Game machine
The gaming machine enhances workability by allowing a single-step operation to set the ball extraction state through the integration of specific control switches and a frame control board, addressing the complexity of existing systems.
Patent Information
- Application Number
- JP2023207819
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-08
- Publication Date
- 2025-06-19
- Estimated Expiration
- 2043-12-08
AI Technical Summary
Existing gaming machines require complex two-step operations to set the ball extraction state, which reduces workability and increases the operator's burden.
A gaming machine with a frame control board, a ball extraction switch, and a game value number clear switch, allowing the ball extraction state to be set with a single operation by pressing both switches simultaneously when the power is turned on.
Improves workability by simplifying the operation to set the ball extraction state, reducing the operator's burden and increasing efficiency.
Smart Images

Figure 2025092134000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, a pachinko gaming machine is known, which includes a gaming area where gaming balls (game values) move, a launching device for launching the gaming balls into the gaming area, and the like. The pachinko gaming machine is provided with a start port provided in the gaming area, and when the entry of the gaming ball into the start port is detected, a special symbol lottery is conducted. If the result of the special symbol lottery is a big win, the gaming state shifts to a special gaming state, and a plurality of special games are executed in the special gaming state. In each special game, a large winning port provided in the gaming area operates in an open state, and gaming balls are paid out based on the entry of the gaming balls into the large winning port.
[0003] In addition, there is a gaming machine in which a player can proceed with the game without touching the gaming balls, and some of such gaming machines can set a state (ball discharge state) in which the internal gaming balls can be discharged outside the machine (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in gaming machines, it is required to improve workability.
[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine with improved workability.
Means for Solving the Problems
[0007] To achieve the above object, the gaming machine of the present invention is a gaming machine capable of circulating game balls therein, control means (frame control board 201) capable of setting a ball extraction state for extracting enclosed game balls, a ball extraction switch (ball extraction switch 214) operated when setting the ball extraction state, a game value number counter whose value is updated based on the granting of game values, a game value number clear switch (game ball number clear switch 213) operated when setting the value of the game value number counter to 0, and effect control means (effect control means 300) for controlling the execution of notification, when the value of the game value number counter is 0 and the power is OFF, and the power is turned ON while pressing the ball extraction switch, the ball extraction state is set, when the value of the game value number counter is a value other than 0 and the power is OFF, and the power is turned ON while pressing the game value number clear switch, the value of the game value number counter becomes 0, when the value of the game value number counter is a value other than 0 and the power is OFF, and the power is turned ON while pressing the ball extraction switch, the ball extraction state is not set, when the value of the game value number counter is a value other than 0 and the power is OFF, and the power is turned ON while pressing both the ball extraction switch and the game value number clear switch, the ball extraction state is set.
[0008] When the value of the game value counter is 0, the ball extraction state can be set by turning on the power while pressing the ball extraction switch. However, when the value of the game value counter is a value other than 0, the ball extraction state cannot be set even if the power is turned on while pressing the ball extraction switch. When the value of the game value counter is a value other than 0, turn on the power while pressing the game value clear switch to set the value of the game value counter to 0, then turn off the power and turn on the power while pressing the ball extraction switch to set the ball extraction state. However, in this case, since two-step operations are required, the workability is low (the burden on the operator is large). In the present invention, even when the value of the game value counter is a value other than 0, the ball extraction state can be set by turning on the power while pressing both the ball extraction switch and the game value clear switch. In other words, the ball extraction state can be set with one-step operation. Therefore, the workability can be improved and the burden on the operator can be reduced.
Effect of the Invention
[0009] According to the present invention, the workability can be improved.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. In the following description, basically, "front and rear" means that when a player is on the front side of the gaming machine, the player side is "front" and the gaming machine side is "rear". "Up and down" means that the upper surface side of the gaming machine is "up" and the lower surface side is "down". "Left and right" means that the left hand side of the player playing the game on the gaming machine is "left" and the right hand side is "right".
[0012] Unlike conventional pachinko gaming machines, the gaming machine 1 of the present embodiment enables the game to proceed without the player touching the game balls. The gaming machine 1 is of an enclosed circulation type in which a certain number of game balls (game media) circulate inside the gaming machine. Further, the gaming machine 1 is a gaming machine in which game value as electronic information is used, and the game value is consumed or paid out by the game. Paying out the game value in the gaming machine 1 means electronically paying out (granting) the game value.
[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to the present embodiment. The gaming machine of the present embodiment includes an outer frame 2 forming the outer surface of the gaming machine, a game board 6 provided inside the gaming machine and forming a game area 4 where the game balls move, an inner frame 7 holding the game board 6, a glass unit 8 that makes the game board 6 visible and inaccessible to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 (inner frame unit) is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. Further, the front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. And the inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) closing the opening of the outer frame 2 and an open position (open state) opening the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material, a plurality of front frame lamps 12 that output effect light for livening up the game are provided. Also, speakers 14 (sound output means) that output effect sounds for livening up the game are provided on the left and right of the lower part of the front frame 10.
[0015] On the lower right side of the front frame 10, a grip unit 20 (handle, firing operation means) is provided. When the player rotates the grip unit 20 clockwise toward the gaming machine, a firing device (not shown) provided inside the gaming machine operates to fire a game ball into the game area 4. Note that the firing device of the present embodiment can fire 99 game balls per minute (1.65 balls per second).
[0016] On the front frame 10, an effect button 26 (effect operation means) is provided. When the player operates the effect button 26, the effect performed by the gaming machine changes.
[0017] As shown in FIG. 2, on the side (left side) of the gaming machine 1, a dedicated unit 400 (game value lending device, predetermined device) as a device for lending game values is provided and connected to the gaming machine 1. On the front surface of the dedicated unit 400, a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection port 402 into / from which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, a card return button 405, etc. are provided. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be grasped by the card. Further, the card may be capable of storing the prepaid balance. Note that the management of the number of game values by the card may be performed by storing the number of game values in the card itself, or the number of game values may be stored in a predetermined management device or the like installed in a game arcade or the like, and the number of game values stored in the management device or the like may be associated with the identification information (player ID, identification number unique to each card, etc.) stored in the card.
[0018] In the dedicated unit 400, an operation (a pressing operation) on the lending button 403 is accepted as a lending operation (a game value transfer operation) for transferring game values to the gaming machine 1. When the lending button 403 is pressed, the paper money inserted into the paper money insertion slot 406 or the stored value stored as the prepaid balance in the card is consumed, and a predetermined number (for example, 125) of game values are credited to the gaming machine 1. Also, in the dedicated unit 400, an operation (a pressing operation) on the replay button 404 is accepted as a lending operation (a game value transfer operation) for transferring game values to the gaming machine 1. When the replay button 404 is pressed, the game values owned by the player managed by the card (the game values linked to the card) are consumed, and a predetermined number (for example, 125) of game values are credited to the gaming machine 1. That is, in the present embodiment, an operation on the lending button 403 or the replay button 404 as the lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined number of game values are transferred (lent) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, on the left side (the dedicated unit 400 side) of the front frame 10, a game value number display device (a game ball number display device) 211 and a counting button (counting operation means) 212 are provided. Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value corresponding to a predetermined number of game values is stored in the game value number storage area (game ball number counter) of the frame control board 201 described later. Hereinafter, the value (stored value) indicated by the game value number storage area is referred to as the "number of held balls" (the number of held balls). The number of held balls can be said to be the number of game values that can be used in the game. The number of held balls is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of held balls is displayed by the 7-segment display.
[0020] The gaming machine 1 is provided with a frame control board 201 (see FIG. 5), and the frame control board 201 controls the value (number of balls in hand) stored in the game value number storage area. The frame control board 201 decreases the number of balls in hand based on the detection of the launch of a game ball. Also, the frame control board 201 increases the number of balls in hand based on the payout of bonus balls. Further, the frame control board 201 increases the number of balls in hand based on the detection of a foul ball. Also, when game values are transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 increases the number of balls in hand by the number of game values transferred. Also, when game values are transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 decreases the number of balls in hand by the number of game values transferred. Further, the frame control board 201 controls to display the number of balls in hand on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease of the number of balls in hand.
[0021] The count button 212 is a button that is operated when all or part of the number of balls in hand (game values stored in the game value number storage area) is transmitted (returned, transferred) to the dedicated unit 400. The count button 212 is provided with a pressing part (operation part), and the pressing part is formed so as to be pressable. When the player finishes the game or the like, the player performs an operation (pressing operation) on the count button 212 as a counting operation (return operation). When the count button 212 is operated, a predetermined number of game values are transferred from the gaming machine 1 to the dedicated unit 400. After the game values are transferred to the dedicated unit 400, when an operation (pressing operation) on the card return button 405 of the dedicated unit 400 is performed, a card that enables the player to grasp the number of game values owned by the player is discharged from the dedicated unit 400 (card insertion / ejection port 402).
[0022] FIG. 3 is a front view showing the external configuration of the game board 6. An outer rail 28 is provided in a circular shape on the game board 6, and the area surrounded by the outer rail 28 is the game area 4 where the game balls move. Also, an inner rail 30 is provided in an arc shape along the outer rail 28 at the left end of the game area 4, and the outer rail 28 and the inner rail 30 guide the game balls launched from a launching device (not shown) provided below the game board 6 into the game area 4.
[0023] At the center of the game board 6, there is provided an effect unit 36 including a liquid crystal display 32 (effect display device, display means) for displaying effect images and the like to enliven the game, and a display frame 34 formed so as to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is provided an illumination device 38 (illumination means) that constitutes the effect unit 36 and outputs effect light and the like to enliven the game.
[0024] In the present embodiment, the front side of the liquid crystal display 32 is made impassable to the game balls, and the game balls launched from the launching device fall into the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. Also, a large number of game pins (not shown) are driven into the game area 4 so as to intersect the surface of the game board 6, and the moving direction of the game balls moving in the game area 4 changes randomly.
[0025] In addition, an opening 40 through which the game balls falling into the game area 4a on the left side of the liquid crystal display 32 can pass is formed in the left part of the display frame 34, and the game balls passing through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8 through which the game balls can fall downward from the stage 44. The game balls falling onto the stage 44 from the passage 42 move back and forth horizontally on the stage 44 and then fall downward from near the center of the stage 44.
[0026] Below the center of the stage 44, a first starting port 46 (first area) into which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter is provided. Further, inside the first starting port 46, a first starting port switch 100 (see FIG. 5) for detecting a game ball that has entered the first starting port 46 is disposed. When the first starting port switch 100 detects a game ball (entry of a game ball into the first starting port 46), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the first starting port switch 100, the main control board 200 executes a first special symbol lottery as a special symbol lottery (first lottery). Further, based on the input of the detection signal from the first starting port switch 100, the main control board 200 executes the payout of a prize ball (for example, one). Further, the game ball that has entered the first starting port 46 is collected inside the gaming machine.
[0027] To the left of the first starting port 46 in the game area 4, a plurality (three) of general winning ports 47 (upper left general winning port 47a, middle left general winning port 47b, and lower left general winning port 47c) are provided. Further, on the game board 6, a general winning port switch 101 (see FIG. 5) for detecting a game ball that has entered the upper left general winning port 47a, the middle left general winning port 47b, or the lower left general winning port 47c is disposed. When the general winning port switch 101 detects a game ball (entry of a game ball into the upper left general winning port 47a, the middle left general winning port 47b, or the lower left general winning port 47c), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the general winning port switch 101, the main control board 200 executes the payout of a prize ball (for example, three). Note that one general winning port switch 101 may be provided for each of the upper left general winning port 47a, the middle left general winning port 47b, and the lower left general winning port 47c, or only one general winning port switch 101 may be provided for a plurality (for example, three) of general winning ports 47. Further, in addition to the upper left general winning port 47a, the middle left general winning port 47b, and the lower left general winning port 47c, general winning ports 47 and general winning port switches corresponding to these general winning ports may be provided.
[0028] In the game area 4b on the right side of the liquid crystal display 32, a passage gate 48 is provided through which the game balls pass without being collected inside the gaming machine. Also, inside the passage gate 48, a gate switch 102 (see Fig. 5) for detecting that the game balls have passed through is disposed. When the gate switch 102 detects a game ball (the passage of the game ball through the passage gate 48), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery for determining the winning or losing of a normal hit.
[0029] Below the passage gate 48 in the game area 4b on the right side of the liquid crystal display 32, a second starting port 49 (second area) is provided. Also, inside the second starting port 49, a second starting port switch 103 (see Fig. 5) for detecting the game balls that have entered the second starting port 49 is disposed. When the second starting port switch 103 detects a game ball (the entry of the game ball into the second starting port 49), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the second starting port switch 103, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery. Also, based on the input of the detection signal from the second starting port switch 103, the main control board 200 executes the payout of a prize ball (for example, one). Also, the game balls that have entered the second starting port 49 are collected inside the gaming machine.
[0030] In the second starting port 49, a normal accessory 54 (first movable object) is provided that can operate between a reduced state (closed state) in which it is difficult for the game balls to enter the second starting port 49 (a state in which it is difficult for the game balls to enter the second starting port 49) and an enlarged state (open state) in which it is easy for the game balls to enter (a state in which it is easy for the game balls to enter the second starting port 49). The normal accessory 54 incorporates a driving device such as a solenoid and is controlled to be in the enlarged state under predetermined conditions when a normal hit is won in the normal symbol lottery.
[0031] On the other hand, a big winning opening 50 (third region, predetermined region) is provided in the game area 4b on the right side of the liquid crystal display 32. Further, inside the big winning opening 50, a count switch 104 (see FIG. 5) for detecting a game ball that has entered the big winning opening 50 is disposed. When the count switch 104 detects a game ball (entry of a game ball into the big winning opening 50), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the count switch 104, the main control board 200 executes the payout of prize balls (for example, 15 balls). Further, based on the input of the detection signal from the count switch 104, the main control board 200 counts the number of game balls that have entered the big winning opening 50. Also, the game balls that have entered the big winning opening 50 are collected inside the gaming machine.
[0032] In the big winning opening 50, a special accessory 56 (second movable object, specific movable object) that can operate between a closed state (non-entry state) in which game balls cannot enter the big winning opening 50 and an open state (entry possible state) in which game balls can enter is provided. The special accessory 56 incorporates a driving device such as a solenoid and is controlled to be in the open state under predetermined conditions in a special game state that starts when winning a big hit in a special symbol lottery (first special symbol lottery or second special symbol lottery). Further, the special accessory 56 is controlled to be in the open state under predetermined conditions in a small hit game state that starts when winning a small hit in a special symbol lottery (second special symbol lottery).
