Game machine

The gaming machine addresses the issue of player distrust by implementing a system for gradual and accurate updates of game values displayed on its interface, enhancing transparency and fairness in the gaming experience.

JP2025093039AActive Publication Date: 2025-06-23HEIWA CORP
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Patent Information

Application Number
JP2023208517
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-11
Publication Date
2025-06-23
Estimated Expiration
2043-12-11

AI Technical Summary

Technical Problem

Existing gaming machines struggle to provide a seamless display of updated game values to players, leading to player distrust due to potential discrepancies between the displayed and actual game values.

Method used

The gaming machine incorporates a game value number updating mechanism, a display unit, and a display control system that gradually updates the displayed game values based on a preset trigger, allowing for adjustable update times.

Benefits of technology

This solution reduces player distrust by ensuring that the displayed game values accurately reflect changes in real-time, maintaining transparency and fairness in the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To reduce a player's feeling of distrust.SOLUTION: A game machine comprises: game value number updating means for updating the number of game values possessed by a player on the basis of a preset trigger; a display unit on which the number of game values possessed by the player is displayed; and display control means for controlling the display of the number of game values on the display unit. The display control means is capable of: executing an update display in which the number of game values displayed on the display unit is updated step by step up to the number of game values after a change when the number of game values changes; determining an update time, which is a time required for one step of the update display, to be a different time on the basis of a generated trigger when the update display is executed; and executing the update display on the basis of the determined update time.SELECTED DRAWING: Figure 29
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Description

Technical Field

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

Background Art

[0002] When a lending button provided on the gaming machine is operated, gaming media used in the game are lent out. Also, during the game, gaming media are paid out. The gaming machine is provided with a display unit for displaying the number of gaming media owned by the player, as shown in, for example, Patent Document 1, and the display on the display unit is updated according to changes in the number of gaming media.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] For example, when the display on the display unit is immediately changed to the updated number of gaming media at the time of lending the gaming media, it is difficult for the player to feel that the number of gaming media has increased. On the other hand, although it is conceivable to update the display on the display unit step by step, in this case, it may take a long time until the updated display is completed. If the updated display takes a long time, the number of gaming media may be further updated during that time, causing a divergence between the player's recognition and the actual number of gaming media, which may cause the player to have a sense of distrust.

[0005] An object of the present invention is to provide a gaming machine capable of reducing the player's sense of distrust.

Means for Solving the Problems

[0006] To solve the above problems, the gaming machine of the present invention has a game value number updating means for updating the number of game values owned by the player based on a preset trigger, A display unit on which the number of game values ​​owned by a player is displayed; A display control means for controlling the display of the game value number on the display unit; Equipped with The display control means When the number of game values ​​is changed, an update display can be executed to gradually update the number of game values ​​displayed on the display unit to the number of game values ​​after the change, When executing the update display, the update time, which is the time required for one stage of the update display, can be determined to be different based on the trigger that has occurred, and the update display can be executed based on the determined update time. Effect of the Invention

[0007] According to the present invention, it is possible to reduce players' distrust. [Brief description of the drawings]

[0008]

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Best Mode for Carrying Out the Invention

[0009] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals, and redundant description is omitted, and elements not directly related to the present invention are not shown.

[0010] FIG. 1 is a front view of the gaming machine 100. The gaming machine 100 includes a gaming machine main body 102. The gaming machine main body 102 includes a main body frame and a front door that is supported by the main body frame so as to be openable and closable. A game board 104 is held by the main body frame, and a transparent plate is held by the front door. When the front door is closed with respect to the main body frame, the transparent plate faces the game board 104 while maintaining a predetermined interval.

[0011] At the lower part of the front door, an operation handle 106 that protrudes toward the front side of the gaming machine 100 is provided. This operation handle 106 is provided so that the player can rotate it. When the player rotates the operation handle 106 to perform a firing operation, the game ball is fired with an intensity corresponding to the rotation angle of the operation handle 106. The game ball fired in this way rises between the rails 104a and 104b provided on the game board 104 and is guided to the game area 110.

[0012] The game area 110 is a space formed between the game board 104 and the transparent plate, and is an area where the game ball can flow down or roll. A large number of pins and windmills are provided on the game board 104, and the game ball guided to the game area 110 collides with the pins and windmills so as to flow down and roll in irregular directions.

[0013] The game area 110 includes a first game area 110a and a second game area 110b. The first game area 110a is located on the left side of the game area 110 as viewed from the player facing the gaming machine 100, and the second game area 110b is located on the right side of the game area 110 as viewed from the player facing the gaming machine 100. Since the rails 104a and 104b are on the left side of the game area 110, the game ball fired with a firing intensity less than a predetermined intensity enters the first game area 110a, and the game ball fired with a firing intensity equal to or greater than the predetermined intensity enters the second game area 110b.

[0014] In addition, in the game area 110, a general winning opening 118, a first starting opening 120, and a second starting opening 122 into which the game ball can enter are provided. When the game ball enters the general winning opening 118, the first starting opening 120, or the second starting opening 122, a predetermined number of prize balls are paid out to the player. Note that the number of prize balls may be any number of 1 or more, and the number of prize balls paid out at each of the general winning opening 118, the first starting opening 120, and the second starting opening 122 may be different, or may be set to the same number of prize balls. At this time, it is also possible to set the number of prize balls paid out when the game ball enters the first starting opening 120 to be less than the number of prize balls paid out when the game ball enters the second starting opening 122.

[0015] When a game ball enters the first starting port 120 or the second starting port 122, a lottery is conducted to determine one of a plurality of pre - provided special symbols. Each special symbol is associated with various game benefits such as whether a big - winning game or a small - winning game favorable to the player can be executed, and what kind of game state the subsequent game state will be. Therefore, when a game ball enters the first starting port 120 or the second starting port 122, the player will obtain a predetermined number of prize balls and, at the same time, an opportunity to obtain the right to receive various game benefits.

[0016] The first starting port 120 is at the lower part of the game area 110, and only the game balls flowing down in the first game area 110a can enter, or the game balls that have entered the first game area 110a are arranged at a position where they are more likely to enter than the game balls that have entered the second game area 110b.

[0017] Also, the second starting port 122 is located in the second game area 110b, and only the game balls flowing down in the second game area 110b can enter, or the game balls that have entered the second game area 110b are arranged at a position where they are more likely to enter than the game balls that have entered the first game area 110a. This second starting port 122 is constituted by a variable starting port having a movable piece 122b, and the easiness of game balls entering the second starting port 122 can be changed.

[0018] Specifically, the second starting port 122 is provided with a movable piece 122b that can be opened and closed. When this movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122. The specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b is configured to be immersed in the back side of the game board 104 in the closed state and protrude to the front side of the game board 104 in the open state. In the closed state where the movable piece 122b is immersed, the second starting port 122 is closed, and game balls flow down the front side of the second starting port 122.

[0019] On the other hand, when a game ball passes through the gates 124 provided in the first game area 110a and the second game area 110b, it is determined whether or not to execute an auxiliary game in which the second start port 122 is opened. When it is determined to execute the auxiliary game, an auxiliary game in which the opening and closing of the second start port 122 is controlled is executed. More specifically, a normal symbol lottery is conducted on the condition that a game ball has passed through the gate 124. When winning in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.

[0020] In the open state where the movable piece 122b protrudes, the game ball flowing down the front side of the second start port 122 falls onto the movable piece 122b. The game ball that has fallen onto the movable piece 122b is guided by the movable piece 122b and led to the second start port 122. In this way, when the movable piece 122b is in an open state, the movable piece 122b functions as a tray for guiding the game ball to the second start port 122, making it easier for the game ball to enter the second start port 122.

[0021] Furthermore, a big winning port 126 is provided at the lower part of the game area 110. The big winning port 126 is arranged at a position where at least the game balls flowing down the second game area 110b can enter. An opening and closing door 126b is provided for the big winning port 126 so as to be openable and closable. Usually, the opening and closing door 126b closes the big winning port 126, making it impossible for game balls to enter the big winning port 126. On the other hand, when the above-mentioned big winning game or small winning game is executed, the opening and closing door 126b is opened, and the opening and closing door 126b functions as a tray, making it possible for game balls to enter the big winning port 126. When a game ball enters the big winning port 126, a predetermined number of prize balls are paid out to the player.

[0022] Note that at the lowermost part of the game area 110, a discharge port 130 is provided to discharge the game balls that have not entered any of the general winning port 118, the first start port 120, the second start port 122, and the big winning port 126 from the game area 110 to the back side of the game board 104.

[0023] Here, the gaming machine 100 of the present embodiment is a management gaming machine in which game balls circulate within the gaming machine main body 102. A circulation unit 1, which will be described later, is provided in the gaming machine main body 102. The circulation unit 1 is provided below the game board 104, and all the game balls launched into the game area 110 are collected by the circulation unit 1. The circulation unit 1 aligns the collected game balls and sends them to the launching device, and the launching device launches the game balls into the game area 110 again. The circulation unit 1 will be described below.

[0024] FIG. 2 is a front view of the circulation unit 1, and FIG. 3 is a front view of the circulation unit 1 with some parts removed. The circulation unit 1 includes a circulation passage 3, a lifting screw 5, a lifting motor 5c, and a rectifying passage 7. The circulation passage 3 is a passage that extends in a meandering manner in the width direction (left - right direction in the figure) and the front - rear direction (depth direction of the paper surface in the figure) of the circulation unit 1. The start end of the circulation passage 3 is located above the end end, and is gently inclined from the start end toward the end end.

[0025] On the back side of the game board 104, a collecting passage is provided where the game balls launched into the game area 110 gather. Specifically, all the game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the big winning opening 126, and the discharge opening 130 are guided to the collecting passage. And the start end of the circulation passage 3 is connected to the collecting passage, and the game balls are guided from the collecting passage to the circulation passage 3. The game balls guided to the start end of the circulation passage 3 roll in the circulation passage 3 by their own weight and reach the end end of the circulation passage 3.

[0026] The lifting screw 5 is located at the end end of the circulation passage 3. The lifting screw 5 includes a rotating shaft 5a extending along the vertical direction and a spiral piece 5b extending spirally around the rotating shaft 5a. A spiral passage extending spirally around the rotating shaft 5a is formed by the rotating shaft 5a, the spiral piece 5b, and a case that houses the lifting screw 5.

[0027] At the end of the circulation passage 3, the lower end of the lifting screw 5 is located, and the game balls are guided from the circulation passage 3 to the spiral passage. Then, when the lifting screw 5 rotates by driving the lifting motor 5c, the game balls rise in the spiral passage from vertically below upward. At the upper end of the lifting screw 5, the upstream end of the rectifying passage 7 is located, and the game balls that have risen in the spiral passage by the lifting screw 5 are guided to the rectifying passage 7.

[0028] The rectifying passage 7 is a passage surrounded by a case and extends in the width direction of the circulation unit 1. The upstream end of the rectifying passage 7 connected to the spiral passage is located above the downstream end. Therefore, the rectifying passage 7 is gently inclined from the upstream end toward the downstream end. As a result, the game balls guided to the rectifying passage 7 will roll by their own weight from upstream to downstream. In this way, in the circulation unit 1, the game balls roll in the order of the circulation passage 3, the lifting screw 5 (spiral passage), and the rectifying passage 7. In the normal operating state of the gaming machine 100, a large number of game balls remain in the circulation passage 3 and the rectifying passage 7, and the game balls are in contact with each other.

[0029] In addition, the circulation unit 1 is provided with a rectifier 9. The rectifier 9 is provided at the downstream end of the rectifying passage 7 and plays a role of stopping the supply of game balls from the rectifier 9 to the launching device or supplying the game balls to the launching device one by one.

[0030] FIG. 4 is a first diagram for explaining the rectifier 9, and FIG. 5 is a second diagram for explaining the rectifier 9. The rectifier 9 includes a base plate 11. The base plate 11 is a flat member and is arranged so as to partition the space in the front-rear direction of the circulation unit 1 (the depth direction in the drawing). At this time, the rectifying passage 7 is located on the front side of the circulation unit 1 rather than the base plate 11. Therefore, the game balls staying near the downstream end of the rectifying passage 7 will be located on the front side of the base plate 11.

