Game machine

The gaming machine addresses challenges in game interest and fraud by incorporating a ball entry section and setting change mode, allowing controlled changes to winning probabilities and enhancing player experience while reducing processing load and defects.

JP2025096343AInactive Publication Date: 2025-06-26SANYO BUSSAN KK
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Patent Information

Application Number
JP2025060947
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-02
Publication Date
2025-06-26
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in improving game interest, reducing processing load, optimizing processing, simplifying control and structure, and enhancing player experience while minimizing defects and fraud.

Method used

A gaming machine with a ball entry section, lottery processing execution means, and setting change mode execution means that allows for external operation to change winning probabilities. The machine executes a setting change mode only when a specific condition is met upon power-on, helping to suppress fraud.

Benefits of technology

The solution enhances game interest, reduces processing load, and simplifies control and structure, while also minimizing defects and fraud by allowing controlled changes to winning probabilities.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technique capable of suppressing fraudulence to a game machine.SOLUTION: A game machine includes: a ball entry part permitting entry of game balls; lottery processing execution means for executing a predetermined lottery process, based on entry of game balls into the ball entry part; and setting change mode execution means for executing a setting change mode capable of changing setting of a winning probability in the predetermined lottery process by receiving external operation. The setting change mode execution means includes means for executing the setting change mode in satisfaction of a first condition at a point in time of power-on of the game machine but preventing execution of the setting change mode even if the first condition is satisfied after power is turned on.SELECTED DRAWING: Figure 51
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Description

Technical Field

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

Background Art

[0002] In gaming machines such as pachinko machines and slot machines, for the purposes of improving the interest of the game, reducing the processing load of the gaming machine, optimizing the processing, simplifying the control, simplifying the structure, improving the efficiency of the development of the gaming machine, providing a gaming machine in which defects are less likely to occur, providing a gaming machine considerate of players, etc., technical improvements have been made from various viewpoints such as structure, control, and presentation (for example, Patent Document 1).

[0003] In addition, various technical improvements have been made for the purpose of improving the soundness of the game, such as discovering and suppressing illegal acts by players and illegal modifications to the gaming machine.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In the gaming machines as described above, further technical improvements are desired for the purposes of improving the interest of the game, reducing the processing load of the gaming machine, optimizing the processing, simplifying the control, simplifying the structure, improving the efficiency of the development of the gaming machine, providing a gaming machine in which defects are less likely to occur, providing a gaming machine considerate of players, providing a more sound game, etc.

Means for Solving the Problems

[0006] The present invention has been made to solve at least a part of the above-described problems and can be realized in the following forms.

[0007] [Form] A ball entry section where game balls can enter, Lottery processing execution means for executing a predetermined lottery process based on the entry of game balls into the ball entry section, Setting change mode execution means for executing a setting change mode in which the setting of the winning probability in the predetermined lottery process can be changed by receiving an external operation, A gaming machine comprising: The setting change mode execution means executes the setting change mode when a first condition is satisfied when the gaming machine is powered on, but does not execute the setting change mode even when the first condition is satisfied after the power is turned on. A gaming machine characterized by the above.

[0008] According to the above aspect, fraud on the gaming machine can be suppressed.

Brief Description of Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Embodiments of the gaming machine according to the present invention will be described in the following order with reference to the drawings. A. First Embodiment: B. Application to Other Configurations: C. Regarding the Invention Group Extracted from the Above - mentioned Embodiments, etc.:

[0011] A. First Embodiment: A1. Structure of the Gaming Machine: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter, also referred to as a "pachinko machine") in the first embodiment. The pachinko machine 10 includes a wooden outer frame 11 combined in a substantially rectangular shape. When the pachinko machine 10 is installed in a game hall, this outer frame 11 is fixed to the island equipment in the game hall. Further, the pachinko machine 10 includes a pachinko machine body 12 rotatably supported by the outer frame 11. The pachinko machine body 12 includes an inner frame 13 and a front door frame 14 disposed on the front surface of the inner frame 13. The inner frame 13 is rotatably supported by a metal hinge 15 with respect to the outer frame 11. The front door frame 14 is rotatably supported by a metal hinge 16 with respect to the inner frame 13. On the back surface of the inner frame 13, control devices for controlling the pachinko machine body 12, such as a main control device, an audio - light emission control device, and a display control device, are arranged. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has a function of locking the inner frame 13 so that it cannot be opened with respect to the outer frame 11 and a function of locking the front door frame 14 so that it cannot be opened with respect to the inner frame 13. Each lock is unlocked by performing a predetermined operation using a dedicated key on the cylinder lock 17.

[0012] At approximately the center of the front door frame 14, an opened window portion 18 is formed. Around the window portion 18 of the front door frame 14, resin parts and electrical decoration parts for decorating the pachinko machine 10 are provided. The electrical decoration parts are constituted by a light-emitting means composed of various lamps such as LEDs. The light-emitting means plays a role of enhancing the production effect by lighting or flashing during each game round, jackpot winning, reach occurrence, etc. performed by the pachinko machine 10. Also, on the back side of the front door frame 14, a glass unit 19 composed of two plate glasses is arranged, and the opened window portion 18 is sealed by the glass unit 19. A game board, which will be described later, is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can visually recognize the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.

[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open upper surface, and stores game balls such as lent balls lent from a lending machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the operation of an operation handle 25 by the player, and launches the game balls supplied from the upper tray 20 onto the front surface of the game board. The lower tray 21 is arranged below the upper tray 20 and is formed in a box shape with an open upper surface. The lower tray 21 stores the game balls that could not be completely stored in the upper tray 20. An outlet 22 for discharging the game balls stored in the lower tray 21 is formed on the bottom surface of the lower tray 21. A lever 23 is provided below the outlet 22, and by the player operating the lever 23, it is possible to switch between the closed state and the open state of the outlet 22. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22, and the game balls are discharged from the lower tray 21 to the outside.

[0014] In front of the peripheral edge of the upper tray 20, there is provided a production operation button 24 as an operation receiving means. The production operation button 24 is an operation unit for a player to perform an input operation on the game production performed by the pachinko machine 10. When the player operates the production operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game production in which the operation is reflected.

[0015] Furthermore, on the right side of the front view of the front door frame 14, there is provided an operation handle 25 for the player to operate. When the player operates the operation handle 25, in conjunction with the operation, a game ball is launched from the game ball launching mechanism to the front surface of the game board. Inside the operation handle 25, there are provided a touch sensor 25a for permitting the drive of the game ball launching mechanism, a weight button 25b for stopping the launch of the game ball by the game ball launching mechanism by the pressing operation of the player, and a variable resistor 25c for detecting the amount of rotational operation of the operation handle 25 by the change in electric resistance. When the player holds the operation handle 25, the touch sensor 25a is turned on. When the player rotates the operation handle 25 clockwise, the resistance value of the variable resistor 25c changes corresponding to the amount of rotational operation, and a game ball is launched from the game ball launching mechanism to the front surface of the game board with a strength corresponding to the resistance value of the variable resistor 25c.

[0016] Next, the configuration of the back surface of the pachinko machine 10 will be described. On the back surface of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged.

[0017] Figure 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 includes a first control unit 51, a second control unit 52, and a third control unit 53. Specifically, these mechanism parts are provided on the back surface of the inner frame 13.

[0018] The first control unit 51 includes a main control device 60. The main control device 60 has a main control board that has a function of controlling the main game and a function of monitoring the power supply. The main control board is housed in a board box made of a transparent resin material. This board box is configured to leave traces of opening and closing (also referred to as traces of opening or unsealing). For example, a sealing tape is attached to the openable part, and when the board box is opened, characters such as "unsealed" appear.

[0019] The second control unit 52 includes a sound and light control device 90 and a display control device 100. The sound and light control device 90 controls light-emitting means such as speakers and various lamps provided on the front surface of the pachinko machine 10 based on commands transmitted from the main control device 60. The display control device 100 controls the symbol display device based on commands transmitted from the sound and light control device 90. The symbol display device includes a liquid crystal display for displaying symbols and production videos.

[0020] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for paying out prize balls. When an instruction to launch a game ball is input from the main control device 60 to the launch control device 80, the launch control device 80 controls the game ball launch mechanism to launch a game ball with a strength corresponding to the amount of rotation of the operation handle 25 by the player. In addition, on the back surface of the inner frame 13, there are provided a tank 54 to which game balls supplied from the island facilities in the game hall are sequentially replenished, a tank rail 55 connected below the tank 54 and having a gently inclined slope so that the game balls flow downstream, a case rail 56 connected vertically to the downstream side of the tank rail 55, and a payout device 71 that receives the supply of game balls from the case rail 56 and pays out a predetermined number of game balls according to an instruction from the payout control device 70. A plurality of devices necessary for the operation of the pachinko machine 10 are provided.

[0021] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.

[0022] Figure 3 is a front view of the game board 30. The game board 30 is composed of plywood, and a game area PA is formed on its front surface. On the game board 30, an inner rail portion 31a and an outer rail portion 31b are attached so as to partition a part of the outer edge of the game area PA. Between the inner rail portion 31a and the outer rail portion 31b, a guide rail 31 for guiding the game ball is formed. The game ball launched from the game ball launching mechanism is guided by the guide rail 31 and discharged to the upper part of the game area PA, and then flows down through the game area PA. In the game area PA, a plurality of pins 42 are implanted substantially perpendicular to the game board 30, and various game devices such as a windmill are arranged. These pins 42 and the windmill disperse and arrange the falling direction of the game balls flowing down through the game area PA.

[0023] On the game board 30, a general winning opening 32, a first start opening 33, a second start opening 34, a through gate 35, and a variable winning device 36 are provided. Also, on the game board 30, a variable display unit 40 and a main display unit 45 are provided. The main display unit 45 has a special figure unit 37, a normal figure unit 38, and a round display unit 39.

[0024] The general winning opening 32 is an opening into which the game ball can enter, and a plurality of them are provided on the game board 30. In the present embodiment, when a game ball enters the general winning opening 32, 10 game balls are paid out from the payout device 71 as bonus balls. In the present embodiment, as the general winning opening 32, three general winning openings 32a, 32b, and 32c are provided. Hereinafter, the general winning opening 32a is also referred to as the first winning opening 32a, the general winning opening 32b is also referred to as the second winning opening 32b, and the general winning opening 32c is also referred to as the third winning opening 32c.

[0025] The first start opening 33 is an opening into which the game ball can enter. The first start opening 33 is provided below the center of the game board 30. In the present embodiment, when a game ball enters the first start opening 33, 3 game balls are paid out as bonus balls, and a jackpot lottery described later is executed.

[0026] The second starting port 34 is a ball entry port through which game balls can enter, and is provided on the right side of the game board 30. In the present embodiment, when a game ball enters the second starting port 34, three game balls are paid out as bonus balls, and a jackpot lottery described later is executed. Further, an electric accessory 34a as a normal electric accessory is provided at the second starting port 34.

[0027] The through gate 35 has a through hole penetrating in the vertical direction. The through gate 35 is a through gate that serves as an opportunity to execute a lottery for opening the electric accessory 34a. Specifically, when a game ball passes through the through gate 35, the main control device 60 conducts an internal lottery (electric accessory opening lottery) triggered by the passage. As a result of the internal lottery, if the lottery wins for electric accessory opening, the electric accessory 34a shifts to an electric accessory open state where it is opened in a predetermined manner. Since the through gate 35 is arranged upstream of the second starting port 34 with respect to the flow direction of the game balls, the game balls that have passed through the through gate 35 can flow down through the game area PA and enter the second starting port 34 after passing through. In the present embodiment, even if a game ball passes through the through gate 35, no bonus balls are paid out.

[0028] The variable winning device 36 includes a large winning port 36a leading to the back side of the game board 30 and an opening / closing door 36b for opening and closing the large winning port 36a. The opening / closing door 36b is normally in a closed state where game balls cannot enter the large winning port 36a. When a game ball enters the first starting port 33 or the second starting port 34, the main control device 60 conducts a jackpot lottery (internal lottery). As a result of the jackpot lottery, if the lottery wins for a jackpot or a minor win, the pachinko machine 10 shifts to an opening / closing execution mode. The opening / closing execution mode is a mode for executing the opening / closing process of the opening / closing door 36b of the variable winning device 36. Specifically, when the opening / closing door 36b of the variable winning device 36 shifts to the opening / closing execution mode, it transitions from a closed state where game balls cannot enter to an open state where game balls can enter, and after a predetermined condition is satisfied, it transitions back to the closed state again. In the present embodiment, when a game ball enters the large winning port 36a of the variable winning device 36, 15 game balls are paid out as bonus balls by the payout device 71.

[0029] In addition, an out port 43 is provided at the lowermost part of the game board 30, and the game balls that did not enter the various ball in ports are discharged from the game area PA through the out port 43.

[0030] In this embodiment, the game balls that enter the first start port 33, the second start port 34, the first winning port 32a, the second winning port 32b, the third winning port 32c, the big winning port 36a, and the out port 43 are configured to merge into the discharge passage provided on the back surface of the game board 30, and a discharge passage detection sensor for detecting game balls is provided in the discharge passage. As will be described later, in this embodiment, by detecting game balls with the discharge passage detection sensor, it is possible to grasp the number of game balls launched onto the game board 30.

[0031] The special drawing unit 37 includes a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each constituted by a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner.

[0032] The first symbol display unit 37a is a display unit for displaying a first symbol. The first symbol refers to a symbol that is variably displayed or stopped based on a jackpot lottery triggered by the entry of a game ball into the first start port 33. When a jackpot lottery triggered by the entry of a game ball into the first start port 33 is performed, the first symbol display unit 37a causes the segment display to perform a variable display of the first symbol or a predetermined display as a display mode until a display corresponding to the lottery result is made. When the lottery ends, the first symbol display unit 37a causes the segment display to perform a stop display of the first symbol corresponding to the lottery result. Hereinafter, the game turn in which a jackpot lottery is executed triggered by the entry of a game ball into the first start port 33 is also referred to as a game turn for the first start port.

[0033] The second symbol display section 37b is a display section for displaying the second symbol. The second symbol refers to a symbol that is variably displayed or stopped based on a jackpot lottery triggered by the entry of a game ball into the second start port 34. When a jackpot lottery is conducted with the entry of a game ball into the second start port 34 as a trigger, the second symbol display section 37b causes the segment display to display a variation display of the second symbol or a predetermined display as a display mode until a display corresponding to the lottery result is made. When the lottery ends, the second symbol display section 37b causes the segment display to display a stop display of the second symbol corresponding to the lottery result. Hereinafter, a game turn in which a jackpot lottery is executed with the entry of a game ball into the second start port 34 as a trigger is also referred to as a game turn for the second start port.

[0034] Here, the time from when the variation display of the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts until it stops is also referred to as the variation time. Specifically, the time from when the variation display of the first symbol displayed on the first symbol display section 37a starts until it stops is also referred to as the first variation time, and the time from when the variation display of the second symbol displayed on the second symbol display section 37b starts until it stops is also referred to as the second variation time.

[0035] The special figure unit 37 further includes a first hold display section 37c and a second hold display section 37d formed of LED lamps at positions adjacent to the first symbol display section 37a and the second symbol display section 37b.

[0036] The first hold display section 37c displays the number of held balls in the first start port 33 by the color and combination of the LED lamps to be lit. In this embodiment, the game balls that have entered the first start port 33 are held up to a maximum of 4 balls.

[0037] The second hold display section 37d displays the number of held balls in the second start port 34 by the color and combination of the LED lamps to be lit. In this embodiment, the game balls that have entered the second start port 34 are held up to a maximum of 4 balls.

[0038] The general pattern unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined pattern. When an electric accessory opening lottery is conducted upon the passage through the through gate 35, the general pattern unit 38 causes the light-emitting display to display in a lighting mode, a blinking mode, or a display in a predetermined pattern as the display mode of the light-emitting display. When the electric accessory opening lottery ends, the general pattern unit 38 performs a display in a predetermined pattern corresponding to the lottery result.

[0039] The round display unit 39 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined pattern, and displays the number of round games occurring in the opening / closing execution mode, or a corresponding display. A round game is a game in which the open state of the opening / closing door 36b is continued until either one of the conditions of elapse of a predetermined upper limit continuous time or entry of a predetermined upper limit number of game balls into the variable winning device 36 is satisfied. The number of round games varies according to the type of jackpot winning that triggered the transition. The round display unit 39 starts displaying the number of round games when the opening / closing execution mode is started, and ends when the opening / closing execution mode ends.

[0040] Note that the special pattern unit 37, the general pattern unit 38, and the round display unit 39 are not limited to being composed of a light-emitting display such as a segment display or an LED lamp, and may be composed of various display devices capable of indicating during the lottery and the lottery result, such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display.

[0041] The variable display unit 40 is arranged substantially at the center of the game area PA. The variable display unit 40 includes a symbol display device 41. The symbol display device 41 includes a liquid crystal display. The display content of the symbol display device 41 is controlled by the display control device 100. Note that the configuration of the display device included in the variable display unit 40 is not limited to the symbol display device 41, and may be composed of various display devices such as a plasma display device, an organic EL display device, or a CRT.

[0042] When the first symbol display unit 37a makes a variable display or a predetermined display based on the entry of a game ball into the first starting port 33, the symbol display device 41 performs a variable display or a predetermined display of symbols accordingly. Also, when the second symbol display unit 37b makes a variable display or a predetermined display based on the entry of a game ball into the second starting port 34, the symbol display device 41 performs a variable display or a predetermined display of symbols accordingly. The symbol display device 41 is not limited to performing a variable display or a predetermined display of symbols triggered by the entry of a game ball into the first starting port 33 or the second starting port 34, and also performs production displays during the opening / closing execution mode that transitions when a big win is selected. Hereinafter, the details of the symbol display device 41 will be described.

[0043] FIG. 4 is an explanatory diagram showing the symbols variably displayed and the display surface 41a in the symbol display device 41. FIG. 4(a) is an explanatory diagram showing the symbols variably displayed in the symbol display device 41. As shown in FIG. 4(a), symbols indicating the numbers 1 to 8 are variably displayed on the symbol display device 41. Note that, as the symbols to be variably displayed, symbols with pictorial designs such as characters attached to each of the symbols indicating the numbers 1 to 8 may be adopted.

[0044] FIG. 4(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, on the display surface 41a, three symbol columns Z1, Z2, and Z3, namely left, middle, and right, are displayed. In each of the symbol columns Z1 to Z3, the symbols numbered 1 to 8 shown in FIG. 4(a) are arranged in ascending or descending order of the numbers, and a variable display is performed in which each symbol column scrolls from top to bottom or from bottom to top periodically. As shown in FIG. 4(b), after the variable display by scrolling, one symbol for each symbol column is displayed in a state of stopping on the valid line L. Specifically, when a game ball wins the first start port 33 or the second start port 34, a variable display in which the symbols of each symbol column Z1 to Z3 scroll in a predetermined direction periodically is started. Then, each symbol that scrolls switches from the variable display to the standby display in the order of the symbol column Z1, the symbol column Z3, and the symbol column Z2, and finally, predetermined symbols are stopped and displayed on each of the symbol columns Z1 to Z3. When the variable display of the symbols ends and enters the stopped display state, if the result of the jackpot lottery by the main control device 60 is a jackpot win, a predetermined combination of symbols is formed on the valid line L. For example, the same combination of symbols is formed on the valid line L. Note that the mode of the variable display of the symbols in the symbol display device 41 is not limited to the above mode, and various modes can be adopted for the mode of the variable display of the symbols, such as the number of symbol columns, the number of valid lines, the direction of the variable display of the symbols in the symbol column, and the number of symbols in each symbol column.

[0045] Here, a game round is a unit of processing for notifying a player of the lottery result of a jackpot lottery for special information obtained based on a winning in either the first start opening 33 or the second start opening 34. In other words, the pachinko machine 10 notifies the player of the lottery result of one jackpot lottery for one piece of special information for each game round. When the pachinko machine 10 of the present embodiment obtains special information based on a winning in either the first start opening 33 or the second start opening 34, for each game round, on either the first result display unit 37a or the second result display unit 37b, after variably displaying a segment display, the segment display is stopped and displayed so as to be a display corresponding to the lottery result of the obtained special information. Further, when the pachinko machine 10 of the present embodiment obtains special information based on a winning in either the first start opening 33 or the second start opening 34, for each game round, on the symbol display device 41, after variably displaying a predetermined symbol sequence, the symbol sequence is stopped and displayed so as to be a display corresponding to the lottery result of the obtained special information. Also, the time required for one game round is also referred to as the unit game time. The unit game time is composed of a variable time, which is the time from when the variable display starts until a predetermined lottery result is stopped and displayed, and a stop time, which is the time when the predetermined lottery result is stopped and displayed.

[0046] Furthermore, as shown in FIG. 4(b), on the display surface 41a of the symbol display device 41, a first hold display area Ds1 and a second hold display area Ds2 are displayed. In the first hold display area Ds1, the number of holds based on a winning in the first start opening 33 is displayed. In the second hold display area Ds2, the number of holds based on a winning in the second start opening 34 is displayed. In the present embodiment, as described above, the maximum number of held game balls that have won in the first start opening 33 and the second start opening 34 is four each.

[0047] A2. Electrical Configuration of the Gaming Machine: Next, the electrical configuration of the pachinko machine 10 will be described. In this description, the electrical configuration of the pachinko machine 10 will be described using a block diagram.

[0048] FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10 of the first embodiment. The pachinko machine 10 is mainly configured around the main control device 60, and includes an audio-visual control device 90 and a display control device 100.

[0049] The main control device 60 includes a main control board 61 that controls the main game. The main control board 61 includes an MPU 62 composed of elements having a plurality of functions. The MPU 62 includes a CPU 62x that executes various control programs, a ROM 63 that records various control programs and fixed-value data, a RAM 64 that is a memory for temporarily storing various data when the CPU 62x executes the programs recorded in the ROM 63, and an input / output port 62a. The MPU 62 further includes a game history management chip 300 and an inspection terminal 65.

[0050] The game history management chip 300 calculates various game history information described later based on the ball entry information of the game balls into the start port, winning ports, and gates (hereinafter these are collectively referred to as "ball entry ports"). The inspection terminal 65 is a terminal for transmitting the game history information stored in the game history management chip 300 to an inspection machine described later. Details of the game history management chip 300 and the inspection terminal 65 will be described later.

[0051] The MPU 62 further includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator. Note that some of the functions of the MPU 62 may be provided by another element.

[0052] On the input side of the MPU62, a payout control device 70 and a power failure monitoring circuit 86 provided in the power supply device 85 are connected. The main control board 61 receives a supply of a stable 24V DC power supply from the power supply device 85 via the power failure monitoring circuit 86. The power supply device 85 is connected to a commercial power supply as an external power supply, and converts the external power supplied from the commercial power supply into the operating power required by the main control device 60, the payout control device 70, etc., and supplies power to each device. Further, in the present embodiment, the power supply device 85 includes a capacitor 87, and when a power failure occurs or the power switch is turned off, it continues to supply power to each device for a predetermined period.

[0053] Also, on the input side of the MPU62, ball entry detection sensors provided at each ball entry port are connected. Specifically, a big winning port detection sensor 44a that detects a game ball that has entered the big winning port 36a, a first start port detection sensor 44b that detects a game ball that has entered the first start port 33, a second start port detection sensor 44c that detects a game ball that has entered the second start port 34, a first winning port detection sensor 44d that detects a game ball that has entered the first winning port 32a, a second winning port detection sensor 44e that detects a game ball that has entered the second winning port 32b, a third winning port detection sensor 44f that detects a game ball that has entered the third winning port 32c, a through gate detection sensor 44g that detects a game ball that has passed through the through gate 35, and a discharge passage detection sensor 44h that detects a game ball that has passed through the above-described discharge passage are connected. The MPU62 determines whether a game ball flowing down in the game area PA has entered a start port or a winning port, and whether the game ball has passed through a through gate or a discharge passage, based on signals from these detection sensors. Further, the MPU62 executes a jackpot lottery based on the entry of game balls into the first start port 33 and the second start port 34.

[0054] On the output side of the MPU62, a variable winning device driving unit 36c that opens and closes the opening / closing door 36b of the variable winning device 36, an electric accessory driving unit 34b that opens and closes the electric accessory 34a of the second start port 34, and a main display unit 45 are connected. Various driver circuits are provided on the main control board 61, and the MPU62 executes drive control of various driving units through the driver circuits.

[0055] Specifically, in the opening / closing execution mode, the MPU62 executes drive control of the variable winning device driving unit 36c so that the opening / closing door 36b is opened and closed. Also, when winning the electric accessory release in the result of the electric accessory release lottery, the MPU62 executes drive control of the electric accessory driving unit 44b so that the electric accessory 34a is released. Further, in each game round, the MPU62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45, and in the opening / closing execution mode, executes display control of the round display unit 39 in the main display unit 45.

[0056] Also, on the transmission side of the MPU62, a payout control device 70 and a sound and light control device 90 are connected. To the payout control device 70, for example, a bonus ball command is transmitted from the main control device 60 based on the ball entry determination result. When the main control device 60 transmits a bonus ball command, the MPU62 on the main control board 61 refers to the command information storage area of the ROM63. Specifically, when the entry of a game ball into the general winning port 32 is specified, a bonus ball command corresponding to the payout of 10 game balls is transmitted from the main control device 60. When the entry of a game ball into the first start port 33 is specified, a bonus ball command corresponding to the payout of 3 game balls is transmitted from the main control device 60. When the entry of a game ball into the second start port 34 is specified, a bonus ball command corresponding to the payout of 1 game ball is transmitted from the main control device 60. The payout control device 70 controls the payout device 71 based on the bonus ball command received from the main control device 60 to perform the payout of bonus balls.

