Game machine

By incorporating performance control means to display a replacement standard number in gaming machines, the challenge of determining when to replace the abrasive is addressed, ensuring efficient operation and preventing losses.

JP2025093101APending Publication Date: 2025-06-23SANSEI R&D KK
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Patent Information

Application Number
JP2023208626
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-11
Publication Date
2025-06-23

AI Technical Summary

Technical Problem

In gaming machines equipped with abrasives for polishing game balls, employees at game parlors struggle to determine when to replace the abrasive, leading to inefficient operation and potential loss due to worn-out abrasives.

Method used

The gaming machine is equipped with performance control means that can display a replacement standard number, indicating the number of fired balls that serves as a replacement standard for the abrasive, allowing employees to timely replace the abrasive.

Benefits of technology

This solution enables employees to accurately determine when to replace the abrasive, ensuring continuous optimal performance of the gaming machine and preventing losses due to worn-out abrasives.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of letting an employee of the game house know when an abrasive material should be exchanged.SOLUTION: A pachinko game machine PY1 is set to a performance setting mode if a depression operation is performed on a RAM clear switch 191 at the time of power activation. In the performance setting mode, the pachinko game machine can be set to an abrasive material checking mode on the basis of an operation of a select button 42k and a performance button 40k. In the abrasive material checking mode, a total shot ball number image SH which indicates the total number of shot balls shot by a player up to the present time, and a replacement standard number image MY which indicates the replacement standard number, which is the approximate number of shot balls for replacement standard of an abrasive material 36, are displayed.SELECTED DRAWING: Figure 66
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Description

Technical Field

[0001] The present invention relates to a gaming machine typified by a pachinko machine or the like.

Background Art

[0002] As an example of a gaming machine, some pachinko machines are equipped with an abrasive for polishing game balls, as described in Patent Document 1 below.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a gaming machine equipped with an abrasive for polishing game balls, when the game is executed for an extremely long period, the abrasive is consumed. In this case, it is better to replace the abrasive, but the employees at the game parlor did not know when to replace the abrasive.

[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine that enables employees at a game parlor to know when to replace the abrasive.

Means for Solving the Problems

[0006] The gaming machine of the present invention is an abrasive for polishing game balls and performance control means capable of controlling performance, in a gaming machine comprising characterized in that the performance control means can display a replacement standard number, which is the number of fired balls serving as a replacement standard for the abrasive.

Effects of the Invention

[0007] According to the present invention, it is possible to let the employees in the game arcade know when to replace the abrasive material.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] 1. Structure of the Gaming Machine A pachinko gaming machine PY1 according to an embodiment of the present invention will be described with reference to the drawings. In the following description, the left - right direction of each part of the pachinko gaming machine PY1 is described as being the same as the left - right direction for a player facing the pachinko gaming machine PY1. Also, the front direction of each part of the pachinko gaming machine PY1 is described as the direction approaching the player facing the pachinko gaming machine PY1, and the rear direction of each part of the pachinko gaming machine PY1 is described as the direction moving away from the player facing the pachinko gaming machine PY1.

[0010] As shown in FIG. 1, the pachinko gaming machine PY1 of the embodiment (first form) includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22, an inner frame 21, and a front door 23 (front frame). The outer frame 22 is a vertically rectangular frame body that forms the outer - shell part of the pachinko gaming machine PY1. The inner frame 21 is arranged inside the outer frame 22 and is a vertically rectangular frame body for attaching a gaming board 1 described later. The front door 23 is arranged on the front - side of the outer frame 22 and the inner frame 21 and is a vertically rectangular one for protecting the gaming board 1. The front door 23 is the part facing the player and is decorated in various ways.

[0011] The gaming machine frame 2 is configured to include a hinge part 24 on the left - end side. By this hinge part 24, the front door 23 is rotatable with respect to the outer frame 22 and the inner frame 21 respectively, and the inner frame 21 is rotatable with respect to the outer frame 22 and the front door 23 respectively. An opening is formed in the center of the front door 23, and a transparent transparent plate is attached to the opening so that a player can visually recognize a gaming area 6 (see FIG. 3) described later. The transparent plate is a glass plate in this form, but it may be a transparent synthetic resin plate. That is, the transparent plate only needs to be able to visually recognize the gaming area 6 from the front. Also, the front door 23 is provided with a handle 72k (launch operation means) for launching a gaming ball toward the gaming area 6 with a launch intensity corresponding to the rotation angle.

[0012] At the lower part of the inner frame 21, a storage device 25 (see FIG. 5) described later is provided. The storage device 25 stores a predetermined number (for example, 50 balls) of game balls. After the stored game balls are launched toward the game area 6 (see FIG. 3), they flow down through the game area 6 and are collected by a collection part (not shown) provided at the lower part of the inner frame 21. Thereafter, the game balls collected by the collection part are guided toward the storage device 25 while being lifted by a lifting device (not shown). Thus, the game balls stored in the storage device 25 are sealed inside the pachinko machine PY1 and circulate without being discharged to the outside of the pachinko machine PY1.

[0013] Therefore, this pachinko machine PY1 is a machine (so-called "enclosed pachinko") in which the game balls enclosed inside can circulate and enter the game area 6 again after flowing down through the game area 6. Therefore, unlike a machine (so-called "non-enclosed pachinko") in which the game balls stored inside are discharged to the outside after flowing down through the game area, a mechanism (such as a prize ball payout device, a prize ball motor, an upper tray, a lower tray, etc.) for paying out game balls to the player is unnecessary. As a result, the configuration of the lower part of this pachinko machine PY1 can be made more compact than that of a conventional non-enclosed pachinko. In this pachinko machine PY1, since an upper tray and a lower tray for storing game balls are not provided on the front door 23, the player cannot touch the game balls.

[0014] As shown in FIG. 2, on the lower part 23x (operation mechanism part) of the front door 23, there are provided an effect button (input part) 40k and a select button 42k that can be operated by the player during effects executed as the game progresses. The select button (cross key) 42k is composed of an up button, a down button, a left button, and a right button. Also, on the front door 23, there are provided a decorative frame lamp 56 (see FIG. 1) and a speaker 610 that outputs sound (not shown in FIG. 1).

[0015] In addition, in this pachinko machine PY1, as shown in FIG. 2, a call switch 41k is provided at the lower part 23x of the front door 23. The call switch 41k is an operation means (call operation means) that can be pressed by a player, and a call sensor 41a (see FIG. 9) built into the call switch 41k detects the pressing operation. This call switch 41k (specific sensor) is of an alternate operation type that continuously outputs a detection signal by the call sensor 41a unless it is pressed again after the pressing operation.

[0016] The call switch 41k includes a smoke lens and a call LED disposed inside the smoke lens. When the pachinko machine PY1 is powered on, the call LED enters a lighting state where it continuously lights up (emits light). As a result, the characters "Call Switch" marked on the smoke lens appear to be lit in red, allowing the player to recognize that the call switch 41k is in a usable state.

[0017] On the other hand, when the call switch 41k is pressed, the call LED enters a blinking state where it blinks. As a result, the characters "Call Switch" marked on the smoke lens appear to be blinking in red, allowing the player to recognize that the call switch 41k is in use. After that, if the call switch 41k is pressed again, the call LED will return to the lighting state.

[0018] In this embodiment, as will be described later, when the call switch 41k is pressed, a signal (call signal) related to the detection by the call sensor 41a is transmitted to a hall computer 230 (see FIG. 16) provided outside the pachinko gaming machine PY1. As a result, the hall computer 230 notifies an employee in the game hall (hall) by wireless communication that the call switch 41k of the pachinko gaming machine PY1 has been pressed. Consequently, it is possible to call an employee in the game hall. That is, it is possible to call an employee in the game hall by pressing the call switch 41k provided on the pachinko gaming machine PY1 without pressing the call button of the data counter provided on the upper part of the pachinko gaming machine PY1.

[0019] Note that the call switch 41k in this embodiment is configured as an alternate operation type that continues to output a detection signal by the call sensor 41a unless it is pressed again after being pressed once, but it may be configured as a momentary operation type that outputs a detection signal by the call sensor 41a only at the moment of being pressed.

[0020] In the pachinko gaming machine PY1, as shown in FIG. 1, a game ball number display 180 is provided on the center front of the lower part 23x of the front door 23. The game ball number display 180 (held ball number display means, display means) displays the number of game balls that the player can use at the current time as the held ball number. That is, the held ball number is the number of game balls that the player can use for the game. The game ball number display 180 is composed of six 7-segment displays arranged horizontally so that six-digit numbers or characters (Roman letters) can be displayed. That is, as shown in FIG. 6, the game ball number display 180 includes, in order from left to right, a first light-emitting area 181, a second light-emitting area 182, a third light-emitting area 183, a fourth light-emitting area 184, a fifth light-emitting area 185, and a sixth light-emitting area 186. And the six light-emitting areas 181 to 186 each have eight light-emitting parts (LED elements) LA1 to LA8, LA9 to LA16, LA17 to LA24, LA25 to LA32, LA33 to LA40, and LA41 to LA48. In FIG. 1, "2500" is shown on the game ball number display 180, which means that the player can launch 2500 game balls into the game area 6 at the current time. As will be described later, the display control of the game ball number display 180 is executed by the frame control microcomputer 171 (see FIG. 9).

[0021] The game board 1 shown in FIG. 3 is attached to the inner frame 21 of the game machine frame 2. As shown in FIG. 3, a game area 6 is formed on the game board 1 through which the game balls launched by operating the handle 72k flow down. The game balls launched by operating the handle 72k pass between the inner rail 62 and the outer rail 63 and head towards the game area 6. Also, a number of decorative panel lamps 54 are provided on the game board 1. A plurality of game nails for guiding the game balls are protruding in the game area 6. The game board 1 is an integrated unit of a plate-like member arranged on the front side and a back unit (a unit for attaching various control boards, the image display device 50, the harness, etc., to be described later) arranged on the back side.

[0022] Near the center of the game area 6, an image display device 50 (production display means, image display means), which is a liquid crystal display device, is provided. Note that the image display device may be another image display device such as an organic EL display device. On the display screen 50a (display unit) of the image display device 50, there is a production symbol display area for variably displaying a production symbol EZ (decoration symbol) synchronized with the variable display of the first special symbol and the second special symbol described later. Note that the production for displaying the production symbol EZ is called a production symbol variation production. The production symbol variation production may also be referred to as a "decoration symbol variation production" or simply a "variation production".

[0023] The production symbol display area consists of, for example, three production symbol display areas of "left", "center", and "right". The left production symbol EZ1 is displayed in the left production symbol display area, the middle production symbol EZ2 is displayed in the middle production symbol display area, and the right production symbol EZ3 is displayed in the right production symbol display area. Each of the production symbols EZ consists of a plurality of symbols representing numbers from, for example, "1" to "8". The image display device 50 clearly displays the results of the variable display of the first special symbol and the second special symbol (that is, the result of the big win lottery) displayed by the first special symbol display 81a and the second special symbol display 81b described later, by combining the left production symbol EZ1, the middle production symbol EZ2, and the right production symbol EZ3.

[0024] For example, when winning a big win, the production symbol is stopped and displayed as a triple such as "777". Also, when losing, the production symbol is stopped and displayed as a scattered combination such as "637". This makes it easy for the player to grasp the progress of the game. That is, generally, the player grasps the result of the big win lottery not by the first special symbol display 81a or the second special symbol display 81b, but by the image display device 50. Note that the position of the production symbol display area does not have to be fixed. Also, as a mode of the variable display of the production symbol, there is, for example, a mode of scrolling in the vertical direction.

[0025] In addition to the effect symbol variation performance using the effect symbol EZ as described above, the image display device 50 displays, on the display screen 50a, a jackpot effect that is performed in parallel with the jackpot game, a demo effect (customer waiting effect) for waiting customers, and the like. In the effect symbol variation performance, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ, such as a background image and a character image, are also displayed.

[0026] Further, on the display screen 50a of the image display device 50, there is a hold icon display area for displaying a hold icon HA (effect hold image) according to the number of stored first special figure holds and second special figure holds, which will be described later. By displaying the hold icon HA, the number of stored first special figure holds displayed by a first special figure hold indicator 83a, which will be described later, and the number of stored second special figure holds displayed by a second special figure hold indicator 83b, which will be described later, can be easily shown to the player.

[0027] Near the center of the game area 6 and in front of the image display device 50, a center frame 61 (inner wall portion) is arranged. At the lower part of the center frame 61, a stage 61s is formed that can guide a game ball rolling on the upper surface to a first start port 11, which will be described later. Also, at the left part of the center frame 61, a warp 61w is provided that allows a game ball to flow in from an entrance and flow out to the stage 61s from an exit. Further, at the upper part of the center frame 61, a board movable body 55k that can move up and down is provided. The board movable body 55k is movable from an origin position above the display screen 50a to an effect position that overlaps the center of the display screen 50a in the front-rear direction.

[0028] Below the image display device 50 in the game area 6, a first start winning device 11D having a first start port 11 with a constant ease of entry of game balls is provided. The first start port 11 (entry port) is also referred to as a first entry port, a fixed entry port, a first start winning port, and a first start area. Also, the first start winning device 11D is also referred to as a first entry means, a fixed entry means, and a first start winning device. The winning of a game ball into the first start port 11 triggers a lottery for a first special symbol (jackpot lottery, that is, acquisition and determination of jackpot random numbers, etc.).

[0029] Below the first start port 11 in the game area 6, a normal variable winning device (commonly known as a "electric chute", an ordinary electric accessory) 12D equipped with a second start port 12 is provided. The second start port 12 (the ball entry port) is also referred to as the second ball entry port, the variable ball entry port, the second start winning port, or the second start area. The electric chute 12D is also referred to as the second ball entry means, the variable ball entry means, or the second start winning device. The winning of a game ball into the second start port 12 triggers the lottery of the second special symbol (the jackpot lottery).

[0030] The electric chute 12D includes an electric chute opening and closing member 12k (the ball entry port opening and closing member) that takes an open state and a closed state, and opens and closes the second start port 12 by the operation of the electric chute opening and closing member 12k. The electric chute opening and closing member 12k is driven by an electric chute solenoid 12s described later. When the electric chute opening and closing member 12k is in the open state, it becomes possible for a game ball to enter the second start port 12, and when it is in the closed state, it becomes impossible for a game ball to enter the second start port 12. That is, the second start port 12 is a start port whose ease of entry of a game ball can be changed. Note that as long as the electric chute makes it easier for a game ball to enter the second start port when the electric chute opening and closing member is in the open state than when it is in the closed state, it does not have to make it impossible for a game ball to enter the second start port when it is in the closed state.

[0031] Also, to the right of the first start port 11 in the game area 6, a large winning device (special electric accessory) 14D equipped with a large winning port 14 is provided. The large winning port 14 (the special ball entry port) is also referred to as the special winning port. The large winning device 14D is also referred to as an attacker (AT), special winning means, or special variable winning device. The large winning device 14D includes an AT opening and closing member 14k (the special winning port opening and closing member) that takes an open state and a closed state, and opens and closes the large winning port 14 by the operation of the AT opening and closing member 14k. The AT opening and closing member 14k is driven by an AT solenoid 14s described later. The large winning port 14 allows a game ball to enter only when the AT opening and closing member 14k is in the open state.

[0032] On the right side of the center frame 61, a gate 13 through which the game balls can pass is provided. The gate 13 is also referred to as a passage opening or a passage area. The passage of the game balls through the gate 13 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) to decide whether to open the electric chute 12D. Further, at the lower part of the game area 6, a first general winning opening 10A, a second general winning opening 10B, and a third general winning opening 10C are provided. Also, at the lowermost part of the game area 6, an out port 19 is provided to discharge the game balls that have not won in any of the winning openings into which they have been shot into the game area 6 outside the game area 6.

[0033] In the game area 6 where various winning openings and the like are arranged in this way, there are a left game area 6L (first game area, predetermined game area) on the left side of the center in the left - right direction and a right game area 6R (second game area) on the right side. The shooting method of shooting the game balls so that they flow down in the left game area 6L is called left shooting. On the other hand, the shooting method of shooting the game balls so that they flow down in the right game area 6R is called right shooting. In the pachinko gaming machine PY1 of this embodiment, the flow path through which the game balls flow when playing with left shooting is called the first flow path R1, and the flow path through which the game balls flow when playing with right shooting is called the second flow path R2.

[0034] On the first flow path R1, a first starting port 11, a first general winning opening 10A, an electric chute 12D, and an out port 19 are provided. By shooting the game balls so that they flow down the first flow path R1, the player can aim to win at the first starting port 11 or the first general winning opening 10A. Since no gate is arranged on the first flow path R1, the electric chute 12D is not opened when shooting with left shooting.

[0035] On the other hand, on the second flow path R2, a gate 13, a second general winning opening 10B, a third general winning opening 10C, a big winning device 14D, an electric chute 12D, and an out port 19 are provided. By shooting the game balls so that they flow down the second flow path R2, the player can aim to pass through the gate 13 or win at the second general winning opening 10B, the third general winning opening 10C, the second starting port 12, and the big winning opening 14.

[0036] In addition, in this pachinko gaming machine PY1, one discharge path (not shown) is provided outside the game area 6. This discharge path constitutes a collection part (not shown) provided at the lower part of the inner frame 21, and is in communication with any of the first general winning opening 10A, the second general winning opening 10B, the third general winning opening 10C, the first starting opening 11, the electric chute 12D (the second starting opening 12), the big winning opening 14, and the out opening 19. Therefore, the game balls that enter the first general winning opening 10A, the second general winning opening 10B, the third general winning opening 10C, the first starting opening 11, the electric chute 12D (the second starting opening 12), the big winning opening 14, and the out opening 19 will surely pass through the discharge path of the collection part outside the game area 6. A discharge port sensor 15a (see FIG. 9) capable of detecting game balls is provided in the discharge path, and the game balls that have passed through the discharge path will go to a storage device 25 (see FIG. 5) described later via a lifting device (not shown). In this way, the game balls launched toward the game area 6 will enter any of the general winning opening 10, the first starting opening 11, the electric chute 12D (the second starting opening 12), the big winning opening 14, and the out opening 19, and then pass through the discharge path of the collection part (not shown) and be detected by the discharge port sensor 15a. After that, the game balls that have passed through the discharge path will be stored in the storage device 25 via the lifting device. Note that the lifting device is configured to allow a predetermined number (for example, 20 balls) of game balls to stay, and the game balls are sent toward the storage device 25 by a lifting motor.

[0037] Also, as shown in FIG. 3, display devices 8 are arranged at the lower right part of the game board 1. As shown in FIG. 4, the display devices 8 include a first special symbol display 81a that variably displays a first special symbol, a second special symbol display 81b that variably displays a second special symbol, and a normal symbol display 82 that variably displays a normal symbol (ordinary symbol). The first special symbol is also referred to as the first special figure or special figure 1, the second special symbol is also referred to as the second special figure or special figure 2. Also, the normal symbol is also referred to as the ordinary symbol.

[0038] In addition, among the display devices 8, there are provided a first special drawing retention display device 83a that displays the number of stored operations in retention (first special drawing retention) of the first special drawing display device 81a, a second special drawing retention display device 83b that displays the number of stored operations in retention (second special drawing retention) of the second special drawing display device 81b, and a general drawing retention display device 84 that displays the number of stored operations in retention (general drawing retention) of the general drawing display device 82.

[0039] The variable display of the first special symbol is triggered by the winning of a game ball in the first start port 11. The variable display of the second special symbol is triggered by the winning of a game ball in the second start port 12. In the following description, the first special symbol and the second special symbol may be collectively referred to as special symbols (special drawings, identification symbols). Also, the first special drawing display device 81a and the second special drawing display device 81b may be collectively referred to as the special drawing display device 81. Further, the first special drawing retention display device 83a and the second special drawing retention display device 83b may be collectively referred to as the special drawing retention display device 83. Also, the first special drawing retention and the second special drawing retention may be collectively referred to as special drawing retention.

[0040] In the special drawing display device 81 (identification symbol display means), after variably displaying (fluctuating display) the special symbol and then stopping the display, the result of a lottery (special drawing lottery, jackpot lottery) based on winning in the first start port 11 or the second start port 12 is notified. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of the variable display) is one special symbol selected from a plurality of types of special symbols by the special drawing lottery. When the stopped symbol is a predetermined specific special symbol (special symbol in a specific stop mode, that is, a jackpot symbol), a jackpot game (an example of a special game) is performed in which the big winning port 14 is opened in an opening pattern corresponding to the type of the stopped specific special symbol (that is, the type of the won jackpot). The opening pattern of the big winning port in the special game will be described later.

[0041] Specifically, the special symbol display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special symbol according to the result of the jackpot lottery based on its lighting pattern. For example, when winning a jackpot (one of multiple types of jackpots described later), it displays a jackpot symbol where the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: unlit). Also, when losing, it displays a losing symbol where only the LED at the far right is lit, such as "●●●●●●●○". It is also possible to adopt a mode where all LEDs are turned off as the losing symbol. Note that the losing symbol is not a specific special symbol. Before the special symbol stops being displayed, the special symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode where each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display can be anything, such as all LEDs flashing simultaneously as long as each LED is not in a stop display (lit display in a specific mode).

[0042] In this pachinko gaming machine PY1, when a game ball wins (enters) the first start port 11 or the second start port 12, the values of various random numbers such as the jackpot random number obtained for that win (numerical information, determination information) are temporarily stored in the special symbol hold memory unit 105 described later. Specifically, if it is a win at the first start port 11, it is stored as the first special symbol hold in the first special symbol hold memory unit 105a described later, and if it is a win at the second start port 12, it is stored as the second special symbol hold in the second special symbol hold memory unit 105b described later. There is an upper limit to the number of special symbol holds that can be stored in each special symbol hold memory unit 105, and the upper limit value in this embodiment is "4" respectively.

[0043] The reserved special symbols stored in the reserved special symbols storage unit 105 are consumed when the variable display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means that the jackpot random number corresponding to the reserved special symbols is determined, and the variable display of the special symbols is executed to show the result of the determination. Therefore, in this pachinko game machine PY1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 11 or the second start hole 12 cannot be executed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number.

[0044] The number of reserved special drawings is displayed on the reserved special drawing display 83. Specifically, each reserved special drawing display 83 is composed of, for example, four LEDs, and displays the number of reserved special drawings by lighting up the LEDs as many as the number of reserved special drawings.

[0045] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 13. The normal symbol display 82 notifies the result of the normal symbol lottery based on the passage of the game ball through the gate 13 by displaying the normal symbol variably (variably) and then stopping it. The normal symbol that is stopped and displayed (normal symbol stop symbol, normal symbol that is derived and displayed as the display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the normal symbol that is stopped and displayed is a specific normal symbol (a normal symbol in a predetermined stopping mode, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 12 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 12 will be described later.

[0046] Specifically, the general symbol display 82 is composed of, for example, two LEDs (see FIG. 4), and displays general symbols corresponding to the results of the general symbol lottery according to their lighting patterns. For example, when the lottery result is a win, it displays a general win symbol where both LEDs are lit, such as "○○" (○: lit, ●: extinguished). When the lottery result is a loss, it displays a general loss symbol where only the right LED is lit, such as "●○". It is also possible to adopt a mode where all LEDs are extinguished as the general loss symbol. Note that the general loss symbol is not a specific general symbol. Before the general symbol stops being displayed, the general symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode where both LEDs alternately light up. Note that the mode of the variable display can be anything, such as all LEDs flashing simultaneously as long as each LED is not in a stopped display (lit display in a specific mode).

[0047] In this pachinko gaming machine PY1, when a game ball passes through gate 13, the value of the general symbol random number (winning random number) obtained for that passage is temporarily stored as a general symbol hold in the general symbol hold memory unit 106 described later. There is an upper limit to the number of general symbol holds that can be stored in the general symbol hold memory unit 106, and the upper limit value in this embodiment is "4".

[0048] The general symbol hold stored in the general symbol hold memory unit 106 is consumed when variable display of the general symbol based on that general symbol hold becomes possible. Consumption of the general symbol hold means determining the general symbol random number (winning random number) corresponding to that general symbol hold and executing variable display of the general symbol to show the determination result. Therefore, in this pachinko gaming machine PY1, when variable display of the general symbol based on the passage of a game ball through gate 13 cannot be performed immediately after that passage, that is, even when there is a win during the execution of variable display of the general symbol or during the execution of an auxiliary game, the right to conduct the general symbol lottery for that passage can be reserved with a predetermined number as the upper limit.

[0049] Then, the number of general drawings on hold is displayed on the general drawing hold display 84. Specifically, the general drawing hold display 84 is composed of, for example, four LEDs, and the number of general drawings on hold is displayed by lighting the LEDs corresponding to the number of general drawings on hold.

[0050] Next, based on FIG. 5, the storage device 25 will be described, and the case where the game balls stored in the storage device 25 are launched toward the game area 6 will be described. The storage device 25 stores game balls at the lower part of the inner frame 21, and launches the stored game balls toward the game area 6 based on the rotation operation of the handle 72k.

[0051] As shown in FIG. 5(A), the storage device 25 includes a storage unit 25a capable of storing a predetermined number (for example, 50 balls) of game balls, and a hitting mallet 25b capable of hitting the game balls stored in the storage unit 25a one by one with a launch intensity corresponding to the rotation angle of the handle 72k. The game balls hit by the hitting mallet 25b pass through a launch path HR extending upward from the storage unit 25a and head toward the game area 6. The launch path HR communicates with the storage unit 25a of the storage device 25 at the lower end and communicates with the game area 6 at the upper end.

[0052] As shown in FIG. 5, the storage device 25 is provided with a downstream monitoring sensor 31a and an upstream monitoring sensor 32a. The downstream monitoring sensor 31a is provided on the outlet side of the storage device 25 and detects the game balls going out from the storage device 25. Therefore, the frame control microcomputer 171 (see FIG. 9) monitors the game balls going out from the storage device 25 by the downstream monitoring sensor 31a. The upstream monitoring sensor 32a is provided on the inlet side of the storage device 25 and detects the game balls entering the storage device 25. Therefore, the frame control microcomputer 171 (see FIG. 9) monitors the game balls entering the storage device 25 by the upstream monitoring sensor 32a. In this way, the frame control microcomputer 171 can grasp how many game balls are stored in the storage device 25 at the current time by the downstream monitoring sensor 31a and the upstream monitoring sensor 32a. In FIG. 5, a lifting outlet sensor 34a provided on the outlet side of the lifting device (not shown) is shown. The lifting outlet sensor 34a detects the game balls after being lifted by the lifting device.