[0033] Within the large winning opening 50, there are provided a specific area (not shown), a discharge area (not shown), and a sorting means (not shown) for sorting the game balls that have entered the large winning opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is disposed in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of game balls passing through the specific area (passage of the specific area by game balls). The sorting means can be displaced between a specific area passing state in which the game balls that have entered the large winning opening 50 are sorted to the specific area and a non-specific area passing state in which the game balls that have entered the large winning opening 50 are sorted to the discharge area. That is, when the sorting means is displaced to the specific area passing state, the game balls that have entered the large winning opening 50 are sorted to the specific area. As a result, it becomes impossible for the game balls that have entered the large winning opening 50 to pass through the discharge area. On the other hand, when the sorting means is displaced to the non-specific area passing state, the game balls that have entered the large winning opening 50 are sorted to the discharge area. As a result, it becomes impossible for the game balls that have entered the large winning opening 50 to pass through the specific area. The sorting means is displaced by a specific area solenoid. The game balls that have entered the large winning opening 50 are first detected by the count switch 104, and then sorted by the sorting means to either the specific area or the discharge area, and after passing through the area, are discharged to the discharge path. At this time, the game balls sorted to the specific area are detected by the specific area switch 107.
[0034] At the bottom of the game area 4, there is an out port 62 for collecting the game balls that have fallen into the game machine without entering any of the winning ports 46, 47, 49, 50. Here, inside the game machine, there is a discharge path (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all the game balls launched into the game area 4 (all the game balls collected from the game area 4) are configured to pass through the discharge path. That is, the game balls launched into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning ports 46, 47, 49, 50 or passing through the out port 62. Specifically, the game balls that have entered each winning port 46, 47, 49, 50 are detected by the switches 100, 101, 103, 104 disposed inside the winning port and then guided to the discharge path. Also, the game balls collected from the out port 62 are guided to the discharge path. Further, an out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a game ball passing through the discharge path (discharge of the game ball from the game area 4), it outputs a detection signal to the main control board 200. Also, based on the input of the detection signal from the out switch 106, the main control board 200 counts the number of game balls discharged from the game area 4.
[0035] The game ball launching device is configured such that the launching output of the game ball changes by adjusting the rotation amount of the grip unit 20 (handle) shown in FIG. 1. When the rotation amount of the grip unit 20 is small, the game ball is launched so that it falls into the game area 4a (the first game area 4a, the left hitting area) on the left side of the liquid crystal display 32. When the rotation amount of the grip unit 20 is large, the game ball is launched so that it falls into the game area 4b (the second game area 4b, the right hitting area) on the right side of the liquid crystal display 32.
[0036] The player adjusts the rotation amount of the grip unit 20 according to the game situation, and fires the game ball so that the game ball falls into the left game area 4a, or passes through the opening 40, the passage 42, and the stage 44 and wins at the first start port 46 (left shot), or the game ball falls into the right game area 4b, and the game ball passes through the passing gate 48, or the game ball wins at the second start port 49, or the game ball wins at the big win port 50 (right shot). In this embodiment, the left shot may be referred to as the first game method, and the right shot may be referred to as the second game method.
[0037] In the gaming machine of this embodiment, when the game ball falls into the left game area 4a, the game ball does not pass through the passing gate 48, and the game ball does not enter (win) the second start port 49 and the big win port 50. Also, when the game ball falls into the right game area 4b, the game ball does not enter the first start port 46 and the general winning port 47.
[0038] As shown in FIG. 3, at the lower right part of the game board 6 and outside the game area 4, a state display unit 70 for indicating various states of the gaming machine by lighting and extinguishing of a lamp or the like is provided.
[0039] FIG. 4 is a front view showing the external configuration of the state display unit 70. The state display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game state display unit 84.
[0040] The normal symbol display unit 72 is composed of two lamps, and variably displays the normal symbol by blinking the two lamps when the normal symbol lottery is performed, and stops displaying the normal symbol by lighting or extinguishing the two lamps to display the result of the normal symbol lottery.
[0041] The normal hold display unit 74 is composed of two lamps, and when the normal symbol is already in the variable display or stop display state when the game ball passes through the passing gate 48, etc., even if a random number value for normal symbol lottery is obtained, the normal symbol lottery cannot be performed, and thus when the random number value for normal symbol lottery is held, it displays the normal hold number corresponding to the number of held random number values for normal symbol lottery. By combining the lighting, extinguishing, or flashing of the two lamps, it displays 0 to 4 normal hold numbers.
[0042] The first special symbol display unit 76 is composed of a 7-segment display. When the first special symbol lottery is performed by the game ball entering the first start port 46, it variably displays the first special symbol by flashing the 7-segment display, and stops displaying the first special symbol by lighting the 7-segment display in any one of a plurality of modes, and displays the result of the first special symbol lottery.
[0043] The first special hold display unit 78 is composed of two lamps. When the first special symbol or the second special symbol is already in the variable display or stop display state when the game ball enters the first start port 46, etc., even if a random number value for special symbol lottery (lottery information) is obtained, the special symbol lottery cannot be performed, and thus when the random number value for special symbol lottery is held as the first special random number value, it displays the first special hold number corresponding to the number of held first special random number values. By combining the lighting, extinguishing, or flashing of the two lamps, it displays 0 to 4 first special hold numbers.
[0044] The second special symbol display unit 81 is composed of a 7-segment display. When the second special symbol lottery is performed by the game ball entering the second start port 49, it variably displays the second special symbol by flashing the 7-segment display, and stops displaying the second special symbol by lighting the 7-segment display in any one of a plurality of modes, and displays the result of the second special symbol lottery.
[0045] The second special hold display unit 82 is composed of two lamps, and when the first special symbol or the second special symbol is already in variable display or stop display when a game ball enters the second start port 49, etc., even if a random number value for special symbol lottery is obtained, the special symbol lottery cannot be performed. When the random number value for special symbol lottery is held as the second special random number value, it displays the second special hold number corresponding to the number of the held second special random number values. By combining lighting, extinguishing, or blinking the two lamps, it displays 0 to 4 second special hold numbers.
[0046] The game state display unit 84 is composed of six lamps, and by combining lighting, extinguishing, or blinking the six lamps, it displays the type of the currently set game state. Although details will be described later, in this embodiment, as shown in FIG. 8, a plurality of game states including a normal state, a slightly short time state, a short time state, and a special game state can be set. The short time state is a game state in which the variation time of the first special symbol or the second special symbol is shortened compared to the normal state and the slightly short time state, and the opportunity to execute the special symbol lottery frequently comes.
[0047] FIG. 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by control boards including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program stored in advance in the ROM, etc.
[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations for executing the game, and based on the calculation results, controls the operations of output means such as the normal accessory 54 and the special accessory 56.
[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations for executing an effect according to the progress of the game, and based on the calculation results, controls the operations of effect devices such as the front frame lamp 12, the speaker 14, the liquid crystal display 32, and the lighting device 38.
[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the count button 212, controls the held balls (number of game balls), and controls the game value number display device 211 and the like. The frame control board 201 can communicate bidirectionally with the main control board 200.
[0051] The main control board 200 includes a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal accessory control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290 and the like.
[0052] The random number generation means 210 is means for generating a random number value for lottery, and is realized by a random number generator that generates a hardware random number or a program that generates a software random number. The software random number can be generated, for example, based on the count value of an increment counter (a counter that counts numerical values so as to circulate within a predetermined count range). Note that in the present embodiment, the “random number value” includes not only a value that randomly occurs in a mathematical sense, but also a value that can function substantially as a random number because its acquisition timing or the like is irregular even though its generation itself is regular.
[0053] Based on the detection signal input from the gate switch 102 that detects each game ball passing through the passage gate 48, the normal symbol lottery means 220 acquires a normal symbol lottery random number value from the random number generation means 210 and stores it in the normal random number storage means 2912 of the main memory 290, and performs a normal symbol lottery for determining the success or failure of a normal win or the like for the normal symbol lottery random number value read from the normal random number storage means 2912.
[0054] Specifically, in the normal random number storage means 2912, four normal hold storage areas, namely normal hold storage area 1 to normal hold storage area 4, are provided as storage areas for storing the acquired normal symbol lottery random number values, and one such normal hold storage area is provided as a storage area for storing the normal symbol lottery random number value read from the normal hold storage area 1 until the variable display and stop display of the normal symbol are completed. Then, when the normal symbol lottery means 220 acquires a random number value for normal symbol lottery from the random number generation means 210, if the random number value for normal symbol lottery is not stored in any of the normal hold memory areas 1 to 4, the acquired random number value for normal symbol lottery is first stored in the normal hold memory area 1. Then, when the random number value for normal symbol lottery is stored in the normal hold memory area 1, if the normal symbol is not in the variable display state or the stop display state, that is, the random number value for normal symbol lottery is not stored in the normal hold memory area and the control to open the normal accessory 54 is not being executed, the random number value for normal symbol lottery is immediately read out from the normal hold memory area 1 to conduct a normal symbol lottery, and the random number value for normal symbol lottery used in the normal symbol lottery is stored in the normal hold memory area. On the other hand, if the normal symbol is in the variable display state or the stop display state, that is, the random number value for normal symbol lottery is stored in the normal hold memory area or the control to open the normal accessory 54 is being executed, the random number value for normal symbol lottery is held in the normal hold memory area 1.
[0055] And, when a detection signal is input from the gate switch 102 and a random number value for normal symbol lottery is acquired while the random number value for normal symbol lottery is being held in the normal hold memory area 1, the normal symbol lottery means 220 stores the random number value for normal symbol lottery in the normal hold memory area which has the smallest ordinal number among the normal hold memory areas 1 to 4 where the random number value for normal symbol lottery is not being held, on the condition that the number of random number values for normal symbol lottery being held in the normal hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of normal holds is less than 4.
[0056] Then, when the variable display and stop display of the normal symbol end, the normal symbol lottery means 220 erases the random number value for normal symbol lottery stored in the normal hold memory area. If a random number value for normal symbol lottery is being held in the normal hold memory area 1, the normal symbol lottery is performed by reading the random number value for normal symbol lottery from the normal hold memory area 1 on the condition that the control to open the normal accessory 54 is not being executed. The random number value for normal symbol lottery used in the normal symbol lottery is stored in the normal hold memory area. Here, if a random number value for normal symbol lottery remains in the normal hold memory area 2 or later, the remaining random number value for normal symbol lottery is moved from the original normal hold memory area to the normal hold memory area with a smaller ordinal number by one. For example, if a random number value for normal symbol lottery remains in the normal hold memory areas 2 to 3, it is moved to the normal hold memory areas 1 to 2.
[0057] In this way, in the normal random number storage means 2912, the random number value for normal symbol lottery used in the normal symbol lottery is held in the normal hold memory area with a limit of one, and the random number value for normal symbol lottery for which the normal symbol lottery has not been performed is held in the normal hold memory areas 1 to 4 with a limit of four.
[0058] The normal symbol lottery means 220 performs a normal win determination process and the like as the normal symbol lottery.
[0059] The normal win determination process is a process for determining whether or not it is a "normal win". In the normal win determination process, the normal symbol lottery means 220 selects which normal symbol lottery table to refer to for the random number determination process according to the game state among a plurality of types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290. Here, each normal symbol lottery table has "normal win" or "loss" associated with each of the 100 random number values for normal symbol lottery from 0 to 99. Then, the normal symbol lottery means 220 determines whether or not a "normal win" has been won by determining whether or not the one random number value for normal symbol lottery read from the normal random number storage means 2912 is associated with a normal win with reference to the selected normal symbol lottery table.
[0060] When the game state is the time-saving state (excluding the micro time-saving state, the same applies hereinafter), the normal symbol lottery table selected has a higher probability of winning the "normal win" than the normal symbol lottery table selected when the game state is not the time-saving state. In other words, in the normal symbol lottery conducted when the game state is the time-saving state, the probability of winning the "normal win" is higher than that in the normal symbol lottery conducted when the game state is not the time-saving state.
[0061] The normal display control means 222 is means for controlling the display of the state display unit 70 based on the lottery result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0062] In the normal symbol display control processing, the normal display control means 222 causes the two lamps of the normal symbol display unit 72 to blink to variably display the normal symbol until a predetermined variation time elapses, and depending on whether the "normal win" is won in the normal win determination process, the two lamps of the normal symbol display unit 72 are turned on or off to stop displaying the normal symbol, thereby displaying the result of the normal symbol lottery on the normal symbol display unit 72.
[0063] In this embodiment, the variation time of the normal symbol is determined according to the game state at the time when the normal symbol lottery is conducted. Specifically, when the game state is the time-saving state, the variation time of the normal symbol is set shorter than when the game state is not the time-saving state. For example, when the game state at the time when the normal symbol lottery is conducted is not the time-saving state, the variation time of the normal symbol is set to the first time (for example, 20 seconds), and when the game state at the time when the normal symbol lottery is conducted is the time-saving state, the variation time of the normal symbol is set to the second time (for example, 1 second) shorter than the first time. Therefore, the opportunity to execute the normal symbol lottery comes more frequently when the game state is the time-saving state.
[0064] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by the combination of lighting, extinguishing, or flashing the two lamps of the normal hold display section 74 according to the number of normal symbol lottery random numbers stored in the normal random number storage means 2912.
[0065] The normal accessory control means 224 is a means for controlling the normal accessory 54 based on the lottery result of the normal symbol lottery. When the game state is not the time-saving state, the normal accessory control means 224 controls the normal accessory 54 to operate such that the normal accessory 54 expands and then returns to the contracted state until the time A (for example, 0.1 second) elapses, triggered by the normal symbol stopping and displaying in a manner indicating a "normal win" in the normal symbol lottery. Also, when the game state is the time-saving state, the normal accessory control means 224 controls the normal accessory 54 to operate such that the normal accessory 54 expands and then returns to the contracted state until the time B (for example, 6 seconds), which is longer than the time A, elapses, triggered by the normal symbol stopping and displaying in a manner indicating a "normal win" in the normal symbol lottery.
[0066] Therefore, when a "normal win" occurs in the normal symbol lottery, if the game state is not the time-saving state, the normal accessory 54 operates so that the ease of entry of the game balls into the second start port 49 hardly increases. However, if the game state is the time-saving state, the normal accessory 54 operates so that the ease of entry of the game balls into the second start port 49 increases. In this embodiment, in the time-saving state, the normal accessory 54 is operationally controlled so that the entry of the game balls into the second start port 49 is easier than in the normal state and the slightly time-saving state. Thus, the time-saving state is a game state more advantageous to the player than the normal state and the slightly time-saving state.