[0031] Further, the rectifier 9 includes a rectifier solenoid 9c. The rectifier solenoid 9c is attached to the base plate 11 and is located near the downstream end of the rectification passage 7. Also, the rectifier solenoid 9c is provided at a distance from the rectification passage 7 on the front side in the rolling direction of the game ball in the rectification passage 7 (the direction from the left side to the right side in the figure).

[0032] Furthermore, the rectifier 9 includes a rectifying member 13 provided on the front side of the base plate 11. The rectifying member 13 includes a stop surface 13a facing the base plate 11 and a pressing surface 13b substantially orthogonal to the stop surface 13a. The rectifying member 13 includes a rotation fulcrum 13c, and the rotation fulcrum 13c is rotatably supported by the base plate 11. Thereby, the rectifying member 13 rotates about the rotation fulcrum 13c. The pressing surface 13b faces the rectifier solenoid 9c. When the rectifier solenoid 9c protrudes, the pressing surface 13b is pressed by the rectifier solenoid 9c and rotates about the rotation fulcrum 13c. That is, the rectifying member 13 is switched between the state shown in FIG. 4 and the state shown in FIG. 5 by the rectifier solenoid 9c.

[0033] And, a first ball feeding groove 13d smaller than the diameter of the game ball and a second ball feeding groove 13e continuous with the first ball feeding groove 13d and larger than the diameter of the game ball are formed in the stop surface 13a. As shown in FIG. 4, in the state where the rectifier solenoid 9c is immersed, one game ball located at the downstream end of the rectification passage 7 falls from the second ball feeding groove 13e to the back side of the base plate 11. The game ball that has fallen to the back side of the base plate 11 is guided to a launching device (not shown) and launched by the launching device.

[0034] On the other hand, as shown in FIG. 5, in the state where the rectifier solenoid 9c protrudes, the game ball located at the downstream end of the rectification passage 7 faces the first ball feeding groove 13d. In this state, the feeding of the game ball to the launching device is stopped by the stop surface 13a. Therefore, for example, when the player operates the operation handle 106, the rectifier solenoid 9c is intermittently controlled from the state shown in FIG. 5 to the state shown in FIG. 4, so that the game balls are fed one by one to the launching device at regular intervals.

[0035] In addition, a rectifier inlet sensor 15s is provided in the rectification circuit 7. The rectifier inlet sensor 15s detects the third game ball from the downstream end among the game balls staying in the rectification circuit 7. In other words, the rectifier inlet sensor 15s is arranged at a position where it detects the third game ball among the game balls fed to the launcher.

[0036] FIG. 6 is a diagram for explaining the rectifier outlet sensor 17s. FIG. 6 shows a state where the rectifier 9 and the base plate 11 are removed. The rectifier outlet sensor 17s is provided on the back side of the base plate 11. A ball feed hole 19 through which one game ball can enter is formed on the back side of the base plate 11. The rectifier outlet sensor 17s detects the game ball passing through the ball feed hole 19. In the gaming machine 100, the number of game balls held by the player, the number of launched balls, etc. are counted based on the detection of game balls by the rectifier inlet sensor 15s and the rectifier outlet sensor 17s.

[0037] As described above, in the gaming machine 100, the game balls will circulate inside the gaming machine main body 102 by the circulation unit 1. Next, the internal configuration of the gaming machine 100 will be described.

[0038] (Internal Configuration of Control Means) FIG. 7 is a block diagram of the gaming machine 100. The gaming machine 100 includes a main control board 100A, a frame control board 200A, and a sub-control board 300A.

[0039] The main control board 100A controls the basic operations of the game. The main control board 100A includes a main CPU 100a, a main ROM 100b, and a main RAM 100c. The main CPU 100a reads out the program stored in the main ROM 100b based on the input signals from each detection switch and timer, performs arithmetic processing, directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 100c functions as a data work area during the arithmetic processing of the main CPU 100a.

[0040] The gaming machine 100 is roughly classified into a special game started mainly by the entry of game balls into the first start port 120 or the second start port 122, and a normal game started when a game ball passes through the gate 124. In the main ROM 100b of the main control board 100A, various programs for proceeding with the special game and the normal game, as well as various data and tables necessary for various games, are stored.

[0041] Connected to the main control board 100A are a general winning port detection switch 118s for detecting the entry of a game ball into the general winning port 118, a first start port detection switch 120s for detecting the entry of a game ball into the first start port 120, a second start port detection switch 122s for detecting the entry of a game ball into the second start port 122, a gate detection switch 124s for detecting the passage of a game ball through the gate 124, and a big winning port detection switch 126s for detecting the entry of a game ball into the big winning port 126. Detection signals are input from these respective detection switches to the main control board 100A.

[0042] Also, connected to the main control board 100A are a normal electric accessory solenoid 122c for operating the movable piece 122b of the second start port 122, and a big winning port solenoid 126c for operating the opening and closing door 126b for opening and closing the big winning port 126. The main control board 100A performs opening and closing control of the second start port 122 and the big winning port 126.

[0043] Furthermore, connected to the main control board 100A are a plurality of indicators for indicating the state of the game, such as a first special symbol indicator on which a special symbol is displayed, a second special symbol indicator, a first special symbol hold indicator on which the number of special hold 1 or special hold 2 is displayed, a second special symbol hold indicator, a normal symbol indicator on which a normal symbol is displayed, and a normal symbol hold indicator on which the number of normal symbol holds is displayed. Here, each of these indicators is referred to as the main indicator 128. The main control board 100A performs display control of the main indicator 128.

[0044] In addition, an abnormality detection sensor 132s is connected to the gaming machine 100. The abnormality detection sensor 132s is composed of, for example, a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and the like. An abnormality detection signal is input from the abnormality detection sensor 132s to the main control board 100A.

[0045] Furthermore, a setting change switch 134s is provided on the back surface of the game board 104. The setting change switch 134s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value becomes possible on the condition that the setting change switch 134s is on. Although detailed description is omitted, in the gaming machine 100, one of six levels of set values with different degrees of advantage is stored as a registered set value in the set value buffer, and the game progresses according to the stored registered set value.

[0046] Note that a set value display 134 for displaying the registered set value is provided on the back surface of the game board 104. The main control board 100A displays the registered set value on the set value display 134 during the change or confirmation of the set value.

[0047] Also, a RAM clear button is provided on the back surface of the game board 104 so that it can be pressed, and the pressing operation of this RAM clear button is detected by a RAM clear switch 136s. The RAM clear switch 136s is connected to the main control board 100A, and a RAM clear operation signal is input from the RAM clear switch 136s to the main control board 100A. When a RAM clear operation signal is input from the RAM clear switch 136s at the time of power-on, the main CPU 100a clears the main RAM 100c.

[0048] In addition, a frame control board 200A and a sub-control board 300A are connected to the main control board 100A.

[0049] The frame control board 200A includes a frame control CPU 200a, a frame control ROM 200b, and a frame control RAM 200c. The sub-control board 300A includes a sub CPU 300a, a sub ROM 300b, and a sub RAM 300c. The sub-control board 300A mainly controls the effects during the game. The frame control board 200A, together with the main control board 100A, performs various controls related to the progress of the game, such as control for firing game balls and control for paying out bonus balls. The frame control board 200A is connected to the main control board 100A so as to be communicable bidirectionally. The frame control board 200A will be described in detail below.

[0050] FIG. 8 is a diagram for explaining the frame control board 200A. The frame control board 200A is provided with a ball drain switch 201s, an error reset switch 202s, a game ball count clear switch 203s, a RAM clear switch 204s, and a firing intensity volume 205s.

[0051] The ball drain switch 201s detects the operation of a ball drain button provided on the frame control board 200A. When the power is turned on with the ball drain button operated, the ball drain mode is set. The ball drain mode is a mode in which game balls can be discharged from the game machine main body 102. When replacing game balls during maintenance or the like, the game balls can be discharged from the game machine main body 102 by setting the ball drain mode.

[0052] The error reset switch 202s detects the operation of an error reset button provided on the frame control board 200A. The error state is reset by operating the error reset button.

[0053] The game ball count clear switch 203s detects the operation of a game ball count clear button provided on the frame control board 200A. In the frame control board 200A, the number of game balls held by the player is counted. When the power is turned on with the game ball count clear switch 203s operated, the number of game balls is cleared.

[0054] The RAM clear switch 204s detects the operation of the RAM clear button provided on the frame control board 200A. When the power is turned on with the RAM clear switch 204s operated, the frame control RAM 200c is cleared.

[0055] The launch intensity volume 205s controls the current value of the launch solenoid 231c described later and launches the game ball with an intensity corresponding to the operation angle of the operation handle 106.

[0056] Also, on the frame control board 200A, a foul ball sensor 210s, a radio wave sensor 211s, an open switch 212s, a handle volume 213s, a launch stop switch 214s, a touch sensor 215s, an out switch 216s, a ball shortage sensor 217s, a ball excess sensor 218s, a lift motor sensor 5s, a rectifier inlet sensor 15s, a rectifier outlet sensor 17s, and a counting switch 219s are connected.

[0057] The foul ball sensor 210s detects the game balls that are guided to the foul passage without reaching the game area 110 among the game balls launched toward the game area 110. The radio wave sensor 211s detects radio waves. The open switch 212s detects that the front door is open. The handle volume 213s detects the operation angle of the operation handle 106.

[0058] The launch stop switch 214s detects the operation of the launch stop button provided on the operation handle 106. When the launch stop button is operated, the launch of the game ball is stopped regardless of the operation angle of the operation handle 106. The touch sensor 215s detects that the player's hand is touching the operation handle 106. The out switch 216s detects the game balls discharged from the game area 110 to the back side of the game board 104.

[0059] The ball number shortage sensor 217s detects that the number of game balls circulating inside the game machine main body 102 is small. The ball number excess sensor 218s detects that the number of game balls circulating inside the game machine main body 102 is large. The lifting motor sensor 5s detects the rotation of the lifting motor 5c. The rectifier inlet sensor 15s detects the game balls in the rectification passage 7. The rectifier outlet sensor 17s detects the game balls sent out from the rectification passage 7 to the launcher side. The counting switch 219s is provided on the counting button and detects the counting operation input by the player.

[0060] As described above, various detection signals are input to the frame control board 200A from the foul ball sensor 210s, the radio wave sensor 211s, the opening switch 212s, the handle volume 213s, the firing stop switch 214s, the touch sensor 215s, the out switch 216s, the ball number shortage sensor 217s, the ball number excess sensor 218s, the lifting motor sensor 5s, the rectifier inlet sensor 15s, the rectifier outlet sensor 17s, and the counting switch 219s.

[0061] Also, the lifting motor 5c, the rectifier solenoid 9c, and the firing solenoid 231c are connected to the frame control board 200A. The lifting motor 5c drives the above-described lifting screw 5. The rectifier solenoid 9c sends the game balls staying in the rectification passage 7 to the launcher side one by one. The firing solenoid 231c is provided in the launcher and fires the game balls toward the game area 110. The lifting motor 5c, the rectifier solenoid 9c, and the firing solenoid 231c are controlled by the frame control board 200A.

[0062] In addition, a game ball number display device 240, a frame control display 241, and a performance display monitor 242 are connected to the frame control board 200A. The game ball number display device 240 is provided, for example, at a position visible to the player during the game, such as on the front door. The number of game balls held by the player is displayed on the game ball number display device 240. The frame control display 241 is provided at a position not visible to the player during the game, such as on the back of the game board 104. The input state of signals from each sensor connected to the frame control board 200A, error states, etc. are displayed on the frame control display 241. The performance display monitor 242 is provided at a position not visible to the player during the game, and displays information such as base ratios. The game ball number display device 240, the frame control display 241, and the performance display monitor 242 are controlled for display by the frame control board 200A. Note that various displays on the frame control board 200A adopt a dynamic lighting method in which the lighting position is switched for each interruption and lighting control is performed periodically. For example, the game ball number display device 240 is composed of six-digit segments (7 segments), but is configured to output display data digit by digit in six interruptions.