[0057] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of the game ball launch mechanism 81. The game ball launch mechanism 81 is driven when predetermined launch conditions are met. Also, an operation handle 25 is connected to the launch control device 80. As described above, the operation handle 25 includes a touch sensor 25a, a weight button 25b, and a variable resistor 25c. When the player grips the operation handle 25, the touch sensor 25a is turned on. When the player rotates the operation handle 25, the resistance value of the variable resistor 25c changes corresponding to the rotation operation amount, and a game ball is launched from the game ball launch mechanism to the front surface of the game board with a strength corresponding to the resistance value of the variable resistor 25c.

[0058] The sound and light control device 90 receives various commands transmitted from the main control device 60 and executes processes corresponding to the received various commands. Specifically, the sound and light control device 90 performs drive control of various lamps 47 composed of light-emitting means such as LEDs arranged on the front door frame 14 and drive control of the speaker 46 based on the various commands received from the main control device 60, and also controls the display control device 100. Also, an effect operation button 24 is connected to the sound and light control device 90. When the effect operation button 24 is operated by the player at a predetermined timing, the control of the various lamps 47, the speaker 46, the display control device 100, etc. is performed so as to perform a game effect reflecting the operation.

[0059] The display control device 100 executes the display control of the symbol display device 41 based on various commands received from the voice and light control device 90. Specifically, the display control device 100 grasps the variation time of the symbols in the symbol display device 41 and the type of combination of symbols to be finally stopped and displayed based on various commands received from the voice and light control device 90, and also grasps the presence or absence of the occurrence of a reach, the content of the reach effect, and the content of the effect executed while the first liquid crystal symbols and the second liquid crystal symbols are being variably displayed. In this embodiment, the stop time, which is the time when the first liquid crystal symbols or the second liquid crystal symbols are stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The above is the description of the electrical configuration of the pachinko machine 10.

[0060] FIG. 6 is an explanatory diagram showing the contents of various counters used for jackpot lottery and the like. The various counters are provided in various counter areas of the RAM 64 and are used when the MPU 62 performs jackpot lottery, setting of the display of the main display unit 45, and setting of the symbol display of the symbol display device 41. Specifically, the jackpot random number counter C1 is used for jackpot lottery. The jackpot type counter C2 is used when allocating the jackpot type. The reach random number counter C3 is used for reach determination as to whether or not to generate a reach when varying the symbol sequence to be displayed on the symbol display device 41.

[0061] The random number initial value counter CINI is used for setting the initial value of the jackpot random number counter C1. The variation type counter CS is used when determining the variation time of the first symbol display unit 37a and the second symbol display unit 37b of the main display unit 45 and the symbol display device 41. Further, the electric accessory opening counter C4 is used for the electric accessory opening lottery as to whether or not to open the electric accessory 34a of the second start port 34.

[0062] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that has 1 added to its counter value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short time intervals, and its updated value is appropriately stored in the lottery counter buffer 64a set in a predetermined area of the RAM 64.

[0063] In addition, the RAM 64 is provided with a hold information storage area 64b and a determination process execution area 64c. The hold information storage area 64b is provided with a first hold area Ra and a second hold area Rb. In the present embodiment, when a game ball enters the first start port 33, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS at the timing of the ball entry are stored in the first hold area Ra of the hold information storage area 64b in time series. Further, when a game ball enters the second start port 34, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS at the timing of the ball entry are stored in the second hold area Rb of the hold information storage area 64b in time series.

[0064] Details of the jackpot random number counter C1 will be described. The jackpot random number counter C1 is used for the jackpot lottery as described above. The jackpot random number counter C1 is configured to be incremented by 1 in order within a range of, for example, 0 to 1199 and return to 0 after reaching the maximum value. Further, when the jackpot random number counter C1 makes one round, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 1199).

[0065] The jackpot random number counter C1 is updated periodically, and its updated value is stored in the first hold area Ra of the hold information storage area 64b at the timing of the ball entry when a game ball enters the first start port 33, and is stored in the second hold area Rb of the hold information storage area 64b at the timing of the ball entry when a game ball enters the second start port 34.

[0066] The value of the jackpot random number counter C1 stored in the first reserved area Ra moves to the execution area AE of the determination process execution area 64c, is compared with the pass / fail table stored in the pass / fail table storage area of the ROM 63, and it is determined whether it is a jackpot. Also, the value of the jackpot random number counter C1 stored in the second reserved area Rb moves to the execution area AE of the determination process execution area 64c, is compared with the pass / fail table stored in the pass / fail table storage area of the ROM 63, and it is determined whether it is a jackpot.

[0067] In the pachinko machine 10 of the present embodiment, the value of the jackpot random number counter C1 stored in the first reserved area Ra or the second reserved area Rb moves to the execution area AE of the determination process execution area 64c in the order acquired when a game ball enters the first start port 33 or the second start port 34. Then, the jackpot random number counter C1 that has moved to the execution area AE is compared with the pass / fail table stored in the pass / fail table storage area of the ROM 63, and it is determined whether it is a jackpot.

[0068] Next, the details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used when determining the jackpot type. The jackpot type counter C2 is configured to be incremented by 1 in order within the range of 0 to 39 and return to 0 after reaching the maximum value.

[0069] The jackpot type counter C2 is updated periodically, and the updated value is stored in the first reserved area Ra of the reserved information storage area 64b at the timing of the entry when a game ball enters the first start port 33, and is stored in the second reserved area Rb of the reserved information storage area 64b at the timing of the entry when a game ball enters the second start port 34.

[0070] As described above, the MPU 62 performs jackpot lottery using the value of the jackpot random number counter C1 stored in the determination process execution area 64c, and when the result of the jackpot lottery is a jackpot, it determines the jackpot type using the value of the jackpot type counter C2 stored in the determination process execution area 64c. Further, the MPU 62 uses the values of these jackpot random number counter C1 and jackpot type counter C2 to determine the display mode of the segment display to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b. When making this determination, the stop result table stored in the stop result table storage area of the ROM 63 is referred to.

[0071] Next, the details of the reach random number counter C3 will be described. The reach random number counter C3 is used when determining whether a reach occurs when the result of the jackpot lottery is not a jackpot. The reach random number counter C3 is configured to be incremented by 1 in order within a range of, for example, 0 to 238, and return to 0 after reaching the maximum value.

[0072] The reach random number counter C3 is updated periodically, and the updated value is stored in the first hold area Ra of the hold information storage area 64b at the timing when a game ball enters the first start port 33, and stored in the second hold area Rb of the hold information storage area 64b at the timing when a game ball enters the second start port 34. The value of the reach random number counter C3 stored in the first hold area Ra is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area of the ROM 63 to determine whether a reach occurs. The value of the reach random number counter C3 stored in the second hold area Rb is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area of the ROM 63 to determine whether a reach occurs. However, when the result of the jackpot lottery is a jackpot and the system shifts to the opening / closing execution mode, the MPU 62 determines that a reach occurs regardless of the value of the reach random number counter C3.

[0073] "Reach" refers to a display state in which, for some of the symbol columns displayed on the display screen of the symbol display device 41, a partial combination of symbols that may form a combination of symbols corresponding to a big win is stopped from being displayed, and symbol variation display is performed in the remaining symbol columns in that state. In the pachinko machine 10 of the present embodiment, the combination of symbols corresponding to a big win refers to the combination of the same symbols in a predetermined effective line. As a specific example, in the main display area MA of the display surface 41a in FIG. 4(b), first, the symbols are stopped from being displayed in the symbol column Z1, and then the same symbols as those in Z1 are stopped from being displayed in the symbol column Z3, thereby forming a reach line. In the situation where the reach line is formed, symbol variation display is performed in the symbol column Z2, resulting in a reach. When a big win occurs, the same symbols as those forming the reach line are stopped from being displayed in the symbol column Z2.

[0074] Also, for the reach, there are those that perform a reach effect by performing symbol variation display in the remaining symbol columns in a state where a reach line is formed and displaying a predetermined character or the like as a moving image on the background screen, and those that perform a reach effect by reducing or hiding the combination of symbols forming the reach line and then displaying a predetermined character or the like as a moving image over substantially the entire display surface 41a. Also, the determination of whether to perform a reach effect or a preview display using a predetermined image such as a predetermined character before the reach display may be made using a reach random number counter C3 or other counters.

[0075] Next, the details of the variation type counter CS will be described. The variation type counter CS is used when the MPU 62 determines the variation time in the first symbol display unit 37a and the second symbol display unit 37b and the symbol variation time in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 in order within a range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.

[0076] The variable type counter CS is updated once every time the normal process described later is executed once, and is repeatedly updated even within the remaining time in the normal process. Then, the buffer value of the variable type counter CS is acquired when determining the variable pattern at the start of the variable display in the first symbol display unit 37a or the second symbol display unit 37b and at the start of the symbol variation by the symbol display device 41. When determining the variation time in the first symbol display unit 37a and the second symbol display unit 37b, the variation time table stored in the variation time table storage area of the ROM 63 is used.

[0077] Next, the details of the electric accessory release counter C4 will be described. The electric accessory release counter C4 is configured to be incremented by 1 in order within a range of, for example, 0 to 465, and return to 0 after reaching the maximum value. The electric accessory release counter C4 is updated periodically and is stored in the electric accessory reservation area 64d of the RAM 64 at the timing when a game ball enters the through gate 35. Then, at a predetermined timing, after the value of the electric accessory release counter C4 stored in the electric accessory reservation area 64d is transferred to the electric accessory execution area 64e, a lottery is performed in the electric accessory execution area 64e to determine whether to control the electric accessory 34a to the open state using the value of the electric accessory release counter C4. For example, if C4 = 0 or 1, the electric accessory 34a is controlled to the open state, and if C4 = 2 to 465, the electric accessory 34a is maintained in the closed state.

[0078] Note that at least one of the acquired values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric accessory release counter C4, and the variable type counter CS corresponds to the special information in the present invention. Also, at least one of the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS stored in the first reservation area Ra and the second reservation area Rb is also referred to as reservation information.

[0079] Next, the win / loss table will be described. The win / loss table is table data for collating with the jackpot random number counter C1 when performing a jackpot lottery based on the jackpot random number counter C1. In the pachinko machine 10, a low probability mode and a high probability mode are set as lottery modes for the jackpot lottery. When performing a jackpot lottery in the low probability mode, the win / loss table for the low probability mode is referred to, and when performing a jackpot lottery in the high probability mode, the win / loss table for the high probability mode is referred to.

[0080] FIG. 7 is an explanatory diagram showing the content of the win / loss table. FIG. 7(a) shows the win / loss table for the low probability mode (for the low probability mode), and FIG. 7(b) shows the win / loss table for the high probability mode.

[0081] As shown in FIG. 7(a), in the win / loss table for the low probability mode, five values from 0 to 4 are set as the values of the jackpot random number counter C1 that result in a jackpot. And among the values from 0 to 1199, values other than the five values from 0 to 4 (5 to 1199) are non-winning. On the other hand, as shown in FIG. 7(b), in the win / loss table for the high probability mode, 16 values from 0 to 15 are set as the values of the jackpot random number counter C1 that result in a jackpot. And among the values from 0 to 1199, values other than the 16 values from 0 to 15 are non-winning. Thus, in the high probability mode, the probability of winning the jackpot in the jackpot lottery is higher than in the low probability mode.

[0082] Also, in the present embodiment, the group of values of the jackpot random number counter C1 set as a jackpot in the win / loss table for the low probability mode is included in the group of values of the jackpot random number counter C1 set as a jackpot in the win / loss table for the high probability mode. However, if the probability of winning the jackpot is higher in the high probability mode than in the low probability mode as a result of the jackpot lottery, the number and values of the random numbers set as a jackpot are arbitrary.

[0083] Note that although not adopted in the win / loss table in the present embodiment, a "small win" may be provided as a result of the jackpot lottery.

[0084] "A near miss" serves as a trigger for transitioning to the opening / closing execution mode in which the opening and closing of the variable winning device 36 is executed, but it is a pass / fail result that does not serve as a trigger for either the lottery mode or the support mode. In contrast, "a miss" is not a trigger for transitioning to the opening / closing execution mode, and furthermore, it is a pass / fail result that does not serve as a trigger for either the lottery mode or the support mode.

[0085] Next, the jackpot types will be described. The pachinko machine 10 can be set with multiple types of jackpots. Specifically, for example, multiple types of jackpots can be set by providing differences in the following three aspects or modes. (1) The number of times (rounds) the opening / closing door 36b of the variable winning device 36 opens and closes in the opening / closing execution mode (2) The mode of opening / closing control of the variable winning device 36 in the opening / closing execution mode (3) The lottery mode (low probability mode or high probability mode) of the jackpot lottery after the opening / closing execution mode ends

[0086] As the mode of opening / closing control of the variable winning device 36 in the above (2) opening / closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of occurrence of game balls entering (winning) the variable winning device 36 becomes relatively high or low from the start to the end of the opening / closing execution mode. For example, in the high-frequency winning mode, one opening of the opening / closing door 36b in the opening / closing execution mode can be set to continue until 30 seconds have elapsed or until the number of game balls entering the opening / closing door 36b reaches 10. On the other hand, in the low-frequency winning mode, one opening of the opening / closing door 36b in the opening / closing execution mode can be set to continue until 1.6 seconds have elapsed or until the number of balls entering the opening / closing door 36b reaches 10.

[0087] The opening limit time for one opening of the opening / closing door 36b and the opening limit number for one opening may have an arbitrary opening mode of the opening / closing door 36b as long as the frequency of ball entry into the variable winning device 36 from the start to the end of the opening / closing execution mode is higher in the high-frequency winning mode than in the low-frequency winning mode. Specifically, it suffices that the opening limit time for one opening is set longer or the opening limit number for one opening is set larger in the high-frequency winning mode than in the low-frequency winning mode. To clarify the difference between the high-frequency winning mode and the low-frequency winning mode, in the opening / closing execution mode of the low-frequency winning mode, the configuration may be such that winning of the variable winning device 36 does not substantially occur.

[0088] In this embodiment, a plurality of types of winning modes are not provided as the opening / closing execution mode, and during the opening / closing execution mode, the above-described high-frequency winning mode is adopted. That is, one opening of the opening / closing door 36b in the opening / closing execution mode is set to continue until 30 seconds elapse or until the number of game balls entering the opening / closing door 36b reaches 10.

[0089] In this embodiment, when a jackpot is determined as a result of the jackpot lottery, the jackpot type is allocated using the jackpot type counter C2. The allocation of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an allocation table in the allocation table storage area of the ROM 63.

[0090] FIG. 8 is an explanatory diagram showing the contents of the allocation table. FIG. 8(a) shows the allocation table for the first start port, and FIG. 8(b) shows the allocation table for the second start port. The allocation table for the first start port is referred to during the jackpot lottery based on the entry of game balls into the first start port 33, and the allocation table for the second start port is referred to during the jackpot lottery based on the entry of game balls into the second start port 34.

[0091] As shown in the distribution table for the first start port in FIG. 8(a), in the pachinko machine 10 of this embodiment, as jackpot types based on the first start port 33, 16R certain-variable jackpot, 8R certain-variable jackpot, 16R normal jackpot, and 8R normal jackpot are set.

[0092] For the 16R certain-variable jackpot and the 8R certain-variable jackpot, the opening and closing control mode of the variable winning device 36 in the opening and closing execution mode is the high-frequency winning mode, the win / loss lottery mode after the end of the opening and closing execution mode is the high-probability mode, and it is a jackpot where the support mode after the end of the opening and closing execution mode is the high-frequency support mode.

[0093] For the 16R normal jackpot and the 8R normal jackpot, the opening and closing control mode of the variable winning device 36 in the opening and closing execution mode is the high-frequency winning mode, the win / loss lottery mode after the end of the opening and closing execution mode is the low-probability mode, and it is a jackpot where the support mode after the end of the opening and closing execution mode is the high-frequency support mode.

[0094] In the distribution table for the first start port, among the values of the jackpot type counter C2 from "0 to 39", "0 to 13" correspond to the 16R certain-variable jackpot, "14 to 27" correspond to the 8R normal jackpot, "28 to 33" correspond to the 16R normal jackpot, and "34 to 39" correspond to the 8R normal jackpot.

[0095] As described above, in the pachinko machine 10 of this embodiment, four types of jackpots are set as jackpot types. Therefore, the jackpot modes are diversified. When comparing these four types of jackpots, the degree of advantage for the player is the highest for the 16R certain-variable jackpot, followed by the 8R certain-variable jackpot, then the 16R normal jackpot, and finally the 8R normal jackpot. By setting a plurality of types of jackpots with different degrees of advantage for the player in this way, the monotony of the game can be suppressed and the degree of attention to the game can be increased.

[0096] As shown in the distribution table for the second start port in FIG. 8(b), in the pachinko machine 10 of the present embodiment, as jackpot types based on the second start port 34, a 16R certain-variable jackpot and an 8R normal jackpot are set. In the distribution table for the second start port, among the values of the jackpot type counter C2 from "0 to 39", "0 to 27" correspond to the 16R certain-variable jackpot, and "28 to 39" correspond to the 8R normal jackpot.

[0097] As described above, in the pachinko machine 10 of the present embodiment, the mode of distributing the jackpot type when a jackpot occurs is different between the case of a jackpot based on the entry of a game ball into the first start port 33 and the case of a jackpot based on the entry of a game ball into the second start port 34, and a clear difference in advantage for the player is provided.

[0098] As described above, the MPU 62 performs a jackpot lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the jackpot type using the value of the jackpot type counter C2 stored in the execution area AE. Further, the MPU 62 uses the values of these jackpot random number counter C1 and jackpot type counter C2 to determine the display mode of the segment display to be stopped and displayed on the first result display unit 37a and the second result display unit 37b. When making this determination, the stop result table stored in the stop result table storage area of the ROM 63 is referred to.

[0099] In the pachinko machine 10, as the mode of the support mode of the electric accessory 34a of the second start port 34 after the above (3) opening / closing execution mode ends, when compared with the situation where the shooting of game balls into the game area PA continues in the same mode, a high-frequency support mode and a low-frequency support mode can be set so that the frequency of the electric accessory 34a of the second start port 34 being in the open state per unit time becomes relatively high or low.

[0100] Specifically, in the pachinko machine 10 of this embodiment, the probability of winning the electric accessory release lottery using the electric accessory release counter C4 is different between the high-frequency support mode and the low-frequency support mode. In the high-frequency support mode, the probability of winning the electric accessory release lottery is higher than that in the low-frequency support mode. Also, in the high-frequency support mode, the release time of the electric accessory 34a for one time is set longer when winning the electric accessory release lottery than in the low-frequency support mode.

[0101] Although not adopted in this embodiment, in the case where winning the electric accessory release lottery in the high-frequency support mode and the release state of the electric accessory 34a occurs multiple times, the closing time from the end of one release state to the start of the next release state may be set shorter than the release time for one time. Further, in the high-frequency support mode, the time secured from the execution of one electric accessory release lottery to the execution of the next electric accessory release lottery may be set relatively shorter than in the low-frequency support mode.

[0102] As described above, in the high-frequency support mode, the probability of the game ball entering the second start port 34 is higher than that in the low-frequency support mode. That is, the high-frequency support mode functions as an auxiliary game state that assists in the establishment of the acquisition conditions of special information.

[0103] FIG. 9 is an explanatory diagram showing the content of a win / loss table (win / loss table for electric accessory release lottery) used when executing the electric accessory release lottery.

[0104] Fig. 9(a) shows the success / failure table for the electric accessory opening lottery used in the low-frequency support mode (for the low-frequency support mode). As shown in Fig. 9(a), in the success / failure table for the electric accessory opening lottery (for the low-frequency support mode), two values, 0 and 1, are set as the values of the electric accessory opening counter C4 for which the electric accessory opening wins. 464 values from 2 to 465 are set as the values of the electric accessory opening counter C4 for which it fails. That is, when a game ball passes through the through gate 35 and the electric accessory opening lottery is executed in the low-frequency support mode, the electric accessory opening wins with a probability of 1 / 233. In the pachinko machine 10 of the present embodiment, when the electric accessory opening wins in the low-frequency support mode, the electric accessory 34a is opened once, and the opening time is 1.4 seconds.

[0105] Fig. 9(b) shows the success / failure table for the electric accessory opening lottery used in the high-frequency support mode (for the high-frequency support mode). As shown in Fig. 9(b), in the success / failure table for the electric accessory opening lottery (for the high-frequency support mode), 462 values from 0 to 461 are set as the values of the electric accessory opening counter C4 for which the electric accessory opening wins. 4 values from 462 to 465 are set as the values of the electric accessory opening counter C4 for which it fails. That is, when a game ball passes through the through gate 35 and the electric accessory opening lottery is executed in the high-frequency support mode, the electric accessory opening wins with a probability of 231 / 233. In the pachinko machine 10 of the present embodiment, when the electric accessory opening wins in the high-frequency support mode, the electric accessory 34a is opened once, and the opening time is 1.6 seconds.

[0106] In this way, the success / failure table for the electric accessory opening lottery is set so that the probability of a game ball entering the second start port 34 is higher in the high-frequency support mode than in the low-frequency support mode.

[0107] FIG. 10 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection machine 320 included in the pachinko machine 10 of the first embodiment. Hereinafter, the MPU 62, the CPU 62x, the ROM 63, and the RAM 64 are also referred to as the main-side MPU 62, the main-side CPU 62x, the main-side ROM 63, and the main-side RAM 64, respectively.

[0108] In the main-side ROM 63 of the main-side MPU 62, a prize ball number data storage area and an operation execution condition storage area are provided.

[0109] In the prize ball number data storage area, the number of game balls (prize ball number data) to be paid out as prize balls when game balls enter each ball entrance is stored. In the present embodiment, the following prize ball number data is stored in the prize ball number data storage area. · The number of game balls (first start port prize ball number P1) to be paid out as prize balls when a game ball enters the first start port 33: 3 · The number of game balls (second start port prize ball number P2) to be paid out as prize balls when a game ball enters the second start port 34: 3 · The number of game balls (first winning port prize ball number P N1 ): 10 · The number of game balls (second winning port prize ball number P N2 ): 10 · The number of game balls (third winning port prize ball number P N3 ): 10 · The number of game balls (big winning port prize ball number P S ): 15

[0110] The main-side MPU 62 determines the number of game balls to be paid out as prize balls when a game ball enters each ball entrance by referring to the prize ball number data stored in the prize ball number data storage area of the main-side ROM 63.

[0111] Furthermore, in the present embodiment, the number-of-award-ball data stored in the main-side ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. Thereby, the game history management chip 300 can grasp the number-of-award-ball data set in the present pachinko machine 10.

[0112] In the calculation execution condition storage area, calculation execution conditions, which are the conditions for the game history management chip 300 to start calculations for calculating game history information, are stored. In the present embodiment, it is stored as a calculation execution condition that the number of game balls passing through the discharge passage reaches 500. The calculation execution conditions stored in this main-side ROM 63 are transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. Thereby, the game history management chip 300 can grasp the calculation execution conditions set in the present pachinko machine 10.

[0113] The game history management chip 300 is a semiconductor chip that calculates various game history information based on the ball entry information of game balls into each ball entry port and stores the calculated game history information. The game history management chip 300 includes a buffer 302 that acquires the ball entry information of game balls into each ball entry port from the CPU 62x, a register 304 that stores the number of game balls entering each ball entry port, a memory 306 for storing the number-of-award-ball data acquired from the main-side ROM 63, a memory 307 for storing the calculation execution conditions acquired from the main-side ROM 63, a CPU 308 that controls the whole game history management chip 300 and calculates game history information based on the number of game balls entering each ball entry port and the number of award balls set for each ball entry port when the calculation execution conditions are satisfied, and a memory 309 for storing the calculated game history information.

[0114] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In the present embodiment, the game history information stored in the memory 309 for storing calculation results is transmitted to the inspection machine 320 via the inspection terminal 65.

[0115] The inspection machine 320 includes a CPU 321 that executes various control programs, a ROM 324 that records various control programs, fixed-value data, etc., a RAM 326 that is a memory for temporarily storing various data, a display unit 328 that displays game history information received from the game history management chip 300, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.

[0116] FIG. 11 is an explanatory diagram schematically showing the contents of processing in the game history management chip 300 and the inspection machine 320.

[0117] The buffer 302 is provided between the CPU 62x of the main MPU 62 and the register 304, and acquires the ball entry information at each ball entry port. Specifically, the buffer 302 is provided with a plurality of bits corresponding to each ball entry port, and the CPU 62x turns on (sets to "1") the bit corresponding to the ball entry port determined to have received a game ball. For example, when the CPU 62x determines that a game ball has entered the first start port 33, the CPU 62x turns on (sets to "1") the bit corresponding to the first start port 33 of the buffer 302.

[0118] In addition, the buffer 302 is also provided with bits for grasping the game mode and the state of the pachinko machine 10 (hereinafter also referred to as the game state) when the game balls enter each ball entry port. In the present embodiment, a bit for determining whether it is in the normal mode (a mode that is not in the high-probability mode, not in the high-frequency support mode, and not in the opening / closing execution mode), a bit for determining whether it is in the high-probability mode, a bit for determining whether it is in the high-frequency support mode, a bit for determining whether it is in the opening / closing execution mode, a bit for determining whether it is during a period when the first reserved number is the upper limit value, a bit for determining whether it is during a period when the second reserved number is the upper limit value, a bit for determining whether the front door frame 14 is open, and a bit for determining whether it is in an error state where a trouble such as a failure has occurred in the pachinko machine 10 are provided. For example, when the CPU 62x determines that it is in the normal mode at the timing when the game ball enters the first starting port 33, the bit for determining whether it is in the normal mode in the buffer 302 is set to ON ("1").