[0053] As shown in FIG. 3, the upper end of the inner rail 62 is the boundary between the upper end of the launch path HR and the game area 6, and a backflow prevention member 64 is provided at the upper end of the inner rail 62. The backflow prevention member 64 allows the game balls to enter from the launch path HR into the game area 6, while preventing the game balls from entering (backflowing) from the game area 6 into the launch path HR, and is rotatably assembled to the upper end of the inner rail 62 with the lower end as a fulcrum. Specifically, when the game ball moves from the launch path HR toward the game area 6, the backflow prevention member 64 rotates to the right from the state shown in FIG. 2, allowing the game ball to enter the game area 6. On the other hand, when the game ball moves from the game area 6 toward the launch path HR, the backflow prevention member 64 cannot rotate to the left from the state shown in FIG. 2, preventing the game ball from entering (backflowing) into the launch path HR.

[0054] As shown in FIG. 5(A) here, a return flow path MR that branches downward and extends is provided in the launch path HR. The upper end of the return flow path MR communicates with the launch path HR, and the lower end of the return flow path MR communicates with the storage portion 25a of the storage device 25. A backflow prevention member 26 is provided at a portion where the upper end of the return flow path MR and the launch path HR merge.

[0055] The backflow prevention member 26 allows the entry of the game ball from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, while preventing the entry (backflow) of the game ball from the downstream side HR2 of the launch path HR to the upstream side HR1 of the launch path HR. Further, when the game ball flows downward through the downstream side HR2 of the launch path HR, the backflow prevention member 26 guides the game ball to the return flow path MR while preventing the entry of the game ball to the upstream side HR1 of the launch path HR. As shown in FIG. 5(A), the backflow prevention member 26 is rotatably assembled to the lower wall portion of the launch path HR with the lower end as a fulcrum. Also, the backflow prevention member 26 is configured to maintain a vertically extending posture (the state shown in FIG. 5(A)) by the biasing force of a biasing member (not shown).

[0056] Therefore, normally, when the game ball stored in the storage portion 25a is struck by the hitting hammer 25b, it is launched upward toward the launch path HR as shown in FIG. 5(B). At this time, after the game ball passes through the upstream side HR1 of the launch path HR, the backflow prevention member 26 is rotated leftward as shown in FIG. 5(B) from the vertically extending posture. Thereby, the game ball can enter the downstream side HR2 of the launch path HR. Then, while maintaining the launched momentum, the game ball enters the game area 6 from the upper end of the launch path HR. Note that after rotating leftward as shown in FIG. 5(B), the backflow prevention member 26 immediately returns to the vertically extending posture (the state shown in FIG. 5(A)) by the biasing force of a biasing member (not shown).

[0057] On the other hand, in an irregular situation, although the game ball enters from the upstream side HR1 to the downstream side HR2 of the launch path HR, the game ball may not be able to enter the game area 6 because the momentum of the game ball when launched (struck) is weak. In this case, the game ball flows downward on the downstream side HR2 of the launch path HR and tries to enter the upstream side HR1 of the launch path HR. However, as shown in FIG. 5(C), since the backflow prevention member 26 cannot rotate to the right from the vertically extending posture, the game ball cannot enter the upstream side HR1 of the launch path HR. Therefore, the game ball is guided by the backflow prevention member 26 toward the return flow path MR and returns to the storage section 25a through the return flow path MR. In this way, the game ball (so-called "far ball") that has been launched from the storage device 25 but cannot enter the game area 6 can always return to the storage device 25 by passing through the return flow path MR.

[0058] Next, the increase and decrease of the number of game balls displayed on the game ball number display 180 (see FIG. 1) (the number of game balls that the player can use for the game at the current time) will be described. As shown in FIG. 5(A), a launched ball detection sensor 16a is disposed at the upper end of the upstream side HR1 of the launch path HR. The launched ball detection sensor 16a detects a game ball passing through the upper end of the upstream side HR1 of the launch path HR. Therefore, every time a game ball is launched from the storage device 25, the game ball is detected by the launched ball detection sensor 16a. In this case, the number of game balls displayed on the game ball number display 180 will decrease by one ball each time a game ball is launched.

[0059] By the way, as described above, a far ball may occur because the momentum of the game ball when launched is weak. In this case, since the far ball has not entered the game area 6, it has not participated in the game. However, even for a far ball, since the game ball is detected by the launched ball detection sensor 16a, the number of game balls decreases by "1". In this way, there is a risk of disadvantaging the player due to the far ball.

[0060] Therefore, as shown in FIG. 5(A), a return ball detection sensor 17a is arranged in the return flow path MR. The return ball detection sensor 17a detects game balls (return balls, foul balls) passing through the return flow path MR. Therefore, when a foul ball occurs, as described above, since the foul ball will surely pass through the return flow path MR, it is possible to detect the foul ball with the return ball detection sensor 17a. And when a game ball is detected by the return ball detection sensor 17a, the number of held balls is increased by "1". In this way, when a foul ball occurs, after the number of held balls is decreased by "1", the number of held balls is increased by "1", so that it is possible not to disadvantage the player. Note that the return ball detection sensor 17a is composed of a photo sensor, but the configuration of the sensor can be appropriately changed as long as it can detect game balls passing through the return flow path MR.

[0061] Also, game balls that enter the first general winning opening 10A are detected by the first general winning opening sensor 10x. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "5". Game balls that enter the second general winning opening 10B are detected by the second general winning opening sensor 10y. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "5". Game balls that enter the third general winning opening 10C are detected by the third general winning opening sensor 10z. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "5". Game balls that enter the first start opening 11 are detected by the first start opening sensor 11a. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "3". Game balls that enter the second start opening 12 are detected by the second start opening sensor 12a. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "2". Game balls that enter the big winning opening 14 are detected by the big winning opening sensor 14a. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "15". Note that the increase in the number of held balls (number of prize balls) based on the entry of game balls into the above-mentioned winning openings (general winning opening 10, first start opening 11, second start opening 12, big winning opening 14) is merely an example and can be appropriately changed.

[0062] Next, based on FIG. 1, the dedicated external unit 200 installed to the immediate left of the pachinko gaming machine PY1 will be described. The dedicated external unit 200 (external unit) accepts a visitor card (general card) or a membership card, and is configured to be able to transmit and receive (communicate) information to and from the pachinko gaming machine PY1. The visitor card is issued to general players who are not member-registered, and can store the number of game balls (number of game balls) that can be used for gaming. And the visitor card has a prepaid function. The membership card is issued to players who have registered as members at the game parlor, and can store the number of game balls (number of game balls) that can be used for gaming. And the membership card has a prepaid function and enables the player to use the game balls (stored balls) deposited at the game parlor before the previous day.

[0063] As shown in FIG. 1, the dedicated external unit 200 (external unit) has a card slot 205 at the lower part for inserting or ejecting a visitor card or a membership card. When a visitor card is inserted into the card slot 205, the dedicated external unit 200 reads the number of game balls stored in the visitor card and also reads the prepaid balance. Also, when a membership card is inserted into the card slot 205, the dedicated external unit 200 reads the number of game balls stored in the membership card and also reads the prepaid balance. Further, through communication with the hall computer 230 (see FIG. 16), the number of game balls (number of stored balls) deposited by the member-registered player at the game parlor before the previous day can be grasped.

[0064] Also, as shown in FIG. 1, the dedicated external unit 200 has a bill insertion slot 201 at the upper part for inserting bills, and has a data display 202 below the bill insertion slot 201. When a bill is inserted into the bill insertion slot 201, the dedicated external unit 200 can lend the player the number of game balls corresponding to the amount. The data display 202 can display the prepaid balance, the remaining amount of the bills inserted into the bill insertion slot 201, and other various information.

[0065] Also, as shown in FIG. 1, the dedicated external unit 200 has a replay button 203 below the data display 202. When the replay button 203 is pressed while the dedicated external unit 200 is reading the number of game balls stored in a card (visitor card or membership card), part or all of the read number of game balls is deducted. Then, when the dedicated external unit 200 transmits the information on the deducted number of game balls to the pachinko gaming machine PY1 as lending-related information, the number of game balls is displayed on the game ball display 180 of the pachinko gaming machine PY1 in a state where the previously indicated number of game balls and the deducted number of game balls are added together. Also, when the replay button 203 is pressed while the dedicated external unit 200 knows the number of stored balls, part or all of the known number of stored balls is deducted. Then, when the dedicated external unit 200 transmits the information on the deducted number of stored balls to the pachinko gaming machine PY1 as lending-related information, the number of game balls is displayed on the game ball display 180 of the pachinko gaming machine PY1 in a state where the previously indicated number of game balls and the deducted number of stored balls are added together. Note that when the replay button 203 is pressed while the dedicated external unit 200 is reading the number of game balls stored in the card and knows the number of stored balls, the number of game balls stored in the card is preferentially deducted.

[0066] Also, as shown in FIG. 1, the dedicated external unit 200 has a ball lending button 204 below the replay button 203. When the ball lending button 204 is pressed while the dedicated external unit 200 is reading the prepaid balance stored in a card (visitor card or membership card), the read prepaid balance is deducted and converted into information on the number of game balls. Then, the dedicated external unit 200 transmits the converted information on the number of game balls to the pachinko gaming machine PY1 as lending-related information. As a result, the number of game balls is displayed on the game ball display 180 of the pachinko gaming machine PY1 in a state where the previously indicated number of game balls and the converted number of game balls are added together.

[0067] In addition, as shown in FIG. 1, the dedicated external unit 200 has a card return button 206 below the card slot 205. The card return button 206 is to be pressed when the player finishes the game. When the card return button 206 is pressed, the dedicated external unit 200 stores the information on the number of stored balls it holds and the information on the prepaid balance it has read in the card (visitor card or membership card). Then, the dedicated external unit 200 returns the card with the newly stored number of game balls (number of stored balls) from the card slot 205.

[0068] Here, in this pachinko gaming machine PY1, as shown in FIG. 2, a counting button 43k is provided on the right side of the lower part 23x of the front door 23. The counting button 43k is for executing a counting process of storing part (1 ball or 250 balls in this form) or all (number of balls held when less than 250 balls) of the number of game balls displayed on the game ball number display 180 in the card (visitor card or membership card) inserted into the dedicated external unit 200. As will be described in detail later, when the counting button 43k is pressed for an extremely short time, the number of game balls displayed on the game ball number display 180 is decreased by 1, and when the counting button 43k is continuously pressed (for 500 msec or more), the number of game balls displayed on the game ball number display 180 is decreased by 250 every 0.3 seconds (300 msec). The information on the number of game balls decreased at this time is transmitted to the dedicated external unit 200 as information related to counting. Then, the dedicated external unit 200 stores the received information on the number of game balls in the card in an overwritten state.

[0069] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 9 and 10, the electrical configuration of the pachinko gaming machine PY1 will be described. As shown in FIGS. 9 and 10, the pachinko gaming machine PY1 includes a game control board 100 (main control board) that controls game benefits such as jackpot lottery and transition of game states, an effect control board 120 (sub-control board) that controls effects executed as the game progresses, a frame control board 170 that controls the number of game balls, and the like. Note that the game control board 100 and the frame control board 170 constitute the main control unit. Also, the game control board 100 and the frame control board 170 can each be referred to as a main board capable of executing control processing that affects the result of the game. The effect control board 120, together with an image control board 140, an audio control board 161, and a sub-drive board 162, which will be described later, constitutes the sub-control unit. Note that the sub-control unit only needs to include at least the effect control board 120 and be capable of controlling game effects using effect means (such as an image display device 50, a speaker 610, a panel lamp 54, a panel movable body 55k, a frame lamp 56, etc.).

[0070] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 (power supply unit) inputs an external AC24V power supply and generates power supplies of various voltages (DC5V, DC12V, DC18V, DC24V, DC37V) necessary for the operation of the pachinko gaming machine PY1 based on the AC24V power supply. The power supply board 190 supplies the generated power to the game control board 100, the effect control board 120, and the frame control board 170, and also supplies it to other devices via these boards.

[0071] The power supply board 190 is provided with a RAM clear switch 191 (RAM clear operation means) that can be pressed. The RAM clear switch 191 is for erasing game-related information (such as information on game states such as high-probability states and information on the results of special figure retention and jackpot winning / losing determination) stored in the game RAM (Random Access Memory) 104 of the game control microcomputer 101, which will be described later.

[0072] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power supply circuit 192 supplies power to the game RAM (Random Access Memory) 104 of the game control board 100 and the effect RAM 124 of the effect control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the game control board 100 and the effect RAM 124 of the effect control board 120 is retained even when the power supply of the pachinko gaming machine PY1 is cut off. Also, a power switch 195 is connected to the power supply board 190. By operating the ON / OFF of the power switch 195, the power supply can be switched between on and off. Note that a backup power supply circuit for the game RAM 104 of the game control board 100 may be provided on the game control board 100, or a backup power supply circuit for the effect RAM 124 of the effect control board 120 may be provided on the effect control board 120.

[0073] As shown in FIG. 9, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 for controlling the progress of the game of the pachinko gaming machine PY1 according to a program is mounted on the game control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores a program for controlling the progress of the game and the like, a game RAM 104 used as a work memory, a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103, and a game I / O (Input / Output) port 118 for inputting and outputting data and signals. The game RAM 104 is provided with the above-described special drawing retention storage unit 105 (the first special drawing retention storage unit 105a and the second special drawing retention storage unit 105b) and the general drawing retention storage unit 106. Note that the game ROM 103 may be external.

[0074] Various sensors and solenoids are connected to the game control board 100 via the relay board 110. Therefore, signals are input from each sensor to the game control board 100, and signals are output from the game control board 100 to each solenoid. Specifically, the sensors include the first general winning port sensor 10x, the second general winning port sensor 10y, the third general winning port sensor 10z, the first start port sensor 11a, the second start port sensor 12a, the gate sensor 13a, the big winning port sensor 14a, the discharge port sensor 15a, and the magnetic sensor 28a.

[0075] The first general winning port sensor 10x is provided inside the first general winning port 10A and detects the game balls that have won in the first general winning port 10A. The second general winning port sensor 10y is provided inside the second general winning port 10B and detects the game balls that have won in the second general winning port 10B. The third general winning port sensor 10z is provided inside the third general winning port 10C and detects the game balls that have won in the third general winning port 10C. The first start port sensor 11a is provided inside the first start port 11 and detects the game balls that have won in the first start port 11. The second start port sensor 12a is provided inside the second start port 12 and detects the game balls that have won in the second start port 12. The gate sensor 13a is provided inside the gate 13 and detects the game balls that have passed through the gate 13. The big winning port sensor 14a is provided inside the big winning port 14 and detects the game balls that have won in the big winning port 14.

[0076] The discharge port sensor 15a is provided outside the game area 6 and inside the discharge path (not shown), and detects the game balls passing through the discharge path. All the game balls (number of launched balls) flowing down the game area 6 will be detected by this discharge port sensor 15a. The magnetic sensor 28a is provided on the game board 1 and detects the magnetism generated when a player uses a magnet or the like to illegally make a game ball win in various winning ports 10A, 10B, 10C, 11, 12, 14.

[0077] Also, as solenoids, an electric tube solenoid 12s and an AT solenoid 14s are connected. The electric tube solenoid 12s drives the electric tube opening / closing member 12k of the electric tube 12D. The AT solenoid 14s drives the AT opening / closing member 14k of the big winning device 14D.

[0078] Furthermore, a special figure display 81 (the first special figure display 81a and the second special figure display 81b), a general figure display 82, a special figure reservation display 83 (the first special figure reservation display 83a and the second special figure reservation display 83b), and a general figure reservation display 84 are connected to the game control board 100. That is, the display control of these displays 8 is performed by the game control microcomputer 101.

[0079] Also, the game control board 100 transmits various commands and signals to the frame control board 170, and receives various commands and signals from the frame control board 170 for monitoring the number of game balls (monitoring of payouts). A dedicated external unit 200 outside the pachinko game machine PY1 is connected to the frame control board 170, and a launching device 72 is connected via a launch control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0080] Here, as shown in FIG. 7, the game control board 100 is arranged on the rear side (back side) of the game board 1 inside the inner frame 21. That is, the game control board 100 is arranged inside (front side) of a transparent rear case 25X on the rear side of the rear unit and is not attached to the game machine frame 2. Therefore, the game control board 100 can be said to be a board side board attached to the game board 1, not a frame side board attached to the game machine frame 2. The game control board 100 is housed inside a transparent main board case 100A so as to ensure the visibility of the game control microcomputer 101. Note that the effect control board 120, the image control board 140, the sub-drive board 162, and the audio control board 161 are also board side boards attached to the game board 1.

[0081] On the other hand, the frame control board 170 (frame-side board) is disposed below the back case 25X and below the inner frame 21. That is, the frame control board 170 is not attached to the game board 1 inside the inner frame 21 (pachinko machine frame 2). Therefore, it can be said that the frame control board 170 is not a board-side board attached to the game board 1, but a frame-side board attached to the pachinko machine frame 2. The frame control board 170 is housed inside a transparent frame board case 170A so as to ensure the visibility of the frame control microcomputer 171. Note that the power supply board 190 is also a frame-side board attached to the pachinko machine frame 2.

[0082] As shown in FIG. 9, a game ball number display 180 (see FIG. 1) is connected to the frame control board 170. Then, based on a bonus ball command transmitted from the game control microcomputer 101, a detection signal from the launched ball detection sensor 16a, a detection signal from the returned ball detection sensor 17a, and various signals transmitted from the dedicated external unit 200, the frame control board 170 controls the number of game balls displayed on the game ball number display 180. Further, the frame control board 170 grasps how many game balls are stored in the storage device 25 at the current time based on the detection signal from the downstream monitoring sensor 31a and the detection signal from the upstream monitoring sensor 32a. Also, the frame control board 170 grasps how many game balls are inside the lifting device (not shown) at the current time based on the detection signal from the lifting entrance sensor 33a (see FIG. 5) and the detection signal from the lifting exit sensor 34a. Here, the pachinko game machine PY1 does not drive the bonus ball motor of the bonus ball payout device to pay out bonus balls or pay out loan balls like a non-enclosed pachinko machine.

[0083] The frame control board 170 implements a one-chip microcomputer for frame control (hereinafter referred to as the "frame control microcomputer") 171 that can execute display control of the number of game balls according to a program. The frame control microcomputer (payout control means, game ball number control means) 171 includes a frame ROM 173 that stores a program for controlling the display of the number of game balls, a frame RAM 174 used as a work memory, a frame CPU 172 that executes the program stored in the frame ROM 173, and a frame I / O port (input / output circuit) 176 for inputting and outputting data and signals. Note that the frame ROM 173 may be external.

[0084] Also, connected to the frame control board 170 are a launch ball detection sensor 16a, a return ball detection sensor 17a, a downstream monitoring sensor 31a, an upstream monitoring sensor 32a, a lift entrance sensor 33a, a lift exit sensor 34a, a radio wave sensor 18a, a frame opening sensor 2a (specific sensor), a calling sensor 41a, and a counting button sensor 43a. The launch ball detection sensor 16a is provided on the upstream side of the launch path HR (see Fig. 5(A)) and detects game balls passing through the upstream side of the launch path HR. All game balls launched from the storage device 25 toward the game area 6 are detected by this launch ball detection sensor 16a (see Fig. 5(B)). The return ball detection sensor 17a is provided in the return flow path MR (see Fig. 5(A)) and detects game balls passing through the return flow path MR. Game balls that have become foul balls among the game balls launched toward the game area 6 are detected by this return ball detection sensor 17a (see Fig. 5(C)).

[0085] As described above, the downstream monitoring sensor 31a is provided on the outlet side of the storage device 25 (see Fig. 5(A)) and detects the game balls exiting the storage device 25. The upstream monitoring sensor 32a is provided on the inlet side of the storage device 25 (see Fig. 5(A)) and detects the game balls entering the storage device 25. The lifting inlet sensor 33a is provided on the inlet side of the lifting device (not shown) and detects the game balls before being lifted by the lifting device. The lifting outlet sensor 34a is provided on the outlet side of the lifting device (see Fig. 5(A)) and detects the game balls after being lifted by the lifting device.

[0086] The radio wave sensor 18a is provided in the vicinity of the launched ball detection sensor 16a and the return ball detection sensor 17a and detects unauthorized radio waves. That is, as described above, when the launched ball detection sensor 16a detects a game ball launched from the storage device 25 toward the game area 6, the number of game balls displayed on the game ball number display 180 is decreased by "1". However, if the launched ball detection sensor 16a malfunctions due to unauthorized radio waves, there is a possibility that the launched ball detection sensor 16a cannot detect the game ball launched toward the game area 6. On the other hand, when a game ball passing through the return flow path MR is detected by the return ball detection sensor 17a, the number of game balls displayed on the game ball number display 180 is increased by "1". However, if the return ball detection sensor 17a malfunctions due to unauthorized radio waves, there is a possibility that the return ball detection sensor 17a falsely detects even though the game ball has not passed through the return flow path MR. Therefore, in order to address the above problems, the radio wave sensor 18a can detect unauthorized radio waves that cause the launched ball detection sensor 16a or the return ball detection sensor 17a to malfunction.

[0087] The frame opening sensor 2a is provided at the hinge portion 24 of the gaming machine frame 2 and detects the opening of the inner frame 21 of the front door 23 or the opening of the inner frame 21 with respect to the outer frame 22. Hereinafter, it is assumed that the opening of the gaming machine frame 2 is detected if at least one of the opening of the inner frame 21 of the front door 23 and the opening of the inner frame 21 with respect to the outer frame 22 is detected. Note that the frame opening sensor for detecting the opening of the inner frame 21 of the front door 23 and the sensor for detecting the opening of the inner frame 21 with respect to the outer frame 22 may be provided separately. The call sensor 41a is provided at the call switch 41k (see FIG. 2) and detects a pressing operation on the call switch 41k. The count button sensor 43a is provided at the count button 43k (see FIG. 2) and detects a pressing operation on the count button 43k.

[0088] Also, as shown in FIG. 7, a frame board display 300 is arranged on the frame control board 170. As will be described in detail later, the frame board display 300 displays the left-handed base as a performance display, the number of game balls that the player can use at the current time, and an error code as an error display. The frame board display 300 is composed of six 7-segment displays arranged horizontally so that six-digit numbers or characters (Roman letters) can be displayed. That is, as shown in FIG. 8, the frame board display 300 includes, in order from left to right, a first lighting area 301, a second lighting area 302, a third lighting area 303, a fourth lighting area 304, a fifth lighting area 305, and a sixth lighting area 306. And the six lighting areas 301 to 306 have eight lighting parts (LED elements) LB1 to LB8, LB9 to LB16, LB17 to LB24, LB25 to LB32, LB33 to LB40, and LB41 to LB48. Note that in FIG. 8, "bL35" is shown in the frame board display 300, which means that the value of the left-handed base during measurement is "35 (%)". The display control of the frame board display 300 is executed by the frame control microcomputer 171 (see FIG. 9) in the same manner as the display control of the game ball number display 180.

[0089] Next, the launcher 72 will be described. When the player operates the handle 72k (see Fig. 1) of the launcher 72, the touch switch 72a detects the contact with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. Then, the launch solenoid 72s is driven so that the game ball is launched with a strength corresponding to the magnitude of the detection signal of the launch volume 72b, and the game ball is launched toward the launch path HR by the hitting hammer 25b (see Fig. 5(B)). In this pachinko game machine PY1, a game ball is launched about once every 0.6 seconds.

[0090] As shown in Figs. 9 and 10, the game control board 100 transmits various commands to the effect control board 120. The connection between the game control board 100 and the effect control board 120 is a unidirectional communication connection that allows only the transmission of signals from the game control board 100 to the effect control board 120. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, as a communication direction regulating means is interposed between the game control board 100 and the effect control board 120.

[0091] As shown in Fig. 10, an effect control one-chip microcomputer (hereinafter referred to as the "effect control microcomputer") 121 for controlling the effects of the pachinko game machine PY1 according to a program is mounted on the effect control board 120. The effect control microcomputer 121 includes an effect ROM 123 that stores a program and the like for controlling effects as the game progresses, an effect RAM 124 used as a work memory, an effect CPU 122 that executes the program stored in the effect ROM 123, and an effect I / O port 138 for inputting and outputting data and signals. Note that the effect ROM 123 may be external.

[0092] Also, as shown in FIG. 10, an image control board 140, an audio control board 161 (audio control circuit), and a sub-drive board 162 (sub-drive circuit) are connected to the effect control board 120. An image display device 50 is connected to the image control board 140, and a speaker 610 is connected to the audio control board 161. Further, a tray lamp 54, a tray movable body 55k, and a frame lamp 56 are connected to the sub-drive board 162.

[0093] As shown in FIG. 10, the effect control microcomputer 121 (effect control means) of the effect control board 120 causes the image CPU 141 of the image control board 140 to control the image display device 50 based on the command received from the game control board 100. The image control board 140 includes an image ROM 142 that stores programs for controlling image display and the like, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. Note that the image ROM 142 stores still image data and moving image data to be displayed on the image display device 50, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including effect symbols) and background images.

[0094] Also, the effect control microcomputer 121 outputs sounds, music, sound effects, etc. from the speaker 610 via the audio control board 161 based on the command received from the game control board 100. The acoustic data such as sounds output from the speaker 610 is stored in the effect ROM 123 of the effect control board 120. Note that a CPU may be mounted on the audio control board 161, and in this case, the CPU may execute audio control. Further, in this case, a ROM may be mounted on the audio control board 161, and the acoustic data may be stored in the ROM. Also, the speaker 610 may be connected to the image control board 140, and the image CPU 141 of the image control board 140 or a dedicated audio CPU provided on the image control board 140 may execute audio control. Further, in this case, the acoustic data may be stored in the image ROM 142 of the image control board 140.

[0095] Also, as shown in FIG. 10, the effect control microcomputer 121 controls the lighting of lamps such as the frame lamp 56 and the panel lamp 54 via the sub-drive board 162 based on the command received from the game control board 100. Specifically, the effect control microcomputer 121 creates light emission pattern data (data that determines the light emission mode of each lamp, such as lighting / extinguishing and emission color, also referred to as lamp drive data), and controls the light emission of each lamp according to the light emission pattern data. Note that the data stored in the effect ROM 123 of the effect control board 120 is used to create the light emission pattern data.

[0096] Furthermore, the effect control microcomputer 121 controls the drive of the panel movable body 55k via the sub-drive board 162 based on the command received from the game control board 100. Specifically, the effect control microcomputer 121 creates operation pattern data (also referred to as drive data) that determines the operation mode of the panel movable body 55k, and performs drive control of the motor for driving the panel movable body 55k according to the operation pattern data. The data stored in the effect ROM 123 of the effect control board 120 is used to create the operation pattern data.

