Game machine

By enabling the hold icon to be switched during suggestion performances, the gaming machine addresses the issue of hidden icons during game effects, improving player engagement and enjoyment in pachinko gaming machines.

JP2025126377APending Publication Date: 2025-08-29SANSEI R&D KK
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Patent Information

Application Number
JP2024022499
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-19
Publication Date
2025-08-29

AI Technical Summary

Technical Problem

The execution of the jackpot determination process being on hold during game effects in pachinko gaming machines results in the hold icon being hidden, leading to decreased player interest and potential annoyance, which affects the overall enjoyment of the game.

Method used

A gaming machine that allows the hold icon to be switched from displayed to hidden during specific suggestion performances, enabling players to check the status of the winning determination process through operable controls.

Benefits of technology

This solution increases player interest and enjoyment by allowing players to monitor the status of the jackpot determination process, enhancing engagement during game effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of improving game amusement.SOLUTION: A Pachinko game machine PY1 includes: a select button 42k and a performance button 40k that can be operated; a performance control microcomputer 121 capable of controlling a performance; and an image display device 50 capable of displaying a reservation icon HA. The performance control microcomputer 121 can switch the reservation icon HA from display to non-display when logo SP ready-to-win is started when execution of big winning determination processing is reserved. The performance control microcomputer 121 can display the reservation icon HA which is made into non-display while the logo SP ready-to-win is executed when switching display to "display" by the operation of the select button 42k and the performance button 40k while an icon setting image SX of the logo SP ready-to-win is displayed.SELECTED DRAWING: Figure 74
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Description

[Technical Field]

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

[0002] One example of a gaming machine is a pachinko gaming machine, which, as described in Patent Document 1 below, displays a hold icon on the display means to indicate that the execution of the jackpot determination process is on hold. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-040550 Summary of the Invention [Problem to be solved by the invention]

[0004] However, even though the execution of the jackpot determination process is on hold during the execution of the effect, the hold icon is hidden, which means that the player cannot check the hold icon at the moment, which could lead to a decrease in interest in the game. Also, some players may find the hold icon displayed during the execution of the effect annoying, which could lead to a decrease in interest in the game.

[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]

[0006] The gaming machine of the present invention comprises: a game control means capable of executing a predetermined winning determination process; an operable operating means; a performance control means capable of controlling the performance; a display means for displaying a hold icon indicating that the execution of the winning determination process is on hold; The performance control means A specific suggestion effect that suggests the result of the hit determination process can be executed, When the execution of the hit determination process is on hold, if the specific suggestion performance is started, the hold icon can be switched from displayed to hidden, This gaming machine is characterized in that it is possible to display the hold icon that is hidden while the specific suggestion performance is being executed by performing a specific switching display through operation of the operating means. The gaming machine of the present invention also includes: a game control means capable of executing a predetermined winning determination process; an operable operating means; a performance control means capable of controlling the performance; a display means for displaying a hold icon indicating that the execution of the winning determination process is on hold; The performance control means A predetermined suggestion effect that suggests the result of the hit determination process can be executed, When the execution of the hit determination process is suspended, the suspended icon is displayed during the execution of the predetermined suggestion effect, This gaming machine is characterized in that the hold icon that is displayed during the execution of the specified suggestion performance can be made invisible by performing a specified switching display by operating the operating means. [Effects of the Invention]

[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a front view of the gaming machine and the dedicated external unit according to the embodiment. [Figure 2] An oblique view showing the lower part of the front frame of the gaming machine. [Figure 3]FIG. 2 is a front view of the gaming board of the gaming machine. [Figure 4] FIG. 4 is an enlarged view of part A shown in FIG. 3, showing displays provided on the gaming machine. [Figure 5] (A) is a schematic diagram showing game balls stored in a storage device, (B) is a schematic diagram showing game balls being launched toward the play area, and (C) is a schematic diagram showing foul balls returning to the storage device. [Figure 6] FIG. 10 is a diagram showing a game ball count display. [Figure 7] FIG. 2 is a diagram showing the back side of the gaming machine. [Figure 8] FIG. 10 shows a frame substrate display. [Figure 9] 2 is a block diagram showing the electrical configuration of the game control board side of the gaming machine. FIG. [Figure 10] 2 is a block diagram showing the electrical configuration of the performance control board side of the gaming machine. FIG. [Figure 11] 10 is a hit type determination table. [Figure 12] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 13] (A) is a jackpot determination table, (B) is a losing symbol type determination table, (C) is a reach determination table, (D) is a normal symbol hit determination table, (E) is a normal symbol change pattern selection table, and (F) is an electric chute opening pattern determination table. [Figure 14] This is a special chart variation pattern determination table. [Figure 15] FIG. 10 is a diagram showing a game flow. [Figure 16] A block diagram showing the electrical configuration of the frame control board, game control board, and dedicated external unit. [Figure 17] 10 is a table showing information transmitted from a dedicated external unit to a frame control board. [Figure 18] 10 is a table showing information transmitted from the frame control board to the dedicated external unit. [Figure 19] This is a table showing hall control information and fraud monitoring information as a unified standard. [Figure 20] 10 is a table showing hole control information and fraud monitoring information according to an embodiment. [Figure 21] 10 is a diagram showing the circuit of the first light-emitting area of ​​the game ball number display and the light-emitting driver. FIG. [Figure 22] 10 is a table showing the relationship between the game status and the display color of the game ball count indicator. [Figure 23] A diagram showing the transition of the display color of the game ball count display when the game state changes. [Figure 24] 10A and 10B are diagrams showing the transition of the display on the frame substrate display; [Figure 25] 10 is a table showing a base display. [Figure 26] This is an error code table. [Figure 27] FIG. 10 is a diagram showing the transition of the display on the frame board display when an error code is present. [Figure 28] FIG. 10 is a diagram showing the transition of the display on the frame board display when there is no error code. [Figure 29] A diagram showing the transition of the game ball number display when the counting button is pressed once. [Figure 30] This figure shows the change in the number of game balls display when the counting button is pressed and held for a short time. [Figure 31] This is a diagram showing the change in the number of game balls display when the counting button is pressed and held for a long time. [Figure 32] This figure shows the transition of the game ball number display when the counting button is pressed and held for a long time and then pressed once. [Figure 33] A diagram showing the transition of the game inspection mode and the frame inspection mode. [Figure 34] 10A and 10B are diagrams for explaining the game inspection mode and the frame inspection mode. [Figure 35] 10 is a table showing the relationship between each inspection object and the display of the first to third display areas of the game ball number display device. [Figure 36] 10 is a flowchart of a main control process. [Figure 37] 10 is a flowchart of a power-on process. [Figure 38] 10 is a flowchart of a game play inspection mode process. [Figure 39] 10 is a flowchart of a game play inspection mode process. [Figure 40] 10 is a flowchart of a main-side timer interrupt process. [Figure 41] 10 is a flowchart of a sub-control main process. [Figure 42] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 43] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 44] 10 is a flowchart of a frame control main process. [Figure 45] 10 is a flowchart of a power-on process. [Figure 46] 10 is a flowchart of a frame inspection mode process. [Figure 47] 10 is a flowchart of a frame control timer interrupt process. [Figure 48] 10 is a flowchart of an input process. [Figure 49] 10 is a flowchart of an input process. [Figure 50] 10 is a flowchart of a frame substrate display process. [Figure 51] 10 is a flowchart of a frame substrate display process. [Figure 52] 10 is a flowchart of a display color setting process. [Figure 53] 10 is a flowchart of a counting process. [Figure 54] (A) is a diagram showing the state in which the board movable body moves to the first performance position, and (B) is a diagram showing the state in which the board movable body rotates counterclockwise at a low speed when in the first performance position. [Figure 55] (A) is a diagram showing the state in which the board movable body moves to the second performance position, and (B) is a diagram showing the state in which the board movable body rotates counterclockwise at high speed when in the second performance position. [Figure 56](A) is a diagram showing a state in which the effect button vibrates with a relatively small amplitude, and (B) is a diagram showing a state in which the effect button vibrates with a relatively large amplitude. [Figure 57] FIG. [Figure 58] A diagram showing the transition between game inspection mode, frame inspection mode, and performance confirmation mode. [Figure 59] FIG. 10 is a diagram showing the contents of the performance confirmation mode. [Figure 60] This shows the operation of checking the movable part of the panel. [Figure 61] FIG. 10 is a diagram showing the case where the select button is pressed in the performance confirmation mode. [Figure 62] FIG. 10 is a diagram showing the case where the select button is pressed in movable body confirmation mode. [Figure 63] FIG. 10 is a diagram showing a board movable body checking operation. [Figure 64] FIG. 10 is a diagram showing the effect button confirmation operation. [Figure 65] FIG. 10 is a diagram showing a board movable body replacement mode. [Figure 66] FIG. 10 is a diagram showing an abrasive checking mode. [Figure 67] 10A and 10B are diagrams illustrating a case where the estimated replacement number shown in the estimated replacement number image is changed. [Figure 68] FIG. 10 is a front view of the game board in the third mode. [Figure 69] A figure showing the case where the first right-hit promotion effect is executed in the third form. [Figure 70] This is a diagram showing the case where the third right-hit promotion effect is executed after the second right-hit promotion effect in the third form. [Figure 71] This figure shows that the pending icon and the icon in question are hidden during the execution of the logo SP reach in the third form. [Figure 72] This figure shows the pending icon and the icon in question being displayed while the logo awakening announcement is being executed in the third form. [Figure 73] This figure shows the icon settings for the logo SP reach and the logo awakening announcement in the third form. [Figure 74] This figure shows that the pending icon and the icon in question are displayed during the execution of the logo SP reach in the third form. [Figure 75] This figure shows that the pending icon and the icon in question are hidden while the logo awakening announcement is being executed in the third form. [Figure 76] This figure shows the pending icon settings for Logo SP Reach and Logo Awakening Notice in the fourth form. [Figure 77] This figure shows that a hold icon is displayed during the execution of a logo SP reach in the fourth form. [Figure 78] This figure shows that the pending icon is hidden while the logo awakening announcement is being executed in the fourth form. DETAILED DESCRIPTION OF THE INVENTION

[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1 according to an embodiment of the present invention will be described with reference to the drawings. In the following description, the left-right direction of each part of the pachinko gaming machine PY1 will be described as being the left-right direction of a player facing the pachinko gaming machine PY1. In addition, the forward direction of each part of the pachinko gaming machine PY1 will be described as being the direction approaching the player facing the pachinko gaming machine PY1, and the rearward direction of each part of the pachinko gaming machine PY1 will be described as being the direction away from the player facing the pachinko gaming machine PY1.

[0010] As shown in FIG. 1, a pachinko gaming machine PY1 of an embodiment (first embodiment) includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22, an inner frame 21, and a front door 23 (front frame). The outer frame 22 is a vertically rectangular frame body that forms the outer shell of the pachinko gaming machine PY1. The inner frame 21 is a vertically rectangular frame body that is disposed inside the outer frame 22 and to which a gaming board 1 (described later) is attached. The front door 23 is disposed on the front side of the outer frame 22 and the inner frame 21 and is a vertically rectangular frame body that protects the gaming board 1. The front door 23 is the part that faces the player and is decorated with various ornaments.

[0011] The gaming machine frame 2 is configured with a hinge portion 24 on its left end. This hinge portion 24 allows the front door 23 to rotate freely relative to the outer frame 22 and the inner frame 21, and the inner frame 21 to rotate freely relative to the outer frame 22 and the front door 23. An opening is formed in the center of the front door 23, and a transparent plate is attached to the opening so that the player can see the game area 6 (see Figure 3), which will be described later. In this embodiment, the transparent plate is a glass plate, but it may also be a transparent synthetic resin plate. In other words, the transparent plate may be any plate that allows the game area 6 to be seen from the front. In addition, the front door 23 is provided with a handle 72k (launching operation means) for launching game balls toward the game area 6 with a launch strength corresponding to the rotation angle.

[0012] A storage device 25 (see FIG. 5), which will be described later, is provided at the bottom of the inner frame 21. A predetermined number of game balls (for example, 50 balls) are stored in the storage device 25. The stored game balls are launched toward the game area 6 (see FIG. 3), then flow down the game area 6 and are collected in a collection section (not shown) provided at the bottom of the inner frame 21. The game balls collected in the collection section are then lifted by a lifting device (not shown) and guided toward the storage device 25. In this way, the game balls stored in the storage device 25 are sealed inside the pachinko game machine PY1 and are circulated without being discharged to the outside of the pachinko game machine PY1.

[0013] Therefore, the present pachinko gaming machine PY1 is a gaming machine (a so-called "enclosed-type pachinko") in which the gaming balls enclosed therein flow down the play area 6, circulate, and can re-enter the play area 6. Therefore, unlike gaming machines (so-called "non-enclosed-type pachinko") in which the gaming balls contained therein flow down the play area and are then discharged to the outside, the present pachinko gaming machine PY1 does not require a mechanism (a prize ball payout device, a prize ball motor, an upper tray, a lower tray, etc.) for paying out the gaming balls to the player. As a result, the lower structure of the present pachinko gaming machine PY1 can be made more compact than that of conventional non-enclosed-type pachinko machines. In addition, the present pachinko gaming machine PY1 does not have an upper tray or a lower tray for storing the gaming balls on the front door 23, so the player cannot touch the gaming balls.

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

[0015] In addition, in the pachinko gaming machine PY1, as shown in Fig. 2, a call switch 41k is provided on the lower part 23x of the front door 23. The call switch 41k is an operation means (call operation means) that can be pressed by a player, and the pressing operation is detected by a call sensor 41a (see Fig. 9) built into the call switch 41k. This call switch 41k (specific sensor) is of an alternate operation type that continues to output a detection signal from the call sensor 41a unless it is pressed again after being pressed.

[0016] The call switch 41k includes a smoked lens and a call LED disposed inside the smoked lens. When the power is turned on to the pachinko gaming machine PY1, the call LED is kept lit (emitted light). This makes the words "call switch" written on the smoked lens appear to be lit in red, allowing the player to recognize that the call switch 41k is ready for use.

[0017] On the other hand, when the call switch 41k is pressed, the call LED flashes. This makes the word "call switch" written on the smoked lens appear to flash in red, allowing the player to recognize that the call switch 41k is in use. If the call switch 41k is then pressed again, the call LED will return to a lit state.

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

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

[0020] As shown in FIG. 1, the pachinko gaming machine PY1 is provided with a game ball count display 180 at the center front of the lower portion 23x of the front door 23. The game ball count display 180 (held ball count display means, display means) displays the number of game balls currently available to the player as the number of held balls. In other words, the number of held balls refers to the number of game balls the player can use for play. The game ball count display 180 is composed of six 7-segment displays arranged horizontally so as to display six digits or letters (Roman letters). That is, as shown in FIG. 6, the game ball count display 180 includes, from left to right, a first light-emitting region 181, a second light-emitting region 182, a third light-emitting region 183, a fourth light-emitting region 184, a fifth light-emitting region 185, and a sixth light-emitting region 186. Each of the six light-emitting areas 181-186 has eight light-emitting elements (LED elements) LA1-LA8, LA9-LA16, LA17-LA24, LA25-LA32, LA33-LA40, and LA41-LA48. In FIG. 1, the game ball number display 180 shows "2500," which means that the player can currently shoot 2500 game balls toward the game area 6. The display control of the game ball number display 180 is executed by the frame control microcomputer 171 (see FIG. 9), as will be described later.

[0021] The gaming board 1 shown in FIG. 3 is attached to the inner frame 21 of the gaming machine frame 2. As shown in FIG. 3, the gaming board 1 has a gaming area 6 formed therein, into which gaming balls launched by operating the handle 72k flow. The gaming balls launched by operating the handle 72k pass between the inner rail 62 and the outer rail 63 and head toward the gaming area 6. The gaming board 1 is also provided with a number of decorative board lamps 54. A number of gaming nails protrude from the gaming area 6 to guide the gaming balls. The gaming board 1 is an integrated unit consisting of a plate-like member disposed on the front side and a back unit (a unit for mounting various control boards, an image display device 50, harnesses, etc., described below) disposed on the rear side.