[0063] In addition, the frame control board 200A is connected to the dedicated unit 250 via a game ball lending device connection terminal board 243. The frame control board 200A and the dedicated unit 250 are connected so as to enable two-way communication.

[0064] The dedicated unit 250 includes, for example, a bill insertion slot for inserting bills, a card insertion slot for inserting an IC card, a liquid crystal display for displaying the remaining balance, etc. The dedicated unit 250 updates the remaining balance of the IC card or lends out game balls based on the operations of the player. In addition, the dedicated unit 250 is connected to the hall computer of the game arcade and transmits game machine information and the like transmitted from the frame control board 200A to the hall computer.

[0065] The processing of the main control board 100A, the frame control board 200A, and the dedicated unit 250 in the gaming machine 100, which is a gaming machine, will be described below. In this embodiment, the characteristic processing in the main control board 100A, the frame control board 200A, and the dedicated unit 250 will be extracted and described. Therefore, the processing described below is only a part of the processing executed by the main control board 100A, the frame control board 200A, and the dedicated unit 250.

[0066] FIG. 9 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A. Note that FIG. 9 shows the processing in a state where no setting change or setting confirmation is performed and no abnormality occurs when the power is turned on. The main control board 100A and the frame control board 200A are each connected to the power supply board. When the power is turned on to the gaming machine 100, the main control start processing S1 is executed in the main control board 100A, and the frame control start processing s1 is executed in the frame control board 200A. The main control start processing S1 and the frame control start processing s1 are executed independently of each other.

[0067] In the main control start processing S1, confirmation of actuators controlled by the main control board 100A, such as the normal electric accessory solenoid 122c and the big winning opening solenoid 126c, and confirmation operations of displays controlled by the main control board 100A, such as the main display 128, are performed. The confirmation operation of the display includes the confirmation operation of the setting value display 134. In the main control start processing S1, the main CPU 100a blinks the setting value display 134 so that it is possible to visually confirm whether there is an abnormality in the LED. This confirmation operation of the setting value display 134 continues until the gaming machine shifts to a playable state where gaming is possible after the end of the main control start processing S1.

[0068] In the frame control start processing s1, confirmation operations of each display controlled by the frame control board 200A are performed. The frame control start processing s1 will be described with reference to FIG. 10.

[0069] FIG. 10 is a flowchart for explaining the frame control start processing s1.

[0070] (s1-1) When the power is turned on for the frame control board 200A, the frame control CPU 200a determines whether the game ball number clear switch 203s is in the on state, that is, whether the power is turned on with the game ball number clear button operated. As a result, if it is determined that the game ball number clear switch 203s is in the on state, the process proceeds to s1-2, and if it is determined that the game ball number clear switch 203s is not in the on state, the process proceeds to s1-3.

[0071] (s1-2) The frame control CPU 200a clears the storage area in the frame control RAM 200c that stores the number of game balls held by the player.

[0072] (s1-3) The frame control CPU 200a determines whether the ball discharge switch 201s is in the on state, that is, whether the power is turned on with the ball discharge button operated. As a result, if it is determined that the ball discharge switch 201s is in the on state, the process proceeds to s1-4, and if it is determined that the ball discharge switch 201s is not in the on state, the process proceeds to s1-6.

[0073] (s1-4) The frame control CPU 200a determines whether the number of game balls held by the player is 0. As a result, if it is determined that the number of game balls is 0, the process proceeds to s1-5, and if it is determined that the number of game balls is not 0, the process proceeds to s1-6.

[0074] (s1-5) The frame control CPU 200a shifts to the ball discharge state and ends the frame control startup process. By shifting to this ball discharge state, the internal state of the frame control board 200A is set to the ball discharge mode. Thus, in this embodiment, on the condition that the number of game balls held by the player is 0 and the power is turned on with the ball discharge button operated, the ball discharge mode is set. Details of the ball discharge mode will be described later.

[0075] On the other hand, when the ball release button is not operated at power-on, or when the number of game balls held by the player is not zero, the confirmation operation after s1-6 is performed.

[0076] (s1-6) The frame control CPU 200a sets a confirmation timer and an elapsed time timer after startup. The confirmation timer measures the time for continuing the confirmation operation of various displays and the like. Here, for example, a timer value corresponding to 5 seconds is set in the confirmation timer. The elapsed time timer after startup measures the elapsed time since the frame control board 200A was started. Here, for example, a timer value corresponding to 3 minutes is set in the elapsed time timer after startup. The time set in the confirmation timer and the elapsed time timer after startup is not limited. It is only necessary that the time set in the elapsed time timer after startup is longer than the time set in the confirmation timer.

[0077] (s1-7) The frame control CPU 200a performs a confirmation operation on the game ball number display device 240. Here, the frame control CPU 200a controls the game ball number display device 240 to light up or blink.

[0078] (s1-8) The frame control CPU 200a performs a confirmation operation on the performance display monitor 242. Here, the frame control CPU 200a controls the performance display monitor 242 to light up or blink.

[0079] (s1-9) The frame control CPU 200a executes a wait process and waits until a predetermined time (for example, several ms to several 100 ms) has elapsed.

[0080] (s1-10) When the predetermined time has elapsed, the frame control CPU 200a subtracts the timer value of the confirmation timer.

[0081] (s1-11) Also, the frame control CPU 200a subtracts the timer value of the elapsed time timer after startup.

[0082] (s1-12) The frame control CPU 200a determines whether the timer value of the confirmation timer is 0. As a result, if it is determined that the timer value of the confirmation timer is 0, the process proceeds to s1-13, and if it is determined that the timer value of the confirmation timer is not 0, the process proceeds to s1-7.

[0083] (s1-13) The frame control CPU 200a ends the confirmation operations of the game ball number display device 240 and the performance display monitor 242. As a result, the confirmation operations of the game ball number display device 240 and the performance display monitor 242 are performed until the time (for example, 5 seconds) set in the confirmation timer elapses.

[0084] (s1-14) The frame control CPU 200a turns on a command permission signal that permits the transmission and reception of information with the main control board 100A, and ends the frame control startup process.

[0085] Returning to FIG. 9, in the frame control board 200A, when the frame control startup process s1 ends, various processes are executed by a timer interrupt. At this time, in the frame control board 200A, the information reception process s2 and the dedicated unit connection confirmation process s4 are executed for each timer interrupt.

[0086] FIG. 11 is a flowchart for explaining the information reception process s2.

[0087] (s2-1) The frame control CPU 200a determines whether it has received the gaming machine installation information from the main control board 100A. The gaming machine installation information is repeatedly transmitted to the frame control board 200A at a predetermined interval (for example, 100 ms) after the end of the main control startup process S1 in the main control board 100A. If it is determined that the gaming machine installation information has been received, the frame control CPU 200a proceeds to s2-2, and if it is determined that the gaming machine installation information has not been received, the frame control CPU 200a proceeds to s3.

[0088] (s2-2) The frame control CPU 200a transmits response information to the main control board 100A. This response information conveys to the main control board 100A that the gaming machine installation information has been properly received. Also, the information reception process s2 is executed even during the ball payout mode. The response information is configured to be able to identify whether it is in the ball payout state or not. At the main control board 100A, based on the response information, it is possible to determine whether the frame control board 200A is in the ball payout mode or not.

[0089] (s2-3) The frame control CPU 200a sets a timer for the elapsed time after transmission. The timer for the elapsed time after transmission measures the elapsed time since the response information was transmitted. Here, for example, a timer value corresponding to 1 second is set in the timer for the elapsed time after transmission.

[0090] (s2-4) The frame control CPU 200a determines whether the timer value of the timer for the elapsed time after startup is greater than 0. As a result, if it is determined that the timer value is greater than 0, the process proceeds to s2-5, and if it is determined that the timer value is not greater than 0, the information reception process ends.

[0091] (s2-5) The frame control CPU 200a resets the timer for the elapsed time after startup.

[0092] (s2-6) The frame control CPU 200a displays the number of gaming balls on the gaming ball number display device 240. That is, after the completion of the frame control startup process s1, in other words, after the power-on of the frame control board 200A, when the gaming machine installation information is first received from the main control board 100A until the elapsed time after startup (for example, 3 minutes) has elapsed, the number of gaming balls is displayed on the gaming ball number display device 240.

[0093] (s2-7) The frame control CPU 200a starts the performance display on the performance display monitor 242. That is, after the completion of the frame control startup process s1, in other words, after the power-on of the frame control board 200A, when the elapsed time after startup (for example, 3 minutes) has elapsed and the gaming machine installation information is received from the main control board 100A for the first time, the performance display on the performance display monitor 242 is started.

[0094] Figure 12 is a flowchart for explaining the disconnection determination process s3. In s2-1, when it is determined that the gaming machine installation information has not been received, the disconnection determination process s3 is executed.

[0095] (s3-1) The frame control CPU 200a determines whether the timer value of the elapsed time timer after startup is greater than 0. As a result, if it is determined that the timer value is greater than 0, the process proceeds to s3-2, and if it is determined that the timer value is not greater than 0, the process proceeds to s3-5.

[0096] (s3-2) The frame control CPU 200a subtracts the timer value of the elapsed time timer.

[0097] (s3-3) The frame control CPU 200a determines whether the timer value updated in s3-2 is 0. As a result, if it is determined that the timer value is 0, the process proceeds to s3-4, and if it is determined that the timer value is not 0, the disconnection determination process ends.

[0098] (s3-4) The frame control CPU 200a determines that a disconnection error has occurred between the frame control board 200A and the main control board 100A and executes the disconnection error process. In the disconnection error process, the frame control CPU 200a, for example, performs a predetermined error display on the frame control display 241. Also, in the disconnection error process, processes for stopping the game such as stopping the launch or lending of game balls may be executed.

[0099] (s3-5) On the other hand, in S3-1, when it is determined that the timer value of the elapsed time timer after startup is 0, the frame control CPU 200a subtracts the timer value of the elapsed time timer after transmission.

[0100] (S3-6) The frame control CPU 200a determines whether the timer value updated in S3-5 is 0. As a result, if it is determined that the timer value is 0, the process proceeds to S3-4 described above, and if it is determined that the timer value is not 0, the disconnection determination process ends.

[0101] According to the above disconnection determination process, when the game machine installation information cannot be received from the main control board 100A after the power is turned on for the frame control board 200A until the elapsed time after startup (for example, 3 minutes) has elapsed, the disconnection error process is executed. Note that the time required for the main control startup process S1 is less than 3 minutes, and after the main control startup process S1 ends, the game machine installation information is transmitted at intervals of, for example, 100 ms. Therefore, even though it is the timing when the main control startup process S1 has ended on the main control board 100A and the game machine installation information can be transmitted, if the game machine installation information cannot be received, it is determined that a disconnection error has occurred on the frame control board 200A.

[0102] Also, when the reception interval of the game machine installation information exceeds the elapsed time after transmission (for example, 1 second), the disconnection error process is executed. Therefore, for example, since the game machine installation information is transmitted at intervals of 100 ms, if the game machine installation information cannot be received continuously 10 times, it is determined that a disconnection error has occurred on the frame control board 200A.

[0103] FIG. 13 is a sequence diagram showing the processes in the frame control board 200A and the dedicated unit 250. After the completion of the frame control startup process s1, the frame control CPU 200a executes the dedicated unit connection confirmation process s4 (see FIG. 9) at regular intervals. As shown in FIG. 13, in the dedicated unit connection confirmation process, the frame control CPU 200a transmits connection confirmation information to the dedicated unit 250 at regular intervals. Also, when the dedicated unit 250 receives the connection confirmation information, it transmits response information to the frame control board 200A. By repeating the transmission and reception of the connection confirmation information and the response information at regular intervals in this way, it has been confirmed that the communication between the frame control board 200A and the dedicated unit 250 is established.

[0104] In the frame control board 200A, if response information cannot be received from the dedicated unit 250 for a predetermined time, it is determined that a disconnection error has occurred between the frame control board 200A and the dedicated unit 250, and the frame control CPU 200a executes the same disconnection error process as described above. In addition to this, various other information is transmitted and received between the frame control board 200A and the dedicated unit 250 at regular intervals. Other information transmitted and received between the frame control board 200A and the dedicated unit 250 will be described later.