[0097] Note that a CPU may be mounted on the sub-drive board 162. In this case, the CPU may be made to perform the lighting control of the lamps and the drive control of the panel movable body 55k. Furthermore, in this case, a ROM may be mounted on the sub-drive board 162, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0098] In addition, an input unit detection sensor (a performance button detection sensor) 40a and a select button detection sensor 42a are connected to the performance control board 120. The input unit detection sensor 40a detects that the input unit 40k (see FIG. 1) has been pressed. When the input unit 40k is pressed, a detection signal is output from the input unit detection sensor 40a to the performance control board 120. The select button detection sensor 42a detects that the select button 42k (see FIG. 1) has been pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the performance control board 120.

[0099] Note that FIGS. 9 and 10 are functional block diagrams for explaining the electrical configuration of the pachinko gaming machine PY1. It is not the case that only the boards shown in FIGS. 9 and 10 are provided. Therefore, excluding the game control board 100, any plurality of the boards shown in FIGS. 9 and 10 may be configured as one board, or one board shown in FIGS. 9 and 10 may be configured as a plurality of boards.

[0100] 3. Explanation of Jackpots and the Like In the pachinko gaming machine PY1 of this embodiment, as a result of the jackpot lottery (special symbol lottery), there are "jackpot" and "miss". When it is a "jackpot", a "jackpot symbol" is stopped and displayed on the special symbol display 81. When it is a "miss", a "losing symbol" is stopped and displayed on the special symbol display 81. When winning a jackpot, a "jackpot game" is executed to open the big winning opening 14 in an opening pattern corresponding to the type of the stopped special symbol (the type of jackpot). The jackpot game is also referred to as a special game.

[0101] In the present embodiment, the jackpot game includes a plurality of rounds of game play (unit release games), an opening (also denoted as OP) before the start of the first round of game play, and an ending (also denoted as ED) after the end of the final round of game play. Each round of game play starts upon the end of the OP or the end of the previous round of game play, and ends upon the start of the next round of game play or the start of the ED. The closing time (interval time) of the big winning opening between rounds of game play is included in the opening round of game play before the closing.

[0102] There are multiple types of jackpots. The types of jackpots are as shown in FIG. 11. As shown in FIG. 11, there is a distinction between a probability-variable jackpot and a normal jackpot. A probability-variable jackpot is a jackpot that controls the game state after the jackpot game to a high-probability state, which will be described later. A normal jackpot is a jackpot that controls the game state after the jackpot game to a normal-probability state (low-probability state), which will be described later.

[0103] Also, there are 10R jackpots, 6R jackpots, and 3R jackpots. As shown in FIG. 11, a 10R jackpot is a jackpot that opens the big winning opening 14 from 1R to 10R for a maximum of 29.5 seconds per 1R. Also, a 6R jackpot is a jackpot that opens the big winning opening 14 from 1R to 6R for a maximum of 29.5 seconds per 1R. Also, a 3R jackpot is a jackpot that opens the big winning opening 14 from 1R to 3R for a maximum of 29.5 seconds per 1R. Note that in each round, the game balls can win (enter the ball) into the big winning opening 14 up to the winning upper limit number (10 in the present embodiment).

[0104] Thus, as shown in FIG. 11, the jackpots that can be won in the lottery of FIG. 1 (lottery of the first special symbol) include two types: 10R probability-variable jackpot 1 (hereinafter also simply referred to as "probability-variable jackpot 1") and 3R normal jackpot 1 (hereinafter also simply referred to as "normal jackpot 1"). When winning the 10R probability-variable jackpot 1, "Special Symbol 1_Jackpot Symbol A" is stopped and displayed on the first special symbol display 81a. When winning the 3R normal jackpot 1, "Special Symbol 1_Jackpot Symbol B" is stopped and displayed on the first special symbol display 81a.

[0105] In addition, for the jackpot that can be won in the lottery of Special Figure 2 (the lottery of the second special symbol), as shown in FIG. 11, there are two types: 10R Variable Jackpot 2 (hereinafter also simply referred to as "Variable Jackpot 2") and 6R Normal Jackpot 2 (hereinafter also simply referred to as "Normal Jackpot 2"). When winning the 10R Variable Jackpot 2, "Special Figure 2_Jackpot Symbol A" is stopped and displayed on the second special figure display 81b. When winning the 6R Normal Jackpot 2, "Special Figure 2_Jackpot Symbol B" is stopped and displayed on the second special figure display 81b.

[0106] Regardless of which jackpot is won, after the jackpot game, it is controlled to the time-saving state. However, in this embodiment, there are two types of time-saving states: the normal time-saving state and the ultra-short time-saving state. When controlled to the normal time-saving state, it is controlled to the electric support control state (high base state). The electric support control state, when controlled along with the high probability state, is set to a very large number of times such as 10,000 times for the time-saving count, and continues substantially until the next jackpot win. The time-saving count refers to the upper limit execution count of the variable display of the special symbol in the time-saving state. On the other hand, when controlled to the ultra-short time-saving state, the time-saving count is set to 500 times.

[0107] Thus, in this embodiment, as shown in FIG. 11, when winning the Special Figure 1_Jackpot Symbol A, after the jackpot game, it is controlled to the high probability state and the electric support control state (high base state), and the time-saving count is not consumed until winning the next jackpot. Hereinafter, the high probability state and the electric support control state are also referred to as the "high probability high base state (high probability time-saving state)". On the other hand, when winning the Special Figure 1_Jackpot Symbol B, after the jackpot game, it is controlled to the normal probability state and the ultra-short time-saving state, and the time-saving count is set to 500 times. Hereinafter, the normal probability state and the micro control state are also referred to as the "low probability ultra-short time-saving state". Therefore, in the low probability ultra-short time-saving state, when the 500 times of the time-saving count is consumed, it is controlled to the normal probability state and the non-time-saving state, that is, the normal game state.

[0108] Also, as shown in FIG. 11, when winning the jackpot on the special symbol A in the special figure 2, after the jackpot game, it is controlled to a high-probability state and an electric support control state (high base state), and the number of time-saving plays will not be consumed until winning the next jackpot. On the other hand, when winning the jackpot on the special symbol B in the special figure 2, after the jackpot game, it is controlled to a normal probability state and a micro time-saving state, and the number of time-saving plays is set to 500 times. Therefore, in the low-probability micro time-saving state, when the 500 times of the number of time-saving plays is consumed, it is controlled to the normal probability state and the non-time-saving state, that is, the normal game state.

[0109] As shown in FIG. 11, in the lottery of the special figure 1 and the lottery of the special figure 2, the jackpot allocation rate is 80% for the probability-variable jackpot and 20% for the normal jackpot. However, as described above, when winning the normal jackpot based on the lottery of the special figure 1, it is the 3R normal jackpot 1, while when winning the normal jackpot based on the lottery of the special figure 2, it is the 6R normal jackpot 2. Therefore, the lottery of the special figure 2 is more advantageous to the player than the lottery of the special figure 1.

[0110] Also, in this embodiment, when it is determined as a loss as a result of the special symbol lottery, the type of the losing symbol is determined. As shown in FIG. 13(B), there are two types of losing symbols determined by the lottery of the special figure 1 (the losing symbols stopped and displayed on the first special figure display 81a), and there is one type of losing symbol determined by the lottery of the special figure 2 (the losing symbol stopped and displayed on the second special figure display 81b). Specifically, in the lottery of the special figure 1, it is determined as "special figure 1 - losing symbol A" or "special figure 1 - losing symbol B". Also, in the lottery of the special figure 2, it is determined as "special figure 2 - losing symbol A".

[0111] "Special Figure 2 - Losing Symbol A" is a normal loss. That is, even if "Special Figure 2 - Losing Symbol A" is stopped and displayed, the gaming state does not change. In contrast, "Special Figure 1 - Losing Symbol A" and "Special Figure 1 - Losing Symbol B" are special losses (an example of a specific judgment result). A special loss (specific result) is a loss that triggers a transition to a time-saving state (normal time-saving state or micro time-saving state). When a special loss is incurred, without going through a jackpot game, it can be controlled to a time-saving state (normal time-saving state or micro time-saving state).

[0112] Specifically, when being controlled in the normal gaming state, if "Special Figure 1 - Losing Symbol A" is drawn, without going through a jackpot game, as shown in Figure 13(B), it is controlled to a low-probability time-saving state (normal probability state and normal time-saving state). In this low-probability time-saving state, the number of time-saving times is set to a very large number, for example, 10,000 times, and it continues until the next jackpot win is substantially achieved. On the other hand, when being controlled in the normal gaming state, if "Special Figure 1 - Losing Symbol B" is drawn, without going through a jackpot game, as shown in Figure 13(B), it is controlled to a low-probability micro time-saving state (normal probability state and micro time-saving state). In this low-probability micro time-saving state, the number of time-saving times is set to 500 times.

[0113] However, when a special loss is drawn while being controlled in a non-time-saving state (normal gaming state), it will transition to a time-saving state (normal time-saving state or micro time-saving state). But if a special loss is drawn while being controlled in a time-saving state (normal time-saving state or micro time-saving state), it is treated as a normal loss and the gaming state does not change. Thus, in this embodiment, the gaming state changes only when a special loss is drawn, and it is limited to the normal gaming state (non-time-saving state) at most.

[0114] As shown in FIG. 13(B), if the lottery of Special Figure 1 is executed, Special Figure 1 Losing Symbol A is drawn at a distribution rate of 20%, and Special Figure 1 Losing Symbol B is drawn at a distribution rate of 80%. Therefore, in the lottery of Special Figure 1, since it will always result in a special loss, if it is controlled to the normal game state, just one execution of the lottery of Special Figure 1 will cause a transition to the low-probability short state or the low-probability very short state. On the other hand, if the lottery of Special Figure 2 is executed, Special Figure 2 Losing Symbol A will surely be drawn, and it will not result in a special loss.

[0115] Here, in this pachinko gaming machine PY1, the lottery for determining whether it is a big win is conducted based on the "big win random number", and the lottery for the type of the winning big win is conducted based on the "winning type random number". Also, in the case of a loss, the lottery for the type of loss is conducted based on the "winning type random number". As shown in FIG. 12(A), the big win random number takes values in the range from 0 to 65535. The winning type random number takes values in the range from 0 to 99. In addition to the big win random number and the winning type random number, there are a "reach random number" and a "variation pattern random number" for the random numbers obtained based on winning in the first start port 11 or the second start port 12.

[0116] The reach random number is a random number that determines whether to generate a reach in the production symbol variation production indicating the result when the result of the big win determination is a loss. A reach is a state where among a plurality of production symbols, the production symbol that is variably displayed remains the last one, and depending on which symbol the variably displayed production symbol stops and is displayed as, it becomes a combination of production symbols indicating a big win (for example, the state of "7↓7"). Note that the production symbol that is stopped and displayed in the reach state may be displayed as slightly shaking within the display screen 50a, or may be displayed as repeatedly expanding and contracting. This reach random number takes values in the range from 0 to 255.

[0117] The variable pattern random number is a random number for determining a variable pattern including a variable time. The variable pattern random number takes values in the range from 0 to 99. Also, among the random numbers obtained based on passing through gate 13, there is the normal symbol random number (winning random number) shown in FIG. 12(B). The normal symbol random number is a random number for a lottery (normal symbol lottery) to determine whether or not to perform an auxiliary game for opening the electric chute 12D. The normal symbol random number takes values in the range from 0 to 65535.

[0118] 4. Explanation of game states Next, the game states of the pachinko gaming machine PY1 of this embodiment will be described. The special symbol display 81 and the normal symbol display 82 of the pachinko gaming machine PY1 each have a probability variation function and a variable time shortening function. The state in which the probability variation function of the special symbol display 81 is operating is called the "high probability state", and the state in which it is not operating is called the "normal probability state (non-high probability state, low probability state)". In the high probability state, the big win probability is higher than that in the normal probability state. That is, big win determination is performed using a big win determination table in which the value of the big win random number determined as a big win is larger than the big win determination table used in the normal probability state (see FIG. 13(A)). That is, when the probability variation function of the special symbol display 81 operates, the probability that the display result (i.e., the stop symbol) of the variable display of the special symbol by the special symbol display 81 becomes a big win symbol is higher than when it is not operating.

[0119] Also, the state in which the variable time shortening function of the special symbol display 81 is operating is called the "time shortening state", and the state in which it is not operating is called the "non-time shortening state". In the time shortening state, the variable time of the special symbol (the time from the start of variable display to the derived display of the display result) is shorter than that in the non-time shortening state. That is, the determination of the variable pattern is performed using a special symbol variable pattern table determined so that variable patterns with shorter variable times are selected more frequently than in the non-time shortening state (see FIG. 14). That is, when the variable time shortening function of the special symbol display 81 operates, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbol than when it is not operating.

[0120] However, in this embodiment, as described above, there are two types of time-saving states: the normal time-saving state and the micro time-saving state. When the type of the time-saving state is different, various parameters related to the ease of winning the electric chute 12D, such as the variation pattern of the normal symbol and the opening pattern of the electric chute 12D, are set differently. Specifically, in this embodiment, as shown in FIG. 13(D), the winning probability of the normal symbol lottery in the time-saving state (micro time-saving state, normal time-saving state) is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this embodiment, in any of the game states of the non-time-saving state, the micro time-saving state, and the normal time-saving state, the probability determined to be a hit in the normal symbol lottery is set to 65535 / 65536. That is, in any game state, the normal symbol lottery is almost determined to be a hit. Note that the configuration may be such that the winning probability of the normal symbol lottery in the time-saving state is higher than that in the non-time-saving state (in other words, the probability variation function of the normal symbol display 42 operates in the time-saving state).

[0121] Also, in the time-saving state (micro time-saving state, normal time-saving state), as shown in FIG. 13(E), the variation time of the normal symbol becomes shorter than that in the non-time-saving state. Specifically, in this embodiment, the variation time of the normal symbol is 60000 ms in the non-time-saving state, 59000 ms in the micro time-saving state, and 1000 ms (1 second) in the normal time-saving state. That is, in the time-saving state, the variation time shortening function of the normal symbol display 42 operates. Note that the stop time of the normal symbol is 500 ms (0.5 second) in any game state.

[0122] Also, in the time-saving state (micro time-saving state, normal time-saving state), as shown in FIG. 13(F), the opening time of the electric chute 12D in the auxiliary game becomes longer than that in the non-time-saving state. Specifically, in this embodiment, the opening time of the electric chute 12D is 0.05 seconds per time in the non-time-saving state, 0.1 seconds per time in the micro time-saving state, and 2.5 seconds per time in the normal time-saving state. That is, in the time-saving state, the opening time extension function of the electric chute 12D operates.

[0123] Also, in the time-saving state, as shown in FIG. 13(F), the number of times the electric chute 12D in the auxiliary game is opened may be more than that in the non-time-saving state. Specifically, in this embodiment, the number of times the electric chute 12D is opened is 1 time in the non-time-saving state and the slightly time-saving state, but 2 times in the normal time-saving state. That is, only in the normal time-saving state, the function of increasing the number of times the electric chute 12D is opened is activated.

[0124] Here, in the non-time-saving state, although the normal symbol lottery is almost a winning one if executed, the variation time of the normal symbol is as long as 60000 ms (60 seconds), and the opening of the electric chute 12D in the auxiliary game is a very short 1-time opening of 0.05 seconds. Therefore, in the non-time-saving state, even if the game is played with a right-handed shot (a way of hitting the game ball that can pass through the gate 28), it is almost impossible to win the electric chute 12D.

[0125] On the other hand, in the normal time-saving state, if the normal symbol lottery is executed, it is almost a winning one, the variation time of the normal symbol is also short at 1000 ms (1 second), and the opening of the electric chute 12D in the auxiliary game is 2 times of 2.5 seconds of opening, which is long enough. Therefore, in the normal time-saving state, by playing the game with a right-handed shot, winning the electric chute 12D can occur frequently. That is, it can be said that the normal time-saving state is a game state (a state where it is easy to get the ball into the chute) where it is easier to win the electric chute 12D compared to the non-time-saving state (a state where it is not easy to get the ball into the chute).

[0126] On the other hand, in the slightly time-saving state, although the normal symbol lottery is almost a winning one if executed, the variation time of the normal symbol is as long as 59000 ms (59 seconds), and the opening of the electric chute 12D in the auxiliary game is a short 1-time opening of 0.1 seconds. Therefore, in the slightly time-saving state, although various parameters related to the ease of winning the electric chute 12D (the winning probability of the normal symbol lottery, the variation time and stop time of the normal symbol, the opening pattern of the electric chute 12D) are set to be easier to win the electric chute 12D compared to the non-time-saving state, even if the game is played with a right-handed shot, it is almost impossible to win the electric chute 12D.

[0127] In such a short-time weak state, even if the player makes a right-side shot, it is impossible to expect a winning in the electric chute 12D. Therefore, the player advances the game by making a left-side shot (see Fig. 10). On the other hand, in the normal game state, since a winning in the electric chute 12D frequently occurs by making a right-side shot, the player advances the game by making a right-side shot and through the lottery in Special Figure 2 (see Fig. 10). In this pachinko machine PY1, the game is played by making a right-side shot even during the jackpot game.

[0128] The short-time weak state, like the normal short-time state, can be said to be a game state with a setting that makes it easier to win in the electric chute 12D compared to the non-short-time state. However, it is a game state where it is more difficult to win in the electric chute 12D than the normal short-time state. Also, in the short-time weak state, since a winning in the electric chute 12D cannot be expected, it is a game state with a property closer to the non-short-time state than the normal short-time state. The player advances the game by making a left-side shot and through the lottery in Special Figure 1 (see Fig. 15).

[0129] Incidentally, in the normal short-time state, compared to the non-short-time state, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, the normal short-time state is also referred to as the "high-base state", and the non-short-time state is also referred to as the "low-base state". In the high-base state, it is possible to aim for a jackpot without significantly reducing the number of game balls in hand. The high-base state is a state in which so-called electric support control (control that supports winning in the second start port 12 by the electric chute 12D) is being executed. Therefore, the high-base state is also referred to as the electric support control state. Also, the low-base state is also referred to as the non-electric support control state. The base in the short-time weak state is slightly higher than that in the non-short-time state and is almost the same as the non-short-time state.

[0130] Note that the short-time state only needs to be such that due to the operation of one or more of the probability variation function of the normal symbol display 42, the variation time shortening function of the normal symbol display 42, the opening time extension function of the electric chute 12D, and the increase in the number of opening times of the electric chute 12D, it becomes easier for game balls to win in the second start port 12 related to the electric chute 12D than when that function is not operating. It is not necessary for all of these functions to operate.

[0131] Next, an explanation will be given regarding the determination of the variation pattern of the special symbol (special drawing variation pattern). The pachinko gaming machine 1 determines the special drawing variation pattern according to different special drawing variation pattern determination tables for the non-time-limit state, the micro time-limit state, and the normal time-limit state (see FIG. 14). As shown in FIG. 14, the special drawing variation pattern determination table in the time-limit state (normal time-limit state, micro time-limit state) is a table in which variation patterns with shorter variation times are more likely to be selected compared to the special drawing variation pattern determination table in the non-time-limit state.

[0132] Specifically, in the normal time-limit state, the lottery for special drawing 2 is mainly performed by hitting the right side, and the special drawing variation pattern determination table for the normal time-limit state shown in FIG. 14 is used. In the special drawing variation pattern determination table for the normal time-limit state, as the variation pattern of special drawing 2, any one of variation patterns P41 to P44, P51 to P56 is determined.

[0133] In the micro time-limit state, the lottery for special drawing 1 is mainly performed by hitting the left side, and the special drawing variation pattern determination table for the micro time-limit state shown in FIG. 14 is used. In the special drawing variation pattern determination table for the micro time-limit state, as the variation pattern of special drawing 1, any one of variation patterns P21 to P24, P31 to P36 is determined. When these variation patterns are selected, a variation effect involving a normal reach or various SP reaches may be executed using the variation time.

[0134] On the other hand, in the non-time-limit state (normal gaming state), the lottery for special drawing 1 is mainly performed by hitting the left side, and the special drawing variation pattern determination table for the non-time-limit state shown in FIG. 14 is used. In the special drawing variation pattern determination table for the non-time-limit state, as the variation pattern of special drawing 1, any one of variation patterns P1 to P4, P11 to P16 is determined. When these variation patterns are selected, except when winning the jackpot, a variation effect accompanied by a special SP reach is always executed using the variation time. This is because if the lottery for special drawing 1 is executed in the non-time-limit state, except when winning the jackpot, it will always result in a special loss.

[0135] When playing the pachinko machine PY1 for the first time, the gaming state after power-on or the gaming state after power-on accompanied by RAM clearing is the normal probability state, the non-time-limited state, and the low-base state. This gaming state is particularly referred to as the "low-probability non-time-limited state" or the "low-probability low-base state" or the "normal gaming state". Also, the state during the execution of a special game (big win game) is referred to as the "special game state" or the "big win game state". Furthermore, the state controlled to be in at least one of the high-probability state and the time-limited state (high-base state) shall be referred to as the "bonus game state".

[0136] Next, based on FIG. 15, the game flow of this embodiment will be described. As shown in FIG. 15, in this pachinko machine PY1, the gaming state, excluding the big win game state (special game state), includes the normal gaming state (normal probability state and non-time-limited state), the low-probability short-time state (normal probability state and short-time state), the low-probability time-limited state (normal probability state and normal time-limited state), and the high-probability time-limited state (high-probability state and normal time-limited state).

[0137] First, when controlled to be in the low-probability short-time state, since it is almost impossible to expect a ball to enter the electric chute 12D, the game progresses by hitting the left. Then, the lottery in Special Figure 1 is executed, aiming to win the big win with a probability of about 1 / 320 (see FIG. 13(A)). Note that in the lottery of Special Figure 1, it will always be a special loss (see FIG. 13(B)), but in the short-time state, the special loss is treated as a normal loss. That is, in the low-probability short-time state, even if a special loss is drawn, the gaming state does not change. In this low-probability short-time state, the number of time-limited times is set to 500. Therefore, by executing the variable display of the special symbol 500 times, it is possible to shift to the normal gaming state (normal probability state and non-time-limited state). From the above, it can be said that the low-probability short-time state is a gaming state with a long gaming time.

[0138] When it is controlled in the normal gaming state, since it is almost impossible for a ball to enter the electric chute 12D, the game progresses by hitting the left side. Then, when the lottery in Special Figure 1 is executed, it will always result in a special loss (see Fig. 13(B)). In this case, with a distribution rate of 20%, Special Figure 1 - Losing Symbol A will be drawn, and without going through a jackpot game, it will shift to the low - probability short - time state. On the other hand, with a distribution rate of 80%, Special Figure 1 - Losing Symbol B will be drawn, and without going through a jackpot game, it will shift to the low - probability very - short - time state. Thus, the normal gaming state can be said to be a gaming state where the playing time is very short.

[0139] When it is controlled in the low - probability short - time state, since it is expected that a ball will frequently enter the electric chute 12D, the game progresses by hitting the right side. Then, when the lottery in Special Figure 2 is executed, there is a probability of about 1 / 320 of aiming for a jackpot win. However, in the low - probability short - time state, since it is the normal short - time state, a special figure variation pattern with a short time for the variation display of the special symbol is likely to be selected (see Fig. 14). Therefore, the lottery in Special Figure 2 is executed quickly. Also, in the low - probability short - time state, the normal short - time state (electric support control state) continues until the next jackpot win (see Fig. 11). Thus, in the lottery of Special Figure 2, a jackpot win is always guaranteed. With a distribution rate of 80%, one wins on Special Figure 2 - Jackpot Symbol A, and with a distribution rate of 20%, one wins on Special Figure 2 - Jackpot Symbol B. In this way, if one wins on Special Figure 2 - Jackpot Symbol A, it is controlled to the high - probability short - time state after the jackpot game, and if one wins on Special Figure 2 - Jackpot Symbol B, it is controlled to the low - probability very - short - time state after the jackpot game.

[0140] When controlled in the high-probability short state, since the entry into the electric tube 12D can be expected frequently, the game progresses by hitting the ball to the right. Then, the lottery of Special Figure 2 is executed, and with a probability of about 1 / 40, the player aims to win the jackpot (see Fig. 13(A)). And in the high-probability short state, since it is the normal short state, a special figure variation pattern with a short time for the variation display of the special symbol is likely to be selected (see Fig. 14). Therefore, the lottery of Special Figure 2 is executed speedily. Also, in the high-probability short state, the normal short state (electric support control state) continues until the next jackpot win (see Fig. 11). Thus, in the lottery of Special Figure 2, a jackpot win is always guaranteed. The winning rate for Special Figure 2 - Jackpot Symbol A is 80%, and the winning rate for Special Figure 2 - Jackpot Symbol B is 20%. In this way, if one wins on Special Figure 2 - Jackpot Symbol A, it is controlled to the high-probability short state after the jackpot game, and if one wins on Special Figure 2 - Jackpot Symbol B, it is controlled to the low-probability very short state after the jackpot game.

[0141] As described above, in this embodiment, it can be said that the game states are advantageous to the player in the order of high-probability short state > low-probability short state > normal game state > low-probability very short state. And as described above, if the lottery of Special Figure 1 is executed in the normal game state, it can immediately shift to the low-probability short state where the winning of the next jackpot is guaranteed with a 20% probability. On the other hand, even if the lottery of Special Figure 1 is executed in the very short state, it cannot necessarily shift to the low-probability short state. Therefore, in the normal game state and the very short state where the ball is hit to the left, the low-probability very short state is a game state that is disadvantageous to the player compared to the normal game state and is set so that the playing time becomes longer.

[0142] 5. Communication between Pachinko Machine and Dedicated External Unit Next, based on FIG. 16, the communication between the pachinko gaming machine PY1 and the dedicated external unit 200 will be described. In this pachinko gaming machine PY1 which is an enclosed pachinko machine, as shown in FIG. 16, the frame control board 170 communicates with a dedicated external unit 200 provided outside the pachinko gaming machine PY1. The frame control board 170 is provided with a dedicated PIF (parallel interface) circuit 179 for performing serial communication with the dedicated external unit 200. Further, the dedicated external unit 200 includes a dedicated PIF circuit 209 for performing serial communication with the frame control board 170, an SC board 210 responsible for security, and a control unit 250. The control unit 250 has a CPU as a control center, a ROM that stores programs and control data for the operation of the CPU, and a RAM that functions as a work area for the CPU.

[0143] Note that in FIG. 16, the illustration of the bill insertion slot 201 (see FIG. 1), data display 202, replay button 203, ball lending button 204, card slot 205, and card return button 206 provided in the above-described dedicated external unit 200 is omitted. In the control unit 250, when a bill is inserted into the bill insertion slot 201, information on the amount corresponding to the bill is input. Also, in the control unit 250, when the replay button 203 is pressed, a detection signal based on the pressing operation is input. Further, in the control unit 250, when the ball lending button 204 is pressed, a detection signal based on the pressing operation is input. Also, in the control unit 250, when a card is inserted into the card slot 205, the number of game balls and prepaid balance stored in the card can be read. Then, the control unit 250 performs display control of the prepaid balance, the remaining amount of the bills inserted into the bill insertion slot 201, and various other information on the data display 202. Also, in the control unit 250, when the card return button 206 is pressed, the information on the number of stored balls held and the prepaid balance read can be stored in a card (visitor card or membership card). Then, the control unit 250 returns the card in which the new number of game balls (number of stored balls) is stored from the card slot 205.