[0022] Near the center of the game area 6, an image display device 50 (effect display means, image display means) which is a liquid crystal display device is provided. The image display device may be another image display device such as an organic EL display device. The display screen 50a (display unit) of the image display device 50 has an effect pattern display area which displays a variable effect pattern EZ (decorative pattern) synchronized with the variable display of the first special pattern and second special pattern described below. The effect which displays the effect pattern EZ is called an effect pattern change effect. The effect pattern change effect is sometimes called a "decorative pattern change effect" or simply a "change effect".

[0023] The effect symbol display area consists of three effect symbol display areas, for example, "left," "center," and "right." The left effect symbol EZ1 is displayed in the left effect symbol display area, the center effect symbol EZ2 is displayed in the center effect symbol display area, and the right effect symbol EZ3 is displayed in the right effect symbol display area. Each effect symbol EZ consists of multiple symbols representing numbers, for example, from "1" to "8." The image display device 50 clearly displays the results of the variable display of the first special symbol and the second special symbol displayed on the first special symbol display device 81a and the second special symbol display device 81b (described below) (i.e., the results of the jackpot lottery) by combining the left effect symbol EZ1, the center effect symbol EZ2, and the right effect symbol EZ3.

[0024] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a static display of a random number such as "637" is displayed. This makes it easier for the player to grasp the progress of the game. In other words, the player generally grasps the results of the jackpot lottery on the image display device 50, rather than on the first special symbol display device 81a or the second special symbol display device 81b. The position of the display area for the dynamic symbol does not have to be fixed. In addition, the dynamic display of the dynamic symbol can be, for example, scrolled up and down.

[0025] The image display device 50 displays on the display screen 50a not only the effect symbol variation effect using the effect symbol EZ as described above, but also the jackpot effect performed in parallel with the jackpot game, demo effect for waiting for customers (customer waiting effect), etc. In the effect symbol variation effect, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ, such as background images and character images, are also displayed.

[0026] The display screen 50a of the image display device 50 also has a reserve icon display area that displays a reserve icon HA (effect reserve image) according to the number of first special chart reserves and second special chart reserves described below. By displaying the reserve icon HA, the number of first special chart reserves displayed on the first special chart reserve display device 83a described below and the number of second special chart reserves displayed on the second special chart reserve display device 83b described below can be clearly shown to the player.

[0027] A center frame 61 (inner wall portion) is disposed near the center of the game area 6 and in front of the image display device 50. A stage 61s is formed at the bottom of the center frame 61, which can guide game balls rolling on the upper surface to a first starting opening 11, which will be described later. A warp 61w is provided at the left side of the center frame 61, which allows game balls to flow in from an entrance and out to the stage 61s from an exit. A vertically movable board body 55k is provided at the top of the center frame 61. The board body 55k can be moved from an origin position above the display screen 50a to a performance position that overlaps with the center of the display screen 50a in the front-to-rear direction.

[0028] Below the image display device 50 in the game area 6, a first start winning device 11D is provided, which includes a first start opening 11 that always allows a game ball to enter. The first start opening 11 (ball opening) is also referred to as a first ball opening, a fixed ball opening, a first start winning opening, or a first start area. The first start winning device 11D is also referred to as a first ball opening means, a fixed ball opening means, or a first start winning device. The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).

[0029] In addition, below the first starting hole 11 in the gaming area 6, there is provided a normal variable winning device (normal electric device, so-called electric chute) 12D equipped with a second starting hole 12. The second starting hole 12 (ball entry hole) is also referred to as the second ball entry hole, variable ball entry hole, second starting winning hole, or second starting area. The electric chute 12D is also referred to as the second ball entry means, variable ball entry means, or second starting winning device. The entry of a gaming ball into the second starting hole 12 triggers a lottery for a second special symbol (a jackpot lottery).

[0030] The electric chute 12D is equipped with an electric chute opening / closing member 12k (ball entrance opening / closing member) that can be in an open or closed state, and the second start opening 12 is opened and closed by the operation of the electric chute opening / closing member 12k. The electric chute opening / closing member 12k is driven by an electric chute solenoid 12s, which will be described later. When the electric chute opening / closing member 12k is in the open state, game balls can enter the second start opening 12, and when it is in the closed state, game balls cannot enter the second start opening 12. In other words, the second start opening 12 is a start opening whose ease of game ball entry can be changed. Note that the electric chute does not have to be one that makes it easier for the ball to enter the second start opening when the electric chute opening / closing member is in the open state than when it is in the closed state.

[0031] In addition, to the right of the first starting hole 11 in the gaming area 6, a big prize device (special electric device) 14D equipped with a big prize hole 14 is provided. The big prize hole 14 (special ball hole) is also called a special prize hole. The big prize device 14D is also called an attacker (AT), special prize means, or special variable prize device. The big prize device 14D is equipped with an AT opening / closing member 14k (special prize hole opening / closing member) that can be opened or closed, and the big prize hole 14 is opened or closed by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by an AT solenoid 14s, which will be described later. The big prize hole 14 can receive game balls only when the AT opening / closing member 14k is in the open state.

[0032] Also, to the right of the center frame 61, there is provided a gate 13 through which gaming balls can pass. The gate 13 is also referred to as a passage opening or passage area. The passage of a gaming ball through the gate 13 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 12D will open. Furthermore, at the bottom of the gaming area 6, there are provided a first general winning opening 10A, a second general winning opening 10B, and a third general winning opening 10C. At the bottom of the gaming area 6, there is also provided an outlet 19 that discharges gaming balls that have been shot into the gaming area 6 but have not won at any of the winning openings out of the gaming area 6.

[0033] The game area 6 in which various winning slots and the like are arranged has a left game area 6L (first game area, predetermined game area) on the left side of the center in the horizontal direction, and a right game area 6R (second game area) on the right side. A hitting method in which a game ball is shot so that it flows down through the left game area 6L is called a left hit. On the other hand, a hitting method in which a game ball is shot so that it flows down through the right game area 6R is called a right hit. In this form of pachinko game machine PY1, the flow path through which a game ball flows down when played by hitting from the left is called a first flow path R1, and the flow path through which a game ball flows down when played by hitting from the right is called a second flow path R2.

[0034] On the first flow path R1, there are provided a first start opening 11, a first general winning opening 10A, an electric chute 12D, and an outlet 19. By hitting a game ball so that it flows down the first flow path R1, a player can aim to win a prize in the first start opening 11 or the first general winning opening 10A. Note that, because there is no gate on the first flow path R1, the electric chute 12D will not open when hitting from the left.

[0035] On the other hand, provided on the second flow path R2 are a gate 13, a second general winning opening 10B, a third general winning opening 10C, a big winning device 14D, an electric chute 12D, and an outlet 19. By hitting a game ball so that it flows down the second flow path R2, a player can aim to pass through the gate 13 or win a prize in the second general winning opening 10B, the third general winning opening 10C, the second starting opening 12, or the big winning opening 14.

[0036] Furthermore, in this pachinko gaming machine PY1, one discharge path (not shown) is provided outside the gaming area 6. This discharge path constitutes a collection section (not shown) provided at the bottom of the inner frame 21, and is connected to the first general winning opening 10A, the second general winning opening 10B, the third general winning opening 10C, the first starting opening 11, the electric chute 12D (the second starting opening 12), the big winning opening 14, and the out opening 19. Therefore, gaming balls that enter the first general winning opening 10A, the second general winning opening 10B, the third general winning opening 10C, the first starting opening 11, the electric chute 12D (the second starting opening 12), the big winning opening 14, and the out opening 19 will always pass through the discharge path of the collection section outside the gaming area 6. The discharge path is provided with a discharge port sensor 15a (see FIG. 9) capable of detecting game balls, and game balls that pass through the discharge path are directed via a lifting device (not shown) to a storage device 25 (see FIG. 5) described later. In this way, game balls launched toward the game area 6 enter either the general winning port 10, the first starting port 11, the electric chute 12D (second starting port 12), the big winning port 14, or the outlet port 19, and then pass through the discharge path of the recovery section (not shown) and are detected by the discharge port sensor 15a. After that, the game balls that pass through the discharge path are stored in the storage device 25 via the lifting device. The lifting device is designed to store a predetermined number of game balls (for example, 20 balls), and the game balls are sent toward the storage device 25 by a lifting motor.

[0037] As shown in Fig. 3, indicators 8 are arranged in the lower right corner of the gaming board 1. As shown in Fig. 4, the indicators 8 include a first special symbol indicator 81a that variably displays the first special symbol, a second special symbol indicator 81b that variably displays the second special symbol, and a regular symbol indicator 82 that variably displays the regular symbol (regular symbol). The first special symbol is also called the first special symbol or special symbol 1, and the second special symbol is also called the second special symbol or special symbol 2. The regular symbol is also called the regular symbol.

[0038] The displays 8 also include a first special chart hold display 83a that displays the number of activation hold memories (first special chart hold memories) of the first special chart display 81a, a second special chart hold display 83b that displays the number of activation hold memories (second special chart hold memories) of the second special chart display 81b, and a regular chart hold display 84 that displays the number of activation hold memories (regular chart hold memories) of the regular chart display 82.

[0039] The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 11. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 12. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols, identification symbols). Furthermore, the first special symbol display 81a and the second special symbol display 81b may be collectively referred to as special symbol display 81. Furthermore, the first special symbol reserve display 83a and the second special symbol reserve display 83b may be collectively referred to as special symbol reserve display 83. Furthermore, the first special symbol reserve and the second special symbol reserve may be collectively referred to as special symbol reserve.

[0040] The special symbol display 81 (identification symbol display means) displays a special symbol in a variable manner (variable display) and then in a static display, thereby announcing the results of a lottery (special symbol lottery, jackpot lottery) based on a win at the first start slot 11 or the second start slot 12. The special symbol displayed in a static manner (a special symbol derived and displayed as a display result of a variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the static symbol is a predetermined specific special symbol (a special symbol with a specific stopping mode, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slot 14 is opened in an opening pattern corresponding to the type of specific special symbol displayed in a static manner (i.e., the type of jackpot that has been won). The opening patterns of the jackpot slot in the special game will be described later.

[0041] Specifically, the special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and the lighting patterns of these LEDs display a special symbol corresponding to the result of the jackpot lottery. For example, if a jackpot (one of the multiple types of jackpots described below) is won, the jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). If a loss occurs, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Note that a losing symbol is not a specific special symbol. Before the special symbol is displayed, a variable special symbol is displayed for a predetermined period of time. The variable display is displayed, for example, with each LED lit to create a repeated flow of light from left to right. The manner of the variable display may be anything, such as all LEDs flashing at once, as long as each LED is not displayed as stopped (illuminated in a specific manner).

[0042] In this pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, the values ​​(numerical information, judgment information) of various random numbers such as a jackpot random number obtained for that entry are temporarily stored in a special symbol reserve memory unit 105 described later. In detail, if the game ball enters the first start hole 11, it is stored as a first special symbol reserve in a first special symbol reserve memory unit 105a described later, and if the game ball enters the second start hole 12, it is stored as a second special symbol reserve in a second special symbol reserve memory unit 105b described later. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory unit 105, and in this embodiment, the upper limit is "4".

[0043] The reserved special symbols stored in the reserved special symbol memory unit 105 are consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. Consumption of the reserved special symbol refers to determining the jackpot random number, etc., corresponding to that reserved special symbol and executing the variable display of the special symbol to indicate the determination result. Therefore, in this pachinko gaming machine PY1, even if the variable display of the special symbol based on the winning of the game ball into the first starting hole 11 or the second starting hole 12 cannot be executed immediately after the winning, i.e., even if a winning occurs during the variable display of the special symbol or during the playing of a special game, the right to enter the jackpot lottery for that winning can be reserved up to a predetermined number.

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

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

[0046] Specifically, the normal symbol display 82 is composed of, for example, two LEDs (see FIG. 4), and displays the normal symbol according to the result of the normal symbol lottery by the way they light up. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing symbol with only the right LED lit is displayed, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Note that a normal losing symbol is not a specific normal symbol. Before the normal symbol is displayed as a static symbol, a normal symbol is displayed as a variable symbol for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode may be any mode, such as all LEDs flashing simultaneously, as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode).

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

[0048] The reserved normal symbols stored in the reserved normal symbol memory unit 106 are consumed when the variable display of the normal symbol based on that reserved normal symbol becomes possible. The consumption of the reserved normal symbol means determining the normal symbol random number (winning random number) corresponding to that reserved normal symbol and executing the variable display of the normal symbol to show the result of the determination. Therefore, in this pachinko gaming machine PY1, even if the variable display of the normal symbol based on the passage of the game ball through the gate 13 cannot be performed immediately after the passage, that is, even if a prize is won while the variable display of the normal symbol is being executed or while the auxiliary game is being executed, the right to draw the normal symbol for that passage can be reserved up to a predetermined number.

[0049] The number of such reserved general maps is displayed on the reserved general map display 84. Specifically, the reserved general map display 84 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.

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

[0051] 5(A), the storage device 25 includes a storage section 25a capable of storing a predetermined number of game balls (e.g., 50 balls), and a ball striking hammer 25b capable of striking the game balls stored in the storage section 25a one by one with a firing strength corresponding to the rotation angle of the handle 72k. The game balls struck by the ball striking hammer 25b travel toward the play area 6 through a firing path HR extending upward from the storage section 25a. The firing path HR is connected at its lower end to the storage section 25a of the storage device 25 and at its upper end to the play area 6.

[0052] As shown in FIG. 5, the storage device 25 is provided with a downstream monitoring sensor 31a and an upstream monitoring sensor 32a. The downstream monitoring sensor 31a is provided on the outlet side of the storage device 25 and detects gaming balls leaving the storage device 25. Therefore, the frame control microcomputer 171 (see FIG. 9) monitors gaming balls leaving the storage device 25 using the downstream monitoring sensor 31a. The upstream monitoring sensor 32a is provided on the inlet side of the storage device 25 and detects gaming balls entering the storage device 25. Therefore, the frame control microcomputer 171 (see FIG. 9) monitors gaming balls entering the storage device 25 using the upstream monitoring sensor 32a. In this way, the frame control microcomputer 171 can determine how many gaming balls are currently stored in the storage device 25 using the downstream monitoring sensor 31a and the upstream monitoring sensor 32a. 5 shows a lifting outlet sensor 34a provided on the outlet side of the lifting device (not shown). The lifting outlet sensor 34a detects the gaming balls after they have been lifted by the lifting device.

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

[0054] 5(A), the firing path HR is provided with a return flow path MR that branches off and extends downward. The upper end of the return flow path MR is connected to the firing path HR, and the lower end of the return flow path MR is connected to the storage section 25a of the storage device 25. A backflow prevention member 26 is provided at the point where the upper end of the return flow path MR and the firing path HR join.

[0055] The backflow prevention member 26 allows game balls to enter from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, while preventing game balls from entering (backflowing) from the downstream side HR2 of the launch path HR to the upstream side HR1 of the launch path HR. Furthermore, when game balls flow downward through the downstream side HR2 of the launch path HR, the backflow prevention member 26 guides the game balls to the return flow path MR while preventing them from entering the upstream side HR1 of the launch path HR. As shown in FIG. 5(A), the backflow prevention member 26 is rotatably mounted on the lower wall of the launch path HR with its lower end as a fulcrum. The backflow prevention member 26 is also configured to maintain its vertically extending position (the state shown in FIG. 5(A)) by the biasing force of a biasing member (not shown).