[0119] The register 304 stores the number of game balls that have entered each ball entry port. Specifically, the register 304 is composed of a plurality of counters corresponding to each ball entry port. When it is determined that there is ball entry information in the bit of the buffer 302 (that is, when the bit is ON), 1 is added to the value of the counter corresponding to the bit for which it is determined that there is ball entry information. In the present embodiment, the register 304 is composed of a non-volatile register that can retain the memory even when the power supply is cut off.

[0120] In the present embodiment, the register 304 stores the following values by each counter corresponding to each ball entry port. · The number of game balls that have entered the big winning port 36a = the number of big winning port ball entries N S · The number of game balls that have entered the first starting port 33 = the number of first starting port ball entries N1 · The number of game balls that have entered the second starting port 34 = the number of second starting port ball entries N2 · Number of game balls that entered the first winning opening 32a = Number of balls entered the first winning opening N N1 · Number of game balls that entered the second winning opening 32b = Number of balls entered the second winning opening N N2 · Number of game balls that entered the third winning opening 32c = Number of balls entered the third winning opening N N3 · Number of game balls that passed through the through gate 35 = Number of balls passed through the through gate N G · Number of game balls that passed through the discharge passage = Number of balls passed through the discharge passage N OUT Note that, as described above, the number of balls passed through the discharge passage N OUT is equal to the number of game balls launched onto the game board 30.

[0121] Further, in the present embodiment, the register 304 stores the number of game balls that entered each winning opening for each game state. · Number of game balls that entered each winning opening during the normal mode · Number of game balls that entered each winning opening during the high-probability mode · Number of game balls that entered each winning opening during the high-frequency support mode · Number of game balls that entered each winning opening during the opening / closing execution mode · Number of game balls that entered the first start opening 33 during the normal mode and during the period when the first reserved number is the upper limit value · Number of game balls that entered the second start opening 34 during the normal mode and during the period when the second reserved number is the upper limit value · Number of game balls that entered each winning opening while the front door frame 14 is open · Number of game balls that entered each winning opening during an error

[0122] For example, when it is determined that there is ball entry information in the bit corresponding to the first start port 33 of the buffer 302 (the bit is ON), and it is determined that there is information in the bit for determining whether it is in the normal mode (the bit is ON), 1 is added to the value of the first start port ball entry number counter, which is a counter for storing the number of game balls that have entered the first start port 33, and 1 is added to the value of the first start port ball entry number counter during the normal mode, which is a counter for storing the number of game balls that have entered the first start port 33 during the normal mode.

[0123] The memory 306 for storing prize ball number data is a memory for storing the prize ball number data set in the pachinko machine 10. In the present embodiment, when the power of the pachinko machine 10 is turned on, the prize ball number data stored in the main side ROM 63 is transmitted to the game history management chip 300 and stored in the memory 306 for storing prize ball number data. Therefore, the content of the prize ball number data stored in the memory 306 for storing prize ball number data is the same as the content of the prize ball number data stored in the main side ROM 63.

[0124] The memory 307 for storing calculation execution conditions is a memory for storing the calculation execution conditions set in the pachinko machine 10. The calculation execution conditions are, as described above, the conditions for starting the calculation for calculating the game history information. In the pachinko machine 10 of the present embodiment, it is set to start the calculation for calculating the game history information every time the number of game balls passing through the discharge passage reaches 500. When the power of the pachinko machine 10 is turned on, the calculation execution conditions stored in the main side ROM 63 are transmitted to the game history management chip 300 by the CPU 62x and stored in the memory 307 for storing calculation execution conditions. Therefore, the content of the calculation execution conditions stored in the memory 307 for storing calculation execution conditions is the same as the content of the calculation execution conditions stored in the main side ROM 63. Note that, as the calculation execution conditions, the number of game balls passing through or entering other than the discharge passage may be stored as a reference, or a number other than 500 may be stored as a reference.

[0125] The CPU 308 determines whether the operation execution conditions stored in the operation execution condition memory 307 are satisfied. If it is determined that the operation execution conditions are satisfied, the CPU 308 calculates various game history information based on the bonus ball number data stored in the bonus ball number data memory 306 and the number of game balls entering each ball entrance stored in the register 304. In this embodiment, the CPU 308 calculates the following values as game history information every time the value of the number N OUT of passing through the discharge passage stored in the register 304 reaches 500

[0126] · Proportion of accessory = Number of game balls paid out as bonuses by accessory operation (number of accessory bonus balls) / Total number of game balls paid out as bonuses (total bonus balls) =(N2 × P2 + N S × P S ) / (N N1 × P N1 + N N2 × P N2 + N N3 × P N3 + N1 × P1 + N2 × P2 + N S × P S ) · Proportion of consecutive accessories = Number of game balls paid out as bonuses by consecutive accessory operation (number of consecutive accessory bonus balls) / Total number of game balls paid out as bonuses (total bonus balls) =(N S × P S ) / (N N1 × P N1 + N N2 × P N2 + N N3 × P N3 + N1 × P1 + N2 × P2 + N S × P S ) · Ball output rate (total) = Total number of game balls paid out as bonuses (total bonus balls) / Number of game balls launched on the game board 30 =(N N1 × P N1 + N N2 × P N2 + N N3 × P N3+N1×P1+N2×P2+N S ×P S ) / N OUT

[0127] The basis for calculating the above values is as follows. · The number of game balls paid out as prize balls due to the operation of the accessory (accessory prize ball number) = The number of game balls paid out as prize balls when the electric accessory 34a as a normal electric accessory and the variable winning device 36 as a special electric accessory operate = The number of game balls paid out as prize balls based on the entry of game balls into the second start port 34 and the big winning port 36a = N2×P2+N S ×P S · The number of game balls paid out as prize balls due to continuous accessory operation (continuous accessory prize ball number) = The number of game balls paid out as prize balls when the variable winning device 36 as a special electric accessory operates = The number of game balls paid out as prize balls based on the entry of game balls into the big winning port 36a = N S ×P S · The number of game balls paid out as prize balls based on the entry of game balls into the first to third winning ports 32a to 32c = N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 · The total number of game balls paid out as prize balls (total prize ball number) = The number of game balls paid out as prize balls based on the entry of game balls into the first to third winning ports 32a to 32c, the first start port 33, the second start port 34, and the big winning port 36a = N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N1×P1+N2×P2+N S ×P S

[0128] Furthermore, in the present embodiment, the following game history information is calculated based on the number of game balls entering each ball entrance counted for each game state.

[0129] · Payout ratio (during normal mode) = Number of game balls paid out as bonus balls based on the entry of game balls into the first start port 33 during normal mode / (Number of game balls paid out as bonus balls based on the entry of game balls into the first start port 33 during normal mode + Number of game balls paid out as bonus balls based on the entry of game balls into the first to third winning ports 32a to 32c during normal mode) · Ball output rate (during normal mode) = Total number of game balls paid out as bonus balls during normal mode / Number of game balls launched onto the game board 30 during normal mode · Ball output rate (during high-frequency support mode) = Total number of game balls paid out as bonus balls during high-frequency support mode / Number of game balls launched onto the game board 30 during high-frequency support mode · BY (during normal mode) = (Number of game balls paid out as bonus balls based on the entry of game balls into the first to third winning ports 32a to 32c during normal mode + Number of game balls paid out as bonus balls based on the entry of game balls into the first start port 33 during normal mode when the first hold count is at the upper limit + Number of game balls paid out as bonus balls based on the entry of game balls into the second start port 34 during normal mode when the second hold count is at the upper limit) / Number of game balls launched onto the game board 30 during normal mode · BY MIN (during normal mode) = Number of game balls paid out as bonus balls based on the entry of game balls into the first to third winning ports 32a to 32c during normal mode / Number of game balls launched onto the game board 30 during normal mode · Ball entry rate while the front door frame is open = Number of game balls entering each ball entrance while the front door frame 14 is open / Number of game balls launched onto the game board 30 · Ball entry rate during error = The number of game balls that entered each ball entrance during an error / The number of game balls launched onto the game board 30 Note that the above game history information is just an example, and a configuration for calculating game history information other than these may also be used.

[0130] When the CPU 308 calculates the above various game history information, it stores the calculated various game history information in the operation result storage memory 309 and resets the value of each counter in the register 304 to "0". Note that hereinafter, the various game history information calculated every time 500 game balls are launched onto the game board 30 is also collectively referred to as the "short-term game history information group".

[0131] The operation result storage memory 309 is a memory that stores the game history information calculated by the CPU 308. In this embodiment, it is configured by a non-volatile memory that can retain the memory even when the power supply is cut off. The operation result storage memory 309 also stores information regarding the order in which the short-term game history information group was written. When there is no empty area for writing the calculated short-term game history information group, the CPU 308 stores the calculated short-term game history information group in the area where the short-term game history information group with the oldest written order is stored. That is, the operation result storage memory 309 is configured (first-in, first-out method) to be overwritten in order from the oldest short-term game history information group, and is always in a state where the most recent short-term game history information group is stored.

[0132] In this embodiment, the operation result storage memory 309 has a capacity to store 1200 short-term game history information groups calculated every time 500 game balls are launched onto the game board 30. For example, if game balls are continuously launched for 10 hours in a day, 60,000 game balls will be launched in a day, so 120 short-term game history information groups will be stored in the operation result storage memory 309 in a day. Therefore, the operation result storage memory 309 can store the short-term game history information groups for the most recent 10 days.

[0133] When the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command for requesting the transmission of game history information to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the game history information stored in the operation result storage memory 309 to the inspection machine 320 via the inspection terminal 65. As a result, the inspection machine 320 acquires the game history information stored in the operation result storage memory 309 and causes the acquired game history information to be displayed on the display unit 328.

[0134] As described above, in this embodiment, every time the number of game balls that have passed through the discharge passage reaches 500, that is, every time 500 game balls are launched onto the game board 30, game history information such as the accessory ratio is calculated and stored in the operation result storage memory 309. Then, the calculated game history information will be displayed on the display unit 328 of the inspection machine 320.

[0135] A3. Details of various processes executed in the gaming machine: Next, each process executed by the MPU 62 (in this embodiment, the CPU 62x) will be described. The processes of such an MPU 62 are roughly classified into a main process that is started when the power is turned on and a timer interrupt process that is started periodically (in this embodiment, at a cycle of 4 msec).

[0136] First, the main process will be described with reference to the flowchart of FIG. 12.

[0137] FIG. 12 is a flowchart showing the main process executed by the main - side MPU 62. In step S10101, initial - setting processing is executed. Specifically, initial - setting of each control device associated with power - on and determination of the validity of data stored and held in the RAM 64 are executed. Further, in the present embodiment, in the initial - setting processing, a process of transmitting arithmetic data to the game - history management chip 300 is executed. Specifically, the arithmetic data (bonus - ball number data and arithmetic - execution conditions) stored in the main - side ROM 63 is transmitted to the game - history management chip 300. As will be described later, the game - history management chip 300 that has received the arithmetic data stores the bonus - ball number data and the arithmetic - execution conditions in the bonus - ball number - data storage memory 306 and the arithmetic - execution - condition storage memory 307, respectively, and transmits a setting - completion command indicating that the storage is complete to the main - side MPU 62. After executing step S10101, the process proceeds to step S10102.

[0138] In step S10102, it is determined whether a setting - completion command has been received. In step S10102, if it is determined that a setting - completion command has been received (S10102: YES), the process proceeds to step S10103, and an interrupt - permission setting is performed to permit the occurrence of timer - interrupt processing. On the other hand, in step S10102, if it is determined that a setting - completion command has not been received (S10102: NO), the process of step S10102 is executed again. That is, until a setting - completion command is received, the process does not proceed to step S10103, and an interrupt - permission setting for permitting the occurrence of timer - interrupt processing is not performed.

[0139] After executing step S10103, the process proceeds to the remaining processes of steps S10104 to S10107. That is, although the main MPU 62 is configured to periodically execute timer interrupt processing as described later, a remaining time will occur between one timer interrupt processing and the next timer interrupt processing. This remaining time will vary according to the processing completion time of each timer interrupt processing, but the remaining processes of steps S10104 to S10107 are repeatedly executed using such irregular time. In this regard, it can be said that the remaining processes of steps S10104 to S10107 are non-periodic processes that are executed non-periodically.

[0140] In the remaining process, first, in step S10104, an interrupt disable setting is performed to prohibit the occurrence of timer interrupt processing. In the subsequent step S10105, a random number initial value update process for updating the random number initial value counter CINI is executed, and in step S10106, a variable counter update process for updating the variation type counter CS is executed. In these update processes, the current numerical information is read from the corresponding counter in the main RAM 64, and after executing the process of adding 1 to the read numerical information, the process of overwriting the original counter is executed. In this case, when the counter value reaches the maximum value, it is cleared to "0" respectively. Then, in step S10107, an interrupt enable setting is performed to switch from the state where the occurrence of timer interrupt processing is prohibited to the enabled state. After executing the process of step S10107, the process returns to step S10104, and the processes of steps S10104 to S10107 are repeated.

[0141] Next, the timer interrupt processing executed by the main MPU 62 (CPU 62x in this embodiment) will be described.

[0142] FIG. 13 is a flowchart showing the timer interrupt processing executed in the main MPU 62. The timer interrupt processing is activated at a specific period (4 msec period in this embodiment).

[0143] In the timer interrupt process, first, a lottery random number update process is executed in step S10201. In the lottery random number update process, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 are updated. Specifically, the current numerical information is sequentially read from the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4, and after executing the process of adding 1 to each of the read numerical information, the process of overwriting the original counter with the read value is executed. In this case, when the counter value reaches the maximum value, each is cleared to "0". Then, the process proceeds to step S10202.

[0144] In step S10202, the random number initial value counter CINI is updated in the random number initial value update process, and the process proceeds to step S10203, where the variation type counter CS is updated in the variation type counter update process. Then, the process proceeds to step S10204.

[0145] In step S10204, port output processing is executed. In the port output processing, when output information was set in the previous timer interrupt process, the process of performing the corresponding output to various drive units 36c, 34b is executed. For example, when information to switch the big winning opening 36a to the open state is set, the output of the drive signal to the variable winning drive unit 36c is started, and when information to switch to the closed state is set, the output of the drive signal is stopped. Also, when information to switch the electric accessory 34a of the second start opening 34 to the open state is set, the output of the drive signal to the electric accessory drive unit 34b is started, and when information to switch to the closed state is set, the output of the drive signal is stopped. Then, the process proceeds to step S10205.

[0146] In step S10205, reading processing is executed. In the reading processing, signals other than the ball entry signal are read, and the read information is stored for use in future processing. Then, the process proceeds to step S10206.

[0147] In step S10206, the signals received from each of the ball-in detection sensors 44a to 44h are read, and ball-in detection processing for performing processing corresponding to the read information is executed. The details of the ball-in detection processing will be described later in detail. Then, the process proceeds to step S10207.

[0148] In step S10207, the ball-in detection information is output to the bits of the buffer 302 of the game history management chip 300. Specifically, in the ball-in detection processing of step S10206, the bit corresponding to the ball-in port determined to have received a game ball is set to ON ("1"), and the bit corresponding to the game state of the pachinko machine 10 is set to ON ("1"). Then, the process proceeds to step S10208.

[0149] In step S10208, timer update processing for collectively updating the numerical information of a predetermined timer counter provided in the main RAM 64 is executed. Then, the process proceeds to step S10209, and output setting processing for a bonus ball command is executed. Then, the process proceeds to step S10210.

[0150] In step S10210, ball-in processing for the start ports is executed in accordance with the entry of game balls into the first start port 33 and the second start port 34. In the ball-in processing for the start ports, based on the determination that a game ball has entered the first start port 33 or the second start port 34, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are acquired, and the acquired counter values are stored in the save information storage area 64b of the RAM 64. After executing step S10210, the process proceeds to step S10211.

[0151] In step S10211, ball-in processing for the through gate is executed in accordance with the entry (passage) of game balls into the through gate 35. In the ball-in processing for the through gate, based on the determination that a game ball has entered (passed through) the through gate 35, the value of the variation type counter CS is acquired, and the acquired counter value is stored in the electric role save area 64d of the RAM 64. After executing step S10211, the process proceeds to step S10212.

[0152] In step S10212, a game round control process for controlling the game in each game round is executed. In the game round control process, a jackpot lottery and display control of the first symbol display unit 37a and the second symbol display unit 37b are performed. After executing step S10212, the process proceeds to step S10213.

[0153] In step S10213, a game state transition process for transitioning the game state is executed. In the game state transition process, a process for transitioning the game state to an open / close execution mode, a high-probability mode, a high-frequency support mode, etc. is executed. After executing step S10213, the process proceeds to step S10214.

[0154] In step S10214, an electric accessory support process for controlling the electric accessory 34a is executed. In the electric accessory support process, a determination (electric accessory release lottery) as to whether or not to put the electric accessory 34a in an open state is made, and when it is determined to be in the open state, the electric accessory 34a is driven and controlled. After executing step S10214, the process proceeds to step S10215.

[0155] In step S10215, a game ball launch control process is executed. In the game ball launch control process, a process for launching a game ball into the game area PA when the operation handle 25 is operated by the player is executed. After executing step S10215, the process proceeds to step S10216.

[0156] In step S10216, an external information setting process is executed so as to control the start and end of the output of an external signal according to the processing results of various processes executed in the current timer interrupt process. After executing step S10216, this timer interrupt process is terminated.

[0157] Next, the ball entry detection process executed in step S10206 of the timer interrupt process (FIG. 13) will be described.

[0158] In the ball entry detection process, a process of checking the detection results of the ball entry detection sensors 44a to 44h is executed. When performing such a check, the input port 62b among the input / output ports 62a of the main MPU 62 is checked. Here, prior to the explanation of the ball entry detection process, the configuration of the input port 62b provided in the main MPU 62 will be described with reference to FIG. 14.

[0159] FIG. 14 is an explanatory diagram for explaining the configuration of the input port 62b provided in the main MPU 62. The input port 62b is configured as an 8-bit parallel interface so as to be able to handle eight types of signals simultaneously. And areas where information of "0" or "1" is stored according to the voltage of each signal are provided in a one-to-one correspondence with each terminal. That is, as the said areas, bit 0 D0 to bit 7 D7 are provided.

[0160] In addition, although signals exceeding eight types are input to the input port 62b, in order to limit the signals to be input simultaneously to eight types, the signal group to be input to the input port 62b is switched through switching control by a driver IC. In the ball entry detection process, the signal group to be input to the input port 62b is set to each of the ball entry detection sensors 44a to 44h.

[0161] In such a set situation, information corresponding to the ball entry signal from the big winning opening detection sensor 44a is stored in bit 0 D0, information corresponding to the ball entry signal from the first start opening detection sensor 44b is stored in bit 1 D1, information corresponding to the ball entry signal from the second start opening detection sensor 44c is stored in bit 2 D2, information corresponding to the ball entry signal from the first winning opening detection sensor 44d is stored in bit 3 D3, information corresponding to the ball entry signal from the second winning opening detection sensor 44e is stored in bit 4 D4, information corresponding to the ball entry signal from the third winning opening detection sensor 44f is stored in bit 5 D5, information corresponding to the ball entry signal from the through gate detection sensor 44g is stored in bit 6 D6, and information corresponding to the ball entry signal from the discharge passage detection sensor 44h is stored in bit 7 D7.

[0162] In this case, when each of the above-mentioned ball-in detection sensors 44a to 44h does not detect the passage of a game ball, it outputs a HI-level signal indicating non-detection as a ball-in signal, and when it detects the passage of a game ball, it outputs a LOW-level signal indicating detection as a ball-in signal. However, an inversion circuit is provided in the main control board 151, and the state of the signal is inverted before each of the above-mentioned detection signals is input to the input port 62b. Then, when the input port 62b receives a LOW-level signal through the inversion circuit, "0" information (data 0 or no information) is stored in the corresponding bit, and when it receives a HI-level signal through the inversion circuit, "1" information (data 1 or presence information) is stored in the corresponding bit.

[0163] That is, in a situation where the passage of a game ball is not detected by the ball-in detection sensors 44a to 44h, "0" information corresponding to the information indicating non-detection is stored in the corresponding bit, and in a situation where the passage of a game ball is detected, "1" information corresponding to the information indicating detection is stored in the corresponding bit.

[0164] Note that each of the ball-in detection sensors 44a to 44h may be configured to output a LOW-level signal as a ball-in signal while not detecting the passage of a game ball and output a HI-level signal as a ball-in signal while detecting the passage of a game ball. In this case, the above-mentioned inversion circuit may not be provided.

[0165] FIG. 15 is an explanatory diagram for explaining the ball entry detection process executed by the main-side MPU 62. FIG. 15(a) is a flowchart showing the ball entry detection process executed by the main-side MPU 62. FIG. 15(b) is an explanatory diagram schematically showing the ball entry determination area used in the ball entry detection process. In the ball entry detection process, as shown in the flowchart of FIG. 15(a), first, in step S10301, a process is executed to transfer the information currently stored in the above-mentioned bits D0 to D7 to the first ball entry determination area WA1 in the register of the main-side MPU 62. As shown in FIG. 15(b-1), the first ball entry determination area WA1 is composed of 8 bits and has a data capacity capable of storing all the information stored in the above-mentioned bits D0 to D7. In this case, the storage source bits in bits D0 to D7 and the storage destination bits in the first ball entry determination area WA1 are predetermined to correspond one-to-one. For example, the information of bit D0 is always stored in a predetermined bit in the first ball entry determination area WA1.

[0166] In the subsequent step S10302, a weight process for ball entry detection is executed. In this weight process, the main-side MPU 62 waits without executing any process until a predetermined weight time elapses. In this pachinko machine 10, 10 μsec is set as the weight time. However, as long as the effects described later due to setting this weight process can be sufficiently achieved without inhibiting the execution of the periodic timer interrupt process, the specific weight time is arbitrary, but it is preferably in the range of 2 μsec to 500 μsec, and more preferably in the range of 10 μsec to 100 μsec.

[0167] Incidentally, it takes at least 1.2 μsec to execute the processing of one step. Therefore, even if the processing of step S10302 is not set, a forced wait time of 1.2 μsec will occur between step S10301 and step S10303. In this regard, in step S10302, not only the minimum time required to execute the processing, but also an additional wait time is set between the processing of step S10301 and the processing of step S10303.

[0168] In the subsequent step S10303, a process is executed to transfer the information currently stored in the above-mentioned bits D0 to D7 of the 0th to 7th bits to the second ball entry determination area WA2 in the register of the host MPU62. Incidentally, since the information in the input port 62b is updated at intervals shorter than the time from the completion of step S10301 to the start of step S10303, the information transferred from the 0th to 7th bits D0 to D7 in step S10303 can be different from that in the case of step S10301.

[0169] Similar to the first ball entry determination area WA1, the second ball entry determination area WA2 is composed of 8 bits as shown in FIG. 15(b-2), and has a data capacity capable of storing all the information stored in the above-mentioned bits D0 to D7 of the 0th to 7th bits. In this case, the source bits in the 0th to 7th bits D0 to D7 and the destination bits in the second ball entry determination area WA2 are predetermined in a one-to-one correspondence, and further, the relationship between the source bits and the destination bits is the same as that in the case of the first ball entry determination area WA1.

[0170] Thereafter, in step S10304, after executing the ball entry determination process, this ball entry detection process is terminated. The ball entry determination process will be described with reference to the flowchart of FIG. 16.

[0171] FIG. 16 is a flowchart showing the ball entry determination process executed by the main - side MPU 62. In the ball entry determination process, first, at step S10401, 8 is set in the ball entry determination counter provided in the main - side RAM 64. Note that the numerical information of the ball entry determination counter corresponds to the bits of each of the 8 ball entry ports. Specifically, in the present embodiment, "8" of the numerical information of the ball entry determination counter corresponds to the 0 - th bit D0 of the big winning port 36a, "7" corresponds to the 1 - st bit D1 of the first starting port 33, "6" corresponds to the 2 - nd bit D2 of the second starting port 34, "5" corresponds to the 3 - rd bit D3 of the first winning port 32a, "4" corresponds to the 4 - th bit D4 of the second winning port 32b, "3" corresponds to the 5 - th bit D5 of the third winning port 32c, "2" corresponds to the 6 - th bit D6 of the through - gate 35, and "1" corresponds to the 7 - th bit D7 of the discharge passage, respectively. In the subsequent step S10402, each piece of information of the bits corresponding to the current numerical information of the ball entry determination counter in the first ball entry determination area WA1 and the second ball entry determination area WA2 is grasped. Each piece of information grasped in this case is the information read from the same bit in the input port 62b.

[0172] In the subsequent step S10403, an AND process of each piece of information grasped in step S10402 is executed, and the result of the AND process is stored in a register. At step S10404, among the first post - operation area WA3 and the second post - operation area WA4, the result of the AND process is stored in the corresponding bit on the side different from the side where the information of the result of the AND process was stored in the ball entry detection process in the process cycle of the previous timer interrupt process. The first post - operation area WA3 and the second post - operation area WA4 are composed of 8 bits as shown in FIGS. 15(b - 3) and 15(b - 4), and have a data capacity capable of storing all pieces of information of the result of the AND process of each bit of the first ball entry determination area WA1 and each bit of the second ball entry determination area WA2. In this case, the order of the bits of the first ball entry determination area WA1 and the second ball entry determination area WA2 that are the targets of the AND process and the order of each bit in the first post - operation area WA3 and the second post - operation area WA4 are uniquely determined.

