Game machine

JP2025061918A5Active Publication Date: 2025-04-18SANYO BUSSAN KK
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2025012788
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-29
Publication Date
2025-04-18
Estimated Expiration
2037-10-11

AI Technical Summary

Technical Problem

Existing game consoles are difficult to effectively curb fraud and lack effective preventive measures.

Method used

A gaming console was designed, including game areas, shooting mechanisms, winning detection mechanisms and payment mechanisms. When the game intermediary enters the winning port, the detection mechanism triggers and the payment mechanism pays the game media as required. At the same time, by storing game performance information, fraud can be detected and prevented.

Benefits of technology

Effectively detect and prevent fraud, ensure the fairness and impartiality of the game, and improve the safety and reliability of the game console.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine capable of suitably detecting a fraudulent act.SOLUTION: A game machine includes: storage means for storing information regarding a plurality of pieces of game performance information for indicating a performance of a game executed by the game machine; output means for outputting information regarding game performance information, based on information stored in the storage means; change means for changing a probability of obtaining a predetermined result by predetermined determination in a plurality of levels; and storage control means for erasing information regarding game performance information affected by a probability from among pieces of information stored in the storage means when the probability is affected by the change means, and for holding information regarding game performance information not affected by the probability.SELECTED DRAWING: Figure 53
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, there has been a gaming machine in which gaming media are shot by a shooting means into a gaming area provided with a plurality of winning holes, and when the gaming media enters one of the winning holes, a predetermined number of gaming media for the winning hole is paid out to the player (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2003-340046 A Summary of the Invention [Problem to be solved by the invention]

[0004] There are people who cheat in these games, but measures to prevent such cheating have been insufficient.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that can effectively suppress fraudulent activities. [Means for solving the problem]

[0006] In order to achieve this object, the gaming machine described in claim 1 comprises a game area provided with a plurality of winning slots, launching means for launching game media into said game area, winning detection means provided for each winning slot and detecting the winning of said game media into a corresponding winning slot, and payout means for, when the winning detection means detects that a game medium launched by said launching means has won any of the winning slots, paying out a predetermined number of game media to the winning slot into which that game medium has won. When a starting condition is met, a predetermined judgment is made, and when the judgment is a predetermined result, a predetermined amount of game media is given to a player. and comprises a storage means for storing information relating to a plurality of pieces of game performance information indicating the performance of a game executed on the gaming machine, an output means for outputting information relating to the game performance information based on the information stored in the storage means, a change means for changing the probability of a predetermined result being obtained in the predetermined judgment among a plurality of levels, and a storage control means for, when the probability is changed by the change means, erasing information relating to game performance information that is affected by the probability from the information stored in the storage means and retaining information relating to game performance information that is not affected by the probability.

[0007] A gaming machine according to a second aspect of the present invention is the gaming machine according to the first aspect, wherein information relating to game performance information influenced by the probability is stored in a predetermined area of ​​the storage means. Effect of the Invention

[0008] According to the gaming machine of claim 1, a launching means launches gaming media into a gaming area provided with a plurality of winning slots. Each winning slot is provided with a winning detection means for detecting winning of the gaming media. When the winning detection means detects that the gaming media launched by the launching means has won one of the winning slots, a predetermined number of gaming media are paid out by a payout means to the winning slot where the gaming media won. Information on a plurality of game performance information showing the performance of the game executed in such a gaming machine is stored in a storage means and output by an output means. This has the effect of making it possible to preferably discover fraudulent acts from the information on the game performance information output by the output means. In addition, this gaming machine makes a predetermined judgment when a starting condition is met, and if the judgment is a predetermined result, a predetermined gaming value is awarded to the player, and the probability of the predetermined result being obtained in the predetermined judgment is changed among a plurality of levels by a change means. Then, when the change means changes the probability of a predetermined result being obtained in a predetermined judgment, the memory control means erases the information stored in the memory means that is related to gaming performance information that is affected by the probability, and retains the information related to gaming performance information that is not affected by the probability. Therefore, the information related to gaming performance information that is affected by the probability is stored in the memory means at a newly set probability, so that accurate gaming performance information can be output. On the other hand, since the information related to gaming performance information that is not affected by the probability is retained in the memory means, even if a cheater changes the probability in order to conceal the erasure of the cheating act, the cheating act can be reliably detected based on the gaming performance information retained in the memory means.

[0009] According to the gaming machine of claim 2, in addition to the effect achieved by the gaming machine of claim 1, information relating to game performance information affected by probability is stored in a specified area of ​​the storage means, so that when the probability is changed by the change means, the specified area of ​​the storage means can be erased all at once, thereby providing the effect that information relating to game performance information affected by probability can be easily erased. [Brief description of the drawings]

[0010] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a front view of the game board of a pachinko machine. [Diagram 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] 1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Diagram 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 7] This is a diagram showing a schematic configuration of various counters, reserved ball storage area, and reserved ball execution area. [Figure 8] (a) is a diagram showing a schematic example of a jackpot random number table, (b) is a diagram showing a schematic example of a jackpot type table, (c) is a diagram showing a schematic example of a jackpot fluctuation pattern table when the number of reserved balls is 2, (d) is a diagram showing a schematic example of a miss (normal) fluctuation pattern table when the number of reserved balls is 2, and (e) is a diagram showing a schematic example of a miss (high probability) fluctuation pattern table when the number of reserved balls is 2. [Figure 9] A diagram showing a schematic example of a prize ball number table. [Figure 10] 4 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 11] 13 is a flowchart showing a switch reading process executed by an MPU in the main control device. [Figure 12] This is a flowchart showing the start winning processing executed by the MPU in the main control unit. [Figure 13] 4 is a flowchart showing a variation process executed by an MPU in the main control device. [Figure 14]13 is a flowchart showing the fluctuation start processing executed by the MPU in the main control unit. [Figure 15] 4 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 16] 4 is a flowchart showing a start-up process executed by an MPU in the main control device. [Figure 17] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Figure 18] 13 is a flowchart showing the main processing for controlling the ratio of reels executed by the reel ratio management chip in the main control unit. [Figure 19] 13 is a flowchart showing a part of the setting information receiving process executed by the role ratio management chip in the main control unit. [Figure 20] 13 is a flowchart showing a part of the setting information receiving process executed by the role ratio management chip in the main control unit. [Figure 21] 13 is a flowchart showing a reel ratio calculation process executed by the reel ratio management chip in the main control unit. [Figure 22] 13 is a flowchart showing the inspection result output process executed by the role ratio management chip in the main control unit. [Diagram 23] 11 is a flowchart showing the start-up process executed by an MPU in a voice lamp control device. [Figure 24] 4 is a flowchart showing the main processing executed by the MPU in the voice lamp control device. [Diagram 25] 11 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device. [Figure 26] 13 is a flowchart showing the variable display processing executed by an MPU in a voice lamp control device. [Figure 27](a) is a flowchart showing main processing executed by an MPU in a display control device, (b) is a flowchart showing command interrupt processing executed by an MPU in a display control device, and (c) is a flowchart showing V interrupt processing executed by an MPU in a display control device. [Figure 28] FIG. 11 is a block diagram showing the electrical configuration of a main control device in a second embodiment. [Figure 29] This is a flowchart showing the winning information storage process executed by the bonus ratio management chip in the main control unit. [Diagram 30] 13 is a flowchart showing the inspection result output process executed by the role ratio management chip in the main control unit. [Diagram 31] FIG. 11 is a block diagram showing the electrical configuration of a pachinko machine in a third embodiment. [Diagram 32] 4 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Diagram 33] 13 is a flowchart showing the role ratio processing executed by the MPU in the main control unit. [Diagram 34] 13 is a flowchart showing the main processing of role ratios executed by the MPU in the main control unit. [Diagram 35] 13 is a flowchart showing the role ratio processing executed by the MPU in the main control device in the fourth embodiment. [Diagram 36] 13 is a flowchart showing the main processing of role ratios executed by the MPU in the main control unit. [Figure 37] FIG. 13 is a block diagram showing the electrical configuration of a pachinko machine in a fifth embodiment. [Figure 38] FIG. 2A is a schematic diagram showing a base display device, and FIG. 2B is a schematic diagram showing the display contents on the base display device. [Figure 39] 1A is a schematic diagram showing the information required to display base values, which is stored in the external working area of ​​the RAM in the MPU of the main control unit, and FIG. 1B is a schematic diagram showing the structure of each base value data. [Diagram 40] 4 is a flowchart showing a start-up process executed by an MPU in the main control device. [Diagram 41] 11 is a flowchart showing a base value process executed by an MPU in the main control device. [Diagram 42] 10 is a flowchart showing a base value calculation process executed by an MPU in the main control device. [Diagram 43] 10 is a flowchart showing a part of a base value display process executed by an MPU in the main control device. [Diagram 44] 13 is a flowchart showing the remaining part of the base value display process executed by the MPU in the main control device. [Diagram 45] FIG. 13 is a rear view of the pachinko machine in the sixth embodiment. [Figure 46] FIG. 2A is a front view of the setting key showing the setting key in an OFF state, and FIG. 2B is a front view of the setting key showing the setting key in an ON state. [Figure 47] This figure shows the start-up modes of a pachinko machine and the states of the RAM erase switch, setting key, and door open switch when the power to the pachinko machine is turned on to start up in that start-up mode. [Figure 48] 13A is a diagram showing the roles of the RAM erase switch and the setting key in the setting change mode, and FIG. 13B is a diagram showing the role of the setting key in the setting confirmation mode. [Figure 49] 5A to 5C are schematic diagrams showing various examples of the display contents of the base display device in a setting change mode and a setting confirmation mode. [Figure 50] 5A to 5C are schematic diagrams showing various examples of display contents when the error history is displayed on the base display device. [Figure 51]1(a) is a schematic diagram showing the arrangement of the LEDs of the first pattern display device, and FIG. 1(b) is a diagram showing the lighting pattern of the round number indication LED when indicating that the maximum number of rounds is 2, when indicating that the maximum number of rounds is 15, when indicating that the setting is being changed, and when indicating that the setting is being confirmed. [Figure 52] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 53] 1 is a schematic diagram showing data stored in an external working area of ​​the RAM in the MPU of the main control device. FIG. [Figure 54] 4 is a flowchart showing a start-up process executed by an MPU in the main control device. [Figure 55] 13 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 56] 13 is a flowchart showing a setting confirmation process executed by an MPU in the main control device. [Figure 57] 4 is a flowchart showing a base display process executed by an MPU in the main control device. [Figure 58] 4 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 59] 13 is a flowchart showing a setting change process executed by an MPU in a main control device of a pachinko machine in the seventh embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. First, a first embodiment in which the present invention is applied to a pachinko game machine (hereinafter, simply referred to as a "pachinko machine") 10 will be described with reference to Figs. 1 to 26. Fig. 1 is a front view of the pachinko machine 10 in this embodiment, Fig. 2 is a front view of a game board 13 of the pachinko machine 10, and Fig. 3 is a rear view of the pachinko machine 10.

[0012] As shown in Fig. 1, a pachinko machine 10 comprises an outer frame 11, the outer shell of which is formed by wooden frames assembled into a substantially rectangular shape, and an inner frame 12, which is formed to have substantially the same external shape as the outer frame 11 and is supported so as to be openable and closable relative to the outer frame 11. Metal hinges 18 are attached to the outer frame 11 at two locations, top and bottom, on the left side as viewed from the front (see Fig. 1), in order to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable toward the front side, with the side where the hinges 18 are provided serving as the axis for opening and closing.

[0013] A game board 13 (see FIG. 2) having numerous nails and winning holes 63a, 63b, 64a, 64b, 65a, etc. is detachably attached from the back side to the inner frame 12. A pinball game is played by balls flowing down the front of the game board 13. The inner frame 12 is equipped with a ball launching unit 112a (see FIG. 5) that launches balls to the front area of ​​the game board 13, a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of ​​the game board 13, and the like.

[0014] The front side of the inner frame 12 is provided with a front frame 14 that covers the upper side of the front side, and a lower plate unit 15 that covers the lower side. Metal hinges 19 are attached to the top and bottom of the left side when viewed from the front (see FIG. 1) to support the front frame 14 and the lower plate unit 15, and the front frame 14 and the lower plate unit 15 are supported so that they can be opened and closed toward the front side with the side where the hinges 19 are provided as the axis for opening and closing. The locking of the inner frame 12 and the locking of the front frame 14 are each released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation. The pachinko machine 10 is provided with a door opening switch 208g (see FIG. 6) that detects that either the inner frame 12 or the front frame 14 has been unlocked and opened (the door has been opened).

[0015] The front frame 14 is assembled with decorative resin parts, electric parts, etc., and has a window 14c formed in a substantially elliptical shape at its approximate center. A glass unit 16 having two glass sheets is disposed on the rear side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.

[0016] In the front frame 14, the upper tray 17 for storing balls is formed in a generally box-like shape with an open top that protrudes forward, and prize balls and loan balls are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward inclination to the right side when viewed from the front (see FIG. 1), and the balls dropped into the upper tray 17 are guided to the ball launching unit 112a by this inclination. In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.

[0017] The frame button 22 is a button that is pressed by the player when changing the stage of the performance displayed on the third symbol display device 81 (see FIG. 2) described later. The frame button 22 is also used as an operation button for allowing the player to select the performance content in the so-called super reach, which is one aspect of the variable performance.

[0018] The variable presentation is a presentation displayed on the third pattern display device 81, and as described below, is executed when a ball fired into the front area of ​​the game board 13 enters a specific winning hole (the second starting hole 64b described below; see Figure 2) (starting winning). After the patterns (the third patterns described below) are displayed in a variable manner for a predetermined period of time, the player is presented with the result of a lottery held for the starting winning (whether it is a jackpot or not) based on the combination of patterns that are displayed in a stopped state.

[0019] The stage is a presentation mode that provides uniformity to the various presentations displayed on the third symbol display device 81, and the present pachinko machine 10 has three stages: the "town stage", the "sky stage", and the "island stage". Various presentations, such as the above-mentioned variable presentations and the reach presentations executed during the variable presentations, are designed to be performed according to the theme given to each stage.

[0020] The stage is changed when the frame button 22 is pressed by the player during a period when no variation performance is being performed or during high-speed variation in which the third symbol is displayed in a high-speed and invisible to the player, and each time the frame button 22 is operated, the stage is repeatedly changed in the following order: "town stage" → "empty stage" → "island stage" → "town stage" → .... Also, immediately after power is turned on, the "town stage" is set as the initial stage.

[0021] In addition, when a normal reach presentation is started in the variable presentation performed by the third pattern display device 81, when the normal reach develops into a super reach, a selection screen for the presentation mode of the super reach is configured to be displayed on the third pattern display device 81 during the normal reach.

[0022] On the selection screen, a plurality of presentation mode candidates selectable as the presentation mode of the Super Reach are displayed, and one of the presentation mode candidates is selected. If the frame button 22 is pressed by the player while the selection screen is displayed, the selected presentation mode candidate is changed. Then, the presentation mode of the Super Reach is determined based on the presentation mode candidate selected when the Super Reach develops, and the Super Reach is executed on the third symbol display device 81 according to the presentation mode.

[0023] In this embodiment, the frame button 22 is configured as a button to be pressed, but instead of the frame button 22, it may be configured as an operation lever that can be tilted by the player in a predetermined direction (for example, forward, backward, rightward, or leftward with respect to the pachinko machine 10) with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the performance stage may be selected or the performance mode of the super reach may be selected.

[0024] The front frame 14 is provided with various light-emitting means such as lamps around it (for example, at the corners). The light-emitting means change and control the light-emitting state by lighting or blinking in response to changes in the game state such as when a jackpot is hit or when a predetermined reach is reached, and play a role in enhancing the presentation effect during the game. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting means such as LEDs. In the pachinko machine 10, these illumination units 29-33 function as presentation lamps such as jackpot lamps, and when a jackpot is hit or when a reach is reached, each illumination unit 29-33 lights up or blinks by lighting or blinking the built-in LEDs, thereby informing the player that a jackpot is being hit or that the player is in a reach just before a jackpot is being hit. In addition, an indicator lamp 34 incorporating light-emitting means such as LEDs and capable of indicating when prize balls are being paid out and when an error occurs is provided at the upper left of the front frame 14 as viewed from the front.

[0025] A small window 35 is formed by attaching transparent resin to the underside of the right-side illumination unit 32 from the back side so that the back side of the front frame 14 can be seen, and the certificate stamps and the like affixed to the attachment space K1 (see FIG. 2) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, a plated member 36 made of chrome-plated ABS resin is attached to the area around the illumination units 29-33 to create a more brilliant appearance.

[0026] A ball lending operation unit 40 is disposed below the window portion 14c. The ball lending operation unit 40 is provided with a number display unit 41, a ball lending button 42, and a return button 43. When the ball lending operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball lending unit) (not shown) arranged on the side of the pachinko machine 10, balls are lent out in response to the operation. Specifically, the number display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED is lit to display the remaining balance in numbers as the remaining balance information. The ball lending button 42 is operated to obtain loan balls based on information recorded on a card, etc. (recording medium), and loan balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated when requesting the return of a card, etc. inserted into the card unit.

[0027] In addition, in pachinko machines where balls are directly dispensed from a ball dispenser to the upper tray 17 without going through a card unit, i.e., in so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation part of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to commonize pachinko machines using a card unit and cash machines.

[0028] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing balls that could not be stored in the upper tray 17. On the right side of the lower tray 50, an operating handle 51 is arranged, which is operated by the player to shoot the ball into the front of the game board 13. Inside the operating handle 51, there are built-in a touch sensor 51a for permitting the operation of the ball launching unit 112a, a push-button type shooting stop switch 51b for stopping the shooting of the ball while it is being pressed, and a variable resistor (not shown) for detecting the amount of rotation of the operating handle 51 by a change in electrical resistance.

[0029] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, and the ball is shot with a strength corresponding to the resistance value of the variable resistor which changes in accordance with the amount of rotation of the operating handle 51, thereby shooting the ball into the front of the game board 13 with a flight distance corresponding to the operation of the player. The interval between ball shots in the ball shooting unit 112a is set to about 0.6 seconds. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the shot stop switch 51b are turned off.

[0030] A ball removal lever 52 is provided on the lower front part of the lower tray 50 to be operated when discharging the balls stored in the lower tray 50 downward. This ball removal lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall naturally from the bottom opening and are discharged. This ball removal lever 52 is usually operated with a box (commonly called a "senryo box") for receiving the balls discharged from the lower tray 50 placed below the lower tray 50. As described above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.

[0031] As shown in FIG. 2, the game board 13 is constructed by assembling a number of nails, windmills and rails 61, 62 for guiding balls, a first normal winning opening 63a, a second normal winning opening 63b, a first starting opening 64a, a second starting opening 64b, a variable winning device 65, a through gate 67, a variable display unit 80, etc., on a wooden base board 60 cut into a substantially square shape when viewed from the front, and the peripheral portion is attached to the back side of the inner frame 12. The first normal winning opening 63a, the second normal winning opening 63b, the first starting opening 64a, the second starting opening 64b, the variable winning device 65, and the variable display unit 80 are disposed in through holes formed in the base board 60 by router processing, and are fixed from the front side of the game board 13 with wood screws or the like. In addition, the front center portion of the game board 13 can be viewed from the front side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14. The configuration of the game board 13 will be described below mainly with reference to FIG.

[0032] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is set up on the front of the game board 13, and an arc-shaped inner rail 61 formed from a strip-shaped metal plate similar to the outer rail 62 is set up on the inside of the outer rail 62. The inner rail 61 and the outer rail 62 surround the front periphery of the game board 13, and the game board 13 and the glass unit 16 (see FIG. 1) surround the front and rear, forming a game area in front of the game board 13 where games are played based on the behavior of the ball. The game area is a substantially circular area (an area where winning holes and the like are arranged and where shot balls flow down) defined on the front of the game board 13 by the two rails 61, 62 and the arc member 70.

[0033] The two rails 61, 62 are provided to guide the ball launched from the ball launching unit 112a (see FIG. 5) to the upper part of the game board 13. A return ball prevention member 68 is attached to the tip part (upper left part of FIG. 2) of the inner rail 61, and prevents the ball once guided to the upper part of the game board 13 from returning to the ball guide passage again. A return rubber 69 is attached to the tip part (upper right part of FIG. 2) of the outer rail 62 at a position corresponding to the maximum flight part of the ball, and a ball launched with a predetermined force or more hits the return rubber 69 and bounces back to the center while reducing its force. In addition, between the tip part on the lower right side of the inner rail 61 and the tip part on the upper right side of the outer rail 62, a resin arc member 70 formed by providing an arc on the inner side connecting the rails is driven into the base plate 60 and fixed thereto.

[0034] A first symbol display device 37 is provided in the upper right side of the game area when viewed from the front (upper right side of FIG. 2), which is provided with a plurality of light emitting diodes (hereinafter abbreviated as "LEDs") 37a as light emitting means and a seven-segment display 37b. The first symbol display device 37 displays according to each control performed by the main control device 110, which will be described later, and mainly displays the game status of the pachinko machine 10.

[0035] The LEDs 37a indicate the variable display performed in association with the ball entering either the first start hole 64a or the second start hole 64b (start winning) by the lighting state of the LEDs 37a, indicate a pattern according to the result of a lottery performed for the start winning as a stop pattern after the variable display ends by the lighting state of the LEDs 37a, and indicate the number of reserved balls, which is the number of balls (reserved balls) that have not yet been changed among the balls that entered the first start hole 64a or the second start hole 64b, by the lighting state. The 7-segment display 37b displays the number of rounds during a jackpot and errors. The LEDs 37a are configured so that the light-emitting colors (for example, red, green, and blue) of the respective LEDs are different, and various game states of the pachinko machine 10 can be suggested with a small number of LEDs by combining the light-emitting colors.

[0036] In addition, in this pachinko machine 10, a judgment is made as to whether or not a ball entering the first starting hole 64a or the second starting hole 64b is a jackpot (jackpot lottery), and if a jackpot is determined to be a jackpot, the type of jackpot is also determined. The types of jackpots that are judged here include a 15R variable jackpot, a 2R variable jackpot, and a 15R normal jackpot.

[0037] The LED 37a not only indicates whether the result of the jackpot lottery is a jackpot or not as the stopping pattern after the fluctuation that occurs when the ball enters the first starting hole 64a or the second starting hole 64b is completed, but also, if it is a jackpot, a pattern according to the type of jackpot is displayed.

[0038] Here, a "15R probability jackpot" refers to a probability jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 15, and a "2R probability jackpot" refers to a probability jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 2. Also, a "15R normal jackpot" refers to a jackpot that transitions to a low probability state after a jackpot with a maximum number of rounds of 15 and is in a time-saving state for a predetermined number of variations (for example, 100 variations).

[0039] In addition, the "high probability state" refers to a state in which the probability of a subsequent jackpot is increased as an added value after the end of the jackpot, that is, during a so-called probability fluctuation (during a probability change, a probability change state), in other words, a game state in which it is easy to transition to a special game state (jackpot). The high probability state (during a probability change, a probability change state) in this embodiment includes a game state in which the probability of hitting the second symbol described later is increased and the ball is easy to enter the second starting hole 64b.

[0040] On the other hand, the "low probability state" refers to a time when the probability of winning is not in a special state, and refers to a state in which the probability of winning is normal, that is, the probability of winning is lower than when the probability of winning is in a special state. Also, the time-saving state (during time-saving) in the "low probability state" refers to a game state in which the probability of winning is normal, and the probability of winning the second symbol increases while the probability of winning remains the same, making it easier for the ball to enter the second starting hole 64b.

[0041] Instead of changing the probability of winning the second symbol, the time during which the electric role associated with the second start hole 64b is opened or the number of times the electric role is opened with one win by the second symbol may be changed according to the game state of the pachinko machine 10. Specifically, in the time-saving state, the time during which the electric role associated with the second start hole 64b is opened may be made longer than in a state other than the time-saving state, or the number of times the electric role is opened with one win may be made more than in a state other than the time-saving state. Also, in the time-saving state, at least two of increasing the probability of winning the second symbol, lengthening the time for which the electric role is opened, and increasing the number of times the electric role is opened may be performed simultaneously.

[0042] A first normal winning hole 63a is disposed on the lower left side of the play area, and a second normal winning hole 63b is disposed on the lower right side of the play area. When a ball enters the first normal winning hole 63a, a first normal winning hole switch 208c (see FIG. 6) provided on the back side of the play board 13 is turned on, and eight balls are paid out as prize balls due to the first normal winning hole switch 208c being turned on. When a ball enters the second normal winning hole 63b, a second normal winning hole switch 208d (see FIG. 6) provided on the back side of the play board 13 is turned on, and eight balls are paid out as prize balls due to the second normal winning hole switch 208d being turned on. In addition, the number of winning balls when a ball enters the first normal winning port 63a and the number of winning balls when a ball enters the second normal winning port 63b do not necessarily have to be the same; for example, the former may be 6 balls and the latter may be 8 balls, etc.

[0043] A variable display unit 80 is provided in the center of the game area. The variable display unit 80 is provided with a third symbol display device 81 and a second symbol display device 83. The third symbol display device 81 is configured with a liquid crystal display (hereinafter simply referred to as a "display device") that performs a variable display (variable performance) of the third symbol in synchronization with the variable display in the first symbol display device 37, triggered by a ball entering either the first start hole 64a or the second start hole 64b (start winning). The second symbol display device 83 is provided with a second symbol display device 83 that is configured with an LED that displays a variable second symbol in response to the ball passing through the through gate 67. In addition, a center frame 86 is provided in the variable display unit 80 so as to surround the outer periphery of the third symbol display device 81.

[0044] The third pattern display device 81 is composed of a large liquid crystal display, for example, of 8 inches in size, and the display content is controlled by the display control device 114 (see Figure 5) described later, so that, for example, three pattern rows, left, center and right, are displayed.

[0045] Each symbol row is composed of multiple symbols, and these symbols are vertically scrolled for each symbol row, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In the pachinko machine 10, the first symbol display device 37 displays the game state according to the control of the main control device 110, while the third symbol display device 81 displays decorative images according to the display of the first symbol display device 37. Instead of a display device, the third symbol display device 81 may be configured using, for example, a reel or the like.

[0046] Here, the display contents of the third symbol display device 81 will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 4(a) is a diagram showing the area division setting and the effective line setting of the display screen, and Fig. 4(b) is a diagram showing an example of the actual display screen.

[0047] The third design is composed of 10 main designs numbered "0" to "9". Each main design is composed of a rear design of a wooden box with the numbers "0" to "9" added to it. The main designs with odd numbers (1, 3, 5, 7, 9) have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers (0, 2, 4, 6, 8) have additional designs imitating characters such as planes, furoshiki, and helmets added to almost the entire front of the wooden box, and even numbers are added in small green to the lower right of the additional designs, and are displayed in front of the additional designs.