[0067] In addition, in this embodiment, the control regarding the operation of the normal accessory 54 differs between the normal state and the short-time state. In the short-time state, the release time (the time in the expanded state) of the normal accessory 54 is set slightly longer than that in the normal state. Note that the short-time state only needs to be different from the normal state in any one or more of the winning probability of the normal symbol lottery, the variation time of the normal symbol, or the release time of the normal accessory 54. For example, the winning probability of the normal symbol lottery and the release time of the normal accessory 54 may be the same between the short-time state and the normal state, and the variation time of the normal symbol may be different. In that case, the variation time of the normal symbol may be slightly shorter in the short-time state than in the normal state.
[0068] The special symbol lottery means 230 (lottery means) acquires a special symbol lottery random number value from the random number generation means 210 based on the detection signal input from the first start port switch 100 that detects each game ball entering the first start port 46, and stores it as a first special random number value in the special random number storage means 2914 of the main memory 290. Further, the special symbol lottery means 230 acquires a special symbol lottery random number value from the random number generation means 210 based on the detection signal input from the second start port switch 103 that detects each game ball entering the second start port 49, and stores it as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 performs a special symbol lottery to determine the winning or losing of a big win or the like using the first special random number value or the second special random number value read from the special random number storage means 2914.
[0069] In the special random number storage means 2914, four first special hold storage areas, namely, the first special hold storage area 1 to the first special hold storage area 4, are provided as storage areas for storing the acquired first special random number value. One first corresponding special hold storage area is provided as a storage area for storing the first special random number value read from the first special hold storage area 1 until the variable display and stop display of the first special symbol are completed.
[0070] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the detection signal input from the first start opening switch 100, if the first special random number value is not stored in any of the first special hold memory areas 1 to 4, the acquired random number value for special symbol lottery is first stored as the first special random number value in the first special hold memory area 1. And when the first special random number value is stored in the first special hold memory area 1, if the first special symbol is not in the variable display or the stop display, that is, the first special random number value is not stored in the first special hold memory area, the game state is not the special game state, and the small win game is not being executed, the first special random number value is immediately read out from the first special hold memory area 1 to conduct a special symbol lottery, and the first special random number value for which the special symbol lottery has been conducted is stored in the first special hold memory area. On the other hand, if the first special symbol is in the variable display or the stop display, that is, the first special random number value is stored in the first special hold memory area, or the game state is the special game state, or the small win game is being executed, the first special random number value is held in the first special hold memory area 1.
[0071] And when a detection signal is further input from the first start opening switch 100 and a random number value for special symbol lottery is acquired while the first special random number value is being held in the first special hold memory area 1, the special symbol lottery means 230 stores the first special random number value as the first special random number value in the first special hold memory area among the first special hold memory areas 1 to 4 where the first special random number value is not being held, and which has the smallest ordinal number, on the condition that the number of first special random numbers being held in the first special hold memory areas 1 to 4 is less than 4, that is, on the condition that the first special hold number is less than 4.
[0072] The special random number storage means 2914 is provided with four second special reserved storage areas, namely, the second special reserved storage area 1 to the second special reserved storage area 4, as storage areas for storing the acquired second special random number values. And one such second special reserved storage area is provided as a storage area for storing the second special random number value read from the second special reserved storage area 1 until the variable display and stop display of the special symbol are completed.
[0073] When the special symbol lottery means 230 acquires a special symbol lottery random number value based on the detection signal input from the second start port switch 103, if no second special random number value is stored in any of the second special reserved storage areas 1 to 4, the acquired special symbol lottery random number value is first stored as the second special random number value in the second special reserved storage area 1. And when the second special random number value is stored in the second special reserved storage area 1, if the second special symbol is not in the variable display or the stop display, that is, if no second special random number value is stored in the said second special reserved storage area, the game state is not a special game state, and a small win game is not being executed, then immediately the second special random number value is read from the second special reserved storage area 1 to conduct a special symbol lottery, and the second special random number value obtained from the special symbol lottery is stored in the said second special reserved storage area. On the other hand, if the second special symbol is in the variable display or the stop display, that is, if a second special random number value is stored in the said second special reserved storage area, or if the game state is a special game state, or a small win game is being executed, then the second special random number value is reserved in the second special reserved storage area 1.
[0074] When a detection signal is input from the second start port switch 103 and a special symbol lottery random value is acquired while the second special random value is being held in the second special holding memory area 1, the special symbol lottery means 230 stores the second special random value as the second special random value in the second special holding memory area where the second special random value is not held among the second special holding memory areas 1 to 4 and where the ordinal number is the smallest, on the condition that the number of second special random values held in the second special holding memory areas 1 to 4 is less than 4, that is, on the condition that the second special holding number is less than 4.
[0075] When the variable display and stop display of the first special symbol are completed, the special symbol lottery means 230 erases the first special random value stored in the first corresponding special holding memory area. When the first special random value is stored in the first special holding memory area 1, on the condition that the game state is not a special game state and a small win game is not being executed, the first special random value is read from the first special holding memory area 1 to conduct a special symbol lottery, and the first special random value for which the special symbol lottery has been conducted is stored in the first corresponding special holding memory area. Also, when the variable display and stop display of the second special symbol are completed, the special symbol lottery means 230 erases the second special random value stored in the second corresponding special holding memory area. When the second special random value is stored in the second special holding memory area 1, on the condition that the game state is not a special game state and a small win game is not being executed, the second special random value is read from the second special holding memory area 1 to conduct a special symbol lottery, and the second special random value for which the special symbol lottery has been conducted is stored in the second corresponding special holding memory area. In this embodiment, in order to consume the first special random value and the second special random value in parallel, the variable display of the second special symbol may be started during the variable display of the first special symbol, or the variable display of the first special symbol may be started during the variable display of the second special symbol.
[0076] In addition, when the first special reserved random value is stored in the first special reserved memory area 1, on condition that the second special random value is not stored in any of the second special reserved memory areas 1 to 4, the first special random value is read from the first special reserved memory area 1 to conduct a special symbol lottery. When the second special random value is stored in any of the second special reserved memory areas 1 to 4, even if the first special random value is stored in any of the first special reserved memory areas 1 to 4, the second special random value may be read from the second special reserved memory area 1 to conduct a special symbol lottery. That is, the second special random value may be preferentially consumed over the first special random value. Further, regardless of whether it is the first special random value or the second special random value, the first special random value or the second special random value may be read in the order stored in the special random number storage means 2914 to conduct a special symbol lottery. That is, the first special random value or the second special random value may be consumed in the order in which the game balls enter the first start port 46 or the second start port 49.
[0077] When the first special random value is read from the first special reserved memory area 1, if the first special random value remains in the areas after the first special reserved memory area 2, or when the second special random value is read from the second special reserved memory area 1, if the second special random value remains in the areas after the second special reserved memory area 2, the remaining first special random value or second special random value is moved from the original special reserved memory area to the special reserved memory area with an ordinal number one less. For example, when the first special random value is read from the first special reserved memory area 1, if the first special random value remains in each of the first special reserved memory areas 2 to 4, the first special random values stored in each of the first special reserved memory areas 2 to 4 are moved to each of the first special reserved memory areas 1 to 3. When the second special random value is read from the second special reserved memory area 1, if the second special random value remains in each of the second special reserved memory areas 2 to 3, the second special random values stored in each of the second special reserved memory areas 2 to 3 are moved to each of the second special reserved memory areas 1 to 2.
[0078] In the special random number storage means 2914, up to 4 first special random values for which the special symbol lottery has not been performed are reserved in the first special reserved memory areas 1 to 4. Also, up to 4 second special random values for which the special symbol lottery has not been performed are reserved in the second special reserved memory areas 1 to 4.
[0079] Next, the details of the special symbol lottery will be described. The special symbol lottery means 230 acquires a plurality of types of random values such as a jackpot determination random value and a symbol determination random value as special symbol lottery random values based on the detection signal being input from the first start port switch 100 or the second start port switch 103, and stores these plurality of types of random values in the special random number storage means 2914 as the first special random value or the second special random value. Then, the special symbol lottery means 230 performs a jackpot determination process, a symbol determination process, etc. as the special symbol lottery.
[0080] The jackpot determination process is a process of reading out one jackpot determination random number value included in the first special hold memory area 1 or the second special hold memory area 1 of the special random number storage means 2914 and determining whether it is a jackpot or not. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored as the first special random number value or the second special random number value in the special random number storage means 2914.
[0081] In the jackpot determination process, the special symbol lottery means 230 selects which of the plurality of types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for the random number determination process according to whether the read one jackpot determination random number value is stored as the first special random number value or the second special random number value.
[0082] In the present embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in FIG. 6(a) and a jackpot lottery table B shown in FIG. 6(b). In each jackpot lottery table, a jackpot or the like is associated with each of the 65,536 jackpot determination random number values from 0 to 65,535.
[0083] The big win lottery table A is selected when performing the big win determination process for the first special random number value. The correspondence between each determination result and the big win determination random number value is set such that "big win" is won with a probability of 1 / 350 (187 / 65536), and "C time reduction" is won with a probability of 349 / 350 (65349 / 65536). The special symbol lottery means 230 refers to the big win lottery table A and determines whether the big win determination random number value read from the first special hold storage area 1 is associated with "big win" or "C time reduction", thereby determining whether "big win" or "C time reduction" has been won. In the present embodiment, in the first special symbol lottery, either "big win" or "C time reduction" is always won. Note that in the present embodiment, the probability of winning "big win" or "C time reduction" in the first special symbol lottery does not change according to the game state. In the first special symbol lottery, there are cases of winning (big win) and cases of not winning. In the latter case (which may also be referred to as a loss), cases of winning C time reduction (C time reduction 1 or C time reduction 2 described later) are included. Note that the case of "not winning" may include the case of not winning even the time reduction (in other words, a complete loss).
[0084] The big win lottery table B is selected when performing the big win determination process for the second special random number value. The correspondence between each determination result and the big win determination random number value is set such that "big win" is won with a probability of 1 / 350 (187 / 65536), and "small win" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 refers to the big win lottery table B and determines whether the big win determination random number value read from the second special hold storage area 1 is associated with "big win" or "small win", thereby determining whether "big win" or "small win" has been won. Note that in the present embodiment, the probability of winning "big win" or "small win" in the second special symbol lottery does not change according to the game state. In the second special symbol lottery, there are cases of winning (big win or small win) and cases of not winning. Note that in the latter case of "not winning", cases of winning C time reduction without winning are not included.
[0085] The symbol determination process is a process that is performed when "big win", "C time reduction", or "small win" is selected in the big win determination process. The symbol determination process reads one symbol determination random number value included in the first special hold memory area 1 or the second special hold memory area 1 of the special random number storage means 2914, and when "big win" is selected, determines which of the multiple big win symbols to use as the big win symbol (type of big win), when "C time reduction" is selected, determines which of the multiple C time reduction symbols to use as the C time reduction symbol (type of C time reduction), and when "small win" is selected, determines which of the multiple small win symbols to use as the small win symbol (type of small win). Here, one symbol determination random number value is obtained from 200 symbol determination random number values from 0 to 199 based on the detection signal being input from the first start port switch 100 and the second start port switch 103, and is stored as the first special random number value or the second special random number value in the special random number storage means 2914.
[0086] In the symbol determination process, the special symbol lottery means 230 selects which of the multiple types of symbol lottery tables stored in the lottery table storage means 2910 to refer to for the random number determination process according to whether the read one symbol determination random number value is stored as the first special random number value or the second special random number value.
[0087] In this embodiment, the lottery table storage means 2910 stores the symbol lottery table A shown in FIG. 7(a), the symbol lottery table B shown in FIG. 7(b), the symbol lottery table C shown in FIG. 7(c), and the symbol lottery table D shown in FIG. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.
[0088] The symbol lottery table A shown in Fig. 7(a) is selected when winning a "big win", and when one read symbol determination random number value is stored as the first special random number value. The "big win 1" (10R short 10000) wins with a probability of 0.005 / 100, the "big win 2" (7R short 110) wins with a probability of 59.997 / 100, and the "big win 3" (7R short 0) wins with a probability of 39.998 / 100. The correspondence between each symbol and the symbol determination random number value is set accordingly. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of big win symbols has won by determining which of the multiple types of big win symbols the read one symbol determination random number value is associated with.
[0089] The symbol lottery table B shown in Fig. 7(b) is selected when winning a "C short", and when one read symbol determination random number value is stored as the first special random number value. The "C short 1" (very short 1329) wins with a probability of 80.5 / 100 (about 80%), and the "C short 2" (short 1329) wins with a probability of 19.5 / 100 (about 20%). The correspondence between each symbol and the symbol determination random number value is set accordingly. The special symbol lottery means 230 refers to the symbol lottery table B and determines which of the multiple types of short-time symbols has won by determining which of the multiple types of short-time symbols the read one symbol determination random number value is associated with.
[0090] The symbol lottery table C shown in Fig. 7(c) is selected when winning a "big win", and when one read symbol determination random number value is stored as the second special random number value. The "big win 4" (10R short 10000) wins with a probability of 12.8 / 100, and the "big win 5" (10R short 110) wins with a probability of 87.2 / 100. The correspondence between each symbol and the symbol determination random number value is set accordingly. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of big win symbols has won by determining which of the multiple types of big win symbols the read one symbol determination random number value is associated with.
[0091] The symbol lottery table D shown in FIG. 7(d) is selected when winning a "small win", and when one read symbol determination random number value is stored as the second special random number value, "small win 1" (10R short-time 10000) wins with a probability of 50 / 100, and "small win 2" wins with a probability of 50 / 100 (10R short-time 110). The correspondence between each symbol and the symbol determination random number value is set. The special symbol lottery means 230 refers to the symbol lottery table D and determines which of the multiple types of small win symbols has won by determining which of the multiple types of small win symbols the read one symbol determination random number value is associated with.
[0092] The special game execution means 260 is means for executing a special game based on the lottery result of the special symbol lottery, and performs execution processing of the special game and the like. Also, the special game execution means 260 is means for executing a small win game based on winning a "small win" in the special symbol lottery, and performs execution processing of the small win game and the like. Note that in the case of a special game, it may include a small win game.