[0056] Therefore, under normal circumstances, when a game ball stored in the storage section 25a is struck by the striking hammer 25b, it is launched upward toward the launch path HR, as shown in FIG. 5(B). After passing the upstream side HR1 of the launch path HR, the game ball rotates the backflow prevention member 26 from its vertically extending position toward the left, as shown in FIG. 5(B). This allows the game ball to enter the downstream side HR2 of the launch path HR. The game ball then maintains its momentum as it enters the game area 6 from the top end of the launch path HR. After rotating leftward as shown in FIG. 5(B), the backflow prevention member 26 immediately returns to its vertically extending position (the state shown in FIG. 5(A)) due to the biasing force of a biasing member (not shown).

[0057] In contrast, there is an irregular situation in which a gaming ball enters the downstream side HR2 of the launch path HR from the upstream side HR1 of the launch path HR, but is unable to enter the play area 6 due to the weak momentum of the gaming ball when launched (hit). In this case, the gaming ball flows downward on the downstream side HR2 of the launch path HR and attempts to enter the upstream side HR1 of the launch path HR. However, as shown in FIG. 5(C), the backflow prevention member 26 cannot rotate to the right from its vertically extending position, and the gaming ball is unable to enter the upstream side HR1 of the launch path HR. Therefore, the gaming ball is guided by the backflow prevention member 26 toward the return flow path MR and returns to the storage section 25a through the return flow path MR. In this way, a gaming ball that was launched from the storage device 25 but did not enter the play area 6 (a so-called "foul ball") can always return to the storage device 25 by passing through the return flow path MR.

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

[0059] As mentioned above, a foul ball may be thrown due to a weak momentum of the game ball when it is launched. In this case, the foul ball does not enter the game area 6 and therefore does not participate in the game. However, even if it is a foul ball, the game ball is detected by the launched ball detection sensor 16a, and the number of game balls decreases by "1". In this way, a foul ball may cause a disadvantage to the player.

[0060] Therefore, as shown in FIG. 5(A), a return ball detection sensor 17a is disposed in the return flow path MR. The return ball detection sensor 17a detects game balls (return balls, foul balls) passing through the return flow path MR. Therefore, when a foul ball occurs, as described above, the foul ball always passes through the return flow path MR, and the return ball detection sensor 17a can detect the foul ball. When a game ball is detected by the return ball detection sensor 17a, the number of balls in possession is increased by "1." In this way, when a foul ball occurs, the number of balls in possession is decreased by "1" and then increased by "1," thereby preventing the player from being disadvantaged. Note that the return ball detection sensor 17a is configured as a photosensor, but the configuration of the sensor can be changed as appropriate as long as it can detect game balls passing through the return flow path MR.

[0061] Furthermore, a gaming ball that enters the first general winning opening 10A is detected by the first general winning opening sensor 10x. In this case, it is assumed that the player has won a prize ball, and the number of gaming balls increases by "5." A gaming ball that enters the second general winning opening 10B is detected by the second general winning opening sensor 10y. In this case, it is assumed that the player has won a prize ball, and the number of gaming balls increases by "5." A gaming ball that enters the third general winning opening 10C is detected by the third general winning opening sensor 10z. In this case, it is assumed that the player has won a prize ball, and the number of gaming balls increases by "5." A gaming ball that enters the first starting opening 11 is detected by the first starting opening sensor 11a. In this case, it is assumed that the player has won a prize ball, and the number of gaming balls increases by "3." A gaming ball that enters the second starting opening 12 is detected by the second starting opening sensor 12a. In this case, the player has won a prize ball, and the number of game balls increases by "2." In addition, the game ball that enters the special prize opening 14 is detected by the special prize opening sensor 14a. In this case, the player has won a prize ball, and the number of game balls increases by "15." Note that the increase in the number of balls held (number of prize balls) based on balls entering each of the above-mentioned prize openings (general prize opening 10, first start opening 11, second start opening 12, special prize opening 14) is merely an example and can be changed as appropriate.

[0062] Next, with reference to FIG. 1, the dedicated external unit 200 installed to the left of the pachinko gaming machine PY1 will be described. The dedicated external unit 200 (external unit) accepts a visitor card (general card) or a member card and is configured to be able to send and receive information (communicate) with the pachinko gaming machine PY1. The visitor card is issued to a general player who is not registered as a member and is capable of storing the number of game balls available for play (number of game balls). The visitor card has a prepaid function. The member card is issued to a player who has registered as a member at the gaming parlor and is capable of storing the number of game balls available for play (number of game balls). The member card has a prepaid function and allows the player to use game balls (banked balls) that the player has deposited at the gaming parlor the day before.

[0063] As shown in FIG. 1, the dedicated external unit 200 (external unit) has a card slot 205 at the bottom for inserting or ejecting a visitor card or a member card. When a visitor card is inserted into the card slot 205, the dedicated external unit 200 reads the number of game balls stored on the visitor card and the prepaid balance. When a member card is inserted into the card slot 205, the dedicated external unit 200 reads the number of game balls stored on the member card and the prepaid balance. Furthermore, by communicating with the hall computer 230 (see FIG. 16), the number of game balls (stored balls) that a registered player has deposited at the gaming parlor on or before the previous day can be ascertained.

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

[0065] 1, the dedicated external unit 200 has a replay button 203 below the data display 202. When the replay button 203 is pressed while the dedicated external unit 200 is reading the number of game balls stored in a card (visitor card or member card), some or all of the read number of game balls are withdrawn. The dedicated external unit 200 then transmits information on the number of game balls withdrawn to the pachinko gaming machine PY1 as information related to lending, and the number of game balls displayed on the game ball number display 180 of the pachinko gaming machine PY1 is the sum of the number of game balls previously displayed and the number of game balls withdrawn. When the replay button 203 is pressed while the dedicated external unit 200 is knowing the number of saved balls, some or all of the known number of saved balls are withdrawn. Then, when the dedicated external unit 200 transmits information on the number of withdrawn stored balls to the pachinko gaming machine PY1 as information related to lending, the number of game balls displayed on the game ball number display 180 of the pachinko gaming machine PY1 is the sum of the number of game balls previously displayed and the number of withdrawn stored balls. Note that the dedicated external unit 200 reads the number of game balls stored on the card, and when the replay button 203 is pressed while the dedicated external unit 200 is aware of the number of stored balls, it preferentially withdraws the number of game balls stored on the card.

[0066] 1, the dedicated external unit 200 has a ball lending button 204 below the replay button 203. When the ball lending button 204 is pressed while the dedicated external unit 200 is reading the prepaid balance stored in a card (visitor card or member card), the dedicated external unit 200 withdraws the read prepaid balance and converts it into information on the number of game balls. The dedicated external unit 200 then transmits the converted information on the number of game balls to the pachinko gaming machine PY1 as information related to lending. As a result, the game ball number display 180 of the pachinko gaming machine PY1 displays the number of game balls obtained by adding the previously displayed number of game balls and the converted number of game balls.

[0067] As shown in FIG. 1, the dedicated external unit 200 also has a card return button 206 below the card slot 205. The card return button 206 is pressed when the player finishes playing. When the card return button 206 is pressed, the dedicated external unit 200 stores information on the number of stored balls held and the information on the prepaid balance that has been read in the card (visitor card or member card). Then, the dedicated external unit 200 returns the card with the new number of game balls (stored balls) stored therein from the card slot 205.

[0068] As shown in FIG. 2, the pachinko gaming machine PY1 has a counting button 43k on the right side of the lower portion 23x of the front door 23. The counting button 43k is used to execute a counting process that stores a portion (1 or 250 balls in this embodiment) or all (the number of balls held if the number is less than 250) of the number of game balls displayed on the game ball count display 180 in a card (visitor card or membership card) inserted into the dedicated external unit 200. As will be described in detail later, when the counting button 43k is pressed for a very short time, the number of game balls displayed on the game ball count display 180 is decremented by 1. When the counting button 43k is pressed continuously (for 500 ms or more), the number of game balls displayed on the game ball count display 180 is decremented by 250 every 0.3 seconds (300 ms). Information on the decremented number of game balls is transmitted to the dedicated external unit 200 as counting information. Then, the dedicated external unit 200 stores the received information on the number of game balls in the card in an overwritten state.

[0069] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 9 and 10. As shown in Figures 9 and 10, the pachinko gaming machine PY1 includes a game control board 100 (main control board) that controls game profits such as jackpot lottery draws and game state transitions, a performance control board 120 (sub-control board) that controls performances executed as the game progresses, and a frame control board 170 that controls the number of game balls. The game control board 100 and the frame control board 170 constitute a main control unit. The game control board 100 and the frame control board 170 can each be considered a main board capable of executing control processes that affect the game outcome. The performance control board 120, together with an image control board 140, an audio control board 161, and a sub-drive board 162 (described later), constitute a sub-control unit. The sub-controller is required to have at least the presentation control board 120 and be capable of controlling game presentations using presentation means (image display device 50, speaker 610, board lamp 54, board movable body 55k, frame lamp 56, etc.).

[0070] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 (power supply unit) receives AC 24V power from an external source and generates various voltages (DC 5V, DC 12V, DC 18V, DC 24V, DC 37V) required for the operation of the pachinko gaming machine PY1 based on the AC 24V power supply. The power supply board 190 supplies the generated power to the game control board 100, the performance control board 120, and the frame control board 170, and also supplies power to other devices via these boards.

[0071] A RAM clear switch 191 (RAM clear operation means) that can be pressed is provided on the power supply board 190. The RAM clear switch 191 is used to erase information related to the game (for example, information on the game state such as a high probability state, information on the results of special symbol reservation and jackpot judgment, etc.) stored in a game RAM (Random Access Memory) 104 of the game control microcomputer 101, which will be described later.

[0072] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power supply circuit 192 supplies power to a gaming RAM (Random Access Memory) 104 of the gaming control board 100 and a presentation RAM 124 of the presentation control board 120, which will be described later. Therefore, information stored in the gaming RAM 104 of the gaming control board 100 and the presentation RAM 124 of the presentation control board 120 is retained even when power is cut off to the pachinko gaming machine PY1. A power switch 195 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 195 on and off. A backup power supply circuit for the gaming RAM 104 of the gaming control board 100 may be provided in the gaming control board 100, and a backup power supply circuit for the presentation RAM 124 of the presentation control board 120 may be provided in the presentation control board 120.

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

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

[0075] The first general winning opening sensor 10x is provided in the first general winning opening 10A and detects game balls that have entered the first general winning opening 10A. The second general winning opening sensor 10y is provided in the second general winning opening 10B and detects game balls that have entered the second general winning opening 10B. The third general winning opening sensor 10z is provided in the third general winning opening 10C and detects game balls that have entered the third general winning opening 10C. The first starting opening sensor 11a is provided in the first starting opening 11 and detects game balls that have entered the first starting opening 11. The second starting opening sensor 12a is provided in the second starting opening 12 and detects game balls that have entered the second starting opening 12. The gate sensor 13a is provided in the gate 13 and detects game balls that have passed through the gate 13. The big prize opening sensor 14 a is provided in the big prize opening 14 and detects a game ball that has entered the big prize opening 14 .

[0076] The outlet sensor 15a is provided in a discharge path (not shown) provided outside the play area 6, and detects game balls passing through the discharge path. This outlet sensor 15a detects all game balls (number of shot balls) that flow down the play area 6. The magnetic sensor 28a is provided on the game board 1, and detects magnetism that occurs when a player uses a magnet or the like to fraudulently cause game balls to enter the various winning holes 10A, 10B, 10C, 11, 12, and 14.

[0077] In addition, the solenoids connected include an electric chute solenoid 12s and an automatic transmission solenoid 14s. The electric chute solenoid 12s drives an electric chute opening / closing member 12k of the electric chute 12D. The automatic transmission solenoid 14s drives an automatic transmission opening / closing member 14k of the special prize device 14D.

[0078] Furthermore, the game control board 100 is connected to a special symbol display 81 (first special symbol display 81a and second special symbol display 81b), a normal symbol display 82, a special symbol reserve display 83 (first special symbol reserve display 83a and second special symbol reserve display 83b), and a normal symbol reserve display 84. In other words, the display control of these displays 8 is performed by the game control microcomputer 101.

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

[0080] As shown in FIG. 7, the gaming control board 100 is disposed inside the inner frame 21, on the rear side (back side) of the gaming board 1. In other words, the gaming control board 100 is disposed inside (front side) of the transparent rear case 25X at the rear of the rear unit, and is not attached to the gaming machine frame 2. Therefore, the gaming control board 100 can be said to be a board-side board attached to the gaming board 1, rather than a frame-side board attached to the gaming machine frame 2. The gaming control board 100 is housed inside a transparent main board case 100A to ensure visibility of the gaming control microcomputer 101. The performance control board 120, image control board 140, sub-drive board 162, and sound control board 161 are also board-side boards attached to the gaming board 1.

[0081] On the other hand, the frame control board 170 (frame-side board) is disposed below the rear case 25X and below the inner frame 21. In other words, the frame control board 170 is not attached to the gaming board 1 inside the inner frame 21 (gaming machine frame 2). Therefore, the frame control board 170 can be said to be a frame-side board attached to the gaming machine frame 2, rather than a board-side board attached to the gaming board 1. The frame control board 170 is housed inside a transparent frame board case 170A to ensure visibility of the frame control microcomputer 171. The power supply board 190 is also a frame-side board attached to the gaming machine frame 2.

[0082] As shown in Fig. 9, a game ball count display 180 (see Fig. 1) is connected to the frame control board 170. The frame control board 170 controls the number of game balls displayed on the game ball count display 180 based on the prize ball command sent from the game control microcomputer 101, the detection signal from the fired ball detection sensor 16a, the detection signal from the returned ball detection sensor 17a, and various signals sent from the dedicated external unit 200. The frame control board 170 also determines how many game balls are currently stored in the storage device 25 based on the detection signal from the downstream monitoring sensor 31a and the detection signal from the upstream monitoring sensor 32a. The frame control board 170 also determines how many game balls are currently inside the lifting device (not shown) based on the detection signal from the lifting inlet sensor 33a (see Fig. 5) and the detection signal from the lifting outlet sensor 34a. The lifting entrance sensor 33a is provided on the entrance side of the lifting device and detects the game balls before they are lifted by the lifting device. Unlike non-enclosed pachinko machines, the present pachinko gaming machine PY1 does not drive the prize ball motor of the prize ball payout device to pay out prize balls or pay out loan balls.

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

[0084] In addition, the frame control board 170 is connected to a fired ball detection sensor 16a, a returned ball detection sensor 17a, a downstream monitoring sensor 31a, an upstream monitoring sensor 32a, a lifting inlet sensor 33a, a lifting outlet sensor 34a, a radio wave sensor 18a, a frame opening sensor 2a (specific sensor), a call sensor 41a, and a counting button sensor 43a. The fired ball detection sensor 16a is located upstream of the firing path HR (see FIG. 5(A)) and detects game balls passing upstream of the firing path HR. This fired ball detection sensor 16a detects all game balls fired from the storage device 25 toward the game area 6 (see FIG. 5(B)). The returned ball detection sensor 17a is located in the return flow path MR (see FIG. 5(A)) and detects game balls passing through the return flow path MR. This returned ball detection sensor 17a detects game balls that have become foul balls among the game balls fired toward the game area 6 (see FIG. 5(C)).

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

[0086] The radio wave sensor 18a is provided near the fired ball detection sensor 16a and the returned ball detection sensor 17a and detects unauthorized radio waves. That is, as described above, when a game ball fired from the storage device 25 toward the play area 6 is detected by the fired ball detection sensor 16a, the number of game balls displayed on the game ball count display 180 is decremented by one. However, if the fired ball detection sensor 16a malfunctions due to unauthorized radio waves, the fired ball detection sensor 16a may not be able to detect the game ball fired toward the play area 6. On the other hand, when the returned ball detection sensor 17a detects a game ball passing through the return flow path MR, the number of game balls displayed on the game ball count display 180 is incremented by one. However, if the returned ball detection sensor 17a malfunctions due to unauthorized radio waves, the returned ball detection sensor 17a may erroneously detect a game ball even though the game ball has not passed through the return flow path MR. Therefore, in order to address the above-mentioned problem, the radio wave sensor 18a can detect unauthorized radio waves that cause the shot ball detection sensor 16a or the returned ball detection sensor 17a to malfunction.