[0048] In addition, in the pachinko machine 10 of this embodiment, when the result of the lottery by the main control device 110 (see FIG. 5), which will be described later, is a jackpot, a variable display (variable performance) is performed in which the same main symbols are aligned on the effective line L1, and the jackpot occurs after the variable display ends. When a transition is made to a high probability state (high probability state) after the jackpot ends, a variable display is performed in which main symbols with odd numbers (corresponding to "high probability symbols") are aligned on the effective line L1. On the other hand, when a transition is made to a low probability state after the jackpot ends, a variable display is performed in which main symbols with even numbers (corresponding to "low probability symbols") are aligned on the effective line L1.

[0049] As shown in Fig. 4(a), the display screen of the third symbol display device 81 is roughly divided into two parts, top and bottom, with the lower 2 / 3 being a main display area Dm for displaying the third symbol (main symbol) in a variable manner (variable performance), and the remaining upper 1 / 3 being a sub-display area Ds for displaying preview performance, characters, etc. In addition, a reserved ball number display area Db for displaying the reserved ball number is provided in the center part of the lower base side of the display screen of the third symbol display device 81.

[0050] The main display area Dm is divided into three display areas Dm1 to Dm3: left, center, and right. Pattern row Z1 is displayed in display area Dm1, pattern row Z2 is displayed in display area Dm2, and pattern row Z3 is displayed in display area Dm3.

[0051] In each of the symbol rows Z1 to Z3, the above-mentioned third symbols are displayed in a specified order. That is, in each of the symbol rows Z1 to Z3, the main symbols are arranged in ascending or descending order of numbers, and the display is changed by scrolling from top to bottom with periodicity for each of the symbol rows Z1 to Z3. In particular, in the left symbol row Z1, the numbers of the main symbols are arranged in descending order, and in the center symbol row Z2 and the right symbol row Z3, the numbers of the main symbols are arranged in ascending order.

[0052] In addition, in the main display area Dm, the third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol rows Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and the third symbols are displayed on the active line L1 in the order of the left symbol row Z1 → right symbol row Z3 → center symbol row Z2 during each variable performance. If the third symbols are displayed on the active line L1 as a combination of jackpot symbols (a combination of the same main symbols) when they stop, a jackpot video is displayed as a jackpot.

[0053] The sub-display area Ds is provided horizontally above the main display area Dm, and is further divided equally into three small areas Ds1 to Ds3 in the left-right direction. The small areas Ds1 to Ds3 are areas for displaying characters and preview performance images, respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of anticipation that a big win will result from the variable display performed in the main display area Dm. The reserved ball count display area Db is an area for displaying the number of reserved balls, which is the number of balls (reserved balls) that have entered the first start hole 64a and the second start hole 64b and for which the variable display (variable performance) has not yet been executed.

[0054] On the actual display screen, as shown in FIG. 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, a moving image is displayed in the left small area Ds1 and the right small area Ds3, suggesting to the player that the state is easier to transition to a big win than usual. In the central small area Ds2, a predetermined character (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes performs a special action other than the predetermined action, the boy's hair color, which is usually black, or the color of his headband, which is usually white, changes, or another character appears, and so on, to perform a preview performance.

[0055] On the other hand, if a ball enters the first starting hole 64a or the second starting hole 64b while a variable performance (variable display) is being performed by the third pattern display device 81 (first pattern display device 37), the number of balls that have entered is reserved up to a maximum of four times. The number of reserved balls is displayed by the first pattern display device 37 and is also displayed in the reserved ball number display area Db. In the reserved ball number display area Db, one reserved ball number pattern (a "●" pattern) is displayed for each reserved ball, and the number of reserved balls is displayed according to the number of reserved ball number patterns displayed.

[0056] That is, when one reserved ball number symbol is displayed in the reserved ball number display area Db, it indicates that the number of reserved balls is 1, and when four reserved ball number symbols are displayed, it indicates that the number of reserved balls is 4. Also, when no reserved ball number symbol is displayed in the reserved ball number display area Db, it indicates that the number of reserved balls is 0, that is, there are no reserved balls.

[0057] In this embodiment, the balls entering the first starting hole 64a and the second starting hole 64b are configured to be reserved up to a maximum of four times in total, but the maximum number of reserved balls is not limited to four times in total, and may be set to three or less, or five or more times (e.g., eight times). In addition, instead of displaying the reserved ball number pattern in the reserved ball number display area Db, the reserved ball number may be displayed in a part of the third pattern display device 81 as a number, or the area divided into four may be displayed in a different manner (e.g., color or lighting pattern) according to the number of reserved balls. In addition, since the number of reserved balls is displayed by the first pattern display device 37, the third pattern display device 81 may not display the number of reserved balls. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, which is the maximum number of reserved balls, and the number of reserved balls may be displayed according to the number of reserved lamps that are lit.

[0058] Returning to Fig. 2, the explanation will be continued. The second symbol display device 83 performs a variable display in which a "circle" symbol and a "cross" symbol are alternately lit as a display symbol (second symbol) each time the ball passes through the through gate 67. The pachinko machine 10 is configured such that, when the variable display in the second symbol display device 83 stops at a predetermined symbol (the "circle" symbol in this embodiment), the electric role provided in the second starting hole 64b is activated (opened) for a predetermined period of time.

[0059] The number of times that a ball passes through the through gate 67 is reserved up to four times, and the number of reserved balls is displayed by the above-mentioned first symbol display device 37 and is also displayed by lighting the second symbol reservation lamp 84. There are four second symbol reservation lamps 84, the maximum number of reserved balls, and they are arranged symmetrically below the third symbol display device 81. The number of reserved balls is displayed by the number of lit second symbol reservation lamps 84.

[0060] In addition, the second pattern change display may be performed by switching on and off a plurality of lamps in the second pattern display device 83 as in this embodiment, or may be performed using a part of the first pattern display device 37 or the third pattern display device 81. Similarly, instead of turning on the second pattern reserve lamp 84, the second pattern change display may be performed by a part of the third pattern display device 81. In addition, the maximum number of reserved balls passing through the through gate 67 is not limited to four times, as in the second starting port 64b, and may be set to three times or less, or five times or more (for example, eight times). In addition, since the number of reserved balls is indicated by the first pattern display device 37, the second pattern reserve lamp 84 may not be turned on.

[0061] A first starting hole 64a is provided below the variable display unit 80, and a second starting hole 64b is provided below the first starting hole 64a. The first starting hole 64a has an opening that faces upward and allows a ball to enter. The opening of the first starting hole 64a is always open and allows a ball to enter. When a ball enters the first starting hole 64a, a first starting hole switch 208a (see FIG. 6) provided on the back side of the game board 13 is turned on, and a lottery for a jackpot is performed by the main control device 110 (see FIG. 5) due to the first starting hole switch 208a being turned on, and a display according to the lottery result is displayed by the LED 37a of the first pattern display device 37, and a variable performance of the third pattern is executed by the third pattern display device 81. The first starting hole 64a is also one of the winning holes from which three balls are paid out as prize balls when a ball enters the first starting hole 64a.

[0062] Meanwhile, the second starting hole 64b is provided with an electric device having two blades that cover the opening through which the ball enters the second starting hole 64b. The electric device opens and closes the two blades to open (expanded) or close (reduced) the second starting hole 64b. Under normal circumstances, the second starting hole 64b is in a closed state with the blades of the electric device closed (standing upward), and the ball cannot or is difficult to enter the second starting hole 64b.

[0063] Then, when the variable display on the second pattern display device 83 stops at the "○" pattern, the electric role of the second starting hole 64b is operated for a predetermined time. While the electric role is being operated, the blade of the electric role moves from an upwardly standing state to an approximately V-shaped (inverted V-shaped) state, and the second starting hole 64b is in an open state. When the second starting hole 64b is in an open state, the ball can enter the second starting hole 64b, or the ball can enter more easily than in a closed state. In other words, when the variable display on the second pattern display device 83 stops at the "○" pattern, which is a win, and the second starting hole 64b is in an open state, the ball can enter the second starting hole 64b, and the jackpot lottery can be held more frequently.

[0064] When a ball enters the second starting hole 64b, a second starting hole switch 208b (not shown) provided on the back side of the game board 13 is turned on, and when the second starting hole switch 208b is turned on, a lottery for a big win is performed by the main control device 110 (see FIG. 5), and a display according to the lottery result is shown on the LED 37a of the first symbol display device 37, and a variable performance of the third symbol is executed by the third symbol display device 81. The second starting hole 64b is also one of the winning holes from which two balls are paid out as prize balls when a ball enters it.

[0065] A variable winning device 65 is disposed below the second starting hole 64b, and a horizontally long rectangular large winning hole (also called a large opening hole or a specific winning hole) 65a is disposed in the approximate center of the device. In the pachinko machine 10, when the lottery by the main control device 110 results in a jackpot, after a predetermined time (variable time) has elapsed, the LED 37a of the first symbol display device 37 is turned on to show a jackpot stop pattern, and the stop pattern corresponding to the jackpot is displayed on the third symbol display device 81 to indicate the occurrence of the jackpot. After that, the game state transitions to a special game state (jackpot) in which the ball is likely to win. In this special game state, the large winning hole 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds have elapsed or until 10 balls win).

[0066] The big prize opening 65a is closed after a predetermined time has elapsed, and after the closing, the big prize opening 65a is opened again for a predetermined time. The opening and closing operation of the big prize opening 65a can be repeated up to, for example, 15 times (15 rounds).

[0067] Specifically, the variable winning device 65 includes a horizontally long rectangular opening / closing plate that covers the large winning opening 65a, and a large winning opening solenoid (not shown) for driving the opening / closing plate to open and close forward around the lower side of the opening / closing plate. The large winning opening 65a is normally in a closed state in which balls cannot or do not easily win. When a large win occurs, the large winning opening solenoid is driven to tilt the opening / closing plate downward toward the front, temporarily creating an open state in which balls can easily win the large winning opening 65a, and the opening state and the normal closed state are alternately repeated.

[0068] When a ball enters the large prize opening 65a, a large prize opening switch 208e (see FIG. 6) provided on the back side of the game board 13 is turned on, and the number of times the large prize opening switch 208e is turned on is counted to count the number of balls that have entered the large prize opening 65a, and the closing condition of the large prize opening 65a is determined. In addition, 12 balls are paid out as prize balls due to the large prize opening switch 208e being turned on. Then, by repeatedly opening and closing the large prize opening 65a due to a big win, many balls are likely to enter the large prize opening 65a, and a larger amount of prize balls than usual is paid out to the player as a grant of game value (game value). This state is one form of a special game state that is advantageous to the player.

[0069] The special game state is not limited to the above-mentioned form. A specific winning hole and a large opening hole that opens and closes separately from the specific winning hole may be provided in the game area, and when the LED 37a corresponding to the big win is lit in the first pattern display device 37, the specific winning hole is opened for a predetermined time, and when a ball enters the specific winning hole while the specific winning hole is open, the large opening hole is opened for a predetermined time and a predetermined number of times, forming a special game state.

[0070] A through gate 67 is provided on the left and right sides of the variable display unit 80. A through hole (not shown) for the ball to pass through is provided in the up and down direction in the through gate 67. When a ball shot into the play area passes through the through gate 67, a through gate switch (not shown) provided in the through hole is turned on, and the main control device 110 performs a lottery for a second symbol (also called a normal symbol).

[0071] If the result of the lottery for the second symbol (normal symbol) performed on the ball that passed through the through gate 67 indicates a win, the second symbol is displayed variably on the second symbol display device 83, and then the symbol "○" is displayed stationary, and then the electric device of the second starting hole 64b is activated. As a result, the blade of the electric device, which makes it difficult for the ball to enter the second starting hole 64b, moves from a substantially vertically standing state to a substantially V-shape (inverted V-shape), so that the ball can enter the second starting hole 64b for a predetermined period of time, or it becomes easier for the ball to enter compared to the closed state.

[0072] At the left and right corners of the lower side of the game board 13, attachment spaces K1 and K2 are provided for attaching stamps, identification labels, etc., and the stamps, etc. affixed to the attachment space K1 can be viewed through a small window 35 in the front frame 14 (see Figure 1).

[0073] Furthermore, the game board 13 is provided with an out hole 66. Balls that do not enter any of the winning holes 63a, 63b, 64a, 64b, 65a are guided through the out hole 66 to a ball discharge path (not shown). Balls that enter the winning holes 63a, 63b, 64a, 64b, 65a pass through a switch for detecting balls that are provided for each winning hole, and are then guided to the ball discharge path. The balls guided to the ball discharge path pass through an out switch 208f (see FIG. 6) for detecting the guided balls, and are then discharged to an island facility (not shown) where the pachinko machine 10 is installed.

[0074] Here, a ball shot into the game area of ​​the pachinko machine 10 necessarily enters one of the winning openings 63a, 63b, 64a, 64b, 65a or the out opening 66. Therefore, the balls that enter these winning openings 63a, 63b, 64a, 64b, 65a and the out opening 66 are guided to the ball discharge path and necessarily pass through the out switch 208f. Therefore, by counting the number of balls detected by the out switch 208f, the number of balls shot into the game area (the number of balls used in the game) can be grasped. In addition, the out switch 208f detects balls that have actually passed through the game area and entered one of the winning openings 63a, 63b, 64a, 64b, 65a or the out opening 66. In other words, balls that have been shot into the game area but got stuck somewhere in the game area and were not used in the game as a result are not detected. Therefore, by counting the number of balls detected by the out switch 208f, it is possible to prevent balls that were not used in the game from being counted as balls that were shot into the game area as a result.

[0075] A large number of nails are set on the game board 13 in order to appropriately distribute and adjust the direction in which the balls fall, and various components (gimmicks) such as windmills are also arranged on the game board.

[0076] As shown in Fig. 3, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized with a main board (main control device 110), a voice lamp control board (voice lamp control device 113) and a display control board (display control device 114). The control board unit 91 is unitized with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115) and a card unit connection board 116.

[0077] The back pack unit 94 is a unit formed by the back pack 92 forming the protective cover and the payout unit 93. In addition, each control board is equipped with an MPU as a one-chip microcomputer that controls each part, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as necessary.

[0078] The main board is also provided with an inspection terminal 207a (see FIG. 5) to which an inspection device 300 for inspecting the performance of the gaming machine, such as the ratio of the accessories, can be connected. The inspection terminal 207a is usually covered by the rear pack 92 of the rear pack unit 94, and appears when the rear pack 92 is opened. However, an opening for the inspection terminal 207a may be provided in the rear pack 92, and the inspection terminal 207a may be exposed from the opening. When the connector of the cable connected to the inspection device 300 is inserted into the inspection terminal 207a, the inspection device 300 can inspect the gaming performance of the pachinko machine 10, such as the ratio of the accessories.

[0079] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each stored in the board boxes 100 to 104. The board boxes 100 to 104 each include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to store the respective control devices and boards.

[0080] In addition, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) are connected (connected by a crimping structure) between the box base and the box cover by a sealing unit (not shown). In addition, a sealing seal (not shown) is affixed to the connection between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcefully open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing seal, it is possible to know whether the board box 100, 102 has been opened.

[0081] The payout unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently inclined toward the downstream side, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and performing ball payout by a predetermined electrical configuration of a payout motor 216 (see FIG. 5). The tank 130 is successively replenished with balls supplied from the island equipment of the game hall, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131.

[0082] In addition, the payout control device 111 is provided with a state recovery switch 120, the launch control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 122. The state recovery switch 120 is operated to resolve ball jams (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see FIG. 5). The operation knob 121 is operated to adjust the launch force of the launch solenoid. The RAM erase switch 122 is operated when the power is turned on to return the pachinko machine 10 to its initial state.

[0083] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 5. Fig. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0084] The main control device 110 is equipped with an MPU 201 as a one-chip microcomputer that is a calculation device. The MPU 201 includes a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 202 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.

[0085] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for the big win, the setting of the variable display (variable performance) in the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result in the second symbol display device 83. The main processes of this pachinko machine 10 are executed by the MPU 201, and the RAM 203 is provided with a counter buffer that stores various counters for controlling these processes.

[0086] The NMI terminal (non-maskable interrupt terminal) of MPU201 is configured to receive a power outage signal SG1 from power outage monitoring circuit 252 when the power is cut off due to a power outage or the like. When the power outage signal SG1 is input to MPU201, NMI interrupt processing (see FIG. 15) is immediately executed as a processing step in the event of a power outage.

[0087] An input / output port 205 is connected to the MPU 201 via a bus line 204 consisting of an address bus and a data bus. The input / output port 205 is connected to the payout control device 111, the voice lamp control device 113, the first symbol display device 37, the second symbol display device 83, the second symbol reservation lamp 84, a large prize opening solenoid for driving the large prize opening 65a to open and close forward around the lower side of the opening / closing plate, and a solenoid for driving the electric role-playing device. The MPU 201 transmits various commands and control signals to these via the input / output port 205.

[0088] In addition, in order to instruct sub-control devices such as the dispensing control device 111 and the voice lamp control device 113 to operate, various commands are sent from the main control device 110 to the sub-control devices via a data transmission / reception circuit, but such commands are sent only in one direction, from the main control device 110 to the sub-control devices.

[0089] In addition, the input / output port 205 is connected to various switches 208 consisting of a group of switches and a group of sensors including various switches for detecting balls that have entered each winning port and balls that have been guided to the ball discharge path through each winning port and outlet port, as well as a RAM erase switch circuit 253 described below that is provided in the power supply unit 115, and the MPU 201 performs various processes based on the signals output from the various switches 208 and the RAM erase signal SG2 output from the RAM erase switch circuit 253.

[0090] The main control device 110 is provided with a bonus feature ratio management chip that manages information related to bonus feature ratios in the pachinko machine 10. The bonus feature ratio management chip 207 is a microchip (integrated circuit) that is connected to the MPU 201 via the bus 206, receives information necessary for managing bonus feature ratios from the MPU 201, processes the received information, and stores it to manage information related to bonus feature ratios in the pachinko machine 10.

[0091] An inspection terminal 207a is connected to the feature ratio management chip 207. The inspection terminal 207a is configured to be connectable to an external inspection device 300 that inspects the performance of the feature ratio of the gaming machine, and when the inspection device 300 is connected to the inspection terminal 207a via a cable and a connector, information on the feature ratio managed by the feature ratio management chip 207 and other inspection information are transmitted to the inspection device 300. The inspection device 300 can determine whether the feature ratio of the pachinko machine 10 is within the normal range based on the information on the feature ratio received via the inspection terminal 207a.

[0092] Here, a detailed configuration of main control device 110 will be described with reference to Fig. 6. Fig. 6 is a block diagram showing the electrical configuration of main control device 110.

[0093] As described above, the input / output port 205 is connected to the RAM erase switch circuit 253 as an input side, and to the solenoid 209, the first symbol display device 37, the second symbol display device 38, the second symbol hold lamp 84, the payout control device 111, and the voice lamp control device 113 as an output side. In addition, various switches 208 connected as an input side include a first start port switch 208a for detecting a ball that has entered the first start port 64a, a second start port switch 208b for detecting a ball that has entered the second start port 64b, and a first normal winning port switch 208c for detecting a ball that has entered the first normal winning port 63a. Connected to this switch are a first normal prize opening switch 208c for detecting balls, a second normal prize opening switch 208d for detecting balls that have entered the second normal prize opening 63b, a large prize opening switch 208e for detecting balls that have entered the large prize opening 65a, an out switch 208f for detecting balls that have entered each prize opening 63a, 63b, 64a, 64b, 65a and balls that have entered the out opening 66 and are guided to the ball discharge path, and a door opening switch 208g for detecting when at least one of the inner frame 12 and the front frame 14 is locked and opened.

[0094] The input / output port 205 includes a start 1 port 205a to which the output of the first start port switch 208a is input, a start 2 port 205b to which the output of the second start port switch 208b is input, a normal 1 port 205c to which the output of the first normal prize port switch 208c is input, a normal 2 port 205d to which the output of the second normal prize port switch 208d is input, a large prize port port 205e to which the output of the large prize port switch 208e is input, an out port 205f to which the output of the out switch 208f is connected, and a door opening port 205g to which the output of the door opening switch 208g is connected.

[0095] The MPU 201 executes a switch read process (see FIG. 11) to check the state of various switches during a timer interrupt process (see FIG. 10) that is executed every 2 milliseconds. During the switch read process, the MPU 201 refers to the start 1 port 205a, the start 2 port 205b, the normal 1 port 205c, the normal 2 port 205d, the big prize opening port 205e, and the out port 205f, and determines whether there is a prize opening that has won a prize and whether there is a ball guided to the ball discharge path, and counts the number of balls that have won at each prize opening and the number of balls that have been guided to the ball discharge path (i.e., the number of balls that have been shot into the game area) in 0.5 seconds. Then, the number of balls counted and the game state at that time (whether there is a big win, whether the inner frame 12 or the front frame 14 (so-called door) is open, whether there is an error state, etc.) are set in the bonus ratio management chip 207 every 0.5 seconds. The bonus ratio management chip 207 calculates and manages the bonus ratio based on the number of each ball. Whether the inner frame 12 or the front frame 14 is open is determined by the MPU 201 referring to the door opening port 205g and checking the output of the door opening switch 208g.

[0096] The ROM 202 of the MPU 201 stores at least a jackpot random number table 202a, a jackpot type table 202b, a stop pattern table 202c, a variation pattern table 202d, a prize ball number table 202e, and trigger information data 202f. The main control device 110 executes the main processing of the pachinko machine 10 by using various counters stored in the RAM 203 and various tables 202a to 203d stored in the ROM 202. The prize ball number table 202e and the trigger information data 202f are data used to manage the ratio of the prize balls in the prize ball ratio management chip 207, and are transmitted to the prize ball ratio management chip 207 when the power of the main control device 110 is turned on.

[0097] Here, the counters and the like provided in the RAM 203 of the main control device 110 will be described with reference to Fig. 7. These counters and the like are used by the MPU 201 of the main control device 110 to perform a jackpot lottery, settings for variable display (variable performance) of the first symbol display device 37 and the third symbol display device 81, and a lottery for the display result of the second symbol display device 83. In addition, in the explanation of the various counters, various tables 202a to 202d stored in the ROM 202 of the main control device 110 will also be described with reference to Fig. 8.

[0098] To set the jackpot lottery and the variable display (variable presentation) of the first pattern display device 37 and the third pattern display device 81, a first jackpot random number counter C1 used for the jackpot lottery, a first jackpot type counter C2 used for selecting the jackpot pattern, a stop pattern selection counter C3, a variable type counter CS1 used for selecting the variable pattern, and a first initial value random number counter CINI1 used for setting the initial value of the first jackpot random number counter C1 are used.

[0099] In addition, the second winning random number counter C4 is used for the lottery of the second pattern display device 83, and the second initial value random number counter CINI2 is used for setting the initial value of the second winning random number counter C4. Each of these counters is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value.

[0100] Each counter is updated, for example, at 2 millisecond intervals, which is the execution interval of the timer interrupt process (see FIG. 10), and some counters are updated irregularly during the main process (see FIG. 17), and the updated values ​​are appropriately stored in a counter buffer set in a predetermined area of ​​the RAM 203. Details will be described later, but the RAM 203 is provided with a reserved ball storage area 203b consisting of four reserved areas (reserved areas 1 to 4), and each of these areas stores the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 in accordance with the timing of the ball entering the first start hole 64a and the second start hole 64b.

[0101] Each counter will be described in detail. The first hit random number counter C1 is configured to be incremented by 1 in sequence within a predetermined range (for example, 0 to 899) and to return to 0 after reaching a maximum value (for example, 899 in the case of a counter that can take values ​​from 0 to 899). When the first hit random number counter C1 has completed one cycle of update, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the first hit random number counter C1, and the first hit random number counter C1 is updated from that initial value.

[0102] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the first hit random number counter C1. That is, for example, if the first hit random number counter C1 is a loop counter that can take a value from 0 to 899, the first initial value random number counter CINI1 is also a loop counter that can take a value from 0 to 899. This first initial value random number counter CINI1 is updated once every execution of the timer interrupt process (see FIG. 10), and is repeatedly updated within the remaining time of the main process (see FIG. 17).

[0103] The value of the first winning random number counter C1 is updated periodically (once for each timer interrupt process in this embodiment), for example, and when the ball enters either the first start hole 64a or the second start hole 64b (start winning), the value of the first winning random number counter C1 at that time is stored in the first winning random number counter storage area 203b1 of any of the reserved areas 1 to 4 provided in the reserved ball storage area 203b of the RAM 203. The value of the random number that becomes a jackpot is set by the jackpot random number table 202a stored in the ROM 202 of the main control device, and when the value of the first winning random number counter C1 stored in the reserved area matches the value of the random number that becomes a jackpot set by the jackpot random number table 202a, it is determined that a jackpot has occurred.

[0104] Here, the details of the jackpot random number table 202a will be described with reference to FIG. 8(a). FIG. 8(a) is a schematic diagram showing an example of the jackpot random number table 202a. The jackpot random number table 202a is divided into two types: a low probability state table used when the gaming state of the pachinko machine 10 is a low probability state (period not in a probability change state), and a high probability state table used when the gaming state of the pachinko machine 10 is a high probability state (in a probability change state) in which the probability of a jackpot is higher than that of the low probability state. The numbers of random numbers that result in a jackpot included in the low probability state and the high probability state are set differently. In this way, the probability of a jackpot is changed between the low probability state and the high probability state by making the numbers of random numbers that result in a jackpot different.

[0105] The first win random number counter C1 in the pachinko machine 10 of this embodiment is configured as a 2-byte loop counter in the range of 0 to 899. In this first win random number counter C1, the value of the random number that results in a jackpot in a low probability state (jackpot random number value) is 3, and this value "7,307,582" is stored in the jackpot random number table 202a.

[0106] On the other hand, the number of random number values ​​(jackpot random number values) that result in a jackpot in a high probability state is 30, and the values ​​"28, 58, 85, 122, 144, 178, 213, 238, 276, 298, 322, 354, 390, 420, 448, 486, 506, 534, 567, 596, 618, 656, 681, 716, 750, 772, 809, 836, 866, 892" are stored in the jackpot random number table 202a.

[0107] In this embodiment, the jackpot random number value for the low probability state stored in the jackpot random number table 202a and the jackpot random number value for the high probability state are set so that they do not overlap. If there is a value that becomes a jackpot random number regardless of the state of the pachinko machine 10, the value becomes easier to predict from the outside, which may increase the possibility of winning a jackpot illegally. In contrast, as in this embodiment, the value of the random number that becomes a jackpot can be changed depending on the state (i.e., depending on whether the pachinko machine 10 is in a high probability state or a low probability state), making it difficult to predict the value of the random number that becomes a jackpot, thereby preventing fraud.

[0108] Returning to FIG. 7, the explanation will be continued. The first winning type counter C2 determines the type of big win when a big win occurs, and is configured to be incremented by 1 in a predetermined range (for example, 0 to 99) and return to 0 after reaching a maximum value (for example, 99 in the case of a counter that can take values ​​of 0 to 99). The value of the first winning type counter C2 is updated, for example, periodically (once for each timer interrupt process in this embodiment), and when a ball enters either the first start hole 64a or the second start hole 64b (start winning), the value of the first winning type counter C2 at that time is stored in the first winning type counter storage area 203b2 of the same reserved area in which the first winning random number counter C1 is stored among the reserved first to fourth areas provided in the reserved ball storage area 203b of the RAM 203.