[0093] The special game state is started based on winning a "big win" in the special symbol lottery (the first special symbol lottery or the second special symbol lottery), and ends when a special game (big win game) of a predetermined number of rounds (execution times) is executed according to the type (category) of the big win symbol. In the special symbol lottery, when the special game state is started based on winning "big win 1", "big win 4" or "big win 5", the special game state ends on the condition that a special game of 10 rounds from the first round to the tenth round has been executed. In the special symbol lottery, when the special game state is started based on winning "big win 2" or "big win 3", the special game state ends on the condition that a special game of 7 rounds from the first round to the seventh round has been executed. Although details will be described later, when winning a "big win" in the special symbol lottery, at the end of the special game state, a predetermined short-time number of times corresponding to the big win symbol is set and the short-time state is started, or a predetermined very short-time number of times corresponding to the big win symbol is set and the very short-time state is started.
[0094] The small win game state is started based on winning a "small win" in the special symbol lottery (the second special symbol lottery), and ends when a predetermined number of times (once in this embodiment) of small win games are executed. In the small win game, the special accessory 56 is in an open state that allows the game ball to enter the big winning opening 50, and the distribution means is displaced from the non-specific area passing state to the specific area passing state. Specifically, in the small win game, the distribution means is displaced from the non-specific area passing state to the specific area passing state so that it is easy (possible) for the game ball to pass through the specific area by the game ball that enters the big winning opening 50 during the execution of the small win game. Thereby, when winning either "small win 1" or "small win 2" in the second special symbol lottery, it becomes easy (possible) for the game ball to pass through the specific area in the small win game state. And when the passage of the game ball through the specific area is detected in the small win game state (when the passage of the game ball that enters the big winning opening 50 during the execution of the small win game through the specific area is detected), based on the end of the small win game state, the special game state is started.
[0095] When winning "small win 1" in the second special symbol lottery and the passage of the game ball through the specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. Thereby, 10 rounds are executed with the small win game as the first round game. And the special game state ends on the condition that 10 rounds of special games are executed. Also, when winning "small win 2" in the second special symbol lottery and the passage of the game ball through the specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. Thereby, 10 rounds are executed with the small win game as the first round game. And the special game state ends on the condition that 10 rounds of special games are executed. Although details will be described later, at the end of the special game state, a predetermined short-time number of times corresponding to the small win symbol is set, and the short-time state is started. Note that when the passage of the game ball through the specific area is not detected in the small win game state (when the passage of the game ball that enters the big winning opening 50 during the execution of the small win game through the specific area is not detected), the special game state is not started, and the normal state is started.
[0096] In this embodiment, in each round of special games (including small win games), after the special accessory 56 is opened, the release timer of the main memory 290 counts a predetermined time (29 seconds), or when the count switch 104 detects the entry of one game ball, a value corresponding to one game ball (for example, 1) is added, and when the value of the large winning count counter (not shown) of the main memory 290 reaches the upper limit value (for example, 10), the end condition of the special game is satisfied, and drive control of the special accessory drive device is performed so that the special accessory 56 is closed.
[0097] The special display control means 240 performs a first special symbol display control process, a second special symbol display control process, a first special hold display control process, and a second special hold display control process based on the lottery result of the special symbol lottery.
[0098] The first special symbol display control process is a process performed when a first special random value is read from the first special hold memory area 1 and a special symbol lottery is performed. The special display control means 240 blinks the 7-segment display of the first special symbol display unit 76 until the variation time elapses to variably display the first special symbol, and then lights the 7-segment display of the first special symbol display unit 76 in a predetermined manner to stop displaying the first special symbol. The special symbol lottery means 230 performs a variation pattern determination process as a special symbol lottery. The special display control means 240 blinks the 7-segment display of the first special symbol display unit 76 until the variation time corresponding to the variation pattern determined in the variation pattern determination process elapses to variably display the first special symbol, and then lights the 7-segment display of the first special symbol display unit 76 in a predetermined manner to stop displaying the first special symbol.
[0099] In this embodiment, the display modes of the 7-segment displays are predetermined corresponding to each of the big win symbols, time-saving symbols, and small win symbols. In the jackpot determination process, the special display control means 240 causes the 7-segment display of the first special symbol display unit 76 to light up in a manner corresponding to whether "jackpot" or "short C time" has been selected, and in the case where "jackpot" has been selected in the jackpot determination process, in a manner corresponding to the jackpot symbol determined in the symbol determination process, and in the case where "short C time" has been selected in the jackpot determination process, in a manner corresponding to the short time symbol determined in the symbol determination process, thereby causing the first special symbol to be stopped and displayed, and causing the result of the special symbol lottery to be displayed on the first special symbol display unit 76.
[0100] The second special symbol display control process is a process that is performed when a second special random value is read from the second special hold storage area 1 and a special symbol lottery is conducted. The special display control means 240 causes the 7-segment display of the second special symbol display unit 81 to blink until the elapse of the variable time, thereby causing the second special symbol to be variably displayed, and then causes the 7-segment display of the second special symbol display unit 81 to light up in a predetermined manner, thereby causing the second special symbol to be stopped and displayed. The special symbol lottery means 230 performs a variable pattern determination process as the special symbol lottery. The special display control means 240 causes the 7-segment display of the second special symbol display unit 81 to blink until the elapse of the variable time corresponding to the variable pattern determined in the variable pattern determination process, thereby causing the second special symbol to be variably displayed, and then causes the 7-segment display of the second special symbol display unit 81 to light up in a predetermined manner, thereby causing the second special symbol to be stopped and displayed.
[0101] In the jackpot determination process, the special display control means 240 causes the 7-segment display of the second special symbol display unit 81 to light up in a manner corresponding to whether "jackpot" or "small win" has been selected, and in the case where "jackpot" has been selected in the jackpot determination process, in a manner corresponding to the jackpot symbol determined in the symbol determination process, and in the case where "small win" has been selected in the jackpot determination process, in a manner corresponding to the small win symbol determined in the symbol determination process, thereby causing the second special symbol to be stopped and displayed, and causing the result of the special symbol lottery to be displayed on the second special symbol display unit 81.
[0102] In the first special hold display control process, the special display control means 240 causes the two lamps of the first special hold display section 78 to be turned on, off, or blink in combinations according to the number of the first special random values stored in the special random number storage means 2914, thereby displaying 0 to 4 first special hold numbers.
[0103] In the second special hold display control process, the special display control means 240 causes the two lamps of the second special hold display section 82 to be turned on, off, or blink in combinations according to the number of the second special random values stored in the special random number storage means 2914, thereby displaying 0 to 4 second special hold numbers.
[0104] In the present embodiment, when winning a "big hit" in the special symbol lottery (the first special symbol lottery or the second special symbol lottery), a special game state in which it is possible (easy) for a game ball to enter the big winning opening 50 is started. Also, when winning a "small hit" in the second special symbol lottery, a small hit game state in which it is possible (easy) for a game ball to enter the big winning opening 50 is started. When it is detected that a game ball that has entered the big winning opening 50 in the small hit game state passes through a specific area, a special game state in which it is possible (easy) for a game ball to enter the big winning opening 50 is started. The player can obtain a large number of prize balls by causing a game ball to enter the big winning opening 50. In the present embodiment, the probability of shifting to the special game state based on the second special symbol lottery is higher than the probability of shifting to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, "small hit" is not set as a lottery result, and the game shifts to the special game state only when winning a "big hit". On the other hand, in the second special symbol lottery, "big hit" and "small hit" are set as lottery results. When winning a "big hit", the game shifts to the special game state, and when winning a "small hit" and it is detected that a game ball passes through a specific area in the small hit game state, the game shifts to the special game state.
[0105] In this embodiment, the probability of determining a transition to a special game state is higher when obtaining an opportunity for the second special symbol lottery than when obtaining an opportunity for the first special symbol lottery. As described above, in order to obtain an opportunity for the second special symbol lottery, it is necessary to win a "normal hit" in the normal symbol lottery and cause a game ball to enter (advance) the second start port 49 when the normal accessory 54 (normal electric accessory) is in an open state (released state). Further, the ease of entry of the game ball into the second start port 49 (the ease of causing the ball to enter) varies depending on the game state.
[0106] As shown in FIG. 8, the game state transition control means 250 performs a game state transition control process for transitioning the game state among the respective game states based on the establishment of a predetermined condition (transition condition).
[0107] (Normal state) The normal state (normal game state) is a game state corresponding to the initial state among a plurality of types of game states. As described above, in the normal state, the probability of winning a "normal hit" in the normal symbol lottery is lower than in the time-saving state. Further, even when winning a "normal hit" in the normal symbol lottery, the normal accessory 54 operates so that the ease of entry of the game ball into the second start port 49 hardly increases. For this reason, in the normal state, it is difficult (impossible) to cause the game ball to enter the second start port 49. In other words, it is difficult (impossible) to obtain an opportunity for the second special symbol lottery. In the normal state, in order to obtain an opportunity for the first special symbol lottery, it is more advantageous for the player to perform a left hit so that the game ball enters the first start port 46 than to perform a right hit. In other words, the normal state is a game state in which a left hit should be performed.
[0108] As shown in FIG. 8, based on winning a "big win" in the special symbol lottery (the first special symbol lottery) in the normal state, a transition is made to a special game state. As shown in FIG. 7(a), when winning "big win 1" in the special symbol lottery, 10,000 times is set as the time shortening number at the end of the special game state, and a transition is made to the time shortening state based on the end of the special game state. Also, when winning "big win 2" in the special symbol lottery, 110 times is set as the time shortening number at the end of the special game state, and a transition is made to the time shortening state based on the end of the special game state. Further, when winning "big win 3" in the special symbol lottery, 1,329 times (very short time shortening number) is set as the time shortening number at the end of the special game state, and a transition is made to the very short time shortening state based on the end of the special game state.
[0109] Also, as shown in FIG. 7(b), in the normal state, when winning "C time shortening 1" in the special symbol lottery (the first special symbol lottery) and the first special symbol stops and is displayed in a manner corresponding to "C time shortening 1" (when the first special symbol is determined), based on this stop display (determination), the time shortening number (very short time shortening number 1,329 times) corresponding to the time shortening symbol is set, and a transition is made to the very short time shortening state. Also, in the normal state, when winning "C time shortening 2" in the special symbol lottery (the first special symbol lottery) and the first special symbol stops and is displayed in a manner corresponding to "C time shortening 2" (when the first special symbol is determined), based on this stop display (determination), the time shortening number (time shortening number 1,329 times) corresponding to the time shortening symbol is set, and a transition is made to the time shortening state.
[0110] In this embodiment, in the first special symbol lottery in the normal state, it is certain to win either a "big win" or "C time shortening", and based on the execution of the first special symbol lottery in the normal state, a transition is made to either the very short time shortening state, the time shortening state, or the special game state.
[0111] The short-time symbol "Short-time C 2" is a short-time symbol that is not given a transition to a game state (special game state or small win game state) that makes it easy for game balls to enter the big winning opening 50, and can transition to the short-time state without going through the special game state or the small win game state. In addition, in game states other than the normal state, when winning "Short-time C 1" or "Short-time C 2" in the first special symbol lottery and the first special symbol stops being displayed, no transition to the short-time state or the very short-time state occurs upon this stop display. The "no transition" includes that when already staying in that game state, the predetermined number of short-time counts (very short-time counts) is not reset.
[0112] (Very short-time state) As described above, in the very short-time state, the probability of winning "Normal win" in the normal symbol lottery is lower than in the short-time state (it may be the same as the short-time state). Also, even when winning "Normal win" in the normal symbol lottery, the normal accessory 54 operates so that the ease of entry of game balls into the second starting opening 49 hardly increases. For this reason, in the very short-time state, at least a part of the functions constituting the short-time state is operating, and compared to the normal state, it is slightly easier for game balls to enter the second starting opening 49, but even when the player makes a right hit, it is difficult (impossible) to make the game ball enter the second starting opening 49. In other words, it is difficult (impossible) to obtain the opportunity for the second special symbol lottery. In the very short-time state, it is more advantageous for the player to make a left hit so that the game ball enters the first starting opening 46 in order to obtain the opportunity for the first special symbol lottery. In other words, the very short-time state is a game state in which a left hit should be made.
[0113] As shown in FIG. 8, based on winning a "big win" in the special symbol lottery (the first special symbol lottery) in the short-time state, a transition is made to a special game state. As shown in FIG. 7(a), when winning "big win 1" in the special symbol lottery, 10,000 times is set as the short-time count at the end of the special game state, and a transition is made to the short-time state based on the end of the special game state. Also, when winning "big win 2" in the special symbol lottery, 110 times is set as the short-time count at the end of the special game state, and a transition is made to the short-time state based on the end of the special game state. Further, when winning "big win 3" in the special symbol lottery, 1329 times (the very short-time count) is set as the short-time count at the end of the special game state, and a transition is made to the very short-time state based on the end of the special game state.
[0114] Based on the fact that the number of variable displays of the first special symbol in the very short-time state has reached 1329 times, the game state transition control means 250 determines that the end condition of the very short-time state is satisfied, ends the very short-time state, and makes a transition to the normal state. In the present embodiment, at the end of the special game state based on winning "big win 3" in the special symbol lottery (the first special symbol lottery), the very short-time count is set to the stored value of the very short-time counter 2916 in the main memory 290. Also, in the normal state, when winning "C short-time 1" in the special symbol lottery (the first special symbol lottery) and the first special symbol stops and is displayed in a manner corresponding to "C short-time 1", the very short-time count is set to the stored value of the very short-time counter 2916 triggered by the stop display. In the very short-time state, each time the variable display of the first special symbol is performed, "1" is subtracted from the stored value of the very short-time counter 2916. Then, based on the fact that the stored value of the very short-time counter 2916 has reached "0", the very short-time end condition is satisfied, the very short-time state ends, and the normal state starts. In the present embodiment, it is assumed that the very short-time end condition is satisfied when the stored value of the very short-time counter 2916 is subtracted and reaches a predetermined value "0", but it is not limited to this, and it may be configured such that the very short-time end condition is satisfied when the stored value of the very short-time counter 2916 is added and reaches a predetermined value (for example, "1329").
[0115] In the very short time state, when winning "Short C" ("Short C1" or "Short C2") in the special symbol lottery (first special symbol lottery) and the first special symbol stops and is displayed in a manner corresponding to "Short C1" or "Short C2", the very short time state or the short time state is not started (set) on the occasion of the stop display (a new short time count is not set). In other words, the game state at the time of winning continues. Note that in the very short time state, when winning "Short C1" or "Short C2" as a result of the first special symbol lottery and the first special symbol stops and is displayed in a manner corresponding to "Short C1" or "Short C2", it may be configured such that a new short time count can be set on the occasion of the stop display.