[0173] Thereafter, in step S10405, among the first operation area WA3 and the second operation area WA4, the side where the information of the AND process result in the ball-in determination process in the process cycle of the previous timer interrupt process is stored, reads out the information of the bit corresponding to the numerical information of the current ball-in determination counter. Then, in step S10406, an inversion process for inverting the read information between "0" and "1" is executed.

[0174] Thereafter, in step S10407, an AND process is executed between the information of the AND process result in step S10403 and the information of the inversion process result in step S10406. In the subsequent step S10408, it is determined whether the result of the AND process is "1" corresponding to the ball-in detection start information. If it is determined in step S10408 that the AND process result is "1", the process proceeds to the process after step S10409.

[0175] In step S10409, it is determined whether the numerical information of the current ball-in determination counter is information indicating a bit corresponding to any of the first starting port 33 and the second starting port 34. If it corresponds to either the first starting port 33 or the second starting port 34, in step S10410, "1" is set to the starting port ball-in flag provided in the main side RAM64, and in step S10411, the numerical information of the three prize ball counters provided in the main side RAM64 is incremented by 1.

[0176] The start port entry ball flag is a flag for the main MPU 62 to identify the entry of a game ball into the first start port 33 or the second start port 34, and to identify that it is in a state where a process other than the execution of a bonus ball should be executed for the entry of a game ball into the first start port 33 or the second start port 34. Incidentally, since entry detection sensors 44b and 44c are provided for each of the first start port 33 and the second start port 34, the entry of a ball into the first start port 33 and the entry of a ball into the second start port 34 may be grasped simultaneously within the range of one process cycle of the timer interrupt process. Therefore, in order to cope with this, start entry flags are provided corresponding to the number of start ports 33 and 34, specifically, two are provided. Also, the three bonus ball counters are counters for the main MPU 62 to identify the number of times to output three bonus ball commands instructing the execution of three bonus balls.

[0177] If a negative determination is made in step S10409, then in step S10412, it is determined whether the numerical information of the current entry determination counter is information indicating a bit corresponding to the big winning port 36a (variable winning device 36). If it corresponds to the variable winning device 36, then in step S10413, a "1" is set in the big winning port entry ball flag provided in the main RAM 64, and in step S10414, the numerical information of the 15 bonus ball counters provided in the main RAM 64 is incremented by 1.

[0178] The big winning port entry ball flag is a flag for the main MPU 62 to identify the entry of a game ball into the variable winning device 36, and to identify that it is in a state where a process other than the execution of a bonus ball should be executed for the entry of a game ball into the variable winning device 36. Also, the 15 bonus ball counters are counters for the main MPU 62 to identify the number of times to output 15 bonus ball commands instructing the execution of 15 bonus balls.

[0179] If a negative determination is made in step S10412, then in step S10415, it is determined whether the numerical information of the current ball entry determination counter is information indicating a bit corresponding to the through gate 35. If it corresponds to the through gate 35, then in step S10416, a "1" is set in the through-pass flag provided in the main-side RAM 64.

[0180] The through-pass flag is a flag for the main-side MPU 62 to identify that the game ball has passed through the through gate 35 and to identify that it is in a state where processing corresponding to the entry of the game ball into the through gate 35 should be executed.

[0181] If a negative determination is made in step S10415, then in step S10417, it is determined whether the numerical information of the current ball entry determination counter is information indicating a bit corresponding to any one of the first winning port 32a, the second winning port 32b, and the third winning port 32c. If it corresponds to any one of the first winning port 32a, the second winning port 32b, and the third winning port 32c, then in step S10418, a "1" is set in the general winning port ball entry flag provided in the main-side RAM 64, and in step S10419, the numerical information of the three prize ball counters provided in the main-side RAM 64 is incremented by 1.

[0182] The general winning port ball entry flag is a flag for the main-side MPU 62 to identify the entry of the game ball into the first winning port 32a, the second winning port 32b, or the third winning port 32c. Incidentally, since ball entry detection sensors 44d, 44e, and 44f are provided for each of the first winning port 32a, the second winning port 32b, and the third winning port 32c, the entry into the first winning port 32a, the entry into the second winning port 32b, and the entry into the third winning port may be grasped simultaneously within the range of one processing cycle of the timer interrupt process. Therefore, in order to cope with this, the general winning port ball entry flag is provided corresponding to the number of the general winning ports 32a, 32b, and 32c, and specifically, three are provided. Also, the ten prize ball counters are counters for the main-side MPU 62 to identify the number of times to output three prize ball commands instructing the execution of ten prize balls.

[0183] If a negative determination is made in step S10417, since it means that the current ball entry corresponds to the discharge passage, in step SAD20, a "1" is set in the discharge passage passage flag provided in the main-side RAM64. The discharge passage passage flag is a flag for the main-side MPU62 to identify that the game ball has passed through the discharge passage.

[0184] If a negative determination is made in step S10408, or after any one of the processes in steps S10411, S10414, S10416, S10419, and S10420 is executed, the process proceeds to step S10421. In step S10421, the ball entry determination counter is decremented by 1, and then, in step S10422, it is determined whether the ball entry determination counter is "0".

[0185] If the ball entry determination counter is not "0", for the bit corresponding to the numerical information of the ball entry determination counter updated in step S10421, the processes of steps S10402 to S10420 are executed. If the processes of steps S10402 to S10420 are executed for the number of numerical information set in step S10401, an affirmative determination will be made in step S10422, and this ball entry determination process will end.

[0186] Next, with reference to FIG. 17, the state in which the presence or absence of ball entry into the general winning opening 32, the variable winning device 36, the first start opening 33, the second start opening 34, the through gate 35, and the discharge passage is detected by executing the above-described ball entry detection process (FIG. 15) will be described.

[0187] FIG. 17 is an explanatory diagram for explaining the state in which the presence or absence of ball entry is detected. First, with reference to FIG. 17(A), the timing for monitoring the detection results (hereinafter also referred to as ball entry information) of the ball entry detection sensors 44a to 44h will be described. FIG. 17(A) is a timing chart for explaining the timing for monitoring each ball entry information.

[0188] As shown in Fig. 17(A), in a configuration where timer interrupt processing (Fig. 13) is activated at a cycle of T1 (specifically, 4 msec), the process of monitoring the ball entry information is performed twice (step S10301, step S10303) in each execution of the timer interrupt processing. The process of monitoring each set of ball entry information is executed with staggered timings. The process of monitoring the ball entry information on the front side (step S10301) is executed at a timing when a time of T2 has elapsed with respect to the timing when the timer interrupt processing is activated.

[0189] In this case, the timing at which the ball entry detection process is executed in the timer interrupt processing is executed prior to processes with easily fluctuating processing times such as the game round control process and the electric role support process. Further, the process executed prior to the ball entry detection process in the timer interrupt processing is a process with relatively less fluctuating processing time. Therefore, the period until the process of monitoring the ball entry information on the front side starts in each execution of the timer interrupt processing is the same, substantially the same, or similar at T2. Thus, among the processes of monitoring a set of ball entry information included in each execution of the timer interrupt processing, the process of monitoring the ball entry information on the front side is executed periodically.

[0190] Also, between the process of monitoring the ball entry information on the front side (step S10301) and the process of monitoring the ball entry information on the rear side (step S10303) among the processes of monitoring each set of ball entry information, a wait process for ball entry detection (step S10302) is executed. However, in such a wait process, it only waits until a fixed wait time T3 elapses without executing any process. Therefore, among the processes of monitoring a set of ball entry information included in each execution of the timer interrupt processing, the process of monitoring the ball entry information on the rear side is executed periodically.

[0191] Next, with reference to FIG. 17(B), the content of the operation executed when the ball entry determination is made will be described. FIG. 17(B) is an explanatory diagram for explaining the content of the operation executed when the ball entry determination is made. In actuality, various operations are performed in units of 1 bit, but in the following description, the content of the operation will be described in units of 1 byte. However, it is also possible to adopt a configuration in which the operation in units of 1 byte as described below is actually performed.

[0192] In the case of FIG. 17(B), first, in the process of monitoring the front-side ball entry information in the n-th timer interrupt process, as shown in FIG. 17(B1), "00100000" is set in the first ball entry determination area WA1. In this case, the information indicating that the ball entry information of the third winning opening detection sensor 44f among the ball entry detection sensors 44a to 44h has detected a game ball (hereinafter also referred to as ball entry present information), and the ball entry information of the other sensors is information indicating that no game ball has been detected (hereinafter also referred to as ball entry absent information).

[0193] Also, in the process of monitoring the rear-side ball entry information in the n-th timer interrupt process, as shown in FIG. 17(B2), "10100000" is set in the second ball entry determination area WA2. In this case, the discharge passage detection sensor 44h and the third winning opening detection sensor 44f among the ball entry detection sensors 44a to 44h each have ball entry present information, and the other sensors have ball entry absent information.

[0194] When the information sets of the first ball entry determination area WA1 and the second ball entry determination area WA2 are performed as described above, the AND processing result becomes "00100000" as shown in FIG. 17(B3), and the information is set in the first calculation area WA3 as the monitoring result of the ball entry information in the timer interrupt processing of the n-th processing cycle. When the monitoring result of the ball entry information is set in the first calculation area WA3 in the (n - 1)-th timer interrupt processing, the monitoring result of the ball entry information in the n-th timer interrupt processing is set in the second calculation area WA4. Further, the ball entry determination process is executed using the monitoring result of the ball entry information in the (n - 1)-th time and the monitoring result of the ball entry information in the n-th time, but the content of the calculation of this process is omitted here.

[0195] Next, in the process of monitoring the leading ball entry information in the (n + 1)-th timer interrupt processing, as shown in FIG. 17(B4), "10100110" is set in the first ball entry determination area WA1. In this case, among the ball entry detection sensors 44a to 44h, the discharge passage detection sensor 44h, the third winning opening detection sensor 44f, the second starting opening detection sensor 44c, and the first starting opening detection sensor 44b each have ball entry information, and the other sensors have no ball entry information.

[0196] Also, in the process of monitoring the trailing ball entry information in the (n + 1)-th timer interrupt processing, as shown in FIG. 17(B5), "10100010" is set in the second ball entry determination area WA2. In this case, among the ball entry detection sensors 44a to 44h, the discharge passage detection sensor 44h, the third winning opening detection sensor 44f, and the first starting opening detection sensor 44b each have ball entry information, and the other sensors have no ball entry information.

[0197] When the information sets of the first ball entry determination area WA1 and the second ball entry determination area WA2 are performed as described above, the AND processing result becomes "10100010" as shown in FIG. 17(B6), and the information is set in the second calculation area WA4 as the monitoring result of the ball entry information in the (n + 1)-th processing cycle.

[0198] After that, in the ball entry determination process (FIG. 16) in the (n + 1)-th timer interrupt process, first, the monitoring result of the ball entry information in the n-th timer interrupt process is read from the first operation area WA3, and an inversion process is executed on the read monitoring result information. Then, as shown in FIG. 17(B7), it becomes "11011111". Then, the monitoring result of the ball entry information in the (n + 1)-th timer interrupt process is AND-processed with the information of the result of the inversion process. As a result, as shown in FIG. 17(B8), it becomes "10000010". In this case, in the ball entry determination process, it is determined that the entry of the game ball is detected by the discharge passage detection sensor 44h and it is also determined that the entry of the game ball is detected by the first start port detection sensor 44b.

[0199] Also, as shown in FIG. 17(B4), in the process of monitoring the front-side ball entry information in the (n + 1)-th timer interrupt process, the second start port detection sensor 44c has ball entry information, but this is caused by electrical noise. In this case, even if it is confirmed that the switching from no-ball-entry information to ball-entry information has occurred, it is not immediately specified that a ball entry has occurred. Instead, it is configured to specify that a ball entry has occurred when the ball entry information is confirmed multiple times. Therefore, as shown in FIG. 17(B5), in the process of monitoring the rear-side ball entry information in the (n + 1)-th timer interrupt process, the second start port detection sensor 44c has no-ball-entry information, so that the occurrence of electrical noise is not treated as the entry of a game ball.

[0200] Also, the third winning port detection sensor 44f has ball entry information in each of the process of monitoring a set of ball entry information in the n-th timer interrupt process and the process of monitoring a set of ball entry information in the (n + 1)-th timer interrupt process. This indicates a state where the game balls whose entry has already been grasped are continuously detected. In this case, since the occurrence of a ball entry is specified on the condition that the monitoring result of the ball entry information in the n-th timer interrupt process is "0", the entry of one game ball is not treated as multiple ball entries.

[0201] By executing the ball entry detection process as described above, the detection results of each of the ball entry detection sensors 44a to 44h are monitored. When a ball entry corresponding to the provision of a game ball has occurred, addition processing is executed for the 3 bonus ball counter, the 10 bonus ball counter, and the 15 bonus ball counter according to the ball entry location. When any of these counters is "1" or more, the bonus ball command is set in the output setting process (step S10209) of the bonus ball command in the timer interrupt process (Figure 13), and the set bonus ball command is transmitted to the payout control device 70. In this case, the output setting of the bonus ball command is performed only once in one execution of the timer interrupt process. Therefore, for example, even if the 15 bonus ball counter is "2" or more, only one 15 bonus ball command is transmitted in one execution. However, it is not limited to this, and a configuration may be adopted in which a predetermined plurality (for example, 2 or 3) of bonus ball commands are transmitted in one execution.

[0202] Also, it is conceivable that each of the 3 bonus ball counter, the 10 bonus ball counter, and the 15 bonus ball counter is "1" or more. In this case, the output of the bonus ball command with a larger number of bonus balls is prioritized. That is, the output of the 15 bonus ball command is prioritized over the output of the 10 bonus ball command and the output of the 3 bonus ball command, and the output of the 10 bonus ball command is prioritized over the output of the 3 bonus ball command.

[0203] When the 15 bonus ball counter is "1" or more and the 15 bonus ball command is set as the output target, the 15 bonus ball counter is decremented by 1. Also, when the 10 bonus ball counter is "1" or more and the 10 bonus ball command is set as the output target, the 10 bonus ball counter is decremented by 1. Also, when the 3 bonus ball counter is "1" or more and the 3 bonus ball command is set as the output target, the 3 bonus ball counter is decremented by 1.

[0204] Next, the process executed by the CPU 308 of the game history management chip 300 will be described. In the present embodiment, the CPU 308 of the game history management chip 300 executes the following main process when the pachinko machine 10 is powered on.

[0205] FIG. 18 is a flowchart showing the main process executed by the CPU 308 of the game history management chip 300.

[0206] In step S10501, it is determined whether or not arithmetic data including the number of prize balls data and the arithmetic execution condition is received. In step S10501, if it is determined that the arithmetic data is received (S10501: YES), the process proceeds to step S10502. On the other hand, in step S10501, if it is determined that the arithmetic data is not received (S10501: NO), the process of this step S10501 is executed again. That is, until the arithmetic data is received, an infinite loop is continued without proceeding to the next step S10502.

[0207] In step S10502, the received number of prize balls data is stored in the memory 306 for storing the number of prize balls data. Then, the process proceeds to step S10503, and the received arithmetic execution condition is stored in the memory 307 for storing the arithmetic execution condition. Then, the process proceeds to step S10504.

[0208] In step S10504, a setting completion command indicating that the storage of the number of prize balls data in the memory 306 for storing the number of prize balls data and the storage of the arithmetic execution condition in the memory 307 for storing the arithmetic execution condition are completed is transmitted to the host CPU 62x. Then, the process proceeds to step S10505.

[0209] In step S10505, it is determined whether or not there is incoming ball information received from the host CPU 62x in the bits of the buffer 302 (the bit stores "1"). In step S10505, if it is determined that there is incoming ball information received from the host CPU 62x in the bits of the buffer 302 (S10505: YES), the process proceeds to step S10506, and 1 is added to the counter of the register corresponding to the bit of the buffer 302. Specifically, for example, if the bit corresponding to the first start port incoming ball information of the buffer 302 is "1" and the corresponding bit is "1" during the normal mode, the number of incoming balls N at the big winning port of the register 304S Increment the counter corresponding to S by 1 and also increment the counter corresponding to the number of balls entering the big winning opening during normal mode by 1. Then, proceed to step S10507. On the other hand, in step S10505, if it is determined that there is no ball entry information received from the main CPU62x in the bits of buffer 302 (S10505: NO), without executing step S10506, proceed to step S10507.

[0210] In step S10507, it is determined whether the operation execution condition stored in the operation execution condition storage memory 307 is satisfied. In this embodiment, whether the value of the number N of passages through the discharge passage stored in register 304 OUT is 500, that is, whether the number of game balls launched onto the game board 30 has reached 500. In step S10507, if it is determined that the operation execution condition stored in the operation execution condition storage memory 307 is satisfied (S10507: YES), proceed to step S10508.

[0211] In step S10508, based on the bonus ball number data stored in the bonus ball number data storage memory 306 and the number of game balls entering each ball entry opening stored in register 304, arithmetic processing for calculating various game history information is executed. Then, proceed to step S10509, and store the calculated various game history information in the operation result storage memory 309. Then, proceed to step S10510, and clear the number of game balls entering each ball entry opening stored in register 304 to 0. Then, proceed to step S10511.

[0212] On the other hand, in step S10507, if it is determined that the operation execution condition stored in the operation execution condition storage memory 307 is not satisfied (S10507: NO), without executing steps S10508 to S10510, proceed to step S10511.

[0213] In step S10511, it is determined whether a transmission request command for game history information is received from the inspection machine 320. If it is determined that the transmission request command is received (S10511: YES), the process proceeds to step S10512, and the game history information stored in the operation result storage memory 309 is transmitted to the inspection machine 320. The inspection machine 320 causes the received game history information to be displayed on the display unit 328. After executing step S10512, the process returns to step S10505, and the processes below step S10505 are repeated. On the other hand, in step S10511, if it is determined that the transmission request command for game history information is not received from the inspection machine 320 (S10511: NO), without executing the process of step S10512, the process returns to step S10505, and the processes below step S10505 are repeated.

[0214] As described above, according to this embodiment, the game history management chip 300 can calculate game history information, which is information having a correlation with the behavior of game balls in the executed game. If the pachinko machine has been illegally modified or the like, the calculated game history information may become an unnatural value different from the assumed value. Therefore, the inspector of the pachinko machine 10 can determine whether the pachinko machine 10 has been illegally modified or the like by checking the game history information. As a result, the soundness of the game can be improved.

[0215] Furthermore, according to the present embodiment, the game history management chip 300 includes an arithmetic result storage memory 309 that non-volatilely stores the calculated game history information. Since the game history information is information correlated with the behavior of game balls in the executed game, the game history information is different for each pachinko machine 10 and is unique information of the pachinko machine 10. That is, the game history information is information reflecting the characteristics of the pachinko machine 10. According to the present embodiment, the game history information, which is information reflecting the characteristics of the pachinko machine 10, is stored in the arithmetic result storage memory 309 of the game history management chip 300 stored inside the housing of the pachinko machine 10 main body. Therefore, for example, when inspecting the characteristics of the pachinko machine 10, the characteristics of the pachinko machine 10 can be inspected by acquiring the game history information from the pachinko machine 10 itself. When the pachinko machine 10 is installed in a game hall, information regarding the characteristics of the pachinko machine 10 can be acquired by the hall computer installed in the game hall. However, since the pachinko machine 10 is circulated, it may be placed in a state where it is not connected to the hall computer. In this case, a conventional pachinko machine 10 cannot hold information regarding the characteristics of the pachinko machine 10. Since the pachinko machine 10 of the present embodiment stores the game history information, which is information reflecting the characteristics of the pachinko machine 10, in the arithmetic result storage memory 309 of the game history management chip 300 stored inside the housing of the pachinko machine 10 main body, the game history information can be acquired from the pachinko machine 10 main body even when the pachinko machine 10 is not connected to the hall computer. That is, the pachinko machine 10 of the present embodiment can always associate the pachinko machine 10 and the game history information in a one-to-one manner regardless of the state (installed in a game hall or in a circulated state) in which the pachinko machine 10 is placed, and the characteristics of the pachinko machine 10 can be managed and inspected. As a result, the soundness of the game can be improved.

[0216] Furthermore, in the present embodiment, both the game history management chip 300 and the main CPU 62x are mounted on the main MPU 62, and they are configured to operate by the same power supply. Therefore, for example, when the pachinko machine 10 is installed in a game hall and the game hall computer calculates the game history information of the pachinko machine 10, even if there is a problem in the power supply system of the game hall computer or a problem occurs in the processing of the game hall computer, as long as the pachinko machine 10 is supplied with power, the game history information can be calculated. If the main CPU 62x and the game history management chip 300 operate by different power supplies, a problem may occur where the game history information cannot be calculated even though the pachinko machine 10 is executing a game when there is a problem in the power supply to the game history management chip 300. On the other hand, according to the present embodiment, since the main CPU 62x and the game history management chip 300 operate by the same power supply, the game history information can always be calculated as long as the game can be executed. Therefore, the reliability of the game history information can be improved.

[0217] Furthermore, according to the present embodiment, the operation result storage memory 309 is stored inside the substrate box, which is a space where traces of opening and closing (also referred to as traces of opening or unsealing) remain. Therefore, when there is physical contact with the operation result storage memory 309, traces of opening the substrate box will remain. Thus, if the game history information stored in the operation result storage memory 309 is modified through physical contact with the operation result storage memory 309, it becomes possible to grasp the fact of the modification from the traces of the substrate box. Therefore, unauthorized modification of the game history information can be prevented. Since the pachinko machine 10 circulates among different parties, various external contacts occur during the circulation process. However, since the operation result storage memory 309 is stored inside the substrate box where traces of opening and closing remain, unauthorized modification of the game history information by anyone can be suppressed even when the pachinko machine 10 circulates among different parties. Also, since the game history information is information obtained based on the executed games, it becomes possible to manage and inspect the characteristics of the games of the pachinko machine 10 using the game history information. Therefore, according to the present embodiment, by preventing unauthorized modification of the game history information reflecting the characteristics of the games of the pachinko machine 10, the pachinko machine 10 can be appropriately managed and inspected. As a result, the soundness of the games can be improved.

[0218] Furthermore, according to the present embodiment, since the game history management chip 300 acquires the number of bonus balls data stored in the bonus ball number data storage area of the main side ROM 63, it is possible to calculate the characteristics of the pachinko machine 10 regarding the paid-out bonus balls. Furthermore, even if different bonus ball number data is set for each type (model) of the pachinko machine 10, the game history management chip 300 can calculate correct game history information using the bonus ball number data set for each type of the pachinko machine 10. If the gaming machine has been illegally modified or the like, the calculated game history information may become an unnatural value different from the expected value. Therefore, the inspector of the pachinko machine 10 can appropriately determine whether the pachinko machine 10 has been illegally modified or the like by checking the correct game history information. As a result, the soundness of the games can be improved.

[0219] Furthermore, according to the present embodiment, since the main CPU 62x transmits a signal including the bonus ball number data stored in the bonus ball number data storage area of the main ROM 63 to the game history management chip 300, even if the game history management chip 300 cannot access the bonus ball number data storage area of the main ROM 63, or even if the game history management chip 300 cannot grasp the storage position (memory address) of the bonus ball number data stored in the bonus ball number data storage area of the main ROM 63, the game history management chip 300 can acquire the bonus ball number data stored in the bonus ball number data storage area of the main ROM 63.

[0220] Furthermore, according to the present embodiment, in the main process of the main CPU 62x, until a setting completion command is received, the interruption of the timer interruption process is not permitted, and the game ball launch control process included in the timer interruption process is not executed. That is, since the game ball is not launched until the storage of the bonus ball number data in the bonus ball number data storage memory 306 is completed, it is possible to prevent the game ball from leaking from the calculation target of the game history information by the game history management chip 300.

[0221] Furthermore, according to the present embodiment, since the game history information is calculated and stored for each period until 500 game balls are detected by the discharge passage detection sensor 44h, even if there is a variation in the time until 500 game balls are detected by each pachinko machine 10, it is possible to calculate and store game history information that is not affected by the variation in the time. That is, even when there is a difference in the frequency of launching game balls, it is possible to calculate and store highly accurate game history information that is hardly affected by the difference. Also, compared with a configuration in which the ball entry information for each ball entry port is stored as it is, the required storage capacity can be reduced.

[0222] If the type (model) of the pachinko machine 10 is different, the characteristics of the game are also different, so the optimal conditions for executing the calculation for calculating the game history information are also different. For this reason, different conditions are stored for each type (model) of the pachinko machine 10 as the calculation execution conditions. According to the present embodiment, since the game history management chip 300 acquires the calculation execution conditions stored in the calculation execution condition storage area of the main ROM 63, when the calculation execution conditions set for each type (model) of the pachinko machine 10 are satisfied, the calculation for calculating the game history information can be executed.

[0223] Furthermore, according to the present embodiment, after the CPU 308 of the game history management chip 300 executes the calculation for calculating the game history information, the number of game balls entering each ball entry port (counter value) stored in the register 304 is erased, so that it is possible to store information regarding the number of game balls entering the register 304 again. Therefore, the necessary storage capacity of the register 304 can be reduced.

[0224] Furthermore, according to the present embodiment, since the game history information of the pachinko machine 10 is transmitted to the inspection machine 320, the inspection machine 320 can display the game history information of the pachinko machine 10. Then, the inspector of the pachinko machine 10 can confirm the game history information displayed on the inspection machine 320.