[0109] Here, if the value of the first winning random number counter C1 stored in one reserved area in the reserved ball storage area 203b is not a random number that results in a jackpot, that is, if it is a random number that results in a miss, the variation pattern in the variation presentation and the type of stop pattern (hereinafter referred to as the "stop type") will be those for a miss. On the other hand, if the value of the first winning random number counter C1 stored in one reserved area in the reserved ball storage area 203b is a random number that results in a jackpot, the variation pattern in the variation presentation and the stop type will be those for a jackpot. In this case, the variation pattern and stop type for that jackpot are determined in accordance with the jackpot type indicated by the value of the first winning type counter C2 stored in the same reserved area.

[0110] The value of the first winning type counter C2 in the pachinko machine 10 of this embodiment is configured as a loop counter in the range of 0 to 99. The big win type is determined based on the first winning type counter C2 and the big win type table 202b stored in the ROM 202. Here, the big win type table 202b will be described with reference to FIG. 8(b). FIG. 8(b) is a diagram showing an example of the big win type table 202b. As shown in FIG. 8(b), the big win type table 202b is a table in which the big win type and the value of the first winning type counter C2 are associated with each other.

[0111] As for the types of jackpots, as mentioned above, there are "15R sure jackpots" which transition to a high probability state after a jackpot with a maximum number of rounds of 15, "15R normal jackpots" which transition to a low probability state after a jackpot with a maximum number of rounds of 15 and are in a time-saving state for 100 fluctuations, and "2R sure jackpots" which transition to a high probability state after a jackpot with a maximum number of rounds of 2.

[0112] In the jackpot type table 202b, the value of the first jackpot type counter C2 that determines the jackpot type is associated with each jackpot type. In the example of Fig. 8(b), the value "0 to 39" of the first jackpot type counter C2 is associated with the 15R variable jackpot, the value "40 to 79" of the first jackpot type counter C2 is associated with the 15R normal jackpot, and the value "80 to 99" of the first jackpot type counter C2 is associated with the 2R variable jackpot.

[0113] When the value of the first winning random number counter C1 is a value that results in a jackpot, the jackpot type associated with the value of the first winning type counter C2 stored in the same reserved area is determined from the jackpot type table 202b. For example, if the value of the first winning type counter C2 is "20", the jackpot type is determined to be "15R variable jackpot", if the value of the first winning type counter C2 is "60", the jackpot type is determined to be "15R normal jackpot", and if the value of the first winning type counter C2 is "90", the jackpot type is determined to be "2R variable jackpot".

[0114] In this embodiment, when a jackpot is hit, the 15R variable jackpot is selected with a probability of 40%, the 15R normal jackpot is selected with a probability of 40%, and the 2R variable jackpot is selected with a probability of 20%. The probability of each jackpot type being selected when a jackpot is hit is appropriately set depending on the machine type. Then, the value of the first jackpot type counter C2 associated with each jackpot type is specified in the jackpot type table according to the set probability.

[0115] The probability of a jackpot type being selected may be changed according to the game state of the pachinko machine 10. In this case, a jackpot type table corresponding to each game state is prepared, and the number of values ​​of the first jackpot type counter C2 corresponding to each jackpot type is changed in each jackpot type table.

[0116] The probability of the jackpot type being selected may be changed depending on the starting hole into which the ball has entered. That is, the probability of each jackpot type being selected when the value of the first winning random number counter C1 stored in the reserved ball storage area 203b upon entry of a ball into the first starting hole 64a is a random number that results in a jackpot may be, for example, 40% for "15R guaranteed jackpot", 40% for "15R normal jackpot", and 20% for "2R guaranteed jackpot", and the probability of each jackpot type being selected when the value of the first winning random number counter C1 stored in the reserved ball storage area 203b upon entry of a ball into the second starting hole 64b is a random number that results in a jackpot may be, for example, 55% for "15R guaranteed jackpot", 40% for "15R normal jackpot", and 5% for "2R guaranteed jackpot".

[0117] In this case, a jackpot type table corresponding to the first start hole 64a and a jackpot type table corresponding to the second start hole 64b are prepared, and the number of values ​​of the first win type counter C2 corresponding to each jackpot type is changed in each jackpot type table. In addition, in the reserved first to fourth areas of the reserved ball storage area 203b, a flag indicating which of the first start hole 64a and the second start hole 64b the values ​​of the various counters stored in each area were stored in association with the winning of the ball, may be stored, and the jackpot type table to be used when determining the jackpot type based on the first win type counter C2 stored in each area may be selected based on the flag. Alternatively, a flag may be provided corresponding to each of the first to fourth reserved areas, and the flag may indicate whether the values ​​of the various counters stored in the corresponding area were stored in conjunction with a winning entry into either the first start opening 64a or the second start opening 64b, and based on the flag, a jackpot type table to be used when determining the jackpot type based on the first win type counter C2 stored in each area may be selected.

[0118] Returning to Fig. 7, the explanation of the various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by 1 in sequence within the range of, for example, 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). In this embodiment, the stop type at the time of miss displayed on the third symbol display device 81 is selected by the stop pattern selection counter C3, and three stop (performance) patterns are selected: "reach before and after miss" in which the final stop symbol stops just one before and after the reach symbol after the reach occurs, "reach other than before and after miss" in which the final stop symbol stops other than before and after the reach symbol after the reach occurs, and "complete miss" in which the reach does not occur.

[0119] The value of the stop pattern selection counter C3 is updated, for example, periodically (in this embodiment, once per timer interrupt processing), and when the ball enters (start entry) into either the first start port 64a or the second start port 64b, the value of the stop pattern selection counter C3 at that time is stored in the stop pattern selection counter storage area 203b3 of the same reserved area in which the first winning random number counter C1 is stored, among the reserved areas 1 to 4 provided in the reserved ball storage area 203b of the RAM 203.

[0120] Corresponding to the stop pattern selection counter C3, a plurality of stop pattern tables 202c in which the range of random numbers for selecting the stop types is different is provided in the ROM 202. The reason why a plurality of stop pattern tables 202c are provided is to change the selection ratio of the stop types depending on whether the current state of the pachinko machine 10 is a high probability state or a low probability state, etc.

[0121] For example, in a high probability state, since a jackpot is likely to occur, the stop pattern table 202c with a wide range of random numbers from 0 to 89 corresponding to the stop type of "complete miss" is selected so that "complete miss" is likely to be selected. In this stop pattern table 202c, the "front and rear miss reach" is narrowed to 98,99, and the "reach other than front and rear miss" is also narrowed to 90 to 97, so that "front and rear miss reach" and "reach other than front and rear miss" are difficult to select.

[0122] Also, in the low probability state, the stop pattern table 202c is selected in which the range of random numbers corresponding to the stop type of "complete miss" is narrowed to 0 to 79 in order to secure the time for the ball to enter the first start hole 64a or the second start hole 64b, making it difficult to select "complete miss". In this stop pattern table 202c, the range of random numbers corresponding to the stop type of "reach other than front and rear miss" is widened to 80 to 97, making it easy to select "reach other than front and rear miss". Therefore, in the low probability state, it is possible to perform many reach displays with long performance times, so that the time for the ball to enter the first start hole 64a or the second start hole 64b can be secured, and the variable display by the third symbol display device 81 is easily performed continuously. In addition, in the latter stop pattern table 202c, the range of random numbers corresponding to the stop type of "reach other than front and rear miss" is set to 98,99.

[0123] The fluctuation type counter CS1 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The value of the fluctuation type counter CS1 is updated once each time a timer interrupt process (see FIG. 10) described later is executed once, and is also repeatedly updated within the remaining time in the main process (see FIG. 17). In addition, when a ball enters either the first start hole 64a or the second start hole 64b (start winning), the value of the fluctuation type counter CS1 at that time is stored in the fluctuation type counter storage area 203b4 of the same reserved area in which the first winning random number counter C1 is stored, among the reserved first to fourth areas provided in the reserved ball storage area 203b of the RAM 203.

[0124] The variation type counter CS1 is used to determine the variation pattern. That is, when the MPU 201 performs a variation performance based on various counters stored in one reserve area, the variation pattern is determined by the variation type counter CS1 stored in the variation type counter storage area 203b4 of the reserve area and the variation pattern table 202d stored in the ROM 202. The determination of the variation pattern is specifically the determination of the variation time of the pattern variation. The voice lamp control device 113 and the display control device 114 determine the reach type and detailed pattern variation mode of the third pattern displayed on the third pattern display device 81 based on the variation pattern (variation time) determined by the variation type counter CS1, and also determine whether or not to execute the advance notice performance and the execution mode of the advance notice performance.

[0125] Here, the details of the variation pattern table 202d will be described with reference to Fig. 8 (c) to (e). In this pachinko machine 10, as the variation pattern table 202d, a jackpot variation pattern table 202d1 used at the time of a jackpot, and loss variation pattern tables 202d2 and 202d3 used at the time of a loss are prepared. In addition, as the loss variation pattern tables 202d2 and 202d3, a loss (probability change) variation pattern table 202d3 and a loss (normal) variation pattern table 202d2 are prepared according to whether the game state is a time-saving state or a high probability state during a probability change, or a low probability state during normal times other than the time-saving state.

[0126] Furthermore, each of the fluctuation pattern tables 202d1 to 202d3 is provided separately as a table to be referenced when the number of reserved balls is 0 (i.e., when there are no reserved balls), a table to be referenced when the number of reserved balls is 1, a table to be referenced when the number of reserved balls is 2, a table to be referenced when the number of reserved balls is 3, and a table to be referenced when the number of reserved balls is 4.

[0127] It should be noted that, as in the present embodiment, it is not necessary to prepare a variation pattern table for each number of reserved balls, and each variation pattern table 202d1 to 202d3 may be prepared so that the table to be referred to is changed simply based on the number of reserved balls. For example, each variation pattern table 202d1 to 202d3 may be prepared separately as a table to be referred to when the number of reserved balls is less than 3 and a table to be referred to when the number of reserved balls is 3 or more. Also, the condition of the number of reserved balls for determining the table to be referred to may be different in each variation pattern table 202d1 for the big win, a table to be referred to when the number of reserved balls is less than 3 and a table to be referred to when the number of reserved balls is 3 or more may be prepared, the variation pattern table 202d2 for the loss (normal) may be prepared as a different table for each number of reserved balls, and the variation pattern table 202d3 for the loss (probable change) may be prepared as one table regardless of the number of reserved balls.

[0128] FIG. 8(c) is a diagram showing an example of the jackpot fluctuation pattern table 202d1 stored in the ROM 202, which is referred to when the number of reserved balls is 2.

[0129] The jackpot variation pattern table 202d1 is divided into groups based on the jackpot type, regardless of the number of reserved balls. Specifically, it is divided into a 15R jackpot common, which is referenced when a 15R variable jackpot and a 15R normal jackpot are determined as the jackpot type, and a 2R variable jackpot exclusive, which is referenced when a 2R variable jackpot is determined. The value of the variation type counter CS1 is associated with each of the divided groups.

[0130] When the value of the first winning random number counter C1 is a value that results in a jackpot (jackpot random number value), a group (groups) to be referenced in the jackpot fluctuation pattern table 202d1 that determines the fluctuation pattern is determined according to the jackpot type corresponding to the value of the first winning type counter C2 stored in the same reserved area. In the group (groups) of the jackpot fluctuation pattern table 202d1, the fluctuation pattern associated with the value of the fluctuation type counter CS1 stored in the same reserved area is determined as the fluctuation pattern in the fluctuation performance reserved in the reserved area.

[0131] For the 15R jackpot, three variation patterns are available for selection: variation A with a variation time of 30 seconds, variation B with a variation time of 60 seconds, and variation C with a variation time of 90 seconds. Each variation pattern is associated with a value of the variation type counter CS1.

[0132] Variation A is a variation pattern in which a so-called normal reach in which the third symbol is aligned after a reach with a short variation time is executed by the third symbol display device 81. Variation B is a variation pattern in which a so-called super reach in which the third symbol is aligned after a reach with a longer variation time than the normal reach is executed by the third symbol display device 81. Super reaches include, for example, reaches that develop from normal reaches, as well as long reaches that simply have a long reach time. Variation C is a variation pattern in which a so-called special reach in which the third symbol is aligned after a reach with an even longer variation time than the super reach is executed by the third symbol display device 81. Special reaches include, for example, reaches that develop further after the super reach, as well as special reaches that develop from the normal reach in a different way from the super reach.

[0133] In the example shown in FIG. 8(c), the correspondence between the fluctuation pattern and the value of the fluctuation type counter CS1 when the number of reserved balls is 2 is 0 to 10 for fluctuation A, 11 to 99 for fluctuation B, and 100 to 198 for fluctuation C in the common table for 15R jackpots. The common table for 15R jackpots is selected when a 15R variable jackpot or a 15R normal jackpot occurs, so that in order to give the player a sense of expectation, the fluctuation C that executes the special reach is likely to be selected. However, by configuring the table so that the fluctuation A that executes the normal reach and the fluctuation B that executes the super reach can also be selected, it is possible to provide a game in which a jackpot can be expected from any reach.

[0134] In addition, in this pachinko machine 10, many different presentation contents are prepared for each reach, for example, the super reach includes a reach that displays a back image (an image displayed on the back side of the third pattern, which is the main image displayed on the third pattern display device 81) by quickly changing it, a reach that suddenly displays a certain character, and the like, and also includes a reach that adds a notice presentation before the start of the variation, and a reach that adds a presentation that becomes a jackpot by re-variation, and includes a plurality of reaches with different presentation contents. In the case of a 15R sure-variation jackpot or a 15R normal jackpot, the main control device 110 determines only variation A, variation B, and variation C as the variation pattern, and the sound lamp control device 113 and the display control device 114 determine detailed variation patterns corresponding to each of the variations A to C. According to the detailed variation patterns, the variation presentation is executed on the third pattern display device 81.

[0135] For the 2R variable jackpot only, only the "2R variation" variation pattern with a variation time of 59 seconds is available for selection. In the jackpot variation pattern table 202d1, regardless of the number of reserved balls, in the group for the 2R variable jackpot only, as shown in FIG. 7(c), 2R variation is associated with all values ​​(0 to 198) that the variation type counter CS1 can take. In other words, when the jackpot variation type is a 2R variable jackpot, 2R variation is always selected as the variation pattern.

[0136] When the 2R variation is selected by the main control device 110, the detailed variation pattern corresponding to the 2R variation is determined by the sound lamp control device 113 and the display control device 114. Therefore, when the 2R variable jackpot is determined as the jackpot type by the main control device 110, the third symbol display device 81 executes a variation performance according to a detailed variation pattern corresponding to the 2R variation. In this pachinko machine 10, the detailed variation pattern corresponding to the 2R variation includes, for example, a variation pattern in which the third symbol finally stops at a specific symbol while displaying characters such as "chicken" or "girl" in the small areas Ds1 and Ds3 of the third symbol display device 81, and a variation pattern in which the third symbol finally stops at a specific symbol with the lighting or blinking of a specific lamp.

[0137] In addition, the fluctuation pattern at the time of the big win is determined using only the fluctuation type counter CS1, but it may be configured to be determined using multiple other fluctuation type counters. For example, whether or not to add a notice performance that notifies the start of the big win or reach performance before the start of the fluctuation or during the fluctuation performance may be determined by other fluctuation type counters, and when the reach is established, how many patterns the third pattern that stops last is shifted to stop (for example, one pattern shift before and after, etc.) may be determined by other fluctuation type counters.

[0138] In addition, in the jackpot fluctuation pattern table 202d1, a group dedicated to the 2R variable jackpot is provided, but in this pachinko machine 10, when a 2R variable jackpot occurs, only the fluctuation pattern "2R fluctuation" is selected, so a group dedicated to the 2R variable jackpot may not be provided, and only the correspondence between the fluctuation type counter CS1 and the fluctuation pattern when a 15R variable jackpot or a 15R normal jackpot occurs may be specified in the jackpot fluctuation pattern table 202d1. In this case, when a 2R variable jackpot occurs as the jackpot type, the 2R fluctuation may be determined as the fluctuation pattern without referring to the jackpot fluctuation pattern table 202d1.

[0139] In addition, in this pachinko machine 10, only "2R variation" is selected when a 2R variable probability jackpot occurs, but one variation pattern may be selected from a plurality of variation patterns when a 2R variable probability jackpot occurs. In this case, even in a group dedicated to a 2R variable probability jackpot, like a group common to 15R jackpots, a variation type counter CS1 may be associated with the variation pattern selected when a 2R variable probability jackpot occurs, and the variation pattern associated with the value of the variation type counter CS1 stored in a certain reserved area may be determined as the variation pattern in the variation performance reserved in that reserved area.

[0140] FIG. 8(d) is a schematic diagram showing an example of a miss (normal) fluctuation pattern table 202d2 stored in ROM 202 that is referenced when the number of reserved balls is 2.

[0141] As shown in Figure 8 (d), the miss (normal) fluctuation pattern table 202d2 is divided into groups (sets) based on the type of stop when a miss occurs: a complete miss only table that is referenced when a complete miss is determined as the type of stop when a miss occurs, and a reach common table that is referenced when a front or rear miss reach or a reach other than a front or rear miss is determined. Each of these divided groups is assigned a value of the fluctuation type counter CS1.

[0142] When the value of the first win random number counter C1 stored in a certain holding area is not a value that results in a jackpot (jackpot random number value), i.e., a value that results in a miss, and the game state is in a normal low probability state excluding a time-saving state, a fluctuation pattern corresponding to the value of the fluctuation type counter CS1 stored in that holding area is determined from the miss (normal) fluctuation pattern table 202d2 according to the stop type corresponding to the value of the stop pattern selection counter C3 stored in the same holding area as the first win random number counter C1.

[0143] For complete misses only, two selectable patterns are prepared: a 7-second change D and a 10-second change E, and the value of the change type counter CS1 is associated with each change pattern. When change D or change E is selected as the change pattern, the third symbol display device 81 executes a change performance in which the third symbol starts to change at high speed and then stops without reaching a winning state. As shown in FIG. 8(d), in the miss (normal) change pattern table 202d2, the correspondence between each change for complete misses only and the value of the change type counter CS1 when the number of reserved balls is 2 is 0 to 98 for change D and 99 to 198 for change E.

[0144] In addition, for the reach common, three variation patterns are available for selection from the above-mentioned three variations A to C, namely, variation A, which has a variation time of 30 seconds and executes a normal reach on the third pattern display device 81, variation B, which has a variation time of 60 seconds and executes a super reach on the third pattern display device 81, and variation C, which has a variation time of 90 seconds and executes a special reach on the third pattern display device 81. In the loss (normal) variation pattern table 202d2, the correspondence between each variation common to the reach and the value of the variation type counter CS1 when the number of reserved balls is 2 is as follows: variation A is 0 to 98, variation B is 99 to 190, and variation C is 191 to 198.

[0145] FIG. 8(e) is a schematic diagram showing an example of a miss (probable win) fluctuation pattern table 202d3 stored in the ROM 202, which is referenced when the number of reserved balls is 2.

[0146] As shown in Figure 8 (e), the miss (normal) fluctuation pattern table 202d3, like the miss (normal) fluctuation pattern table, is divided into groups (sets) based on the stop type when a miss occurs, into a complete miss only table which is referenced when a complete miss is determined as the stop type when a miss occurs, and fluctuations D and E can be selected as the fluctuation pattern, and a reach common table which is referenced when a front or rear miss reach or a reach other than a front or rear miss is determined, and fluctuations A to C can be selected as the fluctuation pattern, and in each divided group, the value of the fluctuation type counter CS1 is associated with each selectable fluctuation pattern.

[0147] When the value of the first winning random number counter C1 stored in a certain holding area is a value that does not result in a jackpot, i.e., a miss value, and the game state is in a time-saving state or a high-probability state during a special probability state, a fluctuation pattern corresponding to the value of the fluctuation type counter CS1 stored in the holding area is determined from the miss (special probability) fluctuation pattern table 202d3 according to the stop type corresponding to the value of the stop pattern selection counter C3 stored in the same holding area.

[0148] As shown in FIG. 8(e), in the miss (probable variable) fluctuation pattern table 202d3, the correspondence between each fluctuation and the value of the fluctuation type counter CS1 in the complete miss only when the number of reserved balls is 2 is as follows: fluctuation D is 0 to 190, and fluctuation E is 191 to 198. In addition, the correspondence between each fluctuation and the value of the fluctuation type counter CS1 in the reach common when the number of reserved balls is 2 is as follows: fluctuation A is 0 to 98, fluctuation B is 99 to 190, and fluctuation C is 191 to 198. In other words, the correspondence between each fluctuation and the value of the fluctuation type counter CS1 in the reach common is the same in the miss (normal) fluctuation pattern table 202d2 and the miss (probable variable) fluctuation pattern table 202d3.

[0149] On the other hand, when the game state is in the time-saving state or the high probability state during the probability change, the ball is likely to enter the second starting hole 64b, and if a lot of complete misses (change E) with a long change time are executed, it takes a long time until the next change display starts, which may make the player feel uncomfortable. Also, it is not desirable for the hall to have a lower operating rate.

[0150] Therefore, in the case of a complete miss when the game state is in the time-saving state or the high probability state during the probability change, the (normal) miss pattern table 202d2 and the (probability change) miss pattern table 202d3 are configured so that a complete miss (variation D) with a shorter variation time is more likely to be selected than in the other game states (normal states other than the time-saving state). This makes it possible to reduce the possibility of giving discomfort to the player by starting the next variation display early. In addition, it is also possible to suppress an extreme drop in the operating rate.

[0151] Although the variation pattern at the time of failure is selected using only the variation type counter CS1, multiple variation type counters may be used in combination to select (select whether or not to display a notice, etc.). Also, the selection of the failure type is configured to be divided into a failure (normal) variation pattern table and a failure (probable variable) variation pattern table, but even if the game state is normal, if there are multiple reserved balls (for example, 3 or more if the maximum number of balls is 4), the variation display may be ended early, so the selection may be made by referring to the failure (probable variable) variation pattern table.

[0152] In addition, since the correspondence between the fluctuations A to C selected when the fluctuation type is a front or rear miss reach or a reach other than front or rear miss and the value of the fluctuation type counter CS1 is the same regardless of the game state, the miss (normal) fluctuation pattern table 202d2 and the miss (certain variable) fluctuation pattern table 202d3 do not include a group common to reaches, and these fluctuation pattern tables 202d2, 202d3 are referenced only when the stop type is a complete miss, and a separate fluctuation pattern table may be prepared to be referenced when the stop type is a front or rear miss reach or a reach other than front or rear miss regardless of the game state.

[0153] In addition, in this pachinko machine 10, the correspondence between the fluctuations A to C selected when the fluctuation type is a front / rear miss reach or a reach other than a front / rear miss and the value of the fluctuation type counter CS1 is the same regardless of the game state, but it may also be different depending on the game state.

[0154] Furthermore, in the fluctuation pattern tables 202d2 and 202d3 for each miss shown in Fig. 8(d) and Fig. 8(e), the fluctuations D and E may simply be set as "complete miss fluctuations", and when the "complete miss fluctuation" is selected, the other tables may be referenced to select the fluctuations D and E with a predetermined probability. Of course, in this case, a table corresponding to the number of reserved balls may also be prepared.

[0155] Returning to Fig. 7, the second win random number counter C4 is configured as a loop counter that is incremented by 1 within a range of, for example, 0 to 250 and returns to 0 after reaching a maximum value (i.e., 250). When the second win random number counter C4 goes around once, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the second win random number counter C4.

[0156] In this embodiment, the value of the second winning random number counter C4 is updated every timer interrupt process (see FIG. 14), and is acquired when it is detected that the ball has passed through either the left or right through gate 67. There are 149 random number values ​​that will result in a win, and the range is "5 to 153." That is, when the acquired value of the second winning random number counter C4 is within the range of "5 to 153," it is determined to be a win, and the "○" symbol is displayed as the stop symbol (second symbol) on the second symbol display device 83, and the electric device of the second starting hole 64b is activated, and the second starting hole 64b is opened for a predetermined time.

[0157] In addition, the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the second hit random number counter C4 (value = 0 to 250), and is updated once for each timer interrupt processing (see Figure 10) and repeatedly updated within the remaining time of the main processing (see Figure 17).

[0158] In this way, various counters, etc. are provided in the RAM 203, and the main control unit 110 can execute the main processes of the pachinko machine 10, such as drawing a jackpot, setting the variable display (variable performance) in the first pattern display device 37 and the third pattern display device 81, and drawing a lottery for the display result in the second pattern display device 83, depending on the values ​​of these counters, etc.

[0159] Returning to Fig. 6, the explanation will be continued. The prize ball number table 202e of the ROM 202 is a table that specifies the number of prize balls to be paid out when a ball enters each of the winning holes 63a, 63b, 64a, 64b, and 65a (winning). Here, the details of the prize ball number table 202e will be explained with reference to Fig. 9. Fig. 9 is a schematic diagram showing the contents of the prize ball number table 202e.

[0160] 9, in the prize ball number table 202e, the first start port 64a, the second start port 64b, the first normal winning port 63a, the second normal winning port 63b, and the large winning port 65a are specified as "start port types", and the "number of prize balls" corresponding to each winning port is specified for each winning port. Specifically, in the prize ball number table 202e, the first start port 64a is associated with the number of prize balls 3, the second start port 64b is associated with the number of prize balls 2, the first normal winning port 63a is associated with the number of prize balls 8, the second normal winning port 63b is associated with the number of prize balls 8, and the large winning port 65a is associated with the number of prize balls 12.

[0161] The number of prize balls table 202e specifies the number of prize balls corresponding to each winning hole for all winning holes provided in the pachinko machine 10. Therefore, if the pachinko machine 10 has winning holes other than the above winning holes 63a, 63b, 64a, 64b, and 65a, the number of prize balls table 202e is specified including the number of prize balls corresponding to the winning holes.

[0162] In addition, in this pachinko machine 10, the number of prize balls is the same for the first normal winning hole 63a and the second normal winning hole 63b. Therefore, in the prize ball number table 202e, the first normal winning hole 63a and the second normal winning hole 63b may be collectively defined as the "start hole type" as the "normal winning hole", and the number of prize balls may be defined as 8 in association with the "normal winning hole". Also, if the number of prize balls for the first starting hole 64a and the second starting hole 64b is the same as "3", in the prize ball number table 202e, the first starting hole 64a and the second starting hole 64b may be collectively defined as the "start hole type" as the "start hole", and the number of prize balls may be defined as 3 in association with the "start hole".

[0163] The prize ball number table 202e is transmitted to the reel ratio management chip 207 during the initialization process of the MPU 201 which is executed when power is applied to the main control unit 110, and is used when the reel ratio management chip 207 calculates the reel ratio.