[0116] (Short time state) As described above, in the short time state (specific game state), the probability of winning "Normal Win" in the normal symbol lottery is higher than in the normal state or the very short time state. Also, when winning "Normal Win" in the normal symbol lottery, the normal accessory 54 operates so that it becomes easier for the game ball to enter the second start port 49. For this reason, in the short time state, it is easier to make the game ball enter the second start port 49 compared to the normal state or the very short time state. In other words, it becomes easier to obtain the opportunity for the second special symbol lottery. In the short time state, in order to obtain the opportunity for the second special symbol lottery, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 than to hit the ball to the left. In other words, the short time state is a game state in which the player should hit the ball to the right.
[0117] As shown in FIG. 8, based on winning a "big win" or "small win" in the special symbol lottery (second special symbol lottery) in the time-saving state, a transition is made to a special game state (including via the small win game state). As shown in FIG. 7(c), when winning "big win 4" in the special symbol lottery, 10,000 times is set as the time-saving count at the end of the special game state, and a transition is made to the time-saving state based on the end of the special game state. Also, when winning "big win 5" in the special symbol lottery, 110 times is set as the time-saving count at the end of the special game state, and a transition is made to the time-saving state based on the end of the special game state. Further, when winning "small win 1" in the special symbol lottery and detecting the passage of a specific area by a game ball in the small win game state, 10,000 times is set as the time-saving count at the end of the special game state, and a transition is made to the time-saving state based on the end of the special game state. Also, when winning "small win 2" in the special symbol lottery and detecting the passage of a specific area by a game ball in the small win game state, 110 times is set as the time-saving count at the end of the special game state, and a transition is made to the time-saving state based on the end of the special game state.
[0118] Based on the fact that the number of variable displays of the second special symbol in the time-saving state has reached 110 times (or 10,000 times), the game state transition control means 250 determines that the end condition (predetermined condition) of the time-saving state is satisfied, ends the time-saving state, and makes a transition to the normal state. In this embodiment, at the end of the special game state, a time-saving count corresponding to the type of winning symbol is set in the memory value of the time-saving counter 2915 in the main memory 290, and each time the variable display of the second special symbol is performed in the time-saving state, "1" is subtracted from the memory value of the time-saving counter 2915. Then, based on the value of the time-saving counter 2915 reaching "0", the time-saving end condition is satisfied and the time-saving state ends, and the normal state starts. In this embodiment, it is assumed that the time-saving end condition is satisfied when the memory value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but it is not limited to this, and it may be configured such that the time-saving end condition is satisfied when the memory value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10,000"). Also, in this embodiment, it is assumed that a short-time counter 2915 and a very-short-time counter 2916 are provided respectively. However, the present invention is not limited to this, and it may be configured to be managed (controlled) by any one of the counters.
[0119] In the short-time state, when winning "C short-time" ("C short-time 1" or "C short-time 2") in the special symbol lottery (first special symbol lottery) and the first special symbol stops and is displayed in a manner corresponding to "C short-time 1" or "C short-time 2", the very-short-time state or the short-time state is not started (set) based on this stop display (a new short-time count is not set). In other words, the gaming state at the time of winning continues. Note that in the short-time state, when winning "C short-time 1" or "C short-time 2" as a result of the first special symbol lottery and the first special symbol stops and is displayed in a manner corresponding to "C short-time 1" or "C short-time 2", it may be configured such that a new short-time count can be set based on this stop display.
[0120] Returning to FIG. 5 for explanation. The payout control means 270 performs control to (electronically) payout a number of game balls corresponding to the number of prize balls predetermined for each detection signal based on the detection signals input from the first start port switch 100, the second start port switch 103, the general winning port switch 101, and the count switch 104.
[0121] The communication control means 280 performs control to transmit various commands generated according to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, only one-way communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and they are communicatively connected so that the sub-control board 202 cannot transmit information to the main control board 200.
[0122] Next, the sub-control board 202 will be described. The sub-control board 202 includes an effect control means 300 and a sub-memory 302.
[0123] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button switches 150, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302. By controlling the performance device, such as turning on or flashing the front frame lamp 12 and the lighting device 38, displaying a performance image on the liquid crystal display 32, controlling the audio device to output performance sound from the speaker 14, or driving the performance object driving device to operate the performance object (props), etc., the performance device is made to execute performances for enlivening or assisting the game (controlling various performance devices).
[0124] In this embodiment, in the normal state, when winning "Big Hit 1" in the special symbol lottery (the first special symbol lottery), when winning "Big Hit 2" in the special symbol lottery (the first special symbol lottery), and when winning "C Time Short 2" in the special symbol lottery (the first special symbol lottery), a time short state is entered. On the other hand, in the micro time short state, when winning "Big Hit 1" in the special symbol lottery (the first special symbol lottery) and when winning "Big Hit 2" in the special symbol lottery (the first special symbol lottery), a time short state is entered. For this reason, the normal state has a higher probability of transitioning to the time short state (a game state advantageous to the player) than the micro time short state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time short state because it can transition to the time short state when winning "C Time Short 2" compared to the micro time short state, which is advantageous to the player. When the RAM clear (a process of initializing at least a part of the area in the RAM of the main memory 290) is executed in the gaming machine of this embodiment, the game state is set to the normal state. The normal state is a so-called "morning state".
[0125] Also, as described above, the normal state and the short-time state (left-hit short-time state) are gaming states where hitting left is more advantageous than hitting right, and the short-time state (right-hit short-time state) is a gaming state where hitting right is more advantageous than hitting left. The short-time state makes it easier to enter the game balls into the second starting port 49 than the normal state and the short-time state, and the second special symbol lottery based on the entry of the game balls into the second starting port 49 has a higher probability of determining the transition to a special gaming state than the first special symbol lottery. In other words, the short-time state has a higher probability of determining the transition to a special gaming state than the normal state and the short-time state.
[0126] FIG. 9 is a perspective view of the lower side of the inner frame unit as viewed from the back side. Further, FIG. 10 shows a state in which some parts in the perspective view are removed. An inner frame lower unit 810 is provided at the lower part of the gaming machine of the present embodiment. An out passage 811 communicating with the out port 62 shown in FIG. 3 is provided at the upper part of the inner frame lower unit 810. The out passage 811 is a passage slanting downward to the lower left in FIG. 9. An out switch 106 (see FIG. 10) is disposed downstream of the out passage 811.
[0127] The game balls launched into the game area 4 (FIG. 3) flow down the game area 4 and enter either a winning port or the out port 62. In either case, they are guided to the out passage 811 and detected by the out switch 106. As shown in FIG. 10, the game balls detected by the out switch 106 are discharged from the discharge port 813 into the first passage 814.
[0128] The first passage 814 (ball tank) is configured to include a passage slanting downward to the lower left in FIG. 10. The game balls stored in the first passage 814 are guided to a lifting means 815 disposed downstream of the first passage 814. Also, as will be described later with reference to FIG. 11, a circulation ball number excess sensor 828 and a circulation ball number shortage sensor 829 are disposed in the first passage 814. The number of circulating balls inside the gaming machine is managed by these sensors. Note that the game balls in the first passage 814 can be taken out by operating the ball removal lever L1.
[0129] The lifting means 815 is configured to include a lifting motor 816, a screw conveyor 817, a cleaning unit 818, etc. When the lifting motor 816 operates, the screw conveyor 817 and the cleaning unit 818 rotate, the game balls are polished, and the game balls are lifted from the lower part to the upper part. Note that a polishing cloth for cleaning is disposed on the outer periphery of the cleaning unit 818.
[0130] As shown in FIG. 9, the game balls lifted upward by the lifting means 815 enter the second passage 819. The second passage 819 is a passage slanting downward to the lower right in FIG. 9. A rectifier 820 is disposed downstream of the second passage 819. Further, a launching means 821 is disposed downstream (rearward) of the rectifier 820, and the game balls are launched by the launching means 821. When the rectifier solenoid 820a constituting the rectifier 820 is turned ON, the game balls are sent from the rectifier 820 to the launcher 821. Further, when a launch solenoid (not shown) constituting the launching means 821 is turned ON, the game balls are launched. Note that the launching means 821 may be a device that launches game balls by a solenoid or a device that launches game balls by a motor.
[0131] Further, a rectifier inlet sensor 826 is disposed downstream of the second passage 819 (the inlet of the rectifier 820). Further, a rectifier outlet sensor 827 is disposed in a passage connecting the rectifier 820 and the launching means 821.
[0132] Further, a retained ball detection sensor 823 is disposed upstream of the second passage 819 (on the side of the lifting means 815). The retained ball detection sensor 823 is capable of detecting game balls (game balls at a predetermined position in the second passage 819). When it detects a game ball, it enters a "detection state" (ON state), and when it does not detect a game ball, it enters a "non-detection state" (OFF state).
[0133] In the gaming machine of this embodiment, the specified number (appropriate number of balls) of circulating balls (enclosed balls) is set to "45 balls". The circulating balls can be said to be balls stored and circulated inside. The main control board 200 is provided with error control means 298 (see Fig. 5). The error control means 298 can detect errors including an excessive number of circulating balls error and a shortage of circulating balls error. Further, the effect control means 300 can notify the error via the effect device based on the fact that the error control means 298 has detected a predetermined error.
[0134] (Ball lifting control means 299) The main control board 200 is provided with ball lifting control means 299 that controls the operation of the ball lifting means 815 (see Fig. 5). When the ball retention detection sensor 823 does not detect a gaming ball (when the ball retention detection sensor 823 is in a non-detection state), the ball lifting control means 299 operates the ball lifting means 815 (ball lifting motor 816). Further, when the ball retention detection sensor 823 detects a gaming ball for a predetermined time (for example, 300 ms), that is, when the detection state (ON state) of the ball retention detection sensor 823 is maintained for a predetermined time, the ball lifting control means 299 stops the operation of the ball lifting means 815 (ball lifting motor 816). When the game is being played and the gaming balls are circulating inside the gaming machine (when the gaming balls are passing through the second passage 819), the ball retention detection sensor 823 does not continuously become ON (detection state) for a predetermined time (for example, 300 ms).
[0135] (Enclosure of gaming balls) Here, assume that no gaming balls are enclosed inside the gaming machine. The operator puts the appropriate number of gaming balls (45 balls) through a predetermined insertion port (outlet 62 in this embodiment) with the power of the gaming machine turned off. Then, the operator turns on the power of the gaming machine (switches it to ON). After the power is turned on, since the ball retention detection sensor 823 is in a non-detection state, the ball lifting control means 299 operates the ball lifting means 815.
[0136] The game balls that have passed (flowed down) through the out passage 811 and the first passage 814 and reached the lifting means 815 are lifted (conveyed) by the lifting means 815 and supplied to the entrance of the second passage 819. Then, the game balls supplied to the second passage 819 descend through the second passage 819, and the leading game ball reaches the rectifier 820 and stops. Also, the subsequent game balls will stop in order in the second passage 819. Then, when the retention ball detection sensor 823 remains in the detection state (ON state) for a predetermined time (for example, 300 ms), the lifting control means 299 stops the lifting means 815.
[0137] Using FIG. 11, the detection of the excessive circulating ball number error and the insufficient circulating ball number error will be described. Hereinafter, the excessive circulating ball number sensor 828 will be referred to as the "excessive sensor 828", and the insufficient circulating ball number sensor 829 will be referred to as the "insufficient sensor 829". In the present embodiment, the lifting means 815 is arranged on the downstream side (exit side) of the first passage 814. In the first passage 814, the insufficient sensor 829 is provided on the side of the lifting means 815 rather than the excessive sensor 828. In the flow path of the first passage 814, the insufficient sensor 829 is provided at a position closer to the lifting means 815 than the excessive sensor 828.
[0138] The insufficient sensor 829 and the excessive sensor 828 are, for example, proximity sensors, and can detect the detection target (game ball) without contacting the detection target (game ball). When the insufficient sensor 829 and the excessive sensor 828 detect a game ball, they enter the "detection state" (ON state), and when they do not detect a game ball, they enter the "non-detection state" (OFF state). The insufficient sensor 829 can detect the presence or absence of game balls at the first position in the first passage 814. It can be said that the insufficient sensor 829 is provided at the first position in the first passage 814. Also, the excessive sensor 828 can detect the presence or absence of game balls at the second position in the first passage 814. It can be said that the excessive sensor 828 is provided at the second position in the first passage 814.
[0139] As shown in Fig. 11(a), when the number of circulating balls is appropriate (within an appropriate range) and the last game ball exists between the first position (the position of the under-sensor 829) and the second position (the position of the over-sensor 828), neither the circulating ball number excessive error nor the circulating ball number insufficient error is detected (details will be described later). Note that this state may be referred to as a normal state.
[0140] (Circulating ball number excessive error) The circulating ball number excessive error is an error that can be detected when the number of game balls enclosed inside the gaming machine is equal to or more than a first number (for example, 49 balls) and the number of circulating balls is excessive. In this case, as shown in Fig. 11(b), the over-sensor 828 detects the game ball. When the over-sensor 828 detects the game ball for a predetermined time (for example, 1 second), that is, when the detection state of the over-sensor 828 is maintained for a predetermined time, the error control means 298 determines that the occurrence condition is satisfied and detects the circulating ball number excessive error.
[0141] Based on the detection of the error, the effect control means 300 displays, as shown in Fig. 12(a), the characters "The enclosed number exceeds the specified number H25" (H25 is an error code) on the liquid crystal display 32 and outputs the voice "The enclosed number exceeds the specified number" (warning voice) from the speaker 14. In addition to the voice, a warning sound may be output. When the over-sensor 828 does not detect the game ball for a predetermined time (for example, 1 second), that is, when the non-detection state of the over-sensor 828 is maintained for a predetermined time, the error control means 298 determines that the release condition is satisfied and releases the circulating ball number excessive error.
[0142] (Circulating ball number insufficient error) The circulating ball number shortage error is an error that can be detected when the number of game balls enclosed inside the gaming machine is less than a second number (for example, 43 balls), and the number of circulating balls is insufficient. In this case, as shown in Fig. 11(c), the shortage sensor 829 does not detect the game ball. The error control means 298 determines that the occurrence condition is satisfied, that is, when the shortage sensor 829 does not detect the game ball for a predetermined time (for example, 1 second), that is, when the non-detection state of the shortage sensor 829 is maintained for a predetermined time, and detects the circulating ball number shortage error.