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

[0088] As shown in FIG. 7, a frame board display 300 is disposed on the frame control board 170. As will be described in detail later, the frame board display 300 displays the left-hand hit base as a performance indicator, the number of game balls currently available to the player, and an error code as an error indicator. The frame board display 300 is composed of six 7-segment displays arranged horizontally so as to display six digits or letters (Roman letters). That is, as shown in FIG. 8, the frame board display 300 includes, from left to right, a first lighting area 301, a second lighting area 302, a third lighting area 303, a fourth lighting area 304, a fifth lighting area 305, and a sixth lighting area 306. The six lighting areas 301-306 each have eight lighting units (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, LB25-LB32, LB33-LB40, and LB41-LB48. In FIG. 8, "bL35" is displayed on the frame board display 300, which means that the left-handed hit base value being measured is "35(%)." Display control of the frame board display 300 is performed by the frame control microcomputer 171 (see FIG. 9), similar to the display control of the game ball count display 180.

[0089] Next, the launching device 72 will be described. When the player operates the handle 72k of the launching device 72 (see FIG. 1), the touch switch 72a detects contact with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. Then, the launch solenoid 72s is driven to launch the gaming ball with a strength corresponding to the magnitude of the detection signal from the launch volume 72b, and the gaming ball is launched by the ball-striking hammer 25b toward the launch path HR (see FIG. 5(B)). In this pachinko gaming machine PY1, one gaming ball is launched in about 0.6 seconds.

[0090] 9 and 10, the game control board 100 transmits various commands to the performance control board 120. The connection between the game control board 100 and the performance control board 120 is a one-way communication connection that only allows signals to be transmitted from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed between the game control board 100 and the performance control board 120 as a communication direction restriction means.

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

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

[0093] 10, the effect control microcomputer 121 (effect control means) of the effect control board 120 causes the image CPU 141 of the image control board 140 to control the image display device 50 based on commands received from the game control board 100. The image control board 140 is equipped with an image ROM 142 that stores programs for controlling image display and the like, an image RAM 143 used as a work memory, and the image CPU 141 that executes the programs stored in the image ROM 142. Note that the image ROM 142 stores still image data and video data to be displayed on the image display device 50, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including effect patterns) and background images.

[0094] Furthermore, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 610 via the audio control board 161 based on commands received from the game control board 100. Audio data such as voice output from the speaker 610 is stored in the performance ROM 123 of the performance control board 120. A CPU may be implemented in the audio control board 161, and in that case, the CPU may be made to execute audio control. In this case, a ROM may be implemented in the audio control board 161, and audio data may be stored in the ROM. The speaker 610 may be connected to the image control board 140, and audio control may be executed by the image CPU 141 of the image control board 140 or an audio CPU provided in the image control board 140. In this case, audio data may be stored in the image ROM 142 of the image control board 140.

[0095] 10, the performance control microcomputer 121 controls the lighting of lamps such as the frame lamp 56 and the board lamp 54 via the sub-drive board 162 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off state, light color, etc., also called lamp drive data) that determines the light-emitting mode of each lamp, and controls the lighting of each lamp according to the light-emitting pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light-emitting pattern data.

[0096] Furthermore, the performance control microcomputer 121 controls the drive of the board movable body 55k via the sub-drive board 162 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 55k, and controls the drive of the motor for driving the board movable body 55k according to the operation pattern data. Data stored in the performance ROM 123 of the performance control board 120 is used to create the operation pattern data.

[0097] A CPU may be mounted on the sub-drive board 162, in which case the CPU may be made to control the lighting of the lamps and the driving of the movable board body 55k. Furthermore, in this case, a ROM may be mounted on the sub-drive board 162, and data relating to light emission patterns and operation patterns may be stored in the ROM.

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

[0099] 9 and 10 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine PY1, and are not limited to the boards shown in Fig. 9 and 10. Therefore, excluding the game control board 100, any of the boards shown in Fig. 9 and 10 may be configured as one board, and the one board shown in Fig. 9 and 10 may be configured as multiple boards.

[0100] 3. Explanation of jackpots etc. In this form of pachinko gaming machine PY1, the results of the jackpot lottery (special symbol lottery) are either a "jackpot" or a "loss." When a "jackpot" occurs, a "jackpot symbol" is displayed frozen on the special symbol display 81. When a "loss" occurs, a "loss symbol" is displayed frozen on the special symbol display 81. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening 14 is opened in an opening pattern according to the type of special symbol (type of jackpot) that has been frozen. The jackpot game is also called a special game.

[0101] In this embodiment, the jackpot game includes multiple rounds of play (unit opening games), an opening (also referred to as OP) before the first round of play begins, and an ending (also referred to as ED) after the final round of play ends. Each round of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) for the jackpot opening to close between rounds of play is included in the open round of play before that closure.

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

[0103] There are three types of jackpots: a 10R jackpot, a 6R jackpot, and a 3R jackpot. As shown in FIG. 11, a 10R jackpot is a jackpot in which the large prize slot 14 is open for a maximum of 29.5 seconds per round from round 1 to round 10. A 6R jackpot is a jackpot in which the large prize slot 14 is open for a maximum of 29.5 seconds per round from round 1 to round 6. A 3R jackpot is a jackpot in which the large prize slot 14 is open for a maximum of 29.5 seconds per round from round 1 to round 3. In each round, game balls can enter (enter) the large prize slot 14 up to the maximum number of balls that can enter (win) the prize slot (10 balls in this embodiment).

[0104] Thus, there are two types of jackpots that can be won in the lottery for special symbol 1 (lottery for the first special symbol), as shown in Figure 11: 10R probability variable jackpot 1 (hereinafter simply referred to as "probability variable jackpot 1") and 3R normal jackpot 1 (hereinafter simply referred to as "normal jackpot 1"). If a 10R probability variable jackpot 1 is won, "special symbol 1_jackpot symbol A" is stopped and displayed on the first special symbol display 81a, and if a 3R normal jackpot 1 is won, "special symbol 1_jackpot symbol B" is stopped and displayed on the first special symbol display 81a.

[0105] In addition, there are two types of jackpots that can be won in the lottery for special symbol 2 (lottery for second special symbol), as shown in Figure 11: 10R probability variable jackpot 2 (hereinafter simply referred to as "probability variable jackpot 2") and 6R normal jackpot 2 (hereinafter simply referred to as "normal jackpot 2"). If a 10R probability variable jackpot 2 is won, "special symbol 2_jackpot symbol A" is stopped and displayed on the second special symbol display 81b, and if a 6R normal jackpot 2 is won, "special symbol 2_jackpot symbol B" is stopped and displayed on the second special symbol display 81b.

[0106] Regardless of which jackpot is won, the game will be controlled to a time-saving state after the jackpot game. However, in this form, there are two types of time-saving states: a normal time-saving state and a slight time-saving state. When controlled to a normal time-saving state, the game will be controlled to an electric support control state (high base state). When the electric support control state is controlled in accordance with a high probability state, the number of time-saving times is set to a very large number, for example, 10,000 times, and will essentially continue until the next jackpot is won. The number of time-saving times refers to the upper limit of the number of times the variable display of the special pattern is executed in the time-saving state. On the other hand, when controlled to a slight time-saving state, the number of time-saving times is set to 500 times.

[0107] Thus, in this embodiment, as shown in FIG. 11, if the special jackpot symbol A is selected, after the jackpot game, the game is controlled to a high probability state and an electric support control state (high base state), and the number of time-saving times will not be consumed until the next jackpot is selected. Hereinafter, the high probability state and electric support control state will also be referred to as the "high probability high base state (high probability time-saving state)." On the other hand, if the special jackpot symbol B is selected, after the jackpot game, the game is controlled to a normal probability state and a small time-saving state, and the number of time-saving times is set to 500. Hereinafter, the normal probability state and small control state will also be referred to as the "low probability small time-saving state." Therefore, in the low probability small time-saving state, once the 500 time-saving times are consumed, the game is controlled to a normal probability state and a non-time-saving state, i.e., a normal game state.

[0108] Also, as shown in Figure 11, if the special jackpot symbol A is selected, after the jackpot game, the game is controlled to a high probability state and an electric support control state (high base state), and the number of time-saving times will not be consumed until the next jackpot is selected. On the other hand, if the special jackpot symbol B is selected, after the jackpot game, the game is controlled to a normal probability state and a slight time-saving state, and the number of time-saving times is set to 500. Therefore, in the low probability slight time-saving state, once the 500 time-saving times are consumed, the game is controlled to a normal probability state and a non-time-saving state, i.e., a normal game state.

[0109] As shown in Figure 11, the distribution rate of jackpots in the lottery for Special Chart 1 and the lottery for Special Chart 2 is 80% for special jackpots and 20% for regular jackpots. However, as mentioned above, if a regular jackpot is won based on the lottery for Special Chart 1, it is 1 3R regular jackpot, whereas if a regular jackpot is won based on the lottery for Special Chart 2, it is 2 6R regular jackpots. Therefore, the lottery for Special Chart 2 is more advantageous for players than the lottery for Special Chart 1.

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

[0111] "Special symbol 2_missing symbol A" is a normal miss. In other words, even if "Special symbol 2_missing symbol A" is stopped and displayed, the game state will not change. In contrast, "Special symbol 1_missing symbol A" and "Special symbol 1_missing symbol B" are special misses (examples of specific judgment results). A special miss (specific result) is a miss that triggers a transition to the time-saving state (normal time-saving state or slight time-saving state). When a special miss is drawn, the game can be controlled to the time-saving state (normal time-saving state or slight time-saving state) without going through a jackpot game.

[0112] Specifically, when the player is in the normal game mode and draws the special symbol 1_missing symbol A, the game is controlled to a low-probability time-saving state (normal probability state and normal time-saving state) without going through a jackpot game, as shown in FIG. 13(B). In this low-probability time-saving state, the number of time-saving times is set to a very large number, for example, 10,000 times, and essentially continues until the next jackpot win. On the other hand, when the player is in the normal game mode and draws the special symbol 1_missing symbol B, the game is controlled to a low-probability minute time-saving state (normal probability state and minute time-saving state) without going through a jackpot game, as shown in FIG. 13(B). In this low-probability minute time-saving state, the number of time-saving times is set to 500 times.

[0113] However, if you get a special miss when you are in a non-time-saving state (normal game state), you will transition to a time-saving state (normal time-saving state or slight time-saving state), but even if you get a special miss when you are in a time-saving state (normal time-saving state or slight time-saving state), it is treated as a normal miss and the game state does not change. Thus, in this form, the game state change triggered by getting a special miss is limited to the normal game state (non-time-saving state).

[0114] As shown in Figure 13(B), when the lottery for Special Chart 1 is executed, Special Chart 1_Losing Symbol A is drawn at a 20% allocation rate, and Special Chart 1_Losing Symbol B is drawn at an 80% allocation rate. Therefore, when the lottery for Special Chart 1 is executed, a special loss is always drawn, so if the game is controlled to the normal game state, the lottery for Special Chart 1 is executed only once, and the game transitions to the low probability time-saving state or the low probability minute time-saving state. On the other hand, when the lottery for Special Chart 2 is executed, Special Chart 2_Losing Symbol A is always drawn, and a special loss is never obtained.

[0115] In this pachinko gaming machine PY1, the lottery for determining whether or not a jackpot has been won is based on a "jackpot random number," and the lottery for determining the type of jackpot won is based on a "win type random number." In addition, in the case of a loss, the lottery for determining the type of loss is based on the "win type random number." As shown in FIG. 12(A), the jackpot random number ranges from 0 to 65535. The win type random number ranges from 0 to 99. In addition to the jackpot random number and win type random number, the random numbers obtained based on winning at the first start port 11 or the second start port 12 also include a "reach random number" and a "variation pattern random number."

[0116] The reach random number is a random number that determines whether or not a reach will occur in the effect symbol variation effect that indicates a jackpot result when the result of the jackpot determination is a miss. A reach is a state in which there is only one effect symbol remaining among the multiple effect symbols that are being displayed in a variable manner, and depending on which of the effect symbols that are displayed in a variable manner stop, a combination of effect symbols that indicates a jackpot win (for example, a "7↓7" state) will be formed. Note that the effect symbol that is displayed in a stopped state in the reach state may be displayed as if it is slightly shaking on the display screen 50a, or may be displayed as if it is repeatedly expanding and contracting. This reach random number takes a value in the range of 0 to 255.

[0117] The fluctuation pattern random number is a random number used to determine the fluctuation pattern, including the fluctuation time. The fluctuation pattern random number takes a value in the range of 0 to 99. The random numbers obtained based on passing through gate 13 include the normal symbol random number (winning random number) shown in FIG. 12(B). The normal symbol random number is a random number used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens electric chute 12D. The normal symbol random number takes a value in the range of 0 to 65535.

[0118] 4. Explanation of game status Next, the gaming state of the pachinko gaming machine PY1 of this embodiment will be explained. The special symbol display 81 and the regular symbol display 82 of the pachinko gaming machine PY1 each have a probability variation function and a variation time reduction function. The state in which the probability variation function of the special symbol display 81 is activated is called the "high probability state," and the state in which it is not activated is called the "normal probability state (non-high probability state, low probability state)." In the high probability state, the probability of a jackpot is higher than in the normal probability state. That is, a jackpot determination is performed using a jackpot determination table in which the value of the jackpot random number that determines a jackpot is higher than the jackpot determination table used in the normal probability state (see Figure 13(A)). In other words, when the probability variation function of the special symbol display 81 is activated, the probability that the display result of the variable display of the special symbol by the special symbol display 81 (i.e., the stopped symbol) will be a jackpot symbol is higher than when it is not activated.

[0119] In addition, the state in which the variation time shortening function of the special symbol display 81 is activated is called the "time shortening state," and the state in which it is not activated is called the "non-time shortening state." In the time shortening state, the variation time of the special symbol (the time from the start of the variation display to the derived display of the display result) is shorter than in the non-time shortening state. In other words, the variation pattern is determined using a special symbol variation pattern table that is set so that a variation pattern with a short variation time is selected more often than in the non-time shortening state (see Figure 14). In other words, when the variation time shortening function of the special symbol display 81 is activated, a short variation time is more likely to be selected as the variation time for the variable display of the special symbol compared to when it is not activated.

[0120] However, in this mode, as described above, there are two types of time-saving states: the normal time-saving state and the slight time-saving state. Different types of time-saving states have different settings for various parameters related to the likelihood of winning on the electric chute 12D, such as the normal symbol variation pattern and the opening pattern of the electric chute 12D. Specifically, as shown in FIG. 13(D), in this mode, the winning probability of the normal symbol lottery in the time-saving state (the slight time-saving state and the normal time-saving state) is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this mode, the probability of determining a win in the normal symbol lottery is set to 65535 / 65536 in any of the game states: the non-time-saving state, the slight time-saving state, and the normal time-saving state. In other words, a win is almost always determined in the normal symbol lottery in any game state. In addition, the configuration may be such that the probability of winning the normal symbol lottery is higher in the time-saving state than in the non-time-saving state (in other words, the probability fluctuation function of the normal symbol display 42 is activated in the time-saving state).

[0121] Also, in the time-saving state (slight time-saving state, normal time-saving state), as shown in FIG. 13(E), the fluctuation time of the normal symbol is shorter than in the non-time-saving state. Specifically, in this form, the fluctuation time of the normal symbol is 60,000 ms in the non-time-saving state, 59,000 ms in the slight time-saving state, and 1,000 ms (1 second) in the normal time-saving state. In other words, in the time-saving state, the fluctuation time shortening function of the normal symbol display 42 is activated. Note that the stop time of the normal symbol is 500 ms (0.5 seconds) in either game state.