[0144] Also, as shown in FIG. 16, the game arcade YG is provided with an HC (hall computer) BOX 220, a hall computer 230, and a management computer 240. The HC BOX 220 converts information from the pachinko game machine PY1 from a serial signal to a parallel signal and transmits it to the hall computer 230. That is, the HC BOX connects the existing hall computer 230 that receives parallel signals and the dedicated external unit 200 that outputs serial signals. The management computer 240 communicates with the dedicated external unit 200 and also communicates with a game machine information center (not shown) outside the game arcade YG.

[0145] As shown in FIG. 16, the frame control board 170 and the dedicated external unit 200 transmit and receive (communicate) information through serial communication. Specifically, the control unit 250 of the frame control board 170 and the dedicated external unit 200 performs communication in a message format through asynchronous serial communication (UART (Universal Asynchronous Receiver / Transmitter) communication) via the dedicated PIF circuits 179, 209 and the SC board 210. The dedicated PIF circuits 179 and 209 are connected to each other by a dedicated PIF cable 260. Also, when the control unit 250 of the frame control board 170 and the dedicated external unit 200 communicate (transmit and receive) information through asynchronous serial communication, the communication speed (communication rate) is set to 31250 bps (see FIG. 49). That is, between the frame control board 170 and the control unit 250 of the dedicated external unit 200, communication is always performed at a communication speed of 31250 bps by asynchronous serial communication.

[0146] Next, based on FIG. 17, the information transmitted from the dedicated external unit 200 to the frame control board 170 will be described. As shown in FIG. 17, the information transmitted from the dedicated external unit 200 to the frame control board 170 is only one type of information related to lending. The information related to lending transmitted to the frame control board 170 includes, as its content, information on the number of lent balls related to lending to the player. And the transmission timing of the information related to lending is when the ball lending button 204 (see FIG. 1) or the replay button 203 (see FIG. 1) is pressed. As described above, when the player presses the ball lending button 204 or the replay button 203 of the dedicated external unit 200, the dedicated external unit 200 (control unit 250) transmits the information related to lending (a message with the number of lent balls as a unit) to the frame control board 170 through asynchronous serial communication.

[0147] Next, based on FIG. 18, the information transmitted from the frame control board 170 to the dedicated external unit 200 will be described. As shown in FIG. 18, the information transmitted from the frame control board 170 to the dedicated external unit 200 includes three types: (1) information related to lending, (2) information related to counting, and (3) gaming machine information.

[0148] First, the information related to lending transmitted to the dedicated external unit 200 includes, as its content, information (receiving result) indicating that the frame control board 170 has received information related to lending from the dedicated external unit 200. And the transmission timing of the information related to lending is 50 milliseconds after receiving the information related to lending from the dedicated external unit 200. As described above, when the player presses the ball lending button 204 of the dedicated external unit 200, 50 milliseconds later, the frame control board 170 transmits the information related to lending (a telegram indicating the receiving result of the number of lent balls) to the dedicated external unit 200 by asynchronous serial communication.

[0149] The information related to counting transmitted to the dedicated external unit 200 includes, as its content, information on the number of game balls related to the counting process (counted ball number). Note that the counting process is the process of counting a part (1 ball or 250 balls) or all of the number of game balls displayed on the game ball number display 180 when storing them in the card as described above. And the transmission timing of the information related to counting is a 300 - millisecond cycle, which is the communication cycle between the frame control board 170 and the dedicated external unit 200. As described above, when the player presses the counting button 43k, the frame control board 170 transmits the information related to counting (a telegram in units of the counted ball number) to the dedicated external unit 200 by asynchronous serial communication every 300 milliseconds according to the communication cycle.

[0150] As shown in FIG. 18, the gaming machine information to be transmitted to the dedicated external unit 200 is classified into three types according to the content included. First, there is gaming machine information including gaming machine installation information as the content. The gaming machine installation information is information indicating which gaming machine is installed for model management by the hall computer 230 (see FIG. 16) or the like. The transmission timing of the gaming machine information including the gaming machine installation information as the content is a cycle of 60 seconds from when the power is turned on. Therefore, the frame control board 170 transmits the gaming machine installation information (information indicating which gaming machine is installed) to the dedicated external unit 200 by asynchronous serial communication at 60 - second intervals.

[0151] Second, there is gaming machine information including gaming machine performance information as the content. The gaming machine performance information indicates what performance the gaming machine is exhibiting. Specifically, as one of the gaming machine performance information, there is the number of game balls acquired per minute in this pachinko gaming machine PY1. The number of game balls acquired per minute (specific acquired ball number) is the total number of bonus balls acquired by the player when 100 game balls are launched. Note that the gaming machine performance information is not limited to the number of game balls acquired per minute, and may be the number of game balls acquired during a specific period other than one minute (specific acquired ball number), and can be changed as appropriate. For example, as the number of game balls acquired in 10 minutes, the total number of bonus balls acquired by the player when 1000 game balls are launched may be used as one of the gaming machine performance information. The transmission timing of the gaming machine information including the gaming machine performance information as the content is a cycle of 180 seconds from when the power is turned on. Therefore, the frame control board 170 transmits the gaming machine installation information (the number of game balls acquired per minute) to the dedicated external unit 200 by asynchronous serial communication at 180 - second intervals.

[0152] Thirdly, there is gaming machine information including hall computer information and unauthorized monitoring information. The hall computer information is information for the hall computer 230 (see FIG. 16) to grasp the gaming status of this pachinko gaming machine PY1, and the unauthorized monitoring information is information for the control unit 250 to conduct unauthorized monitoring. The transmission timing of the gaming machine information including the hall computer information and the unauthorized monitoring information is a cycle of 300 milliseconds from when the power is turned on. Therefore, the frame control board 170 transmits the hall computer information and the unauthorized monitoring information to the dedicated external unit 200 by asynchronous serial communication at intervals of 300 milliseconds.

[0153] As described above, in this embodiment, the frame control board 170 and the dedicated external unit 200 are connected by an asynchronous serial communication port, and information related to lending, information related to counting, and gaming machine information are transmitted through the common (same) asynchronous serial communication port. However, the information transmitted from the dedicated external unit 200 to the frame control board 170 is only the information related to lending (see FIG. 17). On the other hand, the information transmitted from the frame control board 170 to the dedicated external unit 200 is information related to lending, information related to counting, and gaming machine information (see FIG. 18). In this way, even when the frame control board 170 and the dedicated external unit 200 communicate (transmit and receive) through a common asynchronous serial communication port, it is possible to make it difficult for unauthorized access from the outside to this pachinko gaming machine PY1 by limiting (reducing) the information transmitted from the dedicated external unit 200.

[0154] By the way, in conventional non-enclosed pachinko machines, hall computer information (information for grasping the gaming status) and unauthorized monitoring information (information for conducting unauthorized monitoring) were transmitted to the outside by parallel communication via an external terminal board provided on the gaming machine frame. That is, wires for transmitting signals indicating a big win, wires for transmitting signals indicating the gaming state, wires for transmitting signals indicating errors or unauthorized activities, etc. were each connected to the external terminal board, and the hall computer information and the unauthorized monitoring information (information for conducting unauthorized monitoring) were transmitted from the external terminal board to the external unit by parallel communication.

[0155] In contrast, in this pachinko machine PY1, as described above, not only information related to lending and information related to counting but also gaming machine information (especially hall control information and cheating monitoring information) is transmitted by asynchronous serial communication (using the common (same) asynchronous serial communication port). This is based on the following reasons. In newly developed enclosed pachinko machines, serial communication is basically considered as a method for transmitting information externally from the perspective of reducing the number of wirings. Moreover, if information related to lending, information related to counting, and gaming machine information (especially hall control information and cheating monitoring information) are transmitted externally using separate wirings, it will be inefficient. In particular, if hall control information and cheating monitoring information with a large amount of data are to be transmitted externally by parallel communication, the number of wirings will become extremely large as in conventional non-enclosed pachinko machines. Therefore, from the perspective of reducing the number of wirings and efficiency, all information related to lending, information related to counting, and gaming machine information is transmitted to an external unit (dedicated external unit 200) using the common (same) asynchronous serial communication port.

[0156] Next, based on FIG. 19, the details of hall control information and cheating monitoring information defined by each manufacturer will be described. Hall control information and cheating monitoring information are transmitted as serial signals from the frame control board 170 to the dedicated external unit 200. Here, each manufacturer predetermines (allocates) the information included in hall control information and cheating monitoring information as a unified standard. Therefore, in FIG. 19, the information (contents) included in hall control information and cheating monitoring information as a unified standard are shown.

[0157] As shown in FIG. 19, hall control information and cheating monitoring information are divided into four types of data: data indicating the main control state 1, data indicating the main control state 2, data indicating the gaming machine error state, and data indicating the cheating detection state. Each of the four types of data is composed of 1 byte (a total of 8 bits from the "0" bit to the "7" bit).

[0158] In the data indicating the main control state 1, in the 0th bit, for all jackpot occurrences, it shows whether it has been determined as a jackpot. Also, in the 1st bit, it shows whether it has been determined as a specific jackpot (for example, a jackpot that can transition to a high-probability state after a jackpot game). Further, in the 2nd bit, it shows whether it has been determined as a jackpot that can transition to a time-saving state after a jackpot game. Also, from the 3rd bit to the 7th bit, they are used to respectively show the information of game machine state signals 1 to 5. Note that the information of game machine state signals 1 to 5 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX220.

[0159] In the data indicating the main control state 2, in the 0th bit, it shows whether it is in a jackpot game state. Also, in the 1st bit, it shows whether it is in a high-probability state. Further, in the 2nd bit, it shows whether it is in a time-saving state. Also, in the 3rd bit, it is unused. Also, from the 4th bit to the 7th bit, they are used to respectively show the information of game machine state signals 6 to 9. Note that the information of game machine state signals 6 to 9 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX220.

[0160] In the data indicating the gaming machine error state, from the 0th bit to the 4th bit, information on the error content occurring in this pachinko gaming machine PY1 is included. Examples of the error content include ball jams, abnormal winnings at the big winning opening 14 (winning at the big winning opening 14 even though it is not in the big win gaming state), right strikes during the normal gaming state, etc. Also, the 5th bit is unused. Further, the 6th bit indicates whether the error has occurred in the frame control board 170 or the game control board 100. Specifically, if the 6th bit is "0", it indicates that an error has occurred in the frame control board 170, and if the 6th bit is "1", it indicates that an error has occurred in the game control board 100. Also, the 7th bit indicates whether to perform only error notification or to perform both error notification and output to the hall computer 230. Specifically, if the 7th bit is "0", it indicates that only error notification is to be performed, and if the 7th bit is "1", it indicates that both error notification and output to the hall computer 230 are to be performed. Note that in the data indicating the gaming machine error state, if all bits from the 0th bit to the 7th bit are "0", it indicates that no error has occurred.

[0161] In the data indicating the fraud detection state, from the 0th bit to the 5th bit, it is used to indicate the information of the board surface fraud signals 1 to 6 respectively. That is, from the 0th bit to the 5th bit, it indicates at which position on the game board 1 the fraud has occurred. Also, the 6th bit is unused. Further, the 7th bit is unused. As described above, the hall computer information and fraud monitoring information consisting of the data indicating the main control state 1, the data indicating the main control state 2, the data indicating the gaming machine error state, and the data indicating the fraud detection state can be referred to as "information related to the progress of the game".

[0162] Incidentally, in this pachinko gaming machine PY1, as shown in Fig. 2, a calling switch 41k is provided on the gaming machine frame 2 (lower part 23x of the front door 23). Therefore, when the calling switch 41k is pressed, it is preferable that information related to the detection of the calling sensor 41a (see Fig. 16) can be transmitted to the hall computer 230 via the dedicated external unit 200 in order to call an employee in the game parlor. Therefore, the problem is how to transmit the information related to the detection of the calling sensor 41a to the dedicated external unit 200.

[0163] In this case, for example, a dedicated wiring for connecting the frame control board 170 and the dedicated external unit 200 is provided, and the frame control board 170 that has received the detection signal from the calling sensor 41a transmits the information related to the detection of the calling sensor 41a to the dedicated external unit 200 via the dedicated wiring. However, in this method, connecting the dedicated wiring to the frame control board 170 forces a hardware configuration change of the frame control board 170, which is not efficient.

[0164] Therefore, in this embodiment, in the hall computer information and the fraud monitoring information (see Fig. 19) defined as unified standards, unused bits are used to include the information related to the detection of the calling sensor 41a. Further, as shown in Fig. 19, in the hall computer information and the fraud monitoring information (see Fig. 19), information related to the detection of the frame opening sensor 2a is not allocated. Therefore, the information related to the detection of the frame opening sensor 2a is also included in the hall computer information and the fraud monitoring information using unused bits.

[0165] Specifically, Fig. 20 shows the information (contents) included in the hall computer information and the fraud monitoring information of this embodiment. As shown in Fig. 20, in the data indicating the gaming machine error state, the "5"th bit indicates whether the gaming machine frame 2 is open (whether the frame opening sensor 2a has detected the opening of the gaming machine frame 2). That is, if the "5"th bit is "0", it indicates that the gaming machine frame 2 is closed, and if the "5"th bit is "1", it indicates that the gaming machine frame 2 is open.

[0166] Also, as shown in FIG. 20, in the data indicating the fraud detection state, the 7th bit indicates whether the call switch 41k has been pressed (whether the call sensor 41a has detected the pressing operation of the call switch 41k). That is, if the 7th bit is "0", it indicates that the call switch 41k has not been pressed, and if the 7th bit is "1", it indicates that the call switch 41k has been pressed.

[0167] As described above, in this pachinko gaming machine PY1, despite the hall control information and fraud monitoring information defined as unified standards (see FIG. 19), unused bits are utilized to allocate information related to the detection by the call sensor 41a (hereinafter appropriately referred to as "call information") and information related to the detection by the frame opening sensor 2a (hereinafter appropriately referred to as "frame opening information") (see FIG. 20). As a result, when the frame control board 170 transmits gaming machine information including hall control information and fraud monitoring information to the dedicated external unit 200 in an asynchronous serial communication at a cycle of 300 msec (see FIG. 18), it is possible to transmit the call information and the frame opening information together. Consequently, there is no need to connect dedicated wiring for transmitting the call information and dedicated wiring for transmitting the frame opening information to the frame control board 170 respectively. In this way, it is possible to transmit the call information and the frame opening information to the dedicated external unit 200 without making a hardware change to the frame control board 170.

[0168] 6. Display on the game ball number display Next, the display on the game ball number display 180 will be described. As shown in FIG. 1, the game ball number display 180 (display means) is provided as a 7-segment display on the central front surface of the lower part 23x of the front door 23, and enables the player to grasp the number of game balls (held balls) available at the current time. The display of the number of game balls performed by this game ball number display 180 is a game display related to the game. By the way, in a 7-segment display, generally, it does not become full-color and mainly displays numbers or Roman letters in red. Therefore, in the game ball number display 180, if only the number of game balls is displayed in red, it lacks interest and the appearance as the display of the number of game balls is ordinary.

[0169] Therefore, in this embodiment, the game ball number display 180 is configured to be able to display the number of game balls in full color. Specifically, as shown in FIG. 21, a light-emitting driver DRV whose driving is controlled by the frame control microcomputer 171 is provided. The light-emitting driver DRV controls the light emission in the six light-emitting regions 181 to 186 of the game ball number display 180 to be full-color. Hereinafter, based on FIG. 21, the connection between the light-emitting driver DRV and the first light-emitting region 181 of the game ball number display 180 will be described as a representative.

[0170] As shown in FIG. 21, the light-emitting driver DRV includes input terminals IN1 to IN24 from the first input terminal IN1 to the twenty-fourth input terminal IN24 corresponding to the first light-emitting region 181. Each of the input terminals IN1 to IN24 is a cathode terminal, and the output level ("H" level or "L" level) of each of the input terminals IN1 to IN24 is switched by the frame control microcomputer 171.

[0171] In addition, in the first light-emitting region 181 of the game ball number display 180, the first light-emitting unit LA1 is composed of a red light-emitting diode RE1, a green light-emitting diode GR1, and a blue light-emitting diode BL1. Each of the light-emitting diodes RE1, GR1, and BL1 is connected to a power supply voltage Vc of 5V with a common anode. Also, each of the light-emitting diodes RE1, GR1, and BL1 is connected to the first input terminal IN1, the second input terminal IN2, and the third input terminal IN3 via resistors respectively.

[0172] Similarly, the second light-emitting unit LA2 is composed of a red light-emitting diode RE2, a green light-emitting diode GR2, and a blue light-emitting diode BL2. Each of the light-emitting diodes RE2, GR2, and BL2 is connected to a power supply voltage Vc of 5V with a common anode. Also, each of the light-emitting diodes RE2, GR2, and BL2 is connected to the fourth input terminal IN4, the fifth input terminal IN5, and the sixth input terminal IN6 via resistors respectively. For the third light-emitting unit LA3 to the eighth light-emitting unit LA8, since they are as shown in FIG. 21, the description is omitted. Also, regarding the connection between the first light-emitting region 181 and the light-emitting driver DRV, it is as shown in FIG. 21, but since the connection between the second light-emitting region 182 to the sixth light-emitting region 186 and the light-emitting driver DRV is the same, the description is omitted.

[0173] Next, a method of displaying the game ball number display 180 in full color will be described. For example, when only the first light-emitting unit LA1 in the first light-emitting region 181 emits light in white and the remaining light-emitting units LA2 to LA8 are turned off, the frame control microcomputer 171 controls the output levels of the first input terminal IN1, the second input terminal IN2, and the third input terminal IN3 to be at the "L" level, while controlling the output levels of the remaining input terminals IN4 to IN24 to be at the "H" level. As a result, in the first light-emitting unit LA1, the red light-emitting diode RE1, the green light-emitting diode GR1, and the blue light-emitting diode BL1 emit light. As a result, the red light emission, the green light emission, and the blue light emission are mixed, and the first light-emitting unit LA1 appears to emit light in white.

[0174] For example, when only the second light-emitting unit LA2 of the first light-emitting region 181 emits light in blue and the remaining light-emitting units LA1, LA3 to LA8 are turned off, the frame control microcomputer 171 controls the output level of the sixth input terminal IN6 to be at the "L" level while controlling the output levels of the remaining input terminals IN1 to IN5, IN7 to IN24 to be at the "H" level. As a result, only the blue light-emitting diode BL2 emits light in the second light-emitting unit LA2. Consequently, the second light-emitting unit LA2 appears to be emitting light in blue.

[0175] For example, when only the third light-emitting unit LA3 of the first light-emitting region 181 emits light in red and the remaining light-emitting units LA1, LA2, LA4 to LA8 are turned off, the frame control microcomputer 171 controls the output level of the seventh input terminal IN7 to be at the "L" level while controlling the output levels of the remaining input terminals IN1 to IN6, IN8 to IN24 to be at the "H" level. As a result, only the red light-emitting diode RE3 emits light in the third light-emitting unit LA3. Consequently, the third light-emitting unit LA3 appears to be emitting light in red.

[0176] For example, when only the fourth light-emitting part LA4 of the first light-emitting region 181 emits light in a rainbow color and the remaining light-emitting parts LA1 to LA3, LA5 to LA8 are turned off, the frame control microcomputer 171 first controls the output level of the tenth input terminal IN10 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN9, IN11 to IN24 to be at the "H" level. Then, after a very short time has elapsed, the frame control microcomputer 171 controls the output level of the eleventh input terminal IN11 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN10, IN12 to IN24 to be at the "H" level. Then, after a very short time has elapsed, the frame control microcomputer 171 controls the output level of the twelfth input terminal IN12 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN11, IN13 to IN24 to be at the "H" level. Thereafter, similarly, the output level of the tenth input terminal IN10 being at the "L" level ⇒ the output level of the eleventh input terminal IN11 being at the "L" level ⇒ the output level of the twelfth input terminal IN12 being at the "L" level is repeated every very short time. As a result, in the fourth light-emitting part LA4, the light emission of the red light-emitting diode RE4 ⇒ the light emission of the green light-emitting diode GR4 ⇒ the light emission of the blue light-emitting diode BL4 is switched every very short time, and the light emission is such that the hue (type of color) changes. As a result, it is possible to make the fourth light-emitting part LA4 appear to emit light in a rainbow color.

[0177] As described above, by appropriately switching the output levels of the input terminals IN1 to IN24, the frame control microcomputer 171 can cause the first light-emitting region 181 to emit light in full color. Similarly, the second light-emitting region 182 to the sixth light-emitting region 186 can also emit light in full color.

[0178] Here, in this embodiment, the display color of the number of game balls displayed on the game ball number display 180 is changed according to the game state. In FIG. 22, the relationship between the game state and the display color of the game ball number display 180 is shown. As shown in FIG. 22, when in the normal game state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to blue. Also, when in the low-probability short state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to white as the default. Also, when in the low-probability state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to green. Also, when in the high-probability short state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to red. Also, when in the jackpot game state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to rainbow color.

[0179] Incidentally, in conventional gaming machines, default colors such as white are used to suggest that the probability of winning a jackpot is extremely low. Also, blue is used to suggest that the probability of winning a jackpot is low. Also, red is used to suggest that the probability of winning a jackpot is high. Also, rainbow color is used to suggest that winning a jackpot is certain. In this way, the player comes to understand that the situation (state) is advantageous in the order of white ⇒ blue ⇒ green ⇒ red ⇒ rainbow color.

[0180] On the other hand, in this pachinko gaming machine PY1, the gaming states become advantageous for the player in the order of low-probability short-time state ⇒ normal gaming state ⇒ low-probability short-time state ⇒ high-probability short-time state ⇒ jackpot gaming state. Therefore, as shown in Fig. 22, by linking the gaming states with different degrees of advantage to the display color of the game ball number display 180, it is possible for the player to easily grasp the number of game balls shown on the game ball number display 180 and also easily understand which gaming state the machine is being controlled to. In particular, since the rainbow color has conventionally been used to suggest that winning a jackpot has been determined, when the rainbow color is displayed on the game ball number display 180, the player can easily understand that the machine is being controlled to the best jackpot gaming state (during the execution of the jackpot game).

[0181] Subsequently, based on Fig. 23, an example of the transition of the display color on the game ball number display 180 when the gaming state changes will be described. As a prerequisite, assume that the machine is controlled to the low-probability short-time state and the number of game balls available to the player at the current time is "2000" balls. In this case, as shown in Fig. 23, on the game ball number display 180, "2000" is displayed in white. At this time, by looking at the game ball number display 180, the player can recognize that the number of game balls is 2000 balls and also recognize that the machine is in the low-probability short-time state.

[0182] Assume that the player wins the 10R certain-variable jackpot 1 (see Fig. 11) in the lottery of Special Figure 1. In this case, when the jackpot game based on winning the 10R certain-variable jackpot 1 starts, the display color of the number of game balls displayed on the game ball number display 180 changes from white to rainbow color. In this way, by showing the player that the display color of the game ball number display 180 is rainbow color, it is possible to strongly make the player aware that they are in an advantageous jackpot game state. After that, each time a game ball wins the big winning opening 14 during the execution of the jackpot game, the number of game balls displayed on the game ball number display 180 increases. At this time, it is possible to give the player a great sense of exhilaration by showing the rainbow color together with the increasing number of game balls on the game ball number display 180. And when the 10R round game ends, since the player obtains about 1500 prize balls, as shown in Fig. 23, on the game ball number display 180, "3500" is displayed in rainbow color.

[0183] Subsequently, when the jackpot game ends, it is controlled to the high-probability short-time state. As a result, the display color of the number of game balls displayed on the game ball number display 180 changes from rainbow color to red color. In this way, by showing the player that the display color of the game ball number display 180 is red color, it is possible to strongly make the player aware that although it is not more advantageous than the jackpot game state, it is still a quite advantageous high-probability short-time state. And in the high-probability short-time state, since it is a high-base state, the number of balls the player has (the number of game balls) hardly decreases. Therefore, as shown in Fig. 23, on the game ball number display 180, "3450" is displayed in red color. In this way, when red color is displayed on the game ball number display 180, it is possible to make the player have the impression that it is still a quite advantageous situation while being in the high-probability short-time state and the number of game balls hardly decreases.

[0184] Assume that the player wins the 6R normal big win 2 (see Fig. 11) in the lottery shown in Special Fig. 2. In this case, when the big win game based on the win of the 6R normal big win 2 is started, the display color of the number of game balls displayed on the game ball number display 180 changes from red to rainbow color. Thereby, it is possible to give the player a sense of exhilaration due to being controlled into the big win game state again. Then, when the 6R round game ends, since the player obtains about 900 prize balls, as shown in Fig. 23, on the game ball number display 180, "4350" is displayed in rainbow color.

[0185] Subsequently, when the big win game ends, it is controlled into the low probability and short time state. Thereby, the display color of the number of game balls displayed on the game ball number display 180 changes from rainbow color to white. In this way, by showing the player that the display color of the game ball number display 180 has become white, it is possible to make the player aware that the game has been controlled into the low probability and short time state and the so-called rush state has ended.

[0186] As described above, the display color of the number of game balls displayed on the game ball number display 180 changes according to the game states with different degrees of advantage for the player. Thereby, it is possible to provide a novel interest using the game ball number display 180. In particular, since the player frequently looks at the game ball number display 180 during the game, it is possible to recognize both the number of game balls and which game state the game is being controlled into. Therefore, when being controlled into an advantageous big win game state or a high probability and short time state, by showing rainbow color or red color together with the number of game balls on the game ball number display 180, it is possible to give a great sense of exhilaration. And as shown in Fig. 23, on the game ball number display 180, the display color changes colorfully such as white ⇒ rainbow color ⇒ red color ⇒ rainbow color ⇒ white, so it is possible to enhance the appearance of the display of the number of game balls.

[0187] 7. Display on the frame board display Next, the display on the frame substrate display 300 will be described. As shown in FIG. 7, the frame substrate display 300 (specific display) is arranged on the frame control substrate 170, and three display items are switched and displayed in order. As shown in FIG. 24, the three display items (multiple types of display items) are the game ball number display (ball number display item), the base display (performance display item), and the error display (abnormal display item). The game ball number display on the frame substrate display 300 indicates the number of game balls available at the current time (the number of balls in hand). As described above, the same value as the number of game balls displayed on the game ball number display 180 (see FIG. 1) will also be displayed on the frame substrate display 300. Note that in the frame substrate display 300 of this embodiment, unlike the game ball number display 180 described above, numbers or characters are not displayed in full color, but are displayed in a single color (red).