[0143] Based on the detection of the error, the effect control means 300 displays, as shown in Fig. 12(b), the characters "The enclosed number is insufficient H24" (H24 is an error code) on the liquid crystal display 32, and outputs the voice "The enclosed number is insufficient" (warning voice) from the speaker 14. In addition to the voice, a warning sound may be output. Note that the error control means 298 determines that the release condition is satisfied, that is, when the shortage sensor 829 detects the game ball for a predetermined time (for example, 1 second), that is, when the detection state of the shortage sensor 829 is maintained for a predetermined time, and releases the circulating ball number shortage error.
[0144] The state shown in Fig. 11(a) (normal state) satisfies neither the occurrence condition of the circulating ball number excess error nor the occurrence condition of the circulating ball number shortage error, so neither error is detected.
[0145] (Door opening error) The gaming machine of this embodiment includes a front frame opening sensor and an inner frame opening sensor. The front frame opening sensor can detect the opening of the front frame 10 with respect to the inner frame 7. The inner frame opening sensor can detect the opening of the inner frame 7 with respect to the outer frame 2. When the front frame opening sensor and the inner frame opening sensor detect an opening, they enter a detection state (opening detection state). When the error control means 298 detects that the front frame 10 or the inner frame 7 as a door has been opened (when the front frame opening sensor or the inner frame opening sensor enters the detection state), it detects a door opening error. Based on the detection of the error, the effect control means 300 displays the characters "The door is open" on the liquid crystal display 32 as shown in FIG. 12(c), and outputs the voice "The door is open" from the speaker 14 together with a warning sound. The door opening error is an error that can be detected when a player commits an improper act in the game arcade. Therefore, the volume of the sound for notifying the occurrence of the door opening error is set relatively high. This makes it easier for the store staff in the game arcade to notice the occurrence of the door opening error.
[0146] (Specific state) When the power of the gaming machine is in the OFF state, an appropriate number of game balls (45 balls) are put into the payout opening 62 (put in all at once), and when the power of the gaming machine is turned ON, the lifting means 815 operates, and a predetermined number of game balls are supplied to the second passage 819. Then, the retention ball detection sensor 823 shown in FIG. 9 enters the detection state for a predetermined time (for example, 300 ms), and when the stop condition is satisfied, the operation of the lifting means 815 stops. FIG. 13(a) shows the relationship between the game balls and each component when the operation of the lifting means 815 stops after the power is turned on. The leading game ball stops at the rectifier 820 (rectifier unit) and is not supplied to the launching means 821 (launching unit). In other words, the launching means 821 is in a state of not holding a game ball (1 ball). With the position of the rectifier 820 as the leading one, 45 game balls are arranged in a row. Hereinafter, this state will be referred to as the "specific state". Note that the rectifier 820 side (launching means 821 side) may be referred to as the front side (leading side), and the excess sensor 828 side may be referred to as the rear side.
[0147] As will be described later, when the handle is rotated in a specific state, game balls are supplied from the rectifier 820 to the launching means 821 (game balls enter the launching means 821).
[0148] In the specific state, the tenth game ball from the front is detected by the retention ball sensor 823. Also, between the retention ball sensor 823 and the lifting means 815, three (3) game balls (the eleventh, twelfth, and thirteenth game balls from the front) are present (held). Note that including the game ball detected by the retention ball sensor 823, there are four (4) game balls between the retention ball sensor 823 and the lifting means 815. Also, in the lifting means 815 (screw conveyor 817), four (4) game balls (the fourteenth, fifteenth, sixteenth, and seventeenth game balls from the front) are present (held).
[0149] Here, the position of the game ball that can be detected by the shortage sensor 829 (the position where the shortage sensor 829 is provided in the first passage 814) is defined as the "first position". Also, the position of the game ball that can be detected by the excess sensor 828 (the position where the excess sensor 828 is provided in the first passage 814) is defined as the "second position".
[0150] In the specific state, the forty-third game ball from the front is detected by the shortage sensor 829. Also, in the specific state, the last game ball (the forty-fifth game ball from the front) exists between the first position and the second position. Also, in the specific state, there is no game ball detected by the excess sensor 828 (at the second position).
[0151] In the specific state, the distance from the last game ball to the shortage sensor 829 (the first position) is equivalent to the distance for two game balls (the first distance). Also, the distance from the last game ball to the excess sensor 828 (the second position) is equivalent to the distance for three game balls (the second distance). In the specific state, it can be said that the distance from the position of the last game ball to the second position (the second distance) is greater than the distance from the position of the last game ball to the first position (the first distance).
[0152] In a specific state, in order for the last game ball not to be detected by the shortage sensor 829 (in order for a shortage error in the number of circulating balls to be detected), a decrease of three game balls is required. In the specific state, even if two game balls decrease, a shortage error in the number of circulating balls is not detected. In a specific state, in order for the last game ball to be detected by the excess sensor 828 (in order for an excess error in the number of circulating balls to be detected), an increase of three game balls is required. In the specific state, even if two game balls increase, an excess error in the number of circulating balls is not detected.
[0153] (State corresponding to the launch cycle) When the handle is rotationally operated in a specific state to launch a predetermined number of game balls (into the game area 4a or the game area 4b) and the position of the handle is returned to the initial position, the state after corresponding to the launch cycle shown in FIG. 13(b) is obtained. The state after corresponding to the launch cycle is a state in which a game ball (one ball) is held by the launch means 821, and compared with the specific state, the last game ball has moved closer to the shortage sensor 829 by one ball. In the state after corresponding to the launch cycle, with the position of the launch means 821 at the head, 45 game balls are lined up.
[0154] In the state after corresponding to the launch cycle, in order for the last game ball not to be detected by the shortage sensor 829 (in order for a shortage error in the number of circulating balls to be detected), a decrease of two game balls is required. In the state after corresponding to the launch cycle, even if one game ball decreases, a shortage error in the number of circulating balls is not detected. In the state after corresponding to the launch cycle, in order for the last game ball to be detected by the excess sensor 828 (in order for an excess error in the number of circulating balls to be detected), an increase of four game balls is required. In the state after corresponding to the launch cycle, even if three game balls increase, an excess error in the number of circulating balls is not detected.
[0155] (Number of game balls) As described above, based on the lending operation in the dedicated unit 400, a value corresponding to a predetermined number of game values is stored in the game value number storage area (game ball number counter, game value number counter) of the frame control board 201. The value indicated by the game ball number counter (stored value) can be referred to as the number of balls held (number of balls in hand) or the number of game balls. The number of game balls is displayed on the game value number display device 211 (Fig. 1). The frame control board 201 performs control related to the value (number of game balls) stored in the game ball number counter. Further, the frame control board 201 performs control to display the number of game balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease of the number of game balls.
[0156] The counting button 212 (Fig. 1) is a button that is operated when transmitting (returning, transferring) game balls (game values) to the dedicated unit 400. When the player finishes the game or the like, the player performs an operation (pressing operation) on the counting button 212 as a counting operation (returning operation). When the counting button 212 is operated, a predetermined number of game balls are transferred from the gaming machine to the dedicated unit 400. When game balls are transferred from the gaming machine to the dedicated unit 400, the frame control board 201 decreases the number of game values by the number of game values transferred.
[0157] (Game ball clear) As shown in Fig. 5, the frame control board 201 is provided with a game ball number clear switch 213 (game value number clear switch). The game ball number clear switch 213 is formed to be depressable. After the operator turns off the power of the gaming machine (after power-off), when the operator turns on the power of the gaming machine (when powering on) while pressing the game ball number clear switch 213, the game ball number clear is executed and the number of game balls can be set to 0 (cleared). When the frame control board 201 detects that the game ball number clear switch 213 is pressed (is ON) when the power of the gaming machine is turned on, the frame control board 201 executes a process of setting the value of the game ball number counter to 0 (game ball number clear process). Specifically, the stored value of the game ball number counter stored in the RAM of the frame control memory provided in the frame control board 201 is set to "0".
[0158] The number of game balls (the value of the game ball counter) is not reset (initialized) by a power failure. That is, when the power is cut off while a predetermined value (for example, 1000) is set as the number of game balls and the power is turned on again, the predetermined value (for example, 1000) is (again) set as the number of game balls.
[0159] Based on the execution of the game ball count clear, the error control means 298 transmits a signal indicating the execution (occurrence) to the sub-control board 202. Based on receiving the signal (the execution of the game ball count clear process), the effect control means 300 can execute the notification related to the game ball count clear shown in FIG. 14(a). Specifically, the characters "Game balls cleared H67" (H67 is an error code) are displayed on the liquid crystal display 32, and the voice (warning voice) "Game balls cleared" is output from the speaker 14. In addition to the voice, a warning sound may be output.
[0160] Based on the elapse of a predetermined time (for example, 30 seconds) after the game ball count clear is executed, the error control means 298 determines that the release condition is satisfied and transmits a signal indicating the release of the game ball count clear to the sub-control board 202. Based on receiving the signal, the effect control means 300 ends the notification related to the game ball count clear.
[0161] (Transition to the ball removal state) The gaming machine of the present embodiment can set a "ball removal state" (ball removal mode). As shown in FIG. 5, the frame control board 201 is provided with a ball removal switch 214. The ball removal switch 214 is formed to be depressable. When the operator turns on the power of the gaming machine while depressing the ball removal switch 214 (when the power is turned on), the gaming machine can be shifted to the ball removal state. When performing maintenance or the like on the gaming machine, the operator can shift the gaming machine to the ball removal state and take out the game balls (circulating balls) inside the gaming machine. The frame control board 201 sets the ball removal state when it detects that the number of game balls is 0 and the ball removal switch 214 is depressed (is ON) when the power of the gaming machine is turned on.
[0162] Based on the fact that the ball removal state is set, the error control means 298 transmits a signal indicating that fact to the sub-control board 202. Based on receiving the signal (the fact that the ball removal state is set), the effect control means 300 can execute the notification related to the ball removal state shown in FIG. 14(b). Specifically, characters "During ball removal state" are displayed on the liquid crystal display 32, and a caution sound (mechanical sound) is output from the speaker 14. In addition to or instead of the caution sound, a voice saying "During ball removal state" may be output. In the present embodiment, the ball removal state is configured to be released based on the execution of power-off, and the effect control means 300 continues the notification related to the ball removal state until power-off is executed.
[0163] (Priority of notification) In the present embodiment, it can be said that the execution of clearing the number of game balls and the setting of the ball removal state are treated in the same way (equally) as the occurrence of an error. Here, when comparing the excessive circulation ball number error, the insufficient circulation ball number error, and the clearing of the number of game balls during the ball removal state (the setting of the ball removal state), as shown in FIG. 15, the priority (priority order) of the notification during the ball removal state is the highest, followed by the priority of the notification of the excessive circulation ball number error, then the priority of the notification of the insufficient circulation ball number error, and the priority of the notification of the clearing of the number of game balls is the lowest. In the present embodiment, when a plurality of errors occur repeatedly, the error with a higher priority of notification is preferentially notified.
[0164] The notification related to the ball removal state (priority order 2nd) is configured to continue until power-off. The notification related to the excessive circulation ball number error (priority order 24th) is configured to continue until the error is released (until the release condition is satisfied). The notification related to the insufficient circulation ball number error (priority order 25th) is configured to continue until the error is released (until the release condition is satisfied). The notification related to the clearing of the number of game balls (priority order 26th) is configured to continue until the error is released (until the release condition is satisfied).
[0165] When comparing the notification volumes (loudness) regarding the excessive circulating balls error, insufficient circulating balls error, and clearance of the number of game balls during the ball removal state, the volumes related to the excessive circulating balls error and insufficient circulating balls error notifications are the largest (loud warning sound). Since the excessive circulating balls error and insufficient circulating balls error may occur when fraud is committed by the player, the volume is set relatively large so that the casino staff and the like can easily notice. Also, the volume related to the notification during the ball removal state is the smallest (caution sound). Since the notification during the ball removal state only needs to enable the operator to grasp that it is in the ball removal state, the volume is set relatively small. Further, the volume related to the clearance of the number of game balls notification (weak warning sound) is larger than the volume related to the notification during the ball removal state and smaller than the volumes related to the excessive circulating balls error and insufficient circulating balls error notifications.
[0166] (Maintenance work) As described above, circulating balls are enclosed in the gaming machine, and the ball removal state is a state set when removing all the circulating balls inside the gaming machine. The ball removal state is mainly set when performing maintenance work at the casino (hall). The operator, for example, makes adjustments such as with nails, sets a predetermined number of game balls and conducts a trial shot of the game balls (fires the game balls), after completion of the work (after inspection), sets the number of game balls to 0, shifts to the ball removal state to extract the game balls, and then performs the work of enclosing the game balls again to the specified number (45 balls). Note that even in a state other than the ball removal state, it is possible to remove the game balls, but when the power is OFF (not energized), the game balls cannot be fired and some of the game balls cannot be removed (as will be described later). In the present embodiment, when removing all the circulating balls without generating other errors, it is necessary to shift to the ball removal state.
[0167] Incidentally, when the power is cut off with the number of game balls being 0 (when the power supply of the gaming machine is OFF with the number of game balls being 0), it is possible to shift to the ball discharge state by turning on the power supply of the gaming machine while pressing the ball discharge switch 214. On the other hand, when the power is cut off with the number of game balls being a value other than 0 (when the power supply is OFF while a value other than 0 is held as the number of game balls), even if the power supply of the gaming machine is turned on while pressing the ball discharge switch 214, it is not possible to shift to the ball discharge state. Therefore, an operator who wants to shift to the ball discharge state needs to press the count button 212 while the power is on to set the number of game balls to 0, or execute a game ball count clear to set the number of game balls to 0. It can be said that when the number of game balls is not "0", the transition to the ball discharge state is not effective. When the number of game balls is set to 0 by pressing the count button 212, an operation to return the card in the dedicated unit 400 is required, and if this operation is forgotten, the player can play the game using that card. Therefore, when setting the number of game balls to 0, the operator executes a game ball count clear.
[0168] Next, using the flowchart shown in FIG. 16, first, the case where an operation related to clearing the number of game balls is executed and then an operation related to shifting to the ball discharge state is executed (when a two-step operation is executed) will be described. At the start point of the flowchart shown in FIG. 16, it is assumed that adjustments such as pins and test shots of game balls are completed, and a value other than 0 is set as the number of game balls. To execute a game ball count clear, the operator first turns off the power supply of the gaming machine.