[0105] Returning to FIG. 9, when the main control startup process S1 is completed in the main control board 100A, the main CPU 100a transmits the gaming machine installation information to the frame control board 200A at regular intervals (for example, 100 ms) (S2). In the frame control board 200A, the information reception process s2 is executed every timer interrupt, and when the gaming machine installation information is received, response information is transmitted to the main control board 100A.

[0106] In the main control board 100A, when the response information is first received from the frame control board 200A, the internal state is set to the playable state, and at the same time, it is set to the launch permission state that permits the launch of the game ball (S3). Note that when the main CPU 100a sets the playable state, it ends the confirmation operation of the setting value display 134 and turns off the setting value display 134. As a result, the game becomes possible hereafter. Also, after the playable state is set, the transmission and reception of the game machine installation information and the response information are repeated between the main control board 100A and the frame control board 200A at predetermined intervals.

[0107] Next, the ball extraction mode will be described. FIG. 14 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A in the ball extraction state. As described above, when the power is turned on while the ball extraction button is operated, in the frame control board 200A, after the frame control start process s1, the process s5 during the ball extraction state is executed, and the ball extraction mode is set. Although not shown, even during the ball extraction mode, the above-described dedicated unit connection confirmation process s4 is repeatedly executed at predetermined intervals.

[0108] FIG. 15 is a flowchart for explaining the process s5 during the ball extraction state. The process s5 during the ball extraction state is executed every timer interrupt.

[0109] (s5-1) The frame control CPU 200a checks the input signal from a predetermined sensor connected to the frame control board 200A.

[0110] (s5-2) Next, the frame control CPU 200a updates the detected information based on the check result of s5-1. Here, for the sensor where the input signal is detected, it is stored that the input signal has been detected.

[0111] (s5-3) Next, the frame control CPU 200a turns on the lamp indicating the input state of the frame control display 241 based on the results of s5-1 and s5-2.

[0112] (s5-4) Next, the frame control CPU 200a turns on the lamp indicating the ball removal state of the frame control display 241.

[0113] FIG. 16 is a diagram for explaining the frame control display 241. As shown in FIG. 16(a), the frame control display 241 includes six LED groupings 241a. One LED grouping 241a is composed of seven LEDs (so-called 7-segments) arranged to show the number 8 and a dot-shaped LED arranged at the lower right. The six LED groupings 241a are arranged in parallel on the frame control display 241, and the left three LED groupings 241a constitute an error state notification unit for notifying the occurring error state. Also, the fourth and fifth LED groupings 241a from the left constitute an input state notification unit for notifying the input state, and the rightmost LED grouping 241a constitutes a ball removal state notification unit for notifying the ball removal state.

[0114] An error code corresponding to the occurring error state is displayed on the error state notification unit composed of three LED groupings 241a. Also, among the input state notification units composed of two LED groupings 241a, the right (the fifth from the left) LED grouping 241a indicates the detected state of the input signal from each sensor. Also, among the input state notification units composed of two LED groupings 241a, the left (the fourth from the left) LED grouping 241a indicates the detection state of the current input signal from each sensor.

[0115] Among the input state notification units, each of the eight LEDs constituting the LED grouping 241a indicating the detected state of the input signal is associated with any one of the sensors connected to the frame control board 200A. Then, the LED corresponding to the sensor in the detected state of the input signal lights up. Also, regarding the eight LEDs constituting the LED grouping 241a indicating the detection state of the current input signal among the input state notification units, any one of the sensors connected to the frame control board 200A is associated with them. Then, the LED corresponding to the sensor where the input signal is currently detected lights up.

[0116] The ball removal state notification unit notifies that the ball removal mode is currently set by causing a predetermined LED to light during the ball removal state. For example, while the ball removal mode is set, as shown in FIG. 16(b), some LEDs of the input state notification unit and the ball removal state notification unit light up.

[0117] (s5-5) Returning to FIG. 15, the frame control CPU 200a determines whether it is not connected to the dedicated unit 250. As a result, if it is determined that it is not connected to the dedicated unit 250, the process proceeds to s5-6, and if it is determined that it is not not connected (connected) to the dedicated unit 250, the process proceeds to s5-9.

[0118] (s5-6) The frame control CPU 200a maintains a firing prohibition state in which the firing of the game ball is prohibited. In the firing prohibition state, it is impossible to fire the game ball. Although detailed description is omitted, in a state where the communication connection with the dedicated unit 250 is not established, not only during the ball removal mode but also during normal games, the firing prohibition state is entered.

[0119] (s5-7) The frame control CPU 200a displays an error code indicating a disconnection error with the dedicated unit 250 on the error state notification unit of the frame control display 241.

[0120] (s5-8) The frame control CPU 200a executes a ball removal process for discharging the game ball from the game machine main body 102 and ends the process during the ball removal state.

[0121] (s5-9) Also, when the communication connection with the dedicated unit 250 is established (NO in s5-5), the frame control CPU 200a maintains a firing permission state in which the firing of the game ball is permitted and proceeds to the process of s5-8.

[0122] Here, in a management gaming machine in which game balls circulate inside the gaming machine main body 102, a firing operation is required to discharge the game balls staying inside the gaming machine main body 102, such as through the rectifying passage 7 or the like. Therefore, while the ball discharge mode is set, it is necessary to maintain the firing permission state in both the main control board 100A and the frame control board 200A.

[0123] Returning to FIG. 14, even in the ball discharge state, when the gaming machine installation information is transmitted from the main control board 100A to the frame control board 200A (S2), response information is transmitted from the frame control board 200A to the main control board 100A. As described above, the response information is configured to be able to identify whether it is in the ball discharge state or not. When receiving the response information corresponding to the ball discharge state, the main control board 100A is set to the firing permission state and thereafter enters an infinite loop (S3). As a result, both the main control board 100A and the frame control board 200A are in the firing permission state, and the game balls can be discharged from inside the gaming machine main body 102.

[0124] Note that the ball discharge mode is canceled by turning off the power. In other words, in the state where the power is turned on, the ball discharge mode cannot be terminated, and the ball discharge mode can be terminated only by turning off the power.

[0125] Here, the ball discharge mode for discharging the game balls from inside the gaming machine main body 102 needs to be performed with the front door open. When the front door is opened, it is determined that it is in an error state of door opening due to the signal input from the open switch 212s. Also, in the ball discharge mode, since the number of game balls circulating inside the gaming machine main body 102 decreases, it is determined that it is in an error state of insufficient number of game balls due to the signal input from the insufficient ball sensor 217s. Thus, during the ball discharge mode, various error states overlap.

[0126] However, during the ball removal mode, these error states do not occur due to malfunctions or irregularities, but occur appropriately. Therefore, it is not desirable to notify various errors on the frame control display 241 during the ball removal mode. Accordingly, basically no error notification is performed on the frame control display 241 during the ball removal mode.

[0127] On the other hand, as described above, when a disconnection occurs between the frame control board 200A and the dedicated unit 250, the firing of the game balls becomes impossible in any state. If a disconnection occurs between the frame control board 200A and the dedicated unit 250 during the ball removal mode, the game balls cannot be fired and cannot be discharged from the game machine main body 102. At this time, if the error code is not displayed on the error state notification unit, the reason why the game balls cannot be fired becomes unknown, and the disconnection cannot be eliminated either.

[0128] In the present embodiment, when a disconnection error occurs during the ball removal mode, in step s5-7 of the process during the ball removal state, an error code corresponding to the disconnection error is displayed on the error state notification unit of the frame control display 241. At this time, for example, as shown in FIG. 16(c), "H04." is displayed on the error state notification unit of the frame control display 241. In this way, since it is notified that it is in the disconnection error state during the ball removal mode, it becomes possible to grasp and eliminate the disconnection error state at an early stage.

[0129] Next, the information transmitted from the frame control board 200A to the dedicated unit 250 will be described. FIG. 17 is a diagram for explaining the game machine information. The frame control board 200A transmits the game machine information to the dedicated unit 250. The game machine information is transmitted from the frame control board 200A to the dedicated unit 250 at intervals of 300 ms after the activation of the frame control board 200A. This game machine information includes any one of the hall control / irregularity monitoring information, the game machine installation information, and the game machine performance information.

[0130] The hall computer illegal monitoring information notifies jackpot, probability variation, time shortening, the number of winning balls in each winning port, the number of game balls, error status, illegal monitoring information, etc. Specifically, the hall computer illegal monitoring information is information that can identify the current game state (for example, during a big winning combination game, high probability game state, time shortening game state, etc.) in the main control board 100A, and the error state occurring.

[0131] The gaming machine installation information is information that can identify the manufacturer code, product code, chip ID number, etc. of the main CPU 100a and the frame control CPU 200a.

[0132] The gaming machine performance information is information that can identify the total number of game balls launched, the total number of game balls obtained, the ball payout rate, the number of game balls obtained per minute, the accessory ratio, the consecutive accessory ratio, etc.

[0133] Priorities are set for the hall computer illegal monitoring information, the gaming machine installation information, and the gaming machine performance information as shown in FIG. 17. Here, the hall computer illegal monitoring information when there is a change in the progress state of the game (with state change) is set to the highest first priority. Note that in the frame control board 200A, the presence or absence of a state change is determined based on the command transmitted from the main control board 100A. Also, the gaming machine installation information is set to the second priority, and the gaming machine performance information is set to the third priority. And the hall computer illegal monitoring information when there is no change in the progress state of the game (without state change) is set to the lowest fourth priority.

[0134] In addition, notification cycles are set for the hall computer illegal monitoring information, the gaming machine installation information, and the gaming machine performance information respectively. Here, 300 ms is set as the notification cycle for the hall computer illegal monitoring information, 60 s is set as the notification cycle for the gaming machine installation information, and 180 s is set as the notification cycle for the gaming machine performance information. In the frame control board 200A, based on the presence or absence of a state change, the priority, and the notification cycle, it is determined which of the hall computer illegal monitoring information, the gaming machine installation information, and the gaming machine performance information is included in the gaming machine information.

[0135] FIG. 18 is a diagram for explaining the gaming machine information transmitted to the dedicated unit 250 when there is no state change. After the startup is completed, if there is no state change, first, the hall control - fraud monitoring information is transmitted to the dedicated unit 250. Then, the hall control - fraud monitoring information is transmitted every 300 ms. And when 60 s has elapsed since the startup was completed, the gaming machine installation information of the second - priority is transmitted.

[0136] Even after the gaming machine installation information is transmitted, the hall control - fraud monitoring information is transmitted every 300 ms. And when 60 s has elapsed since the gaming machine installation information was transmitted, the gaming machine installation information is transmitted again.

[0137] Here, the gaming machine performance information set to the third - priority has a notification cycle set to 180 s. However, since the 180 - s notification cycle overlaps with the 60 - s notification cycle, the transmission timing of the gaming machine performance information always coincides with the transmission timing of the gaming machine installation information. In this case, the gaming machine installation information with a relatively higher priority is transmitted.

[0138] For example, at the timing when 180 s has elapsed after the startup is completed, the gaming machine installation information with a relatively higher priority is transmitted. Therefore, the gaming machine performance information with a relatively lower priority is not transmitted at the originally set transmission timing. In this way, the information that was not transmitted at the original transmission timing is transmitted at the next gaming machine information transmission timing. That is, the gaming machine performance information is transmitted at the next gaming machine information transmission timing when 300 ms has elapsed since the gaming machine installation information was transmitted.

[0139] In this way, when there is no state change, basically, the hall control - fraud monitoring information is transmitted every 300 ms. Also, every 60 s, instead of the hall control - fraud monitoring information, the gaming machine installation information is transmitted, and every 180 s, instead of the hall control - fraud monitoring information, the gaming machine installation information is transmitted.

[0140] FIG. 19 is a first diagram for explaining the gaming machine information transmitted to the dedicated unit 250 when there is a state change. As shown in FIG. 19, it is assumed that the gaming machine installation information is transmitted, and then, without any state change occurring, the hall control - fraud monitoring information is transmitted every 300 ms. And it is assumed that a state change occurs immediately before 60 s elapses after the gaming machine installation information is transmitted, that is, immediately before the next gaming machine installation information is transmitted.