[0188] Next, the base display shown in FIG. 24 will be described with reference to FIG. 25. Conventionally, in the base display, the normal base, which is the ratio of the total number of prize balls (normal total prize balls) obtained by the player in the normal game state to the number of balls launched (normal launched balls) by the player in the normal game state, is displayed. However, in this pachinko machine PY1, there are the following problems when displaying the normal base.

[0189] In this embodiment, as shown in FIG. 15, as a game state of hitting the ball to the left, in addition to the normal game state, there is a low-probability short-time state. As described above, in the low-probability short-time state, the player aims to win the jackpot with a probability of about 1 / 320, and the playing time is long. On the other hand, in the normal game state, if the lottery in FIG. 1 is executed once, it will definitely shift to the low-probability short-time state or the low-probability short-time state due to a special loss, so the playing time is very short.

[0190] Here, even if a player plays for a long time, since the time spent playing in the normal game state is short, the value of the normal total prize balls for obtaining the normal base is very small, and the value of the normal number of launched balls for obtaining the normal base is also very small. Therefore, the normal base does not become the value of the ratio between the total prize balls, which is a sufficiently large value, and the total number of launched balls, which is a sufficiently large value, and becomes a value with a very large variation depending on the game situation. Thus, the normal base calculated based on the normal game state where the playing time is very short is not suitable as a value for determining whether this pachinko machine PY1 is normal.

[0191] Therefore, in this embodiment, as the base display, instead of displaying the normal base, the left-shot base is displayed. The left-shot base is the ratio between the total prize balls (left-shot total prize balls) obtained by the player in the game state of making left shots and the number of launched balls (left-shot launched balls) launched by the player in the game state of making left shots. In other words, it is the ratio between the added value of the normal total prize balls and the total prize balls (very-short-time total prize balls) obtained by the player in the very-short-time state and the added value of the normal number of launched balls and the number of launched balls (very-short-time launched balls) launched by the player in the very-short-time state. More specifically, the left-shot base as a percentage is calculated by dividing the left-shot total prize balls (the added value of the normal total prize balls and the very-short-time total prize balls) by the left-shot launched balls (the added value of the normal number of launched balls and the normal total prize balls) and multiplying by 100.

[0192] In this way, in the case of the left-shot base, since the very-short-time low-probability state is a game state where the playing time is long, it becomes the value of the ratio between the total prize balls, which is a sufficiently large value, and the total number of launched balls, which is a sufficiently large value. Therefore, the left-shot base does not become a value with a very large variation depending on the game situation and becomes a suitable value for determining whether this pachinko machine PY1 is normal.

[0193] In the pachinko gaming machine PY1, only the left hit base is calculated, and only the left hit base is displayed in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see FIG. 8)) of the frame board display 300. That is, the base in the low probability short state, the base in the high probability short state, and the base in the jackpot gaming state are not calculated, and the frame board display 300 does not display the base in the low probability short state, the base in the high probability short state, and the base in the jackpot gaming state. Here, the left hit base is calculated by the game control microcomputer 101, and the information of the calculated left hit base is sequentially transmitted from the game control board 100 to the frame control board 170. Thereby, the frame control microcomputer 171 displays the left hit base on the frame board display 300 based on the received left hit base information. And as shown in FIG. 25, the frame control microcomputer 171 displays the value of the left hit base in two digits in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see FIG. 8)) of the frame board display 300.

[0194] Here, the game control microcomputer 101 is configured to always count the total number of left-shot winning balls (the total number of micro short-time winning balls, the total number of normal winning balls), the number of left-shot launched balls (the number of micro short-time launched balls, the number of micro short-time launched balls), and the total number of launched balls since the power is turned on. The total number of launched balls refers to the number of launched balls fired by the player in all game states including the micro short-time state, the normal game state, the low-probability micro short-time state, the high-probability micro short-time state, and the big win game state. The information on the total number of left-shot winning balls, the information on the number of left-shot launched balls, and the information on the total number of launched balls that are counted are stored in the game RAM 104 (see FIG. 9). However, even if the RAM clear switch 191 is pressed at the time of power-on, the information on the total number of left-shot winning balls, the information on the number of left-shot launched balls, and the information on the total number of launched balls are not erased. Therefore, the left-shot base, which is the ratio of the total number of left-shot winning balls to the number of left-shot launched balls, will be calculated without being affected by power-off or RAM clearing. Also, the information on the total number of launched balls will be counted without being affected by power-off or RAM clearing. Further, the information on the total number of left-shot winning balls, the information on the number of left-shot launched balls, and the information on the total number of launched balls counted by the game control microcomputer 101 are sequentially transmitted from the game control board 100 to the frame control board 170.

[0195] Regardless of the game state (micro short state, normal game state, low probability short state, high probability short state, big win game state), the game control microcomputer 101 displays the left hitting base value in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see FIG. 8)) of the frame board display 300. Here, the left hitting base is calculated by dividing every 60,000 total fired balls. That is, the left hitting base calculated from the first power-on after factory shipment until the total number of fired balls reaches 60,000 becomes the first left hitting base. After that, when the total number of fired balls exceeds 60,001, the value that was the first left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of fired balls is 60,001 to 120,000 becomes the current left hitting base. After that, when the total number of fired balls exceeds 120,001, the value that was the previous left hitting base is stored as the two-previous left hitting base, and the value that was the current left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of fired balls is 120,001 to 180,000 becomes the current left hitting base.

[0196] After that, when the total number of fired balls exceeds 180,001, the value that was the two-previous left hitting base is stored as the three-previous left hitting base, the value that was the previous left hitting base is stored as the two-previous left hitting base, and the value that was the current left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of fired balls is 180,001 to 240,000 becomes the current left hitting base. After that, when the total number of fired balls exceeds 240,001, the value that was the three-previous left hitting base is erased, the value that was the two-previous left hitting base is stored as the three-previous left hitting base, the value that was the previous left hitting base is stored as the two-previous left hitting base, and the value that was the current left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of fired balls is 240,001 to 300,000 becomes the current left hitting base. Similarly hereafter, the left hitting base is calculated every 60,000 total fired balls, and the values up to the three-previous left hitting base are stored.

[0197] In this way, the game control microcomputer 101 can store in the game RAM 104, at most, the current normal base, the normal base one time before, the normal base two times before, and the normal base three times before. In this case, when the game control microcomputer 101 displays the base on the frame board display 300, it switches and displays the current normal base ⇒ the normal base one time before ⇒ the normal base two times before ⇒ the normal base three times before ⇒ the current normal base every 5 seconds.

[0198] Specifically, on the frame board display 300, when "bL" is shown in the middle two digits (the third display area 330 and the fourth display area 340 (see FIG. 8)), the current left base is displayed in the right two digits (the fifth display area 350 and the sixth display area 360). Therefore, a person who sees "bL" in the middle two digits can understand that the value (left base) shown in the right two digits is the current left base.

[0199] After the display of the current left base is completed, on the frame board display 300, "b1" is shown in the middle two digits and the normal base one time before is displayed in the right two digits. Therefore, a person who sees "b1" in the middle two digits can understand that the value (left base) shown in the right two digits is the left base one time before.

[0200] After the display of the left base one time before is completed, on the frame board display 300, "b2" is shown in the middle two digits and the left base two times before is displayed in the right two digits. Therefore, a person who sees "b2" in the middle two digits can understand that the value (left base) shown in the right two digits is the left base two times before.

[0201] After the display of the left base two times before is completed, on the frame board display 300, "b3" is shown in the middle two digits and the left base three times before is displayed in the right two digits. Therefore, a person who sees "b3" in the middle two digits can understand that the value (left base) shown in the right two digits is the left base three times before.

[0202] After the display of the left-handed base three times ago ends, in the frame substrate display 300, as described above, "bL" is shown in the middle two digits, and the current left-handed base is displayed in the right two digits, and this is repeated in the same way thereafter.

[0203] Also, in the frame substrate display 300, when the total number of fired balls is 300 or less after the power is first turned on after factory shipment, "--" is displayed in the right two digits. That is, when the total number of fired balls is 300 or less, the value of the left-handed base is not displayed, and after the total number of fired balls exceeds 300, the value of the left-handed base is displayed. In this way, when the total number of fired balls is 300 or less, it is possible to avoid displaying a left-handed base value with low reliability due to the value of the denominator of the left-handed base (the number of left-handed fired balls) being too small. Note that even when the total number of fired balls is 300 or less, in the middle two digits of the frame substrate display 300, the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" is repeated every 5 seconds.

[0204] Also, in the frame substrate display 300, when the number of left-handed fired balls is 6000 or less after the power is first turned on after factory shipment, "bL", "b1", "b2", "b3" shown in the middle two digits are in a blinking mode. Thereafter, when the number of left-handed fired balls exceeds 6000 after the power is first turned on after factory shipment, "bL", "b1", "b2", "b3" shown in the middle two digits are in a lit mode. In this way, when the person checking the left-handed base on the frame substrate display 300 sees the blinking mode in the middle two digits, it is possible to make them aware that the value of the left-handed base shown in the right two digits is still not fully converged. In other words, when the person checking the left-handed base sees the lit mode in the middle two digits, it is possible to make them aware that the value of the left-handed base shown in the right two digits is a value that has converged to a certain extent.

[0205] In this embodiment, as described above, the game control microcomputer 101 (game control board 100) calculates the left hitting base based on the total number of left hitting prize balls and the number of left hitting launched balls, and transmits the information of the left hitting base to the frame control board 170. Then, the frame control microcomputer 171 of the frame control board 170 displays the left hitting base on the frame board display 300 based on the received information of the left hitting base. Thus, for the game control microcomputer that conventionally calculated the normal base, the control program for calculating the base changes. On the other hand, for the frame control microcomputer 171, since it does not calculate the left hitting base, the control program does not change.

[0206] Here, when configuring the new pachinko machine PY1, there may be a case where only the game board 1 is replaced without replacing the game machine frame 2 for the conventional pachinko machine. In this case, if the frame control microcomputer 171 is configured to calculate the left hitting base, not only the game board 1 needs to be replaced, but also the frame control board 170 equipped with the frame control microcomputer 171 capable of calculating the left hitting base needs to be replaced. In contrast, in this embodiment, the game control board 100 equipped with the game control microcomputer 101 capable of calculating the left hitting base is produced, and the game board 1 incorporating this game control board 100 is replaced. Therefore, it is not necessary to replace the frame control board 170 provided in the game machine frame 2. Therefore, when configuring the new pachinko machine PY1, it is possible to cope with only the replacement of the game board 1.

[0207] In this embodiment, the game control microcomputer 101 determines whether to display "--" in the right two digits of the frame board display 300 or to display the left-shot base based on the total number of balls fired. Therefore, the frame control microcomputer 171 is configured to display "--" in the right two digits of the frame board display 300 or to display the left-shot base based on an instruction from the game control microcomputer 101. Also, the game control microcomputer 101 determines which of "bL + current left-shot base", "b1 + left-shot base one time before", "b2 + left-shot base two times before", and "b3 + left-shot base three times before" to display in the middle two digits and the right two digits of the frame board display 300 based on the total number of balls fired and the switching timing. Therefore, the frame control microcomputer 171 is configured to display "bL + current left-shot base" ⇒ "b1 + left-shot base one time before" ⇒ "b2 + left-shot base two times before" ⇒ "b3 + left-shot base three times before" in the middle two digits and the right two digits of the frame board display 300 based on an instruction from the game control microcomputer 101. Further, the game control microcomputer 101 determines whether to display the lighting mode or the blinking mode of the identifiers (bL, b1, b2, b3) in the middle two digits of the frame board display 300 based on the number of left-shot balls fired. Therefore, the frame control microcomputer 171 displays the identifiers (bL, b1, b2, b3) in the lighting mode or the blinking mode in the middle two digits of the frame board display 300 based on an instruction from the game control microcomputer 101. Here, when the bases one time before, two times before, and three times before are not totaled, the identifiers (bL, b1, b2, b3) in the middle two digits of the frame board display 300 will be displayed in the blinking mode, and this blinking mode of the identifiers is also performed by the frame control microcomputer 171 based on an instruction from the game control microcomputer 101.

[0208] Next, the error display shown in FIG. 24 will be described with reference to FIG. 26. The error display is to show a 4-digit error code on the frame substrate display 300. The error code is a code representing the error content, and the error code table shown in FIG. 26 is stored in advance in the frame ROM 173 of the frame control microcomputer 171. Then, the frame control microcomputer 171 receives the detection signals of each sensor connected to the frame control board 170 (the detection signal by the frame opening sensor 2a, the detection signal by the radio wave sensor 18a, the detection signal by the calling sensor 41a) and the information of the detection signals of each sensor transmitted from the game control board 100 (the information of the detection signal by the magnetic sensor 28a), and determines whether there is an error code based on the error code table shown in FIG. 26. When there is an error code, the frame control microcomputer 171 displays a 4-digit error code in the middle two digits and the right two digits (the third lighting area 303 to the sixth lighting area 306) of the frame substrate display 300 as an error display.

[0209] For example, it is assumed that the frame opening sensor 2a detects the opening of the game machine frame 2 because the game machine frame 2 has been opened. In this case, the detection signal by the frame opening sensor 2a is transmitted to the frame control board 170. As a result, the frame control microcomputer 171 obtains the error code "E001" based on the detection signal by the frame opening sensor 2a and the error code table shown in FIG. 26. Consequently, when performing an error display, the frame control microcomputer 171 displays "E001" on the frame substrate display 300 (see FIG. 24). Similarly, when there is a detection by the radio wave sensor 18a, the error code "E002" is displayed on the frame substrate display 300, and when there is a detection by the calling sensor 41a, the error code "E004" is displayed on the frame substrate display 300.

[0210] Also, for example, assume that unauthorized magnetism has been detected near the magnetic sensor 28a. In this case, the detection signal from the magnetic sensor 28a is transmitted to the game control board 100. Then, the game control microcomputer 101 transmits the information of the received detection signal from the magnetic sensor 28a to the frame control board 170. As a result, the frame control microcomputer 171 determines the error code "E003" based on the information of the detection signal from the magnetic sensor 28a and the error code table shown in FIG. 26. Consequently, when performing an error display, the frame control microcomputer 171 causes the frame board display 300 to display "E003".

[0211] By the way, as shown in FIG. 24, on the frame board display 300, three display items, namely the game ball number display, the base display, and the error display, are switched and displayed in order. And each display item is displayed for 5000 msec (5 seconds). Note that in the base display, there is a display order as described in FIG. 25. Therefore, for example, assume that after the game ball number display, as the base display, the value of the left hitting base currently being measured before the total number of launched balls reaches 60000 balls is displayed for 5000 msec. In this case, thereafter, after 5000 msec of error display and 5000 msec of game ball number display, in the next base display, the value of the left hitting base one time before is displayed for 5000 msec. Subsequently, after 5000 msec of error display and 5000 msec of game ball number display, in the next base display, the value of the left hitting base two times before is displayed for 5000 msec. Subsequently, after 5000 msec of error display and 5000 msec of game ball number display, in the next base display, the value of the left hitting base three times before is displayed for 5000 msec, and this is repeated thereafter in the same manner.

[0212] Here, as shown in FIG. 24, in the frame substrate display 300, if, after displaying the number of game balls for 5000 msec, it is immediately (instantaneously) switched to the base display. Then, after displaying the base display for 5000 msec, it is immediately (instantaneously) switched to the error display. Then, after displaying the error display for 5000 seconds, it is immediately (instantaneously) switched to the display of the number of game balls and repeated thereafter. In the case of such a switching method, there is a problem that it is difficult to understand the switching from one display item (for example, the display of the number of game balls) to another display item (for example, the base display).

[0213] That is, for a person looking at the frame substrate display 300, when, for example, it is instantaneously switched from the display of the number of game balls to the base display, it is difficult to understand what the base display immediately after the switch indicates. In particular, in the display of the number of game balls, the same value of the number of game balls is not always displayed for 5000 msec, and in the base display, the same value of the left base is not always displayed for 5000 msec either. Therefore, immediately after being instantaneously switched from the display of the number of game balls to the base display, for a person looking at the frame substrate display 300, there is a possibility that they may simply feel that only the value of the number of game balls has changed and may not clearly recognize that the display has been switched to the base display. Similarly, immediately after being instantaneously switched from the base display to the error display, for a person looking at the frame substrate display 300, there is a possibility that they may simply feel that only the value of the left base has changed and may not clearly recognize that the display has been switched to the error display.

[0214] Therefore, in this embodiment, in order to address the above problems, as shown in FIG. 27, in the frame substrate display 300, when switching from one display item to another, it is set to the off state for 500 milliseconds. The off state means a state in which all the lighting parts LB1 to LB48 (see FIG. 8) in the lighting areas 301 to 306 of the frame substrate display 300 are turned off. In this way, the frame control microcomputer 171 causes the frame substrate display 300 to display the number of game balls for 5000 milliseconds, and then sets it to the off state for a short period of 500 milliseconds. After that, the frame control microcomputer 171 starts the base display, performs the base display for 5000 milliseconds, and then sets it to the off state for a short period of 500 milliseconds. After that, the frame control microcomputer 171 starts the error display, performs the error display for 5000 milliseconds, and then sets it to the off state for a short period of 500 milliseconds. After that, the frame control microcomputer 171 starts the display of the number of game balls and repeats in the same manner thereafter.

[0215] In this way, in the frame substrate display 300, when switching from one display item to another, by sandwiching the off state for 500 milliseconds, it is possible to make the switching of the display items easier to understand. That is, for a person looking at the frame substrate display 300, for example, after the number of game balls is displayed for 5000 milliseconds and before the base display is started, the off state can be seen. This off state can make it possible to recognize that the display of the number of game balls has ended and make it easier to grasp that the newly displayed value is the value of the left-handed base.

[0216] In particular, in the display of the number of game balls, even if the value of the number of game balls changes during the 5000 milliseconds, when switching to the base display, it is set to the off state for 500 milliseconds. Therefore, for a person looking at the frame substrate display 300, it is possible to clearly recognize the difference between when the value of the number of game balls changes and when switching to the base display. Similarly, in the base display, even if the value of the left-handed base changes during the 5000 milliseconds, when switching to the error display, it is set to the off state for 500 milliseconds. Therefore, for a person looking at the frame substrate display 300, it is possible to clearly recognize the difference between when the value of the left-handed base changes and when switching to the error display.

[0217] Here, in the frame substrate display 300, the time (500 milliseconds) for entering the turned-off state will be described. The longer the time for entering the turned-off state, the more advantageous it is for the switching of display items to be more understandable. On the other hand, the longer the time for entering the turned-off state, the more disadvantageous it is that the display time for the display items that should originally be shown is relatively reduced. Therefore, in this embodiment, considering the balance between the above advantages and disadvantages, after displaying the number of game balls for 5000 milliseconds, it is set to the turned-off state for 500 milliseconds, which is one-tenth of 5000 milliseconds. Similarly hereinafter, after performing the base display for 5000 milliseconds, it is set to the turned-off state for 500 milliseconds, which is one-tenth of 5000 milliseconds. Also, after performing the error display for 5000 milliseconds, it is set to the turned-off state for 500 milliseconds, which is one-tenth of 5000 milliseconds. In this way, it is possible to make the switching of display items understandable without relatively greatly reducing the display time for the display items that should originally be shown, such as the number of game balls display, the base display, and the error display.

[0218] Also, in this embodiment, the frame control microcomputer 171 is configured to change the number of display items to be displayed on the frame substrate display 300 depending on whether there is an error code or not. That is, as described above, the frame control microcomputer 171 determines whether there is an error code based on the detection signals of each sensor connected to the frame control board 170 and the information of the detection signals of each sensor transmitted from the game control board 100, and the error code table shown in FIG. 26.

[0219] When there is an error code, as shown in FIG. 27, the display of the number of game balls for 5000 milliseconds ⇒ the turned-off state for 500 milliseconds ⇒ the base display for 5000 milliseconds ⇒ the turned-off state for 500 milliseconds ⇒ the error display for 5000 milliseconds ⇒ the turned-off state for 500 milliseconds ⇒ the display of the number of game balls for 5000 milliseconds is repeated. On the other hand, when there is no error code, as shown in FIG. 28, the display of the number of game balls for 5000 milliseconds ⇒ the turned-off state for 500 milliseconds ⇒ the base display for 5000 milliseconds ⇒ the turned-off state for 500 milliseconds ⇒ the display of the number of game balls for 5000 milliseconds is repeated.

[0220] Thus, in this embodiment, when there is no error (abnormality) in the pachinko gaming machine PY1, as shown in FIG. 28, since no error code is displayed on the frame board display 300, unnecessary display on the frame board display 300 is omitted, and the time for grasping display items (number of game balls displayed, base display) excluding error display can be relatively lengthened. On the other hand, only when there is an error in the pachinko gaming machine PY1, as shown in FIG. 27, an error display can be made prominent by making an error display. Furthermore, there is a 500 msec light-off mode before the error display and a 500 msec light-off mode after the error display, which makes it possible to make the error display easier to grasp.

[0221] 8. Counting Process Next, based on FIGS. 29 to 33, the counting process performed by the frame control microcomputer 171 will be described. As described above, based on the player pressing the count button 43k (see FIG. 2), a counting process is executed to store part (1 ball or 250 balls in this embodiment) or all (the number of game balls when less than 250 balls) of the number of game balls displayed on the game ball number display 180 in a card (visitor card or membership card) inserted in the dedicated external unit 200.

[0222] The operation of pressing the count button 43k is mainly divided into a single-press operation (hereinafter simply referred to as "single press") of pressing the count button 43k for only a very short time and a long-press operation (hereinafter simply referred to as "long press") of continuously pressing the count button 43k for 500 msec or more. FIG. 29 shows an example of the transition of the game ball number display 180 when the count button 43k is single-pressed. As shown in FIG. 29, the frame control board 170 (frame control microcomputer 171) can transmit information related to counting (a telegram with the counted number of balls as a unit) to the dedicated external unit 200 at a communication cycle of 300 msec indicated by time T1 to time T6 (see FIG. 18). Also, it is assumed that "10000" is displayed on the game ball number display 180 as the number of balls held.

[0223] As shown in FIG. 29, when the counting button 43k is single-pressed immediately after time T1, the frame control microcomputer 171 performs a one-ball counting process of counting only one ball at time T2. Specifically, at time T2, the frame control microcomputer 171 transmits information related to the counting of one ball to the dedicated external unit 200 and switches the "10000" displayed on the game ball number display 180 to "9999". Also, assume that the counting button 43k is single-pressed twice between time T3 and time T4. Even in this case, the frame control microcomputer 171 does not perform a two-ball counting process but a one-ball counting process of counting only one ball at time T5. Therefore, at time T5, the frame control microcomputer 171 transmits information related to the counting of one ball to the dedicated external unit 200 and switches the "9999" displayed on the game ball number display 180 to "9998". In this way, when the counting button 43k is single-pressed, even if continuous pressing (continuous single-pressing) is performed within a very short time (300 milliseconds), basically, the balls are counted one by one.

[0224] Next, the case where the counting button 43k is long-pressed will be described. FIG. 30 shows an example of the transition of the game ball number display 180 when the counting button 43k is long-pressed. As shown in FIG. 30, when the long-press on the counting button 43k is started immediately after time T1, at time T2, the counting button 43k has not been pressed for 500 milliseconds or more yet. Therefore, at time T2, the frame control microcomputer 171 does not determine that the long-press on the counting button 43k is being executed and does not execute the counting process. Note that at time T2, since the situation of a single-press on the counting button 43k is not being executed either, the one-ball counting process is not executed either.

[0225] After that, at time T3, since the count button 43k has already been pressed for 500 milliseconds or more, the frame control microcomputer 171 determines that a long press on the count button 43k is being executed, and performs a 250-ball count process of counting only 250 balls. Specifically, at time T3, the frame control microcomputer 171 transmits information related to the count of 250 balls to the dedicated external unit 200, and switches the "10000" displayed on the game ball number display 180 to "9750". In this embodiment, when the frame control microcomputer 171 subtracts the value displayed on the game ball number display 180 by the 250-ball count process, the display is set to subtract 3 balls every 3 milliseconds on the game ball number display 180. Thus, it does not seem to the player that the number of balls in hand is subtracted by 250 balls at once, but rather seems to be subtracted by 3 balls at high speed.

[0226] Subsequently, at time T4, since the long press on the count button 43k continues, the frame control microcomputer 171 performs a 250-ball count process. Therefore, at time T4, the "9750" displayed on the game ball number display 180 is switched to "9500". Subsequently, at time T5, since the long press on the count button 43k continues, the frame control microcomputer 171 performs a 250-ball count process. Therefore, at time T5, the "9500" displayed on the game ball number display 180 is switched to "9250".

[0227] Here, it is assumed that the long press on the count button 43k is stopped immediately before time T6. In this case, at time T6, since the frame control microcomputer 171 determines that the long press on the count button 43k is not being executed, it does not execute the 250-ball count process. Therefore, at time T6, the display of "9250" displayed on the game ball number display 180 is maintained. Thus, when the count button 43k is long-pressed, basically, 250 balls are counted every 300 milliseconds during the period when the long press is executed.

[0228] In the past, for example, in order to perform the counting process until the number of balls held becomes "0" from "10000", the 250 ball counting process had to be performed 40 times. Therefore, in this case, the player had to continue to press and hold the counting button 43k for at least 300 ms x 40 times = 12 seconds. Furthermore, for example, in order to perform the counting process until the number of balls held becomes "0" from "30000", the player had to continue to press and hold the counting button 43k for 12 seconds x 3 = 36 seconds. Thus, when the number of balls held is large, the time required to press and hold the counting button 43k until the number of balls held becomes "0" becomes long, which causes a problem of a large operational burden on the player.

[0229] In this embodiment, the long press of the counting button 43k is divided into a short long press and a long long press, and is handled as follows. First, a short long press means that the counting button 43k is pressed (long pressed) for 500 ms or more and less than 4000 ms. Also, a long long press means that the counting button 43k is pressed (long pressed) for 4000 ms or more.

[0230] When the counting button 43k is pressed for a short time, the frame control microcomputer 171 executes a 250 ball counting process every 300 ms during the period when the short time is pressed, as described in Fig. 30. In other words, when a short time is pressed for a long time, if the player stops pressing the counting button 43k, the subsequent counting process is also stopped.

[0231] On the other hand, when the counting button 43k is pressed for a long time, even if the player stops pressing the counting button 43k, the frame control microcomputer 171 can execute the 250 ball counting process every 300 ms until the number of balls held becomes "0". In other words, after the player presses the counting button 43k for 4000 ms or more (long press), the counting process is automatically executed until the number of balls held becomes "0", even if the player stops pressing the counting button 43k midway.