[0169] (Step S1) The power-off is detected. After the power supply of the gaming machine is turned off, the operator turns on the power supply of the gaming machine while pressing the game ball count clear switch 213 to execute a game ball count clear.
[0170] (Step S2) The power-on is detected.
[0171] (Step S3) The frame control board 201 determines whether the game ball number clear switch 213 is pressed. If the frame control board 201 determines that the game ball number clear switch 213 is pressed (step S3: YES), it proceeds to the process of step S4. Note that when the frame control board 201 determines that the game ball number clear switch 213 is not pressed (step S3: NO), it does not execute (ends) the game ball number clear.
[0172] (Step S4) The frame control board 201 executes the game ball number clear and sets the value of the game ball number counter to 0 (sets the game ball number to 0). The game ball number set due to the execution of a trial play (maintenance) is cleared in this step.
[0173] (Step S5) The effect control means 300 executes the notification related to the game ball number clear (Fig. 14(a)). By executing this notification, the operator can grasp that the game ball number has been cleared. Next, the operator turns off the power of the gaming machine to shift to the ball discharge state.
[0174] Note that even if the power of the gaming machine is turned on while pressing the game ball number clear switch 213 when the value of the game ball number counter is 0, the game ball number clear is executed (step S4), and the notification related to the game ball number clear is executed (step S5).
[0175] (Step S6) Detect the power off. After the power of the gaming machine is turned off, the operator turns on the power of the gaming machine while pressing the ball discharge switch 214 to shift to the ball discharge state.
[0176] In this embodiment, when the detection of the depression of the game ball number clear switch 213 triggers the execution of the game ball number clear, the timing starts. Based on the elapse of a predetermined time (30 seconds) since the start of the timing, the release condition for the game ball number clear is satisfied (when the notification is being executed, the notification related to the game ball number clear ends). And if the power cut related to step S6 is executed before the elapse of the predetermined time (30 seconds) since the start of the timing, the timing starts again from the beginning (0) when the next power is turned on (provided that the gaming machine is connected to the dedicated unit 400). If no higher-priority error is detected between the power-on and the elapse of the predetermined time (30 seconds), the notification related to the game ball number clear can be executed. In other words, when the power cut is executed before the elapse of the predetermined time (30 seconds) after the execution of the game ball number clear, information indicating that the game ball number clear is in progress is retained. When this information is detected at the next power-on, the game ball number clear is set and the timing starts again from 0. Based on the elapse of the predetermined time (30 seconds) since the start of the timing, the release condition for the game ball number clear is satisfied. On the other hand, if the power cut related to step S6 is executed after the elapse of the predetermined time (30 seconds) since the execution of the game ball number clear (since the start of the timing), the information indicating that the game ball number clear is in progress is not retained. Therefore, this information is not detected at the next power-on, and the game ball number clear is not set again (the notification related to the game ball number clear is not executed).
[0177] (Step S7) Detect the power-on.
[0178] (Step S8) The frame control board 201 determines whether the ball extraction switch 214 is depressed. When the frame control board 201 determines that the ball extraction switch 214 is depressed (step S8: YES), it proceeds to the process of step S9. If the frame control board 201 determines that the ball extraction switch 214 is not depressed (step S8: NO), it does not shift to the ball extraction state (ends).
[0179] (Step S9) The frame control board 201 determines whether the number of game balls (the value of the game ball counter) is 0. Here, since the game ball count has been cleared (Step S4), the frame control board 201 determines that the number of game balls is 0 (Step S9: YES) and proceeds to the process of Step S10. If the frame control board 201 determines that the number of game balls is not 0 (Step S9: NO), it does not transition to the ball extraction state (ends).
[0180] (Step S10) The frame control board 201 determines that the condition for transitioning to the ball extraction state is satisfied and transitions to the ball extraction state (sets the ball extraction state).
[0181] (Step S11) The effect control means 300 executes the notification related to the ball extraction state (Fig. 14(b)). By executing this notification, the operator can grasp that the ball extraction state has been set and can execute the ball extraction process. When the operator finishes the ball extraction (when all the circulating balls are extracted), the operator turns off the power of the gaming machine to end the ball extraction state. As shown in Fig. 15, during the ball extraction state (while in the ball extraction state), the execution of power-off is a release condition. Note that in order to extract some game balls (for example, the game balls held by the launching means 821 and the rectifier 820 (see Fig. 13)), it is necessary to rotate the handle (launch the game balls) with the power on. However, after extracting some of those game balls, the power can be turned off first, and the game balls can be extracted with the power off. In the ball extraction state, since winning at the start port etc. is invalid, even if a game ball is launched and enters the start port, the variation of the special symbol does not start.
[0182] In step S11, notification related to the ball removal state is executed. At this time, as errors that can occur overlapping with the ball removal state, there are an insufficient number of circulating balls error (due to ball removal) and a clearance of the number of game balls. However, as shown in FIG. 15, even if an insufficient number of circulating balls error or a clearance of the number of game balls is detected, since the priority of notification is higher during the ball removal state, in step S11, the ball removal state is notified. It can be said that during the ball removal state, the notification sound is relatively small, and the one with the smaller notification sound is output preferentially.
[0183] (Steps S12, S13) The frame control board 201 determines whether power-off (turning off the power) has been executed (step S12). When the frame control board 201 determines that power-off has been executed (step S12: YES), it executes processing related to power-off (power-off processing) (step S13). Based on this power-off, the ball removal state ends. On the other hand, when the frame control board 201 determines that power-off has not been executed (step S12: NO), it returns to step S11.
[0184] After power-off according to step S13, the operator encloses a specified number of game balls. The game balls used during maintenance are removed by the above-mentioned ball removal process, and after power-off, game balls (new game balls) used in the game are set. After the enclosure is completed, the operator turns on the power of the gaming machine so that the gaming machine can be in a state where gaming is possible.
[0185] (Step S14) Detect the power-on.
[0186] (Steps S15, S16) The error control means 298 determines whether or not the conditions for the occurrence of an excessive number of circulating balls error or a shortage of circulating balls error are satisfied (step S15). When the error control means 298 determines that the conditions for the occurrence of an excessive number of circulating balls error or a shortage of circulating balls error are satisfied (step S15: YES), it causes the production control means 300 to execute notification related to the detected error (step S16). On the other hand, when the error control means 298 determines that neither the condition for the occurrence of an excessive number of circulating balls error nor the condition for the occurrence of a shortage of circulating balls error is satisfied (step S15: NO), it does not notify any error (ends). Note that in step S15, it may be determined whether or not information indicating that the clearing of the number of game balls is being executed is held, and if it is determined that it is held, notification related to the clearing of the number of game balls may be executed in step S16.
[0187] When shifting to the ball discharge state requires an operation (process) of clearing the number of game balls and an operation (process) of setting the ball discharge state (when two-stage operations are required), the burden on the operator increases. In other words, the workability (work efficiency) regarding maintenance decreases. For example, when a plurality of (e.g., 20) gaming machines are set in a predetermined island facility in a game arcade and the two-stage operation is executed one by one, the burden on the operator becomes large (the time required for the operation becomes long).
[0188] In the present embodiment, even when the power is cut off with a value other than 0 for the number of game balls (when the power is OFF while a value other than 0 is held as the number of game balls), when the power of the gaming machine is turned on while pressing both the game ball number clear switch 213 and the ball discharge switch 214 (while pressing them simultaneously), it is possible to shift to the ball discharge state (shift normally). In other words, it is possible to shift to the ball discharge state with a one-stage operation instead of a two-stage operation. Note that the shift to the ball discharge state based on the simultaneous pressing of the game ball number clear switch 213 and the ball discharge switch 214 is referred to as a forced shift.
[0189] By enabling forced transition, the operator does not need to perform a two-step operation (two processes), and can complete it in one step, thus improving the workability of maintenance work.
[0190] Next, with reference to the flowchart shown in FIG. 17, the case where forced transition (simultaneous pressing) is executed will be described. At the start of the flowchart shown in FIG. 17, it is assumed that the adjustment of nails or the like and the trial hitting of game balls are completed, and a value other than 0 is set as the number of game balls. To perform forced transition, the operator first turns off the power of the gaming machine.
[0191] (Step S101) Detect the power-off. After the power of the gaming machine is turned off, to perform forced transition, the operator turns on the power of the gaming machine while simultaneously pressing the game ball number clear switch 213 and the ball drain switch 214.
[0192] (Step S102) Detect the power-on.
[0193] (Step S103) The frame control board 201 determines whether the game ball number clear switch 213 is pressed and whether the ball drain switch 214 is pressed. In other words, it determines whether the game ball number clear switch 213 and the ball drain switch 214 are simultaneously pressed. If the frame control board 201 determines that the game ball number clear switch 213 is pressed and the ball drain switch 214 is pressed (Step S103: YES), it proceeds to the process of Step S104. If the frame control board 201 determines that both the game ball number clear switch 213 and the ball drain switch 214 are not pressed (not simultaneously pressed) (Step S103: NO), it does not perform forced transition (ends).
[0194] (Step S104) The frame control board 201 executes the game ball count clear, sets the value of the game ball count counter to 0 (first process), and shifts to the ball extraction state (second process). After the frame control board 201 executes the game ball count clear and sets the value of the game ball count counter to 0, it sets the ball extraction state.
[0195] (Step S105) The effect control means 300 executes the notification related to the ball extraction state (Fig. 14(b)). In the transition destination ball extraction state, the notification related to the ball extraction state is preferentially executed, and the notification related to the game ball count clear is not executed. In other words, although both the game ball count clear and the transition to the ball extraction state are executed in step S104, only one (the transition to the ball extraction state) is notified in step S105.
[0196] In addition, as an error that can occur overlapping with the ball extraction state in step S105, there is an insufficient circulating ball count error (associated with ball extraction) in addition to the game ball count clear. Since the priority of notification is set higher than that of the game ball count clear or the insufficient circulating ball count error during the ball extraction state, the ball extraction state is notified in step S105.
[0197] By executing the notification related to the ball extraction state, the operator can grasp that the ball extraction state is set and can execute (start) the ball extraction process. When the ball extraction is completed (when all circulating balls are extracted), the operator turns off the power of the gaming machine to end the ball extraction state. As shown in Fig. 15, during the ball extraction state, the execution of power-off is a release condition.
[0198] (Step S106, Step S107) The frame control board 201 determines whether power-off (turning off the power supply) has been executed (step S106). When the frame control board 201 determines that power-off has been executed (step S106: YES), it executes processing related to power-off (power-off processing) (step S107). Based on this power-off, the ball removal state ends. When the frame control board 201 determines that power-off has not been executed (step S106: NO), it returns to step S105. Thereby, until power-off is executed, the notification related to the ball removal state continues.
[0199] After power-off according to step S107, the operator encloses the specified number of game balls. The game balls used during maintenance are removed by the above-described ball removal process, and after power-off, game balls (new game balls) used in the game are set. After the enclosure is completed, the operator turns on the power supply of the gaming machine so that the gaming machine can be in a state where gaming is possible.
[0200] (Step S108) Detect the turning on of the power supply.
[0201] In addition, when the power-off according to step S107 is executed before a predetermined time (30 seconds) elapses after the game ball number clear switch 213 is pressed (simultaneously pressed with the ball removal switch 214) (after the game ball number clear is executed), information indicating that the game ball number clear is being executed is retained. On the other hand, when the power-off according to step S107 is executed after a predetermined time (30 seconds) elapses after the game ball number clear switch 213 is pressed (simultaneously pressed with the ball removal switch 214) (after the game ball number clear is executed), the information indicating that the game ball number clear is being executed is not retained.
[0202] (Step S109) The error control means 298 determines whether information indicating that the game ball count clear is being executed is being held (step S109). If the error control means 298 determines that the information is being held (step S109: YES), it proceeds to the process of step S110. On the other hand, if the error control means 298 determines that the information is not being held (step S109: NO), it proceeds to the process of step S116.
[0203] (Step S110) The error control means 298 sets the game ball count clear and starts the timing.
[0204] (Steps S111, Step S112, Step S113) The effect control means 300 determines whether an error having a higher priority than the game ball count clear has occurred (step S111). Errors having a higher priority than the game ball count clear that can be detected in step S111 include the excessive circulating ball count error and the insufficient circulating ball count error. If the effect control means 300 determines that an error having a higher priority than the game ball count clear has occurred (step S111: YES), it notifies the error (step S112). In the case where a plurality of such errors have occurred, the one with the highest priority is notified. On the other hand, if the effect control means 300 determines that an error having a higher priority than the game ball count clear has not occurred (step S111: NO), it notifies the game ball count clear (step S113).
[0205] (Steps S114, Step S115) The error control means 298 determines whether or not a predetermined time (30 seconds) has elapsed since the start of timing (step S114). When the error control means 298 determines that the predetermined time (30 seconds) has elapsed since the start of timing (step S114: YES), it releases the game ball count clear (step S115). If the game ball count clear has been notified, the notification of the game ball count clear ends based on the release. On the other hand, when the error control means 298 determines that the predetermined time (30 seconds) has not elapsed since the start of timing (step S114: NO), it returns to step S111.
[0206] (Steps S116, Step S117) The error control means 298 determines whether or not the occurrence conditions for the excessive circulating ball count error or the insufficient circulating ball count error are satisfied (step S116). When the error control means 298 determines that the occurrence conditions for the excessive circulating ball count error or the insufficient circulating ball count error are satisfied (step S116: YES), it causes the effect control means 300 to execute the notification related to the detected error (step S117). On the other hand, when the error control means 298 determines that neither the occurrence condition for the excessive circulating ball count error nor the occurrence condition for the insufficient circulating ball count error is satisfied (step S116: NO), it does not notify any error (ends).
[0207] In the ball loading operation, if more game balls than the specified number are loaded by the player, there is a possibility that an excessive circulating ball count error will be detected in step S111 (step S116), and if fewer game balls than the specified number are loaded, there is a possibility that an insufficient circulating ball count error will be detected in step S111 (step S116). As shown in FIG. 15, the insufficient circulating ball count error and the excessive circulating ball count error are set to have a higher notification priority than the game ball count clear.