[0141] In the case where there is a state change, since the hall control - fraud monitoring information is set with the highest priority, at the timing when 60 s has elapsed after the gaming machine installation information was transmitted earlier, the hall control - fraud monitoring information is transmitted. The hall control - fraud monitoring information transmitted at this time is different from the hall control - fraud monitoring information transmitted 300 ms before. In this case, at the next transmission timing after the hall control - fraud monitoring information with a state change is transmitted, that is, 300 ms later, the gaming machine installation information is transmitted.

[0142] FIG. 20 is a second diagram for explaining the gaming machine information transmitted to the dedicated unit 250 when there is a state change. As shown in FIG. 20, it is assumed that the gaming machine installation information is transmitted, and 300 ms later, the gaming machine performance information is transmitted. Also, it is assumed that after that, without any state change occurring, the gaming machine information is transmitted every 300 ms. And it is assumed that a state change occurs immediately before 180 s elapses after the gaming machine installation information is transmitted, that is, immediately before the next gaming machine installation information is transmitted.

[0143] In this case, at the timing when 180 s has elapsed after the gaming machine installation information was transmitted earlier, the hall control - fraud monitoring information is transmitted. The hall control - fraud monitoring information transmitted at this time is different from the hall control - fraud monitoring information transmitted 300 ms before. In this case, at the next transmission timing after the hall control - fraud monitoring information with a state change is transmitted, that is, 300 ms later, the gaming machine installation information is transmitted, and 300 ms after that, the gaming machine performance information is transmitted.

[0144] As described above, in this embodiment, information that could not be transmitted at the original notification cycle is carried over to the next transmission timing and transmitted. Therefore, in this embodiment, as a result of the continuous transmission of the gaming machine installation information and the gaming machine performance information, as shown in FIGS. 18 and 20, the transmission interval of the hall computer - illegal monitoring information becomes up to 900 ms at maximum.

[0145] The hall computer - illegal monitoring information notifies the dedicated unit 250 of the error state and the possibility of fraud in addition to the state of progress of the game. Therefore, when an error state occurs, it is necessary to surely transmit the hall computer - illegal monitoring information to the dedicated unit 250 and notify the outside of the occurrence of the error state. However, as described above, when the transmission interval of the hall computer - illegal monitoring information becomes 900 ms, there is a possibility that the hall computer - illegal monitoring information for notifying the error state cannot be transmitted to the dedicated unit 250.

[0146] FIG. 21 is a diagram for explaining the gaming machine information of a comparative example transmitted to the dedicated unit 250 when fraud is detected. For example, as shown in FIG. 21, assume that fraud (or an error state) is detected immediately before 180 s has elapsed since the gaming machine installation information was transmitted. At this time, if there is no change in the state of progress of the game, the priority of the hall computer - illegal monitoring information is the lowest fourth priority. Therefore, when 180 s has elapsed since the gaming machine installation information was transmitted first, the gaming machine installation information is transmitted, and 300 ms later, the gaming machine performance information is transmitted.

[0147] And assume that the fraud detection ends immediately after the gaming machine performance information is transmitted. In this case, since no fraud is detected 300 ms after the gaming machine performance information is transmitted, the hall computer - illegal monitoring information for notifying that no fraud has occurred is transmitted. In this way, if the gaming machine information is transmitted only based on the state of the transmission timing, there is a possibility that the error state or fraud that occurred in a short period cannot be notified to the dedicated unit 250. Therefore, in this embodiment, in order to surely notify the dedicated unit 250 of the occurred error state or fraud, the following processing is performed in the frame control board 200A.

[0148] Figure 22 is a flowchart for explaining the frame control board error processing. Note that the frame control board error processing shown in FIG. 22 is executed every timer interruption in the frame control board 200A.

[0149] (s10-1) The frame control CPU 200a performs an error check based on input signals from each sensor and the like.

[0150] (s10-2) The frame control CPU 200a determines whether a new error has occurred based on the result of the error check in s10-1. As a result, if it is determined that a new error has occurred, the process proceeds to s10-3, and if it is determined that no new error has occurred, the process proceeds to s10-5.

[0151] (s10-3) The frame control CPU 200a sets an error state corresponding to the newly occurred error.

[0152] (s10-4) The frame control CPU 200a sets (stores) a transmission error code corresponding to the newly occurred error in a predetermined storage area of the frame control RAM 200c. Note that the transmission error code matches the information included in the hall element / irregular monitoring information, and when a plurality of errors occur simultaneously, a plurality of transmission error codes are set.

[0153] (s10-5) The frame control CPU 200a determines whether the error in progress has been cleared. As a result, if it is determined that the error in progress has been cleared, the process proceeds to s10-6, and if it is determined that the error in progress has not been cleared, the frame control board error processing is terminated.

[0154] (s10-6) The frame control CPU 200a clears the error state corresponding to the cleared error and terminates the frame control board error processing.

[0155] According to the above processing, the error state managed by the frame control board 200A is cleared by the cancellation of the error, but the transmission error code is not cleared by the cancellation of the error.

[0156] FIG. 23 is a first flowchart for explaining the dedicated unit communication process, and FIG. 24 is a second flowchart for explaining the dedicated unit communication process. The processes shown in FIGS. 23 and 24 are executed for each timer interruption in the frame control board 200A.

[0157] (s11-1) The frame control CPU 200a checks the timer. This timer measures the elapsed time after the startup process and is updated for each timer interruption after the startup is completed.

[0158] (s11-2) The frame control CPU 200a determines whether the time of the timer checked in s11-1 is a multiple of 300 ms. As a result, if it is determined that it is a multiple of 300 ms, the process proceeds to s11-3, and if it is determined that it is not a multiple of 300 ms, the dedicated unit communication process ends.

[0159] (s11-3) The frame control CPU 200a determines whether there is a state change. As a result, if it is determined that there is a state change, the process proceeds to s11-4, and if it is determined that there is no state change, the process proceeds to s11-11.

[0160] (s11-4) The frame control CPU 200a sets the gaming machine information including the hall control / fraud monitoring information.

[0161] (s11-5) The frame control CPU 200a determines whether the time of the timer checked in s11-1 is a multiple of 60 s. As a result, if it is determined that it is a multiple of 60 s, the process proceeds to s11-6, and if it is determined that it is not a multiple of 60 s, the process proceeds to s11-7.

[0162] (s11-6) The frame control CPU 200a turns on a game machine installation information non-transmission flag indicating that the game machine information including the game machine installation information has not been transmitted.

[0163] (s11-7) The frame control CPU 200a determines whether the time of the timer confirmed in s11-1 is a multiple of 180 s. As a result, if it is determined that it is a multiple of 180 s, the process proceeds to s11-8, and if it is determined that it is not a multiple of 180 s, the process proceeds to s11-9.

[0164] (s11-8) The frame control CPU 200a turns on a game machine performance information non-transmission flag indicating that the game machine information including the game machine performance information has not been transmitted.

[0165] (s11-9) The frame control CPU 200a transmits the game machine information set in each of the above steps and ends the dedicated unit communication process.

[0166] (s11-11) Also, in s11-3, when it is determined that there is no state change, as shown in FIG. 24, the frame control CPU 200a determines whether the time of the timer confirmed in s11-1 is a multiple of 60 s. As a result, if it is determined that it is a multiple of 60 s, the process proceeds to s11-12, and if it is determined that it is not a multiple of 60 s, the process proceeds to s11-15.

[0167] (s11-12) The frame control CPU 200a sets the game machine information including the game machine installation information.

[0168] (s11-13) The frame control CPU 200a determines whether the time of the timer confirmed in s11-1 is a multiple of 180 s. As a result, if it is determined that it is a multiple of 180 s, the process proceeds to s11-14, and if it is determined that it is not a multiple of 180 s, the process proceeds to s11-9.

[0169] (s11-14) The frame control CPU 200a turns on the untransmitted game machine performance information flag.

[0170] (s11-15) The frame control CPU 200a determines whether the untransmitted game machine installation information flag is on. As a result, if it is determined that the untransmitted game machine installation information flag is on, the process proceeds to s11-16, and if it is determined that the untransmitted game machine installation information flag is not on, the process proceeds to s11-18.

[0171] (s11-16) The frame control CPU 200a sets the game machine information including the game machine installation information.

[0172] (s11-17) The frame control CPU 200a turns off the untransmitted game machine installation information flag.

[0173] (s11-18) The frame control CPU 200a determines whether the untransmitted game machine performance information flag is on. As a result, if it is determined that the untransmitted game machine performance information flag is on, the process proceeds to s11-19, and if it is determined that the untransmitted game machine performance information flag is not on, the process proceeds to s11-21.

[0174] (s11-19) The frame control CPU 200a sets the game machine information including the game machine performance information.

[0175] (s11-20) The frame control CPU 200a turns off the untransmitted game machine performance information flag.

[0176] (s11-21) Next, the frame control CPU 200a sets the game machine information including the hall control / cheating monitoring information.

[0177] (s11-22) The frame control CPU 200a determines whether a transmission error code is stored. As a result, if it is determined that the transmission error code is stored, the process proceeds to s11-23, and if it is determined that the transmission error code is not stored, the process proceeds to s11-9.

[0178] (s11-23) The frame control CPU 200a updates the hall control / fraud monitoring information included in the gaming machine information set in s11-21 to information indicating a transmission error code. That is, here, hall control / fraud monitoring information indicating the occurrence of fraud or the like is set.

[0179] (s11-24) The frame control CPU 200a clears the transmission error code set to the hall control / fraud monitoring information in s11-23 among the transmission error codes stored in the frame control RAM 200c, and transfers the process to s11-9.

[0180] FIG. 25 is a diagram for explaining the gaming machine information of the present embodiment transmitted to the dedicated unit 250 when fraud is detected. Similar to the example shown in FIG. 21, it is assumed that fraud (or an error state) is detected immediately before 180 s has elapsed since the gaming machine installation information was transmitted. At this time, if there is no change in the progress state of the game, the priority of the hall control / fraud monitoring information is the lowest fourth priority. Therefore, when 180 s has elapsed since the gaming machine installation information was transmitted first, the gaming machine installation information is transmitted, and 300 ms later, the gaming machine performance information is transmitted.

[0181] And immediately after the gaming machine performance information is transmitted, it is assumed that fraud detection has ended as in the above example. In this case, 300 ms after the gaming machine performance information is transmitted, although fraud has not been detected, the transmission error code is stored. Therefore, in the present embodiment, at the next transmission timing after the gaming machine performance information is transmitted, hall control / fraud monitoring information including the transmission error code is transmitted.

[0182] As described above, according to the present embodiment, when an error is released after it has occurred, information indicating the occurrence of the error is output after the release of the error. As a result, even if an error occurs and is released in a short period of time, it is possible to reliably notify the dedicated unit 250 of the occurrence of the error, making it easier to grasp the occurrence of errors and malfunctions.

[0183] Next, the process related to the management of the number of game balls held by the player, that is, the holding number, will be described. In the management gaming machine, game balls circulate inside the gaming machine main body 102. Also, when a game ball is launched, as described above, the game balls staying in the rectifying passage 7 are fed one by one to the launching device by the rectifier solenoid 9c. At this time, if the game balls are not appropriately detected, the holding number cannot be appropriately counted, which may affect the progress of the game. Hereinafter, the process of the frame control board 200A for improving the accuracy of the management of the number of game balls will be described.

[0184] FIG. 26 is a flowchart for explaining the holding number management process. This holding number management process is executed by the frame control board 200A every timer interrupt. Note that the period of the timer interrupt in the frame control board 200A is not particularly limited, but here it is assumed that the timer interrupt is executed at a period of 1 ms (0.001 seconds).

[0185] (s20-1) The frame control CPU 200a checks the lending notification information received from the dedicated unit 250. Although detailed description is omitted, between the frame control board 200A and the dedicated unit 250, the counting notification information, the lending notification information, and the lending receipt result response information are transmitted and received at predetermined intervals (for example, every 300 ms).