[0122] Furthermore, in the time-saving state (micro-time-saving state, normal time-saving state), the opening time of the electric chute 12D in the auxiliary game is longer than in the non-time-saving state, as shown in Figure 13 (F). Specifically, in this embodiment, the opening time of the electric chute 12D is 0.05 seconds per turn in the non-time-saving state, 0.1 seconds per turn in the micro-time-saving state, and 2.5 seconds per turn in the normal time-saving state. In other words, in the time-saving state, the opening time extension function of the electric chute 12D is activated.

[0123] Also, in the time-shortening state, as shown in Figure 13 (F), the number of times the electric chute 12D opens in the auxiliary game may be more than in the non-time-shortening state. Specifically, in this embodiment, the number of times the electric chute 12D opens is once in the non-time-shortening state and the slight time-shortening state, but twice in the normal time-shortening state. In other words, the function of increasing the number of times the electric chute 12D opens is activated only in the normal time-shortening state.

[0124] In the non-time-saving mode, if the normal symbol lottery is executed, it will almost certainly result in a win, but the normal symbol fluctuation time is long at 60,000 ms (60 seconds), and the opening of electric chute 12D in the auxiliary game is extremely short, at only one 0.05-second opening. Therefore, in the non-time-saving mode, even if you play with a right-handed shot (a shot that allows the game ball to pass through gate 28), you are unlikely to win on electric chute 12D.

[0125] In contrast, in the normal time-saving mode, if a normal symbol lottery is executed, it almost always results in a win, and the normal symbol variation time is short at 1000 ms (1 second), and the opening of the electric chute 12D in the auxiliary game is sufficiently long, with two 2.5-second openings. Therefore, in the normal time-saving mode, playing with a right-hand hit can frequently result in winning on the electric chute 12D. In other words, the normal time-saving mode can be said to be a game mode (easy-to-win mode) in which it is easier to win on the electric chute 12D than in the non-time-saving mode (non-easy-to-win mode).

[0126] On the other hand, in the micro-time-saving mode, if the normal symbol lottery is executed, it will almost always result in a win, but the normal symbol fluctuation time is long at 59,000 ms (59 seconds), and the opening of electric chute 12D in the auxiliary game is short, at only one 0.1-second opening. Therefore, in the micro-time-saving mode, although various parameters related to the ease of winning on electric chute 12D (probability of winning the normal symbol lottery, normal symbol fluctuation time and stop time, and electric chute 12D opening pattern) are set to make it easier to win on electric chute 12D compared to the non-time-saving mode, winning on electric chute 12D is almost impossible even when playing by hitting the right.

[0127] In this way, in the micro-time-saving state, since hitting the right hand does not result in a winning ball on the electric chute 12D, the player proceeds with the game by hitting the left hand (see Figure 10). On the other hand, in the normal game state, hitting the right hand frequently results in a winning ball on the electric chute 12D, so the player proceeds with the game by hitting the right hand and by the lottery of special chart 2 (see Figure 10). In this pachinko game machine PY1, the game is played by hitting the right hand even during a jackpot game.

[0128] Like the normal time-saving state, the micro-time-saving state can be said to be a game state in which it is easier to win on the electric chute 12D compared to the non-time-saving state, but it is a game state in which it is more difficult to win on the electric chute 12D than in the normal time-saving state. Also, in the micro-time-saving state, since it is unlikely to win on the electric chute 12D, it is a game state closer in nature to the non-time-saving state than the normal time-saving state, and the player plays by hitting left and proceeding with the lottery of special chart 1 (see Figure 15).

[0129] Incidentally, in the normal time-saving mode, the base, which is the ratio of the number of winning balls to the number of balls fired, is higher than in the non-time-saving mode. Therefore, the normal time-saving mode is also called the "high base mode," and the non-time-saving mode is also called the "low base mode." In the high base mode, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base mode is a mode in which so-called electric support control (control that supports winning balls in the second starting hole 12 using the electric chute 12D) is being executed. Therefore, the high base mode is also called the electric support control mode. The low base mode is also called the non-electric support control mode. The base in the slight time-saving mode is only slightly higher than in the non-time-saving mode, and is almost the same as in the non-time-saving mode.

[0130] The time-saving state may be such that one or more of the following functions are activated: the probability variation function of the normal pattern display 42, the variation time reduction function of the normal pattern display 42, the opening time extension function of the electric chute 12D, and the opening count increase function of the electric chute 12D, making it easier for the game ball to enter the second starting hole 12 associated with the electric chute 12D than when the function is not activated; it is not necessary for all of these functions to be activated.

[0131] Next, we will explain how to determine the variation pattern of the special symbol (special symbol variation pattern). The pachinko gaming machine 1 determines the special symbol variation pattern according to a special symbol variation pattern determination table that differs between the non-time-shortening state, the slight time-shortening state, and the normal time-shortening state (see Figure 14). As shown in Figure 14, the special symbol variation pattern determination table in the time-shortening state (normal time-shortening state, slight time-shortening state) is a table in which a variation pattern with a short variation time is more likely to be selected than the special symbol variation pattern determination table in the non-time-shortening state.

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

[0133] In the micro-time-saving state, the lottery for special chart 1 is mainly performed by hitting the left side, and the special chart fluctuation pattern determination table for the micro-time-saving state shown in Figure 14 is used. In the special chart fluctuation pattern determination table for the micro-time-saving state, one of fluctuation patterns P21 to P24 or P31 to P36 is determined as the fluctuation pattern for special chart 1. When these fluctuation patterns are selected, the fluctuation time may be used to execute fluctuation performances involving normal reaches and various SP reaches.

[0134] On the other hand, in the non-time-saving state (normal game state), the lottery for special chart 1 is mainly performed by hitting the left button, and the special chart fluctuation pattern determination table for the non-time-saving state shown in Figure 14 is used. In the special chart fluctuation pattern determination table for the non-time-saving state, one of fluctuation patterns P1 to P4 or P11 to P16 is determined as the fluctuation pattern for special chart 1. When one of these fluctuation patterns is selected, a fluctuation performance accompanied by a special SP reach is always executed using the fluctuation time, except in the case of winning a jackpot. This is because if the lottery for special chart 1 is executed in the non-time-saving state, it will always result in a special miss, except in the case of winning a jackpot.

[0135] When playing the pachinko gaming machine PY1 for the first time, the gaming state after powering on, or the gaming state after powering on with RAM clearing, is a normal probability state, a non-time-saving state, and a low base state. This gaming state is particularly referred to as a "low probability non-time-saving state," a "low probability low base state," or a "normal gaming state." The state during which a special game (jackpot game) is being played is referred to as a "special gaming state" or a "jackpot gaming state." Furthermore, the state controlled to at least one of the high probability state and the time-saving state (high base state) is referred to as a "bonus gaming state."

[0136] Next, the game flow of this embodiment will be explained based on Fig. 15. As shown in Fig. 15, in this pachinko game machine PY1, the game states, excluding the jackpot game state (special game state), are a normal game state (normal probability state and non-time-shortening state), a low-probability minute time-shortening state (normal probability state and minute time-shortening state), a low-probability time-shortening state (normal probability state and normal time-shortening state), and a high-probability time-shortening state (high probability state and normal time-shortening state).

[0137] First, when the machine is in the low-probability micro-time-saving mode, the ball is unlikely to land in the electric chute 12D, so the game proceeds by hitting the ball from the left. Then, the lottery for Special Chart 1 is executed, aiming for a jackpot with a probability of approximately 1 / 320 (see Figure 13(A)). While the lottery for Special Chart 1 always results in a special miss (see Figure 13(B)), in the micro-time-saving mode, a special miss is treated as a normal miss. In other words, even if a special miss occurs in the low-probability micro-time-saving mode, the game state does not change. In this low-probability micro-time-saving mode, the number of time-saving cycles is set to 500. Therefore, after the special symbol variable display is executed 500 times, the machine can transition to the normal game state (normal probability state and non-time-saving state). Therefore, the low-probability micro-time-saving mode can be considered a game state in which gameplay lasts a long time.

[0138] When controlled to the normal game mode, the ball is unlikely to land in the electric chute 12D, so the game proceeds by hitting from the left. Then, when the lottery for special symbol 1 is executed, it will always result in a special miss (see Figure 13(B)). In this case, with a 20% allocation rate, special symbol 1_missing symbol A will be drawn, and the game will transition to a low-probability time-saving state without going through a jackpot game. On the other hand, with an 80% allocation rate, special symbol 1_missing symbol B will be drawn, and the game will transition to a low-probability minute time-saving state without going through a jackpot game. From the above, the normal game mode can be said to be a game mode in which the game is played for a very short time.

[0139] When the machine is in the low-probability time-saving mode, the ball is expected to land frequently in the electric chute 12D, so the game progresses by hitting the right button. Then, the lottery for Special Chart 2 is executed, aiming for a jackpot with a probability of approximately 1 / 320. However, when the machine is in the low-probability time-saving mode, the normal time-saving mode is active, so the special chart change pattern with a short display time for the special chart is likely to be selected (see Figure 14). Therefore, the lottery for Special Chart 2 is executed quickly. Also, when the machine is in the low-probability time-saving mode, the normal time-saving mode (electric support control mode) continues until the next jackpot is won (see Figure 11). Therefore, the lottery for Special Chart 2 guarantees a jackpot, with an 80% distribution rate for winning Special Chart 2_Jackpot Pattern A and a 20% distribution rate for winning Special Chart 2_Jackpot Pattern B. In this way, if you win the special chart 2_jackpot pattern A, you will be controlled to a high probability time-shortened state after the jackpot game, and if you win the special chart 2_jackpot pattern B, you will be controlled to a low probability, small time-shortened state after the jackpot game.

[0140] When the high-probability time-saving mode is in effect, the ball is expected to land frequently in the electric chute 12D, so the game progresses by hitting the right button. Then, the lottery for Special Chart 2 is executed, aiming for a jackpot with a probability of approximately 1 / 40 (see Figure 13(A)). In the high-probability time-saving mode, the normal time-saving mode is active, so a special chart variation pattern with a short display time for the special symbol is likely to be selected (see Figure 14). Therefore, the lottery for Special Chart 2 is executed quickly. In the high-probability time-saving mode, the normal time-saving mode (electric support control mode) continues until the next jackpot is won (see Figure 11). Therefore, the lottery for Special Chart 2 guarantees a jackpot, with an 80% distribution rate for winning Special Chart 2_Jackpot Symbol A and a 20% distribution rate for winning Special Chart 2_Jackpot Symbol B. In this way, if you win the special chart 2_jackpot pattern A, you will be controlled to a high probability time-shortened state after the jackpot game, and if you win the special chart 2_jackpot pattern B, you will be controlled to a low probability, small time-shortened state after the jackpot game.

[0141] As described above, in this embodiment, the game states that are advantageous to the player can be said to be in the following order: high-probability time-saving state > low-probability time-saving state > normal game state > low-probability minute time-saving state. And as mentioned above, in the normal game state, if the lottery for Special Chart 1 is executed, there is an immediate transition to the low-probability time-saving state, which guarantees a 20% chance of winning the next jackpot. Meanwhile, in the minute time-saving state, even if the lottery for Special Chart 1 is executed, there is no transition to the low-probability time-saving state. Therefore, in the normal game state and minute time-saving state where the left hand is hit, the low-probability minute time-saving state can be said to be a game state that is more disadvantageous to the player than the normal game state, and is set to extend the playing time.

[0142] 5. Communication between pachinko machines and dedicated external units Next, communication between the pachinko gaming machine PY1 and the dedicated external unit 200 will be described with reference to Fig. 16. In the pachinko gaming machine PY1, which is an enclosed pachinko machine, as shown in Fig. 16, a frame control board 170 communicates with a dedicated external unit 200 provided outside the pachinko gaming machine PY1. The frame control board 170 includes a dedicated PIF (parallel interface) circuit 179 for serial communication with the dedicated external unit 200. The dedicated external unit 200 also includes a dedicated PIF circuit 209 for serial communication with the frame control board 170, an SC board 210 for security, and a control unit 250. The control unit 250 includes a CPU as a control center, a ROM for storing programs and control data for the CPU to operate, and a RAM for functioning as a work area for the CPU.

[0143] 16 does not show the bill insertion slot 201 (see FIG. 1), data display 202, replay button 203, ball loan button 204, card slot 205, and card return button 206 provided in the dedicated external unit 200. When a bill is inserted into the bill insertion slot 201, information on the amount of the bill is input to the control unit 250. When the replay button 203 is pressed, the control unit 250 inputs a detection signal based on the pressing operation. When the ball loan button 204 is pressed, the control unit 250 inputs a detection signal based on the pressing operation. When a card is inserted into the card slot 205, the control unit 250 can read the number of game balls and the prepaid balance stored on the card. The control unit 250 controls the display of the prepaid balance, the remaining amount of the bill inserted into the bill insertion slot 201, and various other information on the data display 202. In addition, when the card return button 206 is pressed, the control unit 250 can store information on the number of stored balls and the read prepaid balance information in a card (visitor card or member card). Then, the control unit 250 returns the card with the new number of game balls (stored balls) stored therein from the card slot 205.

[0144] 16, the amusement parlor YG is equipped with an HC (hall computer) BOX 220, a hall computer 230, and a management computer 240. The HC BOX 220 converts information from the pachinko gaming machine PY1 from a serial signal to a parallel signal and transmits the signal to the hall computer 230. In other words, the HC BOX connects the existing hall computer 230, which receives the parallel signal, with the dedicated external unit 200, which outputs the serial signal. The management computer 240 communicates with the dedicated external unit 200 and also communicates with a gaming machine information center (not shown) located outside the amusement parlor YG.

[0145] As shown in FIG. 16, the frame control board 170 and the dedicated external unit 200 transmit and receive information (communicate) via serial communication. Specifically, the frame control board 170 and the control unit 250 of the dedicated external unit 200 communicate using asynchronous serial communication (UART (Universal Asynchronous Receiver / Transmitter) communication) via dedicated PIF circuits 179, 209 and an SC board 210. The dedicated PIF circuits 179, 209 are connected to each other via a dedicated PIF cable 260. When the frame control board 170 and the control unit 250 of the dedicated external unit 200 communicate (transmit and receive) information via asynchronous serial communication, the communication speed (communication rate) is set to 31,250 bps (see FIG. 49). In other words, communication between the frame control board 170 and the control unit 250 of the dedicated external unit 200 is always performed at a communication speed of 31,250 bps via asynchronous serial communication.

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

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

[0148] First, the information related to the lending transmitted to the dedicated external unit 200 includes information (reception result) indicating that the frame control board 170 has received the information related to the lending from the dedicated external unit 200. The timing for transmitting the information related to the lending is 50 ms after the information related to the lending is received from the dedicated external unit 200. As described above, when the player presses the ball lending button 204 of the dedicated external unit 200, 50 ms later, the frame control board 170 transmits the information related to the lending (a message indicating the reception result of the number of balls to be lent) to the dedicated external unit 200 via asynchronous serial communication.

[0149] The counting information transmitted to the dedicated external unit 200 includes information on the number of gaming balls involved in the counting process (counted ball count). As described above, the counting process is a process performed when a portion (1 ball or 250 balls) or all of the number of gaming balls displayed on the gaming ball count display 180 is stored in the card. The timing for transmitting the counting information is a 300-millisecond cycle, which is the communication cycle between the frame control board 170 and the dedicated external unit 200. As described above, when the player presses the counting button 43k, the frame control board 170 transmits the counting information (a message in units of the counted ball count) to the dedicated external unit 200 via asynchronous serial communication at a communication cycle of 300 milliseconds.

[0150] As shown in FIG. 18, the gaming machine information transmitted to the dedicated external unit 200 is divided into three types depending on the content included. First, there is gaming machine information that includes gaming machine installation information as its content. The gaming machine installation information is information that indicates which gaming machines are installed for model management by the hall computer 230 (see FIG. 16) or the like. The timing for transmitting gaming machine information that includes gaming machine installation information as its content is a 60-second cycle from the time the power is turned on. Therefore, the frame control board 170 transmits the gaming machine installation information (information that indicates which gaming machines are installed) to the dedicated external unit 200 via asynchronous serial communication at 60-second intervals.