[0232] Based on FIG. 31, the transition of the game ball number display 180 when the count button 43k is long-pressed will be described. As shown in FIG. 31, it is assumed that the long-press on the count button 43k starts immediately after time T1 and the long-press on the count button 43k is stopped immediately after time T15. In this case, immediately before time T15, the count button 43k has been long-pressed for 4000 ms, and the situation where the long-press on the count button 43k is executed occurs.

[0233] In this situation, as shown in FIG. 31, from time T2 to time T15, the frame control microcomputer 171 executes the 250-ball counting process every 300 ms. Therefore, at time T14, "7000" is displayed on the game ball number display 180, and at time T15, "6750" is displayed on the game ball number display 180. Then, the frame control microcomputer 171 determines that the count button 43k has been long-pressed immediately before time T15. As a result, even if the long-press on the count button 43k is stopped immediately after time T15, thereafter, the 250-ball counting process is executed every 300 ms. That is, even after time T15, the counting process is executed every 300 ms.

[0234] As a result, even though the player is not pressing the counting button, the game ball number display 180 executes a 250-ball counting process every 300 milliseconds, such as "6750" ⇒ "6500" ⇒ "6250" ⇒ "6000". Then, at time T41, "250" is displayed on the game ball number display 180, and at time T42, "0" is displayed on the game ball number display 180. In this way, when the counting button 43k is long-pressed, even if the player stops the long-press on the counting button 43k midway, it is possible to continue the 250-ball counting process until the number of held balls becomes "0". As a result, for example, when the number of held balls is "30000", the player only needs to long-press the counting button 43k for at least 4000 milliseconds (long-press), and then it is possible to execute the counting process until the number of held balls becomes "0" without long-pressing the counting button 43k anymore. That is, unlike the conventional method, it is not necessary to continuously long-press the counting button 43k for about 36 seconds from "30000" to "0" for the number of held balls, and it is possible to reduce the operation burden on the player.

[0235] Here, there may be a case where, even after the counting button 43k is long-pressed and the player stops the long-press operation on the counting button 43k, the player wants to cancel the automatic counting process before the number of held balls becomes "0". In this case, the player can cancel the automatic counting process by operating the counting button 43k after stopping the long-press operation on the counting button 43k. Below, based on FIG. 32, the transition of the game ball number display 180 when the counting button 43k is single-pressed after being long-pressed will be described.

[0236] As shown in FIG. 32, it is assumed that a long press on the count button 43k is started immediately after time T1 and the long press on the count button 43k is stopped immediately after time T15. In this case, similar to the case shown in FIG. 31, even if the count button 43k is not long pressed, the frame control microcomputer 171 executes a 250 - ball count process every 300 milliseconds, and at time T41, "250" is displayed on the game ball number display 180. Here, it is assumed that the count button 43k is single - pressed between time T41 and time T42. In this case, the frame control microcomputer 171 will stop the execution of the automatic count process, and at time T42, it will not execute the 250 - ball count process. Therefore, at time T42, the display of "250" shown on the game ball number display 180 is maintained. In this way, it is possible for the player to stop the automatic count process before the number of held balls becomes "0" even after long - pressing the count button 43k and then releasing the long - press on the count button 43k.

[0237] In the example shown in FIG. 32, the case where the automatic count process is stopped by a single - press on the count button 43k after the long - press on the count button 43k is released has been described. However, the operation on the count button 43k for stopping the automatic count process is not limited to a single - press and can also be a long - press.

[0238] Also, in this embodiment, when the counting button 43k is long-pressed and even after the long-press on the counting button 43k is released, if the frame control microcomputer 171 determines that there is an abnormality in the pachinko gaming machine PY1, the automatic counting process is aborted. For example, as shown in FIG. 32, assume that the long-press on the counting button 43k starts immediately after time T1 and the long-press on the counting button 43k is aborted immediately after time T15. Then, assume that between time T41 and time T42, the frame control microcomputer 171 determines that there is an abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200. In this case, the frame control microcomputer 171 will abort the execution of the automatic counting process, and at time T42, the display of "250" shown on the game ball number display 180 will be maintained. Thus, even if the counting button 43k is long-pressed and then the long-press on the counting button 43k is released, if it is determined that there is an abnormality in the pachinko gaming machine PY1, the automatic counting process is aborted.

[0239] In the above description, the case where the frame control microcomputer 171 aborts the automatic counting process when it determines that there is an abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200 after the long-press on the counting button 43k is released has been explained. However, the abnormality when the automatic counting process is aborted is not limited to the abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200. Therefore, after the long-press on the counting button 43k is released, the frame control microcomputer 171 will also abort the automatic counting process even if it determines that there is a frame opening, radio wave fraud, magnetic fraud, or in-call (pressing operation on the call switch 41k) as shown in FIG. 26.

[0240] By the way, in this embodiment, the operation means for performing a short long press and the operation means for performing a long long press were the same counting button 43k. On the other hand, as the operation means for performing a long long press, it is conceivable to provide a dedicated operation means different from the counting button 43k for performing a short long press. However, when providing a dedicated operation means for performing a long long press, there are the following problems. That is, in this pachinko game machine PY1, even when the player fires a game ball by rotating the handle 72k, the counting process (S3006) by the frame control microcomputer 171 can be executed. Therefore, when the player is rotating the handle 72k, that is, during the game, it may happen that the dedicated operation means for performing a long long press is accidentally operated. In this case, the player's number of reserve balls will suddenly become "0" during the game, and the game will be interrupted. Therefore, in this embodiment, in order to make it difficult to cause the above problems (in order to make it difficult to accidentally operate the dedicated operation means for performing a long long press), the operation means for performing a short long press and the operation means for performing a long long press are made to share the same counting button 43k.

[0241] 9. Game Inspection Mode and Frame Inspection Mode Next, the game inspection mode will be described. As shown in FIG. 33, the game inspection mode (inspection mode) is a mode set by the game control board 100 (game control microcomputer 101) when the RAM clear switch 191 is pressed with the power turned on. And the game inspection mode is a mode for confirming whether the game driving devices connected to the game control board 100 operate normally. Here, the game driving devices (objects to be inspected in the game inspection) are specifically the AT solenoid 14s, the electric chute solenoid 12s, the first start port sensor 11a, the second start port sensor 12a, the big winning port sensor 14a, the first general winning port sensor 10x, the second general winning port sensor 10y, the third general winning port sensor 10z, the discharge port sensor 15a, and the gate sensor 13a.

[0242] In the game inspection mode, the progress of the game is not controlled by the game control board 100 (game control microcomputer 101), and the player cannot play the game. When the game inspection mode ends, RAM clearing is executed, and then the game mode in which the progress of the game is controlled by the game control board 100 is entered. Thus, when the game mode is entered, the player can play the game. Therefore, the game inspection mode can be said to be a mode (non-game mode) in which the progress of the game cannot be controlled by the game control board 100.

[0243] By the way, in the manufacture of pachinko machines with specification changes, successor models, or derivative models, instead of manufacturing all pachinko machines anew, only the game board 1 may be replaced, or only the movable unit (a part of the front door 23) may be replaced. In this case, the applicant of the present application does not send the manufactured pachinko machines to the game hall (venue) in an assembled state, but sends the game board 1 and the movable unit to the game hall (venue), and the employees at the game hall replace the game board 1 and the movable unit that have been sent, and are adopting an on-site replacement method to complete the pachinko machines.

[0244] In this on-site replacement method, for example, at the game hall where the game board 1 has been sent, the employee will assemble this pachinko machine PY1 using the game machine frame that is already installed. In this case, for the assembled pachinko machine PY1, it is necessary for the employee at the game hall to check whether the game driving objects are operating correctly. This is because if the game is played by the player when the game driving objects are not operating correctly, it may cause great disadvantage to the player.

[0245] Therefore, in this embodiment, as described above, when the RAM clear switch 191 is pressed along with the power-on, the game inspection mode is set immediately after the power-on. That is, the condition for shifting to the game inspection mode is that the power switch 195 is turned on and the RAM clear switch 191 is pressed. When the game inspection mode is set, the game control board 100 (game control microcomputer 101) drives the AT solenoid 14s and also drives the electric pachinko solenoid 12s. As a result, while the game inspection mode is set, as shown in FIG. 34(B), the opening and closing operation of the AT opening / closing member 14k is repeatedly executed, and as shown in FIG. 34(C), the opening and closing operation of the electric pachinko opening / closing member 12k is repeatedly executed. In this way, when the game inspection mode is set, the staff in the game parlor can confirm that the AT solenoid 14s operates normally by observing the opening and closing operation of the AT opening / closing member 14k, and can confirm that the electric pachinko solenoid 12s operates normally by observing the opening and closing operation of the electric pachinko opening / closing member 12k.

[0246] Here, in order to confirm whether the first start port sensor 11a, the second start port sensor 12a, the big winning port sensor 14a, the first general winning port sensor 10x, the second general winning port sensor 10y, the third general winning port sensor 10z, the discharge port sensor 15a, and the gate sensor 13a among the game driving devices operate normally, the game ball number display 180 is used. Note that the first start port sensor 11a, the second start port sensor 12a, the big winning port sensor 14a, the first general winning port sensor 10x, the second general winning port sensor 10y, the third general winning port sensor 10z, the discharge port sensor 15a, and the gate sensor 13a correspond to the "game side sensors".

[0247] Specifically, when the game is set to the game inspection mode, when a game ball passes through the first starting port 11, a detection signal from the first starting port sensor 11a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 sends a command to the frame control board 170 to display "H01" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H01" in the first to third light emission areas 181 to 183 of the game ball number display 180, enabling the casino staff who see "H01" on the game ball number display 180 to recognize that the first starting port sensor 11a is operating normally.

[0248] Also, when the game is set to the game inspection mode, when a game ball passes through the second starting port 12, a detection signal from the second starting port sensor 12a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 sends a command to the frame control board 170 to display "H02" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H02" in the first to third light emission areas 181 to 183 of the game ball number display 180, enabling the casino staff who see "H02" on the game ball number display 180 to recognize that the second starting port sensor 12a is operating normally.

[0249] Also, when the game inspection mode is set, when a game ball passes through the big winning opening 14, a detection signal from the big winning opening sensor 14a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H03" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 can make the casino staff who see "H03" on the game ball number display 180 aware that the big winning opening sensor 14a is operating normally by displaying "H03" in the first to third light emission areas 181 to 183 of the game ball number display 180.

[0250] Also, when the game inspection mode is set, when a game ball passes through the first general winning opening 10A, a detection signal from the first general winning opening sensor 10x is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H04" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 can make the casino staff who see "H04" on the game ball number display 180 aware that the first general winning opening sensor 10x is operating normally by displaying "H04" in the first to third light emission areas 181 to 183 of the game ball number display 180.

[0251] Also, when the game inspection mode is set, when a game ball passes through the second general winning opening 10B, a detection signal from the second general winning opening sensor 10y is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H05" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 can make the casino staff who see "H05" on the game ball number display 180 aware that the second general winning opening sensor 10y is operating normally by displaying "H05" in the first to third light emission areas 181 to 183 of the game ball number display 180.

[0252] Also, when the game inspection mode is set, when a game ball passes through the third general winning opening 10C, a detection signal from the third general winning opening sensor 10z is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H06" (see FIG. 35) in the first light emitting region 181 to the third light emitting region 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H06" in the first light emitting region 181 to the third light emitting region 183 of the game ball number display 180, so that the employees of the game parlor who see "H06" on the game ball number display 180 can be made aware that the third general winning opening sensor 10z is operating normally.

[0253] Also, when the game inspection mode is set, when a game ball passes through a discharge path (not shown) provided outside the game area 6, a detection signal from the discharge port sensor 15a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H07" (see FIG. 35) in the first light emitting region 181 to the third light emitting region 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H07" in the first light emitting region 181 to the third light emitting region 183 of the game ball number display 180, so that the employees of the game parlor who see "H07" on the game ball number display 180 can be made aware that the discharge port sensor 15a is operating normally.

[0254] Also, when the game inspection mode is set and a game ball passes through gate 13, a detection signal from gate sensor 13a is input to game control microcomputer 101. As a result, game control microcomputer 101 sends a command to frame control board 170 to display "H08" (see FIG. 35) in first light-emitting region 181 to third light-emitting region 183 of game ball number display 180. As a result, frame control microcomputer 171 can cause employees in the game parlor who see "H08" on game ball number display 180 to recognize that gate sensor 13a is operating normally, in order to display "H08" in first light-emitting region 181 to third light-emitting region 183 of game ball number display 180.

[0255] The end conditions of the game inspection mode will be described. The game inspection mode is terminated when a predetermined time (2 minutes in this embodiment) has elapsed since the transition to the game inspection mode, that is, since the RAM clear switch 191 is pressed when the power is turned on, or when the RAM clear switch 191 is pressed. That is, the end conditions of the game inspection mode include a first end condition that 2 minutes have elapsed since the transition to the game inspection mode, and a second end condition that the RAM clear switch 191 is pressed. According to the first end condition, even if an employee in the game parlor forgets to end the game inspection mode, the game mode can be automatically shifted. According to the second end condition, an employee in the game parlor can end the game inspection mode at an arbitrary timing and shift to the game mode.

[0256] Incidentally, in this pachinko gaming machine PY1, when it is set to the game inspection mode, it is also set to the frame inspection mode. That is, as shown in FIG. 33, the frame inspection mode is a mode for checking whether the frame drive units connected to the frame control board 170 operate normally when the RAM clear switch 191 is pressed upon power-on. Here, the frame drive units (objects to be frame-inspected) specifically refer to the ball launch detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the downstream monitoring sensor 31a, the lift-in entrance sensor 33a, and the lift-out exit sensor 34a. These sensors can be referred to as "frame-side sensors" and can be said to be sensors related to the circulation of game balls and the launch of game balls in this pachinko gaming machine PY1.

[0257] In the frame inspection mode, similar to the game inspection mode, the progress of the game is not controlled by the game control board 100 (game control microcomputer 101), and the player cannot play the game. Then, when the frame inspection mode ends together with the game inspection mode, RAM clearing is executed, and then the game mode in which the progress of the game is controlled by the game control board 100 is entered. Thus, therefore, the frame inspection mode can be said to be a mode (non-game mode) in which the progress of the game cannot be controlled by the game control board 100.

[0258] As described above, in the on-site replacement method, the employees of the game parlor will assemble this pachinko gaming machine PY1. In this case, in the assembled pachinko gaming machine PY1, it is desirable for the employees of the game parlor to check not only whether the game drive units operate correctly but also whether the frame drive units operate correctly. This is because if the game is played by the player when the frame drive units do not operate correctly, there is a risk of causing great disadvantage to the player.

[0259] Therefore, in this embodiment, as described above, when the RAM clear switch 191 is pressed with the power supply turned on, not only is the game inspection mode set immediately after the power supply is turned on, but also the frame inspection mode is set. In the frame inspection mode, among the driving members for the frame, in order to check whether the launch ball detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the downstream monitoring sensor 31a, the lifting entrance sensor 33a, and the lifting exit sensor 34a operate normally, the game ball number display 180 is used.

[0260] Specifically, when the frame inspection mode is set, when a game ball is detected by the launch ball detection sensor 16a, the detection signal from the launch ball detection sensor 16a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H09" in the first light emitting area 181 to the third light emitting area 183 of the game ball number display 180 (see FIG. 35). Therefore, it is possible for the casino staff who see "H09" on the game ball number display 180 to recognize that the launch ball detection sensor 16a is operating normally.

[0261] Also, when the frame inspection mode is set, when a game ball is detected by the return ball detection sensor 17a, the detection signal from the return ball detection sensor 17a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H10" in the first light emitting area 181 to the third light emitting area 183 of the game ball number display 180 (see FIG. 35). Therefore, it is possible for the casino staff who see "H10" on the game ball number display 180 to recognize that the return ball detection sensor 17a is operating normally.

[0262] Also, when set to the frame inspection mode, if a game ball is detected by the downstream monitoring sensor 31a, a detection signal from the downstream monitoring sensor 31a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H11" in the first to third light emission areas 181 to 183 of the game ball number display 180 (see FIG. 35). Thus, it is possible for the casino staff who see "H11" on the game ball number display 180 to recognize that the downstream monitoring sensor 31a is operating normally.

[0263] Also, when set to the frame inspection mode, if a game ball is detected by the upstream monitoring sensor 32a, a detection signal from the upstream monitoring sensor 32a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H12" in the first to third light emission areas 181 to 183 of the game ball number display 180 (see FIG. 35). Thus, it is possible for the casino staff who see "H12" on the game ball number display 180 to recognize that the upstream monitoring sensor 32a is operating normally.

[0264] Also, when set to the frame inspection mode, if a game ball is detected by the lifting inlet sensor 33a, a detection signal from the lifting inlet sensor 33a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H13" in the first to third light emission areas 181 to 183 of the game ball number display 180 (see FIG. 35). Thus, it is possible for the casino staff who see "H13" on the game ball number display 180 to recognize that the lifting inlet sensor 33a is operating normally.

[0265] Also, when set to the frame inspection mode, if a game ball is detected by the lifting outlet sensor 34a, a detection signal from the lifting outlet sensor 34a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H14" in the first to third light emission areas 181 to 183 of the game ball number display 180 (see FIG. 35). Thus, it is possible for the casino staff who see "H14" on the game ball number display 180 to recognize that the lifting outlet sensor 34a is operating normally.

[0266] The end conditions of the frame inspection mode will be described. The frame inspection mode ends together with the game inspection mode. That is, the end conditions of the frame inspection mode include a first end condition that two minutes have elapsed since the transition to the frame inspection mode, and a second end condition that the RAM clear switch 191 is pressed. In this way, in this pachinko machine, the game inspection mode and the frame inspection mode are started at the same timing and end at the same timing. As a result, it is not necessary for the casino staff to separately set and end the game inspection mode and the frame inspection mode, and it is possible to simplify the operation of switching the modes.

[0267] By the way, in the game inspection mode and the frame inspection mode, in order to confirm whether each sensor operates normally, the following operations by the casino staff are necessary. That is, the casino staff rotates the handle 72k to launch the game ball toward the game area 6. Then, the launched game ball is passed through the launched ball detection sensor 16a, the return ball detection sensor, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting entrance sensor 33a, the lifting exit sensor 34a, and the discharge port sensor 15a. Further, the casino staff opens the front door 23 with respect to the inner frame 21 and passes the game ball through the first general winning port sensor 10x, the second general winning port sensor 10y, the third general winning port sensor 10z, the first start port sensor 11a, the second start port sensor 12a, the gate sensor 13a, and the big winning port sensor 14a with their own hands.

[0268] In this way, in the game inspection mode and the frame inspection mode, the casino staff needs to launch the game ball and pass the game ball through each sensor with confidence. However, in the case of an enclosed pachinko machine like this pachinko machine PY1, there were the following problems in the game inspection mode and the frame inspection mode.

[0269] In the on-site replacement method, immediately after the casino employee assembles the pachinko gaming machine PY1, since there are no balls in hand, the ball number display 180 shows "0". And when "0" is displayed on the ball number display 180, the frame control microcomputer 171 controls via the firing control circuit 175 so that no gaming ball is fired by the firing device 72. Specifically, the frame control microcomputer 171 does not output a firing permission signal that enables the firing of a gaming ball to the firing device 72 via the firing control circuit 175. Therefore, in the game inspection mode and the frame inspection mode, when "0" is displayed on the ball number display 180, the casino employee cannot fire a gaming ball, and mainly cannot pass a gaming ball through the fired ball detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a (mainly for the frame driving member), and the discharge port sensor 15a.

[0270] Therefore, in the pachinko gaming machine PY1, to address the above problems, when set in the game inspection mode and the frame inspection mode and "0" is displayed on the ball number display 180, the frame control microcomputer 171 outputs a firing permission signal to the firing device 72 via the firing control circuit 175. That is, when set in the game inspection mode and the frame inspection mode, even if "0" is displayed on the ball number display 180, a gaming ball can be fired.

[0271] Therefore, immediately after the casino employee assembles the pachinko gaming machine PY1 in the on-site replacement method, even if "0" is displayed on the ball number display 180, the employee can fire a gaming ball toward the game area 6. As a result, even if it is indicated that there are no balls in hand, it is possible to pass the fired gaming ball through the fired ball detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a, and the discharge port sensor 15a to check whether these sensors operate normally. In this way, it is possible to improve the convenience of inspection in the game inspection mode and the frame inspection mode.

[0272] By the way, in the case of the enclosed pachinko machine, as shown in FIG. 5(A), only a predetermined number (for example, 50 balls) of game balls are stored in the storage device 25. Therefore, when the game inspection mode and the frame inspection mode are set, when an employee of the game parlor opens the front door 23 with respect to the inner frame 21 and passes the game balls through various sensors by his or her own hand, the game balls that have passed through the various sensors are sent to the storage device 25 via the discharge path and the lifting device. As a result, in the storage device 25, a large number of game balls exceeding the predetermined number (for example, 50 balls) are stored, and there is a risk of occurrence of a game ball excess error. Therefore, the employee of the game parlor performs ball removal so as to eliminate the game balls stored in the storage device 25, and takes out all the game balls stored in the storage device 25 to the outside of the enclosed pachinko machine. However, when the game balls stored in the storage device 25 are exhausted, the game balls cannot be launched.

[0273] Therefore, in this pachinko gaming machine PY1, when the game inspection mode and the frame inspection mode are set, if the frame control microcomputer 171 determines that no game balls are stored in the storage device 25, it rotationally drives a lifting motor (not shown) provided in the lifting device (not shown). As a result, a predetermined number (for example, 20 balls) of game balls staying in the lifting device are sent toward the storage device 25 by the lifting motor. As a result, a predetermined number of game balls are stored in the storage device 25, and it becomes possible to launch the game balls stored in the storage device 25 toward the game area 6. As a result, even after all the game balls stored in the storage device 25 are taken out to the outside of the enclosed pachinko machine, the game balls can be launched, and as described above, it is possible to pass the launched game balls through the launch ball detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting entrance sensor 33a, the lifting exit sensor 34a, and the discharge port sensor 15a.

[0274] Then, the casino employee opens the front door 23 with respect to the inner frame 21 and passes the game balls by hand through the first general winning opening sensor 10x, the second general winning opening sensor 10y, the third general winning opening sensor 10z, the first start opening sensor 11a, the second start opening sensor 12a, the gate sensor 13a, and the big winning opening sensor 14a. As a result, it is possible to confirm that the various sensors described above operate normally, and even if the game balls passing through the various sensors are sent to the storage device 25 via the discharge path and the lifting device, it is possible to prevent the occurrence of a game ball excess error.

[0275] 10. Operation of the game control microcomputer Next, based on FIGS. 36 to 40, the operation of the game control microcomputer 101 will be described.

[0276] [Main Control Main Process] When the power is turned on, the game control microcomputer 101 provided on the game control board 100 reads out and executes the program of the main control main process shown in FIG. 36 from the game ROM 103. As shown in FIG. 36, in the main control main process, the power-on process described later is performed (S001). Next, interrupts are prohibited (S002), and the normal symbol and special symbol main random number update process is executed (S003). In this normal symbol and special symbol main random number update process (S003), the various random number counter values shown in FIG. 12 are incremented and updated. Each random number counter value returns to "0" when it reaches the upper limit value and is incremented again. When the normal symbol and special symbol main random number update process (S003) ends, interrupts are permitted (S004). While interrupts are permitted, the main-side timer interrupt process (S005) can be executed. The main-side timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a cycle of 4 msec. That is, it is executed, for example, at a cycle of 4 msec. Then, after the main-side timer interrupt process (S005) ends and before the next main-side timer interrupt process (S005) starts, the update process of various counter values by the normal symbol and special symbol main random number update process (S003) is repeatedly executed. When an interrupt pulse is input to the game CPU 102 while in the interrupt-prohibited state, the main-side timer interrupt process (S005) is not started immediately and is started after interrupts are permitted (S004).

[0277] [Power-on Processing] As shown in FIG. 37, in the power-on processing (S011), the game control microcomputer 101 first performs permission setting for accessing the game RAM 104 (S011). Thereby, writing and reading of information to and from the game RAM 104 become possible. Subsequently, the game control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (whether it is in the ON state) (S012). That is, the game control microcomputer 101 determines whether it has received a RAM clear operation signal from the power supply board 190 at the time of power-on. If the RAM clear switch 191 has been pressed (YES in S012), the process proceeds to the game inspection mode processing in step S020. Thus, when the power is turned on and the RAM clear switch 191 is pressed, the game shifts to the game inspection mode. When the game inspection mode processing (S020) ends, the process proceeds to the RAM clear processing in step S018. In the RAM clear processing (S018), the game control microcomputer 101 erases the information related to the progress of the game stored in the game RAM 104 (for example, information on the game state such as the high-probability state, information such as special figure reservation and the result of the big win determination), and outputs a RAM clear notification command to the effect control board 120. On the other hand, if the RAM clear switch 191 has not been pressed with the power-on (NO in S012), subsequently, it is determined whether the power-off flag is ON (S013). The power-off flag is a flag indicating the occurrence of a power-off (the supply of power has been interrupted).

[0278] If the power-off flag is not ON (NO in S013), there is a possibility that the power has not been shut down properly, so the process proceeds to the RAM clear process in step S018. On the other hand, if the power-off flag is ON (YES in S013), a checksum is calculated (S014) and compared with the checksum calculated at the time of power-off (S015). The checksum is calculated by treating the game information stored in the game RAM 104 (especially the RAM clear erase area 104a) as numerical values and summing them up. If the values of the checksums do not match (NO in S015), since the stored content of the RAM clear erase area 104a is not normal, the process proceeds to the RAM clear process in step S018. In contrast, if the values of the checksums match (YES in S015), it is determined that the stored content of the RAM clear erase area 104a is normal, and the process proceeds to step S016.

[0279] In step S016, the setting management of the working area of the game RAM 104 at the time of power restoration is performed. In this setting process, the power restoration information is read from the game ROM 103 and set in the working area of the game RAM 104. Then, the game control microcomputer 101 turns off the power-off flag (S017) and proceeds to step S019.

[0280] In step S019, as other initial settings, the game control microcomputer 101 performs, for example, settings of the game CPU 102, SIO, PIO, CTC (a circuit for managing the interrupt time), etc., and ends this process.