[0164] The trigger information data 202f is data that specifies the timing (trigger) for calculating the reel ratio in the reel ratio management chip 207. Although details will be described later, the reel ratio management chip 207 calculates the reel ratio at the timing (trigger) indicated by the trigger information data 202f.

[0165] The bonus feature ratio management chip 207 corresponds to three timings (triggers) for calculating the bonus feature ratio. The first is the number of balls shot, and the bonus feature ratio management chip 207 calculates the bonus feature ratio each time the number of shot balls reaches a predetermined number. The second is time, and the bonus feature ratio management chip 207 calculates the bonus feature ratio when a predetermined time is reached. The third is playing time, and the bonus feature ratio management chip 207 calculates the bonus feature ratio when a predetermined playing time has elapsed by the player.

[0166] In the trigger information data 202f, information indicating any one of "the number of shots", "time" and "play time" is specified as a calculation timing (trigger) of the ratio of the bonuses in the bonus ratio management chip 207.

[0167] When the trigger information data 202f specifies information indicating the "number of shots", it also specifies information indicating the "predetermined number of balls" that is the timing for calculating the ratio of the bonus items. For example, when the trigger information data 202f specifies information indicating the "number of shots" and information indicating 500 balls as the "predetermined number of balls", the bonus item ratio is calculated in the bonus item ratio management chip 207 every time the number of shot balls reaches 500 balls.

[0168] When the trigger information data 202f specifies information indicating "time", it also specifies information indicating "predetermined time" which is the timing for calculating the role ratio. For example, when the trigger information data 202f specifies information indicating "time" and information indicating 12:00, 17:00, 19:00, and 22:00 as the "predetermined time", the role ratio is calculated in the role ratio management chip 207 at the timing when the time becomes 12:00, 17:00, 19:00, and 22:00.

[0169] When the trigger information data 202f specifies information indicating "play time", it also specifies information indicating "predetermined time" which is the timing for calculating the role ratio. For example, when the trigger information data 202f specifies information indicating "play time" and information indicating two hours as the "predetermined time", the role ratio is calculated in the role ratio management chip 207 every time two hours of play time elapses.

[0170] The trigger information data 202f, together with the prize ball number table 202e, is transmitted to the reel ratio management chip 207 during the initialization process of the MPU 201 which is executed when power is applied to the main control device 110, and is used when determining a trigger for calculating the reel ratio in the reel ratio management chip 207.

[0171] 7, the RAM 203 has a stack area in which the contents of the internal registers of the MPU 201 and the return addresses of the control programs executed by the MPU 201 are stored, and a work area (working region) in which various flags and values ​​of counters, I / O, etc. The RAM 203 is configured so that it can hold (back up) data by receiving a backup voltage from the power supply device 115 even after the power supply to the pachinko machine 10 is cut off, and all data stored in the RAM 203 is backed up.

[0172] When the power is cut off (including when a power outage occurs; the same applies below), a power outage signal SG1 output from the power outage monitoring circuit 252 is input to the NMI terminal of the MPU 201. This input causes the NMI interrupt process (see FIG. 15) to be executed, and information on the occurrence of a power outage is set. Then, in the main process (FIG. 17) of the MPU 201, when it is determined that there is information on the occurrence of a power outage, the stack pointer and the values ​​of each register at that time are stored in the RAM 203.

[0173] On the other hand, when the power is turned on (including turning on the power after a power outage is resolved, the same applies below), the state of the pachinko machine 10 is restored to the state before the power was cut off based on the information stored in the RAM 203. Writing to the RAM 203 is performed by the main processing (see FIG. 20) when the power is cut off, and the restoration of each value written to the RAM 203 is performed in the start-up processing (see FIG. 19) when the power is turned on.

[0174] The RAM 203 further has at least a reserved ball number counter 203a, a reserved ball storage area 203b, a reserved ball execution area 203c, a start 1 counter 203d, a start 2 counter 203e, a normal 1 counter 203f, a normal 2 counter 203g, a big prize opening counter 203h, and an out counter 203i.

[0175] The reserved ball number counter 203a is a counter that counts the number of reserved balls (the number of waiting times) of the variable display (variable performance performed by the third pattern display device 81) performed by the first pattern display device 37 up to a maximum of four times based on the entry of a ball (start winning) into either the first start port 64a or the second start port 64b detected in the timer interrupt processing (see FIG. 14) that is periodically executed every 2 milliseconds. The reserved ball number counter 203a is set to zero as an initial value by the initial setting processing (S616 in FIG. 16) of the RAM 203 after the power is turned on. Then, each time the start winning is detected and the reserved ball number of the variable display increases, one is added up to the maximum value of four (see S202, S203 in FIG. 12). On the other hand, the reserved ball number counter 203a is decremented by one each time a variable performance is executed (see S305 in FIG. 13).

[0176] The value of the reserved ball counter 203a (i.e., the number of reserved balls) is notified to the voice lamp control device 113 by a reserved ball number command (see S205 in FIG. 12). The reserved ball number command is a command sent from the main control device 110 to the voice lamp control device 113 every time a start winning is detected and the reserved ball number counter 203a is incremented by one.

[0177] The voice lamp control device 113 can obtain the value of the number of reserved balls of the variable performance reserved in the main control device 110 by the reserved ball number command. This allows the voice lamp control device 113 to manage the number of reserved variable performances without accessing the main control device 110. In addition, by sending a reserved ball number command from the main control device 110 to the voice lamp control device 113 every time a start winning is detected, even if the reserved ball number of the variable performance managed by the voice lamp control device 113 deviates from the actual reserved ball number of the variable performance reserved in the main control device 110 due to the influence of noise, etc., the deviation can be corrected by the reserved ball number command received next.

[0178] In addition, the voice lamp control device 113 transmits a reserved ball number display command to notify the display control device 114 of the reserved ball number every time the reserved ball number managed internally changes. The display control device 114 displays the reserved ball number pattern in the reserved ball number display area Db of the third pattern display device 81 based on the reserved ball number notified by this reserved ball number display command.

[0179] Furthermore, in this embodiment, when the main control unit 110 sends a reserved ball number command to the voice lamp control unit 113, the reserved ball number command includes not only the value of the reserved ball number counter 203a incremented by 1, but also the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 obtained from the counter buffer (see Figure 6) in response to the start winning that triggered the increment of the reserved ball number counter 203a.

[0180] In other words, when a start winning occurs, the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer by the main control unit 110 are transmitted to the voice lamp control unit 113 by a reserved ball number command.

[0181] The voice lamp control device 113 reads the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 transmitted by the reserved ball number command before the variation performance based on each value is executed, and judges what the variation performance will be (whether it will be a big win or not, what the variation time will be, etc.) before the variation performance is executed. Then, based on the judgment result by the read-ahead, it is possible to decide the execution of various performances.

[0182] The reserved ball storage area 203b is a memory for storing the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer (see FIG. 7) when the start winning is detected. When the MPU 201 detects that the ball has won (start winning) in either the first start hole 64a or the second start hole 64b during the timer interrupt process (see FIG. 10), it obtains the values ​​of the counters C1 to C3 and CS1 from the counter buffer and stores them in the reserved ball storage area 203b. The reserved ball storage area 203b has four reserved areas (reserved first to fourth areas) so that data (counter values ​​C1 to C3 and CS1) corresponding to one start winning can be stored (reserved) up to four times (see FIG. 7).

[0183] The reserved ball execution area 203c is a memory for storing data (the values ​​of counters C1 to C3, CS1) to be referenced in processes such as the jackpot lottery and setting the variable display (variable performance) of the first pattern display device 37 and the third pattern display device 81.

[0184] When the MPU 201 detects that it is the timing to start executing the variable performance, it shifts data corresponding to one of the start winnings among the data corresponding to each start winning stored in the reserved ball storage area 203b (counter C1 to C3, CS1 values) to this reserved ball execution area 203c in order to execute processes such as a big win lottery and setting of the variable display (variable performance) of the first symbol display device 37 and the third symbol display device 81. Note that, in this embodiment, shifting refers to moving data stored in one area to another area.

[0185] Here, the reserved ball storage area 203b and the reserved ball execution area 203c will be described in detail with reference to Fig. 7 again. The reserved ball storage area 203b and the reserved ball execution area 203c are used by the MPU 201 of the main control device 110 to perform a big win lottery and settings for the variable display (variable performance) of the first symbol display device 37 and the third symbol display device 81.

[0186] The first winning random number counter C1 used for the big win lottery, the first winning type pattern counter C2 used for determining the big win type, the stop pattern selection counter C3 used for determining the stop type when losing, and the change type counter CS1 used for determining the change pattern are used for setting the big win lottery and the change display (change performance) of the first pattern display device 37 and the third pattern display device 81. The reserved ball storage area 203b stores the values ​​of the counters C1 to C3 and CS1 obtained from the counter buffer by the MPU 201 when the ball enters either the first start hole 64a or the second start hole 64b (start entry).

[0187] The reserved ball storage area 203b is composed of four reserved areas (reserved areas 1 to 4). Each of the four reserved areas (reserved areas 1 to 4) includes a first win random number counter storage area 203b1 that stores the value of a first win random number counter C1, a first win type counter storage area 203b2 that stores the value of a first win type counter C2, a stop pattern selection counter storage area 203b3 that stores the value of a stop pattern selection counter C3, and a fluctuation type counter storage area 203b4 that stores the value of a fluctuation type counter CS1.

[0188] In this embodiment, the first winning random number counter storage area 203b1, the first winning type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the variable type counter storage area 203b4 are provided in a single reserved ball storage area 203b, but it is also possible to provide multiple reserved ball storage areas and provide each of the four areas 203b1, 203b2, 203b3, 203b4 in one of the reserved ball storage areas.

[0189] As described above, the reserved ball storage area 203b stores up to four pieces of data (counter values ​​C1-C3, CS1) acquired at the timing when the ball enters the second start port 64b (start winning), and in this case, data is stored in the empty areas of the four reserved areas (reserved areas 1-4) in order from the area with the smallest area number (1-4). In other words, the smaller the area number, the more data corresponding to the oldest start winning is stored, and the reserved area 1 stores data corresponding to the oldest start winning.

[0190] On the other hand, the reserved ball execution area 203c is composed of only one area. In this reserved ball execution area 203c, like the reserved ball storage area 203b, there are provided a first winning random number counter storage area 203c1 for storing the value of the first winning random number counter C1, a first winning type counter storage area 203c2 for storing the value of the first winning type counter C2, a stop pattern selection counter storage area 203c3 for storing the value of the stop pattern selection counter C3, and a fluctuation type counter storage area 203c4 for storing the value of the fluctuation type counter CS1.

[0191] When the MPU 201 judges that it is time to start executing the variable performance, it shifts the data (counters C1-C3, CS1) stored in the reserved first area of ​​the reserved ball storage area 203b to the reserved ball execution area 203c1-203c4 of the reserved ball execution area 203c. Then, it refers to the data shifted to the reserved ball execution area 203c in the variable start process (see FIG. 17), and performs a jackpot lottery based on the reference data, and determines the variable pattern and stop type corresponding to the lottery result. In the first symbol display device 37, the variable display is performed based on the determined variable pattern and stop type under the control of the main control device 110.

[0192] In addition, the change pattern and the stop type determined here are notified to the voice lamp control device 113 by the change pattern command and the stop type command, and are also notified to the display control device 114 via the voice lamp control device 113. Then, under the control of the display control device 114, the third symbol display device 81 performs a change performance based on the change pattern and the stop type notified by the change pattern command and the stop type command.

[0193] Details of data shifting will be explained. When the MPU 201 judges that it is time to start executing the variable performance, it shifts the random number value of the first winning random number counter storage area 203b1 of the reserved first area to the first winning random number counter storage area 203c1 of the reserved ball execution area 203c. Similarly, it shifts the random number value of the first winning type counter storage area 203b2 to the first winning type counter storage area 203c2, shifts the random number value of the stop pattern selection counter storage area 203b3 to the stop pattern selection counter storage area 203c3, and shifts the random number value of the variable type counter storage area 203b4 to the variable type counter storage area 203c4.

[0194] Then, when the shift of data to the reserved ball execution area 203c is completed, the reserved first area becomes empty, so a shift process is performed to move the data stored (reserved) in each area (2nd to 4th) of the reserved ball storage area 203b to the area (1st to 3rd) with the area number 1 smaller. Note that in this embodiment, data shifting is performed only for the reserved areas (1st to 4th) in the reserved ball storage area 203b where data is stored (reserved).

[0195] Here, the data shift performed for each reserved area in the reserved ball storage area 203b will be explained. For example, assume that the value of the reserved ball counter 203a is "4" when the start determination of the variable performance is made, and data is stored in all areas (1st to 4th) of the reserved ball storage area 203b. In this state, when the data of the reserved 1st area is shifted to the reserved ball execution area 203c and the reserved 1st area becomes empty, the MPU 201 shifts the data of the other areas (2nd to 4th) to the areas (1st to 3rd) with the area numbers smaller by 1. That is, the data of the reserved 2nd area is shifted to the reserved 1st area, the data of the reserved 3rd area is shifted to the reserved 2nd area, and the data of the reserved 4th area is shifted to the reserved 3rd area.

[0196] Also, for example, if the value of the reserved ball number counter 203a is "2" when the start determination of the variable performance is made, the MPU 201 shifts only the data in the reserved second area to the reserved first area and ends the data shift. As described above, in this embodiment, the data shift process is not performed for the reserved areas (third to fourth) in which data is not stored (reserved), so that the number of data shifts can be reduced and the control burden can be reduced.

[0197] Note that, regardless of the presence or absence of data, each data in the reserved areas (2nd to 4th) may be configured to be shifted to an area with an area number smaller by 1. In this case, since it is not necessary to judge whether data is stored (reserved) in the reserved areas (2nd to 4th) or not, it is possible to easily create a program.

[0198] Returning to Fig. 6, the explanation will be continued. The start 1 counter 203d is a counter for counting the number of balls that have entered the first start port 64a, the start 2 counter 203e is a counter for counting the number of balls that have entered the second start port 64b, the normal 1 counter 203f is a counter for counting the number of balls that have entered the first normal winning port 63a, the normal 2 counter 203g is a counter for counting the number of balls that have entered the second normal winning port 63b, the big winning port counter 203h is a counter for counting the number of balls that have entered the big winning port 65a, and the out counter 203i is a counter for counting the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in the game). All of these counters 203d to 203i are set to zero as an initial value by the initial setting process (S616 in Fig. 16) of the RAM 203 after power is turned on.

[0199] In addition, in the switch reading process (see FIG. 11) executed in the timer interrupt process (see FIG. 10) executed every 2 milliseconds, the MPU 201 refers to the start 1 port 205a, the start 2 port 205b, the normal 1 port 205c, the normal 2 port 205d, the large prize winning port port 205e, and the out port 205f, and judges whether or not a ball is detected in each of the first start port switch 208a, the second start port switch 208b, the first normal prize winning port switch 208c, the second normal prize winning port switch 208d, the large prize winning port switch 208f, and the out switch 208g. Then, if a prize is won in any prize winning port (a ball is detected in the corresponding switch), the counter corresponding to the prize winning port where the prize was won is counted up by one, and if a ball is detected in the out switch 208g, the out counter 203i is counted up by one.

[0200] The counters 203d to 203i continue to count the number of balls for 0.5 seconds. After 0.5 seconds have elapsed, the values ​​of the counters 203d to 203h are set as winning information, and the value of the out counter 203i is set as out information, together with information indicating the game state at that time, in the bonus ratio management chip 207. After the values ​​of the counters 203d to 203i are set in the bonus ratio management chip 207, the values ​​of the counters 203d to 203i are initialized to zero, and the number of balls that have won in each winning hole in the next 0.5 seconds is counted for each winning hole again, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted.

[0201] In this way, in this pachinko machine 10, the MPU 201 counts the number of balls that have entered each winning slot at 0.5 second intervals, and also counts the number of balls guided to the ball discharge path (i.e., the number of balls used in a game), and sets the counting results in the bonus ratio management chip 207. Then, as described later, the bonus ratio management chip 207 accumulates these counted values ​​for each value until it is time to calculate the bonus ratio, thereby counting the number of balls that have entered each winning slot for each winning slot during the period from when the power is turned on until the first bonus ratio is calculated, or during the period from when the bonus ratio is calculated last time until the next bonus ratio is calculated, and also counts the number of balls guided to the ball discharge path (i.e., the number of balls used in a game).

[0202] In this way, the number of winning balls in the winning slots actually detected by the MPU 201, etc. are input from the MPU 201 to the bonus ratio management chip 207, so that the bonus ratio management chip 207 can accurately grasp the number of balls recognized as winning balls in the actual game.

[0203] Furthermore, if MPU 201 were not to count the number of balls that have entered each winning slot or the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game), and these counting operations were to be performed only by the device ratio management chip 207, the device ratio management chip would also have to monitor the balls that have entered each winning slot and the balls that have been guided to the ball discharge path at short intervals (for example, every 2 milliseconds), which would increase the processing load and could result in increased power consumption.

[0204] In contrast, in this pachinko machine 10, the MPU 201 counts and sets these counting results in the bonus ratio management chip 207 at 0.5 second intervals, so that the bonus ratio management chip 207 counts the number of balls that have won in each winning slot for each winning slot every 0.5 seconds from when the power is turned on until the bonus ratio is calculated for the first time, or from when the bonus ratio is calculated last time until the bonus ratio is calculated next time, and also executes a process of counting the number of balls guided to the ball discharge path (i.e., the number of balls used in a game). Therefore, the processing load and power consumption in the bonus ratio management chip 207 can be suppressed.

[0205] On the other hand, the MPU 201 counts the number of winning balls in each winning port and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), and monitors the winning balls in each winning port and the balls guided to the ball discharge path, for example, at intervals of 2 milliseconds. However, these monitoring operations are necessary for controlling the main game such as the big win lottery and the prize ball judgment, and are originally processed at short time intervals of 2 milliseconds. In addition, since the intervals at which balls are shot into the game area by the ball launching unit 112a (see FIG. 5) in the pachinko machine 10 are about 0.6 seconds, the number of winning balls in each winning port and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), which are counted at 0.5 second intervals, are almost always 0 or 1 ball, or at most a few balls, so the amount of data required for the counters 203d to 203i provided in the RAM 203 may be small. This counting process can suppress an increase in the capacity of the RAM 203. Therefore, even if the MPU 201 executes a process to count the number of balls that have entered each winning port in 0.5 seconds for each winning port and to count the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game), there is no significant effect.

[0206] The role ratio management chip 207 is provided with a CPU 261, a buffer 262, a first read / write memory 263, a second read / write memory 264, a setting register 265, and a real-time clock (hereinafter referred to as "RTC") 266, which are connected to each other via a bus 206. The bus 206 is also connected to the MPU 201 and an inspection terminal 207a.

[0207] A large-capacity capacitor 267 is connected to the reel ratio management chip 207. The capacitor 267 is charged while power is being supplied to the main control device 110, and when the power supply to the main control device 110 is stopped due to a power outage or the like, the reel ratio management chip 207 uses the power charged in the capacitor 267 to execute processing associated with the power cut. Note that, instead of the capacitor 267, a chargeable and dischargeable secondary battery may be connected to the reel ratio management chip 207.

[0208] The CPU 261 is a calculation device that controls the operation of the bonus ratio management chip 207, and performs the management of bonus ratios in the pachinko machine 10 in the bonus ratio management chip 207 by executing a control program stored in a ROM (not shown) provided in the bonus ratio management chip 207. By performing the management of bonus ratios in the bonus ratio management chip 207 in the CPU 261, it is possible to flexibly respond to changes in functions and specifications of the bonus ratio management chip 207 by changing the software.

[0209] The RTC 266 outputs the current time. The RTC 266 has a built-in chargeable and dischargeable secondary battery (not shown), and the RTC 266 always keeps the current time and outputs the time using the secondary battery as a power source. The time output by the RTC 266 is referred to by the CPU 261 when the timing (trigger) for calculating the ratio of the role set by the trigger setting area 265b is "time", and when the time indicated by the RTC 266 matches or exceeds the "predetermined time" set by the trigger setting area 265b, the process of calculating the ratio of the role is executed. In addition, although details will be described later, when the jackpot information, the door open information, the error information, or the overtime information is added to the jackpot data 263g, the open data 263h, the error data 263i, and the overtime data 263k in the first reading and writing memory 263, the time at that time is read from the RTC 266, and the read time is added to each data together with each information.

[0210] The buffer 262 is a memory for temporarily storing various information set by the MPU 201, and is composed of a static random access memory (SRAM), which is a volatile memory that can read and write data. The buffer 262 includes at least a start 1 buffer 262a, a start 2 buffer 262b, a normal 1 buffer 262c, a normal 2 buffer 262d, a big prize opening buffer 262f, a big win buffer 262g, an open buffer 262h, and an error buffer 262i.

[0211] The start 1 buffer 262a stores the value of the start 1 counter 203d set by the MPU 201 at 0.5 second intervals. The start 2 buffer 262b stores the value of the start 2 counter 203e set by the MPU 201 at 0.5 second intervals. The normal 1 buffer 262c stores the value of the normal 1 counter 203f set by the MPU 201 at 0.5 second intervals. The normal 2 buffer 262d stores the value of the normal 2 counter 203g set by the MPU 201 at 0.5 second intervals. The special prize opening buffer 262e stores the value of the special prize opening counter 203h set by the MPU 201 at 0.5 second intervals. The out buffer 262f stores the value of the out counter 203i set by the MPU 201 at 0.5 second intervals.

[0212] The jackpot buffer 262g stores information (jackpot information) when the game status set by the MPU 201 at 0.5 second intervals is a jackpot. The open buffer 262h stores information (door open information) when the game status set by the MPU 201 at 0.5 second intervals is the inner frame 12 or the front frame 14 being open. The error buffer 262i stores information (error information) when the game status set by the MPU 201 at 0.5 second intervals is an error.

[0213] In the bonus ratio management chip 207, the MPU 201 sets (writes) various buffers provided in the buffer 262, and when an interrupt signal is received from the MPU 201, the CPU 261 executes a setting information reception process (see FIG. 19) described later. The setting information reception process counts the number of winning balls for each winning port based on various information set in the buffer 262, counts the number of balls guided to the ball discharge path (i.e., balls shot into the play area), and stores these numbers of balls in the first reading / writing memory 263, and also stores information on the play state of the pachinko machine 10 in the first reading / writing memory 263.

[0214] The setting register 265 is a register for setting a setting value required for the operation of the bonus ratio management chip 207. The setting register 265 is provided with at least a prize ball number data setting area 265a and a trigger setting area 265b.

[0215] The prize ball number table 202e (see FIG. 9) stored in the ROM 202 of the MPU 201 is set in the prize ball number data setting area 265a. The trigger information data 202f stored in the ROM 202 of the MPU 201 is set in the trigger setting area 265b. When the power is turned on to the main control device 110, the prize ball number table 202e and the trigger information data 202f are transmitted to the role ratio management chip 207. Then, the CPU 261 sets the prize ball number table 202e in the prize ball number data setting area 265a, and sets the trigger information data 202f in the trigger setting area 265b.

[0216] The prize ball number table 202e set in the prize ball number data setting area 275a is referred to by the CPU 261 when calculating the ratio of the prize balls. Here, the number of prize balls when each prize slot is won is determined by the model of the pachinko machine, and conventionally, the information is stored in the ROM 202. The prize ball number table 202e stored in the ROM 202 is sent to the prize ball number management chip 207 every time power is supplied, and the prize ball number information, which differs for each model, is set in the prize ball number data setting area 265a of the prize ball ratio management chip 207, so that it is not necessary to store the information on the number of prize balls, which differs for each model, in the ROM of the prize ball ratio management chip 207 at the manufacturing stage. Therefore, the production of the prize ball ratio management chip 207 can be simplified. In addition, if the model of the pachinko machine is different, it is only necessary to change the ROM 202, and the ratio of the prize balls can be accurately calculated even if the same prize ball ratio management chip 207 is used between different models of pachinko machines.

[0217] The CPU 261 also refers to the trigger information data 202f set in the trigger setting area 265b, and judges whether or not it is time (trigger) to calculate the bonus ratio indicated in the trigger information data 202f, and executes the process of calculating the bonus ratio when it is judged that the timing has come. Here, since there is a physical limit to the memory capacity in the bonus ratio management chip 207 that can record information related to the bonus ratio, it is preferable that the timing (trigger) of calculating the bonus ratio is determined by taking into consideration the probability of a big win and the probability of a special bonus in the pachinko machine 10, rather than fixing the timing in the bonus ratio management chip 207. Like this pachinko machine 10, trigger information data 202f that specifies the timing of calculation of the role ratio determined taking into consideration the jackpot probability, probability of special bonus, etc. in the pachinko machine 10 is stored in the ROM 202, and each time power is supplied, the trigger information data 202f is transmitted from the ROM 202 to the role ratio management chip 207, whereby the role ratio management chip 207 can calculate the role ratio and consecutive role ratio at a timing that matches the jackpot probability, probability of special bonus, etc. in the pachinko machine 10, and record the calculated ratio in the second reading and writing memory 264.

[0218] In addition, only the prize ball number table 202e and the trigger information data 202f transmitted during the start-up process (so-called boot process) executed by the MPU 201 when the main control device 110 is powered on are configured to be set in the prize ball number data setting area 265a and the trigger setting area 265b. The start-up process is a so-called boot process, and is a non-user program that is not programmed by the user. Therefore, it is possible to prevent a fraudster from setting a false prize ball number table or trigger information data in the prize ball number data setting area 265a and the trigger setting area 265b.

[0219] The first reading / writing memory 263 is a memory for temporarily storing information set in the buffer 262 by the MPU 201 while accumulating it until the timing of calculating the role ratio. The first reading / writing memory 263 is composed of a volatile memory, such as an SRAM, from which data can be read and written. The first reading / writing memory 263 may be composed of a DRAM (Dynamic Random Access Memory), which is a volatile memory from which larger amounts of data can be read and written.

[0220] At least a start 1 counter 263a, a start 2 counter 263b, a normal 1 counter 263d, a normal 2 counter 263e, a big prize opening counter 263e, an out counter 263f, big win data 263g, open data 263h, error data 263i, and overtime data 263j are stored in the first read / write memory 263. These counters and data stored in the first read / write memory 263 are all initialized to 0 by the CPU 261 based on an initialization signal transmitted from the MPU 201 when the power supply to the main control device 110 is turned on (see S710 in FIG. 18).

[0221] In addition, these counters and data stored in the first reading / writing memory 263 are referenced by the role ratio calculation process executed by the CPU 261 when it is time to calculate the role ratio, and after the necessary process is executed, they are all initialized to 0 again by the CPU 261 (S744 in FIG. 21). As a result, the first reading / writing memory 263 temporarily stores the information set in the buffer 262 by the MPU 201 while accumulating it again until it is time to calculate the role ratio next time.