[0151] Second, there is gaming machine information that includes gaming machine performance information. Gaming machine performance information indicates the performance of a gaming machine. Specifically, one example of gaming machine performance information is the number of gaming balls acquired per minute for the pachinko gaming machine PY1. The number of gaming balls acquired per minute (specific acquired number of balls) is the total number of prize balls acquired by a player when 100 gaming balls are shot. Note that gaming machine performance information is not limited to the number of gaming balls acquired per minute, but may also be the number of gaming balls acquired in a specific period other than one minute (specific acquired number of balls), and can be changed as appropriate. For example, the total number of prize balls acquired by a player when 1,000 gaming balls are shot in 10 minutes may be included as one piece of gaming machine performance information. The timing of transmission of gaming machine information that includes gaming machine performance information as its content is every 180 seconds from when the power is turned on. Therefore, the frame control board 170 transmits gaming machine installation information (number of gaming balls acquired per minute) to the dedicated external unit 200 by asynchronous serial communication at 180-second intervals.

[0152] Thirdly, there is gaming machine information including hall computer information and fraud monitoring information as its contents. The hall computer information is information that the hall computer 230 (see FIG. 16) uses to grasp the gaming status of the pachinko gaming machine PY1, and the fraud monitoring information is information that the control unit 250 uses to monitor for fraud. The timing for transmitting gaming machine information that includes hall computer information and fraud monitoring information as its contents is every 300 ms from the time the power is turned on. Therefore, the frame control board 170 transmits the hall computer information and fraud monitoring information to the dedicated external unit 200 via asynchronous serial communication at 300 ms intervals.

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

[0154] In conventional non-enclosed pachinko machines, hall control information (information for grasping the game status) and fraud monitoring information (information for fraud monitoring) are transmitted to the outside via parallel communication through an external terminal board provided on the gaming machine frame. In other words, wires for transmitting signals indicating a jackpot, wires for transmitting signals indicating the game status, and wires for transmitting signals indicating errors and fraud are connected to the external terminal board one by one, and hall control information and fraud monitoring information (information for fraud monitoring) are transmitted from the external terminal board to an external unit via parallel communication.

[0155] In contrast, as described above, the present pachinko gaming machine PY1 transmits not only information related to lending and counting, but also gaming machine information (particularly hall control information and fraud monitoring information) via asynchronous serial communication (using a common (same) asynchronous serial communication port). This is for the following reasons: In newly developed sealed-type pachinko machines, serial communication is considered the basic method for transmitting information to the outside from the perspective of reducing the number of wires. If the information related to lending and counting, and the gaming machine information (particularly hall control information and fraud monitoring information), were to be transmitted to the outside via separate wires, it would be inefficient. In particular, transmitting the large amount of information, such as hall control information and fraud monitoring information, via parallel communication would require an extremely large number of wires, as in conventional non-sealed pachinko machines. Therefore, from the perspective of reducing the number of wires and improving efficiency, all of the information related to lending, counting, and gaming machine information is transmitted to the external unit (dedicated external unit 200) via a common (same) asynchronous serial communication port.

[0156] Next, the details of the hall control information and fraud monitoring information defined by each manufacturer will be explained with reference to Fig. 19. The hall control information and fraud monitoring information are transmitted as serial signals from the frame control board 170 to the dedicated external unit 200. Here, each manufacturer predefines (assigns) the information included in the hall control information and fraud monitoring information as a unified standard. Therefore, Fig. 19 shows the information (contents) included in the hall control information and fraud monitoring information as a unified standard.

[0157] As shown in Figure 19, the hall control information and fraud monitoring information are divided into four pieces of data: data indicating main control status 1, data indicating main control status 2, data indicating a gaming machine error status, and data indicating a fraud detection status. Each of the four pieces of data consists of one byte (a total of eight bits from bit "0" to bit "7").

[0158] In the data indicating main control state 1, bit "0" indicates whether or not all jackpots have been determined as jackpots. Bit "1" indicates whether or not a specific jackpot (for example, a jackpot that allows a transition to a high probability state after a jackpot game) has been determined. Bit "2" indicates whether or not a jackpot has been determined that allows a transition to a time-shortened state after a jackpot game. Bits "3" through "7" are used to indicate information on gaming machine status signals 1 through 5, respectively. Information on gaming machine status signals 1 through 5 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX 220.

[0159] In the data indicating main control status 2, bit "0" indicates whether or not the game is in a jackpot gaming state. Bit "1" indicates whether or not the game is in a high probability state. Bit "2" indicates whether or not the game is in a time-saving state. Bit "3" is unused. Bits "4" through "7" are used to indicate information on gaming machine status signals 6 through 9, respectively. Information on gaming machine status signals 6 through 9 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX 220.

[0160] In the data indicating the gaming machine error state, bits "0" through "4" contain information about the error occurring in the pachinko gaming machine PY1. Examples of error information include ball jamming, abnormal winning into the jackpot slot 14 (winning into the jackpot slot 14 despite not being in a jackpot gaming state), and right-hand hits during normal gaming. Bit "5" is unused. Bit "6" indicates whether the error occurred in the frame control board 170 or the gaming control board 100. Specifically, if bit "6" is "0," it indicates that an error occurred in the frame control board 170. If bit "6" is "1," it indicates that an error occurred in the gaming control board 100. Bit "7" indicates whether only an error notification is to be performed, or whether an error notification and output to the hall computer 230 are to be performed. Specifically, if the "7th" bit is "0", it indicates that only an error notification will be made, and if the "7th" bit is "1", it indicates that an error notification will be made and that output will be made to the hall computer 230. In addition, in the data indicating the gaming machine error state, if the "0th" bit to the "7th" bit are all "0", it indicates that no error has occurred.

[0161] In the data indicating the cheating detection status, bits "0" through "5" are used to indicate information on cheating signal 1 through cheating signal 6, respectively. In other words, bits "0" through "5" indicate the position on game board 1 where cheating has occurred. Bit "6" is unused. Bit "7" is also unused. As mentioned above, the hall control information and cheating monitoring information, which are made up of data indicating main control status 1, data indicating main control status 2, data indicating a gaming machine error status, and data indicating a cheating detection status, can be said to be "information related to the progress of the game."

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

[0163] In this case, for example, a method can be considered in which a dedicated wiring is provided to connect the frame control board 170 and the dedicated external unit 200, and the frame control board 170, upon receiving a detection signal from the page sensor 41a, transmits information related to the detection by the page sensor 41a to the dedicated external unit 200 via the dedicated wiring. However, this method is not efficient because connecting the dedicated wiring to the frame control board 170 forces changes to the hardware configuration of the frame control board 170.

[0164] Therefore, in this embodiment, unused bits are used in the hall control information and fraud monitoring information (see FIG. 19) that are defined as unified standards to include information related to detection by the call sensor 41a. Furthermore, as shown in FIG. 19, information related to detection by the frame open sensor 2a is not allocated in the hall control information and fraud monitoring information (see FIG. 19). Therefore, information related to detection by the frame open sensor 2a is also included in the hall control information and fraud monitoring information by using unused bits.

[0165] Specifically, Fig. 20 shows information (contents) included in the hall control information and fraud monitoring information of this embodiment. As shown in Fig. 20, in the data indicating the gaming machine error state, the "5" bit indicates whether the gaming machine frame 2 is open or not (whether the frame open sensor 2a detects the opening of the gaming machine frame 2 or not). In other words, if the "5" bit is "0", it indicates that the gaming machine frame 2 is closed, and if the "5" bit is "1", it indicates that the gaming machine frame 2 is open.

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

[0167] As described above, in the present pachinko gaming machine PY1, despite the hall control information and fraud monitoring information being defined as standardized bits (see FIG. 19), unused bits are allocated to information related to the detection by the call sensor 41a (hereinafter referred to as "call information") and information related to the detection by the slot open sensor 2a (hereinafter referred to as "slot open information") (see FIG. 20). This allows the slot control board 170 to transmit gaming machine information, including the hall control information and fraud monitoring information, via asynchronous serial communication at 300 ms intervals to the dedicated external unit 200 (see FIG. 18), while also transmitting the call information and slot open information. As a result, there is no need to connect dedicated wiring for transmitting the call information and the slot open information to the slot control board 170. Thus, the call information and slot open information can be transmitted to the dedicated external unit 200 without any hardware modifications to the slot control board 170.

[0168] 6. Display on the game ball count indicator Next, the display on the game ball count display 180 will be explained. As shown in FIG. 1, the game ball count display 180 (display means) is provided as a 7-segment display on the front center of the lower portion 23x of the front door 23, and allows the player to grasp the number of game balls currently available (number of balls possessed). The display of the number of game balls on this game ball count display 180 is the game display related to the game. However, 7-segment displays are generally not full color, and only display numbers or Roman letters mainly in red. Therefore, if the game ball count display 180 only displayed the number of game balls in red, it would lack interest and would look ordinary as a display of the number of game balls.

[0169] Therefore, in this embodiment, the gaming ball count display 180 is configured to display the number of gaming balls in full color. Specifically, as shown in FIG. 21, a light-emitting driver DRV whose drive is controlled by the frame control microcomputer 171 is provided. The light-emitting driver DRV controls the light emission in the six light-emitting regions 181 to 186 of the gaming ball number display 180 so that the light is emitted in full color. Below, based on FIG. 21, the connection between the light-emitting driver DRV and the first light-emitting region 181 of the gaming ball number display 180 will be representatively explained.

[0170] 21, the light emitting driver DRV has input terminals IN1 to IN24 corresponding to the first light emitting area 181. Each of the input terminals IN1 to IN24 is a cathode terminal, and the output level ("H" level or "L" level) of each of the input terminals IN1 to IN24 is switched by the frame control microcomputer 171.

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

[0172] Similarly, the second light-emitting unit LA2 is composed of a red light-emitting diode RE2, a green light-emitting diode GR2, and a blue light-emitting diode BL2. Each of the light-emitting diodes RE2, GR2, and BL2 is connected to a 5V power supply voltage Vc, which has a common anode. Each of the light-emitting diodes RE2, GR2, and BL2 is connected to a fourth input terminal IN4, a fifth input terminal IN5, and a sixth input terminal IN6 via a resistor, respectively. The third light-emitting unit LA3 to the eighth light-emitting unit LA8 are as shown in FIG. 21, so their description will be omitted. The connection between the first light-emitting region 181 and the light-emitting driver DRV is as shown in FIG. 21, and the connection between the second light-emitting region 182 to the sixth light-emitting region 186 and the light-emitting driver DRV is also similar, so their description will be omitted.

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

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

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

[0176] For example, to cause only the fourth light-emitting element LA4 of the first light-emitting area 181 to emit light in rainbow colors and turn off the remaining light-emitting elements LA1-LA3 and LA5-LA8, the frame control microcomputer 171 first controls the output level of the tenth input terminal IN10 to be at a low level, while controlling the output levels of the remaining input terminals IN1-IN9 and IN11-IN24 to be at a high level. After a very short time has passed, the frame control microcomputer 171 controls the output level of the eleventh input terminal IN11 to be at a low level, while controlling the output levels of the remaining input terminals IN1-IN10 and IN12-IN24 to be at a high level. After a very short time has passed, the frame control microcomputer 171 controls the output level of the twelfth input terminal IN12 to be at a low level, while controlling the output levels of the remaining input terminals IN1-IN11 and IN13-IN24 to be at a high level. Thereafter, in the same manner, the output level of the tenth input terminal IN10 becomes "L" level ⇒ the output level of the eleventh input terminal IN11 becomes "L" level ⇒ the output level of the twelfth input terminal IN12 becomes "L" level is repeated every very short time. As a result, in the fourth light-emitting element LA4, the red light-emitting diode RE4 emits light ⇒ the green light-emitting diode GR4 emits light ⇒ the blue light-emitting diode BL4 emits light every very short time, and the light is emitted so that the hue (type of color) changes. As a result, the fourth light-emitting element LA4 appears to emit light in the colors of the rainbow.

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

[0178] In this embodiment, the display color of the number of game balls displayed on the game ball count display 180 is changed depending on the game state. FIG. 22 shows the relationship between the game state and the display color of the game ball count display 180. As shown in FIG. 22, the frame control microcomputer 171 changes the display color of the number of game balls displayed on the game ball count display 180 to blue when in the normal game state. Furthermore, the frame control microcomputer 171 changes the display color of the number of game balls displayed on the game ball count display 180 to white as the default when in the low-probability, minute time-shortening state. Furthermore, the frame control microcomputer 171 changes the display color of the number of game balls displayed on the game ball count display 180 to green when in the low-probability, time-shortening state. Furthermore, the frame control microcomputer 171 changes the display color of the number of game balls displayed on the game ball count display 180 to red when in the high-probability, time-shortening state. In addition, when a jackpot game state is reached, the frame control microcomputer 171 changes the display color of the number of game balls displayed on the game ball number display 180 to rainbow colors.

[0179] Incidentally, in conventional gaming machines, default colors such as white have been used to indicate that the likelihood of winning a jackpot is extremely low. Blue has also been used to indicate that the likelihood of winning a jackpot is low. Red has also been used to indicate that the likelihood of winning a jackpot is high. Rainbow colors have also been used to indicate that a jackpot has been confirmed. In this way, players are able to understand that the situation (state) is favorable in the order of white ⇒ blue ⇒ green ⇒ red ⇒ rainbow.

[0180] In contrast, in the present pachinko gaming machine PY1, the game states advantageous to the player are in the following order: low-probability micro-time-saving state ⇒ normal game state ⇒ low-probability time-saving state ⇒ high-probability time-saving state ⇒ jackpot game state. Therefore, as shown in Figure 22, by linking game states with different degrees of advantage to the display colors of the game ball count display 180, the player can easily understand which game state the machine is controlled to while understanding the number of game balls on the game ball count display 180. In particular, since rainbow colors have traditionally been used to indicate that a jackpot has been confirmed, when rainbow colors are displayed on the game ball count display 180, the player can easily understand that the machine is controlled to the best jackpot game state (a jackpot game is being executed).

[0181] Next, an example of the transition of the display color on the game ball count display 180 when the game state changes will be described with reference to FIG. 23. As a prerequisite, it is assumed that the game is controlled to a low-probability minute time-saving state, and the number of game balls currently available to the player is "2000." In this case, as shown in FIG. 23, the game ball count display 180 displays "2000" in white. At this time, by looking at the game ball count display 180, the player can see that the number of game balls is 2000, and can also recognize that the game is in a low-probability minute time-saving state.

[0182] Assume that the player wins the 10R probability variable jackpot 1 (see FIG. 11) in the lottery of Special Chart 1. In this case, when the jackpot game based on the winning of the 10R probability variable jackpot 1 begins, the display color of the number of game balls displayed on the game ball count display 180 changes from white to rainbow colors. In this way, by showing the player that the display color of the game ball count display 180 has changed to rainbow colors, it is possible to strongly make the player aware of the advantageous jackpot game state. Thereafter, as the jackpot game is executed, the number of game balls displayed on the game ball count display 180 increases each time a game ball enters the jackpot slot 14. At this time, it is possible to give the player a great sense of elation by showing the rainbow colors on the game ball count display 180 along with the increasing number of game balls. Then, at the end of the 10R round, the player will have won approximately 1,500 prize balls, and as shown in Figure 23, the game ball count display 180 will display "3,500" in rainbow colors.

[0183] Next, when the jackpot game ends, the game is controlled to a high-probability time-saving state. As a result, the display color of the number of game balls displayed on the game ball count display 180 changes from rainbow to red. In this way, by showing the player that the display color of the game ball count display 180 is red, it is possible to strongly remind the player that, although the high-probability time-saving state is not as advantageous as the jackpot game state, it is still sufficiently advantageous. Furthermore, in the high-probability time-saving state, since it is a high base state, the number of balls the player has (the number of game balls) hardly decreases. Therefore, as shown in FIG. 23 , the game ball count display 180 displays "3450" in red. In this way, when the game ball count display 180 displays red, it is possible to give the player the impression that, while the high-probability time-saving state is in a high-probability time-saving state, the number of game balls hardly decreases, and thus it is possible to give the player the impression that the situation is still sufficiently advantageous.