[0225] A4. Other aspects of the first embodiment: <Aspect 1> In the above-described first embodiment, the operation execution condition stored in the operation execution condition storage area of the main-side ROM 63 was set such that the number of game balls detected by the discharge passage detection sensor 44h reached 500. However, as the operation execution condition, a configuration may be adopted in which a time interval for executing the operation is set. For example, if one hour is set as the time interval for executing the operation, the CPU 308 of the game history management chip 300 may be configured to calculate game history information every time one hour elapses. An inspector of the pachinko machine 10 can check the detailed game history information calculated every hour, and can appropriately determine whether the pachinko machine 10 has been illegally modified or the like. As a result, the soundness of the game can be improved.

[0226] Note that since the characteristics of the game differ depending on the type (model) of the pachinko machine 10, the optimal conditions (time intervals) for executing the operations for calculating the game history information also differ. For this reason, different operation execution conditions are stored for each type (model) of the pachinko machine 10. Therefore, also in this Mode 1, since the game history management chip 300 acquires the operation execution conditions stored in the operation execution condition storage area of the main-side ROM 63, it can execute the operation when the operation execution conditions set for each type (model) of the pachinko machine 10 are satisfied.

[0227] Further, the CPU 308 of the game history management chip 300 may be configured to measure the elapsed time since the operation was executed, determine whether the game is being played by the player, and interrupt the measurement of the elapsed time during the period in which it is determined that the game is not being played. Specifically, for example, when a state where there is no ball entry information in the bits of the buffer 302 continues for a predetermined time (for example, three minutes), it is determined that the game is not being played and the measurement of the elapsed time is interrupted. When ball entry information is confirmed in the bits of the buffer 302, it may be configured to determine that the game has resumed and resume the measurement of the elapsed time. According to this configuration, the game history information can be calculated only for the period during which the game is actually being played.

[0228] Note that the measurement of the elapsed time may be configured to use a timer counter, or may be configured to provide an RTC (Real-Time Clock) and use the date and time information of the RTC. Further, it may be configured to calculate game history information at predetermined times.

[0229] <Aspect 2> In the first embodiment described above, as the operation execution condition stored in the operation execution condition storage area of the main-side ROM 63, it was set that the number of game balls detected by the discharge passage detection sensor 44h reached 500. However, as the operation execution condition, it may be configured such that the occurrence of power-off is detected. Specifically, when the power-off monitoring circuit 86 detects the occurrence of power-off, it outputs a signal indicating that power-off has occurred to the game history management chip 300. The CPU 308 of the game history management chip 300 that has received the signal determines that power-off has occurred and calculates game history information. In this configuration, the register 304 is composed of a volatile memory, and the ball entry number information is erased. According to such a configuration, game history information can be calculated based on the number of game balls detected during the period from when the power supply to the pachinko machine 10 is started until power-off occurs. That is, since game history information is calculated for each period from the start to the end of the business of the game hall, game history information is calculated for each business day of the game hall. Therefore, the inspector of the pachinko machine 10 can easily grasp whether there has been a change in the characteristics of the game history information across the business days of the game hall, and thus can appropriately determine whether the pachinko machine 10 has been illegally modified or the like. As a result, the soundness of the game can be improved.

[0230] Furthermore, if a configuration is provided with a capacitor 87 that supplies power to the game history management chip 300 even after power-off has occurred, the calculation of game history information by the CPU 308 and the storage of the calculation result of the game history information in the memory 309 for storing the calculation result can be surely completed.

[0231] <Aspect 3> In the above-described first embodiment, the main CPU 62x may be configured to be able to access the operation result storage memory 309, and the game history information stored in the operation result storage memory 309 may be displayed on the symbol display device 41. According to this configuration, since the game history information is displayed on the symbol display device 41 of the pachinko machine 10, an inspector of the pachinko machine 10 can confirm the game history information of the pachinko machine 10 without using a dedicated device (such as the inspection machine 320) for confirming the game history information. Note that the main CPU 62x is preferably configured to be able to access the operation result storage memory 309 but not to be able to change data or the like. According to such a configuration, it is possible to suppress the game history information from being destroyed or its content being rewritten due to noise, program bugs, or the like.

[0232] <Aspect 4> In the above-described first embodiment, the main CPU 62x may be configured to be able to access the operation result storage memory 309, and an LED lamp for notifying that the game history information stored in the operation result storage memory 309 does not satisfy a predetermined condition may be provided on the front surface of the pachinko machine 10 (for example, a predetermined position of the main display unit 45). For example, the LED lamp may be configured to emit light when a specific value included in the game history information (for example, accessory ratio, consecutive accessory ratio, payout ratio (during the normal mode)) is not included in a predetermined range. According to this configuration, an inspector of the pachinko machine can easily find the pachinko machine 10 in which the specific value included in the game history information is not included in the predetermined range. Then, by checking the game history information of the pachinko machine 10, it becomes possible to determine whether the pachinko machine 10 has been illegally modified or the like. As a result, the soundness of the game can be improved. In particular, if fraud is committed on the pins near the first start port 33 or the general winning ports (the first to third winning ports 32a to 32c), the above-described payout ratio (during the normal mode) will deviate from the predetermined range (for example, 0.60 to 0.70) assumed at the time of designing the pachinko machine. Therefore, by configuring the LED lamp to emit light when the payout ratio (during the normal mode) is not included in the predetermined range (for example, 0.60 to 0.70), it is possible to appropriately determine whether fraud has been committed on the pins near the first start port 33 or the general winning ports (the first to third winning ports 32a to 32c).

[0233] Furthermore, it may be configured to determine the light emission mode (color) of the LED lamp according to the degree of deviation from a predetermined range of specific values (for example, accessory ratio, consecutive accessory ratio, payout ratio (during normal mode)) included in the game history information. For example, when the accessory ratio is within a predetermined range (0.70 or less), the first LED lamp emits blue light; when the accessory ratio is between 0.71 and 0.80, the first LED lamp emits purple light; and when the accessory ratio is between 0.81 and 1.00, the first LED lamp emits red light. When the consecutive accessory ratio is within a predetermined range (0.60 or less), the second LED lamp emits blue light; when the consecutive accessory ratio is between 0.61 and 0.70, the second LED lamp emits purple light; and when the consecutive accessory ratio is between 0.71 and 1.00, the second LED lamp emits red light. Also, when the payout ratio (during normal mode) is within a predetermined range (0.60 to 0.70), the third LED lamp emits blue light; when the payout ratio (during normal mode) is between 0.71 and 0.80, the third LED lamp emits purple light; and when the payout ratio (during normal mode) is between 0.81 and 1.00, the third LED lamp emits red light. According to this configuration, an inspector of the pachinko machine 10 can easily grasp how much the specific value included in the game history information deviates from the predetermined range. Note that it is preferable that the main CPU 62x can access the arithmetic result storage memory 309 but cannot change data or the like. According to such a configuration, it is possible to suppress the game history information from being destroyed or its content rewritten due to noise, program bugs, or the like.

[0234] <Aspect 5> In the above-described first embodiment, the arithmetic data (bonus ball number data and arithmetic execution conditions) stored in the main-side ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed by the main-side MPU 62 (CPU 62x). However, the game history management chip 300 is configured to be able to access the bonus ball number data storage area and the arithmetic execution condition storage area of the main-side ROM 63. Immediately after the power-on of the pachinko machine 10, the game history management chip 300 accesses the main-side ROM 63 to acquire the arithmetic data (bonus ball number data and arithmetic execution conditions), and the acquired arithmetic data may be stored in the memory 306 for storing bonus ball number data and the memory 307 for storing arithmetic execution conditions. According to such a configuration, the processing load on the main-side MPU 62 can be reduced.

[0235] <Aspect 6> In the above-described first embodiment, the game history management chip 300 is configured to calculate game history information such as the accessory ratio. However, the number of balls entered every 500 stored in the register may be stored as it is, and the inspection machine 320 may be configured to calculate the game history information. According to such a configuration, the processing load on the game history management chip 300 can be reduced. Hereinafter, the details of Aspect 6 will be described centering on the differences from the above-described first embodiment.

[0236] FIG. 19 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection machine 320 included in the pachinko machine 10 of Aspect 6 of the first embodiment.

[0237] The main-side ROM 63 of the main-side MPU 62 is provided with a bonus ball number data storage area and a storage execution condition storage area.

[0238] In the winning ball number data storage area, similar to the first embodiment, the number of game balls (winning ball number data) paid out as winning balls when game balls enter each ball entry port is stored. Also, similar to the first embodiment, the winning ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. Thereby, the game history management chip 300 can grasp the winning ball number data set in this pachinko machine 10.

[0239] In the storage execution condition storage area, storage execution conditions, which are the conditions for the game history management chip 300 to execute the storage process described later, are stored. In this mode 6, it is stored as a storage execution condition that the number of game balls passing through the discharge passage reaches 500. The storage execution conditions stored in this main ROM 63 are transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. Thereby, the game history management chip 300 can grasp the storage execution conditions set in this pachinko machine 10.

[0240] The game history management chip 300 includes a buffer 302 that acquires the game ball entry information to each ball entry port from the CPU 62x, a register 304 that stores the number of game balls entering each ball entry port, a winning ball number data storage memory 306 that stores the winning ball number data acquired from the main ROM 63, a storage execution condition storage memory 307a that stores the storage execution conditions acquired from the main ROM 63, a CPU 308 that controls the entire game history management chip 300, and an entry number storage memory 309a that sequentially stores the number of game balls entering each ball entry port stored in the register 304. The above-described storage process is a process of storing the number of game balls entering each ball entry port stored in the register 304 in the entry number storage memory 309a.

[0241] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this mode 6, the number of balls entered information stored in the ball entry number storage memory 309a and the bonus ball number data stored in the bonus ball number data storage memory 306 are transmitted to the inspection machine 320 via the inspection terminal 65.

[0242] The inspection machine 320 includes a CPU 321 that executes various control programs, a ROM 324 that records various control programs, fixed value data, etc., a RAM 326 that is a memory for temporarily storing various data, a display unit 328 that displays various information, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.

[0243] In this mode 6, when the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command for requesting the transmission of the number of balls entered information and the bonus ball number data to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the number of balls entered information stored in the ball entry number storage memory 309a and the bonus ball number data stored in the bonus ball number data storage memory 306 to the inspection machine 320 via the inspection terminal 65. Then, the inspection machine 320 calculates game history information based on the received number of balls entered information and the bonus ball number data, and causes the display unit 328 to display the calculated game history information.

[0244] FIG. 20 is an explanatory diagram schematically showing the contents of processing in the game history management chip 300 and the inspection machine 320 of Mode 6 of the first embodiment.

[0245] Since the contents of processing in the buffer 302 and the register 304 are the same as those in the first embodiment described above, the description thereof is omitted.

[0246] The memory 306 for storing the number of prize balls data is a memory for storing the number of prize balls data set in the pachinko machine 10. In this mode 6, when the power of the pachinko machine 10 is turned on, the number of prize balls data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the memory 306 for storing the number of prize balls data. Therefore, the content of the number of prize balls data stored in the memory 306 for storing the number of prize balls data is the same as the content of the number of prize balls data stored in the main ROM 63.

[0247] The memory 307a for storing the memory execution conditions is a memory for storing the memory execution conditions set in the pachinko machine 10. When the power of the pachinko machine 10 is turned on, the memory execution conditions stored in the main ROM 63 are transmitted by the CPU 62x to the game history management chip 300 and stored in the memory 307a for storing the memory execution conditions. Therefore, the content of the memory execution conditions stored in the memory 307a for storing the memory execution conditions is the same as the content of the memory execution conditions stored in the main ROM 63.

[0248] The CPU 308 determines whether the memory execution conditions stored in the memory 307a for storing the memory execution conditions are satisfied. When it is determined that the memory execution conditions are satisfied, the CPU 308 stores the information on the number of game balls entering each ball entrance stored in the register 304 in the memory 309a for storing the number of ball entrances, and resets the value of each counter in the register 304 to "0". In this mode 6, the CPU 308 stores the information on the number of game balls entering each ball entrance stored in the register 304 in the memory 309a for storing the number of ball entrances every time the value of the number N OUT of the number of passes through the discharge passage stored in the register 304 reaches 500. Hereinafter, the information on the number of game balls entering each ball entrance counted while 500 game balls are launched onto the game board 30 is also referred to as the "short-term number of ball entrance information group".

[0249] The memory 309a for storing the number of balls entering is a memory that sequentially stores information (short-term number-of-balls-entering information group) regarding the number of balls entering stored in the register 304. In the present embodiment, it is composed of a non-volatile memory capable of retaining the storage even when the power supply is cut off. The memory 309a for storing the number of balls entering also stores information regarding the order in which the short-term number-of-balls-entering information group is written. When there is no empty area for writing the short-term number-of-balls-entering information group, the CPU 308 stores the short-term number-of-balls-entering information group in the area where the oldest short-term number-of-balls-entering information group is stored. That is, the memory 309a for storing the number of balls entering is configured (first-in first-out method) to be overwritten in order from the oldest short-term number-of-balls-entering information group, and is always in a state where the most recent short-term number-of-balls-entering information group is stored.

[0250] In this aspect 6, the memory 309a for storing the number of balls entering has a capacity capable of storing 1200 short-term number-of-balls-entering information groups, which are information regarding the number of balls entering each ball entry port counted while 500 game balls are launched onto the game board 30. For example, when game balls are continuously launched for 10 hours in a day, 60,000 game balls are launched in a day, so 120 short-term number-of-balls-entering information groups are stored in the memory 309a for storing the number of balls entering in a day. Therefore, the memory 309a for storing the number of balls entering can store the short-term number-of-balls-entering information groups for the most recent 10 days.

[0251] As described above, when the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the short-term number-of-balls-entering information group and the number of bonus balls data to the inspection machine 320 via the inspection terminal 65. Then, based on the short-term number-of-balls-entering information group and the number of bonus balls data, the inspection machine 320 calculates game history information such as the accessory ratio and causes the calculated game history information to be displayed on the display unit 328.

[0252] Specifically, in this Mode 6, similar to the CPU 308 of the above-described First Embodiment, the inspection machine 320 can calculate one short-term game history information group for one short-term ball entry number information group, and add up the number of game balls entered into each ball entry port stored in each of the plurality of short-term ball entry number information groups, and calculate game history information (long-term game history information group) over a long period using the added number of entered balls. That is, the inspection machine 320 of this Mode 6 can calculate not only a short-term game history information group based on the number of balls entered into each ball entry port during a short period in which 500 game balls are launched, but also, for example, a long-term game history information group based on the number of balls entered into each ball entry port during a long period in which 600,000 (about 10 days' worth) of game balls are launched.

[0253] In this Mode 6, the following configuration may be adopted.

[0254] The inspection machine 320 may be configured to be able to display the received short-term ball entry number information group on the display unit 328. Further, the inspection machine 320 may be configured to receive each counter value stored in the register 304 and be able to display the received each counter value on the display unit 328.

[0255] Further, instead of the configuration in which the game history management chip 300 transmits the ball award number data stored in the ball award number data storage memory 306 to the inspection machine 320, a configuration may be adopted in which the main CPU 62x transmits the ball award number data stored in the main ROM 63 to the inspection machine 320. According to such a configuration, the ball award number data storage memory 306 can be omitted, and the manufacturing cost of the game history management chip 300 can be reduced.

[0256] Also, as a storage execution condition stored in the storage execution condition storage area of the main ROM 63, a time interval for executing the storage process may be set. For example, one hour may be set as the time interval for executing the storage process, and the CPU 308 of the game history management chip 300 may be configured to execute the storage process every time one hour elapses.

[0257] Also, as a storage execution condition stored in the storage execution condition storage area of the main-side ROM 63, it may be configured that the occurrence of power-off is detected. Specifically, when the power-off monitoring circuit 86 detects the occurrence of power-off, it may be configured to output a signal indicating that power-off has occurred to the game history management chip 300, and the CPU 308 of the game history management chip 300 that has received the signal may determine that power-off has occurred and execute a storage process.

[0258] Also, in Mode 6, the CPU 321 of the inspection machine 320 executes an operation for calculating game history information. However, a part or all of the operation may be executed by the CPU 308 of the game history management chip 300, and the game history information that is the result of the operation may be transmitted to the inspection machine 320.

[0259] <Mode 7> In the above first embodiment, the game history management chip 300 is configured to calculate game history information such as the accessory ratio. However, it may be configured to store the ball entry information in the buffer as it is, and the inspection machine 320 calculates the game history information based on the ball entry information. According to such a configuration, the processing load of the game history management chip 300 can be reduced. Hereinafter, the details of Mode 7 will be described centering on the differences from the above first embodiment.

[0260] FIG. 21 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection machine 320 provided in the pachinko machine 10 according to Mode 7 of the first embodiment.

[0261] In this Mode 7, the main-side MPU 62 is provided with an RTC 96 (RTC: Real-Time Clock) that outputs year / month / day information and time information to the game history management chip 300. The RTC 96 is provided with a backup power supply and can update the year / month / day information and time information even when the power of the pachinko machine 10 is turned off.

[0262] In the main ROM 63 of the main MPU 62, a prize ball count data storage area is provided. In this embodiment 7, an operation start condition storage area is not provided.

[0263] In the prize ball count data storage area, similar to the first embodiment, the number of game balls paid out as prizes (prize ball count data) when game balls enter each ball entry port is stored. Also, similar to the first embodiment, the prize ball count data stored in this main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. As a result, the game history management chip 300 can grasp the prize ball count data set in this pachinko machine 10.

[0264] The game history management chip 300 includes a buffer 302 for acquiring the ball entry information of game balls to each ball entry port from the CPU 62x, a prize ball count data storage memory 306 for storing the prize ball count data acquired from the main ROM 63, a CPU 308 that controls the entire game history management chip 300, and an entry information storage memory 309b for sequentially storing the ball entry information of game balls to each ball entry port and the like stored in the buffer 302.

[0265] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this embodiment 7, when the inspection machine 320 is connected to the inspection terminal 65, the ball entry information and the like stored in the entry information storage memory 309b and the prize ball count data stored in the prize ball count data storage memory 306 are transmitted to the inspection machine 320.

[0266] The inspection machine 320 includes a CPU 321 that executes various control programs, a ROM 324 that records various control programs, fixed value data, etc., a RAM 326 that is a memory for temporarily storing various data, a display unit 328 that displays various information, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.

[0267] In this Aspect 7, when the inspection device 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command to the game history management chip 300 requesting the transmission of information such as ball entry information and the number of prize balls data. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection device 320, it transmits to the inspection device 320 the ball entry information and the like stored in the ball entry information storage memory 309b via the inspection terminal 65 and the number of prize balls data stored in the number of prize balls data storage memory 306. Then, the inspection device 320 calculates game history information based on the received ball entry information and the like and the number of prize balls data, and causes the calculated game history information to be displayed on the display unit 328.

[0268] FIG. 22 is an explanatory diagram schematically showing an outline of processing in the game history management chip 300 and the inspection device 320 according to Aspect 7 of the first embodiment.

[0269] Since the content of the processing in the buffer 302 is the same as that in the first embodiment described above, the description thereof is omitted.

[0270] The ball entry information storage memory 309b is a memory that sequentially stores the ball entry information stored in the buffer 302 and information regarding the game state when a game ball enters. In this embodiment, it is constituted by a non-volatile memory capable of retaining the storage even when the power supply is cut off. Further, in this embodiment, when the ball entry information and the information regarding the game state are stored, the date and time information when the game ball enters each ball entry port is added and stored. Also, the ball entry information storage memory 309b stores information regarding the order in which the ball entry information and the like are written. When there is no empty area for writing the ball entry information and the like, the CPU 308 stores the ball entry information and the like in the area where the oldest ball entry information and the like are stored. That is, the ball entry information storage memory 309b is configured (first-in first-out method) to be overwritten in order from the oldest ball entry information and the like, and is always in a state where the most recent ball entry information and the like are stored.

[0271] The memory 306 for storing the number of bonus balls data is a memory for storing the number of bonus balls data set in the pachinko machine 10. In this mode 7, when the power of the pachinko machine 10 is turned on, the number of bonus balls data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the memory 306 for storing the number of bonus balls data. Therefore, the content of the number of bonus balls data stored in the memory 306 for storing the number of bonus balls data is the same as the content of the number of bonus balls data stored in the main ROM 63. Further, in this mode 7, when the inspection machine 320 is connected to the inspection terminal 65, the number of bonus balls data stored in the memory 306 for storing the number of bonus balls data is transmitted to the inspection machine 320.

[0272] As described above, when the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, the inspection machine 320 transmits a transmission request command for requesting the transmission of the ball entry information and the like and the number of bonus balls data to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, the CPU 308 transmits the ball entry information stored in the memory 309b for storing the ball entry information, the information regarding the game state, the date and time information, and the number of bonus balls data stored in the memory 306 for storing the number of bonus balls data to the inspection machine 320 via the inspection terminal 65. Then, the inspection machine 320 calculates the game history information based on the received information and causes the display unit 328 to display the calculated game history information.

[0273] Specifically, the inspection machine 320 in this mode 7 can calculate not only the game history information (short-term game history information group) based on the number of balls entering each ball entry port during a short period in which 500 game balls are launched, but also, for example, the game history information (long-term game history information group) based on the number of balls entering each ball entry port during a long period in which 600,000 (about 10 days' worth) of game balls are launched. That is, it is possible to calculate the game history information for an arbitrary period.

[0274] Furthermore, in this Aspect 7, since date and time information (year / month / day information and time information) is added to the incoming information and the like, the inspection device 320 can also calculate the game history information by specifying the range of the date and time for which the game history information is to be calculated within the range of the date and time information added to the received incoming information and the like. Therefore, the inspector of the pachinko machine 10 can perform a detailed inspection based on the game history information for which the range of the date and time has been specified.

[0275] Note that in this Aspect 7, the following configuration may be adopted.

[0276] The inspection device 320 may be configured to be able to display the received incoming information and the like on the display unit 328. With such a configuration, the inspector of the pachinko machine 10 can also grasp the date and time when the game balls were detected by each incoming ball detection sensor.

[0277] Also, instead of the configuration in which the game history management chip 300 transmits the prize ball number data stored in the prize ball number data storage memory 306 to the inspection device 320, a configuration may be adopted in which the main CPU 62x transmits the prize ball number data stored in the main ROM 63 to the inspection device 320. With such a configuration, the prize ball number data storage memory 306 can be omitted, and the manufacturing cost of the game history management chip 300 can be reduced.

[0278] Also, in Aspect 7, the CPU 321 of the inspection device 320 is configured to execute the calculation for calculating the game history information. However, a part or all of the calculation may be executed by the CPU 308 of the game history management chip 300, and the game history information that is the result of the calculation may be transmitted to the inspection device 320.

[0279] <Aspect 8> In the above-described first embodiment and the other aspects, the operation execution conditions or the storage execution conditions are stored in the main-side ROM 63, and the game history management chip 300 acquires these conditions from the main-side ROM 63. However, the game history management chip 300 may be configured to store these conditions in a non-volatile memory from the beginning. According to this configuration, it is possible to suppress the occurrence of a situation where inappropriate operation execution conditions or storage execution conditions are stored in the main-side ROM 63 and the game history information or the ball entry number information cannot be appropriately stored. For example, as the operation execution conditions or the storage execution conditions, an extremely short period (e.g., the number N OUT = 5) of the balls passing through the discharge passage is stored, and it is possible to suppress the occurrence of a situation where only the game history information or the ball entry number information for an extremely short period (e.g., about one hour) is stored in the operation result storage memory 309 or the ball entry number storage memory 309a.

[0280] <Aspect 9> In the above-described first embodiment and the other aspects, the game history management chip 300 is configured to include a function of storing the number of game balls entering each ball entry port, a function of calculating game history information such as the accessory ratio, and a function of storing the calculated game history information. However, the main-side CPU 62x (the main-side MPU 62 excluding the game history management chip 300) may be configured to include some of these functions. Further, the game history management chip 300 may not be provided, and the main-side CPU 62x (the main-side MPU 62 excluding the game history management chip 300) may be configured to include all of these functions. According to such a configuration, since it is not necessary to separately provide the game history management chip 300, the manufacturing cost can be reduced. However, according to the configuration in which the game history management chip 300 is provided, the processing load on the main-side CPU 62x can be reduced.

[0281] <Aspect 10> In the above-described first embodiment and the other aspects, part or all of the functions provided by functional units other than the game history management chip 300 (for example, the inspection machine 320 and the main CPU 62x) may be configured to be provided by the game history management chip 300, and part or all of the functions provided by the game history management chip 300 may be configured to be provided by functional units other than the game history management chip 300. For example, if part of the functions provided by the inspection machine 320 are configured to be provided by the game history management chip 300, the processing load and manufacturing cost of the inspection machine 320 can be further reduced. If part of the functions provided by the game history management chip 300 are configured to be provided by the inspection machine 320, the processing load and manufacturing cost of the game history management chip 300 can be further reduced.

[0282] <Aspect 11> In the above-described first embodiment, the game history management chip 300 is configured to calculate game history information such as the accessory ratio. However, the main CPU 62x may be configured to calculate the game history information without providing the game history management chip 300. Hereinafter, the details of Aspect 11 will be described centering on the differences from the above-described first embodiment.

[0283] FIG. 23 is a block diagram showing the electrical configuration of the pachinko machine 10 in Aspect 11 of the first embodiment. In this Aspect 11, it is different from the above-described first embodiment (FIG. 5) in that the game history management chip 300 is not provided and the main RAM 64 is provided with a game ball entry number storage area and a calculation result storage area.

[0284] Based on the game ball entry information received from the input / output port 62a, the main CPU 62x updates the number of game balls entering each game ball entry port stored in the game ball entry number storage area of the main RAM 64. When the calculation execution condition stored in the calculation execution condition storage area of the main ROM 63 is satisfied, the main CPU 62x executes a calculation based on the bonus ball number data stored in the bonus ball number data storage area of the main ROM 63 and the number of game balls entering each game ball entry port stored in the game ball entry number storage area of the main RAM 64 to calculate game history information, and stores the game history information in the calculation result storage area of the main RAM 64. Hereinafter, a specific description will be given.