[0281] [Game Inspection Mode Process] The game inspection mode process (S020) is a process set by the game control microcomputer 101 in the game inspection mode. As shown in FIG. 38, in the game inspection mode process (S020), first, the game control microcomputer 101 outputs a frame inspection mode start command to the frame control board 170 and outputs an inspection mode effect start command to the effect control board 120 (S021). As a result, the frame control board 170 (frame control microcomputer 171) that has received the frame inspection mode start command grasps that the game inspection mode has started and starts the frame inspection mode. Also, the effect control board 120 (effect control microcomputer 121) that has received the inspection mode effect start command grasps that the inspection mode (game inspection mode and frame inspection mode) has started and executes the inspection mode notification effect.

[0282] In the inspection mode notification effect, as shown in FIG. 34(A), on the display screen 50a, a game inspection mode in-image YK indicating "During game inspection mode" is displayed. This makes it possible for the casino staff to grasp that the game inspection mode is set. Also, on the display screen 50a, a frame inspection mode in-image WK indicating "During frame inspection mode" is displayed. This makes it possible for the casino staff to grasp that the frame inspection mode is set. Also, on the display screen 50a, an end condition explanation image S2 indicating "The game inspection mode and the frame inspection mode will end when 2 minutes have passed or the RAM clear switch is pressed" is displayed. This makes it possible for the casino staff to grasp the end conditions of the game inspection mode and the frame inspection mode.

[0283] Following step S021, the game control microcomputer 101 executes an AT solenoid drive process (S022). In the AT solenoid drive process (S022), the AT solenoid 14s is driven so that the big winning opening 14 opens every predetermined short period (see Fig. 34(B)). Thereby, the casino staff can confirm that the AT solenoid 14s, that is, the AT opening / closing member 14k operates correctly. Subsequently, the game control microcomputer 101 executes an electric chute solenoid drive process (S023). In the electric chute solenoid drive process (S022), the electric chute solenoid 12s is driven so that the electric chute 12D (the second starting opening 12) opens every predetermined short period (see Fig. 34(C)). Thereby, the casino staff can confirm that the electric chute solenoid 12s, that is, the AT opening / closing member 14k operates correctly.

[0284] Following step S023, the game control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (S024). That is, it determines whether the end condition (the first end condition) of the game inspection mode is satisfied. If the RAM clear switch 191 has been pressed (YES in S024), the process proceeds to step S019, and a frame inspection mode end command is output to the frame control board 170, and an inspection mode performance end command is output to the performance control board 120. Thereby, the frame control board 170 (the frame control microcomputer 171) that has received the frame inspection mode end command recognizes that the game inspection mode has ended, and ends the frame inspection mode. Also, the performance control board 120 (the performance control microcomputer 121) that has received the inspection mode performance end command recognizes that the game inspection mode and the frame inspection mode have ended, and ends the inspection mode notification performance shown in Fig. 34(A). After step S019, to end the game inspection mode process (S020), the process proceeds to the RAM clear process (see Fig. 37) of step S018.

[0285] Following step S024, the game control microcomputer 101 determines whether two minutes have elapsed since the start of the game inspection mode (since the power was turned on) (S025). That is, it determines whether the end condition of the game inspection mode (the second end condition) is satisfied. If two minutes have elapsed (YES in S025), it proceeds to step S019, and as described above, outputs a frame inspection mode end command to the frame control board 170. Thereafter, to end the game inspection mode process (S020), it proceeds to the RAM clear process (see FIG. 37) in step S018.

[0286] If the game control microcomputer 101 determines in step S025 that two minutes have not elapsed, it determines that it is not yet time to end the game inspection mode. In this case, in step S026, the game control microcomputer 101 determines whether a detection signal has been input from the first start port sensor 11a (S026). If a detection signal has been input from the first start port sensor 11a (YES in S026), it executes the first start port sensor detection display process (S027) and proceeds to step S028. In the first start port sensor detection display process (S027), the game control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball number display 180 to display "H01" (see FIG. 35). As a result, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H01", enabling the casino staff to confirm that the first start port sensor 11a is operating normally. If no detection signal has been input from the first start port sensor 11a in step S026 (NO in S026), it skips step S027 and proceeds to step S028.

[0287] The game control microcomputer 101 determines whether a detection signal is input from the second start port sensor 12a at step S028 (S028). If a detection signal is input from the second start port sensor 12a (YES at S028), the second start port sensor detection display process is executed (S029), and the process proceeds to step S030 shown in FIG. 39. In the second start port sensor detection display process (S029), the game control microcomputer 101 transmits a display command to the frame control board 170 to display "H02" (see FIG. 35) on the game ball number display 180. As a result, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H02", enabling the casino staff to confirm that the second start port sensor 12a is operating normally. If no detection signal is input from the second start port sensor 12a at step S028 (NO at S028), step S029 is skipped and the process proceeds to step S030 shown in FIG. 39.

[0288] As shown in FIG. 39, the game control microcomputer 101 determines whether a detection signal is input from the big winning port sensor 14a at step S030. If a detection signal is input from the big winning port sensor 14a (YES at S030), the big winning port sensor detection display process is executed (S031), and the process proceeds to step S032. In the big winning port sensor detection display process (S031), the game control microcomputer 101 transmits a display command to the frame control board 170 to display "H03" (see FIG. 35) on the game ball number display 180. As a result, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H03", enabling the casino staff to confirm that the big winning port sensor 14a is operating normally. If no detection signal is input from the big winning port sensor 14a at step S030 (NO at S030), step S031 is skipped and the process proceeds to step S032.

[0289] The game control microcomputer 101 determines, at step S032, whether a detection signal is input from the first general winning opening sensor 10x. If a detection signal is input from the first general winning opening sensor 10x (YES at S032), the first general winning opening sensor detection display process is executed (S033), and the process proceeds to step S034. In the first general winning opening sensor detection display process (S033), the game control microcomputer 101 transmits a display command for causing the game ball number display 180 to display "H04" (see FIG. 35) to the frame control board 170. Thereby, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H04", so that the casino staff can confirm that the first general winning opening sensor 10x is operating normally. In step S032, if no detection signal is input from the first general winning opening sensor 10x (NO at S032), step S033 is skipped and the process proceeds to step S034.

[0290] The game control microcomputer 101 determines, at step S034, whether a detection signal is input from the second general winning opening sensor 10y. If a detection signal is input from the second general winning opening sensor 10y (YES at S034), the second general winning opening sensor detection display process is executed (S035), and the process proceeds to step S036. In the second general winning opening sensor detection display process (S035), the game control microcomputer 101 transmits a display command for causing the game ball number display 180 to display "H05" (see FIG. 35) to the frame control board 170. Thereby, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H05", so that the casino staff can confirm that the second general winning opening sensor 10y is operating normally. In step S034, if no detection signal is input from the second general winning opening sensor 10y (NO at S034), step S035 is skipped and the process proceeds to step S036.

[0291] In step S036, the game control microcomputer 101 determines whether a detection signal is input from the third general winning port sensor 10z. If a detection signal is input from the third general winning port sensor 10z (YES in S036), the third general winning port sensor detection display process is executed (S037), and the process proceeds to step S038. In the third general winning port sensor detection display process (S037), the game control microcomputer 101 transmits a display command for causing the game ball number display 180 to display "H06" (see FIG. 35) to the frame control board 170. As a result, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H06", enabling the casino staff to confirm that the third general winning port sensor 10z is operating normally. In step S036, if no detection signal is input from the third general winning port sensor 10z (NO in S036), step S037 is skipped and the process proceeds to step S038.

[0292] In step S038, the game control microcomputer 101 determines whether a detection signal is input from the discharge port sensor 15a. If a detection signal is input from the discharge port sensor 15a (YES in S038), the discharge port sensor detection display process is executed (S039), and the process proceeds to step S040. In the discharge port sensor detection display process (S039), the game control microcomputer 101 transmits a display command for causing the game ball number display 180 to display "H07" (see FIG. 35) to the frame control board 170. As a result, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H07", enabling the casino staff to confirm that the discharge port sensor 15a is operating normally. In step S038, if no detection signal is input from the discharge port sensor 15a (NO in S038), step S039 is skipped and the process proceeds to step S040.

[0293] The game control microcomputer 101 determines, in step S040, whether a detection signal is input from the gate sensor 13a. If a detection signal is input from the gate sensor 13a (YES in S040), the game control microcomputer 101 executes gate sensor detection display processing (S041) and returns to step S024 shown in FIG. 38. In the gate sensor detection display processing (S041), the game control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball number display 180 to display "H08" (see FIG. 35). As a result, the frame control microcomputer 171 that has received the display command causes the game ball number display 180 to display "H08", so that the employees in the game parlor can confirm that the discharge port sensor 15a is operating normally. In step S040, if no detection signal is input from the gate sensor 13a (NO in S040), the game control microcomputer 101 passes step S041 and returns to step S024 shown in FIG. 38. Thus, the processing of steps S024 to S039 is repeatedly executed until the end condition of the game inspection mode is satisfied.

[0294] [Main-side timer interrupt processing] The game control microcomputer 101 repeats the main-side timer interrupt processing (S005) shown in FIG. 40 at short intervals, for example, every 4 msec. This main-side timer interrupt processing (S005) corresponds to control processing that affects the result of the game. First, the game control microcomputer 101 performs a random number update process (S101) to update random numbers such as a jackpot random number used for jackpot lottery, a hit type random number for determining the type of jackpot, a reach random number for determining whether to enter a reach state in the variable display pattern effect, a variable pattern random number for determining the variable pattern, and a normal symbol random number (hit random number) used for normal symbol lottery.

[0295] Next, the game control microcomputer 101 performs input processing (S102). In the input processing (S102), mainly detection signals detected by various sensors (general winning port sensor 10a, first start port sensor 11a, second start port sensor 12a, gate sensor 13a, big winning port sensor 14a, discharge port sensor 15a, magnetic sensor 28a (see FIG. 9)) attached to the pachinko game machine PY1 are read, and a prize ball command for paying out prize balls according to the type of winning port is set in the output buffer of the game RAM 104. Thereby, the set prize ball command is transmitted to the frame control board 170 by output processing (S108) described later.

[0296] Subsequently, the game control microcomputer 101 executes start port sensor detection processing (S103), special operation processing (S104), and normal operation processing (S105). In the start port sensor detection processing (S103), if there is a winning detection by the first start port sensor 11a or the second start port sensor 12a, a random number such as a big win random number (big win random number, winning type random number, reach random number, and variation pattern random number (see FIG. 12(A))) is acquired on the condition that the reserved memory corresponding to the start port with the winning detection is less than 4. Also, if there is a passing detection by the gate sensor 13a, a normal symbol random number (see FIG. 12(B)) is acquired on the condition that the normal pattern reservation is less than 4.

[0297] In the special operation process (S104), random numbers such as jackpot random numbers obtained in the start port sensor detection process (S103) are determined using a jackpot determination table (see Fig. 13(A)), a winning type determination table (not shown), a reach determination table (see Fig. 13(C)), and a special drawing variation pattern determination table (see Fig. 14). Then, a special symbol display (variation display and stop display) showing the result of the jackpot lottery is performed. When starting the variation display of this special symbol, a variation start command including information on the variation pattern of the variation display of the special symbol is set in the output buffer of the game RAM 104. Also, when starting the stop display of the special symbol, a variation stop command is set in the output buffer of the game RAM 104. As a result of the determination of the jackpot random number, if a jackpot is won, a jackpot game is performed in which the big winning port 14 is opened according to a predetermined opening pattern (opening time, number of openings, see Fig. 11) corresponding to the type of jackpot.

[0298] When executing the jackpot game, the game control microcomputer 101 sets an opening command including information on the type of the winning jackpot symbol in the output buffer of the game RAM 104 when starting the opening. Also, when starting the round game, a round designation command is set in the output buffer of the game RAM 104. Also, when starting the ending, an ending command is set in the output buffer of the game RAM 104. Also, in the special operation process (S104), when the game state is changed or the like, a game state designation command including information on the game state is set in the output buffer of the game RAM 104. Also, in the special operation process (S104), when there is no storage of random numbers such as jackpot random numbers, a customer waiting standby command for causing the effect control microcomputer 121 to execute a customer waiting effect is set.

[0299] In the normal operation process (S105), it is determined using the normal symbol random number obtained in the start port sensor detection process (S103) and the normal symbol hit determination table (see FIG. 13(D)), and the variation time of the normal symbol corresponding to the game state is selected using the normal symbol variation pattern selection table (see FIG. 13(E)). Then, the display of the normal symbol (variation display and stop display) for notifying the determination result of the general symbol lottery is performed. If the normal symbol random number is determined to have won the normal winning symbol, an auxiliary game is performed to open the electric chute 12D according to a predetermined opening pattern (opening time, number of openings, see FIG. 13(F)) corresponding to the game state.

[0300] Next, the game control microcomputer 101 executes an illegal detection process (S106). In the illegal detection process (S106), for example, it is determined whether a detection signal from the magnetic sensor 28a is received. If received, the information of the detection signal from the magnetic sensor 28a is set in the game RAM 104. As a result, the information of the detection signal from the magnetic sensor 28a is transmitted to the frame control board 170 by the output process (S108) described later.

[0301] Subsequently, the game control microcomputer 101 executes left-handed base arithmetic processing (S107). In the left-handed base arithmetic processing (S107), in the micro short state, based on the detection signals from the general winning port sensor 10a, the first start port sensor 11a, and the second start port sensor 12a, the total number of micro short winning balls is calculated. Also in the micro short state, based on the detection signal from the discharge port sensor 15a, the number of micro short fired balls is calculated. Further, in the normal game state, based on the detection signals from the general winning port sensor 10a, the first start port sensor 11a, and the second start port sensor 12a, the total number of normal winning balls is calculated. Also in the normal game state, based on the detection signal from the discharge port sensor 15a, the number of normal fired balls is calculated. Thus, the game control microcomputer 101 sequentially calculates the left-handed base, which is the ratio of the total number of left-handed winning balls (total number of micro short winning balls, total number of normal winning balls) to the number of left-handed fired balls (number of micro short fired balls, number of micro short fired balls). Specifically, the left-handed base is calculated by dividing the total number of left-handed winning balls by the number of left-handed fired balls and multiplying by 100. Note that the game control microcomputer 101 sequentially counts the total number of fired balls based on the detection signal from the discharge port sensor 15a in all game states.

[0302] Then, the game control microcomputer 101 executes output processing (S108) to end this process. In the output processing (S108), in each of the above processes, commands and the like set in the game RAM 104 are output to the effect control board 120, and commands and the like set in the game RAM 104 are output to the frame control board 170. Therefore, by the output processing (S108), the game state designation command is output to the frame control board 170. As a result, the frame control microcomputer 171 can grasp the current game state. Also by the output processing (S108), information on the value of the left-handed base, information on the value of the total number of fired balls, information on the number of left-handed fired balls, information on the detection signal from the magnetic sensor 28a, information on winning a big hit (big hit signal), etc. are also output to the frame control board 170.

[0303] 11. Operation of the effect control microcomputer Next, based on FIGS. 41 to 43, the operation of the effect control microcomputer 121 will be described.

[0304] [Sub-control main process] When the power is turned on, the effect control microcomputer 121 provided on the effect control board 120 reads and executes the program of the sub-control main process shown in FIG. 41 from the effect ROM 123. As shown in FIG. 41, in the sub-control main process, it is determined whether the sub-side power-off flag is ON and whether the content of the effect RAM 124 is normal (S1001). The sub-side power-off flag is a flag indicating the occurrence of a power-off. If the determination result in step S1001 is NO, that is, when the sub-side power-off flag is not ON, or even if the sub-side power-off flag is ON and the content of the effect RAM 124 is not normal, the effect RAM 124 is initialized (S1002), and the process proceeds to step S1003.

[0305] On the other hand, if the determination result in step S1001 is YES, that is, when the sub-side power-off flag has become ON due to a power-off but the content of the effect RAM 124 is kept normal, then it is determined whether a RAM clear notification command has been received (S1011). If a RAM clear notification command has been received (YES in S1011), the game RAM 104 of the game control board 100 has been cleared. Therefore, the effect RAM 124 of the effect control board 120 is cleared (S1002), and the process proceeds to step S1003. In contrast, if a RAM clear notification command has not been received (NO in S1011), the process proceeds to step S1003 without clearing the effect RAM 124.

[0306] In step S1003, other initial settings are performed. In other initial settings, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (a circuit for managing interrupt time), etc. are performed. Also, if the sub-side power-off flag is ON, it is turned off.

[0307] In step S1004, interrupts are prohibited. Next, a random number seed update process is executed (S1005). In the random number seed update process (S1005), the values of various effect determination random number counters are updated. When the random number seed update process (S1005) ends, a command transmission process is executed (S1006). In the command transmission process (S1006), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command executes various effects (such as variable effects, opening effects, round effects, and jackpot effects including ending effects) using the image display device 50 according to the command. Subsequently, the effect control microcomputer 121 permits interrupts (S1007). Thereafter, steps S1004 to S1007 are looped. While interrupts are permitted, execution of the sub-side power-off monitoring process (S1012), reception interrupt process (S1008), 1ms timer interrupt process (S1009), and 10ms timer interrupt process (S1010) becomes possible.

[0308] [1ms Timer Interrupt Process] The 1ms timer interrupt process (S1009) is executed each time an interrupt pulse with a 1msec period is input to the effect control board 120. As shown in FIG. 42, in the 1ms timer interrupt process (S1009), first, an input process is performed (S1201). In the input process (S1201), switch data (edge data and level data) is created based on detection signals from the input unit detection sensor 40a (see FIG. 10) and the select button detection sensor 42a (see FIG. 10).

[0309] Subsequently, a lamp data output process is performed (S1202). In the lamp data output process (S1202), set lamp data (data for controlling the lighting of the frame lamp 56 and the panel lamp 54) is output to the sub-drive board 162 in order to light the frame lamp 56 and the panel lamp 54 at a timing suitable for the effect. Thereby, the sub-drive board 162 controls the lighting of the frame lamp 56 and the panel lamp 54.

[0310] Next, drive control processing (S1203) is performed. In the drive control processing (S1203), drive data is created and output to drive the board movable body 55k at a timing suitable for the effect. That is, the board movable body 55k is driven in a predetermined operation mode according to the drive data. Then, watchdog timer processing (S1204) for performing a reset setting of the watchdog timer is carried out to end this processing.

[0311] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S1010) is executed each time an interrupt pulse with a period of 10 msec is input to the effect control board 120. As shown in FIG. 43, in the 10ms timer interrupt processing (S1010), first, reception command analysis processing is performed (S1301). In the reception command analysis processing (S1301), the effect control microcomputer 121 determines whether it has received a variation start command from the game control microcomputer 101, and if it has received it, executes variation effect pattern selection processing. Also, in the reception command analysis processing (S1301), it is determined whether an opening command has been received from the game control microcomputer 101, and if it has been received, opening effect selection processing is executed. Also, if a round designation command has been received, round effect selection processing is executed, and if an ending command has been received, ending effect selection processing is executed.

[0312] Also, the effect control microcomputer 121 determines in the reception command analysis processing (S1301) whether it has received an inspection mode effect start command from the game control microcomputer 101, and if it has received it, executes frame mode notification effect selection processing for executing the inspection mode notification effect shown in FIG. 34(A). Also, it is determined whether an inspection mode effect end command has been received from the game control microcomputer 101, and if it has been received, frame mode notification effect end processing for ending the inspection mode notification effect shown in FIG. 34(A) is executed.

[0313] The dedicated microcontroller 121 for performance control, following the received command analysis process (S1301), performs a switch state acquisition process (S1302) of storing the switch data created by the 1ms timer interrupt process as switch data for the 10ms timer interrupt process in the performance RAM 124. Next, a switch process (S1303) is performed to set the display content of the display screen 50a based on the switch data stored in the switch state acquisition process (S1302).

[0314] After that, the dedicated microcontroller 121 for performance control performs a lamp process (S1304). In the lamp process (S1304), lamp data (data for controlling the lighting of the frame lamp 56 and the panel lamp 54) is created and the time management of the light emission performance is performed. Subsequently, an audio control process (S1305) is performed. In the audio control process (S1305), audio data (data for controlling the output of audio from the speaker 610) is created, output to the audio control board 161, and the time management of the audio performance is performed. As a result, audio suitable for the performance to be executed is output from the speaker 610. Then, other processes such as updating various random numbers for performance determination are executed (S1306), and this process ends.

[0315] 12. Operation of the Frame Control Microcontroller [Frame Control Timer Interrupt Process] Next, the operation of the frame control microcontroller 171 will be described with reference to FIGS. 44 to 53. As shown in FIG. 44, after executing the power-on process (S2001), the frame control microcontroller 171 executes a frame control timer interrupt process (S2002) every time an interrupt pulse with a period of several msec (3 msec in this embodiment) is input to the frame control board 170.

[0316] As shown in FIG. 45, in the power-on process (S2001), the frame control microcomputer 171 first determines whether it has received a frame inspection mode start command from the game control microcomputer 101 (S2100). If it has not received the frame inspection mode start command (NO in S2100), it executes the initial setting process (S2104) and ends this process. On the other hand, if it has received the frame inspection mode start command (YES in S2100), it executes the frame inspection mode process described later (S2101). As a result, the frame inspection mode is started. Subsequently, the emission control process for frame inspection is executed (S2102).

[0317] In the emission control process for frame inspection (S2102), the frame control microcomputer 171 outputs an emission permission signal that enables the emission of game balls to the emission device 72 via the emission control circuit 175 whether there are balls in hand (the game ball number display 180 displays "1" or more) or there are no balls in hand (the game ball number display 180 displays "0"). Therefore, when the game inspection mode and the frame inspection mode are set, regardless of the presence or absence of balls in hand, the game balls can be launched toward the game area 6. That is, when the game inspection mode and the frame inspection mode are set, even if the game ball number display 180 displays "0", the casino staff can launch the game balls.

[0318] Subsequent to step S2102, the frame control microcomputer 171 determines whether it has received a frame inspection mode end command from the game control microcomputer 101 (S2103). If it has not received the frame inspection mode end command (NO in S2103), it returns to the frame inspection mode process in step S2101. On the other hand, if it has received the frame inspection mode end command (YES in S2103), it executes the initial setting process (S2104) and ends this process. In this way, the frame inspection mode ends.

[0319] [Frame Inspection Mode Processing] The frame inspection mode processing (S2101) is the processing set by the frame control microcomputer 171 in the frame inspection mode. As shown in FIG. 46, in the frame inspection mode processing (S2101), first, the frame control microcomputer 171 determines whether a detection signal is input from the launched ball detection sensor 16a (S2201). If a detection signal is input from the launched ball detection sensor 16a (YES in S2201), the launched ball sensor detection display process is executed (S2202), and the process proceeds to step S2203. In the launched ball sensor detection display process (S2202), the frame control microcomputer 171 causes the game ball number display 180 to display "H09" (see FIG. 35). Thereby, the casino staff can confirm that the launched ball detection sensor 16a operates normally. In step S2201, if no detection signal is input from the first start port sensor 11a (NO in S2201), step S2202 is skipped and the process proceeds to step S2203.

[0320] In step S2203, the frame control microcomputer 171 determines whether a detection signal is input from the return ball detection sensor 17a. If a detection signal is input from the return ball detection sensor 17a (YES in S2203), the return ball sensor detection display process is executed (S2204), and the process proceeds to step S2205. In the return ball sensor detection display process (S2204), the frame control microcomputer 171 causes the game ball number display 180 to display "H10" (see FIG. 35). Thereby, the casino staff can confirm that the return ball detection sensor 17a operates normally. In step S2203, if no detection signal is input from the return ball detection sensor 17a (NO in S2203), step S2204 is skipped and the process proceeds to step S2205.

[0321] The frame control microcomputer 171 determines, at step S2205, whether a detection signal is input from the upstream monitoring sensor 32a. If a detection signal is input from the upstream monitoring sensor 32a (YES at S2205), the upstream monitoring sensor detection display process is executed (S2206), and the process proceeds to step S2207. In the upstream monitoring sensor detection display process (S2206), the frame control microcomputer 171 causes the game ball number display 180 to display "H11" (see FIG. 35). Thereby, the casino staff can confirm that the upstream monitoring sensor 32a is operating normally. If no detection signal is input from the upstream monitoring sensor 32a at step S2205 (NO at S2205), step S2206 is skipped, and the process proceeds to step S2207.

[0322] The frame control microcomputer 171 determines, at step S2207, whether a detection signal is input from the downstream monitoring sensor 31a. If a detection signal is input from the downstream monitoring sensor 31a (YES at S2207), the downstream monitoring sensor detection display process is executed (S2208), and the process proceeds to step S2209. In the downstream monitoring sensor detection display process (S2208), the frame control microcomputer 171 causes the game ball number display 180 to display "H12" (see FIG. 35). Thereby, the casino staff can confirm that the downstream monitoring sensor 31a is operating normally. If no detection signal is input from the downstream monitoring sensor 31a at step S2207 (NO at S2207), step S2208 is skipped, and the process proceeds to step S2209.

[0323] The frame control microcomputer 171 determines, at step S2209, whether a detection signal is input from the lifting entrance sensor 33a. If a detection signal is input from the lifting entrance sensor 33a (YES at S2209), the lifting entrance sensor detection display process is executed (S2210), and the process proceeds to step S2211. In the lifting entrance sensor detection display process (S2210), the frame control microcomputer 171 causes the game ball number display 180 to display "H13" (see FIG. 35). Thereby, the casino staff can confirm that the lifting entrance sensor 33a operates normally. If no detection signal is input from the lifting entrance sensor 33a at step S2209 (NO at S2209), step S2210 is skipped and the process proceeds to step S2211.

[0324] The frame control microcomputer 171 determines, at step S2211, whether a detection signal is input from the lifting exit sensor 34a. If a detection signal is input from the lifting exit sensor 34a (YES at S2211), the lifting exit sensor detection display process is executed (S2212), and the process proceeds to step S2213. In the lifting exit sensor detection display process (S2212), the frame control microcomputer 171 causes the game ball number display 180 to display "H14" (see FIG. 35). Thereby, the casino staff can confirm that the lifting exit sensor 34a operates normally. If no detection signal is input from the lifting exit sensor 34a at step S2211 (NO at S2211), step S2212 is skipped and this process ends.

[0325] [Frame control timer interrupt processing] In the frame control timer interrupt processing (S2202), as shown in FIG. 47, the frame control microcomputer 171 first executes emission control processing (S3000). In this emission control processing (S3000), unlike the above-described frame inspection emission control processing (S2102), when there are balls in hand (the number of game balls displayed on the game ball number display 180 is "1" or more), the frame control microcomputer 171 outputs an emission permission signal that enables the emission of game balls to the emission device 72 via the emission control circuit 175. On the other hand, when there are no balls in hand (the number "0" is displayed on the game ball number display 180), the frame control microcomputer 171 does not output an emission permission signal that enables the emission of game balls to the emission device 72 via the emission control circuit 175. In this way, after the game inspection mode and the frame inspection mode are completed, game balls can be emitted only when there are balls in hand.