[0184] Then, suppose that the player wins the 6R normal jackpot 2 (see FIG. 11) in the lottery of special chart 2. In this case, when the jackpot game based on the winning of the 6R normal jackpot 2 starts, the display color of the number of game balls displayed on the game ball count display 180 changes from red to rainbow colors. This makes it possible to give the player a sense of elation as they are once again controlled into a jackpot game state. After that, when the 6R round game ends, the player will have won approximately 900 prize balls, and as shown in FIG. 23, the game ball count display 180 will display "4350" in rainbow colors.

[0185] Next, when the jackpot game ends, the game is controlled to a low-probability minute time-saving state. As a result, the display color of the number of game balls displayed on the game ball count display 180 changes from rainbow to white. In this way, by showing the player that the display color of the game ball count display 180 has changed to white, it is possible to make the player aware that the game has been controlled to a low-probability minute time-saving state and that the so-called rush state has ended.

[0186] As described above, the display color of the number of game balls displayed on the game ball count display 180 changes depending on the game state that is different in terms of the degree of advantage to the player. This makes it possible to provide a novel and entertaining experience using the game ball count display 180. In particular, since players frequently check the game ball count display 180 during play, they can grasp the number of game balls while also recognizing which game state the game is controlled to. Therefore, when the game is controlled to a favorable jackpot game state or a high-probability time-saving state, the game ball count display 180 can provide a great sense of excitement by displaying the number of game balls in rainbow or red colors along with the number of game balls. Furthermore, as shown in FIG. 23 , the game ball count display 180 changes color in a variety of ways, from white to rainbow to red to rainbow to white, thereby enhancing the appearance of the display of the number of game balls.

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

[0188] Next, the base display shown in Fig. 24 will be explained based on Fig. 25. Conventionally, the base display has been designed to display the normal base, which is the ratio between the total number of winning balls a player has won in normal game mode (normal total number of winning balls) and the number of balls fired by the player in normal game mode (normal number of fired balls). However, in this pachinko gaming machine PY1, displaying the normal base poses the following problems.

[0189] In this embodiment, as shown in Figure 15, in addition to the normal game state, there is also a low-probability micro-time-saving state as a game state in which left-hand play is performed. As mentioned above, in the low-probability micro-time-saving state, the player aims to win a jackpot with a probability of about 1 / 320, and the game time is long. On the other hand, in the normal game state, if the lottery for Special Chart 1 is executed once, the player will always transition to the low-probability micro-time-saving state or the low-probability micro-time-saving state due to a special miss, so the game time is very short.

[0190] Here, even if a player plays for a long time, the time spent playing in the normal game state is short, so the value of the normal total number of winning balls used to calculate the normal base is very small, and the value of the normal number of shot balls used to calculate the normal base is also very small. Therefore, the normal base is not a ratio between the total number of winning balls, which is a sufficiently large value, and the total number of shot balls, which is also a sufficiently large value, and the value varies greatly depending on the game situation. Therefore, the normal base calculated based on the normal game state, which has a very short playing time, is not suitable as a value for determining whether the pachinko gaming machine PY1 is normal.

[0191] Therefore, in this embodiment, the base display does not display the normal base, but rather the left-handed base. The left-handed base is the ratio of the total number of winning balls won by a player in a game state where the player is hitting left (left-handed total winning balls) to the number of balls fired by a player in a game state where the player is hitting left (left-handed shot balls). In other words, it is the ratio of the sum of the total number of winning balls won by a player in the slight time-saving state (slight time-saving total winning balls) to the sum of the number of winning balls fired by a player in the slight time-saving state (slight time-saving shot balls). More specifically, the left-handed base as a percentage is calculated by dividing the total number of winning balls won by a player (the sum of the total number of winning balls won by a player in the slight time-saving state and the total number of winning balls fired by a player in the slight time-saving state) (slight time-saving shot balls).

[0192] In this way, if the left-hand hit base is used, the low-probability, minute time-saving state is played for a long time, so the ratio between the total number of winning balls and the total number of shot balls is a sufficiently large value. Therefore, the left-hand hit base does not vary greatly depending on the game situation, and is suitable as a value for determining whether the pachinko gaming machine PY1 is normal.

[0193] In this pachinko gaming machine PY1, only the left-hit base is calculated, and only the left-hit base is displayed in the right two digits of the frame board display 300 (the fifth lighting area 305 and the sixth lighting area 306 (see Figure 8)). In other words, the base in the low-probability time-saving state, the base in the high-probability time-saving state, or the base in the jackpot gaming state are not calculated, and the frame board display 300 does not display the base in the low-probability time-saving state, the base in the high-probability time-saving state, or the base in the jackpot gaming state. Here, the left-hit base is calculated by the game control microcomputer 101, and the calculated left-hit base information is sequentially transmitted from the game control board 100 to the frame control board 170. As a result, the frame control microcomputer 171 displays the left-hit base on the frame board display 300 based on the received left-hit base information. Then, as shown in Figure 25, the frame control microcomputer 171 displays the left-handed hit base value in two digits in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see Figure 8)) of the frame board display 300.

[0194] Here, after power is turned on, the game control microcomputer 101 constantly counts the total number of winning balls from left-handed hits (total number of winning balls for the micro-time-saving mode, total number of winning balls for the normal mode), the number of balls fired from left-handed hits (number of balls fired from the micro-time-saving mode, number of balls fired from the micro-time-saving mode), and the total number of balls fired. The total number of balls fired refers to the number of balls fired by the player in all game states, including the micro-time-saving mode, normal game state, low-probability time-saving mode, high-probability time-saving mode, and jackpot game state. Information on the counted total number of winning balls from left-handed hits, information on the number of balls fired from left-handed hits, and information on the total number of balls fired are stored in the game RAM 104 (see Figure 9). However, even if the RAM clear switch 191 is pressed when power is turned on, information on the total number of winning balls from left-handed hits, information on the number of balls fired from left-handed hits, and information on the total number of balls fired are not erased. Therefore, the left-handed hit base, which is the ratio between the total number of winning balls hit by left-handed hits and the number of balls fired by left-handed hits, is calculated without being affected by power cuts or RAM clearing. Furthermore, the information on the total number of shot balls is also counted without being affected by power cuts or RAM clearing. Furthermore, the information on the total number of winning balls hit by left-handed hits, the information on the number of shot balls hit by left-handed hits, and the information on the total number of shot balls counted by the game control microcomputer 101 are sequentially transmitted from the game control board 100 to the frame control board 170.

[0195] Regardless of the game state (micro-time-saving mode, normal game mode, low-probability time-saving mode, high-probability time-saving mode, or jackpot game mode), the game control microcomputer 101 displays the value of the left-hit base in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see FIG. 8)) of the frame board display 300. Here, the left-hit base is calculated in increments of 60,000 total balls. In other words, the left-hit base calculated from the time the power is first turned on after shipping from the factory until the total number of balls reaches 60,000 becomes the first left-hit base. Thereafter, when the total number of balls exceeds 60,001, the value that was the first left-hit base is stored as the left-hit base one time before. Then, the left-hit base calculated from the time the total number of balls reaches 60,001 to 120,000 becomes the current left-hit base. After that, when the total number of shots exceeds 120,001, the value of the left-handed base one inning ago is stored as the left-handed base two innings ago, and the value of the current left-handed base is stored as the left-handed base one inning ago.The left-handed base calculated from the time the total number of shots goes from 120,001 to 180,000 becomes the current left-handed base.

[0196] Thereafter, when the total number of shots exceeds 180,001, the value that was the left-handed base two shots ago is stored as the left-handed base three shots ago, the value that was the left-handed base one shot ago is stored as the left-handed base two shots ago, and the value that was the current left-handed base is stored as the left-handed base one shot ago.The left-handed base calculated from the time the total number of shots goes from 18,0001 to 240,000 becomes the current left-handed base.Thereafter, when the total number of shots exceeds 240,001, the value that was the left-handed base three shots ago is erased, the value that was the left-handed base two shots ago is stored as the left-handed base three shots ago, the value that was the left-handed base one shot ago is stored as the left-handed base two shots ago, and the value that was the current left-handed base is stored as the left-handed base one shot ago.The left-handed base calculated from the time the total number of shots goes from 240,001 to 300,000 becomes the current left-handed base. Thereafter, the left-handed base is calculated every time the total number of balls fired reaches 60,000, and the left-handed base values ​​up to the third time before are stored.

[0197] In this way, the game control microcomputer 101 can store a maximum of the current normal base, the normal base one time ago, the normal base two times ago, and the normal base three times ago in the game RAM 104. In this case, when displaying the base on the frame board display 300, the game control microcomputer 101 switches the display every five seconds between the current normal base ⇒ the normal base one time ago ⇒ the normal base two times ago ⇒ the normal base three times ago ⇒ the current normal base.

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

[0199] Then, after the display of the current left-handed base is finished, the frame board display 300 displays "b1" in the middle two digits and the previous normal base in the right two digits. Therefore, a person who sees "b1" in the middle two digits can understand that the value displayed in the right two digits (left-handed base) is the previous left-handed base.

[0200] Then, after the display of the base hit to the left in the previous inning has finished, the frame board display 300 displays "b2" in the middle two digits and the base hit to the left in the previous inning in the two right digits. Therefore, a person who sees "b2" in the middle two digits can understand that the value displayed in the two right digits (base hit to the left) is the base hit to the left in the previous inning.

[0201] Then, after the display of the base hit to the left two hits ago has finished, the frame board display 300 displays "b3" in the middle two digits and the base hit to the left three hits ago in the right two digits. Therefore, a person who sees "b3" in the middle two digits can understand that the value displayed in the right two digits (base hit to the left) is the base hit to the left three hits ago.

[0202] Then, after the display of the left-handed base three hits ago has finished, the frame board display 300 will show "bL" in the middle two digits and the current left-handed base in the right two digits, as described above, and the same process will be repeated thereafter.

[0203] Furthermore, if the total number of balls fired is 300 or less since the power was first turned on after shipping, the frame board display 300 displays "--" in the two rightmost digits. In other words, if the total number of balls fired is 300 or less, the left-handed hit base value is not displayed, and once the total number of balls fired exceeds 300, the left-handed hit base value is displayed. In this way, when the total number of balls fired is 300 or less, the denominator value of the left-handed hit base (number of balls fired by left-handed hits) is too small, so the display of an unreliable left-handed hit base value is avoided. Even if the total number of balls fired is 300 or less, the middle two digits of the frame board display 300 will repeatedly display "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every five seconds.

[0204] Furthermore, in the frame board display 300, if the number of balls fired by left-handed hits after the power is first turned on after shipping from the factory is 6,000 or less, the middle two digits "bL," "b1," "b2," and "b3" will flash. Thereafter, if the number of balls fired by left-handed hits after the power is first turned on after shipping from the factory exceeds 6,000, the middle two digits "bL," "b1," "b2," and "b3" will light up. In this way, when the middle two digits flash, a person checking the left-handed hit base on the frame board display 300 can understand that the value of the left-handed hit base indicated by the right two digits has not yet sufficiently converged. In other words, when the middle two digits light up, a person checking the left-handed hit base can understand that the value of the left-handed hit base indicated by the right two digits has converged to a certain extent.

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

[0206] Here, when constructing a new pachinko gaming machine PY1, there are cases where only the gaming board 1 is replaced without replacing the gaming machine frame 2 of a conventional pachinko gaming machine. In this case, if the frame control microcomputer 171 is configured to calculate a left-hit base, not only is it necessary to replace the gaming board 1, but it is also necessary to replace the frame control board 170 on which the frame control microcomputer 171 capable of calculating a left-hit base is mounted. In contrast, in this embodiment, a gaming control board 100 on which a gaming control microcomputer 101 capable of calculating a left-hit base is mounted is produced, and the gaming board 1 incorporating this gaming control board 100 is replaced. Therefore, it is not necessary to replace the frame control board 170 provided on the gaming machine frame 2. Therefore, when constructing a new pachinko gaming machine PY1, it is possible to deal with the problem by simply replacing the gaming board 1.

[0207] In this embodiment, the game control microcomputer 101 determines whether to display "--" or "base hit left" in the right two digits of the frame board display 300 based on the total number of balls fired. Therefore, the frame control microcomputer 171 displays "--" or "base hit left" in the right two digits of the frame board display 300 based on instructions from the game control microcomputer 101. The game control microcomputer 101 also determines whether to display "bL + current base hit left," "b1 + base hit left one inning ago," "b2 + base hit left two innings ago," or "b3 + base hit left three innings ago" in the middle two digits and right two digits of the frame board display 300 based on the total number of balls fired and the switching timing. Therefore, based on instructions from the game control microcomputer 101, the frame control microcomputer 171 displays "bL + current base hit from left" ⇒ "b1 + base hit from left one inning ago" ⇒ "b2 + base hit from left two innings ago" ⇒ "b3 + base hit from left three innings ago" using the middle two digits and right two digits of the frame board display 300. Also, the game control microcomputer 101 determines whether to display the identifiers (bL, b1, b2, b3) in a lit or flashing manner using the middle two digits of the frame board display 300 based on the number of balls hit from left. Therefore, based on instructions from the game control microcomputer 101, the frame control microcomputer 171 displays the identifiers (bL, b1, b2, b3) in a lit or flashing manner using the middle two digits of the frame board display 300. Here, if the bases one before, two before, and three before have not been tallied, the middle two digits of the identifier (bL, b1, b2, b3) of the frame board display 300 will be displayed in a flashing manner, and the flashing manner of this identifier is also performed by the frame control microcomputer 171 based on instructions from the game control microcomputer 101.

[0208] Next, the error display shown in FIG. 24 will be described with reference to FIG. 26. The error display is a display of a four-digit error code on the frame board display 300. The error code is a code that indicates the content of the error, and an error code table shown in FIG. 26 is pre-stored in the frame ROM 173 of the frame control microcomputer 171. The frame control microcomputer 171 determines whether or not an error code exists based on the detection signals of each sensor connected to the frame control board 170 (detection signal by the frame open sensor 2a, detection signal by the radio wave sensor 18a, detection signal by the call sensor 41a) and information on the detection signals of each sensor transmitted from the game control board 100 (information on the detection signal by the magnetic sensor 28a), as well as the error code table shown in FIG. 26. If an error code exists, the frame control microcomputer 171 displays a four-digit error code as an error display in the middle two digits and the right two digits (third lighting area 303 to sixth lighting area 306) of the frame board display 300.

[0209] For example, suppose that the gaming machine frame 2 is opened, causing the frame open sensor 2a to detect the opening of the gaming machine frame 2. In this case, a detection signal from the frame open sensor 2a is transmitted to the frame control board 170. As a result, the frame control microcomputer 171 determines the error code "E001" based on the detection signal from the frame open sensor 2a and the error code table shown in FIG. 26. As a result, when displaying an error, the frame control microcomputer 171 displays "E001" on the frame board display 300 (see FIG. 24). Similarly, when there is detection by the radio wave sensor 18a, the frame board display 300 displays the error code "E002," and when there is detection by the call sensor 41a, the frame board display 300 displays the error code "E004."

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

[0211] As shown in FIG. 24, the frame board display 300 switches between three display items: a ball count display, a base display, and an error display. Each display item is displayed for 5,000 ms (5 seconds). The base display has a display order, as explained in FIG. 25. For example, after the ball count display, the base display shows the currently measured left-handed base value before the total number of balls shot reaches 60,000 for 5,000 ms. In this case, after a 5,000 ms error display and a 5,000 ms ball count display, the next base display shows the left-handed base value from the previous hit for 5,000 ms. Next, after a 5,000 ms error display and a 5,000 ms ball count display, the next base display shows the left-handed base value from the previous hit for 5,000 ms. Next, an error message is displayed for 5000 ms, followed by a display of the number of balls played for 5000 ms. The next base display will then show the value of the left-handed base from three hits ago for 5000 ms, and the same process will be repeated thereafter.