[0222] The start 1 counter 263a is a counter for accumulating and counting the number of balls that have entered the first start port 64a until the timing for calculating the ratio of the winning combination is reached. When the value of the start 1 counter 203d indicating the number of balls that have entered the first start port 64a for 0.5 seconds is set in the start 1 buffer 262a by the MPU 201, the value set in the start 1 buffer 262a (i.e., the number of balls that have entered the first start port 64a for 0.5 seconds) is added to the start 1 counter 263a by the CPU 261.

[0223] The start 2 counter 263b is a counter for accumulating and counting the number of balls that have entered the second start port 64b until the timing for calculating the ratio of the winning combination is reached. When the value of the start 2 counter 203e indicating the number of balls that have entered the first start port 64a for 0.5 seconds is set in the start 2 buffer 262b by the MPU 201, the value set in the start 2 buffer 262b (i.e., the number of balls that have entered the second start port 64b for 0.5 seconds) is added to the start 2 counter 263b by the CPU 261.

[0224] The normal 1 counter 263c is a counter for accumulating and counting the number of balls that have won in the first normal winning port 63a until the timing for calculating the ratio of the winning combinations is reached. When the value of the normal 1 counter 203f indicating the number of balls that have won in the first normal winning port 63a for 0.5 seconds is set in the normal 1 buffer 262c by the MPU 201, the value set in the normal 1 buffer 262c (i.e., the number of balls that have won in the first normal winning port 63a for 0.5 seconds) is added to the normal 1 counter 263c by the CPU 261.

[0225] The normal 2 counter 263d is a counter for accumulating and counting the number of balls that have won in the second normal winning port 63b until the timing for calculating the ratio of the winning combination is reached. When the MPU 201 sets the value of the normal 2 counter 203g, which indicates the number of balls that have won in the second normal winning port 63b for 0.5 seconds, in the normal 2 buffer 262d, the CPU 261 adds the value set in the normal 2 buffer 262d (i.e., the number of balls that have won in the second normal winning port 63b for 0.5 seconds) to the normal 2 counter 263d.

[0226] The large prize opening counter 263e is a counter for accumulating and counting the number of balls that have entered the large prize opening 65a until the timing for calculating the bonus ratio is reached. When the MPU 201 sets the value of the large prize opening counter 203h, which indicates the number of balls that have entered the large prize opening 65a in 0.5 seconds, in the large prize opening buffer 262e, the CPU 261 adds the value set in the large prize opening buffer 262e (i.e., the number of balls that have entered the large prize opening 65a in 0.5 seconds) to the large prize opening counter 263e.

[0227] The out counter 263f is a counter for accumulating and counting the number of balls guided to the ball discharge path (i.e., balls shot into the game area) until the timing for calculating the ratio of the special feature is reached. When the value of the out counter 203i indicating the number of balls guided to the ball discharge path for 0.5 seconds is set in the out buffer 262f by the MPU 201, the value set in the out buffer 262f (i.e., the number of balls guided to the ball discharge path for 0.5 seconds) is added to the out counter 263f by the CPU 261. When the trigger for calculating the ratio of the special feature set in the trigger setting area 265b is the "number of shots", the out counter 263f is referred to, and when the number of balls (number of shots) indicated by the out counter 263f becomes equal to or greater than the "predetermined number of balls" set in the trigger setting area 265b, the CPU 261 executes the calculation process of the ratio of the special feature.

[0228] The jackpot data 263g is data that specifies jackpot information indicating that the pachinko machine 10 has become a jackpot when the gaming state of the pachinko machine 10 becomes a jackpot by the time when the ratio of the bonus items is calculated, together with the time at that time. When the MPU 201 sets jackpot information indicating that the gaming state of the pachinko machine 10 is in a jackpot in the jackpot buffer 262g, the CPU 261 adds the jackpot information to the jackpot data 263g together with the current time indicated by the RTC 266.

[0229] The open data 263h is data that specifies door open information indicating that the pachinko machine 10 has entered the door open state together with the time when the inner frame 12 or the front frame 14 (door) is open by the time when the ratio of the role is calculated. When the MPU 201 sets door open information indicating that the inner frame 12 or the front frame 14 is open as the game state of the pachinko machine 10 in the open buffer 262h, the CPU 261 adds the door open information to the open data 263h together with the current time indicated by the RTC 266.

[0230] The error data 263g is data that specifies error information indicating that the pachinko machine 10 is in an error when the gaming state of the pachinko machine 10 is in an error by the time when the ratio of the winning combination is calculated, together with the time at that time. When the MPU 201 sets error information indicating that the gaming state of the pachinko machine 10 is in an error in the error buffer 262i, the CPU 261 adds the error information to the error data 263i together with the current time indicated by the RTC 266.

[0231] The after-hours data 263j is data that specifies after-hours information indicating that some operation was performed in the pachinko machine 10 in the middle of the night, together with the time of the time, when the MPU 201 sets (writes) the buffer 262 during a late-night period (for example, between midnight and 6 a.m.), which is usually outside business hours. When the MPU 201 sets (writes) the buffer 262, the CPU 261 reads the time from the RTC 266, and if it is determined that the time is during the late-night period, the after-hours information is added to the after-hours data 263j together with the current time indicated by the RTC 266.

[0232] The second read / write memory 264 is composed of a non-volatile memory, such as a flash memory, from which data can be read and written. The second read / write memory 264 only needs to retain the stored data even when the power is turned off. In addition to the flash memory, other types of memory such as a ferroelectric random access memory (FeRAM), a magnetoresistive random access memory (MRAM), a resistive random access memory (ReRAM), etc. may also be used. Alternatively, the second read / write memory 264 may be configured as a dynamic random access memory (DRAM). In addition, the second read / write memory 264 may be configured as a dynamic random access memory (DRAM), and the power supply device 115 may continue to supply a backup voltage to the DRAM even while the power is off, thereby allowing data to be held even while the power is off.

[0233] The second reading memory 264 stores at least the bonus item ratio data 264a, the continuous bonus item ratio data 264b, the number of shot balls data 264c, and the game information data 264d.

[0234] The role ratio data 264a is data representing the role ratio calculated for each timing (trigger) for calculating the role ratio, and is recorded together with the calculation time. The consecutive role ratio data 264b is data representing the consecutive role ratio calculated at the same timing (trigger), and is recorded together with the calculation time.

[0235] Here, the ratio of the number of balls (prize balls) paid out in association with winning the second start opening 64b and the large winning opening 65a where the role operates, out of the total number of balls (prize balls) paid out to the player, is set to 70% or less. The ratio of consecutive role balls, which indicates the ratio of the number of balls (prize balls) paid out in association with winning the large winning opening 65a where the role operates consecutively, out of the total number of balls (prize balls) paid out to the player, is set to 60% or less.

[0236] Originally, the role ratio and the continuous role ratio refer to the above ratio when the test shot test of the game ball is performed for 10 hours, but here, for each timing (trigger) for calculating the role ratio indicated by the trigger information data 202f set in the trigger setting area 265b, the CPU 261 calculates the ratio of the number of balls (prize balls) paid out with winning into the second start hole 64b and the big prize hole 65a to the total number of balls (prize balls) paid out to the player from the time when the power is turned on until the first time is reached, or from the previous time to the current time, and records it in the role ratio data 264a together with the time at that time. Also, the ratio of the number of balls (prize balls) paid out with winning into the big prize hole 65a to the total number of balls (prize balls) paid out to the player from the time when the power is turned on until the first time is reached, or from the previous time to the current time, is calculated and recorded in the continuous role ratio data 264b together with the time at that time.

[0237] Even when the power is cut off, the power stored in the capacitor 267 is used to calculate the ratio of the role and the ratio of consecutive roles based on the number of balls (prize balls) paid out during the period from the timing (trigger) of calculating the most recent ratio of the role to the time when it is determined that the power is cut off, and these are recorded in the ratio data 264a or the ratio data 264b together with the time of the calculation. As a result, after the ratio of the role and the ratio of consecutive roles are calculated and recorded, the ratio of the role and the ratio of consecutive roles can be calculated without omission even for the number of prize balls paid out before the power is cut off.

[0238] The number of balls entering the first start port 64a indicated by the start 1 counter 263a stored in the first reading memory 263, the number of balls entering the second start port 64b indicated by the start 2 counter 263b, the number of balls entering the first normal winning port 63a indicated by the normal 1 counter 263c, the number of balls entering the second normal winning port 63b indicated by the normal 2 counter 263d, and the number of balls entering the large winning port 65a indicated by the large winning port counter 263e are multiplied by the number of prize balls associated with each winning port indicated in the prize ball number table 202e (see FIG. 9) set in the prize ball number data setting area 265a, and the number of balls paid out to each winning port in association with the winning of that winning port can be calculated. Then, by adding these up, the total number of balls paid out to the player can be calculated.

[0239] In this way, the ratio of the number of balls paid out when the balls win the second start opening 64b and the number of balls paid out when the balls win the big winning opening 65a to the total number of balls paid out to the player can be calculated to calculate the ratio of the number of balls paid out when the balls win the big winning opening 65a to the total number of balls paid out to the player. Also, the ratio of consecutive balls can be calculated by calculating the ratio of the number of balls paid out when the balls win the big winning opening 65a to the total number of balls paid out to the player.

[0240] The shot ball number data 264c is data that records the total number of balls shot into the play area counted by the out counter 263f of the first read / write memory 263, together with the time at each timing (trigger) for calculating the ratio of the special feature. The total number of balls shot into the play area from the time when the power is turned on until the timing is reached for the first time, or from the previous timing to the current timing, is indicated by the out counter 263f. When it is time to calculate the ratio of the special feature, the value of the out counter 263f at that time is recorded in the shot ball number data 264c together with the time indicated by the RTC 266.

[0241] The game status data 264d is data in which the jackpot information, door open information, error information, and overtime information stored in the jackpot data 263g, open data 263h, error data 263i, and overtime data 263j of the first reading memory 263 are recorded together with the time associated with each piece of information. When it is time to calculate the ratio of the role, the jackpot information, door open information, error information, and overtime information stored in the jackpot data 263g, open data 263h, error data 263i, and overtime data 263j of the first reading memory 263, and the time associated with each piece of information are recorded in the game status data 264d by the CPU 261.

[0242] At this time, for example, when the jackpot information is stored in the jackpot data 263g at intervals of less than one second, it means that jackpots are occurring continuously as a gaming state, so only the oldest jackpot information and its time are recorded in the gaming state data 264d. Similarly, when the door open information, error information, and out-of-hours information are stored in each data 263h-j at intervals of less than one second, only the oldest information and its time are recorded in the gaming state data 264d. This makes it possible to reduce the storage capacity required for the gaming state data 264d.

[0243] When recording jackpot information, door open information, error information, and out-of-hours information in the gaming status data 264d, the CPU 261 sorts each piece of information from oldest to newest and records it in the gaming status data 264d. Then, when outputting the information recorded in the gaming status data 264d to the inspection device 300, the CPU 261 outputs the information in the order in which it was recorded. As a result, each piece of information is output in order from oldest to newest, so the inspection device 300 can easily analyze changes in the gaming status over time by analyzing the information in the order in which it was output.

[0244] However, the CPU 261 does not necessarily have to store each piece of information in the game status data 264d in order from the oldest time. In this case, when outputting the information recorded in the game status data 264d to the inspection device 300, the CPU 261 may read the information from the game status data 264d in order from the oldest time and transmit it to the inspection device 300, or the CPU 261 may output each piece of information to the inspection device 300 in the order in which it was recorded, and the inspection device 300 may rearrange the received pieces of information in order from the oldest time.

[0245] The jackpot information, door open information, error information, and overtime information stored in the jackpot data 263g, open data 263h, error data 263i, and overtime data 263j of the first reading memory 263 may be recorded in the game status data 264d together with the time associated with each of them. Although the memory capacity required for the game status data 264d becomes large, by outputting this to the inspection device 300, the operating status of the pachinko machine 10 can be analyzed while observing minute changes in the game status.

[0246] Here, the information on the ratio of the reel, the ratio of consecutive reels, and the total number of balls shot into the game area that can be recorded in the reel ratio data 264a, the consecutive reel ratio data 264b, and the shot ball count data 264c is limited to a predetermined number (e.g., 1024). In addition, the total number of the jackpot information, the door open information, the error information, and the overtime information that can be recorded in the game status data 264d is also limited to a predetermined number (e.g., 16384). If a predetermined number of pieces of information have already been recorded in the reel ratio data 264a, the consecutive reel ratio data 264b, the shot ball count data 264c, or the game status data 264d, the oldest information is erased and the latest information is recorded therein. For example, the bonus feature ratio data 264a, the continuous bonus feature ratio data 264b, the number of shot balls data 264c, and the game status data 264d are each configured as a ring buffer, and a memory for managing the position where information is written on the ring buffer is separately prepared in the second read / write memory 264 or in a non-volatile memory provided separately from the second read / write memory 264, and the position where information is written is shifted by one each time information is written, thereby realizing a process of erasing the oldest information and recording the latest information there. In this way, by setting an upper limit on the number of pieces of information that can be recorded in each data, it is possible to suppress an increase in the storage capacity of the second read / write memory 264. In addition, when the number of pieces of information to be recorded in each data reaches the upper limit, the oldest information is erased and the latest information is recorded, so that the inspection device 300 can perform an analysis including the latest state of the pachinko machine 10. In addition, by preparing a memory for managing the position where information is written on the ring buffer in the second read / write memory 264, even if the power is cut off halfway, new information can be added and recorded from the continuation of the information stored so far after the power is supplied.

[0247] When the inspection device 300 is connected to the inspection terminal 207a, an interrupt occurs to the CPU 261, and the CPU 261 transmits the role ratio data 264a, the continuous role ratio data 264b, the number of shot balls data 264c, and the game status data 264d recorded in the second reading / writing memory 264 to the inspection device 300 in order. When transmitting each data 264a to d to the inspection device 300, the CPU 261 reads each piece of information (including recorded time information associated with each piece of information) recorded in each piece of data 264a to d in the order in which they were recorded, and transmits them to the inspection device 300. By simply connecting the inspection device 300 to the inspection terminal 207a, an interrupt occurs, and a process of transmitting each piece of information recorded in the second reading / writing memory 264 to the inspection device 300 is executed, so that the transmission can be quickly executed and completed. Therefore, the inspection device 300 can analyze the ratio of the winning combinations and the ratio of consecutive winning combinations from the information received from the pachinko machine 10, and can quickly and easily detect fraudulent acts from the ratio of the winning combinations and the ratio of consecutive winning combinations.

[0248] Specifically, when the data to be transmitted to the inspection device 300 does not satisfy the upper limit number of recordable information (the above-mentioned predetermined number) determined for each, the CPU 261 sequentially reads out the information recorded from the position where information was first written in the data to the position indicated by the memory managing the position where information is written (i.e., the position where the information at the latest time is recorded) and transmits it to the inspection device 300. On the other hand, when the data to be transmitted to the inspection device 300 satisfies the upper limit number of recordable information determined for each (the above-mentioned predetermined number), the CPU 261 shifts the read out position by one in order from the next position (i.e., the position where the information at the oldest time is recorded) indicated by the memory managing the position where information is written, and sequentially reads out the information recorded up to the position indicated by the memory managing the position where information is written (i.e., the position where the information at the latest time is recorded) and transmits it to the inspection device 300. As a result, information is output to the inspection device 300 in order from the oldest information.

[0249] Since the second reading / writing memory 264 is composed of a non-volatile memory, even if the power is cut off during the process, the second reading / writing memory 264 continues to record information related to the ratio of the reels in the pachinko machine 10. Therefore, the inspection device 300 can receive and analyze information related to the ratio of the reels, including information before the power was cut off.

[0250] Here, some cheaters try to open the electric accessory of the second start hole 64b illegally or guide the ball to the second start hole 64b in order to increase the number of winning balls in the second start hole 64b and increase the chance of winning a big win. Also, some cheaters try to open the opening and closing plate of the big win hole 65a illegally or guide the ball to the big win hole 65a in order to get many winning balls. When such cheating occurs, the ratio of the accessory and the ratio of the consecutive accessory become high.

[0251] In contrast, in the present pachinko machine 10, the main control device 110 is provided with a bonus feature ratio management chip 207, which obtains winning information for each winning slot from the MPU 201 of the main control device 110, and calculates and continues to record the bonus feature ratio and consecutive bonus feature ratio in the pachinko machine 10 at a predetermined timing. When the inspection device 300 is connected to the inspection terminal 207a, the bonus feature ratio and consecutive bonus feature ratio recorded in the bonus feature ratio management chip 207 are output to the inspection device 300. This allows the inspection device 300 to analyze the bonus feature ratio and consecutive bonus feature ratio, and thus detect any fraudulent activity that may have occurred.

[0252] In addition, in this pachinko machine 10, information regarding the number of balls shot into the play area and information regarding the play state are also recorded in the bonus ratio management chip 207 and output to the inspection device 300. Therefore, if the bonus ratio and the consecutive bonus ratio are found to be high by the analysis by the inspection device 300, the cause can be found based on the information regarding the number of balls shot into the play area and information regarding the play state.

[0253] Moreover, the reel ratio management chip 207 is provided in the main control device 110, and is stored in one board box 100 together with the MPU 201, ROM 202, etc. This makes it difficult for a fraudster to alter the winning information, etc., input to the reel ratio management chip 207. It is also difficult to tamper with or erase the reel ratio and consecutive reel ratio recorded in the reel ratio management chip 207. Therefore, it is possible to maintain high reliability for the reel ratio and consecutive reel ratio calculated and output by the reel ratio management chip 207.

[0254] In addition, the role ratio management chip 207 is provided with a first read / write memory 263 and a second read / write memory 264, and the first read / write memory 263 counts the number of winning balls for each winning port, and calculates the role ratio and the consecutive role ratio based on the number of winning balls for each winning port counted in the first read / write memory 263, and records them in the second read / write memory 264. Here, the second read / write memory 264 is composed of a non-volatile memory, but generally, non-volatile memory requires a large amount of power for writing, takes a long time for writing, and has a limit on the number of times it can be written from the viewpoint of durability. In this embodiment, by separating the first read / write memory 263 composed of a volatile memory and the second read / write memory 264 composed of a non-volatile memory, first, the first read / write memory 263 is used to count and store the number of winning balls for each winning port at high speed, so that the balls that have won at each winning port can be counted without missing any. Then, later, by executing a process of calculating the ratio of winning devices and the ratio of consecutive winning devices from the number of winning balls that have won at each winning slot stored in the first reading / writing memory 263 and recording the calculated ratio of winning devices to the second reading / writing memory 264 at predetermined timings (triggers), the number of times data is written to the second reading / writing memory 264 can be reduced, thereby preventing the above-mentioned problems caused by using a non-volatile memory from becoming apparent.

[0255] Returning to Fig. 5, the explanation will be continued. The payout control device 111 drives the payout motor 216 to control the payout of prize balls and loan balls. The MPU 211, which is a calculation device, has a ROM 212 that stores control programs executed by the MPU 211, fixed value data, etc., and a RAM 213 used as a work memory, etc.

[0256] The RAM 213 of the payout control device 111, like the RAM 203 of the main control device 110, has a stack area in which the contents of the internal registers of the MPU 211 and the return addresses of the control programs executed by the MPU 211 are stored, and a work area (working area) in which the values ​​of various flags, counters, I / O, etc. are stored. The RAM 213 is configured to be able to hold (back up) data by being supplied with a backup voltage from the power supply device 115 even after the power supply of the pachinko machine 10 is cut off, and all data stored in the RAM 213 is backed up. Note that, like the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is also configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power supply is cut off due to a power outage or the like, and when the power outage signal SG1 is input to the MPU 211, an NMI interrupt process (see FIG. 15) is immediately executed as a process during a power outage.

[0257] An input / output port 215 is connected to the MPU 211 of the payout control device 111 via a bus line 214 consisting of an address bus and a data bus. The input / output port 215 is connected to the main control device 110, the payout motor 216, the launch control device 112, and the like. Although not shown, the payout control device 111 is connected to a prize ball detection switch for detecting the paid-out prize balls. The prize ball detection switch is connected to the payout control device 111 but is not connected to the main control device 110.

[0258] The launch control device 112 controls the ball launch unit 112a so that the ball is launched with a strength corresponding to the amount of rotation of the operating handle 51 when the main control device 110 issues an instruction to launch a ball. The ball launch unit 112a is equipped with a launch solenoid and an electromagnet (not shown), and the launch solenoid and the electromagnet are permitted to be driven when a predetermined condition is met. Specifically, the touch sensor 51a detects that the player is touching the operating handle 51, and on the condition that the shot stop switch 51b for stopping the launch of the ball is off (not operated), the launch solenoid is excited in accordance with the amount of rotation of the operating handle 51, and the ball is launched at intervals of about 0.6 seconds with a strength corresponding to the amount of operation of the operating handle 51.

[0259] The voice lamp control device 113 controls the output of voice from the voice output device (such as a speaker not shown) 226, the output of turning on and off the lamp display device (such as the illumination section 29 to 33, display lamp 34, etc.) 227, and the settings of the display mode of the performance performed by the third pattern display device 81, such as a changing performance and a continuous preview performance.

[0260] The MPU 221, which is a calculation device, has a ROM 222 that stores control programs executed by the MPU 221, fixed value data, and the like, and a RAM 223 that is used as a work memory or the like.

[0261] An input / output port 225 is connected to the MPU 221 of the voice and lamp control device 113 via a bus line 224 consisting of an address bus and a data bus. The input / output port 225 is connected to the main control device 110, the display control device 114, the voice output device 226, the lamp display device 227, the frame button 22, etc.

[0262] The voice and lamp control device 113 monitors input from the frame button 22, and when the frame button 22 is operated by the player, it controls the voice output device 226 and the lamp display device 227 to change the stage of the performance displayed on the third pattern display device 81 or to change the performance mode during a super reach, and also gives instructions to the display control device 114.

[0263] When the stage is changed, a rear image change command including information on the changed stage is sent to the display control device 114 so that the third pattern display device 81 can display a rear image corresponding to the changed stage. Here, the rear image refers to an image displayed on the rear side of the third pattern, which is the main image displayed on the third pattern display device 81.

[0264] When the frame button 22 is operated for a purpose other than changing the stage, such as changing the performance mode of a super reach, a frame button operation command is transmitted to the display control device 114. Upon receiving the frame button operation command, the display control device 114 displays an image corresponding to the operation of the frame button 22 on the third pattern display device 81.

[0265] RAM 223 has a command memory area (not shown) that temporarily stores commands received from main control unit 110 until processing corresponding to the command is performed, and a fluctuation start flag (not shown) that indicates that a fluctuation performance should be started when in the on state.

[0266] The command storage area is configured as a ring buffer, and data is read and written by the FIFO (First In First Out) method. When the command determination process (see FIG. 25) of the voice lamp control device 113 is executed, the first command stored in the command storage area is read out from among the unprocessed commands stored therein, and the command determination process analyzes the command and performs processing according to the command.

[0267] The fluctuation start flag is set to OFF as an initial value when the power is turned ON, and is turned ON when a stop type command output from the main control device 110 is received (see S1005 in FIG. 25). Then, it is turned OFF when the variable display setting is made in the third pattern display device 81 (see S1102 in FIG. 26).

[0268] The display control device 114 is a device that controls the screen display of the third pattern display device (LCD) 81, and controls various screen displays such as the changing display of the third pattern (changing presentation) and the jackpot presentation at the time of a jackpot in accordance with commands transmitted from the voice lamp control device 113 (main control device 110).

[0269] The display control device 114 has an MPU 231, a ROM (program ROM) 232, a work RAM 233, a video RAM 234, a character ROM 235, an image controller 236, an input port 237, an output port 238, and bus lines 239 and 240. The input side of the input port 237 is connected to the output side of the voice lamp control device 113, and the output side of the input port 237 is connected to the MPU 231, the ROM 232, the work RAM 233, and the image controller 236. The image controller 236 is connected to the video RAM 234 and the character ROM 235, and is connected to the output port 238 via the bus line 240. The output side of the output port 238 is connected to the third pattern display device 81. In addition, even if the pachinko machine 10 is of a different model having a different probability of winning a jackpot or a different number of prize balls paid out in one jackpot, there are models having the exact same specifications for the pattern configuration displayed on the third pattern display device 81, so the display control device 114 is made into a common component to reduce costs.

[0270] The MPU 231 of the display control device 114 controls the display contents of the third symbol display device 81 based on the display variable pattern command and other various commands output from the voice lamp control device 113. The ROM 232 is a memory for storing various control programs and fixed value data executed by the MPU 231. The work RAM 233 is a memory for temporarily storing work data and flags used when the MPU 231 executes various programs.

[0271] The character ROM 235 is a memory that stores data (character information) for effects such as the patterns (background pattern and third pattern) displayed on the third pattern display device 81 in a compressed format. The video RAM 234 is a memory that has an area (not shown) for storing a plurality of pieces of character information read from the character ROM 235 in a decompressed format to generate an image to be displayed on the third pattern display device 81, and a frame buffer area (not shown) for temporarily storing one frame of display data generated using at least a part of the decompressed plurality of pieces of character information until the display is performed.

[0272] The image controller 236 adjusts the timing of the MPU 231, video RAM 234, and output port 238 to mediate the reading and writing of data, and also reads out display data stored in the frame buffer area of ​​the video RAM 234 at a predetermined timing and displays it on the third pattern display device 81.

[0273] The power supply device 115 has a power supply unit 251 for supplying power to each unit of the pachinko machine 10, a power failure monitoring circuit 252 for monitoring power interruption due to a power failure or the like, and a RAM deletion switch circuit 253 provided with a RAM deletion switch 122 (see FIG. 3). The power supply unit 251 is a device that supplies the necessary operating voltage to each of the control devices 110-114, etc. through a power supply path not shown. In summary, the power supply unit 251 takes in an AC voltage of 24 volts supplied from the outside, generates a voltage of 12 volts for driving various switches such as the various switches 208, solenoids such as the solenoid 209, motors, etc., a voltage of 5 volts for logic, a backup voltage for RAM backup, etc., and supplies the necessary voltages to each of the control devices 110-114, etc.

[0274] The power failure monitoring circuit 252 is a circuit for outputting a power failure signal SG1 to each NMI terminal of the MPU 201 of the main control device 110 and the MPU 211 of the dispensing control device 111 when the power is cut off due to the occurrence of a power failure or the like. The power failure monitoring circuit 252 monitors the voltage of 24 volts DC stable, which is the maximum voltage output from the power supply unit 251, and when this voltage becomes less than 22 volts, it determines that a power failure (power failure, power cut) has occurred, and outputs the power failure signal SG1 to the NMI terminals of the main control device 110 and the dispensing control device 111. By outputting the power failure signal SG1, the main control device 110 and the dispensing control device 111 recognize the occurrence of a power failure and execute NMI interrupt processing. Note that the power supply unit 251 is configured to maintain the output of the voltage of 5 volts, which is the drive voltage of the control system, at a normal value for a sufficient time to execute the NMI interrupt processing, even after the voltage of 24 volts DC stable becomes less than 22 volts. Therefore, the main control unit 110 and the dispensing control unit 111 can normally execute and complete the NMI interrupt processing (see FIG. 18).