[0285] FIG. 24 is an explanatory diagram schematically showing an outline of processing in the main-side MPU 62 of Mode 11 of the first embodiment. The main-side CPU 62x determines whether or not the operation execution conditions stored in the operation execution condition storage area of the main-side ROM 63 are satisfied. When it is determined that the operation execution conditions are satisfied, the main-side CPU 62x stores information regarding the number of game balls entering each ball entry port stored in the cache of the main-side CPU 62x in the ball entry number storage area of the main-side RAM 64. In this Mode 11, the main-side CPU 62x stores the number N OUT of the number of passages through the discharge passage stored in the cache of the main-side CPU 62x. Every time the value reaches 500, the main-side CPU 62x stores information regarding the number of game balls entering each ball entry port in the ball entry number storage area of the main-side RAM 64. As described above, the information regarding the number of game balls entering each ball entry port counted while 500 game balls are launched onto the game board 30 is also referred to as the "short-term ball entry number information group".

[0286] The ball entry number storage area of the main-side RAM 64 is an area that sequentially stores information (short-term ball entry number information group) regarding the number of ball entries. The ball entry number storage area of the main-side RAM 64 also stores information regarding the order in which the short-term ball entry number information group is written. When there is no empty area for writing the short-term ball entry number information group, the main-side CPU 62x stores the newly targeted short-term ball entry number information group in the area where the oldest short-term ball entry number information group is stored. That is, the ball entry number storage area of the main-side RAM 64 is configured (first-in first-out method) to be overwritten in order from the oldest short-term ball entry number information group, and always stores the most recent short-term ball entry number information group.

[0287] In this Mode 11, the incoming ball count storage area of the main-side RAM 64 has a capacity capable of storing 1,200 sets of short-term incoming ball count information groups, which are information regarding the number of incoming game balls into each incoming ball port counted while 500 game balls are being launched onto the game board 30. For example, if game balls are continuously launched for 10 hours in a day, 60,000 game balls will be launched in a day. Thus, 120 sets of short-term incoming ball count information groups will be stored in the incoming ball count storage area of the main-side RAM 64 in a day. Therefore, the incoming ball count storage area of the main-side RAM 64 can store short-term incoming ball count information groups for the most recent 10 days.

[0288] And each time the operation execution condition is satisfied, the main-side CPU 62x newly calculates one set of short-term game history information group for each newly stored set of short-term incoming ball count information group. Further, each time the operation execution condition is satisfied, the main-side CPU 62x adds up the number of incoming game balls into each incoming ball port stored in each of the plurality of sets of short-term incoming ball count information groups including the newly stored set of short-term incoming ball count information group, and calculates game history information (long-term game history information group) over a long period using the added number of incoming balls. That is, the main-side CPU 62x in this Mode 11 can calculate not only a set of short-term game history information group based on the number of incoming game balls into each incoming ball port during a short period when 500 game balls are launched, but also, for example, a set of long-term game history information group based on the number of incoming game balls into each incoming ball port over a long period when 600,000 (about 10 days' worth) of game balls are launched. Then, the calculated game history information is stored in the operation result storage area of the main-side RAM 64.

[0289] The calculation result storage area of the main-side RAM 64 is composed of an area for sequentially storing a short-term game history information group and an area for storing a long-term game history information group. The area for sequentially storing the short-term game history information group also stores information regarding the order in which the short-term game history information group was written. When there is no free area for writing the short-term game history information group, the main-side CPU 62x stores the newly calculated short-term game history information group in the area where the short-term game history information group with the oldest written order is stored. That is, the area of the main-side RAM 64 for sequentially storing the short-term game history information group is configured (first-in, first-out method) to be overwritten in order from the oldest short-term game history information group, and the most recent short-term game history information group is always stored. In the area for storing the long-term game history information group, the newly calculated long-term game history information group is overwritten every time the calculation execution condition is satisfied. That is, the area for storing the long-term game history information group stores the most recent long-term game history information group calculated based on a plurality of short-term ball entry number information groups including the most recent short-term ball entry number information group.

[0290] When the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command to the main-side CPU 62x. When the main-side CPU 62x receives the transmission request command from the inspection machine 320, it transmits the game history information stored in the main-side RAM 64 to the inspection machine 320. Then, the inspection machine 320 causes the received game history information to be displayed on the display unit 328.

[0291] Also, in this mode 11, when a predetermined operation for displaying the game history information on the symbol display device 41 is executed, the game history information stored in the main-side RAM 64 is output to the sound and light control device 90 via the input / output port 62x and is displayed on the symbol display device 41.

[0292] Also, in this mode 11, even when the power supply to the pachinko machine 10 is cut off, the short-term ball entry number information group and the game history information stored in the main-side RAM 64 are configured to be held for several days by the backup power supply supplied from the capacitor 87.

[0293] According to such a configuration, since the main CPU 62x, which is a single processing unit, executes the processing for advancing games such as jackpot lottery processing and the processing for calculating and storing game history information, there is no need to provide a dedicated game history management chip 300 for calculating and storing game history information, and the manufacturing cost of the pachinko machine 10 can be reduced.

[0294] Furthermore, since the short-term ball entry number information group, which is information regarding the number of game balls entering each ball entry port counted while 500 game balls are being launched onto the game board 30, is configured to be stored in the main RAM 64, compared with a configuration that stores the ball entry information of the game balls in the original format (for example, the configuration that stores the ball entry information in the format of the ball entry information stored in the ball entry information storage memory 309b in FIG. 22), it is possible to calculate the most recent short-term game history information group and long-term game history information group while significantly reducing the required memory capacity of the main RAM 64.

[0295] Note that the main CPU 62x is not limited to a configuration that calculates both the short-term game history information group and the long-term game history information group as game history information, and may be configured to calculate only one of them.

[0296] <Aspect 12> FIG. 25 is a block diagram showing the electrical configuration of the pachinko machine 10 in Aspect 12 of the first embodiment. The difference from the above-described Aspect 11 (FIG. 23) is that the main MPU 62 is provided with a flash memory 64x, which is a non-volatile memory that can be rewritten and retains its memory even when the power supply is cut off. In this flash memory 64x, a ball entry number storage area for storing the short-term ball entry number information group in the above-described Aspect 11 and a calculation result storage area for storing the short-term game history information group and the long-term game history information group in the above-described Aspect 11 are provided.

[0297] The main CPU 62x in this Aspect 12 is configured to store the short-term ball entry number information group and the calculated game history information in the flash memory 64x every time the calculation execution condition is satisfied.

[0298] According to such a configuration, compared with the configuration including the game history management chip 300, the manufacturing cost of the pachinko machine 10 can be reduced. Further, even if the power supply to the pachinko machine 10 is cut off for a long period, the short-term ball entry number information group and the game history information are retained. Therefore, no matter what state the pachinko machine 10 is in (for example, a distribution state where the power supply to the pachinko machine 10 is not supplied for a long period, etc.), it is possible to always associate the pachinko machine 10 with the game history information in a one-to-one manner, and the characteristics of the pachinko machine 10 can be managed and inspected.

[0299] In addition, since it is not necessary to provide an area for storing the short-term ball entry number information group and the game history information in the main side RAM 64, the storage capacity of the main side RAM 64 can be suppressed, and the manufacturing cost of the pachinko machine 10 can be reduced.

[0300] <Aspect 13> In the first embodiment and the other aspects described above, the main control device 60 may be configured to be able to switch between a game mode, which is a mode capable of executing game progress processing for progressing the game, and an inspection mode, which is a mode for outputting game history information to the inspection machine 320. The game progress processing is a process executed based on the detection of game balls by the ball entry detection sensors 44a to 44h, and includes jackpot lottery processing, electric role release lottery processing, prize ball payout processing, symbol variation display processing on the main display unit 45, opening and closing processing of the opening and closing door 36b and the electric accessory 34a, and the like.

[0301] In the inspection mode, even when the game balls pass through the area detected by the ball entry detection sensors 44a to 44h, the game progress processing may not be executed.

[0302] Specifically, for example, when shifting to the inspection mode, an inspection mode flag for determining whether or not the main control device 60 is in the inspection mode is turned on. Then, the main control device 60 determines whether or not the inspection mode flag is ON. If it is determined that the inspection mode flag is ON, the main control device 60 does not proceed to the processing flow for executing the normal game progress processing, but proceeds to the processing flow for the inspection mode. As a result, even when the main control device 60 receives a signal indicating that a game ball has been detected from the ball entry detection sensors 44a to 44h, the main control device 60 is configured not to execute processing (for example, processing for acquiring the value of the jackpot random number counter C1, processing for paying out prize balls, processing for transmitting a command to the audio-visual control device 90, etc.) based on receiving the signal.

[0303] According to such a configuration, it is possible to execute processing that is not preferably executed in parallel with the game progress processing, processing that is likely to cause problems when executed in parallel with the game progress processing, etc. in the inspection mode. Further, according to such a configuration, since the game progress processing is not executed in the inspection mode, when developing a program for the processing executed in the inspection mode, it is not necessary to consider countermeasures in the case where the game progress processing is executed in parallel, so that the development efficiency of the program for the processing executed in the inspection mode can be significantly improved.

[0304] Also, the game history information is information whose content changes when a game ball is detected and the game progress processing is executed. Therefore, if a configuration is adopted in which the processing for outputting the game history information is executed in parallel with the game progress processing, the game progress processing may be executed while the inspector of the pachinko machine 10 is inspecting the characteristics of the pachinko machine 10 based on the game history information, and the content of the game history information may change at any time, making it difficult to smoothly perform the inspection. On the other hand, according to the configuration of this aspect 13, since the game history information is output in the inspection mode in which the game progress processing is not executed even when the game ball passes through a predetermined area, it is possible to suppress the content of the game history information from changing while the game history information is being output. As a result, the inspector of the pachinko machine 10 can smoothly perform the inspection.

[0305] Note that the mode of outputting game history information in the inspection mode is not limited to the mode of outputting the game history information to the inspection machine 320 for display, and other modes may also be used. For example, it may be configured to output the game history information to the symbol display device 41 for display.

[0306] Also, the information output in the inspection mode is not limited to the game history information, and other information may also be used. For example, other information based on the detection of game balls by the ball entry detection sensors 44a to 44h, such as ball entry information and the number of ball entry information of game balls, may also be used.

[0307] <Aspect 14> Among the above-described first embodiment and the other aspects, in a configuration in which the main control device 60 can switch between the game mode and the inspection mode, during the execution of the game progress process in the game mode, when a predetermined operation (hereinafter also referred to as "mode switching operation") for shifting from the game mode to the inspection mode is executed by an inspector, it may be configured to shift from the game mode to the inspection mode at the timing when the ongoing game progress process is completed up to a predetermined processing stage.

[0308] Specifically, for example, when a mode switching operation such as pressing the power button while pressing the mode switching button is executed during the execution of the game progress process in the game mode, each ongoing game progress process (big win lottery process, electric role release lottery process, prize ball payout process, symbol variation display process on the main display unit 45, opening / closing process of the opening / closing door 36b and the electric accessory 34a, etc.) is completed up to a predetermined processing stage. Then, when the game progress process is completed up to the predetermined processing stage, the processing after that stage is not executed and the system enters a standby state. Then, at the timing when all of the ongoing game progress processes are completed up to the predetermined processing stage, it shifts from the game mode to the inspection mode.

[0309] According to such a configuration, compared with a configuration in which the game mode shifts to the inspection mode at the timing immediately after a mode switching operation is executed regardless of whether the ongoing game progress process has been completed up to a predetermined processing stage, it is possible to suppress the occurrence of processing defects when shifting to the inspection mode.

[0310] For example, if a configuration is adopted in which the game mode shifts to the inspection mode at the timing immediately after a mode switching operation is executed regardless of whether the ongoing game progress process has been completed up to a predetermined processing stage, when a mode switching operation is executed during the period in which the symbol variation display process on the main display unit 45 as the game progress process is being executed in the game mode, the mode will shift to the inspection mode in the middle of the symbol variation display on the main display unit 45, making it difficult to control the timing of symbol stop and the symbol variation time. On the other hand, according to the configuration of this embodiment 14, for example, when a mode switching operation is executed during the period in which the symbol variation display process is being executed in the game mode, the mode will shift to the inspection mode at the timing when the symbol variation display process has ended and the symbol has stopped, that is, when the process has been completed up to a certain processing stage. Therefore, it is possible to suppress the occurrence of processing defects such as difficulty in controlling the timing of symbol stop and the symbol variation time.

[0311] Note that when shifting (returning) from the inspection mode to the game mode, it may be configured to execute the remaining game progress processes at the processing stages that were scheduled to be executed before shifting to the inspection mode. According to such a configuration, it is possible to suppress giving the player an uncomfortable feeling that the expected game progress process ends in an incomplete state.

[0312] Also, when a mode switching operation is executed during the execution of the game progress process in the game mode, it may be configured to shift from the game mode to the inspection mode at the timing when all the processes of each ongoing game progress process have been completed. According to such a configuration, it is possible to suppress the occurrence of processing defects when resuming the game progress process.

[0313] Also, during the execution of the game progress process in the game mode, if a mode switching operation is executed, the game execution process is interrupted, and information enabling the resumption of the interrupted game progress process is stored in the main-side RAM 64. At the timing when the storage is completed, it may be configured to shift from the game mode to the inspection mode. According to such a configuration, the pachinko machine 10 can quickly shift from the game mode to the inspection mode, so it becomes possible to inspect many pachinko machines 10 in a short period of time.

[0314] Also, the mode switching operation for shifting from the game mode to the inspection mode is not limited to the operation of pressing the power button while pressing the mode switching button, and other modes may be used. For example, a single operation of pressing the mode switching button may be sufficient. Also, when the inspection machine 320 is connected to the inspection terminal 65, it may be configured to execute the same processing as when the mode switching operation is executed.

[0315] <Aspect 15> Among the above first embodiment and the other aspects, in a configuration in which the main control device 60 can switch between the game mode and the inspection mode, during the inspection mode, when an automatic return condition that 10 minutes have elapsed since the time of shifting to the inspection mode is satisfied, even if a predetermined operation (for example, an operation of pressing the power button while pressing the mode switching button) for shifting from the inspection mode to the game mode is not executed, it may be configured to shift from the inspection mode to the game mode.

[0316] According to such a configuration, even if a predetermined operation for shifting from the inspection mode to the gaming mode is not executed when 10 minutes have elapsed since the transition to the inspection mode, since it is configured to shift from the inspection mode to the gaming mode, it is possible to surely suppress the failure to return to the gaming mode without executing the predetermined operation. For example, even if an inspector of the pachinko machine 10 forgets to execute a predetermined operation after inspecting the characteristics of the pachinko machine 10 based on the game history information output in the inspection mode, if 10 minutes have elapsed since the transition to the inspection mode, it returns to the gaming mode, so it is possible to suppress the occurrence of a situation where the player cannot play the pachinko machine 10 without the pachinko machine 10 returning to the gaming mode in which the game progress process can be executed.

[0317] Note that the automatic return condition is not limited to the condition that 10 minutes have elapsed since the transition to the inspection mode, and other modes may be used. For example, the condition may be that 5 minutes have elapsed since the transition to the inspection mode, or the condition may be that 10 minutes have elapsed since the inspection machine 320 was removed from the inspection terminal 65.

[0318] In addition, the predetermined operation for shifting from the inspection mode to the gaming mode is not limited to the operation of pressing the power button while pressing the mode change button, and other modes may be used. For example, a single operation of pressing the mode change button may be used.

[0319] <Aspect 16> In the above first embodiment and the above other aspects, a RAM clear button for initializing the main side RAM 64 may be provided in the main control device 60, and when an operation of pressing the power button while pressing the RAM clear button (hereinafter also referred to as an "erasure operation") is executed, the information stored in the main side RAM 64 may be erased (initialized).

[0320] Furthermore, the main control device 60 may be configured to be able to switch between a game mode and an inspection mode. And in a state after shifting to the inspection mode and before shifting to the game mode, for example, in a state during the inspection mode or in a state where the power is turned off as it is after shifting to the inspection mode, even when an erasing operation of pressing the power button while pressing the RAM clear button is executed, the information stored in the main-side RAM 64 may not be erased.

[0321] According to such a configuration, in a state after shifting to the inspection mode and before shifting to the game mode, even when an erasing operation for erasing the information stored in the main-side RAM 64 is executed, the information stored in the main-side RAM 64 is not erased. Therefore, in a state after shifting to the inspection mode and before shifting to the game mode, even when the erasing operation is erroneously executed when trying to shift to the game mode, it is possible to suppress the information from being erroneously erased.

[0322] For example, in a configuration where the erasing operation for erasing the information stored in the main-side RAM 64 is an operation of pressing the power button while pressing the RAM clear button, and the operation for shifting the mode between the game mode and the inspection mode is an operation of pressing the power button while pressing the mode change button, there is a risk of accidentally pressing the power button while pressing the RAM clear button instead of pressing the mode change button when trying to shift from the inspection mode to the game mode. However, according to the configuration of this aspect 16, in a state after shifting to the inspection mode and before shifting to the game mode, even when an erasing operation of pressing the power button while pressing the RAM clear button is erroneously executed, it is possible to suppress the information from being erroneously erased.

[0323] More specifically, for example, when shifting from the game mode to the inspection mode, the game progress process being executed in the game mode is temporarily stopped, and information for resuming the stopped game progress process after returning to the inspection mode is stored in the main-side RAM 64. In such a case, if, when attempting to return from the inspection mode to the game mode, the power button is pressed while accidentally pressing the RAM clear button instead of the mode switch button, the information for resuming the game progress process will be erased, and it will become impossible to resume the game progress process after returning to the inspection mode, which may cause a disadvantage to the player. On the other hand, according to the configuration of this aspect 16, even in a state after shifting to the inspection mode and before shifting to the game mode, if the power button is pressed while accidentally pressing the RAM clear button when attempting to shift to the game mode, it is possible to suppress the information stored in the main-side RAM 64 from being accidentally erased, so it is possible to suppress causing a disadvantage to the player.

[0324] It is also possible to adopt a configuration in which the game history information is stored in the main-side RAM 64. According to such a configuration, since it is not necessary to separately provide a dedicated memory for storing the game history information, the manufacturing cost of the pachinko machine 10 can be reduced.

[0325] Further, when the deletion operation is executed, regardless of the state of the pachinko machine 10 (such as the on / off state of the power supply and the state of whether it is in the game mode or the inspection mode), the game history information stored in the main-side RAM 64 is not erased, and only information other than the game history information stored in the main-side RAM 64 (such as information stored for resuming the game progress process) is erased (initialized). According to such a configuration, it is possible to suppress the game history information deviating from a predetermined specified range from being intentionally erased.

[0326] Note that the deletion operation is not limited to the operation of pressing the power button while pressing the RAM clear button, and other modes may be used. For example, a single operation of pressing the RAM clear button may be used.

[0327] <Aspect 17> Among the above-described first embodiment and the other aspects, in a configuration in which the main control device 60 can switch between the game mode and the inspection mode, when the main control device 60 shifts from the game mode to the inspection mode, a game stop command, which is a command indicating that the game progress process temporarily stops when shifting to the inspection mode, is transmitted to the audio-visual control device 90, and the game progress process being executed may be temporarily stopped in the inspection mode. Specifically, for example, when shifting to the inspection mode during the variable display of symbols on the main display unit 45, the display on the main display unit 45 is turned off, and the counting of the symbol variation time on the main display unit 45 is stopped. Further, when the main control device 60 shifts from the inspection mode to the game mode, a game restart command, which is a command indicating that the game progress process resumes when shifting to the game mode, may be transmitted to the audio-visual control device 90.

[0328] Then, when the audio-visual control device 90 receives the game stop command, the ongoing effect is temporarily stopped, and then, when the game restart command is received, the temporarily stopped effect is resumed. According to such a configuration, even when the main control device 60 shifts between the game mode and the inspection mode, it is possible to synchronize the game progress process (for example, the symbol variable display process on the main display unit 45) executed by the main control device 60 and the effect (for example, the symbol variable display process on the symbol display device 41) controlled by the audio-visual control device 90, and it is possible to suppress the player from feeling discomfort after shifting to the game mode.

[0329] Note that the voice and light control device 90 may be configured not to stop the ongoing effect even when a game stop command is received. Specifically, for example, when a game stop command is received during the variable display of symbols on the symbol display device 41, the control of the variable display of symbols on the symbol display device 41 is continued, and a layer of another image (for example, a black image) is displayed on top of the layer of the variable display of symbols. However, since the control of the variable display of symbols on the symbol display device 41 continues, the variable display of symbols continues under the layer of the black image. When the variable time of the symbols on the symbol display device 41 has elapsed, the variable display of symbols ends under the layer of the black image, but the symbols do not stop and sway slightly.

[0330] When a game restart command is received from the main control device 60, the layer of the black image that was displayed above the layer of the variable display of symbols is removed, and the layer of symbols is displayed again. At this time, the main control device 60 shifts (returns) from the inspection mode to the game mode and resumes the stopped game progress process (the variable display of symbols on the main display unit 45).

[0331] Then, the main control device 60 resumes the variable display of symbols on the main display unit 45 where the counting of the variable time has been stopped. When the remaining variable time has elapsed, that is, when it is time to stop the variable display of symbols on the main display unit 45, a symbol stop command is transmitted to the voice and light control device 90. The voice and light control device 90 that has received the symbol stop command transmits a symbol stop command to the display control device 100, and the display control device 100 completely stops the symbols that were being displayed in a slightly swaying manner on the symbol display device 41.

[0332] According to such a configuration, during the inspection mode of the main control device 60, the display on the main display unit 45 is turned off, and the display on the symbol display device 41 becomes a black image. Then, when the main control device 60 shifts from the inspection mode to the game mode, the variable display of the symbols on the main display unit 45, which had stopped counting the variable time, resumes, and the symbols on the symbol display device 41 are in a state of variable display or a state of small shaking. And at the timing when the symbols on the main display unit 45 stop, the symbols on the symbol display device 41 also stop. That is, it becomes possible to synchronize the variable display of the symbols on the main display unit 45 and the variable display of the symbols on the symbol display device 41. Also, even when a game stop command is received, the control of the ongoing effect is not stopped, so it is possible to suppress the occurrence of problems caused by temporarily stopping the control of the ongoing effect. Examples of the problems include, for example, when resuming the control of the effect from a state where the control of the effect has been temporarily stopped, a deviation occurs in the timing of the plurality of effects when a plurality of effects are being executed, or a deviation occurs between the video displayed on the symbol display device 41 and the sound output from the speaker 46.

[0333] In addition, when a configuration is adopted in which the main control device 60 does not send a symbol stop command to the sound and light control device 90 even when it is time to stop the variable display of the symbols on the main display unit 45, the variable display of the symbols on the symbol display device 41 continues in a state of small shaking, and then the symbols on the symbol display device 41 stop by receiving a variable command transmitted from the main control device 60 or a standby command transmitted when there is no stored hold information.

[0334] <Aspect 18> In the above-described first embodiment and other aspects, it may be configured to display the game history information stored in the pachinko machine 10 on the symbol display device 41 triggered by a predetermined time. Specifically, for example, it may be configured to shift from the game mode to the inspection mode triggered by 11:10 p.m., and display the game history information of the pachinko machine 10 on the symbol display device 41. According to such a configuration, around 11:10 p.m. after the game hall closes, the game history information of each pachinko machine 10 is displayed on the symbol display device 41. Therefore, the inspector of the pachinko machine 10 can quickly inspect and confirm the game history information of many pachinko machines after the game hall closes without taking the trouble to shift each pachinko machine 10 from the game mode to the inspection mode.

[0335] Also, it may be configured to display the game history information stored in the pachinko machine 10 on the symbol display device 41 triggered by receiving a predetermined signal from the hall computer. According to such a configuration, for example, all the pachinko machines 10 installed in the game hall can be shifted to the inspection mode at once, and the game history information of each pachinko machine 10 can be displayed on its respective symbol display device 41. Therefore, the inspector of the pachinko machine 10 can quickly inspect and confirm the game history information of many pachinko machines without taking the trouble to shift each pachinko machine 10 from the game mode to the inspection mode.

[0336] <Aspect 19> In the above-described first embodiment and other aspects, it may be configured to always display the game history information on the symbol display device 41. According to such a configuration, the player or inspector can always confirm the game history information, so that when a change such as the game history information deviating from a predetermined range occurs, it is possible to quickly notice the change. As a result, it is possible to quickly ensure the soundness of the game.

[0337] <Aspect 20> In the above-described first embodiment and other aspects, a 7-segment display composed of seven light-emitting diodes may be provided on the back surface of the pachinko machine 10, and information related to the game history information stored in the pachinko machine 10 may be displayed on the 7-segment display. For example, when the main control device 60 shifts from the above-described game mode to the inspection mode, it may be configured to display on the 7-segment display whether the accessory ratio, payout ratio (in the normal mode), etc. stored in the pachinko machine 10 are within a predetermined range.