[0186] Specifically, after a predetermined time (e.g., 100 ms) from when the game machine information is transmitted from the frame control board 200A to the dedicated unit 250, the count notification information is transmitted from the frame control board 200A to the dedicated unit 250. This count notification information is information including the number of game balls the player currently has, that is, the holding quantity. When the dedicated unit 250 receives the count information, it transmits the lending notification information to the frame control board 200A.

[0187] This lending notification information includes the number of game balls to be lent to the player. For example, when the player inputs a lending operation on the liquid crystal display of the dedicated unit 250, the lending notification information indicating a predetermined number (which can be set in the game store, for example, the number of lent game balls per operation, that is, per unit amount, but for example 125 pieces / operation) is transmitted to the frame control board 200A. In addition, when no lending operation is input, the lending notification information indicating 0 pieces is transmitted to the frame control board 200A.

[0188] In the frame control board 200A, the received lending notification information is stored in a predetermined area of the frame control RAM 200c, and the lending receipt result response information indicating that the lending notification information has been received is transmitted to the dedicated unit 250. In this way, between the frame control board 200A and the dedicated unit 250, the count notification information indicating the current holding quantity and the lending notification information indicating the new lending quantity of the game balls are transmitted and received, and the two are configured to share information.

[0189] (s20-2) The frame control CPU 200a determines whether the lending number included in the lending notification information confirmed in s20-1 is not 0, that is, whether there is a lending request from the player. As a result, if it is determined that the lending number is not 0, the process proceeds to s20-3, and if it is determined that the lending number is 0, the holding quantity management process ends.

[0190] (s20-3) When the number of loans is not zero, the frame control CPU 200a updates the counter value of the holding number counter that stores the holding number to a value obtained by adding the number of loans to the current counter value. The holding number counter is composed of a 3-byte data storage area (a storage area capable of handling 6-digit data in decimal).

[0191] (s100) The frame control CPU 200a executes a process when the holding number changes to display the holding number updated in s20-3 on the game ball number display device 240, and ends the holding number management process.

[0192] Figure 27 is a flowchart for explaining the process when the holding number changes. This process when the holding number changes is executed when there is a change in the number of game balls held by the player (hereinafter referred to as the holding number). As described above, a change in the holding number occurs when the player inputs a lending operation to the dedicated unit 250 and game balls are lent, when game balls are launched, when a foul ball is detected, when game balls enter a winning opening such as the general winning opening 118, the first starting opening 120, the second starting opening 122, the big winning opening 126, etc. and a payout is made, or when a detection signal is input from the counting switch 219s and a counting process is executed. Thus, when there is a change in the holding number, a dedicated module is called and the process when the holding number changes is executed.

[0193] (s100-1) The frame control CPU 200a sets "1" in the display number change timer. The display number change timer measures the time until the holding number displayed on the game ball number display device 240 (simply referred to as the display number on the game ball number display device 240) is updated, that is, the update interval of the display number on the game ball number display device 240. The timer value of the display number change timer is decremented every timer interrupt of the frame control board 200A.

[0194] (s100-2) The frame control CPU 200a determines whether the display switching flag is "2 (high speed)". If it is determined that the display switching flag is "2 (high speed)", the process at the time of the change in the holding number ends. If it is determined that the display switching flag is not "2 (high speed)", the process proceeds to s100-3.

[0195] Note that the display switching flag defines the update interval of the display number of the game ball number display device 240. In the present embodiment, the display number of the game ball number display device 240 is updated step by step by "1". For example, when the display number is "3" and 3 game balls are paid out, the holding number is updated at once from "3" to "6". On the other hand, the display number of the game ball number display device 240 is updated step by step as "3" → "4" → "5" → "6".

[0196] Here, three display switching flags, 0 (low speed), 1 (medium speed), and 2 (high speed), are provided. Although details will be described later, when the display switching flag = 0, the update interval of the display number of the game ball number display device 240 is long. That is, in the game ball number display device 240, the update time when the display number is updated by one step becomes long. When the display switching flag = 1, the update interval of the display number of the game ball number display device 240 is shorter than when the display switching flag = 0, and the update time when the display number is updated by one step is relatively short. When the display switching flag = 2, the update interval of the display number of the game ball number display device 240 is even shorter than when the display switching flag = 1, and the update time when the display number is updated by one step becomes the shortest.

[0197] In the present embodiment, as the display switching flag, "0 (low speed)" is used for updates of 15 balls or less, which is the maximum number of prize balls triggered by one winning in the pachinko machine. "1 (medium speed)" is used for updates of 30 or less, which is the maximum number of prize balls that can occur when a prize ball based on a winning in another winning port occurs simultaneously with the prize balls triggered by one winning. Updates of the game ball number of a larger number are set to "2 (high speed)".

[0198] (s100-3) The frame control CPU 200a checks the possession number counter and acquires the current possession number.

[0199] (s100-4) The frame control CPU 200a checks the display number counter in which the display number displayed on the game ball number display device 240 is stored, and acquires the current display number displayed on the game ball number display device 240. Note that the display number counter is configured with a 3-byte data storage area, similar to the possession number counter.

[0200] (s100-5) The frame control CPU 200a compares the most significant byte of the possession number counter and the display number counter, and determines whether they do not match. As a result, if it is determined that they do not match, the process proceeds to s100-11, and if it is determined that they do not not match, the process proceeds to s100-6.

[0201] (s100-6) The frame control CPU 200a subtracts the display number acquired in s100-4 from the possession number acquired in s100-3, and derives the difference. Here, the lower 2-byte data of the display number counter is subtracted from the lower 2-byte data of the possession number counter. In this way, since only the lower 2-byte data of the 3-byte data of the possession number counter and the display number counter is used for the calculation, the process is simplified.

[0202] (s100-7) The frame control CPU 200a determines whether the difference calculated in s100-6 is 0. As a result, if it is determined that the difference is 0, the process for this possession number change ends, and if it is determined that the difference is not 0, the process proceeds to s100-8.

[0203] (s100-8) The frame control CPU 200a calculates the absolute value of the difference based on the difference calculated in s100-6. The absolute value of the difference is the difference calculated in s100-6 converted to an absolute value.

[0204] (s100-9) The frame control CPU 200a determines whether the absolute value of the difference calculated in s100-8 is less than 16. As a result, if it is determined that the absolute value of the difference is less than 16, the processing at the time of the change in the holding quantity is terminated, and if it is determined that the absolute value of the difference is not less than 16, the processing is transferred to s100-10.

[0205] (s100-10) The frame control CPU 200a determines whether the absolute value of the difference calculated in s100-8 is 51 or more. As a result, if it is determined that the absolute value of the difference is 31 or more, the processing is transferred to s100-11, and if it is determined that the absolute value of the difference is not 31 or more, the processing is transferred to s100-12.

[0206] (s100-11) The frame control CPU 200a sets the display switching flag to "2 (high speed)" and terminates the processing at the time of the change in the holding quantity.

[0207] (s100-12) The frame control CPU 200a sets the display switching flag to "1 (medium speed)" and terminates the processing at the time of the change in the holding quantity.

[0208] Figure 28 is a flowchart for explaining the display number change process. This display number change process is executed every timer interrupt in the frame control board 200A. That is, the display number change process is executed at 1 ms intervals.

[0209] (s110-1) The frame control CPU 200a decrements the display number change timer. If the timer value of the display number change timer is "0", the processing is directly transferred to s110-2.

[0210] (s110-2) The frame control CPU 200a determines whether the timer value of the display number change timer is "0". As a result, if it is determined that the timer value is "0", the processing is transferred to s110-3, and if it is determined that the timer value is not "0", the display number change process is terminated.

[0211] (s110-3) The frame control CPU 200a acquires the display switching flag.

[0212] (s110-4) The frame control CPU 200a sets the timer value of the display number change timer according to the flag value of the display switching flag acquired in s110-3.

[0213] FIG. 29 is a diagram for explaining the difference absolute value, the display switching flag, and the update interval. In the present embodiment, when the difference absolute value is 15 or less, the display switching flag is set to "0 (low speed)", when the difference absolute value is 16 or more and 30 or less, the display switching flag is set to "1 (medium speed)", and when the difference absolute value is 31 or more, the display switching flag is set to "2 (high speed)".

[0214] In s110-4, when the display switching flag is "0 (low speed)", the timer value of the display number change timer is "20", that is, the update interval of the display number is set to 20 ms. When the display switching flag is "1 (medium speed)", the timer value of the display number change timer is "10", that is, the update interval of the display number is set to 10 ms. When the display switching flag is "2 (high speed)", the timer value of the display number change timer is "1", that is, the update interval of the display number is set to 1 ms.

[0215] The timer setting value for each of the aforementioned display switching flags is set as the time within which the update of the display can be completed within approximately 300 ms after the occurrence of an update opportunity for a predetermined number of game balls when each display switching flag is set. For example, since "0 (low speed)" is an update of a maximum of 15 balls, if the update is every 20 ms, the update of the display can be completed in 15 (balls) × 20 (ms) = 300 ms. Since "1 (medium speed)" is an update of a maximum of 30 balls, the update of the display can be completed in 30 (balls) × 10 (ms) = 300 ms. Also, the maximum change amount of the number of game balls that can be assumed when the opportunities for changes in the number of a plurality of game balls are continuous or overlap is assumed to be "251" when the counting process of 250 game balls to the dedicated unit 250 with a 300 ms cycle by the counting operation and the consumption of game balls by firing occur simultaneously. When the display switching flag is "2 (high speed)", the update of the display can be completed within 300 ms in 251 (balls) × 1 ms = 251 ms.

[0216] (s110-5) Returning to FIG. 28, the frame control CPU 200a checks the possession counter and acquires the current possession number.

[0217] (s110-6) The frame control CPU 200a checks the display number counter and acquires the current display number.

[0218] (s110-7) The frame control CPU 200a compares the possession number acquired in s110-5 with the display number acquired in s110-6.

[0219] (s110-8) The frame control CPU 200a determines whether the possession number and the display number compared in s110-7 match. As a result, if it is determined that both match, the process proceeds to s110-9, and if it is determined that both do not match, the process proceeds to s110-10.

[0220] (s110-9) The frame control CPU 200a sets the display switching flag to "0 (low speed)" and ends the display number change process. As a result, when the update display on the game ball number display device 240 ends, the display switching flag becomes "0 (low speed)".

[0221] (s110-10) The frame control CPU 200a determines whether the display number is greater than the possession number. As a result, if it is determined that the display number is greater than the possession number, the process proceeds to s110-11, and if it is determined that the display number is not greater than the possession number, the process proceeds to s110-12.

[0222] (s110-11) The frame control CPU 200a subtracts "1" from the counter value of the display number counter, that is, the display number.

[0223] (s110-12) The frame control CPU 200a adds "1" to the counter value of the display number counter, that is, the display number.

[0224] (s110-13) The frame control CPU 200a executes an update display process of displaying the counter value of the display number counter updated in s110-11 or s110-12 on the game ball number display device 240, and ends the display number change process.

[0225] Figure 30 is a flowchart for explaining the circulation control process. This circulation control process is executed every timer interrupt on the frame control board 200A. In the circulation control process, the frame control CPU 200a performs a rectifier inlet sensor monitoring process (s21), a rectifier solenoid control process (s22), and a subtraction process (s23). Hereinafter, the rectifier inlet sensor monitoring process (s21), the rectifier solenoid control process (s22), and the subtraction process (s23) will be described with reference to the drawings.

[0226] Figure 31 is a flowchart for explaining the rectifier inlet sensor monitoring process.

[0227] (s21-1) The frame control CPU 200a determines whether the rectifier inlet sensor 15s is detecting a game ball. As a result, if it is determined that a game ball is being detected, the process proceeds to s21-2, and if it is determined that no game ball is being detected, the process proceeds to s21-6.

[0228] (s21-2) The frame control CPU 200a determines whether the sensor on-state flag is on. The sensor on-state flag indicates that the rectifier inlet sensor 15s is in the on state. If it is determined that the sensor on-state flag is on, the process proceeds to s21-5, and if it is determined that the sensor on-state flag is not on, the process proceeds to s21-3.

