configured to start an error notification earlier than the second ball count display unit 17.

[0323] In this embodiment, the timing at which the performance display monitor 82d starts displaying the error code may be the same as or approximately the same as the timing at which the notification device ES starts notifying the error. Also, the timing at which the performance display monitor 82d starts displaying the error code may be earlier than the timing at which the notification device ES starts notifying the error.

[0324] In this embodiment, the manner in which the error is notified by the notification sound unit 12 may differ depending on the error, and may be a dedicated sound for each error. In this embodiment, the manner in which the notification light-emitting unit 14 notifies an error may differ depending on the type of error, and may use a dedicated light-emitting pattern for each error.

[0325] In this embodiment, the CPU 82a may set a supply mechanism error when the difference between the number of balls at the supply inlet and the number of balls at the supply outlet remains equal to or greater than the predetermined number for a predetermined elapsed time after detecting that the difference between the number of balls at the supply inlet and the number of balls at the supply outlet has reached a predetermined number. Note that the measurement of time is also included in counting the predetermined number.

[0326] In this embodiment, the CPU 82a may set an abnormal winning ball count error when the difference between the number of shots Pf and the number of collected balls Pg remains equal to or greater than a specific number for a specific amount of time after detecting that the difference between the number of shots Pf and the number of collected balls Pg has reached a specific number. Note that the measurement of time is also included in counting the specific number.

[0327] In this embodiment, the CPU 82a may add the number of collected balls Pg in response to detection by the out sensor D30, but may not add the number of collected balls Pg in response to detection by the foul sensor D21. In other words, the number of collected balls Pg may be added only by out balls, without including the returned balls. The possibility of a returned ball occurring in a situation where game balls are continuously shot is extremely small. In other words, it is difficult to imagine that a large number of returned balls will occur continuously in a short period of time. For this reason, the returned balls may not be taken into consideration when detecting the winning ball number abnormality error. Alternatively, if the pachinko game machine is structurally incapable of generating a returned ball (for example, a type in which game balls are shot from the upper left of the game board 20), the winning ball number abnormality error may be set based on the number of shots Pf and out balls.

[0328] In this embodiment, the detection of out balls may be performed by the winning passage count sensor D25 and the non-winning passage count sensor D26 instead of the out sensor D30. The number of out balls may be the sum of the number detected by the winning passage count sensor D25 and the number detected by the non-winning passage count sensor D26. In this case, the out sensor D30 may or may not be provided.

[0329] In this embodiment, the winning passage count sensor D25 and the non-winning passage count sensor D26 may not be provided, and the discharged gaming balls may be detected only by the out sensor D30. In this embodiment, the out sensor D30 may be provided on the game board 20 or on the frame 11.

[0330] In this embodiment, the CPU 82a or the CPU 80a may detect an error even during the ball removal state. In this embodiment, the CPU 80a increments the number of radio wave detections when the radio wave detection signal of the radio wave sensor D19 transitions from an OFF state to an ON state, but this is not limited to the above. The CPU 80a may increment the number of radio wave detections each time the radio wave detection signal of the radio wave sensor D19 is maintained in the ON state for a predetermined period of time (for example, one second) after the signal has transitioned from the OFF state to the ON state. As an example, the CPU 80a may set an unauthorized radio wave detection error when the radio wave detection signal of the radio wave sensor D19 transitions from the OFF state to the ON state and a predetermined period of time has elapsed a predetermined number of times (for example, ten times) while the signal remains in the ON state.

[0331] In this embodiment, when the counting operation unit 18 is operated, the CPU 82a may transmit control information (hereinafter, referred to as a counting operation command) capable of identifying that the counting operation unit 18 has been operated and the second managed ball count PB to the game control board 80. The game control board 80 (CPU 80a) may transmit the counting operation command to the performance control board 81. When the performance control board 81 receives the counting operation command, it may control the notification sound unit 12 to output a sound effect. As an example, when the performance control board 81 receives a counting operation command capable of identifying that the second managed ball count PB is 1 or more, it may execute the operation in such a manner that the notification sound unit 12 outputs a sound capable of identifying that a predetermined number or more of balls are being transferred from the pachinko game machine 10 to the management unit 100, such as a human voice reading out the character string "Counting". As an example, when the presentation control board 81 receives a counting operation command that can identify that the second managed ball count PB is 0, it may execute the command in a manner that outputs from the alarm sound unit 12 a sound that can identify that the number of balls held will not be transferred from the pachinko game machine 10 to the management unit 100, such as a human voice reading out the string of characters "You have no balls".

[0332] In this embodiment, the pachinko game machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST machine). The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called V-type probability machine). The pachinko game machine 10 may be a specification that combines the fall machine specification and the V-type probability machine specification.

[0333] In this embodiment, in addition to the big win lottery, a small win lottery may be performed as a winning lottery for a special symbol. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, compared to a normal game state (for example, a low probability low ball entry rate state), the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is awarded per unit time may be controlled to be in an improved state (so-called small win RUSH).

[0334] In this embodiment, the pachinko game machine 10 may adopt a specification classified as the second type, also called a "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize hole, generating a big win game.