[0338] More specifically, for example, when the main control device 60 shifts from the game mode to the inspection mode, after "1" indicating that a display regarding the accessory ratio is to be performed is displayed on the 7-segment display, if the accessory ratio is within a predetermined range (specifically, when the accessory ratio is 0.700 or less), "O" meaning OK is displayed on the 7-segment display. On the other hand, if the accessory ratio is not within the predetermined range, "E" indicating an error is displayed on the 7-segment display. After the display regarding the accessory ratio is performed, "2" indicating that a display regarding the consecutive accessory ratio is to be performed is displayed on the 7-segment display. If the consecutive accessory ratio is within a predetermined range (specifically, when the consecutive accessory ratio is 0.600 or less), "O" meaning OK is displayed on the 7-segment display. On the other hand, if the consecutive accessory ratio is not within the predetermined range, "E" indicating an error is displayed on the 7-segment display. After the display regarding the consecutive accessory ratio is performed, "2" indicating that a display regarding the payout ratio (in the normal mode) is to be performed is displayed on the 7-segment display. If the payout ratio (in the normal mode) is within a predetermined range (specifically, when the payout ratio (in the normal mode) is within the range of 0.60 to 0.70), "O" meaning OK is displayed on the 7-segment display. On the other hand, if the payout ratio (in the normal mode) is not within the predetermined range, "E" indicating an error is displayed on the 7-segment display.

[0339] According to such a configuration, it becomes possible to simply and quickly inspect game history information such as the accessory ratio. Further, since the 7-segment display has low power consumption, even when the power of the pachinko machine 10 is off, it is possible to inspect the game history information with only a small amount of power from a capacitor, a battery, etc. provided inside the pachinko machine 10.

[0340] Also, it may be configured to always display information related to the game history information stored in the pachinko machine 10 on the 7-segment display. According to such a configuration, it becomes possible to simply and quickly inspect game history information such as the accessory ratio without switching from the game mode to the inspection mode. Also, even in the pachinko machine 10 that does not have an inspection mode, it becomes possible to simply and quickly inspect game history information such as the accessory ratio. Furthermore, if the 7-segment display is provided on the back surface of the pachinko machine 10, since the 7-segment display does not enter the player's field of view, it is possible to suppress the player from being concerned about the display of the 7-segment display and being unable to concentrate on the game. On the other hand, when an inspector of the pachinko machine 10 inspects the game history information of the pachinko machine 10, the pachinko machine main body 12 supported by the hinge 15 is rotated forward, and the display of the 7-segment display provided on the back surface of the pachinko machine main body 12 may be confirmed. Therefore, it becomes possible to simply and quickly inspect game history information such as the accessory ratio. Note that instead of the 7-segment display, another display that can display in a manner capable of recognizing game history information, such as a segment display composed of light-emitting diodes other than seven, may be adopted.

[0341] <Aspect 21> In the above-described first embodiment and the other aspects, the voice and light control device 90 may be configured to calculate game history information. Specifically, for example, the main CPU 62x of the main control device 60 transmits a signal including the bonus ball number data stored in the bonus ball number data storage area of the main ROM 63 to the voice and light control device 90 in the initial setting process. The voice and light control device 90 calculates game history information based on the acquired bonus ball number data and the ball entry information of the game balls transmitted from the main control device 60, and may be configured to display the calculated game history information on the symbol display device 41.

[0342] According to such a configuration, even if the voice and light control device 90 cannot access the bonus ball number data storage area of the main ROM 63, or the voice and light control device 90 cannot grasp the storage position (memory address) of the bonus ball number data stored in the bonus ball number data storage area of the main ROM 63, the voice and light control device 90 can acquire the bonus ball number data stored in the bonus ball number data storage area of the main ROM 63, and can calculate game history information. In addition, since the voice and light control device 90 calculates the game history information instead of the main control device 60, the processing load on the main control device 60 can be significantly reduced.

[0343] <Aspect 22> The above-described first embodiment and the other aspects are not limited to the pachinko machine 10 that can shift from the game mode to the inspection mode, and can also be applied to gaming machines that can shift from the game mode to other modes. For example, it can also be applied to gaming machines equipped with a game state display mode that can display the state of processing related to the game, such as the state of the high probability mode flag, the high frequency support mode flag, and the content of the stored pending information.

[0344] <Aspect 23> FIG. 26 is a block diagram showing the electrical configuration of the pachinko machine 10 in Mode 23 of the first embodiment. In this Mode 23, the game history management chip 300 is not provided, and the main CPU 62x is configured to calculate the game history information described above. Further, the main RAM 64 is divided into two areas (the first area and the second area). The first area of the main RAM 64 is used as an area for expanding programs and the like for executing processes related to the progress of the game. The second area of the main RAM 64 is used as an area for expanding programs and the like for executing processes for calculating and displaying game history information (hereinafter, also referred to as game history processes). Then, when executing a process related to the progress of the game (a process other than the game history process), the main CPU 62x executes information writing only to the first area of the main RAM 64, and when executing the game history process, the main CPU 62x executes information writing only to the second area of the main RAM 64.

[0345] Further, the first area of the main RAM 64 is also used as an 8-bit ball entry detection information storage area, a stack area, etc., which will be described later. The second area of the main RAM 64 is also used as an 8-bit buffer area, a bonus ball totalization buffer, a calculation buffer, a calculation result buffer, a stack area, etc., which will be described later. Details of these will be described later.

[0346] Also, a game history information display unit 45z is connected to the input / output port 62a. The game history information display unit 45z is composed of four 7-segment displays and is provided on the back surface of the pachinko machine 10. As will be described later, the game history information calculated by the main CPU 62x is displayed on this game history information display unit 45z.

[0347] FIG. 27 is a flowchart showing the timer interrupt process executed by the main - side MPU62 (main - side CPU62x) of Mode 23 of the first embodiment. In this mode as well, the timer interrupt process is activated at a 4 - msec cycle, similar to the above - mentioned first embodiment. The differences from the timer interrupt process (FIG. 13) of the first embodiment described above are that the content of the ball - entry detection process shown in step S10606 is different, the game - history - related process for calculating and displaying game - history information is added as the last process (step S10616) of this timer interrupt process, and the ball - entry detection information output process (the process of step S10207 in FIG. 13), which is the process of outputting the ball - entry detection information to the game - history management chip, is omitted. For other processes, they are the same as the processes described in the timer interrupt process (FIG. 13) of the first embodiment described above. Hereinafter, the ball - entry detection process of step S10606 shown in FIG. 27 and the game - history - related process of step S10616 will be described.

[0348] FIG. 28 is a flowchart showing the ball - entry detection process executed by the main - side MPU62 (main - side CPU62x) of Mode 23 of the first embodiment. In the ball - entry detection process of this Mode 23, when it is determined that there is no information (i.e., "0") in the bit of the input port 62b in the previous (one - time - before) timer interrupt process, there is information (i.e., "1") in the bit of the input port 62b in this timer interrupt process, and it is determined again that there is information (i.e., "1") in the bit in the subsequent part of the same timer interrupt process, it is determined that a game ball has entered the ball - entry port corresponding to the bit. Hereinafter, an example of the ball - entry detection process will be described.

[0349] In step S10701, the information currently stored in the 0th to 7th bits D0 to D7 (FIG. 14) of the above-described input port 62b (hereinafter also referred to as ball entry determination information) is read, and in step S10702, the read ball entry determination information is stored in a first buffer which is an 8-bit buffer. That is, the first buffer is a buffer for storing the ball entry determination information read from each bit of the input port 62b in the current timer interrupt process. Note that the second buffer described later is an 8-bit buffer for storing the ball entry determination information read from each bit of the input port 62b in the previous timer interrupt process. Also, in this embodiment, the first buffer and the second buffer are provided in the first area of the main-side RAM 64. After executing step S10702, the process proceeds to step S10703.

[0350] In step S10703, 8 is set in the ball entry determination counter provided in the main-side RAM 64. Then, the process proceeds to 10704. Note that the numerical information of the ball entry determination counter corresponds to the bits of each of the 8 ball entry ports, similar to the ball entry determination counter (step S10401) used in the ball entry determination process (FIG. 16) of the first embodiment described above. Specifically, in this embodiment, "8" of the numerical information of the ball entry determination counter corresponds to the 0th bit D0 of the big winning port 36a, "7" corresponds to the 1st bit D1 of the first starting port 33, "6" corresponds to the 2nd bit D2 of the second starting port 34, "5" corresponds to the 3rd bit D3 of the first winning port 32a, "4" corresponds to the 4th bit D4 of the second winning port 32b, "3" corresponds to the 5th bit D5 of the third winning port 32c, "2" corresponds to the 6th bit D6 of the through gate 35, and "1" corresponds to the 7th bit D7 of the discharge passage.

[0351] In step S10704, it is determined whether there is ball entry determination information in the bit corresponding to the numerical information of the ball entry determination counter in the second buffer, that is, whether the ball entry determination information stored in the bit is "1". In step S10704, if it is determined that the ball entry determination information is not "1" (S10704: NO), the process proceeds to step S10705. On the other hand, in step S10704, if it is determined that the ball entry determination information is "1" (S10704: YES), without executing the processes from step S10705 to step S10709 described later, the process proceeds to step S10710.

[0352] In step S10705, it is determined whether there is ball entry determination information in the bit corresponding to the numerical information of the ball entry determination counter in the first buffer, that is, whether the ball entry determination information stored in the bit is "1". In step S10705, if it is determined that the ball entry determination information is "1" (S10705: YES), the process proceeds to step S10706. On the other hand, in step S10705, if it is determined that the ball entry determination information is not "1" (S10705: NO), without executing the processes from step S10706 to step S10709 described later, the process proceeds to step S10710.

[0353] In step S10706, it is determined whether there is ball entry determination information in the bit corresponding to the numerical information of the ball entry determination counter in the current input port 62b, that is, whether the ball entry determination information stored in the bit is "1". In step S10706, if it is determined that the ball entry determination information is "1" (S10706: YES), the process proceeds to step S10707. On the other hand, in step S10706, if it is determined that the ball entry determination information is not "1" (S10706: NO), without executing the processes from step S10707 to step S10709 described later, the process proceeds to step S10710.

[0354] In step S10707, it is determined which type of ball entry port the numerical information of the current ball entry determination counter indicates, and the ball entry flag indicating that a game ball has entered the ball entry port corresponding to the bit is set to ON. Specifically, for example, when it is determined that the numerical information of the current ball entry determination counter indicates the bit corresponding to the big winning port 36a, the big winning port ball entry flag indicating that a game ball has entered the big winning port 36a is set to ON. Also, for example, when it is determined that the numerical information of the current ball entry determination counter indicates the bit corresponding to the second start port 34, the second start port ball entry flag indicating that a game ball has entered the second start port 34 is set to ON. After executing step S10707, the process proceeds to step S10708.

[0355] In step S10708, the numerical information of the bonus ball counter corresponding to the ball entry port for which the ball entry flag was set to ON in step S10707, that is, the ball entry port for which it was determined that a game ball had entered, is incremented by 1. Specifically, for example, when the big winning port ball entry flag is set to ON, the 15 - ball bonus counter is incremented by 1, and when the second start port ball entry flag is set to ON, the 3 - ball bonus counter is incremented by 1. After executing step S10708, the process proceeds to step S10709.

[0356] In step S10709, the ball entry determination counter is decremented by 1, and then, in step S10710, it is determined whether the ball entry determination counter is "0".

[0357] In step S10710, if it is determined that the ball entry determination counter is not "0" (S10710: NO), for the bit corresponding to the numerical information of the ball entry determination counter updated in step S10709, the processes of steps S10704 to S10708 are executed. If the processes of steps S10704 to S10708 are executed for the amount of numerical information set in step S10703, the ball entry determination counter will become "0", and a positive determination (S10710: YES) will be made in step S10710, and the process will proceed to step S10711.

[0358] In step S10711, the 8-bit ball entry determination information stored in the first buffer is stored (copied) in the second buffer. As a result, the ball entry determination information acquired from the input port 62b in the current timer interrupt process will be referred to in the ball entry detection process in the next timer interrupt process. After executing step S10711, the process proceeds to step S10712.

[0359] In step S10712, ball entry detection information indicating that the entry of a game ball has been detected in the ball entry detection process of the current timer interrupt process is stored in a ball entry detection information storage area capable of storing 8-bit information. Specifically, for each bit corresponding to each of the above eight ball entry ports in the ball entry detection information storage area, when the ball entry flag is ON, "1" is stored as the ball entry detection information, and when the ball entry flag is OFF, "0" is stored as the ball entry detection information. For example, as a result of executing the ball entry detection process in the current timer interrupt process, if the big winning port ball entry flag and the second start port ball entry flag are ON, and the ball entry flags corresponding to other ball entry ports are OFF, then "00000101", an 8-bit ball entry detection information, is stored in the ball entry detection information storage area. The 8-bit ball entry detection information stored in this ball entry detection information storage area is referred to in the game history process described later. After executing step S10712, this ball entry detection process ends.

[0360] FIG. 29 is a flowchart showing a game history process executed by the main MPU 62 (main CPU 62x) of Mode 23 of the first embodiment. In this game history process, a device ratio and a continuous device ratio are calculated, and a process for displaying these on the game history information display unit 45z is executed. Specifically, the device ratio is calculated, and the calculated device ratio is displayed on the game history information display unit 45z for 5 seconds. Thereafter, the continuous device ratio is calculated, and the calculated continuous device ratio is displayed on the game history information display unit 45z for 5 seconds. Thereafter, the device ratio is calculated again, and the calculated device ratio is displayed on the game history information display unit 45z for 5 seconds. In this way, the device ratio and the continuous device ratio are alternately displayed on the game history information display unit 45z. Hereinafter, an example of a specific process will be described.

[0361] In step S10801, a save process is executed to save the information stored in the register within the main CPU 62x (hereinafter also referred to as register information) to the stack area in the second area of the main RAM 64. In this mode 23, in the timer interrupt process (FIG. 27), before the game history process (step S10616 in FIG. 27) is executed, since the processes related to the progress of the game (the processes in steps S10601 to S10615 in FIG. 27), which are processes other than the game history process, are being executed, in this save process, the register information related to the progress of the game is saved to the stack area in the second area of the main RAM 64. Specifically, the value of the stack pointer in the main CPU 62x (the address value indicating the uppermost level of the stack area in the first area) is saved (pushed) to the bottom of the stack area in the second area of the main RAM 64. Then, the address value indicating the uppermost level of the stack area in the second area of the main RAM 64 is set to the stack pointer of the main CPU 62x. After that, the register information stored in the register within the main CPU 62x is sequentially saved (pushed) to the stack area indicated by the stack pointer set in the main CPU 62x (the uppermost level of the stack area in the second area of the main RAM 64). By executing this save process, the address value of the stack area in the second area of the main RAM 64 is set to the stack pointer of the main CPU 62x, so the main CPU 62x can execute the process of calculating and displaying the game history information described below using the second area of the main RAM 64. After executing step S10801, the process proceeds to step S10802.

[0362] In step S10802, it is determined whether or not the abnormality flag stored in the second area of the main-side RAM 64 is ON. The abnormality flag is a flag that is set to ON when the bonus ball total value described later is an abnormal value. In step S10802, if it is determined that the abnormality flag is ON (S10802: YES), the process proceeds to step S10803, and the bonus ball total value is cleared to 0. Then, the process proceeds to step S10804, and the abnormality flag is set to OFF. Then, the process proceeds to step S10805. On the other hand, in step S10802, if it is determined that the abnormality flag is not ON (S10802: NO), the process proceeds to step S10805 without executing the processes of step S10803 and step S10804.

[0363] In step S10805, OR processing is executed for each corresponding bit of the ball-in detection information storage area and the buffer area, and the result (logical sum) of each OR process is stored (overwritten) in the corresponding bit of the buffer area. Details of this process will be described later. Note that the buffer area is an area capable of storing the same 8-bit information as the ball-in detection information storage area, and is provided in the second area of the main-side RAM 64. After executing step S10805, the process proceeds to step S10806.

[0364] In step S10806, it is determined whether or not there is ball-in detection information in at least one of the 8 bits of the buffer area (whether or not "1" is stored in one or more bits). In step S10806, if it is determined that there is ball-in detection information in at least one of the bits of the buffer area (S10806: YES), the process proceeds to step S10807.

[0365] In step S10807, target setting processing is executed to set bits among the eight bits in the buffer area that are targets for the bonus ball totalization processing described later. In this embodiment, in one target setting process, two consecutive bits are set as targets for the bonus ball totalization processing. Also, as will be described later, when the target setting process is executed in the next or subsequent timer interrupt process, two consecutive bits located adjacent to the two bits set in the previous target setting process are set as targets for the bonus ball totalization processing. In this way, the two bits that are targets for the bonus ball totalization processing are sequentially shifted adjacent to each other. Note that after the last two bits among the eight bits are set as targets for the bonus ball totalization processing, in the next target setting process to be executed, the first two bits are set again as targets for the bonus ball totalization processing. In this way, in this embodiment, the order of the two bits set as processing targets for the bonus ball totalization processing among the eight bits in the buffer area is predetermined. After step S10807 is executed, the process proceeds to step S10808, and bonus ball totalization processing corresponding to the set bits is executed. Here, a specific example of the processing from step S10805 to step S10808 will be described with reference to FIG. 30.

[0366] FIG. 30 is an explanatory diagram showing an example of specific processing executed by the main MPU 62 (main CPU 62x) in mode 23 of the first embodiment. As described above, the ball entry detection information storage area is an 8-bit storage area provided in the first area of the main RAM 64, and each bit corresponds to each ball entry port. Specifically, in this embodiment, bit D0 of the ball entry detection information storage area corresponds to the big winning port 36a, bit D1 corresponds to the first start port 33, bit D2 corresponds to the second start port 34, bit D3 corresponds to the first winning port 32a, bit D4 corresponds to the second winning port 32b, bit D5 corresponds to the third winning port 32c, bit D6 corresponds to the through gate 35, and bit D7 corresponds to the discharge passage, respectively.

[0367] The buffer area is an 8-bit storage area provided in the second area of the main-side RAM 64, and each bit corresponds to each ball entry port. Specifically, in this embodiment, bit D0 of the buffer area corresponds to the big winning port 36a, bit D1 corresponds to the first start port 33, bit D2 corresponds to the second start port 34, bit D3 corresponds to the first winning port 32a, bit D4 corresponds to the second winning port 32b, bit D5 corresponds to the third winning port 32c, bit D6 corresponds to the through gate 35, and bit D7 corresponds to the discharge passage. That is, each bit of the buffer area corresponds to each bit of the ball entry detection information storage area.

[0368] In the above-described ball entry detection process (Fig. 28), when it is determined that a game ball has entered a ball entry port such as the big winning port 36a, among the 8 bits of the ball entry detection information storage area, the bit corresponding to the ball entry port determined to have a game ball enter is set to ON ("1").

[0369] Fig. 30(A1) shows an example of the process when the nth timer interrupt process is executed. In this nth timer interrupt process, in the ball entry detection process, it is determined that game balls have entered the second start port 34 and the first winning port 32a, and the values of the 8 bits of the ball entry detection information storage area are "00001100". Also, the values of the 8 bits of the buffer area before executing the OR process are "00000000". Therefore, the values of the 8 bits of the buffer area after executing the OR process are "00001100". As a result, the ball entry detection information in the ball entry detection information storage area, which is updated every time the timer interrupt process is executed, is set as the processing target of the bonus ball aggregation process described later and is held in the buffer area until the process is executed.

[0370] In the nth timer interrupt process, among the 8 bits D0 to D7 of the buffer area after the OR process is executed, two consecutive bits, bit D0 and bit D1, are set as the processing target of the bonus ball aggregation process.

[0371] In the bonus ball counting process, when the 0th bit D0 (the bit corresponding to the big winning opening 36a) set as the processing target of the bonus ball counting process is "1", "15" is added to the total number of bonus balls and the consecutive special item bonus ball number stored in the bonus ball counting buffer. On the other hand, when the 0th bit D0 is "0", the addition is not performed. In this aspect, the bonus ball counting buffer is configured as a ring buffer and is configured to store the number of bonus balls paid out in the most recent predetermined period. Also, the consecutive special item bonus ball number is the number of game balls paid out as bonus balls by the operation of consecutive special items, and means the number of game balls paid out as bonus balls based on the entry of game balls into the big winning opening 36a.

[0372] Furthermore, in the bonus ball counting process, when the 1st bit D1 (the bit corresponding to the first start opening 33) set as the processing target of the bonus ball counting process is "1", "3" is added to the total number of bonus balls stored in the bonus ball counting buffer. On the other hand, when the 1st bit D1 is "0", the addition is not performed.

[0373] In the example shown in this FIG. 30(A1), since the 0th bit D0 is "0" and the 1st bit D1 is also "0", the above-described addition is not performed.

[0374] After the bonus ball counting process is executed, the two bits (the 0th bit D0 and the 1st bit D1) set as the processing target of the bonus ball counting process in the buffer area are cleared to 0.

[0375] FIG. 30(A2) shows an example of the process when the (n + 1)th timer interrupt process is executed. In this (n + 1)th timer interrupt process, in the ball entry detection process, it is determined that a game ball has entered the second winning opening 32b, and the values of the 8 bits in the ball entry detection information storage area are "00010000". Also, the values of the 8 bits in the buffer area before executing the OR process are the same as those in the buffer area after the bonus ball counting process in the above-described nth timer interrupt process, which is "00001100". Therefore, the values of the 8 bits in the buffer area after executing the OR process become "00011100".

[0376] In the (n + 1)-th timer interrupt process, among the eight bits D0 to D7 in the buffer area after the OR process is executed, two consecutive bits, the second bit D2 and the third bit D3, are set as the processing targets for the bonus ball counting process.

[0377] In the bonus ball counting process, when the second bit D2 (the bit corresponding to the second start port 34) set as the processing target for the bonus ball counting process is "1", "3" is added to the total number of bonus balls and the number of accessory bonus balls stored in the bonus ball counting buffer. On the other hand, when the second bit D2 is "0", the addition is not performed. The number of accessory bonus balls is the number of game balls paid out as bonus balls by the operation of the accessory, and means the number of game balls paid out as bonus balls based on the entry of game balls into the second start port 34 and the big winning port 36a.

[0378] Furthermore, in the bonus ball counting process, when the third bit D3 (the bit corresponding to the first winning port 32a) set as the processing target for the bonus ball counting process is "1", "10" is added to the total number of bonus balls stored in the bonus ball counting buffer. On the other hand, when the third bit D3 is "0", the addition is not performed.

[0379] In the example shown in this Figure 30 (A2), since the second bit D2 is "1", "3" is added to the total number of bonus balls and the number of accessory bonus balls. Also, since the third bit D3 is "1", "10" is added to the total number of bonus balls.

[0380] After the bonus ball counting process is executed, the two bits (the second bit D2 and the third bit D3) set as the processing targets for the bonus ball counting process in the buffer area are cleared to 0.

[0381] FIG. 30(A3) shows an example of the processing when the (n + 2)-th timer interrupt process is executed. In this (n + 2)-th timer interrupt process, in the ball entry detection process, it is determined that a game ball has entered (passed through) the through gate 35, and the values of the 8 bits in the ball entry detection information storage area are "01000000". Also, the values of the 8 bits in the buffer area before executing the OR process are the same as those in the buffer area after the bonus ball totaling process in the above-described (n + 1)-th timer interrupt process, which are "00010000". Therefore, the values of the 8 bits in the buffer area after executing the OR process become "01010000".

[0382] In the (n + 2)-th timer interrupt process, among the 8 bits D0 to D7 in the buffer area after the OR process is executed, two consecutive bits, the 4th bit D4 and the 5th bit D5, are set as the processing targets for the bonus ball totaling process.

[0383] In the bonus ball totaling process, when the 4th bit D4 (the bit corresponding to the second winning port 32b) set as the processing target for the bonus ball totaling process is "1", "10" is added to the total number of bonus balls stored in the bonus ball totaling buffer. On the other hand, when the 4th bit D4 is "0", the addition is not performed.

[0384] Furthermore, in the bonus ball totaling process, when the 5th bit D5 (the bit corresponding to the third winning port 32c) set as the processing target for the bonus ball totaling process is "1", "10" is added to the total number of bonus balls stored in the bonus ball totaling buffer. On the other hand, when the 5th bit D5 is "0", the addition is not performed.

[0385] In the example shown in this FIG. 30(A3), since the 4th bit D4 is "1", "10" is added to the total number of bonus balls. Also, since the 5th bit D5 is "0", the above-described addition is not performed.

[0386] After the bonus ball totaling process is executed, the two bits (the 4th bit D4 and the 5th bit D5) set as the processing targets for the bonus ball totaling process in the buffer area are cleared to 0.

[0387] Figure 30 (A4) shows an example of the process when the (n + 3)-th timer interrupt process is executed. In this (n + 3)-th timer interrupt process, in the ball entry detection process, it is determined that a game ball has entered the big winning opening 36a, and the values of the 8 bits in the ball entry detection information storage area are "00100001". Also, the values of the 8 bits in the buffer area before executing the OR process are the same as those in the buffer area after the bonus ball totalization process in the (n + 2)-th timer interrupt process described above, which is "01000000". Therefore, the values of the 8 bits in the buffer area after executing the OR process are "01100001".

[0388] In the (n + 3)-th timer interrupt process, among the 8 bits D0 to D7 in the buffer area after the OR process is executed, two consecutive bits, the 6th bit D6 and the 7th bit D7, are set as the processing targets for the bonus ball totalization process.

[0389] However, in this aspect, the 6th bit D6 corresponds to the through gate 35, and the 7th bit D7 corresponds to the discharge passage. And no bonus balls are set for the through gate 35 and the discharge passage. Therefore, in this aspect, when the 6th bit D6 and the 7th bit D7 are set as the targets for the bonus ball totalization process, no addition to the total number of bonus balls, etc. is performed in the bonus ball totalization process. After that, the two bits (the 6th bit D6 and the 7th bit D7) set as the targets for the bonus ball totalization process in the buffer area are cleared to 0.