[0229] (s21-3) The frame control CPU 200a turns on the sensor on-state flag.

[0230] (s21-4) Next, the frame control CPU 200a resets the undetected continuation timer. The undetected continuation timer measures the continuous time (hereinafter referred to as the undetected continuation time) during which no game ball is detected by the rectifier inlet sensor 15s.

[0231] (s21-5) The frame control CPU 200a adds to the detected continuation timer and ends the rectifier inlet sensor monitoring process. The detected continuation timer measures the continuous time (hereinafter referred to as the detected continuation time) during which a game ball is detected by the rectifier inlet sensor 15s.

[0232] (s21-6) When the rectifier inlet sensor 15s does not detect a game ball (NO in s21-1), the frame control CPU 200a determines whether the sensor on-state flag is off. As a result, if it is determined that the sensor on-state flag is off, the process proceeds to s21-9, and if it is determined that the sensor on-state flag is not off, the process proceeds to s21-7.

[0233] (s21-7) The frame control CPU 200a turns off the sensor-on state flag.

[0234] (s21-8) Next, the frame control CPU 200a resets the detection continuation timer.

[0235] (s21-9) The frame control CPU 200a increments the undetected continuation timer.

[0236] (s21-10) Next, the frame control CPU 200a determines whether the undetected continuation time updated in s21-9 is equal to or greater than a predetermined time. As a result, if it is determined that the undetected continuation time is equal to or greater than the predetermined time, the process proceeds to s21-11. If it is determined that the undetected continuation time is less than the predetermined time, the rectifier inlet sensor monitoring process ends.

[0237] (s21-11) The frame control CPU 200a executes a path abnormality error process and ends the rectifier inlet sensor monitoring process. In this path abnormality error process, it is reported that there is an abnormality in the rectification path 7 or the circulation path 3. When an error release button provided on the frame control board 200A is operated and a signal is input from the error release switch 202s, the frame control CPU 200a releases the path abnormality error.

[0238] According to the above rectifier inlet sensor monitoring process, the time during which the rectifier inlet sensor 15s continuously detects the game balls (detection continuation time) and the time during which the rectifier inlet sensor 15s does not continuously detect the game balls (undetected continuation time) are measured. As described above, when the gaming machine 100 is in a normal state, a large number of game balls are staying in the rectification path 7 such that adjacent game balls contact each other.

[0239] Then, the rectifier inlet sensor 15s detects the third game ball staying from the downstream end of the rectifying passage 7. When a game ball is launched, the rectifier solenoid 9c is energized, and one game ball staying at the downstream end of the rectifying passage 7 is fed to the launching device side. When a game ball is fed to the launching device side, a space is formed at the downstream end of the rectifying passage 7, so the game balls staying in the rectifying passage 7 move downstream by one game ball.

[0240] In this way, when the game balls move downstream in the rectifying passage 7, the detection state of the game balls by the rectifier inlet sensor 15s switches from the on state to the off state and then switches back to the on state again. Also, if no game ball is launched, the rectifier inlet sensor 15s always detects the game balls. Therefore, the fact that the rectifier inlet sensor 15s cannot detect the game balls for a predetermined time or more (YES in s21-10) means that there may be an error such as a ball jam in the rectifying passage 7 or the circulation passage 3. When the undetected continuous time is a predetermined time or more, by executing the passage abnormality error process, the occurrence of the error can be notified early.

[0241] FIG. 32 is a flowchart for explaining the rectifier solenoid control process.

[0242] (s22-1) The frame control CPU 200a determines whether the control flag indicating that the rectifier solenoid 9c is being controlled is on. As a result, if it is determined that the control flag is on, the process proceeds to s22-7, and if it is determined that the control flag is not on, the process proceeds to s22-2. Note that the time and timing for maintaining the rectifier solenoid 9c in the non-energized state and the energized state are determined in advance, and during the control of the rectifier solenoid 9c, the state of the rectifier solenoid 9c is switched while monitoring the time from the start of control and the like. Therefore, when the control flag is on, the rectifier solenoid 9c may be energized or not energized.

[0243] (s22-2) The frame control CPU 200a determines whether there is a firing request. Here, for example, it includes that the operation handle 106 is being operated, there is a signal input from the touch sensor 215s, etc. If it is determined that there is a firing request, the process proceeds to s22-3. If it is determined that there is no firing request, the rectifier solenoid control process ends.

[0244] (s22-3) The frame control CPU 200a determines whether the detection duration of the game ball by the rectifier inlet sensor 15s is equal to or longer than a predetermined time. As a result, if it is determined that the detection duration is equal to or longer than the predetermined time, the process proceeds to s22-4. If it is determined that the detection duration is not equal to or longer than the predetermined time, the rectifier solenoid control process ends.

[0245] (s22-4) The frame control CPU 200a determines whether the holding number is 1 or more. As a result, if it is determined that the holding number is 1 or more, the process proceeds to s22-5. If it is determined that the holding number is not 1 or more, the rectifier solenoid control process ends.

[0246] (s22-5) The frame control CPU 200a determines whether the rectifier outlet sensor 17s is off. As a result, if it is determined that the rectifier outlet sensor 17s is off, the process proceeds to s22-6. If it is determined that the rectifier outlet sensor 17s is not off, the rectifier solenoid control process ends.

[0247] (s22-6) The frame control CPU 200a turns on the control in progress flag of the rectifier solenoid 9c and ends the rectifier solenoid control process. As a result, from the next timer interrupt, it is determined as YES in s22-1, and the rectifier solenoid 9c is controlled.

[0248] (s22-7) In s22-1, when it is determined that the control flag of the rectifier solenoid 9c is on, the frame control CPU 200a determines whether it is in a sensor abnormality error. As a result, if it is determined that it is in a sensor abnormality error, the rectifier solenoid control process is terminated, and if it is determined that it is not in a sensor abnormality error, the process proceeds to s22-8.

[0249] (s22-8) The frame control CPU 200a determines whether it is the ball feeding timing of the game ball. As a result, if it is determined that it is the ball feeding timing, the process proceeds to s22-9, and if it is determined that it is not the ball feeding timing, the process proceeds to s22-10. Note that the ball feeding timing of the game ball is preset according to the control timing of the firing solenoid 231c.

[0250] (s22-9) The frame control CPU 200a turns on the rectifier solenoid 9c, that is, starts energizing the rectifier solenoid 9c, and terminates the rectifier solenoid control process.

[0251] (s22-10) In s22-8, when it is determined that it is not the ball feeding timing, the frame control CPU 200a executes control processing according to the time from the start of control of the rectifier solenoid 9c (for example, monitoring the energization stop of the rectifier solenoid 9c, the elapsed time from the energization stop to the end of control, etc.).

[0252] (s22-11) The frame control CPU 200a determines whether a predetermined time has elapsed since the rectifier solenoid 9c was turned on (energization started). As a result, if it is determined that the predetermined time has elapsed, the process proceeds to s22-12, and if it is determined that the predetermined time has not elapsed, the rectifier solenoid control process is terminated.

[0253] (s22-12) The frame control CPU 200a determines whether the rectifier inlet sensor 15s has turned off until a predetermined time has elapsed since the rectifier solenoid 9c was turned on. As a result, if it is determined that the rectifier inlet sensor 15s has turned off, the rectifier solenoid control process is terminated. If it is determined that the rectifier inlet sensor 15s has not turned off, the process proceeds to s22-13.

[0254] (s22-13) The frame control CPU 200a executes sensor abnormality error processing. Here, an abnormality of the rectifier inlet sensor 15s is notified. When an error release button provided on the frame control board 200A is operated and a signal is input from the error release switch 202s, the frame control CPU 200a releases the sensor abnormality error.

[0255] (s22-14) The frame control CPU 200a turns off (stops energization) the rectifier solenoid 9c and terminates the rectifier solenoid control process.

[0256] According to the above rectifier solenoid control process, the rectifier solenoid 9c can be energized on the condition that the rectifier inlet sensor 15s continuously detects game balls for a predetermined time or more (YES in s22-3). That is, in the rectification path 7, game balls can be launched on the condition that at least the third game ball launched is detected for a predetermined time or more. Here, the predetermined time is set longer than the time continuously detected by the rectifier inlet sensor 15s when a game ball passes through the rectifier inlet sensor 15s without stopping, for example.

[0257] If there are 0 or 1 game balls staying in the rectification path 7, the game balls sent to the rectification path 7 by the lifting screw 5 pass through to the downstream side without stopping within the detection range of the rectifier inlet sensor 15s. In this case, since the detection continuous time is regarded as less than the predetermined time, the energization of the rectifier solenoid 9c, that is, the launching of game balls is restricted.

[0258] As a result, for example, when replenishing new game balls after discharging balls from the game machine main body 102, the firing of the game balls will be restricted. By restricting the firing of the game balls, the possibility of the number of game balls being unnecessarily subtracted is reduced.

[0259] Also, according to the above rectifier solenoid control process, if the rectifier inlet sensor 15s does not turn off even after a predetermined time has elapsed since the rectifier solenoid 9c turned on, it is determined as a sensor abnormality error. Thereby, if the rectifier inlet sensor 15s malfunctions and continues to output an on signal, the failure of the rectifier inlet sensor 15s can be detected at an early stage. Also, in this case, the energization of the rectifier solenoid 9c is stopped, and thereafter, the firing of the game balls is restricted until the error is cleared. Thereby, it is possible to suppress the occurrence of problems such as the possession number not being properly managed.

[0260] FIG. 33 is a flowchart for explaining the subtraction process.

[0261] (s23-1) The frame control CPU 200a checks the detection duration.

[0262] (s23-2) The frame control CPU 200a determines whether the detection duration checked in s23-1 is equal to or longer than a predetermined time. As a result, if it is determined that it is equal to or longer than the predetermined time, the process proceeds to s23-3, and if it is determined that it is not equal to or longer than the predetermined time, the subtraction process ends.

[0263] (s23-3) The frame control CPU 200a determines whether the possession number has been subtracted. As a result, if it is determined that the subtraction has been performed, the subtraction process ends, and if it is determined that the subtraction has not been performed, the process proceeds to s23-4.

[0264] (s23-4) The frame control CPU 200a subtracts 1 from the possession number.

[0265] (s100) The frame control CPU 200a executes the above-described process at the time of change in the number of held balls and ends the subtraction process.

[0266] According to the above subtraction process, when a game ball is detected by the rectifier inlet sensor 15s for a predetermined time or longer (YES in s23-2), the number of held balls is decreased by 1. Thereby, for example, even if game balls collide with each other near the rectifier inlet sensor 15s and the game balls perform unexpected operations, the possibility that the number of held balls is decreased more than necessary is reduced.

[0267] FIG. 34 is a flowchart for explaining the payout command reception process. When a game ball enters a winning opening such as the general winning opening 118, the first start opening 120, the second start opening 122, or the big winning opening 126, a detection signal is input from the general winning opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, or the big winning opening detection switch 126s to the main control board 100A. In the main control board 100A, when a detection signal is input from each of these switches, a payout command indicating the type of the detection signal is transmitted to the frame control board 200A. In the frame control board 200A, when a payout command is received from the main control board 100A, the payout command reception process is executed.

[0268] (s30-1) The frame control board 200A analyzes the received payout command and adds the number of held balls corresponding to the payout command to the held ball counter.

[0269] (s100) The frame control CPU 200a executes the above-described process at the time of change in the number of held balls and ends the payout command reception process.

[0270] FIG. 35 is a flowchart for explaining the counting process. When a player operates the counting button, a detection signal is input from the counting switch 219s to the frame control board 200A. In the frame control board 200A, when the detection signal is input, the counting process is executed.

[0271] (s40-1) The frame control CPU 200a executes an operation determination process based on the detection signal input from the counting switch 219s. Here, it determines whether a short press operation (an operation with a continuous operation time less than a predetermined time) or a long press operation (an operation with a continuous operation time greater than or equal to a predetermined time) has been input.