[0208] In the case where information indicating that the number of game balls is being cleared is held in step S109 (step S109: YES), if the process does not proceed to step S112 after power-on, but proceeds to step S113 and a notification of the number of game balls being cleared is made, the operator can understand that an error of too few circulating balls or an error of too many circulating balls, which have a higher notification priority than the number of game balls being cleared, have not occurred. In other words, through the notification of the number of game balls being cleared, the player can confirm that there is no excess (excess) or shortage (over or under) of game balls (circulating balls) after the ball insertion operation (the set number of balls has been set correctly).
[0209] In step S104, both the game ball count clearing process and the process of transitioning to the ball removal state are executed, but in step S105, only the notification (the notification with the higher priority) related to one of the processes (transitioning to the ball removal state) is executed. In other words, it is possible to avoid the execution of the notification related to the game ball count clearing, which has a lower priority. Therefore, in the ball removal state, notifications related to both processes are executed, which can prevent the operator from feeling it is noisy (feeling uncomfortable). Also, as described above, the volume of the notification related to the ball removal state is set lower than the volume of the notification related to the game ball count clearing. Therefore, in the ball removal state, the notification with the lower volume is executed. This can further prevent the operator from feeling it is noisy.
[0210] Although not shown in the figure, if the power is turned on in step S108 while the game ball count clear switch 213 and the ball removal switch 214 are simultaneously pressed, the process of step S104 will be executed again. That is, even if the value of the game ball count counter is 0, the game ball count is cleared, the value of the game ball count counter is set to 0, and the ball removal state is set.
[0211] The gaming machine of this embodiment is A gaming machine capable of circulating gaming balls therein, Control means (frame control board 201) capable of setting a ball removal state for removing enclosed game balls, A ball removal switch (ball removal switch 214) operated when setting the ball removal state, A game value number counter whose value is updated based on the granting of game values, A game value number clear switch (game ball number clear switch 213) operated when setting the value of the game value number counter to 0, Effect control means (effect control means 300) for controlling the execution of notifications, and When the value of the game value number counter is 0 and the power is OFF, and the power is turned ON while pressing the ball removal switch, the ball removal state is set. When the value of the game value number counter is a value other than 0 and the power is OFF, and the power is turned ON while pressing the game value number clear switch, the value of the game value number counter becomes 0. When the value of the game value number counter is a value other than 0 and the power is OFF, and the power is turned ON while pressing the ball removal switch, the ball removal state is not set. When the value of the game value number counter is a value other than 0 and the power is OFF, and the power is turned ON while pressing both the ball removal switch and the game value number clear switch, the ball removal state is set.
[0212] When the value of the game value number counter is 0, the ball removal state can be set by turning on the power while pressing the ball removal switch. However, when the value of the game value number counter is a value other than 0, the ball removal state cannot be set even if the power is turned on while pressing the ball removal switch. When the value of the game value number counter is a value other than 0, turn on the power while pressing the game value number clear switch to set the value of the game value number counter to 0. Then, turn off the power and turn on the power while pressing the ball removal switch to set the ball removal state. However, in this case, two-step operations are required, resulting in low workability (a heavy burden on the operator). In this embodiment, even when the value of the game value counter is a value other than 0, the ball discharge state can be set by turning on the power while pressing both the ball discharge switch and the game value number clear switch. In other words, the ball discharge state can be set with a single operation. Therefore, workability can be improved and the burden on the operator can be reduced.
[0213] Also, the gaming machine of this embodiment When the value of the game value counter is a value other than 0 and the power is off, and the power is turned on while pressing both the ball discharge switch and the game value number clear switch, a first process of setting the value of the game value counter to 0 and a second process of setting the ball discharge state are executed, and the ball discharge state is set. In the ball discharge state, notification based on the execution of the second process is executed, but notification based on the execution of the first process is not executed.
[0214] In the ball discharge state, only the notification based on the execution of the second process is executed. Therefore, in the ball discharge state, it is possible to suppress the operator from feeling noisy (having discomfort) compared to the case where both the notification based on the execution of the first process and the notification based on the execution of the second process are executed.
[0215] Also, the gaming machine of this embodiment The volume of the notification based on the execution of the second process is set to be smaller than the volume of the notification based on the execution of the first process.
[0216] In the ball discharge state, since the notification with the smaller volume (the notification based on the execution of the second process) is executed, it is possible to suppress the operator from feeling noisy (having discomfort).
[0217] Also, the gaming machine of this embodiment When the power is cut off after a predetermined time has elapsed since the execution of the first process, when the power is next turned on, the notification based on the execution of the first process is not executed.
[0218] When power-off occurs after a predetermined time has elapsed since the execution of the first process, notification based on the execution of the first process is not executed when the power is turned on next. Therefore, by executing the notification at the time of power-off recovery, it is possible to suppress surprising the operator.
[0219] Also, the gaming machine of the present embodiment When power-off occurs before a predetermined time has elapsed since the execution of the first process, notification based on the execution of the first process can be executed when the power is turned on next. The notification based on the execution of the first process is set to have a lower notification priority than the notification of the excessive circulating ball number error related to the excessive number of circulating balls and the notification of the insufficient circulating ball number error related to the insufficient number of circulating balls.
[0220] When power-off occurs before a predetermined time has elapsed since the execution of the first process, notification based on the execution of the first process can be executed when the power is turned on next. When the notification is executed at the time of power-off recovery, the operator can grasp that the excessive circulating ball number error and the insufficient circulating ball number error, which have a higher priority than the notification, have not occurred.
[0221] (Second Embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of the present embodiment has the same configuration as the gaming machine according to the first embodiment. Therefore, the description of the same configuration as that of the first embodiment will be omitted or simplified.
[0222] The RAM of the frame control memory on the frame control board 201 is provided with a MY counter. The frame control board 201 controls the stored value of the MY counter. After power-on, the frame control board 201 updates the stored value of the MY counter based on the maximum difference in game values (MY: based on the time when the game value decreased the most after power-on, and the increased value of the game value from this reference). The stored value of the MY counter is updated based on the value related to the acquisition (bonus balls) of the game value and the value related to the use of the game value. Note that the stored value of the MY counter is reset to "0" based on the occurrence of a power failure (recovery from a power failure).
[0223] The main control board 200 manages whether to activate the complete function based on the stored value of the MY counter. When the stored value of the MY counter reaches a specific value of "95000" or more (when it reaches the specific value), the main control board 200 can activate the complete function. When the main control board 200 determines to activate the complete function, it shifts the gaming machine to a state where the game cannot be advanced (a game restricted state, a game stop state), and transmits a command indicating the activation of the complete function to the sub-control board 202. The effect control means 300 can execute an effect for notifying that the complete function is in operation based on receiving the command. Note that the main control board 200 cancels the activation of the complete function based on the execution of a RAM clear (power failure recovery with a RAM clear) as a return operation (cancellation operation).
[0224] In the gaming machine of this embodiment, during normal gaming (during business hours), it is possible to shift to a ball extraction state without turning off the power of the gaming machine. The case of shifting to the ball extraction state while the power of the gaming machine is ON will be described using the flowchart shown in FIG. 18.
[0225] (Step S201) The frame control board 201 determines whether or not the ball extraction switch 214 has been depressed (long-pressed) for a predetermined time (e.g., 5 seconds). When the frame control board 201 determines that the ball extraction switch 214 has been depressed for a predetermined time (step S201: YES), it proceeds to the process of step S202. On the other hand, when the frame control board 201 has not determined that the ball extraction switch 214 has been depressed for a predetermined time (step S201: NO), it ends.
[0226] Here, the period from when the power is turned on until a predetermined time (e.g., 60 seconds) has elapsed is defined as the initial period. The initial period can be said to be the period immediately after the power is turned on. Also, among the periods during which the power of the gaming machine is on, the period excluding the initial period (the period other than immediately after the power is turned on) is defined as the specific period (during normal gaming).
[0227] (Step S202) The frame control board 201 determines whether or not it is the specific period. When the frame control board 201 determines that it is the specific period (step S202: YES), it proceeds to the process of step S203. On the other hand, when the frame control board 201 determines that it is not the specific period (step S202: NO), it ends.
[0228] (Step S203) The frame control board 201 sets the ball extraction state (the ball extraction state during the game). In the present embodiment, it is possible to shift to the ball extraction state even if the number of game balls (held balls) is not set to 0 (even if the number of game balls is a value other than 0).
[0229] (Step S204) The effect control means 300 executes notification related to the ball extraction state (Fig. 14(b)). By executing the notification related to the ball extraction state, the operator can recognize that the ball extraction state has been set and can execute (start) the ball extraction process. When the ball extraction is completed (when all the circulating balls have been extracted), the operator turns off the power of the gaming machine in order to end the ball extraction state. The execution of power-off is the release condition for the ball extraction state (during the ball extraction state). During the game, a grape state may occur where the game balls get caught on the game board 6 (the board surface) (the game balls get stuck between the board surface and the glass), etc., and it may become impossible to conduct a normal game. In such a state, when the inner frame 7 (the glass door) is opened, the game balls may spill out to the player's side (the front side) (fall onto the floor of the game parlor, etc.). Even if the game balls are picked up and collected, it is difficult to accurately determine whether all the game balls have been recovered. Therefore, when a large number of game balls have spilled, rather than collecting the spilled game balls and putting them into the ball container, it is better to extract all the game balls once (perform a ball extraction) and put in the specified number (45 balls) of game balls (perform a total replacement), which can shorten the working time and make the number of game balls in the gaming machine an accurate number. By enabling the transition to the ball extraction state without turning off the power of the gaming machine during the game, the workability can be improved and the management of the number of game balls can be made easier.
[0230] (Step S205, Step S206) The frame control board 201 determines whether a power cut (turning off the power) has been executed (Step S205). When the frame control board 201 determines that a power cut has been executed (Step S205: YES), it executes the process related to the power cut (power cut process) (Step S206). Based on this power cut, the ball extraction state ends. On the other hand, when the frame control board 201 determines that a power cut has not been executed (Step S205: NO), it returns to Step S204.
[0231] After the power cut according to Step S206, the operator encloses the specified number of game balls. The used game balls are removed by the above-mentioned ball extraction process, and after the power cut, new game balls to be used in the game are set. After the enclosure is completed, the operator turns on the power of the gaming machine to make the gaming machine in a state where the game can be played.
[0232] (Step S207) Detect the turning on of the power.
[0233] In this embodiment, even after the power-off according to step S206 and the return from the power-off according to step S207, the value of the game ball counter (held ball management data) is not reset.
[0234] Also, in this embodiment, even after the power-off according to step S206 and the return from the power-off according to step S207, the value of the MY counter (difference ball management data) is not reset. Although the value of the MY counter is supposed to be reset based on a power-off, when power-off occurs during a ball extraction state that has shifted during normal gameplay, the value of the MY counter is not reset. If the value of the MY counter were to be reset based on power-off during a ball extraction state that has shifted during normal gameplay, and then the game resumes after power-off return and continues, there is a risk that the ball output performance of the gaming machine may become excessive. In this embodiment, since the value of the MY counter is not reset when power-off occurs during a ball extraction state that has shifted during normal gameplay, such a problem can be prevented.
[0235] Also, even when a game ball is launched in the above-described ball extraction state (in-game ball extraction state), the number of game balls (held balls) does not decrease based on this. In other words, when a game ball is launched in the ball extraction state (in-game ball extraction state), the value of the game ball counter (held balls) does not decrease based on this. For this reason, based on the execution of the ball extraction operation, the number of game balls (held balls) of the player does not decrease. Also, when a game ball is launched in the ball extraction state (in-game ball extraction state), the value of the MY counter does not fluctuate based on this.
[0236] (Step S208, Step S209) The error control means 298 determines whether or not the conditions for the occurrence of an excessive number of circulating balls error or a shortage of circulating balls error are satisfied (step S208). When the error control means 298 determines that the conditions for the occurrence of an excessive number of circulating balls error or a shortage of circulating balls error are satisfied (step S208: YES), it causes the effect control means 300 to execute notification related to the detected error (step S209). On the other hand, when the error control means 298 determines that neither the condition for the occurrence of an excessive number of circulating balls error nor the condition for the occurrence of a shortage of circulating balls error is satisfied (step S208: NO), it does not notify any error (ends).
[0237] The present invention is not limited to the above-described embodiments, and can be implemented in various modifications without departing from the gist thereof. Also, within the scope of the invention, the present invention allows for free combination of each embodiment, modification of any component of each embodiment, or omission of any component in each embodiment.
Explanation of reference numerals
[0238] 201 Frame control board (control means) 213 Game ball number clear switch (game value number clear switch) 214 Ball extraction switch 300 Effect control means
Claims
1. A gaming machine capable of circulating game balls therein, control means capable of setting a ball removal state for removing enclosed game balls, a ball removal switch operated when setting the ball removal state, a game value number counter whose value is updated based on the granting of game values, a game value number clear switch operated when setting the value of the game value number counter to 0, and effect control means for controlling the execution of notifications, When the power is turned on while pressing the ball removal switch in a state where the value of the game value number counter is 0 and the power is off, the ball removal state is set. When the power is turned on while pressing the game value number clear switch in a state where the value of the game value number counter is a value other than 0 and the power is off, the value of the game value number counter becomes 0. When the power is turned on while pressing the ball removal switch in a state where the value of the game value number counter is a value other than 0 and the power is off, the ball removal state is not set. A gaming machine in which, when the power is turned on while pressing both the ball removal switch and the game value number clear switch in a state where the value of the game value number counter is a value other than 0 and the power is off, the ball removal state is set.
2. When the power is turned on while pressing both the ball removal switch and the game value number clear switch in a state where the value of the game value number counter is a value other than 0 and the power is off, a first process of setting the value of the game value number counter to 0 and a second process of setting the ball removal state are executed, and the ball removal state is set. In the ball removal state, a notification based on the execution of the second process is executed, but a notification based on the execution of the first process is not executed. The gaming machine according to claim 1.
3. The volume of the notification based on the execution of the second process is set to be smaller than the volume of the notification based on the execution of the first process. The gaming machine according to claim 2.
4. When power failure occurs after a predetermined time has elapsed since the execution of the first process, when the power is turned on next, the notification based on the execution of the first process is not executed. The gaming machine according to claim 2.
5. When power failure occurs before a predetermined time has elapsed since the execution of the first process, when the power is turned on next, the notification based on the execution of the first process can be executed. The notification based on the execution of the first process has a lower notification priority than the notification of the excessive circulating ball number error related to the excessive number of circulating balls and the notification of the insufficient circulating ball number error related to the insufficient number of circulating balls. The gaming machine according to claim 2.
Citation Information
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