[0335] In this embodiment, the CPU 80a, the ROM 80b, the RAM 80c, and the random number generation circuit 80d may be configured on a single chip. The CPU 82a, the ROM 82b, and the RAM 82c may be configured on a single chip.

[0336] In this embodiment, the specific configuration of the game board 20 may be changed arbitrarily. In this embodiment, the performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the notification display unit 19, a light-emitting control board that specializes in controlling the notification light-emitting unit 14, and a sound control board that specializes in controlling the notification sound unit 12 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be combined to form a sub-board. Also, in the embodiment, the CPU 80a and CPU 81a may be mounted on a single board. Also, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.

[0337] In this embodiment, the performance display monitor 82d does not have to be provided on the frame control board 82. The performance display monitor 82d may be provided on a board separate from the frame control board 82. In this case, the frame control board 82 may be connected to the performance display monitor 82d. The CPU 82a may be configured to be able to control the display contents of the performance display monitor 82d.

[0338] In this embodiment, the gaming machine is configured to circulate all of a predetermined amount of gaming media (gaming balls as an example), but this is not limited to this, and the gaming machine may be configured so that some or all of the gaming media can be replaced with gaming media outside the gaming machine.

[0339] In this embodiment, the pachinko gaming machine 10 may have a magnetic sensor in one or both of the mounting frame 11b and the game board 20. This configuration makes it possible to detect magnetic foreign objects that should not be present in the pachinko gaming machine 10. It is also possible to detect the possibility of the use of a goto tool such as a magnet or wire that does not fall under the category of gaming media normally used in the pachinko gaming machine 10. It can also contribute to the discovery of an act of intentionally creating a pile of game balls using magnetic game balls and a magnet.

[0340] In this embodiment, the entire distribution mechanism 29 is formed in the mounting frame 11b, but a part of it may be formed in the game board 20. In other words, the game board 20 may constitute a part of the distribution mechanism 29.

[0341] Next, the technical ideas that can be understood from the above embodiment and modified examples will be described below. (i) A gaming machine, wherein the first identification information is information capable of identifying a manufacturer of a CPU that executes a specified control program in the first control means, and the second identification information is information capable of identifying a manufacturer of a CPU that functions as the gaming control unit and executes a specified control program in the second control means.

[0342] (b) The matching unit is provided in the first control means, and when power supply is started, the second control means transmits special information including the second specific information to the first control means, and when the first control means receives the special information, the matching unit matches whether a combination of the first specific information and the second specific information included in the received special information is a predetermined combination.

[0343] (c) The matching unit is provided in the first control means, and when power supply is started, the second control means transmits special information including the second identification information to the first control means, and when the first control means receives the special information, the matching unit checks whether a combination of the first identification information and the second identification information included in the received special information is a predetermined combination, and if the combination of the first identification information and the second identification information is a predetermined combination, transmits a predetermined response information to the second control means.

[0344] (ii) A gaming machine in which, when power supply is started, the notification means is capable of executing a predetermined notification, and when the execution of the predete...

Claims

1. A gaming machine capable of storing the number of gaming media as data and configured to enable a game to be played based on the data, A first control unit; A second control unit; A notification means capable of executing a notification, The first control unit and the second control unit are connected to be able to communicate bidirectionally, The first control unit includes a data storage unit that stores the data and a first information storage unit that stores first identification information, The second control unit includes a game control unit that executes control regarding the progress of a game and a second information storage unit that stores second specific information, When power supply is started, a verification unit of the gaming machine verifies whether a combination of the first identification information and the second identification information is normal, a notification mode of the notification means differs between a case where a combination of the first identification information and the second identification information is normal and a case where the combination of the first identification information and the second identification information is abnormal; When communication between the first control unit and the second control unit is not possible, and when a combination of the first identification information and the second identification information is not normal, the notification mode of the notification means may be a specific notification mode, A notification control unit that controls the notification means, The notification control unit is communicatively connected to the second control unit, and is capable of controlling the notification means based on instructions from the second control unit.

2. A gaming machine capable of storing the number of gaming media as data and configured to enable a game to be played based on the data, A first control unit; A second control unit; A notification means capable of executing a notification, The first control unit and the second control unit are connected to be able to communicate bidirectionally, The first control unit includes a data storage unit that stores the data and a first information storage unit that stores first identification information, The second control unit includes a game control unit that executes control regarding the progress of a game and a second information storage unit that stores second specific information, When power supply is started, a verification unit of the gaming machine verifies whether a combination of the first identification information and the second identification information is normal, The collation unit is provided in the first control unit, When power supply is started, the second control unit transmits special information including the second identification information to the first control unit, When the first control unit receives the special information, the matching unit checks whether a combination of the first specific information and the second specific information included in the received special information is normal, and when the combination of the first specific information and the second specific information is normal, the first control unit transmits a predetermined response information to the second control unit; a notification mode of the notification means differs between a case where a combination of the first identification information and the second identification information is normal and a case where the combination of the first identification information and the second identification information is abnormal; A notification control unit that controls the notification means, The notification control unit is communicably connected to the second control unit and is capable of controlling the notification means based on an instruction from the second control unit; A gaming machine in which, after power supply is started, if the second control unit receives the specified response information, a specific notification is executed in the notification means, and if the second control unit does not receive the specified response information, the specific notification is not executed in the notification means.

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