[0272] (s40-2) Based on the operation type determined in s40-1, the frame control CPU 200a executes a transfer process of transferring the holding quantity to the dedicated unit 250. Here, for example, when it is determined that a short press operation has been performed, a command indicating a holding quantity of "1", and when it is determined that a long press operation has been performed, a command indicating a holding quantity of "250" is transmitted to the dedicated unit 250.

[0273] (s40-3) The frame control CPU 200a subtracts the holding quantity of the number transferred in s40-2 from the holding quantity counter.

[0274] (s100) The frame control CPU 200a executes the above-described process at the time of change in the holding quantity and ends the counting process.

[0275] According to the above-described process at the time of change in the holding quantity and the process of changing the display number, when the holding quantity (number of game values) changes, an update display for gradually updating the holding quantity (number of game values) displayed on the game ball number display device 240 (display unit) to the holding quantity (number of game values) after the change becomes executable. And when executing the update display, based on the opportunity (occurred opportunity) to change the holding quantity, the update time, which is the time required for one-stage update display, can be determined to be different times, and the update display can be executed based on the determined update time.

[0276] Specifically, when the change in the number of items held is small, the update time for one step is longer than when the change is large. This makes it easier for the player to recognize that the number of items held has changed. On the other hand, when the change in the number of items held is large, the update time becomes shorter. As a result, the time from when the number of items held changes until the update of the display number is completed does not become unnecessarily long. Consequently, even if the number of items held changes further during the update display of the display number, the likelihood of a divergence between the player's perception and the actual number of items held is low, and thus the likelihood of causing the player to have a sense of distrust is reduced.

[0277] Moreover, in this embodiment, when a new trigger occurs during the update display, the update time can be changed to be shorter, but the update time cannot be changed to be longer. Specifically, when the update display is completed and the display number and the number of items held match (YES in s110-8), the display switching flag is set to 0 (low speed) (s110-9). That is, when there is no change in the number of items held and the update display of the display number is not being performed, the display switching flag is set to 0 (low speed).

[0278] In this state, for example, when 15 game balls are paid out, in the process of handling the change in the number of items held, since the absolute value of the difference is determined to be less than 16 (YES in s100-9), the display switching flag remains at 0 (low speed). As a result, in the display number change process, in s110-4, a timer value of "20" is set in the display number change timer, and the display number in the game ball number display device 240 is updated at 20 ms intervals.

[0279] After that, for example, when the difference from the displayed number in the game ball number display device 240 becomes "13", a lending operation of game balls is input to the dedicated unit 250, and it is assumed that 125 game balls are lent out. In this case, since 125 is added to the possession number, the difference from the displayed number becomes 138. Therefore, in the process of handling changes in the possession number, since it is determined that the absolute value of the difference is 31 or more (YES in s100-10), the display switching flag is set to 2 (fast) (s100-11). In this way, when a new change in the possession number occurs during the update display of the displayed number in the game ball number display device 240, the update time of the displayed number can be changed to be shorter.

[0280] And then, further afterwards, with the display switching flag remaining at 2 (fast), the displayed number is updated and displayed, and it is assumed that the difference between the possession number and the displayed number becomes "3". At this time, if game balls are paid out and the possession number increases by 3, the difference becomes "6". As described above, when the difference is 15 or less, originally, the display switching flag becomes "0 (slow)". However, in the process of handling changes in the possession number, when the display switching flag = 2 (fast), the process of resetting the display switching flag is not executed (YES in s100-2). Also, when the display switching flag = 1 (medium speed), if the absolute value of the difference is 31 or more (YES in s100-10), the display switching flag is changed to "2 (fast)", but when the absolute value of the difference is less than 16 (YES in s100-9), the process of changing the display switching flag is not executed. Therefore, in the above example, when the difference is changed from "3" to "6", the display switching flag is maintained at "2 (fast)".

[0281] In this way, when the possession number is changed during the update display, the update time is not changed to be longer. As a result, while the update display is being completed, the possibility that the update display will be prolonged more than necessary due to continuous changes in the possession number is reduced. As a result, the possibility that the player will be unable to grasp what triggered the change in the possession number and will develop a sense of distrust is reduced.

[0282] The preferred embodiments of the present invention have been described above with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive of various modification examples or correction examples within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.

[0283] In the above embodiment, a management gaming machine has been described as an example of a gaming machine. However, the gaming machines to which the present invention is applicable are not limited to management gaming machines.

[0284] In the above embodiment, a pachinko machine has been described as an example of a gaming machine. However, the present invention is also applicable to a spinning-reel gaming machine. That is, in the above embodiment, the case where the updated display of the number of gaming balls owned by the player is performed has been described. When the present invention is applied to a spinning-reel gaming machine, the updated display of the number of gaming value as virtual medals may be performed. In any case, based on a preset trigger, the number of gaming values owned by the player may be updated and displayed, and the specific content of the gaming value is not particularly limited.

[0285] Also, when adopting the above embodiment in a spinning-reel gaming machine, in the spinning-reel gaming machine, since the event in which 50 virtual medals are transferred in the counting process is the maximum change amount at one trigger, as the display switching when the change trigger of the number of gaming values (owned medals) owned by the player occurs, the display switching flag may be set as follows.

[0286] (Setting of the "display switching flag" in a spinning-reel gaming machine) "0 (low speed)": Used for updating the display of 15 or less (the maximum value of the number of prize medals at one time). The display device is updated every 20 ms. "1 (medium speed)": Used for updating the display of 50 or less (the maximum value of one counting process). The display device is updated every 6 ms. "2 (high speed)": Used for updating the display of 51 or more (occurring when, for example, one counting process and the start of a triple-play game occur simultaneously). The display device is updated every 4 ms.

[0287] In addition, in a rotating drum type gaming machine, the display of the gaming value (owned medals) owned by the player is configured to be displayed in a 7-segment display with a maximum of 5 digits, and the 5-digit display device and one other segment are configured to be periodically controlled by dynamic lighting with 6 interrupts. When controlling the display update at "1 (medium speed)" or lower, since the dynamic lighting cycle is not faster than the update cycle of the display content, the display does not drop out during the update (for example, so that the display of "00274" is not skipped and the display update for one time does not appear to be missing, like "00276", "00275", "00273",...).

[0288] In the above embodiment, the frame control board 200A is configured to perform the display control of the game ball number display device 240. However, the display control of the game ball number display device 240 may be executed by, for example, the main control board 100A or the sub-control board 300A.

[0289] In the above embodiment, the display number displayed on the game ball number display device 240 is configured to be updated step by step by "1" each time. However, the value changed in one step is not particularly limited. For example, the display number may be updated in units of "5" or "10" in one step. Also, depending on the difference between the display number and the possessed number, the value changed in one step may be different.

[0290] In the above embodiment, in s100-5, it is determined whether the most significant byte of the possession counter and the display counter do not match. When they do not match, regardless of the difference, the display switching flag is set to "2 (high speed)". As a result, when the number of possessions is around 65,535, the update time becomes 1 ms regardless of the difference before and after the change in the display number. This is to reduce the processing load when calculating the difference between the number of possessions and the display number in s100-6. That is, according to the above embodiment, it is possible to reliably prevent the update display on the game ball number display device 240 from taking an unnecessarily long time while reducing the processing load. However, when it is determined that the most significant byte does not match, the display switching flag may be set to "0 (low speed)" or "1 (medium speed)". Note that the difference between the number of possessions and the display number may be calculated using 3-byte data. In this case, the determination in s100-5 becomes unnecessary, and the update time is determined based on the difference regardless of the number of possessions.

[0291] In the above embodiment, the update time is determined according to the difference between the number of possessions and the display number. However, the update time may be determined based on a preset trigger. For example, when the trigger is the input of a lending operation, the update time may be determined to be 1 ms, and when the trigger is a game ball entering the winning opening, the update time may be determined to be 20 ms. In this way, since the number of possessions is updated based on a preset trigger, the update time may be determined based on the generated trigger.

[0292] In the above-described embodiment, when the display switching flag is "2 (high speed)", the update time of the display count is 1 ms, and since it is control to dynamically light up 6-digit segments, if the high-speed display switching is continued, the units digit changes periodically as "0", "4", "8", "2", "6", "0", "4", "8", ···. Therefore, when the display switching flag is "2 (high speed)", the number of common data (segment data to be output) for dynamic lighting may be changed from "6 (digits)" to "7" so that all the digits from "0" to "9" can be displayed without the units digit switching periodically. At this time, when the seventh common added as special data is set as the output destination, the segments of the game ball count display device 240 are not the lighting targets and the segments of the game ball count display device 240 are configured to be all turned off. By taking care that the units digit does not change periodically at the time of display update in this way, it is possible to make it easier to feel the change in the amount of game value held.

[0293] Note that, as in the above modification example, when incrementing or decrementing the segments of the game ball count display device 240, the method of allocating the seventh common data as the virtual output destination may be implemented not only when the display switching flag is "2 (high speed)" which is the display update corresponding to the change in a large number of game values, but also when it is "0 (low speed)" or "1 (medium speed)". By doing so, although the brightness of the game ball count display device 240 slightly decreases when the seventh virtual common data is allocated, the brightness during the update of the display content can be made constant regardless of the display update speed.

[0294] Also, for example, for some triggers such as lending, instead of performing step - by - step update display based on differences, the display number of the game ball number display device 240 may be updated all at once to the changed possession number. In this way, for example, for triggers with a large change in the possession number, by not performing step - by - step update display, it is possible to surely prevent a situation where another trigger occurs during the update display and the player is misrecognized. Further, when not performing step - by - step update, in order to make it easier to recognize that the numerical value has changed significantly, before and after the update of the display number of the game ball number display device 240, the display of the game ball number display 240 may be configured to blink for about 2 seconds every 0.5 seconds (for example, a method of blinking twice with the data before the change and then displaying the value after the change, or a method of displaying the value after the change and then blinking twice can be considered). Note that even if there is a change in the possession number during the blinking display period, by continuing the blinking display while updating the display content, it may be possible to surely notify that a large change such as a lending operation or a counting operation has occurred.

[0295] Also, for example, when a new trigger occurs during the step - by - step update display, the update display is interrupted once, and the display number of the game ball number display device 240 is updated to the changed possession number based on the previously occurred trigger. Then, based on the newly occurred trigger, the step - by - step update display may be resumed. Specifically, a buffer is provided separately from the display number counter. When the possession number changes, the possession number counter is updated to the changed value, and the updated value is also saved in the buffer. Then, when a new trigger occurs during the update display, the value of the display number counter is updated to the value saved in the buffer, the possession number counter is updated to the changed value due to the occurrence of the new trigger, and the updated value is saved in the buffer. At this time, the update display is resumed based on the difference between the display number counter and the possession number counter. In this way, as described above, when a new trigger occurs during the update display, the display number of the game ball number display device 240 is updated once, and then the step - by - step update display is resumed. In this case, relatively poor - looking high - speed update display may not be necessary.

[0296] In addition, in the above-described embodiment, when the holding quantity changes during the update display, the update time may be shortened, but it will not be lengthened. However, even if the update time may be lengthened when the holding quantity changes during the update display, it may be configured such that the update time will not be shortened. Also, once the update time is determined, even if a new trigger occurs and the holding quantity changes during the update display, the update display may be continued without changing the update time.

[0297] In the above-described embodiment, the frame control CPU 200a that executes the processes of s20-3, s23-4, s30-1, and s40-3 corresponds to the game value number update means of the present invention. Also, the game ball number display device 240 in the above-described embodiment corresponds to the display unit of the present invention, and the frame control CPU 200a that executes the display number change process corresponds to the display control means of the present invention.

Explanation of Signs

[0298] 100 Gaming machine 200a Frame control CPU

Claims

【Claim 1】 A game value number updating means for updating the number of game values owned by a player based on a preset trigger; A display unit for displaying the number of game values owned by the player; A display control means for controlling the display of the number of game values on the display unit; comprising The display control means When the number of game values changes, it is possible to execute an update display for gradually updating the number of game values displayed on the display unit to the changed number of game values; When executing the update display, based on the generated trigger, it is possible to determine an update time, which is the time required for one-stage of the update display, to be different times, and it is possible to execute the update display based on the determined update time. A gaming machine characterized by this.

Citation Information

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