[0275] The RAM clear switch circuit 253 is a circuit for outputting a RAM clear signal SG2 to the main control device 110 to clear the backup data when the RAM clear switch 122 (see FIG. 3) is pressed. When the main control device 110 inputs the RAM clear signal SG2 when the pachinko machine 10 is powered on, it clears the backup data and transmits a payout initialization command to the payout control device 111 to clear the backup data in the payout control device 111.

[0276] Next, each control process executed by the MPU 201 in the main control device 110 will be described with reference to the flowcharts of Figures 10 to 17. The processes of the MPU 201 are roughly divided into start-up process that is started when the power is turned on, main process that is executed after the start-up process, timer interrupt process that is started periodically (every 2 millisecond period in this embodiment), and NMI interrupt process that is started by input of a power failure signal SG1 to the NMI terminal. Here, for convenience of explanation, the timer interrupt process and NMI interrupt process will be explained first, and then the start-up process and main process will be explained.

[0277] 10 is a flowchart showing timer interrupt processing executed by the MPU 201 in the main control device 110. The timer interrupt processing is a periodic process that is repeatedly executed, for example, every 2 milliseconds. The MPU 201 executes this timer interrupt processing to perform various processes that should be executed periodically.

[0278] In this timer interrupt process, first, external output process is executed (S101). In the timer interrupt process and main process, commands to be transmitted to the dispensing control device 111, the voice lamp control device 113, etc. are generated based on various processes, and temporarily stored in a command transmission ring buffer provided in the RAM 203. In the external output process of S101, output data of commands, etc. stored in this command transmission ring buffer is transmitted to each control device (peripheral control device) on the sub side.

[0279] For example, the reserved ball number command set in the start winning process (see FIG. 12) is transmitted to the voice lamp control device 113. Also, the variation pattern command, stop type command, confirmation command, etc. set in the variation process (see FIG. 13) and the variation start process (FIG. 14), which is one process of the variation process, are transmitted to the voice lamp control device 113. In addition, when a ball is launched in the process of S111 described later, the ball launch signal set at that time is transmitted to the launch control device 112.

[0280] Next, the prize ball count signal and the payout abnormality signal received from the payout control device 111 are read (S102), and then, when in the jackpot state, a large opening / closing process for opening or closing the large winning opening (large open opening) 65a of the variable winning device 65 is executed (S103). That is, the large winning opening 65a is opened for each round in the jackpot state, and it is determined whether the maximum opening time of the large winning opening 65a has elapsed or a specified number of balls have won in the large winning opening 65a. Then, when any of these conditions is satisfied, the large winning opening 65a is closed. The opening and closing of the large winning opening 65a are repeatedly executed for a predetermined number of rounds.

[0281] Next, a display control process for the second symbol (for example, a symbol of "○" or "×") by the second symbol display device 83 is executed (S105). Briefly explained, on the condition that the ball has passed through the through gate 67, the value of the second winning random number counter C4 is acquired at the timing of passing, and the variable display of the second symbol is performed by the second symbol display device 83. Then, a lottery for the second symbol is performed based on the value of the second winning random number counter C4, and when the second symbol is in the winning state, the electric accessory associated with the second start opening 64b is opened for a predetermined time.

[0282] Next, a switch reading process is executed (S106). That is, the state of the various switches 208 connected to the main control device 110 is read, and the state of the switch is judged and the detection information (winning detection information) is stored. Also, based on the winning detection information, a prize ball command corresponding to the number of acquired balls to be transmitted to the payout control device 111 is set in a command transmission ring buffer provided in the RAM 203. As a result, the prize ball command is transmitted to the payout control device 111 by the process of S101 of the timer interrupt process executed next. Details of the switch reading process (S106) will be described later with reference to FIG. 11.

[0283] Next, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are updated (S107). Specifically, the first initial value random number counter CINI1 is incremented by 1, and when the counter value reaches the maximum value (899 in this embodiment), it is cleared to 0. The updated value of the first initial value random number counter CINI1 is then stored in the corresponding counter buffer area of ​​the RAM 203. Similarly, the second initial value random number counter CINI2 is incremented by 1, and when the counter value reaches the maximum value (250 in this embodiment), it is cleared to 0, and the updated value of the second initial value random number counter CINI2 is stored in the corresponding counter buffer area of ​​the RAM 203.

[0284] Furthermore, the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, the fluctuation type counter CS1, and the second hit random number counter C4 are updated (S108). Specifically, the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, the fluctuation type counter CS1, and the second hit random number counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values ​​(899, 99, 99, 198, and 250, respectively, in this embodiment), they are each cleared to 0. Also, when the first hit random number counter C1 or the second hit random number counter C4 has completed one cycle, the value of the first initial value random number counter CINI1 or the second initial value random number counter CINI2 at that time is read as the initial value of the first hit random number counter C1 or the second hit random number counter C2, and the initial value is set to the first hit random number counter C1 or the second hit random number counter C2. Then, the updated values ​​of the counters C1 to C4 are stored in the corresponding counter buffer areas of the RAM 203.

[0285] Next, a process for displaying the first symbol display device 37 and a variable process for setting a variable pattern of the third symbol by the third symbol display device 81 are executed (S109), and then a start winning process associated with a win in either the first start hole 64a or the second start hole 64b is executed (S110). Details of the variable process will be described later with reference to FIG. 13, and details of the start winning process will be described later with reference to FIG. 12.

[0286] After the start winning process is executed, the launch control process is executed (S111), and other processes that should be executed periodically are executed (S112), and the timer interrupt process is terminated. The launch control process is a process that determines whether the ball launch is on or off, on the condition that the touch sensor 51a detects that the player is touching the operation handle 51, and the shot stop switch 51b for stopping the launch is not operated. Then, when the ball launch is on, in order to send a ball launch signal to the launch control device 112, the information of the ball launch signal is set in the command transmission ring buffer provided in the work RAM 203. As a result, the ball launch signal is sent to the launch control device 112 via the payout control device 111 by the process of S101 of the timer interrupt process that is executed next.

[0287] In addition, the other processing (S112) includes a process for determining whether the pachinko machine 10 is in an error state. For example, if the ball guided to the ball discharge path (i.e., the ball shot into the play area) is not detected by the out switch 208f for a predetermined time or more despite the information of the ball shot signal being set in the processing of S111, it is determined that the machine is in an error state as there is a possibility of ball clogging. Also, if a payout abnormality signal is read in the processing of S102, it is determined that the payout of the balls is in an error state. Furthermore, if the pachinko machine 10 is subjected to large vibrations or if it is determined that a magnet has been brought close to the pachinko machine 10, it is determined that there is a possibility of cheating in the game and that the machine is in an error state.

[0288] Whether or not a large vibration has been applied to the pachinko machine 10 is determined by providing a vibration sensor that detects vibrations in the pachinko machine 10, configuring the output of the vibration sensor to be input to the input / output port 205 of the main control device 110, and reading the output of the vibration sensor in the processing of S112. Whether or not a magnet has been brought close to the pachinko machine 10 is determined by providing a magnetic sensor that detects changes in magnetism in the pachinko machine 10, configuring the output of the magnetic sensor to be input to the input / output port 205 of the main control device 110, and reading the output of the magnetic sensor in the processing of S112.

[0289] If it is determined in the process of S112 that an error state exists, an error command including information regarding the error type is set in a command transmission ring buffer provided in the RAM 203. As a result, the error command is transmitted to the voice lamp control device 113 by the process of S101 of the timer interrupt process that is executed next. Then, a warning sound according to the error type is output from the voice output device 226, the display lamp 34 is turned on or blinked, and an image according to the error type is displayed on the third pattern display device 81.

[0290] Next, a switch reading process (S106), which is one process of the timer interrupt process executed by the MPU 201 in the main control device 110, will be described with reference to the flowchart of Fig. 11. Fig. 11 is a flowchart showing this switch reading process (S106).

[0291] In the switch reading process, first, the outputs of each switch, the first start port switch 208a, the second start port switch 208b, the first normal prize port switch 208c, the second normal prize port switch 208d, the large prize port switch 208f and the out switch 208g, are read by referring to the start 1 port 205a, the start 2 port 205b, the normal 1 port 205c, the normal 2 port 205d, the large prize port port 205e and the out port 205f of the input / output port 205, and a determination is made as to whether or not a prize has been won in the first start port 64a, the second start port 64b, the first normal prize port 63a, the second normal prize port 63b and the large prize port 65a, and whether or not a ball has been guided to the ball discharge path, and the detection information (winning detection information) is saved (S151). The determination of whether one ball has won or not and the determination of one ball guided to the ball discharge path are performed over three timer interrupt processes based on the outputs of the switches 208a to 208f.

[0292] Next, if any of the first start opening 64a, the second start opening 64b, the first normal winning opening 63a, the second normal winning opening 63b, and the large winning opening 65a is determined to have won a prize by the process of S151 based on the winning detection information, a prize ball command corresponding to the number of winning balls is set in the command transmission ring buffer provided in the RAM 203 so that the number of prize balls corresponding to the winning winning opening (i.e., the number specified by the prize ball number table 202e) is paid out (S152). As a result, the prize ball command is transmitted to the payout control device 111 by the process of S101 of the timer interrupt process executed next.

[0293] Then, based on the winning detection information, if any of the first starting port 64a, the second starting port 64b, the first normal winning port 63a, the second normal winning port 63b, and the large winning port 65a is determined to have had a winning port by the processing of S151, the counter corresponding to the winning port where a winning port has been won among the start 1 counter 203d, the start 2 counter 203e, the normal 1 counter 203f, the normal 2 counter 203g, and the large winning port counter 203h is counted up by one, and if it is determined that a ball has been guided to the ball discharge path, the out counter 203i is counted up by one (S153).

[0294] Next, it is determined whether 0.5 seconds have passed since the winning information (the value of each counter 203d-i and information on the game state of the pachinko machine 10) was set in the previous bonus ratio management chip 207 (S154). If 0.5 seconds have not passed (S154: No), the switch reading process is terminated and the process returns to the timer interrupt process.

[0295] On the other hand, if it is determined that 0.5 seconds have elapsed (S154: Yes), the processes of S155 to S157 are executed. First, in the process of S155, the values ​​of the start 1 counter 203d, the start 2 counter 203e, the normal 1 counter 203f, the normal 2 counter 203g, and the big prize opening counter 203h are treated as winning information, and the value of the out counter 203i is treated as out information, and are set in the bonus ratio management chip 207 together with the game state of the pachinko machine 10 at that time (S155).

[0296] As a result, the value of the start 1 counter 203d is set to the start 1 buffer 262a of the reel ratio management chip 207, the value of the start 2 counter 203e is set to the start 2 buffer 262b of the reel ratio management chip 207, the value of the normal 1 counter 203f is set to the normal 1 buffer 262c of the reel ratio management chip 207, the value of the normal 2 counter 203g is set to the normal 1 buffer 262d of the reel ratio management chip 207, the value of the large prize opening counter 203h is set to the large prize opening buffer 262e of the reel ratio management chip 207, and the value of the out counter 203i is set to the out buffer 262f of the reel ratio management chip 207.

[0297] In this way, the counters 203d to 203i continue to count the number of balls for 0.5 seconds, and when 0.5 seconds have passed, the values ​​of the counters 203d to 203h become winning information, and the value of the out counter 203i becomes out information, which are set together with information indicating the game state at that time in the bonus ratio management chip 207. That is, in this pachinko machine 10, the MPU 201 counts the number of balls that have won in each winning hole at every 0.5 second interval, and also counts the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), and sets the counting results in the bonus ratio management chip 207. As described later, the feature ratio management chip 207 accumulates these counted values ​​for each value until it is time to calculate the feature ratio, thereby counting the number of balls that have entered each winning slot for each winning slot during the period from when the power is turned on until it is time to calculate the feature ratio for the first time, or from when the feature ratio was last calculated until it is time to calculate the feature ratio again, and also counts the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in play).

[0298] If MPU 201 did not count the number of balls that entered each winning slot or the number of balls guided to the ball discharge path (i.e., the number of balls used in a game), and these counting operations were performed only by the bonus ratio management chip 207, the bonus ratio management chip would also have to monitor the winning balls that entered each winning slot and the balls guided to the ball discharge path at short intervals (for example, every 2 milliseconds), which would increase the processing load and could also increase power consumption.

[0299] In contrast, in this pachinko machine 10, the MPU 201 counts and sets these counting results in the bonus ratio management chip 207 at 0.5 second intervals, so that the bonus ratio management chip 207 counts the number of balls that have won in each winning slot for each winning slot every 0.5 seconds from when the power is turned on until the bonus ratio is calculated for the first time, or from when the bonus ratio is calculated last time until the bonus ratio is calculated next time, and also executes a process of counting the number of balls guided to the ball discharge path (i.e., the number of balls used in a game). Therefore, the processing load and power consumption in the bonus ratio management chip 207 can be suppressed.

[0300] On the other hand, the MPU 201 counts the number of winning balls in each winning port and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) at 2 millisecond intervals when the timer interrupt process is executed, but these monitoring processes are necessary for main control of the game, such as the big win lottery and the prize ball judgment, and are originally processed at short time intervals of 2 milliseconds. In addition, since the launch interval of the balls launched into the game area by the ball launch unit 112a (see FIG. 5) in the pachinko machine 10 is about 0.6 seconds, the number of winning balls in each winning port and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), which are counted at 0.5 second intervals, are almost always 0 or 1 ball, or at most a few balls, so the amount of data required for the counters 203d to 203i provided in the RAM 203 may be small. This counting process can suppress an increase in the capacity of the RAM 203. Therefore, even if the MPU 201 executes a process to count the number of balls that have entered each winning port in 0.5 seconds for each winning port and to count the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game), there is no significant effect.

[0301] The game status set by the processing of S155 includes, for example, a jackpot, the inner frame 12 or the front frame 14 being open, and an error. Whether the inner frame 12 or the front frame 14 is open is determined by the MPU 201 referring to the door opening port 205g and checking the output of the door opening switch 208g.

[0302] In addition, whether or not the game state is in an error state is based on the result determined by the process of S112 of the timer interrupt process. In the process of S155, if it is determined in the process of S112 that the game state is in an error state, information indicating that the game state is in an error state is set in the bonus ratio management chip 207.

[0303] When the game state set by the processing of S155 includes a jackpot, jackpot information is stored in the jackpot buffer 262g, when the game state includes an open state of the inner frame 12 or the front frame 14, door open information is stored in the open buffer 262h, when the game state includes an error, error information is stored in the error buffer 262i. Then, in the role ratio management chip 207, these pieces of information are finally recorded in the game state data 264d of the second reading and writing memory 264. When the inspection device 300 is connected to the inspection terminal 207a, information on the game state is transmitted to the inspection device 300 together with information on the role ratio. Therefore, when the inspection device 300 analyzes the role ratio of the pachinko machine 10 and finds an inexplicable trend in the role ratio, it can search for the cause by referring to the information indicating the game state.

[0304] After the process of S155, an interrupt signal is sent to the bonus ratio management chip 207 (S156). Based on this interrupt signal, the bonus ratio management chip 207 executes a setting information receiving process (see FIG. 19) described later, and based on various information set in the buffer 262, counts the number of winning balls for each winning hole, counts the number of balls guided to the ball discharge path (i.e., balls shot into the play area), and stores the number of balls in the first reading memory 263, and also stores information on the play state of the pachinko machine 10 in the first reading memory 263.

[0305] After the process of S156, the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, and big prize port counter 203h corresponding to each prize port, and the out counter 203i corresponding to the out switch 208f are initialized to 0 (S157), the switch reading process is terminated, and the process returns to the timer interrupt process. When these counters 203d to 203i are initialized to 0 by the process of S157, the number of balls that have entered each prize port in the next 0.5 seconds is counted by the counters 203d to 203h for each prize port, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted by the out counter 203i.

[0306] In the process of S154, when this process is executed for the first time after power is supplied to the main control device 110, it is considered that 0.5 seconds have passed since the previous setting of winning information (information on the value of each counter 203d-i and the game status of the pachinko machine 10) in the bonus ratio management chip 207 (S154: Yes), and the process proceeds to S155. As a result, the values ​​of the counters 203d-203i of the RAM 203, which are the number of balls that have won in each winning hole and the number of balls that have been guided to the ball discharge path detected before the power is cut off and which were not set in the bonus ratio management chip 207 at the time of the power cut, can be set in the bonus ratio management chip 207 immediately after power is supplied, on the condition that they are held even during the power cut. Therefore, it is possible to suppress the loss of recording of winning information and out information due to the power cut in the bonus ratio management chip 207.

[0307] Next, the start winning process (S110), which is one process of the timer interrupt process executed by the MPU 201 in the main control device 110, will be described with reference to the flowchart of FIG. 12. FIG. 12 is a flowchart showing this start winning process (S110). The start winning process judges whether or not a ball has entered either the first start hole 64a or the second start hole 64b (start winning), and if there is a start winning, executes a process of storing (reserving) the values ​​of each counter C1 to C3, CS1 in the reserved ball storage area 203b. Also, executes a process for transmitting the reserved values ​​of each counter C1 to C3, CS1 together with the number of reserved balls to the voice lamp control device 113.

[0308] When the MPU 201 executes this start winning process, it first determines whether the ball has won (start winning) in the first start hole 64a or the second start hole 64b (S201). Here, the result of the presence or absence of winning in the first start hole 64a or the second start hole 64b, determined based on the output signal of the first start hole switch 208a that detects winning in the first start hole 64a and the second start hole switch 208b that detects winning in the second start hole 64b, is used by the process of S151 of the switch reading process (see FIG. 11).

[0309] When it is determined that a ball has entered the first start port 64a or the second start port 64b (a start entry has occurred) (S201: Yes), it is determined whether the value of the reserved ball number counter 203a (the number of reserved balls N for the variable performance reserved in the main control device 110) is less than the upper limit value (4 in this embodiment) (S202). Then, if there is no entry into either the first start port 64a or the second start port 64b (S201: No), or if there is a entry into the first start port 64a or the second start port 64b but the number of reserved balls N is not < 4 (S202: No), the process returns to the timer interrupt process.

[0310] On the other hand, if there is a winning entry into the first start hole 64a or the second start hole 64b (S201: Yes) and the number of reserved balls N is less than 4 (S202: Yes), the value of the reserved ball number counter 203a (reserved ball number N) is incremented by 1 (S203). Then, the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the change type counter CS1 are read from the counter buffer (see FIG. 7), and are reserved (stored) in the first winning random number counter storage area 203b1, the first winning type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the change type counter storage area 203b4, which correspond to the value indicated by the reserved ball number counter 203a, among the reserved first to fourth areas provided in the reserved ball storage area 203b of the RAM 203 (S204).

[0311] Specifically, if the value of reserved ball counter 203a after the addition in the process of S203 is "1", the values ​​of counters C1 to C3 and CS1 are reserved in each storage area of ​​reserved area 1. Also, if the value of reserved ball counter 203a after the addition is "2", the values ​​of counters C1 to C3 and CS1 are reserved in each storage area of ​​reserved area 2, if the value of reserved ball counter 203a after the addition is "3", the values ​​of counters C1 to C3 and CS1 are reserved in each storage area of ​​reserved area 3, and if the value of reserved ball counter 203a after the addition is "4", the values ​​of counters C1 to C3 and CS1 are reserved in each storage area of ​​reserved area 4.

[0312] Next, in order to transmit a reserved ball number command including the value (reserved ball number N) of the reserved ball number counter 203a after the addition by the process of S203 and the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 stored (reserved) in the reserved ball storage area 203b by the process of S204 to the voice lamp control device 113, the reserved ball number command is set in a command transmission ring buffer provided in the RAM 203 (S205). As a result, the reserved ball number command is transmitted to the voice lamp control device 113 by the external output process of S101 of the timer interrupt process executed next.

[0313] By receiving the reserved ball number command, the voice lamp control device 113 instructs the display control device 114 to display the reserved ball number pattern corresponding to the reserved ball number N in the reserved ball number display area Db (see FIG. 4). In addition, the voice lamp control device 113 uses the values ​​of each counter C1-C3, CS1 included in the reserved ball number command to read ahead before the variable performance based on each value is executed, and judges what the variable performance will be (whether it will be a jackpot or not, what the variable time will be, etc.) before the variable performance is executed. Then, based on the judgment result by the read-ahead, it is possible to decide the execution of various performances.

[0314] In addition, the values ​​of each counter C1 to C3, CS1 to be included in the reserved ball count command in the processing of S205 may be the values ​​read from the counter buffer by the processing of S204, or the values ​​stored (reserved) in the reserved ball storage area 203b in the processing of S204 may be read.

[0315] When the process of S205 is completed, the process returns to the timer interrupt process.

[0316] Next, referring to Fig. 13, the variable processing (S109) which is one process of the timer interrupt processing executed by the MPU 201 in the main control device 110 will be described. Fig. 13 is a flow chart showing this variable processing (S109). The variable processing (S109) controls the variable display in the first pattern display device 37 and the variable performance performed in the third pattern display device 81.

[0317] In this variation process, first, it is determined whether or not the game is currently in a jackpot (S301). The jackpot includes the jackpot game displayed on the third symbol display device 81 and the first symbol display device 37 at the time of the jackpot, and the predetermined time after the jackpot game ends. If the result of the determination is that the game is in a jackpot (S301: Yes), the process ends as it is.

[0318] If it is not a jackpot (S301: No), it is determined whether the display mode of the first symbol display device 37 is changing (S302), and if the display mode of the first symbol display device 37 is not changing (S302: No), it is then determined whether a predetermined time has passed since the changing display on the first symbol display device 37 stopped (S303). As a result, if the predetermined time has not passed since the change stopped (S303: No), this process is terminated. As a result, the stopped symbols in the changing performance are displayed on the first symbol display device 37 and the third symbol display device 81 for a predetermined time, so that the stopped symbols can be visually recognized by the player.

[0319] On the other hand, as a result of the processing of S303, if a predetermined time has elapsed after the fluctuation has stopped (S303: Yes), it is determined whether the value of the reserved ball number counter 203a (the number of reserved balls N of the fluctuation display held in the main control device 110) is greater than 0 (S304). As a result, if the value of the reserved ball number counter 203a (the number of reserved balls N) is not 0 (S304: Yes), it is determined that it is time to start executing the fluctuation performance, and first, the value of the reserved ball number counter 203a (the number of reserved balls N) is decremented by 1 (S305). This is because the fluctuation start processing (S307) starts the execution of one of the reserved fluctuation performances, so the number of reserved balls is reduced by one.

[0320] Next, the data stored in the reserved ball storage area 203b is shifted (S306). This data shift process is a process in which the data stored in the reserved areas 1 to 4 of the reserved ball storage area 203b is shifted in sequence toward the reserved ball execution area 203c, and the data in each area is shifted in the following order: reserved area 1 → reserved ball execution area 203c, reserved area 2 → reserved area 1, reserved area 3 → reserved area 2, reserved area 4 → reserved area 3, and so on.

[0321] After the data shift process of S306, the first symbol display device 37 and the third symbol display device 81 are subjected to a change start process based on the values ​​of the various counters stored in the reserved ball execution area 203c by the data shift process (S307), and the process returns to the timer interrupt process. The change start process will be described later with reference to FIG.

[0322] In the process of S304, if it is determined that the value of the reserved ball counter 203a (reserved ball number N) is 0 (S304: No), it is determined whether or not a demo performance is being performed in the third pattern display device 81, that is, whether or not a demo is in progress (S308). In this determination process, after a demo command is sent to the display control device 114 via the sound lamp control device 113, it is determined that the demo is in progress until it is determined that the value of the reserved ball counter 203a (reserved ball number N) is greater than 0.

[0323] Then, if it is determined that the demo is not in progress (S308: No), the demo command to be sent to the voice lamp control device 113 is set (S309), and the process returns to the timer interruption process. On the other hand, if it is determined that the demo is in progress (S309: Yes), the process returns to the timer interruption process as it is. The demo command set in the process of S309 is stored in a ring buffer for command transmission provided in the RAM 203, and is sent to the voice lamp control device 113 during the external output process (S101 in FIG. 14) of the timer interruption process that is executed next. When the voice lamp control device 113 receives the demo command, it instructs the display control device 114 to display a demo performance on the third pattern display device 81.

[0324] Here, the demo command is set when there is no reserved ball when a predetermined time has elapsed after the fluctuation has stopped, as described above. Therefore, if the fluctuation display does not start even after a predetermined time has elapsed after the fluctuation has stopped, a demo performance is displayed on the third symbol display device 81.

[0325] In addition, when it is determined in the process of S308 that the demo is not in progress (S308: No), a process may be further executed to determine whether or not a second predetermined time longer than the above-mentioned predetermined time has elapsed after the fluctuation has stopped, and when the second predetermined time has elapsed after the fluctuation has stopped, the process of S309 may be executed to set a demo command. In this way, when there are no reserved balls after the fluctuation has stopped, the demo performance is not started immediately, and the stopped symbols of the stopped variable performance can be shown to the player for a relatively long time.

[0326] In the process of S302, when it is determined that the display mode of the first pattern display device 37 is changing (S302: Yes), it is determined whether the change time has elapsed (S310). The display time during the change of the first pattern display device 37 is determined according to the change pattern selected by the change type counter CS1 (determined according to the change pattern command), and if this change time has not elapsed (S310: No), the display of the first pattern display device 37 is updated (S311) and the process returns to the timer interrupt process.

[0327] In this embodiment, from the start of the fluctuation until the fluctuation time has elapsed, the display mode of the LEDs 37a of the first pattern display device 37 is set so that, for example, if the currently lit LED is red, the red LED is turned off and the green LED is turned on, if the green LED is lit, the green LED is turned off and the blue LED is turned on, and if the blue LED is lit, the blue LED is turned off and the red LED is turned on.

[0328] The variation process is executed every 2 milliseconds, but if the LED color is changed every time the variation process is executed, the player will not be able to see the change in the LED color. Therefore, in order for the player to be able to see the change in the LED color, a counter (not shown) is counted by 1 every time the variation process is executed, and when the counter reaches 200, the LED color is changed. In other words, the LED color is changed every 0.4 seconds. The counter value is reset to 0 when the LED color is changed.

[0329] On the other hand, if the variation time of the first symbol display device 37 has elapsed (S310: Yes), a display mode corresponding to the stopped symbol is set for the first symbol display device 37 (S312). The stopped symbol is set in advance by a variation start process (S307) described later with reference to FIG. 14. In the variation start process, whether or not it is a jackpot is determined according to the value of the first winning random number counter C1 stored in the reserved ball execution area 203c by the process of S306, and if it is a jackpot, it is determined according to the value of the first winning type counter C2 whether the symbol will be a 15R guaranteed jackpot (a guaranteed jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 15), a 2R guaranteed jackpot (a guaranteed jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 2), or a 15R normal jackpot (a jackpot that transitions to a low probability state after a jackpot with a maximum number of rounds of 15).