[0326] Subsequent to step S3000, the frame control microcomputer 171 executes input processing (S3001) described later. Next, the frame control microcomputer 171 executes game control board output processing for outputting a signal (such as a command) set in the frame RAM 174 to the game control board 100 (S3002). In this pachinko game machine PY1, since it is an enclosed pachinko game machine and no prize ball payout device is provided, the frame control microcomputer 171 does not need to execute prize ball motor control processing for driving the prize ball motor of the prize ball payout device.

[0327] Subsequently, the frame control microcomputer 171 executes dedicated external unit output processing (S3003) for transmitting information related to lending, information related to counting, and gaming machine information (gaming machine installation information, gaming machine performance information, hall control information, and fraud monitoring information) shown in FIG. 18 to the dedicated external unit 200 via asynchronous serial communication. In the dedicated external unit output processing (S3003), as shown in FIG. 18, the transmission timing of the information related to lending is 50 milliseconds after receiving the information related to lending from the dedicated external unit 200, the transmission timing of the information related to counting is a 300-millisecond cycle, the transmission timing of the gaming machine information including the gaming machine installation information as content is a 60-second cycle, the transmission timing of the gaming machine information including the gaming machine performance information (including information on the number of gaming balls acquired per minute measured in the one-minute acquired gaming ball number measurement process described later in step S3120) as content is a 180-second cycle, and the transmission timing of the gaming machine information including the hall control information and fraud monitoring information as content is a 300-millisecond cycle.

[0328] Next, the frame control microcomputer 171 executes frame board display processing (S3004) described later. Subsequently, it executes display color setting processing (S3005) described later. Then, it executes counting processing (S3006) described later. After that, it executes other processing (S3007) and ends this processing.

[0329] [Input Processing] As shown in FIG. 48, in the input processing (S3001), first, the frame control microcomputer 171 determines whether it has received information related to lending (see FIG. 17) from the dedicated external unit 200 (S3101). If not received (NO in S3101), it proceeds to step S3105. On the other hand, if received (YES in S3101), it executes gaming ball number setting processing for newly setting the number of gaming balls (held ball number) to be displayed on the gaming ball number display 180 based on the information on the lent ball number included in the information related to lending (S3102). As a result, on the gaming ball number display 180, the gaming ball number is newly displayed in a state where the previously shown gaming ball number and the lent ball number are added together.

[0330] In step S3105, it is determined whether a detection signal from the launched ball detection sensor 16a has been received. If not received (NO in S3105), since the player has not launched a game ball, the process proceeds to step S3107. On the other hand, if received (YES in S3105), a game ball count subtraction process is executed to decrease the game ball count displayed on the game ball count display 180 by "1" (S3106), and the process proceeds to step S3107.

[0331] In step S3107, it is determined whether a detection signal from the return ball detection sensor 17a has been received. If not received (NO in S3107), the game ball has not passed through the return flow path MR and no foul ball has occurred. Therefore, in this case, the process immediately proceeds to step S3109. On the other hand, if received (YES in S3107), a foul ball has occurred. Therefore, in this case, a game ball count addition process is executed to increase the game ball count displayed on the game ball count display 180 by "1" (S3108), and the process proceeds to step S3109. In this way, even when a foul ball occurs, it is possible to prevent the player's game ball count from substantially decreasing and causing a disadvantage to the player.

[0332] In step S3109, it is determined whether a bonus ball command has been received from the game control board 100. If not received (NO in S3109), the process proceeds to step S3112 shown in FIG. 49. On the other hand, if received (YES in S3109), a bonus ball command analysis process is executed to analyze the information included in the bonus ball command (information on the number of bonus balls, information that can distinguish which winning port was won) (S3110). Next, based on the analysis result of the bonus ball command, a game ball count addition process is executed to increase the game ball count displayed on the game ball count display 180 (S3111), and the process proceeds to step S3112 shown in FIG. 49.

[0333] As shown in FIG. 49, in step S3112, based on the reception status of the detection signal by the frame opening sensor 2a, it is determined whether the frame opening sensor 2a is in the ON state. If it is determined that the frame opening sensor 2a is not in the ON state (NO in S3112), the process proceeds to step S3114. On the other hand, if it is determined that the frame opening sensor 2a is in the ON state (YES in S3112), the frame opening flag is turned ON (S3113), and the process proceeds to step S3114. The frame opening flag is a flag indicating that the gaming machine frame 2 is open.

[0334] In step S3114, based on the reception status of the detection signal by the frame opening sensor 2a, it is determined whether the frame opening sensor 2a is in the OFF state. If it is determined that the frame opening sensor 2a is not in the OFF state (remains in the ON state) (NO in S3114), the process proceeds to step S3116. On the other hand, if it is determined that the frame opening sensor 2a is in the OFF state (YES in S3114), the frame opening flag is turned OFF (S3115), and the process proceeds to step S3116. Thus, based on the ON or OFF of the frame opening flag, the frame control microcomputer 171 sets the 5th bit in the data indicating the gaming machine error state (see FIG. 20) to "0" or "1".

[0335] In step S3116, based on the reception status of the detection signal by the call sensor 41a, it is determined whether the call sensor 41a is in the ON state. If it is determined that the call sensor 41a is not in the ON state (NO in S3116), the process proceeds to step S3118. On the other hand, if it is determined that the call sensor 41a is in the ON state (YES in S3116), the call flag is turned ON (S3117), and the process proceeds to step S3118. The call flag is a flag indicating that the call switch 41k has been pressed.

[0336] In step S3118, based on the reception status of the detection signal by the calling sensor 41a, it is determined whether the calling sensor 41a is in the OFF state. If it is determined that the calling sensor 41a is not in the OFF state (remains in the ON state) (NO in S3118), the process proceeds to step S3120. On the other hand, if it is determined that the calling sensor 41a is in the OFF state (YES in S3118), the calling flag is set to OFF (S3119), and the process proceeds to step S3120. In this way, the frame control microcomputer 171 sets the 7th bit in the data indicating the fraud detection state (see FIG. 20) to "0" or "1" based on the ON or OFF state of the calling flag.

[0337] In step S3120, the frame control microcomputer 171 measures the number of game balls acquired per minute, which is the total number of prize balls acquired by the player when 100 game balls are launched. Specifically, the frame control microcomputer 171 sequentially monitors whether it is the period during which 100 game balls are launched through the game ball number subtraction process in step S3106 (monitors constantly since power-on). And when it is determined that it is the period during which 100 game balls are launched, the value by which the number of game balls has increased in the game ball number addition process in step S3111 is calculated during the period when the 100 game balls are launched. In this way, the frame control microcomputer 171 constantly calculates the value by which the number of game balls has increased during the period when 100 game balls are launched since power-on, and measures (calculates) the number of game balls acquired per minute. In this way, the information on the number of game balls acquired per minute that is measured is transmitted to the dedicated external unit 200 through the dedicated external unit output process (S3003) described above. Then, in step S3121, other input processes (processes based on detection signals from other sensors, etc.) are executed to end this process.

[0338] [Frame Substrate Display Indication Process] The frame substrate display indication process (S3004) is a process for the frame control microcomputer 171 to control the display on the frame substrate display 300 (see FIGS. 27 and 28). In this frame substrate display indication process (S3004), the frame control microcomputer 171 uses the display flag. When the value of the display flag is "1", it performs the game ball number display shown in FIG. 27. When the value of the display flag is "2", it indicates the extinguishing mode after the game ball number display. When the value of the display flag is "3", it performs the base display shown in FIG. 27. When the value of the display flag is "4", it indicates the extinguishing mode after the base display. When the value of the display flag is "5", it performs the error display shown in FIG. 27. When the value of the display flag is "6", it controls to indicate the extinguishing mode after the error display.

[0339] Specifically, as shown in FIG. 50, in step S3200, it is determined whether the value of the display flag is "1". If it is "1" (YES in S3200), the frame control microcomputer 171 executes a game ball number display setting process to display the same number of game balls as the number of game balls displayed on the game ball number display 180 on the frame substrate display 300 (S3201). Then, it is determined whether 5000 msec, which is the display time of the game ball number display, has elapsed (S3202). If 5000 msec has not elapsed (NO in S3202), this process ends. On the other hand, if 5000 msec has elapsed (YES in S3202), the value of the display flag is set to "2" (S3203), and this process ends. In this way, the game ball number display is executed on the frame substrate display 300 for 5000 msec (see FIG. 27).

[0340] Also in step S3200, if the value of the display flag is not "1" (NO in S3200), then subsequently, it is determined whether the value of the display flag is "2" (S3204). If it is "2" (YES in S3204), a turning-off setting process for turning off all the lighting parts LB1 to LB48 (see FIG. 8) of the frame substrate display 300 is executed (S3205). Then, it is determined whether 500 milliseconds has elapsed (S3206). If 500 milliseconds has not elapsed (NO in S3206), since the turning-off mode continues, this process ends. On the other hand, if 500 milliseconds has elapsed (YES in S3206), the value of the display flag is set to "3" (S3207), and this process ends. Thus, after the display of the number of game balls for 5000 milliseconds, on the frame substrate display 300, it becomes a turning-off mode for only a short time of 500 milliseconds (see FIG. 27).

[0341] Also in step S3204, if the value of the display flag is not "2" (NO in S3204), then subsequently, it is determined whether the value of the display flag is "3" (S3208). If it is "3" (YES in S3208), the frame control microcomputer 171 executes a base display setting process for performing a base display (display of any one of "bL.", "b1", "b2.", "b3." and the left-handed base) on the frame substrate display 300 (S3209). Then, it is determined whether 5000 milliseconds, which is the display time of the base display, has elapsed (S3210). If 5000 milliseconds has not elapsed (NO in S3210), this process ends. On the other hand, if 5000 milliseconds has elapsed (YES in S3210), the value of the display flag is set to "4" (S3211), and this process ends. Thus, for 5000 milliseconds, a base display is executed on the frame substrate display 300 (see FIG. 27).

[0342] Also in step S3208, if the value of the display flag is not "3" (NO in S3208), the process proceeds to step S3212 shown in FIG. 51, and it is determined whether the value of the display flag is "4". If it is "4" (YES in S3212), a turning-off setting process for turning off all the lighting portions LB1 to LB48 (see FIG. 8) of the frame substrate display 300 is executed (S3213). Then, it is determined whether 500 msec has elapsed (S3214). If 500 msec has not elapsed (NO in S3214), since the turning-off mode continues, this process ends. On the other hand, if 500 msec has elapsed (YES in S3214), the value of the display flag is set to "5" (S3215), and this process ends. In this way, after the base display for 5000 msec, the frame substrate display 300 is in the turning-off mode for only a short time of 500 msec (see FIG. 27).

[0343] Also in step S3212, if the value of the display flag is not "4" (NO in S3212), subsequently, it is determined whether the value of the display flag is "5" (S3216). If it is "5" (YES in S3216), the frame control microcomputer 171 determines whether there is an error code based on the detection signal from the frame release sensor 2a, the detection signal from the radio wave sensor 18a, the detection signal from the calling sensor 41a, the information of the detection signal from the magnetic sensor 28a transmitted from the game control board 100, and the error code table shown in FIG. 26 (S3217). If it is determined that there is an error code (YES in S3217), an error display setting process for displaying the error code is executed on the frame substrate display 300 (S3218). Then, it is determined whether 5000 msec, which is the display time of the error display, has elapsed (S3219). If 5000 msec has not elapsed (NO in S3219), this process ends. On the other hand, if 5000 msec has elapsed (YES in S3219), the value of the display flag is set to "6" (S3220), and this process ends. In this way, when there is an error code, an error display is executed on the frame substrate display 300 for 5000 msec (see FIG. 27).

[0344] On the one hand, in step S3217, if it is determined that there is no error code (NO in S3217), without executing the error display setting process in step S3218, in step S3221, the value of the display flag is set to "1", and this process ends. After that, since the value of the display flag is "1", as described above, the game ball number display is executed again for 5000 msec. In this way, when there is no error code, as shown in FIG. 28, no error display is executed, and the game ball number display for 5000 msec ⇒ the light-off mode for 500 msec ⇒ the base display for 5000 msec ⇒ the light-off mode for 500 msec is repeated.

[0345] Also in step S3216, if the value of the display flag is not "5" (NO in S3216), it is determined whether the value of the display flag is "6". If it is not "6" (NO in S3222), this process ends. On the other hand, if it is "6" (YES in S3222), a light-off setting process for turning off all the lighting parts LB1 to LB48 (see FIG. 8) of the frame board display 300 is executed (S3223). Then, it is determined whether 500 msec has elapsed (S3224). If 500 msec has not elapsed (NO in S3224), since the light-off mode continues, this process ends. On the other hand, if 500 msec has elapsed (YES in S3224), the value of the display flag is set to "1" (S3225), and this process ends. In this way, when the error display is executed for 5000 msec, then, in the frame board display 300, it is in the light-off mode for only a short time of 500 msec (see FIG. 27). And the value of the display flag becomes "1", and as described above, the game ball number display is executed again for 5000 msec.

[0346] [Display Color Setting Process] The display color setting process (S3005) is a process in which the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180. As shown in FIG. 52, in the display color setting process (S3005), first, the frame control microcomputer 171 determines whether the current game state is a very short time state based on the game state designation command transmitted from the game control board 100 (S3301). If it is in the very short time state (YES in S3301), a white display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to white (see FIG. 22) (S3302), and this process ends. As a result, since the game ball number display 180 shows the number of game balls in white, it is possible for the player to be aware of the number of game balls while also being aware that it is in the very short time game state.

[0347] If it is determined in step S3301 that it is not in the very short time state (NO in S3301), then subsequently, it is determined whether it is in the normal game state (S3303). If it is in the normal game state (YES in S3303), a blue display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to blue (see FIG. 22) (S3304), and this process ends. As a result, since the game ball number display 180 shows the number of game balls in blue, it is possible for the player to be aware of the number of game balls while also being aware that it is in the normal game state.

[0348] If it is determined in step S3303 that it is not in the normal game state (NO in S3303), then subsequently, it is determined whether it is in the low probability very short time state (S3305). If it is in the low probability very short time state (YES in S3305), a green display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to green (see FIG. 22) (S3306), and this process ends. As a result, since the game ball number display 180 shows the number of game balls in green, it is possible for the player to be aware of the number of game balls while also being aware that it is in the low probability very short time state.

[0349] Also, when it is determined in step S3303 that the state is not the low-probability short state (NO in S3305), subsequently, it is determined whether the state is the high-probability short state (S3307). If it is the high-probability short state (YES in S3307), a red display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to red (see FIG. 22) (S3308), and this process ends. Thereby, on the game ball number display 180, since the number of game balls in red is shown, it is possible to make the player aware of the high-probability short state while grasping the number of game balls.

[0350] Also, when it is determined in step S3307 that the state is not the high-probability short state (NO in S3307), it means that it is the jackpot game state. Therefore, in this case, a rainbow display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to rainbow (see FIG. 22) (S3309), and this process ends. Thereby, on the game ball number display 180, since the number of game balls in rainbow is shown, it is possible to make the player aware of the jackpot game state (during the execution of the jackpot game) while grasping the number of game balls.

[0351] [Counting Process] The counting process (S3006) is a process for the frame control microcomputer 171 to execute a 250-ball counting process (S3407)(S3409) or a 1-ball counting process (S3410) based on the pressing operation of the counting button 43k. As shown in FIG. 53, in the counting process (S3006), first, the frame control microcomputer 171 determines whether there is an abnormality in this pachinko game machine PY1 (S3401). Here, the abnormality of this pachinko game machine PY1 refers to an abnormality in the communication between the frame control board 170 and the dedicated external unit 200, the frame opening shown in FIG. 26, radio wave irregularity, magnetic irregularity, an abnormality during a call (a pressing operation on the call switch 41k), and the like.

[0352] If there is no abnormality in the pachinko gaming machine PY1 (NO in S3401), then subsequently, it is determined whether the long-press flag is ON and the count button 43k has been operated (S3402). The long-press flag indicates that the count button 43k has been long-pressed. If the long-press flag is OFF or the count button 43k has not been operated (NO in S3402), it is determined whether the count button 43k has been long-pressed for 4000 ms or more (S3403). If the count button 43k has been long-pressed for 4000 ms or more (YES in S3403), the long-press flag is set to ON (S3404), and the process proceeds to step S3405. In this way, the frame control microcomputer 171 sequentially monitors whether the long-press operation has occurred. On the other hand, if the count button 43k has not been long-pressed for 4000 ms or more (NO in S3403), step S3404 is skipped and the process proceeds to step S3405.

[0353] In step S3405, the frame control microcomputer 171 determines whether it is a 300 ms communication cycle with the dedicated external unit 200. If it is not a 300 ms communication cycle (NO in S3405), since it is not the timing to execute the 250-ball count process (S3407)(S3409) or the 1-ball count process (S3410), this process ends. On the other hand, if it is a 300 ms communication cycle (YES in S3405), it is determined whether the long-press flag is ON (S3406). If the long-press flag is ON (YES in S3406), the 250-ball count process is executed (S3407), and this process ends.

[0354] As a result, after a long press on the count button 43k is executed, regardless of whether the long press on the count button 43k continues or not, the 250-ball counting process can be executed at a communication cycle of 300 ms until the number of balls in hand becomes "0". And at this time, the frame control microcomputer 171 subtracts 3 at every 3 ms so that the value displayed on the game ball number display 180 is subtracted by 250. Note that when the frame control microcomputer 171 executes the 250-ball counting process (S3407), if the numerical value displayed on the game ball number display 180 is less than 250, the counting process is executed by the numerical value displayed on the game ball number display 180, and at the same time, it subtracts 3 at every 3 ms until the value displayed on the game ball number display 180 becomes "0".

[0355] Also in step S3406, if the frame control microcomputer 171 determines that the long press flag is not ON (NO in S3406), then it subsequently determines whether it is a long press of 500 ms or more on the count button 43k (S3408). If it is a long press of 500 ms or more on the count button 43k (YES in S3408), it executes the 250-ball counting process (S3409) and ends this process. As a result, since the long press on the count button 43k is being executed at a communication cycle of 300 ms, the 250-ball counting process (S3409) is executed. And at this time, the frame control microcomputer 171 subtracts 3 at every 3 ms so that the value displayed on the game ball number display 180 is subtracted by 250. When the frame control microcomputer 171 executes the 250-ball counting process (S3409), if the numerical value displayed on the game ball number display 180 is less than 250, the counting process is executed by the numerical value displayed on the game ball number display 180, and at the same time, it subtracts 3 at every 3 ms until the value displayed on the game ball number display 180 becomes "0".

[0356] Also in step S3408, if the frame control microcomputer 171 determines that the counting button 43k is not pressed for 500 ms or longer (NO in S3408), then it subsequently determines whether the counting button 43k is pressed once (S3410). If the counting button 43k is not pressed once (NO in S3410), this process ends. On the other hand, if the counting button 43k is pressed once (YES in S3410), the one-ball counting process is executed (S3411), and this process ends. As a result, since the situation is such that a single press of the counting button 43k is executed with a communication cycle of 300 ms, the one-ball counting process is executed. And at this time, the frame control microcomputer 171 causes the value displayed on the game ball number display 180 to be displayed as being decreased by 1.

[0357] Also in step S3401, if the frame control microcomputer 171 determines that there is an abnormality in the pachinko game machine PY1 (YES in S3401), it proceeds to step S3412. That is, if it determines that there is an abnormality such as a communication abnormality between the frame control board 170 and the dedicated external unit 200, the frame opening shown in FIG. 26, radio wave irregularity, magnetic irregularity, or being in a call (pressing operation on the call switch 41k), it proceeds to step S3412. Also in step S3402, if the frame control microcomputer 171 determines that the long-press flag is ON and the counting button 43k has been operated (YES in S3402), it proceeds to step S3412. That is, if the situation is such that after a long press on the counting button 43k, the counting button 43k is operated, it proceeds to step S3402.

[0358] In step S3402, the long-press flag is turned off to end this process. In this way, when the 250-ball counting process (S3407) is automatically executed until the number of balls in hand becomes "0", if there are abnormalities such as communication abnormalities between the frame control board 170 and the dedicated external unit 200, the frame opening shown in FIG. 26, radio wave irregularities, magnetic irregularities, or during a call (pressing operation on the call switch 41k), it is possible to abort the automatic 250-ball counting process (S3407). Also, when the 250-ball counting process (S3407) is automatically executed until the number of balls in hand becomes "0", if an operation is performed on the counting button 43k, it is possible to abort the automatic 250-ball counting process (S3407). If there is an abnormality in this pachinko game machine PY1, the 250-ball counting process (S3407)(S3409) and the 1-ball counting process (S3411) will not be executed regardless of whether the automatic 250-ball counting process (S3407) is being executed or not.

[0359] By the way, in a situation where the number of balls in hand of the player is 250 or less, it may be possible that the firing of the game ball and the counting process until the number of balls in hand becomes zero (the 250-ball counting processes in steps S3407 and S3409, and the 1-ball counting process in step S3411) are executed simultaneously. In this case, if the counting process until the number of balls in hand becomes zero (the 250-ball counting processes in steps S3407 and S3409, and the 1-ball counting process in step S3411) is executed with priority over the process when the game ball is fired, the process when the game ball is fired immediately after the number of balls in hand becomes zero will be executed. As a result, a situation will occur where the game ball cannot be fired contrary to the player's intention.

[0360] Therefore, in this embodiment, when the frame control microcomputer 171 executes the process when the game ball is launched and the counting process when the number of held balls becomes zero (the 250-ball counting processes in steps S3407 and S3409, and the 1-ball counting process in step S3411) simultaneously (at the same timing), the process when the game ball is launched is preferentially executed. Specifically, as described above, the frame control microcomputer 171 executes the frame control timer interrupt process shown in FIG. 47 every 3 msec, and after executing the input process S3001 shown in FIG. 48, executes the counting process (S3006) shown in FIG. 53. Therefore, after the game ball number subtraction process (S3106, see FIG. 48) that subtracts the number of held balls when the game ball is launched is executed, the 250-ball counting process (S3407, S3409) or the 1-ball counting process (S3411) is always executed. Thus, even when the launch of the game ball and the counting process when the number of held balls becomes zero (the 250-ball counting processes in steps S3407 and S3409, and the 1-ball counting process in step S3411) are executed simultaneously, the process when the game ball is launched immediately after the number of held balls becomes zero (the game ball subtraction process (S3106)) is not executed, and it is possible to prevent a situation where the game ball cannot be launched.

[0361] 13. Effects of this embodiment As described in detail above, according to the pachinko gaming machine PY1 of this embodiment (the first embodiment), when the gaming machine is set to the game inspection mode and the frame inspection mode in which the progress of the game is impossible, even when "0" is displayed on the game ball number display 180, when the handle 72k is operated, game balls are launched. Therefore, in the game inspection mode and the frame inspection mode, even when it is displayed that there are no held balls, it is possible to launch game balls and execute an inspection based on the launched game balls. As a result, when the game is set to the game inspection mode and the frame inspection mode, it is possible to simplify the inspection work. Specifically, even when it is displayed that there are no held balls, it is possible to confirm whether the first start port sensor 11a, the second start port sensor 12a, the big winning port sensor 14a, the first general winning port sensor 10x, the second general winning port sensor 10y, the third general winning port sensor 10z, the discharge port sensor 15a, the gate sensor 13a, which are connected to the game control board 100, and the launched ball detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a, which are connected to the frame control board 170, operate normally.

[0362] According to the pachinko gaming machine PY1 of this embodiment, when set to the frame inspection mode, when the game ball passes through the launched ball detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, and the lifting outlet sensor 34a (frame side sensors) connected to the frame control board 170, a detection signal is output from each of the above sensors to the frame control board 170. As a result, as shown in FIG. 35, when the game ball passes through the launched ball detection sensor 16a, "H09" is displayed on the game ball number display 180. When the game ball passes through the return ball detection sensor 17a, "H10" is displayed on the game ball number display 180. When the game ball passes through the downstream monitoring sensor 31a, "H11" is displayed on the game ball number display 180. When the game ball passes through the upstream monitoring sensor 32a, "H12" is displayed on the game ball number display 180. When the game ball passes through the lifting inlet sensor 33a, "H13" is displayed on the game ball number display 180. When the game ball passes through the lifting outlet sensor 34a, "H14" is displayed on the game ball number display 180. Thus, when set to the frame inspection mode, by looking at the game ball number display 180, it is possible to confirm whether each of the above sensors (frame side sensors) connected to the frame control board 170 is operating normally. And as shown in FIG. 1, the game ball number display 180 is easily visible without opening the game machine frame 2 (inner frame 21, front door 23) (see FIG. 1). Therefore, for example, compared with the case where a frame board display 300 visible by opening the game machine frame 2 indicates whether each of the above sensors connected to the frame control board 170 is operating normally, the game ball number display 180 can facilitate the confirmation work for the employees in the pachinko parlor.

[0363] Also, according to the pachinko gaming machine PY1 of this embodiment, as shown in FIG. 33, when the start condition that the RAM clear switch 191 is pressed is satisfied upon power-on, the game inspection mode is set and the frame inspection mode is set. Thus, for both the game driving devices (AT solenoid 14s, electric chute solenoid 12s, first start port sensor 11a, second start port sensor 12a, big winning port sensor 14a, first general winning port sensor 10x, second general winning port sensor 10y, third general winning port sensor 10z, discharge port sensor 15a, gate sensor 13a) connected to the game control board 100 and the frame driving devices (launch ball detection sensor 16a, return ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, downstream monito...

Claims

1. A gaming machine comprising an abrasive for polishing a game ball and performance control means capable of controlling performance, wherein the performance control means is capable of displaying a replacement reference number, which is the number of fired balls serving as a reference for replacing the abrasive, and is characterized by the gaming machine.

2. In the gaming machine according to Claim 1, comprising operable operation means, the performance control means can be set to an abrasive mode based on an operation on the operation means before the game starts, and in the abrasive mode, the total number of fired balls and the replacement reference number can be displayed, and is characterized by the gaming machine.

3. In the gaming machine according to Claim 2, the performance control means in the abrasive mode, the total number of fired balls displayed can be reset based on an operation on the operation means, and is characterized by the gaming machine.

4. In the gaming machine according to Claim 2, comprising game control means capable of controlling the progress of the game and a game movable body operable under the control of the game control means, the game control means can be set to a game confirmation mode in which the game movable body is operated in a confirmation operation mode before the game starts, and the game confirmation mode and the abrasive mode may be set in parallel, and is characterized by the gaming machine.

5. In the gaming machine according to any one of Claims 2 to 4, the performance control means can change the replacement reference number displayed in the abrasive mode based on an operation on the operation means, and is characterized by the gaming machine.

Citation Information

Patent Citations

  • Polishing cassette

    JP2020182501A