[0390] After that, in the (n + 4)-th timer interrupt process, the 0-th bit D0 and the 1-st bit D1 are set again as the processing targets of the bonus ball counting process. Thereafter, the same process is repeatedly executed. However, as will be described later, when there is no ball-in detection information in any of the bits in the buffer area (all bits are "0"), the target setting process (step S10807) and the bonus ball counting process (step S10808) are not executed. Also, in this embodiment, when the state changes from a state where there is no ball-in detection information in any of the bits in the buffer area (all bits are "0") to a state where there is ball-in detection information in at least one bit in the buffer area and the target setting process is executed, the two bits set as the processing targets of the bonus ball counting process in the previous target setting process are stored, and the two consecutive bits located adjacent to the two bits are set as the processing targets of the bonus ball counting process. When the two bits set as the processing targets of the bonus ball counting process in the previous target setting process are the 6-th bit D6 and the 7-th bit D7, the two consecutive bits of the 0-th bit D0 and the 1-st bit D1 are set as the processing targets of the bonus ball counting process.

[0391] As described above, in this embodiment, since two bits out of the eight bits in the buffer area are set as the targets of the bonus ball counting process in one timer interrupt process, when there is ball-in detection information in at least one bit in the buffer area, the timer interrupt process is executed four times, whereby the bonus ball counting process is executed for all of the eight bits in the buffer area.

[0392] Return to the description of FIG. 29. After executing the bonus ball counting process in step S10808, proceed to step S10809.

[0393] In step S10809, an arithmetic result display control process is executed. Specifically, control is executed to display the value stored in the arithmetic result buffer (the accessory ratio or the consecutive accessory ratio which is the calculated game history information) on the game history information display unit 45z. After executing step S10809, proceed to step S10810.

[0394] In step S10810, it is determined whether it is the execution timing of the arithmetic process for calculating the game history information. Specifically, when a predetermined time (30 minutes in this embodiment) has elapsed since the power-on of the pachinko machine 10, or when 5 seconds have elapsed since the previous execution of the arithmetic process, it is determined that it is the timing to execute the arithmetic process. In step S10810, if it is determined that it is the timing to execute the arithmetic process (S10810: YES), the process proceeds to step S10811. On the other hand, in step S10810, if it is determined that it is not the timing to execute the arithmetic process (S10810: NO), the processes of step S10811 and step S10812 described later are not executed, and the process proceeds to step S10813.

[0395] In step S10811, the type of game history information calculated in the arithmetic process (task 1 and task 2 described later) is set. In this embodiment, as the type of game history information to be calculated, the accessory ratio and the continuous accessory ratio are alternately set. Then, the process proceeds to step S10812, and task 1 is specified as the next task to be executed in the task process (step S10814) described later. After executing step S10812, the process proceeds to step S10813.

[0396] In step S10813, a process is executed to restore the register information that was saved in the stack area of the second area of the main-side RAM64 during the above-described save process to the registers of the main-side CPU62x. Specifically, the saved register information is sequentially restored (popped) from the stack area indicated by the stack pointer set in the main-side CPU62x (the uppermost part of the stack area of the second area of the main-side RAM64) to the registers within the main-side CPU62x. After that, the value of the stack pointer that was saved at the bottom of the stack area of the second area (the address value indicating the uppermost part of the stack area of the first area) is restored (popped) to the stack pointer of the main-side CPU62x. By executing this restoration process, the address value of the stack area of the first area of the main-side RAM64 is set in the stack pointer of the main-side CPU62x, so the main-side CPU62x can again execute processes related to the progress of the game using the first area of the main-side RAM64. After that, this game history process is terminated.

[0397] Return to the description of step S10806. If it is determined in step S10806 that there is no ball entry detection information in any of the bits of the buffer area (all bits are "0") (S10806: NO), the process proceeds to step S10814.

[0398] In step S10814, any one of the following three tasks that is specified is executed. If no task is specified, task 3 is executed. That is, instead of sequentially executing the three tasks in one timer interrupt process, only the specified one of the three tasks is executed in one timer interrupt process.

[0399] [Task 1] Save the dividend and divisor required to calculate the game history information set as the calculation target in the calculation buffer. Specifically, for example, when set to calculate the accessory ratio, save the accessory winning ball count as the dividend and the total winning ball count as the divisor in the calculation buffer. Also, for example, when set to calculate the consecutive accessory ratio, save the consecutive accessory winning ball count as the dividend and the total winning ball count as the divisor in the calculation buffer. Then, when proceeding to the process of step S10806 in the timer interrupt process after the next time, specify task 2 as the next task to be executed.

[0400] [Task 2] Execute the operation of dividing the dividend stored in the calculation buffer by the divisor, and save the operation result (quotient) in the calculation result buffer. Then, when proceeding to the process of step S10806 in the timer interrupt process after the next time, specify task 3 as the next task to be executed.

[0401] [Task 3] Determine whether the winning ball total value (accessory winning ball count, consecutive accessory winning ball count, total winning ball count) is valid. If it is determined to be invalid, turn on the error flag. Then, when proceeding to the process of step S10806 in the timer interrupt process after the next time, specify task 3 as the next task to be executed. On the other hand, if it is determined that the winning ball total value is valid, do not turn on the error flag and specify task 3 as the next task. Here, the case where the winning ball total value is invalid is a case where there is a contradiction in the winning ball total value, such as when the accessory winning ball count exceeds the total winning ball count, when the consecutive accessory winning ball count exceeds the total winning ball count, or when the consecutive accessory winning ball count exceeds the accessory winning ball count.

[0402] After executing the designated task among the above three tasks, the process proceeds to step S10809 described above, and a process of causing the value (service ratio or continuous service ratio) stored in the operation result buffer to be displayed on the game history information display unit 45z is executed. In this embodiment, information indicating the type of game history information is displayed on the first seven-segment display that constitutes the game history information display unit 45z, and the value of the game history information is displayed on the remaining three seven-segment displays.

[0403] In the pachinko machine 10 of this embodiment described above, the processes related to the progress of the game (processes other than the game history processes) included in the timer interrupt process are programmed to end in a time shorter than the time (4 msec in this embodiment) until the next timer interrupt process is started. However, the time required until the process related to the progress of the game ends varies depending on the progress situation of the game. On the other hand, since the game history process is a process not related to the progress of the game, it is preferable to prioritize securing the time for executing the process related to the progress of the game over the time for executing the game history process in one timer interrupt process. Also, even if the various processes included in the game history process (for example, the bonus ball totalization process and the calculation process for each bit) are not configured to be continuously executed and completed in one timer interrupt process, it does not affect the progress of the game. Therefore, in this embodiment, even when the execution time of the process related to the progress of the game becomes maximum according to the progress situation of the game, the various processes included in the game history process are divided into a plurality of processes so that the execution time of one timer interrupt process (the execution time of the process related to the progress of the game + the execution time of the game history process) is shorter than the time until the next timer interrupt process is started. In one timer interrupt process, the divided processes are executed, and the various processes are completed by executing the timer interrupt process a plurality of times. As a result, according to this embodiment, it is possible to execute the game history process while securing the time required for executing the process related to the progress of the game in one timer interrupt process.

[0404] Specifically, according to this aspect, in one execution of the timer interrupt process, one of the two tasks (Task 1 and Task 2) that constitute the arithmetic process, which is the process of calculating the game history information, can be executed. By executing the timer interrupt process twice, all of the two tasks that constitute the arithmetic process are executed. Therefore, compared to a configuration where both of the two tasks are executed in one execution of the timer interrupt process, the time required for one execution of the timer interrupt process can be shortened. As a result, it is possible to suppress a situation where the time required for one execution of the timer interrupt process becomes longer than 4 msec, which is the interval at which the execution of the timer interrupt process starts (hereinafter also referred to as the interrupt interval), and the timer interrupt process cannot be executed at intervals of 4 msec.

[0405] Also, according to this aspect, a series of processes with a determined execution order is divided into a plurality of tasks, and in one execution of the timer interrupt process, after executing one of the plurality of tasks, the task to be executed next to the one task is specified. Therefore, even for a series of processes where the time required for the execution of the timer interrupt process incorporated therein becomes longer than the interrupt interval of the timer interrupt process, it can be incorporated into the timer interrupt process and executed. Specifically, according to this aspect, even in a gaming machine configured such that the time required for one execution of the timer interrupt process becomes longer than 4 msec when the arithmetic process for calculating the game history information is incorporated into the timer interrupt process, the arithmetic process can be incorporated into the timer interrupt process executed at intervals of 4 msec and executed. In addition, since the arithmetic process for calculating the game history information does not affect the progress of the game even if all tasks are not executed in one execution of the timer interrupt process, the time required for one execution of the timer interrupt process can be allocated to the execution time of other processes included in the timer interrupt process, and the degree of freedom in the design of the gaming machine can be improved.

[0406] Also, according to this aspect, in one execution of the timer interrupt process, two bits are set as the processing targets of the bonus ball totaling process from among the eight bits D0 to D7 in the buffer area, and the bonus ball totaling process can be executed for the set processing target bits. By executing the timer interrupt process a plurality of times, the bonus ball totaling process is executed for all of the eight bits D0 to D7 in the buffer area. Therefore, compared with a configuration in which the bonus ball totaling process is executed for all of the eight bits D0 to D7 in one execution of the timer interrupt process, the time required for one execution of the timer interrupt process can be shortened. As a result, it is possible to suppress a situation where the time required for the execution of the timer interrupt process becomes longer than 4 msec, which is the interval at which the execution of the timer interrupt process starts, and the timer interrupt process cannot be executed at intervals of 4 msec.

[0407] Also, according to this aspect, when setting two bits as the processing targets of the bonus ball totaling process from among the eight bits D0 to D7 in the buffer area, the setting is performed in a predetermined order. Therefore, it is not necessary to execute a determination process for determining which bit the processing target of the bonus ball totaling process is set to, the process can be simplified, and as a result, the processing speed can be improved. Furthermore, it is possible to reduce the storage capacity for storing information such as programs and parameters necessary for executing the determination process.

[0408] Also, according to this aspect, since the main CPU 62x can execute the timer interrupt process four times in a time shorter than the shortest interval (about 18 msec in this aspect) in which two game balls are continuously detected as entering a single ball entry port, it is possible to execute the winning ball totaling process (step S10808 in FIG. 29) for all eight processing target candidates (bits D0 to D7 in the buffer area) in a time shorter than the shortest interval. Therefore, even when two game balls continuously enter the same ball entry port, the entry detection information updated based on the detection of the entry of the first game ball at the ball entry port is set as the processing target and the winning ball totaling process is executed. Further, even if the entry detection information corresponding to the remaining other ball entry ports is then set as the processing target and the winning ball totaling process is executed, it is possible to finish the winning ball totaling process for all this entry detection information before the entry of the second game ball is detected at the ball entry port. That is, at the point in time when the entry detection information updated based on the detection of the entry of the second game ball at the ball entry port is set as the processing target and the winning ball totaling process is executed, the winning ball totaling process for the entry detection information updated based on the detection of the entry of the first game ball at the ball entry port has already ended. The effects of this configuration will be described below.

[0409] In a configuration that adopts binary information of "0" or "1" indicating the presence or absence of a game ball's entry as entry detection information as in this aspect, if bonus ball totaling processing is not executed for the entry detection information updated from "0" to "1" based on the entry of the first game ball into a certain entry port until the entry of the second game ball into the entry port is detected at the entry port, then at the time when the entry of the second game ball is detected at the entry port, the entry detection information corresponding to the entry port still remains "1", and the entry of the second game ball cannot be recorded. That is, even though two game balls have continuously entered the entry port, the entry detection information corresponding to the entry port cannot distinguish from the situation where only one game ball has entered the entry port, and in the bonus ball totaling processing, it will be treated as the situation where one game ball has entered the entry port. As a result, it may not be possible to record the accurate number of bonus balls in the bonus ball totaling processing.

[0410] On the other hand, according to this aspect, at the time when the entry of the second game ball is detected at the entry port, bonus ball totaling processing is executed for the entry detection information that has already been updated by the entry of the first game ball into the entry port, and since the entry detection information has become "0", it becomes possible to record the entry of the second game ball. As a result, it becomes possible to record the accurate number of bonus balls in the bonus ball totaling processing. Thereby, while ensuring the accuracy in the bonus ball totaling processing, it becomes possible to adopt binary information of "0" or "1" indicating the presence or absence of a game ball's entry as entry detection information, the storage capacity for storing the entry detection information can be reduced, and the processing speed of the bonus ball totaling processing can be improved.

[0411] Also, according to this aspect, since the game history processing (Fig. 29) includes a saving process (step S10801 in Fig. 29) that writes information held in the registers within the main CPU 62x and related to the execution of processing regarding the progress of the game to the stack area in the second area of the main RAM 64, when the main CPU 62x holds information in its registers at the start of the game history processing, which is information for executing the processing regarding the progress of the game that the main CPU 62x was executing immediately before the start of the game history processing, this information can be temporarily moved (saved) by writing it to the stack area in the second area of the main RAM 64. Therefore, the information for executing the processing regarding the progress of the game held in the registers within the main CPU 62x is erased, and when the main CPU 62x executes the game history processing, information for executing the game history processing can be held in the registers within the main CPU 62x.

[0412] Also, according to this aspect, since the game history processing (Fig. 29) includes a restoration process (step S10813 in Fig. 29) that causes the main CPU 62x to hold the information written to the stack area in the second area of the main RAM 64 in the saving process in its registers, when ending the game history processing, the information for executing the processing regarding the progress of the game can be held again in the registers of the main CPU 62x, and the processing regarding the progress of the game that was being executed before the start of the game history processing can be executed again from the state immediately before the start of the game history processing.

[0413] Also, according to this aspect, since the saving process and the restoration process are included in the game history processing, it is possible to provide a gaming machine in which even if only the program for executing the game history processing is deleted, the processing regarding the progress of the game other than the game history processing can be executed without problems. That is, it becomes possible to easily delete only the program for executing the game history processing without modifying the program for executing the processing regarding the progress of the game other than the game history processing. As a result, for example, when improving the gaming machine so as not to execute the game history processing, or when developing a new gaming machine that does not execute the game history processing based on the gaming machine, it is possible to minimize design changes.

[0414] Also, according to this aspect, since the main CPU 62x executes writing of information in the game history process only to the second area of the main RAM 64, it is possible to suppress the information written in the first area of the main RAM 64 from being rewritten by the execution of the game history process. Therefore, in a configuration where the process related to the progress of the game is executed using the first area of the main RAM 64, it is possible to suppress the game history process from affecting the process related to the progress of the game.

[0415] Also, according to this aspect, since the main CPU 62x executes writing of information in the process related to the progress of the game only to the first area of the main RAM 64, it is possible to suppress the information written in the second area of the main RAM 64 from being rewritten by the execution of the process related to the progress of the game. Therefore, in a configuration where the game history process is executed using the second area of the main RAM 64, it is possible to suppress the process related to the progress of the game from affecting the game history process.

[0416] Also, according to this aspect, since it is provided with an 8-bit buffer area capable of storing the ball entry detection information, the ball entry detection information in the ball entry detection information storage area updated every time the timer interrupt process is executed can be held until it is set as the processing target of the bonus ball totaling process and the process is executed.

[0417] Also, according to this aspect, as shown in FIG. 29, when executing the prize ball totalization process (step S10808) in one timer interrupt process, the arithmetic process (task 1 and task 2 in step S10814) is not executed. That is, since both the prize ball totalization process and the arithmetic process are not executed in one timer interrupt process, the time required for one execution of the timer interrupt process can be shortened. As a result, it is possible to suppress the situation where the time required for one execution of the timer interrupt process becomes longer than the interrupt interval of the timer interrupt process and the timer interrupt process cannot be executed at the interrupt interval. Further, according to this aspect, since the prize ball totalization process in which the situation of game ball entry and the processing load are correlated is executed prior to the arithmetic process in which the situation of game ball entry and the processing load are not correlated, it is possible to suppress an increase in the interval of execution of the prize ball totalization process, and as a result, it is possible to suppress the situation where the prize ball totalization value, which is the processing result of the prize ball totalization process, cannot accurately reflect the situation of game ball entry. Specifically, for example, it is possible to suppress the situation where the next game ball enters the entry port corresponding to the bit before the prize ball totalization process is executed for a bit in the buffer area, and the entry of two game balls is treated as the entry of one game ball.

[0418] Further, according to this aspect, as shown in FIG. 29, when the prize ball total processing (step S10808) is not executed and it is determined that it is the timing of executing the arithmetic processing (step S10810: YES), the arithmetic processing (task 1 and task 2 in step S10814) is executed. Therefore, in one timer interrupt process, neither the prize ball total processing nor the arithmetic processing is executed. In this situation, instead of the prize ball total processing and the arithmetic processing, it is possible to execute another process independent of these processes (in this aspect, the process of determining the validity of the prize ball total value (task 3 in step S10814)). Further, in this aspect, when either the prize ball total processing or the arithmetic processing is executed in one timer interrupt process, the time required for one execution of the timer interrupt process is configured to be shorter than the interrupt interval. Therefore, in a situation where neither the prize ball total processing nor the arithmetic processing is executed, by executing a process with a shorter processing time than the prize ball total processing and the arithmetic processing, it is possible to surely suppress the time required for one execution of the timer interrupt process from becoming longer than the interrupt interval.

[0419] Also, according to this aspect, although it is possible to calculate two types of game history information, namely the accessory ratio and the continuous accessory ratio, in the arithmetic processing in one timer interrupt process, only the processing for calculating either the accessory ratio or the continuous accessory ratio is executed. Therefore, compared with a configuration in which the processing for calculating two types of game history information is executed in the arithmetic processing in one timer interrupt process, the time required for one execution of the timer interrupt process can be shortened. As a result, it is possible to suppress the situation where the time required for one execution of the timer interrupt process becomes longer than the interrupt interval and the timer interrupt process cannot be executed at a predetermined interrupt interval. Also, the storage capacity of the main side RAM 64 for temporarily storing the calculated game history information can be reduced.

[0420] Further, according to this aspect, in the ball entry detection process, when the ball entry determination information of the bit corresponding to each ball entry port changes from "0" → "1" → "1", it is determined that a game ball has entered the ball entry port corresponding to the bit. Thus, similar to the first embodiment described above, it is possible to suppress the occurrence of false detection due to electrical noise.

[0421] <Aspect 24> In the above Aspect 23, the structure is such that the accessory ratio and the continuous accessory ratio are calculated as game history information. However, the game history information to be calculated is not limited to these, and it is possible to adopt a structure that calculates various game history information shown in the first embodiment. For example, it may be configured to calculate the ball discharge rate, the payout ratio, etc. shown in the first embodiment. In this case, similar to the above-described bonus ball totalization process (step S10808 in FIG. 29), the number of game balls passing through the discharge passage (the number of game balls launched onto the game board 30) may also be totalized.

[0422] <Aspect 25> In the game history process (FIG. 29) of the above Aspect 23, when it is determined in step S10802 that the abnormality flag is ON, the bonus ball total value is cleared (step S10803), and the abnormality flag is turned OFF (step S10804). However, when the abnormality flag is turned ON a predetermined number of times within a predetermined period, it may be configured to display information indicating that an abnormality has occurred on the game history information display unit 45z.

[0423] <Aspect 26> In the above Aspect 23, the arithmetic process, which is the process for calculating game history information, is configured to be divided into a plurality of tasks and executed. However, the type of process to be divided into a plurality of tasks is not limited to the arithmetic process, and various processes can be configured to be divided into a plurality of tasks and executed. For example, in a configuration where the content of the effect to be executed is set by the audio-visual side MPU 92 of the audio-visual control device 90, the process of setting the content of the effect may be configured to be divided into a plurality of tasks and executed.

[0424] <Aspect 27> In the above-described aspect 23, as the processing target of the prize ball totaling process, among the eight bits in the buffer area, two bits are set as the processing target. However, the number of bits to be processed is not limited to two, and other numbers may be used. For example, in one timer interrupt process, a configuration may be adopted in which five bits are set as the processing target. Also, in one timer interrupt process, a configuration may be adopted in which all eight bits are set as the processing target. Further, only a predetermined number of bits (for example, six bits from bit 0 D0 to bit 5 D5 where the prize ball is set) among the eight bits can be set as the processing target, and in one timer interrupt process, a configuration may be adopted in which two bits are set as the processing target.

[0425] <Aspect 28> In the above-described aspect 23, the first area of the main-side RAM 64 is allocated as a storage area for executing processes related to the progress of the game, and the second area of the main-side RAM 64 is allocated as a storage area for executing game history-related processes. However, the second area of the main-side RAM 64 may be allocated as a storage area for executing other processes other than the game history-related processes.

[0426] Also, a configuration may be adopted in which the main-side RAM 64 is divided into three or more areas. And, for example, the third area of the main-side RAM 64, that is, the third area, may be allocated as a storage area for executing processes for outputting game history information to the outside.

[0427] <Aspect 29> In the above-described aspect 23, the save process and the restore process are included in the game history-related process. However, a configuration may be adopted in which other processes other than the game history-related process include the save process and the restore process. For example, when the game machine is redesigned, a configuration may be adopted in which the process scheduled to be deleted includes the save process and the restore process.

[0428] <Aspect 30> In the above-described Mode 23, the game history processing is incorporated into the timer interrupt processing (Fig. 27). However, the game history processing may be incorporated into the main processing (Fig. 12). Also, in the above-described Mode 23, the game history processing is incorporated into the timer interrupt processing (Fig. 27) as a process different from the process related to the progress of the game. However, as a process different from the process related to the progress of the game, a configuration in which a process other than the game history processing is incorporated into the timer interrupt processing may be adopted. For example, a transmission process for transmitting information related to the game situation to the hall computer installed in the game hall at a predetermined timing may be incorporated into the timer interrupt processing as a process different from the process related to the progress of the game. Also, a configuration in which various processes different from the process related to the progress of the game are incorporated into the main processing may be adopted.

[0429] <Mode 31> In the above-described Mode 23, a configuration is adopted in which the main CPU 62x calculates game history information by executing game history processing (Fig. 29) without providing the game history management chip 300. However, a configuration may be adopted in which the main CPU 62x calculates game history information by executing game history processing (Fig. 29) after providing the game history management chip 300. According to such a configuration, since the game history information can be calculated in two systems, even if a problem occurs in one system, it is possible to calculate the game history information. Also, if a configuration is adopted in which the game history information calculated from the two systems is compared and it is notified (displayed) whether or not these values match, it is possible to confirm the reliability and accuracy of the calculated game history information.

[0430] Also, the game history management chip 300 may be configured to calculate game history information by executing the game history processing (Fig. 29) described in the above-described Mode 23.

[0431] <Mode 32> In step S10805 of the game history processing (FIG. 29) of the above-described aspect 23, the information stored in each bit of the ball entry detection information storage area (FIG. 30) provided in the first area of the main-side RAM 64 is read out in the OR process. Instead of this configuration, an 8-bit storage area corresponding to the ball entry detection information storage area (hereinafter also referred to as the second ball entry detection information storage area) is provided in the second area of the main-side RAM 64. Then, the information stored in each bit of the ball entry detection information storage area provided in the first area of the main-side RAM 64 is replicated (copied) to the second ball entry detection information storage area provided in the second area of the main-side RAM 64, and the information of each replicated bit may be read out in the OR process of step S10805.

[0432] Further, the ball entry detection information storage area may be provided in the second area of the main-side RAM 64.

[0433] <Aspect 33> In step S10814 of the game history processing (FIG. 29) of the above-described aspect 23, when the arithmetic processing (task 1 or task 2) for calculating the game history information is not executed, the process of determining the validity of the bonus ball total value included in task 3 is always executed. However, the process of determining the validity of the bonus ball total value may be executed only once every time the game history information is newly calculated. Specifically, for example, after determining the validity of the bonus ball total value in task 3, a determined flag indicating that it has been determined is turned on. Next, when task 3 is executed next, if the determined flag is on, the process of determining the validity of the bonus ball total value is not executed. Then, in task 1 executed again, the determined flag may be turned off. According to such a configuration, it is possible to further shorten the processing time required until one game history processing is completed while determining the validity of the bonus ball total value that is the basis for calculating the game history information and ensuring the validity of the game history information.

[0434] <Aspect 34> In step S10810 of the game history processing (Fig. 29) of the above-described aspect 23, when a predetermined time (e.g., 30 minutes) has elapsed since the power-on of the pachinko machine 10 or when 5 seconds have elapsed since the previous execution of the arithmetic processing, it is determined that it is the timing to execute the arithmetic processing, and the game history information is calculated. Instead of this configuration, it may be configured to determine that it is the timing to execute the first arithmetic processing immediately after the power-on without waiting for the elapse of the predetermined time from the power-on, and then, every time 5 seconds have elapsed since the previous execution of the arithmetic processing, determine that it is the timing to execute the arithmetic processing. In this configuration, until the total number of bonus balls in the bonus ball total value reaches 60,000, when the calculated game history information is displayed on the game history information display unit 45z, it may be configured to display it in a blinking manner, and after the total number of bonus balls reaches 60,000, when the calculated game history information is displayed on...

Claims

[Claim 1] An entry section into which game balls can enter; A lottery process execution means for executing a predetermined lottery process based on the entry of the game ball into the ball entry section; a setting change mode execution means for executing a setting change mode in which a setting of a winning probability in the predetermined lottery process can be changed by receiving an external operation; A gaming machine comprising: The setting change mode execution means executes the setting change mode when a first condition is satisfied at the time when the gaming machine is powered on, but includes a means for not executing the setting change mode even if the first condition is satisfied after the gaming machine is powered on. A gaming machine characterized by:

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