[0330] In this embodiment, if the jackpot is a 15R jackpot, the blue LED is turned on, if the jackpot is a 2R jackpot, the red LED is turned on, and if the jackpot is a 15R normal jackpot, the red and blue LEDs are turned on. If the jackpot is a miss, the red and green LEDs are turned on. Each LED is turned off when the next variation display starts, but it may be turned on for only a few seconds after the variation stops.

[0331] When the display mode of the first pattern display device 37 corresponding to the stopped pattern is set in the process of S312, a confirmation command is set (S313) to confirm and display the stopped pattern of the variable performance in the third pattern display device 81 in synchronization with the lighting of the LED in the first pattern display device 37, and the process returns to the timer interrupt process. When the voice lamp control device 113 receives this confirmation command, it instructs the display control device 114 to stop the variable display of the third pattern in the third pattern display device 81 and to confirm and display the stopped pattern.

[0332] Next, referring to Fig. 14, the change start process (S307), which is one of the processes of the change process executed by the MPU 201 in the main control device 110, will be described. Fig. 14 is a flow chart showing the change start process (S307). This change start process (S307) performs a lottery (a big win lottery) for a "jackpot" or a "miss" based on the values ​​of various counters stored in the execution area of ​​the reserved ball storage area, and determines the presentation pattern (change pattern) of the change presentation performed by the first pattern display device 37 and the third pattern display device 81.

[0333] In the fluctuation start process, first, a jackpot lottery (win / lose determination) process is performed to determine whether or not there is a jackpot based on the value of the first win random number counter C1 stored in the reserved ball execution area 203c and the jackpot random number table 202a (see Figure 8 (a)) (S401).

[0334] Whether or not there is a jackpot is determined based on the value of the first jackpot random number counter C1 and its relationship with the mode at that time. As described above, in the jackpot random number table 202a, when the game state (mode) that the pachinko machine 10 can take is in a normal low probability state, "7,307,582" is specified as the jackpot random number value. Also, when the game state (mode) that the pachinko machine 10 can take is in a high probability state, "28,58,85,122,144,178,213,238,276,298,322,354,390,420,448,486,506,534,567,596,618,656,681,716,750,772,809,836,866,892" are specified as the jackpot random number value.

[0335] In the process of S401, the value of the first win random number counter C1 stored in the execution area of ​​the reserved ball storage area is compared with the jackpot random number value defined in the jackpot random number table 202a, and if they match, it is determined that there is a jackpot. If it is determined that there is a jackpot as a result of the process of S401 (S401: Yes), the display mode at the time of the jackpot is set based on the value of the first win type counter C2 stored in the reserved ball execution area 203c and the jackpot type table 202b (see FIG. 8(b)) (S402).

[0336] In this process, the jackpot type table 202b determines the jackpot type associated with the value of the first jackpot type counter C2 stored in the reserved ball execution area 203c, that is, whether it is a 15R variable jackpot in which the maximum number of rounds transitions to a high probability state after a jackpot of 15 rounds, a 15R normal jackpot in which the maximum number of rounds transitions to a low probability state after a jackpot of 15 rounds, or a 2R variable jackpot in which the maximum number of rounds transitions to a high probability state after a jackpot of 2 rounds. Then, based on the determined jackpot type, the display mode (lighting state of the LED 37a) at the time of the jackpot on the first symbol display device 37 is set.

[0337] In addition, in order to stop displaying various jackpot patterns corresponding to the jackpot type in the third pattern display device 81, the display mode at the time of a jackpot in the third pattern display device 81 is set by setting the jackpot type (15R special jackpot, 2R special jackpot, 15R normal jackpot) as the stop type as it is.

[0338] Next, the variation pattern at the time of the jackpot is determined (S403), and the process proceeds to S406. Specifically, the variation time until the first symbol display device 37 and the third symbol display device 81 are stopped and displayed in the display mode at the time of the jackpot is determined. In determining the variation pattern at the time of the jackpot, first, the jackpot variation pattern table 202d1 (see FIG. 8(c)) to be used is selected according to the number of reserved balls at that time indicated by the reserved ball number counter 203a. Then, when the 15R certain jackpot or the 15R normal jackpot is set as the jackpot type in the process of S402, the variation pattern associated with the value of the variation type counter CS1 stored in the reserved ball execution area 203c is selected in the group of "15R jackpot common" in the selected jackpot variation pattern table 202d1. That is, in this case, one of the variation A, variation B, and variation C is selected.

[0339] In addition, when the 2R variable jackpot is set as the jackpot type in the process of S402, the variation pattern associated with the value of the variation type counter CS1 stored in the reserved ball execution area 203c is selected in the "2R variable jackpot only" group of the selected jackpot variation pattern table 202d1. In this embodiment, in this case, only 2R variation is selected. Note that the relationship between the variation pattern (variation A, variation B, variation C, 2R variation) and the variation time is predefined by a table or the like.

[0340] On the other hand, if it is determined in the process of S401 that the jackpot is not a jackpot (S401: No), the display mode for a miss is set (S404). In the process of S404, the display mode of the first symbol display device 37 is set to a display mode corresponding to a miss symbol, and based on the value of the stop pattern selection counter C3 stored in the reserved ball execution area 203c, one of the following stop types to be displayed on the third symbol display device 81 is set: front / rear miss reach, front / rear non-miss reach, or complete miss. In this embodiment, as described above, the table is set so that the range of the value of the stop pattern selection counter C3 corresponding to each stop type is different depending on whether the game state of the pachinko machine 10 is a high probability state or a low probability state.

[0341] Next, the variation pattern at the time of failure is determined (S405), and the process proceeds to S406. Specifically, the variation time until the first symbol display device 37 and the third symbol display device 81 stop and display the failure symbol is determined. At this time, if the game state of the pachinko machine 10 is in a normal low probability state except for the time-saving state, the variation pattern table 202d2 for failure (normal) corresponding to the number of reserved balls at that time indicated by the reserved ball counter 203a (see FIG. 8(d)) is selected. Also, if the game state of the pachinko machine 10 is in a time-saving state or a high probability state during a probability change, the variation pattern table 202d3 for failure (probability change) corresponding to the number of reserved balls at that time indicated by the reserved ball counter 203a (see FIG. 8(e)) is selected.

[0342] Then, when the complete miss is set as the stop type in the process of S404, the variation pattern corresponding to the value of the variation type counter CS1 stored in the reserved ball execution area 203c is selected in the "complete miss only" group of the selected variation pattern table 202d2 for miss (normal) or the variation pattern table 202d3 for miss (probable hit). That is, in this case, the variation D or the variation E is selected.

[0343] In addition, when the stop type is set to the front or rear miss reach or the reach other than the front or rear miss in the process of S402, the fluctuation pattern corresponding to the value of the fluctuation type counter CS1 stored in the reserved ball execution area 203c is selected in the "reach common" group of the selected fluctuation pattern table for miss (normal) 202d2 or fluctuation pattern table for miss (probable change) 202d3. That is, in this case, fluctuation A, fluctuation B, and fluctuation C are selected. Then, the fluctuation time is set based on the relationship between the fluctuation pattern and the fluctuation time, which is specified in advance by a table or the like.

[0344] In the process of S406, based on the variation pattern determined by the processes of S403 and S405, a variation pattern command is set to notify the display control device 114 of the variation pattern via the voice lamp control device 113 (S406). In addition, a stop type command is set to notify the display control device 114 of the stop type set in the process of S402 or S404 via the voice lamp control device 113 (S415), and the process returns to the variation process. These variation pattern commands and stop type commands are stored in a ring buffer for command transmission provided in the RAM 203, and these commands are transmitted to the voice lamp control device 113 in the process of S101 of the timer interrupt process (FIG. 14) that is executed next. When the voice lamp control device 113 receives the variation pattern command or the stop type command, it generates a display variation pattern command or a display type command based on the command and transmits it to the display control device 114.

[0345] 15 is a flowchart showing the NMI interrupt process executed by the MPU 201 in the main control device 110. The NMI interrupt process is a process executed by the MPU 201 in the main control device 110 when the power supply to the pachinko machine 10 is cut off due to a power outage or the like. This NMI interrupt process stores information on the occurrence of a power outage in the RAM 203. That is, when the power supply to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal SG1 is output from the power outage monitoring circuit 252 to the NMI terminal of the MPU 201 in the main control device 110. Then, the MPU 201 interrupts the control being executed and starts the NMI interrupt process, stores the information on the occurrence of the power outage in the RAM 203 as the setting of the information on the occurrence of the power outage (S501), and ends the NMI interrupt process.

[0346] The above-mentioned NMI interruption process is also executed in the payout control device 111, and the power interruption occurrence information is stored in the RAM 213 by the NMI interruption process. That is, when the power supply of the pachinko machine 10 is cut off due to a power outage or the like, the power outage signal SG1 is output from the power outage monitoring circuit 252 to the NMI terminal of the MPU 211 in the payout control device 111, and the MPU 211 interrupts the control being executed and starts the NMI interruption process.

[0347] Next, referring to FIG. 16, the start-up process executed by the MPU 201 in the main control device 110 when the power is turned on will be described. FIG. 16 is a flow chart showing this start-up process. This start-up process is started by a reset at the time of power-on. In the start-up process, first, an initial setting process associated with power-on is executed (S601). For example, a predetermined value is set in the stack pointer. Next, a wait process (1 second in this embodiment) is executed to wait for the sub-side control device (peripheral control devices such as the voice lamp control device 113 and the dispensing control device 111) to become operable (S602). Then, access to the RAM 203 is permitted (S603).

[0348] Thereafter, it is determined whether or not the RAM clearing switch 122 (see FIG. 3) provided on the power supply device 115 is turned on (S604), and if it is turned on (S604: Yes), the process proceeds to S614. On the other hand, if the RAM clearing switch 122 is not turned on (S604: No), it is further determined whether or not information on the occurrence of a power outage is stored in the RAM 203 (S605), and if it is not stored (S605: No), there is a possibility that the process at the time of the previous power outage did not end normally, so in this case as well, the process proceeds to S614.

[0349] If information about the occurrence of a power outage is stored in RAM 203 (S605: Yes), a RAM judgment value is calculated (S606). If the calculated RAM judgment value is not normal (S607: No), that is, if the calculated RAM judgment value does not match the RAM judgment value saved at the time of power outage, the backed up data has been destroyed, and in such a case too, the process proceeds to S614.

[0350] 17, the RAM judgment value is, for example, a checksum value in a working area address of the RAM 203. Instead of this RAM judgment value, the validity of the backup may be determined based on whether or not a keyword written in a predetermined area of ​​the RAM 203 is correctly saved.

[0351] In the process of S614, a payout initialization command is sent to initialize the payout control device 111, which is the sub-side control device (peripheral control device) (S614). When the payout initialization command is received, the payout control device 111 clears the areas (working areas) other than the stack area of ​​the RAM 203, sets initial values, and becomes ready to start controlling the payout of game balls. After sending the payout initialization command, the main control device 110 executes initialization processing of the RAM 203 (S615, S616).

[0352] As described above, in the present pachinko machine 10, when the RAM data is initialized when the power is turned on, for example, when the hall starts business, the power is turned on while pressing the RAM clear switch 122. Therefore, if the RAM clear switch 122 is pressed when the start-up process is executed, the RAM initialization process (S615, S616) is executed. Similarly, if the power interruption occurrence information is not set, or if an abnormality in the backup is confirmed by the RAM judgment value (checksum value, etc.), the RAM 203 initialization process (S615, S616) is executed. In the RAM initialization process (S615, S616), the used area of ​​the RAM 203 is cleared to 0 (S615), and then an initial value is set in the RAM 203 (S616). After the RAM 203 initialization process is executed, the process proceeds to S610.

[0353] On the other hand, if the RAM clear switch 122 is not turned on (S604: No), the power failure occurrence information is stored (S605: Yes), and the RAM judgment value (checksum value, etc.) is normal (S607: Yes), the power failure occurrence information is cleared (S608) while retaining the data backed up in the RAM 203. Then, a payout return command at power recovery is sent to return the sub-side control device (peripheral control device) to the game state at the time of the drive power interruption (S609), and the process proceeds to S610. When the payout control device 111 receives this payout return command, it becomes possible to start the payout control of the game balls while retaining the data stored in the RAM 213.

[0354] In the process of S610, an initialization signal is sent to the reel ratio management chip 207 (S610). As a result, the reel ratio management chip 207, upon receiving the initialization signal, executes an initial setting process such as initializing the buffer 262 and the first read / write memory 263 to all 0 (S711 in FIG. 18), and initializes the reel ratio management chip 207 so that it can manage the reel ratio.

[0355] Next, the information of the prize ball number table 202e is transmitted to the bonus feature ratio management chip 207 (S611). As a result, in the bonus feature ratio management chip 207, the prize ball number table 202e is set in the prize ball number data setting area 265a, and the bonus feature ratio and the consecutive bonus feature ratio of the pachinko machine 10 are calculated based on the number of prize balls when each winning hole indicated by the prize ball number table 202e wins.

[0356] Here, the number of prize balls to be awarded when each winning slot wins is determined by the model of the pachinko machine, and conventionally, this information is stored in the ROM 202. Each time power is supplied, the prize ball number table 202e stored in the ROM 202 is sent to the bonus ball ratio management chip 207, and the information on the number of prize balls is set in the bonus ball number data setting area 265a of the bonus ratio management chip 207, so that it is not necessary to store the information on the number of prize balls that differs for each model in the ROM of the bonus ratio management chip 207 at the manufacturing stage. Therefore, the manufacturing of the bonus ratio management chip 207 can be simplified. In addition, when the model of the pachinko machine is different, it is only necessary to change the ROM 202, and the bonus ratio can be accurately calculated even if the same bonus ratio management chip 207 is used between different models of pachinko machines.

[0357] Next, the information of the trigger information data 202f is transmitted to the bonus feature ratio management chip 207 (S612). As a result, in the bonus feature ratio management chip 207, the trigger information data 202f is set in the trigger setting area 265b, and when the timing (trigger) for calculating the bonus feature ratio indicated by the trigger information data 202f arrives, the bonus feature ratio and the continuous bonus feature ratio of the pachinko machine 10 are calculated.

[0358] Here, since there is a physical limit to the storage capacity of the reel ratio management chip 207 that can record information related to the reel ratio, it is preferable that the timing (trigger) of calculating the reel ratio is determined in consideration of the probability of a big win and the probability of a special bonus in the pachinko machine 10, rather than being fixed in the reel ratio management chip 207. Like the present pachinko machine 10, trigger information data 202f that specifies the timing of calculating the reel ratio determined in consideration of the probability of a big win and the probability of a special bonus in the pachinko machine 10 is stored in the ROM 202, and the trigger information data 202f is transmitted to the reel ratio management chip 207 from the ROM 202 every time power is supplied, so that the reel ratio management chip 207 can calculate the reel ratio and the consecutive reel ratio at a timing that matches the probability of a big win and the probability of a special bonus in the pachinko machine 10, and record the calculated ratio in the second reading and writing memory 264.

[0359] After the process of S612, interrupts are permitted (S613), and the process proceeds to the main process, which will be described later.

[0360] Next, the main processing executed by the MPU 201 in the main control device 110 after the above-mentioned start-up processing will be described with reference to Fig. 16. Fig. 16 is a flowchart showing this main processing. This main processing is roughly divided into a counter update processing and a power-off processing.

[0361] In the main process, it is determined whether or not the power interruption occurrence information is stored in the RAM 203 (S701). If the power interruption occurrence information is not stored in the RAM 203 (S701: No), the power interruption signal SG1 is not output from the power interruption monitoring circuit 252, and the power supply is not interrupted. Therefore, in such a case, the first initial value random number counter CINI1, the second initial value random number counter CINI2, and the fluctuation type counter CS1 are repeatedly updated (S702, S703).

[0362] First, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are updated (S702). Specifically, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are incremented by 1, and when the counter value reaches the maximum value (899, 250 in this embodiment), the counter is cleared to 0. The updated values ​​of the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are then stored in the corresponding counter buffer areas of the RAM 203. Next, the fluctuation type counter CS1 is updated in the same manner as in the process of S108 (see FIG. 10) (S703), and the process proceeds to S701.

[0363] Here, while this main process is being executed, the timer interrupt process described with reference to FIG. 10 is started and executed at a predetermined time interval (2 milliseconds in this embodiment). In the timer interrupt process, different processes are executed according to the state of the game. For example, during a jackpot, the opening and closing of the jackpot winning hole 65a is controlled, and if a ball passes through the through gate 67, the display control of the second pattern by the second pattern display device 83 is executed. In addition, in the jackpot lottery executed when starting the variable display on the first pattern display device 37, the number of jackpot random numbers to be compared with the acquired first jackpot random number counter C1 differs depending on whether the state is high probability or low probability. Therefore, the time required to execute one timer interrupt process changes according to the state of the game. Therefore, the remaining time from the end of one timer interrupt process to the execution timing of the next timer interrupt process is not constant, but changes according to the state of the game at each time.

[0364] The above-mentioned processes of S702 and S703, which are part of the main process, are executed within the remaining time of this timer interrupt process. In other words, the update of the first initial value random number counter CINI1 and the second initial value random number counter CINI2 is repeatedly executed using this remaining time, so that the first initial value random number counter CINI1 and the second initial value random number counter CINI2 (i.e., the initial value of the first hit random number counter C1 and the initial value of the second hit random number counter C4) can be randomly updated, and similarly, the fluctuation type counter CS1 can also be randomly updated. In particular, by randomly updating the first initial value random number counter CINI1 and the second initial value random number counter CINI2, it is possible to provide randomness to the update of the first hit random number counter C1 and the second hit random number counter C2, which use these as the initial values ​​for update.

[0365] In the process of S701, if the occurrence information of power cut is stored in the RAM 203 (S701: Yes), the power is cut off due to the occurrence of a power outage or the power being turned off, and the power outage signal SG1 is output from the power outage monitoring circuit 252, which means that the NMI interrupt process of FIG. 15 is executed, so the process at the time of power cut from S704 onwards is executed. First, the occurrence of each interrupt process is prohibited (S704), a power cut command indicating that the power has been cut off is sent to other control devices (peripheral control devices such as the payout control device 111 and the voice lamp control device 113), and power cut information is sent to the bonus ratio management chip 207 (S705). Then, a RAM judgment value is calculated, the value is saved (S706), access to the RAM 203 is prohibited (S707), and an infinite loop is continued until the power is completely cut off and the process cannot be executed. Here, the RAM judgment value is, for example, a checksum value in the stack area and working area backed up in the RAM 203.

[0366] The process of S701 is executed at the end of one cycle of the processes of S702 and S703, which are performed within the remaining time of the timer interrupt process. As a result, in the main process of the main control device 110, various settings by the timer interrupt process are completed, and the power interruption occurrence information is confirmed at the timing when the updating of each of the counters CINI1, CINI2, and CS1 is completed. Therefore, when recovering from a power-off state, the process can be started from the process of S701 after the start-up process is completed. That is, the process can be started from the process of S701 in the same way as when initialization is performed in the start-up process.

[0367] Therefore, in processing when the power is cut off, the contents of each register used by the MPU 201 need not be saved to a stack area, and the value of the stack pointer need not be saved, and the stack pointer can be set to a predetermined value (initial value) in the initial setting processing (S601), so that processing can start from S701. As a result, the control burden on the main control unit 110 can be reduced, and accurate control can be performed without the main control unit 110 malfunctioning or going out of control.

[0368] In this embodiment, the case has been described where the processes to be periodically executed are executed by the timer interrupt process, and the counters CINI1, CINI2, and CS1 are updated in the main process during the remaining time of the timer interrupt process, but some or all of the processes executed by the timer interrupt process may be configured to be executed every predetermined time (for example, 2 milliseconds) in the main process. For example, some or all of the winning ball count signal, payout abnormality signal reading process (S102), large opening opening opening / closing process (S103), second symbol control process (S105), and switch reading process (S106) executed by the timer interrupt process in this embodiment may be configured to be executed every 2 milliseconds in the main process, not by the timer interrupt process.

[0369] In this case, a step for determining whether a predetermined time (2 milliseconds) has elapsed may be provided in the main processing, and the processing executed at each predetermined time may be executed only when it is determined that the predetermined time has elapsed, and the updating of each counter CINI1, CINI2, CS1 may be executed regardless of whether the predetermined time has elapsed. As a result, the updating of each counter CINI1, CINI2, CS1 is executed during the remaining time of the processing executed at each predetermined time, but since the time required for the execution of the processing executed at each predetermined time changes depending on the state of the game, even in this configuration, each counter CINI1, CINI2, CS1 can be updated randomly.

[0370] Next, each control process executed by the CPU 261 in the bonus feature ratio management chip 207 will be described with reference to Fig. 18 to Fig. 22. The processes of the CPU 261 are roughly classified into a bonus feature ratio management main process that is started when the power is turned on, a setting information reception process that is executed based on an interrupt signal received from the MPU 201 after winning information and the like are set by the MPU 201, and an inspection result output process that is executed based on the connection of the inspection device 300 to the inspection terminal 207a.

[0371] First, referring to Fig. 18, the main process of managing the ratio of the reels executed by the CPU 261 in the reels ratio management chip 207 will be described. Fig. 18 is a flow chart showing the main process of managing the ratio of the reels. The main process of managing the ratio of the reels is started when the power is supplied to the reels ratio management chip 207.

[0372] When the bonus feature ratio management main process is executed, first, it is determined whether or not an initialization signal has been received from the MPU 201 (S710). While it is determined that an initialization signal has not been received (S710: No), the determination of S710 is continued. Then, when it is determined that an initialization signal has been received (S710: Yes), the process proceeds to S711, and initial settings are performed (S711). As a result, the bonus feature ratio management chip 207 waits until at least the initialization of the RAM 203 in the MPU 201 is completed and the MPU 201 is ready to start controlling the game, and then performs the initial settings of the bonus feature ratio management chip 207.

[0373] In the initial setting of S711, when the operation of the bonus ratio management chip 207 is started, the initialization required for each device in the bonus ratio management chip 207 is performed. For example, the buffer 262 and the first read / write memory 263 are all initialized to 0. As a result, even if there is a buffer in the buffer 262 that is not set by the MPU 201 for each of the buffers 262a to 262i, it is possible to suppress meaningless data from remaining in the buffer, and to prevent the meaningless data from being stored in the first read / write memory 263. In addition, in the first read / write memory 263, the number of balls that have won into each winning hole and the number of balls that have been guided to the ball discharge path (i.e., the number of balls that have been shot into the game area) are accumulated and counted from the time when power is supplied to the bonus ratio management chip 207 until the time when the bonus ratio is calculated, and information regarding the game state during that time can be stored.

[0374] Next, it is determined whether or not the information of the prize ball number table 202e has been received from the MPU 201 (S712). If the information has not been received (S712: No), the process of S712 is continued. On the other hand, if it is determined that the information has been received (S712: Yes), the received prize ball number table 202e is set in the prize ball number data setting area 265a (S713). As a result, in the prize ball ratio management chip 207, the prize ball number table 202e is set in the prize ball number data setting area 265a, and the prize ball ratio and the consecutive prize ball ratio of the pachinko machine 10 are calculated based on the number of prize balls when each winning hole indicated by the prize ball number table 202e wins.

[0375] Next, it is determined whether or not the trigger information data 202f has been received from the MPU 201 (S714). If not (S714: No), the process of S714 is continued. On the other hand, if it is determined that the trigger information data 202f has been received (S714: Yes), the received trigger information data 202f is set in the trigger setting area 265b. As a result, in the bonus ratio management chip 207, when the timing (trigger) for calculating the bonus ratio indicated by the trigger information data 202f set in the trigger setting area 265b arrives, the bonus ratio and continuous bonus ratio of the pachinko machine 10 are calculated.

[0376] In this way, only the prize ball number table 202e and the trigger information data 202f transmitted during the start-up process (so-called boot process) executed by the MPU 201 when the main control device 110 is powered on are configured to be set in the prize ball number data setting area 265a and the trigger setting area 265b. This makes it possible to prevent a fraudster from setting a false prize ball number table and trigger information data in the prize ball number data setting area 265a and the trigger setting area 265b.

[0377] Next, when the processes of S710 to S715 are completed, interrupt permission is set (S716). As a result, when an interrupt signal transmitted after the winning information or the like is set by the MPU 201 is received, a setting information receiving process is executed, and an inspection result output process is executed by an interrupt signal generated based on the connection of the inspection device 300 to the inspection terminal 207a.

[0378] If an interrupt signal is input at the same time, the setting information reception process is executed with priority over the inspection result output process. This allows the latest winning information, out information, and information on the game state input from the MPU 201 to be accumulated and stored in the bonus ratio management chip 207, and then information on bonus ratios and the like can be transmitted to the inspection device 300, so that the inspection device 300 can perform analysis including the latest information. On the other hand, if an interrupt signal is input at the same time, the inspection result output process may be executed with priority over the inspection device output process. In this case, when the inspection device 300 is connected to the inspection terminal 207a, information on bonus ratios and the like can be transmitted to the inspection device 300.

[0379] Next, it is determined whether or not power-off information has been received from MPU 201 (S717), and S717 is continued unless power-off information is received (S717: No). During that time, if CPU 261 receives an interrupt signal from MPU 201, it executes setting information reception processing in priority to the processing of S717, and if it receives an interrupt signal generated based on the connection of inspection device 300 to inspection terminal 207a, it executes inspection result output processing.

[0380] As a result of the processing of S717, if the power off information is received (S717: Yes), the power to the main control device 110 (the reel ratio management chip 207) is cut off due to a power outage or the like. Therefore, the reel ratio calculation process is executed (S718), and an infinite loop is continued until the power is completely cut off and the process can no longer be executed. Details of the reel ratio calculation process will be described later with reference to FIG. 21.

[0381] Next, the setting information receiving process executed by the CPU 261 in the bonus ratio management chip 207 will be described with reference to Fig. 19 and Fig. 20. Fig. 19 is a flow chart showing this setting information receiving process. This setting information receiving process is executed based on an interrupt signal received from the MPU 201 after the winning information and the like are set by the MPU 201.

[0382] The setting information receiving process is a process for storing the winning information (values ​​of the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, and large winning port counter 203h) set in each buffer 262a to 262e by the MPU 201, the out information (value of the out counter 203i) set in the out buffer 262f, and the game status set in each buffer 262g to 262i in the first read / write memory 263. In addition, when it is the timing for calculating the ratio of the role, the role ratio and the continuous role ratio are calculated based on the counters 263a to 263e stored in the first read / write memory 263, and the ratio is recorded in the second read / write memory 264 together with the number of shot balls and data on the game status.

[0383] First, refer to Fig. 19. In the setting information receiving process, first, it is determined whether or not there is door open information in the open buffer 262h (S720). If there is door open information in the open buffer 262h (S720: Yes), the door open information is set (added and stored) in the open data 263h together with the current time indicated by the RTC 266 (S721).

[0384] If it is determined by the process of S720 that there is no door open information in the open buffer 262h (S720: No), and after the process of S721, it is then determined whether there is error information in the error buffer 262i (S722). If there is error information in the error buffer 262i (S722: Yes), the error information is set (added and stored) in the error data 263i together with the current time indicated by the RTC 266 (S723).

[0385] If it is determined by the process of S722 that there is no error information in the error buffer 262i (S722: No), and after the process of S723, it is then determined whether or not the current time indicated by the RTC 266 is in the late night time zone (between midnight and 6 a.m.) (S724). Since the late night time zone is usually outside business hours, the fact that an interrupt signal was sent from the MPU 201 during this late night time zone and this setting information receiving process was executed may suggest that some kind of fraudulent activity was performed during the late night time zone. Therefore, if it is determined by the process of S724 that it is in the late night time zone (S724: Yes), in order to leave a record of that fact, the after-hours information is set (added and stored) in the after-hours data 264j together with the current time indicated by the RTC 266 (S725).

[0386] If it is determined by the process of S724 that it is not a late night time period (S724: No), and after the process of S725, it is then determined whether or not there is jackpot information in the jackpot buffer 262g (S726). If there is jackpot information in the jackpot buffer 262g (S726: Yes), the jackpot information is set (added and stored) in the jackpot data 263g together with the current time indicated by the RTC 266 (S727).

[0387] If it is determined by the processing of S726 that there is no jackpot information in the jackpot buffer 262g (S726: No), and after the processing of S727, the values ​​set in the buffers 262a to 262f corresponding to each winning slot and out switch 208f are added to the corresponding counters 263a to 263f of the first read / write memory 263 (S728).

[0388] Specifically, the value set in the start 1 buffer 262a corresponding to the first start port 64a (i.e., the number of balls that entered the first start port 64a for 0.5 seconds) is added to the start 1 counter 263a. As a result, the number of balls that entered the first start port 64a is accumulated in the start 1 counter 263a. The value set in the start 2 buffer 262b corresponding to the second start port 64b (i.e., the number of balls that entered the second start port 64b for 0.5 seconds) is added to the start 2 counter 263b. As a result, the number of balls that entered the second start port 64b is accumulated in the start 2 counter 263b.

[0389] The value set in the normal 1 buffer 262a corresponding to the first normal winning port 63a (i.e., the number of balls that won the first normal winning port 63a in 0.5 seconds) is added to the normal 1 counter 263a. As a result, the number of balls that won the first normal winning port 63a is accumulated in the normal 1 counter 263a. The value set in the normal 2 buffer 262b corresponding to the second normal winning port 63b (i.e., the number of balls that won the second normal winning port 63b in 0.5 seconds) is added to the normal 2 counter 263b. As a result, the number of balls that won the second normal winning port 63b is accumulated in the normal 2 counter 263b. The value set in the large winning port buffer 262e corresponding to the large winning port 65a (i.e., the number of balls that won the large winning port 65a in 0.5 seconds) is added to the large winning port counter 263e. As a result, the number of balls that have entered the special prize opening 65a is accumulated in the special prize opening counter 263e.

[0390] Each counter 263a-264f and each data 263g-264j of the first read / write memory 263 are initialized to 0 in an initial setting process (see FIG. 18) executed when power is supplied to the reel ratio management chip 207, and in S744 (see FIG. 21) executed when it is time to calculate the reel ratio, which will be described later. As a result, the first read / write memory 263 temporarily stores the information set in the buffer 262 by the MPU 201 while accumulating it again until it is time to calculate the reel ratio next time.

[0391] Next, the explanation of the setting information winning process will be continued with reference to FIG. 20. After the process of S728, the trigger information data 202f set in the trigger setting area 265b is referred to (S729). Then, if the trigger (timing) for calculating the bonus ratio indicated by the trigger information data 202f is the "number of shots" (S729: "number of shots"), it is determined whether the value of the out counter 263f (i.e., the number of balls shot into the play area) is equal to or greater than the "predetermined number of balls" (set value) included in the trigger information data 202f (S730). If the value of the out counter 263f is equal to or greater than the "predetermined number of balls" (S730: Yes), it is determined that it is time to calculate the bonus ratio, and the bonus ratio calculation process is executed (S733), and the process proceeds to S734. The details of the bonus ratio calculation process will be described later with reference to FIG. 21. On the other hand, if the value of the out counter 263f is not equal to or greater than the "predetermined number of balls" (S730: No), the process proceeds directly to S734.

[0392] By defining the trigger (timing) for calculating the feature ratio according to the number of shot balls, it is possible to calculate the feature ratio and consecutive feature ratio when a predetermined number of balls are shot. Therefore, it is possible to calculate the feature ratio and consecutive feature ratio at the stage when many balls have entered various winning slots and winning balls have been drawn, and it is possible to calculate an average feature ratio and consecutive feature ratio. Therefore, it is possible to eliminate fluctuations in the feature ratio and consecutive feature ratio over a short period of time during normal play, making it easier for the inspection device 300 to analyze fraudulent behavior.

[0393] In the process of S729, if the trigger (timing) for calculating the ratio of the reels indicated by the trigger information data 202f is "time" (S729: "time"), it is determined whether the current time indicated by the RTC 266 has reached the "predetermined time" (set value) included in the trigger information data 202f (S731). Here, "reached" includes not only the case where the current time indicated by the RTC 266 matches the "predetermined time" but also the case where the "predetermined time" has passed for the first time.

[0394] If the process of S731 determines that the current time shown by the RTC 266 has reached the "predetermined time" (S731: Yes), it is determined that it is time to calculate the ratio of the reels, and the reels ratio calculation process is executed (S733), and the process proceeds to S734. On the other hand, if the current time shown by the RTC 266 has not reached the "predetermined time" (S731: No), the process proceeds directly to S734.

[0395] By defining the trigger (timing) for calculating the bonus feature ratio by the current time, the bonus feature ratio and consecutive bonus feature ratio can be reliably calculated at the arrival of a predetermined time even under circumstances where little play has been performed on the pachinko machine 10. Therefore, the inspection device 300 can reliably analyze the presence or absence of fraudulent activity based on the bonus feature ratio and consecutive bonus feature ratio that have been reliably calculated.

[0396] In the processing of S729, if the trigger (timing) for calculating the ratio of the bonus items indicated in the trigger information data 202f is the "play time" (S729: "play time"), it is determined whether the cumulative time (play time) during which the player has played on the pachinko machine 10 has reached or exceeded the "predetermined time" included in the trigger information data 202f (S732).

[0397] Here, the game time can be calculated, for example, by the following method. That is, a game time counter is provided in the first read / write memory 263. The game time counter, like other counters and data stored in the first read / write memory 263, is initialized to 0 in the initial setting process (see FIG. 18) executed when power is supplied to the role ratio management chip 207, and in S744 (see FIG. 21) described later executed when it is time to calculate the role ratio. Then, in the setting information reception process, the value of the out buffer 262f is confirmed, and if a value of 1 or more is set, it means that a ball guided to the ball discharge path has been detected, that is, a ball has been shot into the play area, so the game time counter is counted up by 1. The setting information reception counter is started by an interrupt signal transmitted from the MPU 201 at 0.5 second intervals. Therefore, the game time can be calculated by accumulating 0.5 seconds to the value of the game time counter.

[0398] If it is determined by the processing of S732 that the game time is equal to or longer than the "predetermined time" (S732: Yes), it is determined that it is time to calculate the ratio of the reels, and the reels ratio calculation processing is executed (S733), and the process proceeds to S734. On the other hand, if the game time is less than the "predetermined time" (S731: No), the process proceeds directly to S734.

[0399] The role ratio and the consecutive role ratio are originally calculated by performing a test shot test of game balls for 10 hours. By defining the trigger (timing) for calculating the role ratio by the play time, the role ratio and the consecutive role ratio that are close to the original definition can be calculated by the role ratio management chip, so that the inspection device 300 can perform analysis using the role ratio and the consecutive role ratio that are close to the original definition.

[0400] In the process of S734, all the buffers 262 are initialized to 0 (S734). As a result, even if there is a buffer that is not set among the buffers 262a to 262i in the next setting of winning information, out information, and game information from the MPU 201, it is possible to suppress meaningless data from remaining in the buffer and to prevent the meaningless data from being stored in the first read / write memory 263. After the process of S734, the setting information receiving process is terminated.

[0401] Next, referring to Fig. 21, the role ratio calculation process (S718, S733) executed by the CPU 261 in the role ratio management chip 207 will be described. Fig. 21 is a flowchart showing this role ratio calculation process. The role ratio calculation process is a process for calculating the role ratio and the continuous role ratio from the information stored in the first reading / writing memory 263 and recording them in the second reading / writing memory 264, and is executed when the timing (trigger) for calculating the role ratio occurs (see Fig. 20), and is also executed when the power is turned off (see Fig. 18).

[0402] In the role ratio calculation process, first, the role ratio is calculated from the values ​​of the counters 263a to 263f stored in the first reading / writing memory 263, and is added to the role ratio data 264a together with the current time indicated by the RTC 266 and recorded (S740). Next, the continuous role ratio is calculated from the values ​​of the counters 263a to 263f stored in the first reading / writing memory 263, and is added to the continuous role ratio data 264b together with the current time indicated by the RTC 266 and recorded (S741).

[0403] The ratio of the combinations and the ratio of the consecutive combinations are calculated as follows. That is, the number of balls that have entered the first start port 64a indicated by the start 1 counter 263a stored in the first reading memory 263, the number of balls that have entered the second start port 64b indicated by the start 2 counter 263b, the number of balls that have entered the first normal winning port 63a indicated by the normal 1 counter 263c, the number of balls that have entered the second normal winning port 63b indicated by the normal 2 counter 263d, and the number of balls that have entered the large winning port 65a indicated by the large winning port counter 263e are multiplied by the number of prize balls associated with each winning port indicated in the number of prize balls table 202e (see FIG. 9) set in the number of prize balls data setting area 265a, and the number of balls paid out to each winning port in association with the winning into that winning port is calculated. Next, the total number of balls paid out to the player is calculated by adding up these.

[0404] Then, the ratio of the total number of balls paid out to the player for winning the second start opening 64b and the total number of balls paid out to the big winning opening 65a is calculated to calculate the ratio of the combination. Also, the ratio of the number of balls paid out to the big winning opening 65a for winning the big winning opening 65a is calculated to calculate the ratio of the consecutive combination.

[0405] Originally, the role ratio and the continuous role ratio refer to the above ratio when the test shot test of the game ball is performed for 10 hours, but in this embodiment, for each timing (trigger) for calculating the role ratio indicated by the trigger information data 202f set in the trigger setting area 265b, the ratio of the number of balls (prize balls) paid out with winning into the second start hole 64b and the big prize hole 65a to the total number of balls (prize balls) paid out to the player from the time when the power is turned on until the first time is reached, or from the previous time to the current time, is calculated as the role ratio, and is recorded in the role ratio data 264a together with the time at that time. Also, the ratio of the number of balls (prize balls) paid out with winning into the big prize hole 65a to the total number of balls (prize balls) paid out to the player from the time when the power is turned on until the first time is reached, or from the previous time to the current time, is calculated as the continuous role ratio, and is recorded in the continuous role ratio data 264b together with the time at that time.

[0406] Even when the power is cut off, the power stored in the capacitor 267 is used to calculate the ratio of the role and the ratio of consecutive roles based on the number of balls (prize balls) paid out during the period from the timing (trigger) of calculating the most recent ratio of the role to the time when it is determined that the power is cut off, and these are recorded in the ratio data 264a or the ratio data 264b together with the time of the calculation. As a result, after the ratio of the role and the ratio of consecutive roles are calculated and recorded, the ratio of the role and the ratio of consecutive roles can be calculated without omission even for the number of prize balls paid out before the power is cut off.

[0407] Next, the value of the out counter 263f, which indicates the total number of balls shot into the play area, is added to the shot ball count data 264c together with the current time indicated by the RTC 266 and recorded (S742). Furthermore, the various jackpot information, door open information, error information, and overtime information stored in the jackpot data 263g, open data 263h, error data 263i, and overtime data 263j, and the time associated with each information (the time when the information was stored) are arranged (sorted) in order from the oldest information, and added to the play status data 264d and recorded (S743).

[0408] In the process of S743, for example, when the jackpot information is stored in the jackpot data 263g at intervals of less than one second, it means that jackpots are occurring continuously as a gaming state, so only the oldest jackpot information and its time are recorded in the gaming state data 264d. Similarly, when the door open information, error information, and out-of-hours information are stored in each data 263h-j at intervals of less than one second, only the oldest information and its time are recorded in the gaming state data 264d. This makes it possible to reduce the storage capacity required for the gaming state data 264d.

[0409] As described above, when the bonus feature ratio management chip 207 receives winning information, out information, and information on the game state from the MPU 201, the chip accumulates and temporarily stores this information in the first read / write memory 263, and whenever the timing (trigger) for calculating the bonus feature ratio occurs, the bonus feature ratio and the continuous bonus feature ratio are calculated based on the information stored in the first read / write memory 263, and are added and recorded in the second read / write memory 264. This makes it possible to manage the bonus feature ratio and the like with a small storage capacity, and to transmit information on the bonus feature ratio and the like to the inspection device 300.

[0410] In addition, the second read / write memory 264 also stores the time when the ratio of the reel and the ratio of the consecutive reel are recorded in the second read / write memory 264. Furthermore, in the second read / write memory 264, not only the ratio of the reel and the ratio of the consecutive reel are recorded, but also information indicating the total number of balls shot into the play area is recorded together with the time when the information is recorded in the second read / write memory 264, and further, information on the game state (jackpot information, door open information, error information, overtime information) is stored in the second read / write memory 264 together with the time when each information is stored in the first read / write memory 263. Therefore, if there is a large change in the ratio of the reel or the ratio of the consecutive reel as a result of analyzing the ratio of the reel and the ratio of the consecutive reel in the inspection device 300, the cause of the change in the ratio of the reel or the ratio of the consecutive reel can be found by analyzing the total number of balls shot into the play area and the game state around the time when the ratio of the reel or the ratio of the consecutive reel is recorded in the second read / write memory 264.

[0411] Here, the information on the ratio of the reel, the ratio of consecutive reels, and the total number of balls shot into the game area that can be recorded in the reel ratio data 264a, the consecutive reel ratio data 264b, and the number of shot balls data 264c is limited to a predetermined number (e.g., 1024). In addition, the total number of winning information, door open information, error information, and overtime information that can be recorded in the game status data 264d is also limited to a predetermined number (e.g., 16384). If a predetermined number of pieces of information have already been recorded in the reel ratio data 264a, the consecutive reel ratio data 264b, the number of shot balls data 264c, or the game status data 264d, the oldest information is erased and the latest information is recorded therein.

[0412] Specifically, the continuous feature ratio data 264b, the number of balls fired data 264c, and the game status data 264d are each configured as a ring buffer, and a memory for managing the position where information is written on each ring buffer is provided, and by shifting the writing position by 1 each time information is written, the oldest information can be erased and the latest information can be recorded in its place.

[0413] In this way, by setting an upper limit on the number of pieces of information that can be recorded in each data, it is possible to suppress an increase in the storage capacity of the second reading and writing memory 264. Also, when the number of pieces of information to be recorded in each data reaches the upper limit, the oldest information is deleted and the latest information is recorded, so that the inspection device 300 can perform analysis including the latest state of the pachinko machine 10.

[0414] After the process of S743, the first reading / writing memory 263 is initialized to all 0 (S744). As a result, the first reading / writing memory 263 temporarily stores the information set in the buffer 262 by the MPU 201 while accumulating it again until the timing for calculating the next role ratio.

[0415] When the processing of S744 is completed, the reel ratio calculation processing is completed.

[0416] Next, the inspection result output process executed by the CPU 261 in the role ratio management chip 207 will be described with reference to Fig. 22. Fig. 22 is a flow chart showing this inspection result output process. This inspection result output process is executed based on an interrupt signal input to the CPU 261 when the connector of the cable connecting the inspection device 300 is inserted into the inspection terminal 207a. In the inspection result output process, data in the second reading / writing memory 264 is output to the inspection device 300.

[0417] When the inspection result output process is executed, first, all the reel ratios recorded in the reel ratio data 264a and the times at which the reel ratios were recorded in the second reading and writing memory 264, which are associated with each reel ratio, are output to the inspection device 300 in the order of the reel ratios recorded oldest first (S751).

[0418] Specifically, in the role ratio data 264a, if the upper limit number (predetermined number) of recordable information is not met, the CPU 261 sequentially reads out the role ratio information recorded in the role ratio data 264a from the position where the role ratio information was first written to the position indicated by the memory that manages the position where information is written (i.e., the position where the role ratio information at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, in the role ratio data 264a, if the upper limit number (predetermined number) of recordable information is met, the CPU 261 shifts the read out position by one in order from the next position indicated by the memory that manages the position where information is written (i.e., the position where the role ratio information at the oldest time is recorded), and sequentially reads out the information recorded up to the position indicated by the memory that manages the position where information is written (i.e., the position where the role ratio information at the latest time is recorded), and transmits it to the inspection device 300. As a result, the role ratio information is output to the inspection device 300 in order from the oldest information.

[0419] Next, all the continuous reel ratios recorded in the continuous reel ratio data 264b and the times at which the continuous reel ratios were recorded in the second reading and writing memory 264, which are associated with each continuous reel ratio, are output to the inspection device 300 in the order of the reel ratios recorded, starting with the oldest (S752).

[0420] Specifically, in the continuous reel ratio data 264b, if the upper limit number (predetermined number) of recordable information is not met, the CPU 261 sequentially reads out the continuous reel ratio information recorded in the continuous reel ratio data 264b from the position where the continuous reel ratio information was first written to the position indicated by the memory that manages the position where information is written (i.e., the position where the continuous reel ratio information at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, in the continuous reel ratio data 264b, if the upper limit number (predetermined number) of recordable information is met, the CPU 261 shifts the read out position by one in order from the next position indicated by the memory that manages the position where information is written (i.e., the position where the continuous reel ratio information at the oldest time is recorded), and sequentially reads out the information recorded up to the position indicated by the memory that manages the position where information is written (i.e., the position where the continuous reel ratio information at the latest time is recorded), and transmits it to the inspection device 300. As a result, the continuous reel ratio information is output to the inspection device 300 in order from the oldest information.

[0421] Next, information regarding the number of balls (number of fired balls) fired into all game areas recorded in the number of fired balls data 264c and the time at which the information on the number of fired balls was recorded in the second reading and writing memory 264, which is associated with the information on each number of fired balls, are output to the inspection device 300 in order starting from the oldest recorded ratio (S753).

[0422] Specifically, if the number of shot balls data 264c does not meet the upper limit (predetermined number) of recordable information, the CPU 261 sequentially reads out the information on the number of shot balls recorded from the position where the information on the number of shot balls was first written in the number of shot balls data 264c to the position indicated by the memory that manages the position where the information is written (i.e., the position where the information on the number of shot balls at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, if the number of shot balls data 264c meets the upper limit (predetermined number) of recordable information, the CPU 261 shifts the read out position by one in order from the next position indicated by the memory that manages the position where the information is written (i.e., the position where the information on the number of shot balls at the oldest time is recorded), and sequentially reads out the information recorded up to the position indicated by the memory that manages the position where the information is written (i.e., the position where the information on the number of shot balls at the latest time is recorded), and transmits it to the inspection device 300. As a result, the information on the number of shot balls is output to the inspection device 300 in order from the oldest information.

[0423] Next, all jackpot information, door open information, error information and out-of-hours information recorded in the game status data 264d, and the time when the information was stored in the first reading and writing memory 263 corresponding to each information, are output to the inspection device 300 in order starting with the oldest information (S754).

[0424] Specifically, in the game status data 264d, if the upper limit number (predetermined number) of recordable information is not met, the CPU 261 sequentially reads out information recorded from the position where information was first written in the game status data 264d to the position indicated by the memory that manages the position where information is written (i.e., the position where the information at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, in the game status data 264d, if the upper limit number (predetermined number) of recordable information is met, the CPU 261 sequentially reads out information recorded up to the position indicated by the memory that manages the position where information is written (i.e., the position where the information at the latest time is recorded), shifting the read out position by one, in order from the next position indicated by the memory that manages the position where information is written (i.e., the position where the information at the latest time is recorded), and transmits it to the inspection device 300. As described above, in the game status data 264d, each piece of information related to the game status is arranged (sorted) from the oldest information and recorded in the game status data 264d. Therefore, the inspection device 300 outputs information on the gaming state in chronological order starting from the oldest information.

[0425] By the processing of S751 to S754, each piece of information is output in order from the oldest to the newest, so that the inspection device 300 can easily analyze the changes over time in the ratio of reels, the ratio of consecutive reels, the number of balls fired, and the game status by analyzing each piece of information in the order in which it was output.

[0426] After the process of S754, the test result output process ends.

[0427] As described above, in this pachinko machine 10, the main control device 110 is provided with a bonus feature ratio management chip 207, which obtains winning information from the MPU 201 and calculates and records bonus feature ratios and consecutive bonus feature ratios in the bonus feature ratio management chip 207. When the inspection device 300 is connected to the inspection terminal 207a, information relating to the bonus feature ratios and consecutive bonus feature ratios recorded in the bonus feature ratio management chip 207 is output to the inspection device 300.

[0428] Here, some cheaters try to open the electric accessory of the second start hole 64b illegally or guide the ball to the second start hole 64b in order to increase the number of winning balls in the second start hole 64b and increase the chance of winning a big win. Also, some cheaters try to open the opening and closing plate of the big win hole 65a illegally or guide the ball to the big win hole 65a in order to get many winning balls. When such cheating occurs, the ratio of the accessory and the ratio of the consecutive accessory become high.

[0429] In contrast, since the pachinko machine 10 is configured as described above, by analyzing the reel ratio and the consecutive reel ratio in the inspection device 300, it is possible to discover any fraudulent activity that is taking place.

[0430] In addition, in this pachinko machine 10, information regarding the number of balls shot into the play area and information regarding the play state are also recorded in the bonus ratio management chip 207 and output to the inspection device 300. Therefore, if the bonus ratio and the consecutive bonus ratio are found to be high by the analysis by the inspection device 300, the cause can be found based on the information regarding the number of balls shot into the play area and information regarding the play state.

[0431] In addition, the reel ratio management chip 207 is provided in the main control device 110, and is stored in one board box 100 together with the MPU 201, ROM 202, etc. This makes it difficult for a fraudster to alter the winning information, etc., input to the reel ratio management chip 207. Therefore, it is possible to maintain high reliability for the reel ratio and continuous reel ratio calculated and output by the reel ratio management chip 207.

[0432] In addition, instead of having the MPU 201 manage the ratio of reels, etc., a dedicated reel ratio management chip 207 for managing the ratio of reels, etc. is provided, so that an increase in the processing load on the MPU 201 can be suppressed, and the MPU 201 can be dedicated to the main control of the game.

[0433] In addition, the bonus feature ratio management chip 207 is provided with a prize ball number data setting area 265a, and when power is supplied, the bonus feature ratio management chip 207 sets the prize ball number table 202e stored in the ROM 202 in the prize ball number data setting area 265a, and calculates the bonus feature ratio and the consecutive bonus feature ratio using the prize ball number table 202e set in the prize ball number data setting area 265a. This eliminates the need to store information on the number of prize balls, which differs for each model, in the ROM of the bonus feature ratio management chip 207 at the manufacturing stage. This makes it possible to simplify the manufacture of the bonus feature ratio management chip 207. In addition, when the model of the pachinko machine is different, it is only necessary to change the ROM 202, and even if the same bonus feature ratio management chip 207 is used between different models of pachinko machines, the bonus feature ratio can be accurately calculated.

[0434] Next, referring to Fig. 23 to Fig. 27, each control process executed by the MPU 221 in the voice lamp control device 113 will be described. The process of the MPU 221 is roughly divided into a start-up process that is started when the power is turned on, and a main process that is executed after the start-up process.

[0435] First, the start-up process executed by the MPU 221 in the voice lamp control device 113 will be described with reference to Fig. 23. Fig. 23 is a flow chart showing this start-up process. This start-up process is started when the power is turned on.

[0436] When the start-up process is executed, first, an initial setting process associated with power-on is executed (S801). Specifically, a predetermined value is set in the stack pointer. Then, depending on whether the power-off processing in progress flag is on, it is determined whether the current start-up process is started during the execution of the power-off processing of S915 (see FIG. 24) due to an instantaneous voltage drop (instantaneous power outage, so-called "instantaneous power outage") (S802). As will be described later with reference to FIG. 24, when the voice lamp control device 113 receives a power-off command from the main control device 110 (see S912 in FIG. 24), it executes the power-off processing of S915. Before the execution of such power-off processing, the power-off processing in progress flag is turned on, and after the power-off processing is completed, the power-off processing in progress flag is turned off. Therefore, whether the power-off processing of S915 is in the middle of execution can be determined by the state of the power-off processing in progress flag.

[0437] If the power-off processing in progress flag is off (S802: No), the current startup process was started after the power was completely cut off, or after a momentary power outage occurred and the execution of the power-off process in S915 was completed, or the process was started after only the MPU 221 of the voice lamp control device 113 was reset due to noise or the like (without receiving a power-off command from the main control device 110). Therefore, in these cases, it is checked whether the data in the RAM 223 is corrupted (S803).

[0438] The confirmation of data corruption in RAM223 is performed as follows. That is, data as a keyword "55AAh" is written in a specific area of ​​RAM223 by the process of S806. Therefore, by checking the data stored in the specific area, if the data is "55AAh", data corruption in RAM223 is not detected, and conversely, if the data is not "55AAh", data corruption in RAM223 can be confirmed. If data corruption in RAM223 is detected (S803: Yes), the process proceeds to S804, and initialization of RAM223 is started. On the other hand, if data corruption in RAM223 is not detected (S803: No), the process proceeds to S808.

[0439] If the current startup process is started after the power supply is completely cut off, the keyword "55AAh" is not stored in the specific area of ​​the RAM 223 (because the memory of the RAM 223 is lost due to the power cut), so it is determined that the data of the RAM 223 is corrupted (S803: Yes), and the process proceeds to S804. On the other hand, if the current startup process is started after a momentary power outage occurs and the execution of th...

Claims

[Claim 1] A gaming machine that, upon the establishment of a predetermined condition, awards a player a predetermined gaming value based on the established predetermined condition, a game performance information display means for displaying game performance information indicating the performance of a game executed on the gaming machine; A storage means for storing information related to the game performance information displayed by the game performance information display means; an initialization means for initializing the information stored in the storage means when the gaming machine is powered on; and a post-initialization display means for displaying, when the information stored in the storage means is initialized by the initialization means, the gaming performance information based on the information newly stored in the storage means on the gaming performance information display means in a manner different from normal for at least a predetermined period of time, The gaming performance information is information indicating the gaming performance for a predetermined calculation period, The gaming machine is characterized in that the gaming performance information display means switches between displaying first gaming performance information, which is the gaming performance information calculated in the current calculation period, and second gaming performance information, which is the gaming performance information calculated in at least one past calculation period.