[0212] Here, as shown in Figure 24, in the frame substrate display 300, suppose the number of game balls is displayed for 5000 milliseconds, and then it immediately (instantaneously) switches to the base display. Then, after displaying the base display for 5000 milliseconds, it immediately (instantaneously) switches to the error display. Then, after displaying the error display for 5000 seconds, it immediately (instantaneously) switches to the number of game balls, and this is repeated. With such a switching method, there is a problem in that it is difficult to tell when one display item (for example, the number of game balls) is being switched to another display item (for example, the base display).

[0213] That is, for a person viewing the frame board display 300, for example, when the display momentarily switches from the game ball count display to the base display, it is difficult to understand what the base display indicates immediately after the switch. In particular, the game ball count display does not always display the same game ball count value for 5000 ms, and the base display does not always display the same left-hand hit base value for 5000 ms. Therefore, immediately after the game ball count display switches to the base display, a person viewing the frame board display 300 may simply perceive a change in the game ball count value and may not clearly recognize that the display has switched to the base display. Similarly, immediately after the base display switches to the error display, a person viewing the frame board display 300 may simply perceive a change in the left-hand hit base value and may not clearly recognize that the display has switched to the error display.

[0214] Therefore, in this embodiment, to address the above-mentioned problem, as shown in FIG. 27, when switching from one display item to another, the frame substrate display 300 is turned off for 500 ms. The turned-off mode refers to a mode in which all lighting sections LB1 to LB48 (see FIG. 8) in the lighting areas 301 to 306 of the frame substrate display 300 are turned off. In this manner, the frame control microcomputer 171 displays the number of game balls on the frame substrate display 300 for 5000 ms, and then turns off the lighting for a short period of 500 ms. Thereafter, the frame control microcomputer 171 starts a base display, displays the base display for 5000 ms, and then turns off the lighting for a short period of 500 ms. Thereafter, the frame control microcomputer 171 starts an error display, displays the error display for 5000 ms, and then turns off the lighting for a short period of 500 ms. Thereafter, the frame control microcomputer 171 starts displaying the number of game balls, and thereafter repeats the same process.

[0215] In this way, when switching from one display item to another on the frame substrate display 300, a 500 ms off state is inserted, making it possible to make the change of display item easier to understand. That is, for example, a person looking at the frame substrate display 300 will see a light-off state after the game ball count display has been performed for 5000 ms and before the base display begins. This light-off state allows the user to recognize that the game ball count display has ended, making it easier to understand that the newly displayed value is the left-handed base value.

[0216] In particular, even if the value of the number of game balls changes for 5000 ms in the game ball count display, the display is turned off for 500 ms when switching to the base display. Therefore, anyone looking at the frame board display 300 can clearly recognize the difference between when the value of the number of game balls changes and when switching to the base display. Similarly, even if the value of the left-hand hit base changes for 5000 ms in the base display, the display is turned off for 500 ms when switching to the error display. Therefore, anyone looking at the frame board display 300 can clearly recognize the difference between when the value of the left-hand hit base changes and when switching to the error display.

[0217] Here, the time (500 ms) for which the frame substrate display 300 is in the off state will be explained. The longer the time in the off state, the easier it is to see the change in display items. On the other hand, the longer the time in the off state, the shorter the display time for the display items that should be displayed. Therefore, in this embodiment, the balance between the above advantages and disadvantages is considered, and after the game ball count display is performed for 5000 ms, the display is in the off state for 500 ms, which is one-tenth of that 5000 ms. Similarly, after the base display is performed for 5000 ms, the display is in the off state for 500 ms, which is one-tenth of that 5000 ms. Furthermore, after the error display is performed for 5000 ms, the display is in the off state for 500 ms, which is one-tenth of that 5000 ms. In this way, it is possible to make it easy to switch between display items without significantly reducing the display time for the display items that should be displayed, such as the number of game balls, base display, and error display.

[0218] In this embodiment, the frame control microcomputer 171 changes the number of display items displayed on the frame board display 300 depending on whether an error code is present or absent. That is, as described above, the frame control microcomputer 171 determines whether an error code is present or absent based on the information on the detection signals of the sensors connected to the frame control board 170 and the detection signals of the sensors transmitted from the game control board 100, and the error code table shown in FIG.

[0219] If an error code is present, the following sequence is repeated: display of the number of game balls for 5000 ms ⇒ light-off state for 500 ms ⇒ base display for 5000 ms ⇒ light-off state for 500 ms ⇒ error display for 5000 ms ⇒ light-off state for 500 ms ⇒ display of the number of game balls for 5000 ms, as shown in Fig. 27. On the other hand, if no error code is present, the following sequence is repeated: display of the number of game balls for 5000 ms ⇒ light-off state for 500 ms ⇒ base display for 5000 ms ⇒ light-off state for 500 ms ⇒ display of the number of game balls for 5000 ms, as shown in Fig. 28.

[0220] In this embodiment, when there is no error (abnormality) in the pachinko gaming machine PY1, as shown in Fig. 28, no error code is displayed on the frame board display 300, thereby eliminating unnecessary displays on the frame board display 300 and relatively lengthening the time during which display items other than the error display (number of game balls displayed, base display) can be understood. On the other hand, only when there is an error in the pachinko gaming machine PY1, as shown in Fig. 27, an error display is displayed, making the error display more noticeable. Furthermore, by having a 500 ms off mode before the error display and a 500 ms off mode after the error display, it is possible to make the error display easier to understand.

[0221] 8. Counting Next, the counting process performed by the frame control microcomputer 171 will be described with reference to Figures 29 to 33. As described above, when the player presses the counting button 43k (see Figure 2), a counting process is executed in which a part (1 ball or 250 balls in this embodiment) or all (the number of game balls when it is less than 250 balls) of the number of game balls displayed on the game ball number display 180 is stored in a card (visitor card or member card) inserted in the dedicated external unit 200.

[0222] The pressing operation of the counting button 43k can be divided into a single pressing operation (hereinafter simply referred to as a "single pressing"), in which the counting button 43k is pressed for an extremely short time, and a long pressing operation (hereinafter simply referred to as a "long pressing"), in which the counting button 43k is pressed continuously for 500 ms or more. Figure 29 shows an example of the transition of the game ball count display 180 when the counting button 43k is pressed. As shown in Figure 29, the frame control board 170 (frame control microcomputer 171) can transmit counting information (a message in units of the number of counted balls) to the dedicated external unit 200 at a communication cycle of 300 ms, indicated by times T1 to T6 (see Figure 18). The game ball count display 180 also displays "10,000" as the number of balls held.

[0223] As shown in FIG. 29, if the counting button 43k is pressed once immediately after time T1, the frame control microcomputer 171 performs a one-ball counting process at time T2, which counts only one ball. Specifically, at time T2, the frame control microcomputer 171 transmits information related to the counting of one ball to the dedicated external unit 200 and changes the value displayed on the game ball count display 180 from "10,000" to "9,999." Assume also that the counting button 43k is pressed twice between time T3 and time T4. Even in this case, the frame control microcomputer 171 performs a one-ball counting process at time T5, which counts only one ball, rather than counting two balls. Therefore, at time T5, the frame control microcomputer 171 transmits information related to the counting of one ball to the dedicated external unit 200 and changes the value displayed on the game ball count display 180 from "9,999" to "9,998." In this way, when the counting button 43k is pressed once, even if it is pressed repeatedly (single presses in succession) within a very short period of time (300 ms), the balls will basically be counted one by one.

[0224] Next, a description will be given of what happens when the counting button 43k is pressed and held. FIG. 30 shows an example of the transition of the game ball count display 180 when the counting button 43k is pressed and held. As shown in FIG. 30, if the counting button 43k is pressed and held for a long time immediately after time T1, the counting button 43k has not yet been pressed for 500 ms or more at time T2. Therefore, at time T2, the frame control microcomputer 171 does not determine that the counting button 43k has been pressed and does not execute the counting process. Note that at time T2, the counting button 43k has not been pressed and therefore the one-ball counting process is not executed.

[0225] Subsequently, at time T3, because the counting button 43k has already been pressed for 500 ms or more, the frame control microcomputer 171 determines that the counting button 43k has been pressed and continues counting 250 balls. Specifically, at time T3, the frame control microcomputer 171 transmits information related to the counting of 250 balls to the dedicated external unit 200 and switches the value displayed on the game ball count display 180 from "10,000" to "9,750." In this embodiment, when the frame control microcomputer 171 subtracts the value displayed on the game ball count display 180 through the 250 ball counting process, the frame control microcomputer 171 displays the value as if three balls were subtracted every 3 ms on the game ball count display 180. This allows the player to see the number of balls being subtracted rapidly, not as if 250 balls were being subtracted all at once.

[0226] Next, at time T4, the counting button 43k continues to be pressed and held, so the frame control microcomputer 171 performs a 250-ball counting process. Therefore, at time T4, the "9750" displayed on the game ball count display 180 changes to "9500." Next, at time T5, the counting button 43k continues to be pressed and held, so the frame control microcomputer 171 performs a 250-ball counting process. Therefore, at time T5, the "9500" displayed on the game ball count display 180 changes to "9250."

[0227] Here, let us assume that the long press of the counting button 43k is stopped just before time T6. In this case, at time T6, the frame control microcomputer 171 determines that the long press of the counting button 43k has not been executed, and therefore does not execute the 250 ball counting process. Therefore, at time T6, the display of "9250" on the game ball count display 180 is maintained. In this way, when the counting button 43k is pressed and held, 250 balls are basically counted every 300 ms during the period in which the long press is executed.

[0228] In the past, for example, to count balls from "10,000" to "0," the 250-ball counting process had to be performed 40 times. Therefore, in this case, the player had to continue to press and hold the counting button 43k for at least 300 ms x 40 times = 12 seconds. Furthermore, for example, to count balls from "30,000" to "0," the player had to continue to press and hold the counting button 43k for 12 seconds x 3 = 36 seconds. Thus, when a player has a large number of balls, the time required to press and hold the counting button 43k until the number of balls reaches "0" becomes longer, which creates a problem of heavy operational burden on the player.

[0229] Therefore, in this embodiment, long presses on the counting button 43k are divided into short long presses and long long presses, and are handled as follows: First, a short long press means pressing (long pressing) the counting button 43k for 500 ms or more but less than 4000 ms. Also, a long long press means pressing (long pressing) the counting button 43k for 4000 ms or more.

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

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

[0232] The transition of the game ball number display 180 when the counting button 43k is pressed for a long time will be described with reference to Figure 31. As shown in Figure 31, the counting button 43k is pressed for a long time starting immediately after time T1, and the counting button 43k is stopped for a long time starting immediately after time T15. In this case, the counting button 43k is pressed for a long time of 4000 ms just before time T15, and a situation is created in which the counting button 43k is pressed for a long time.

[0233] In this situation, as shown in FIG. 31, from time T2 to time T15, the frame control microcomputer 171 executes the 250-ball counting process every 300 ms. Therefore, at time T14, the game ball count display 180 displays "7000," and at time T15, the game ball count display 180 displays "6750." The frame control microcomputer 171 then determines that the counting button 43k was pressed for a long time just before time T15. As a result, even if the long press of the counting button 43k is stopped immediately after time T15, the 250-ball counting process will be executed every 300 ms thereafter. In other words, the counting process will be executed every 300 ms even after time T15.

[0234] As a result, even if the player does not press the count button, the game ball count display 180 executes a 250-ball counting process every 300 ms, such as "6750" ⇒ "6500" ⇒ "6250" ⇒ "6000." Then, at time T41, the game ball count display 180 displays "250," and at time T42, the game ball count display 180 displays "0." In this way, when the count button 43k is pressed and held, even if the player stops pressing and holding the count button 43k midway, the 250-ball counting process can be continued until the number of balls held reaches "0." As a result, if the number of balls held is, for example, "30,000," the player can execute the counting process until the number of balls held reaches "0" simply by pressing and holding the count button 43k for at least 4000 ms (long press) without subsequently pressing and holding the count button 43k. In other words, unlike the conventional method, it is no longer necessary to press and hold the counting button 43k for approximately 36 seconds until the number of balls held drops from "30,000" to "0," thereby reducing the operational burden on the player.

[0235] Here, even after the counting button 43k is pressed and held for a long time and the player stops pressing the counting button 43k, there may be cases where the player wants to stop the automatic counting process before the number of balls held reaches "0." In this case, the player can stop the automatic counting process by operating the counting button 43k after stopping the long press of the counting button 43k. Below, based on Figure 32, we will explain the transition of the game ball number display 180 when the counting button 43k is pressed once after being pressed and held for a long time.

[0236] As shown in FIG. 32, the counting button 43k is pressed and held immediately after time T1, and the pressing and holding of the counting button 43k is stopped immediately after time T15. In this case, as in the case shown in FIG. 31, even if the counting button 43k is not pressed and held, the frame control microcomputer 171 executes the 250-ball counting process every 300 ms, and at time T41, the game ball count display 180 displays "250." Here, it is assumed that the counting button 43k is pressed only once between time T41 and time T42. In this case, the frame control microcomputer 171 stops the automatic counting process, and does not execute the 250-ball counting process at time T42. Therefore, at time T42, the "250" display on the game ball count display 180 is maintained. In this way, the player can press and hold the counting button 43k for a long time, and then stop the automatic counting process before the number of balls held reaches "0" even after the long press on the counting button 43k is released.

[0237] 32, the case where the automatic counting process is stopped by a single press of the counting button 43k after the long press of the counting button 43k is released has been described. However, the operation of the counting button 43k to stop the automatic counting process is not limited to a single press, and may be a long press.

[0238] In this embodiment, even after the counting button 43k is pressed and held for a long time and the counting button 43k is released, if the frame control microcomputer 171 determines that there is an abnormality in the pachinko gaming machine PY1, the automatic counting process is stopped. For example, as shown in FIG. 32, the counting button 43k is pressed and held immediately after time T1, and the counting button 43k is stopped immediately after time T15. Then, between time T41 and time T42, the frame control microcomputer 171 determines that there is an abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200. In this case, the frame control microcomputer 171 stops the automatic counting process, and the game ball count display 180 maintains the display of "250" at time T42. In this way, even after the counting button 43k is pressed and held for a long time and then the long press on the counting button 43k is released, if it is determined that there is an abnormality in the pachinko game machine PY1, the automatic counting process will be stopped.

[0239] In the above description, the case has been described where the frame control microcomputer 171 suspends the automatic counting process when it determines that there is an abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200 after the long press on the counting button 43k is released. However, abnormalities that may suspend the automatic counting process are not limited to abnormalities in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200. Therefore, after the long press on the counting button 43k is released, the frame control microcomputer 171 suspends the automatic counting process even when it determines that there is an open frame, radio wave fraud, magnetic fraud, or call in progress (a press operation on the call switch 41k) as shown in FIG.

[0240] In this embodiment, the operation means for short and long presses and the operation means for long and long presses are the same counting button 43k. Alternatively, it is conceivable to provide a dedicated operation means for long and long presses that is different from the counting button 43k for short and long presses. However, providing a dedicated operation means for long and long presses poses the following problem. That is, in this pachinko gaming machine PY1, the counting process (S3006) by the frame control microcomputer 171 can be executed even while the player is rotating the handle 72k to launch game balls. Therefore, while the player is rotating the handle 72k, i.e., during play, there is a possibility that the player may accidentally operate the dedicated operation means for long and long presses. In this case, the player's ball count will suddenly drop to "0" during play, and the game will be interrupted. Therefore, in this embodiment, in order to make the above-mentioned problems less likely to occur (to make it less likely that an erroneous operation will occur on the dedicated operating means for performing a long press), the same counting button 43k is used as both the operating means for performing a short long press and the operating means for performing a long long press.

[0241] 9. Game inspection mode and frame inspection mode Next, the game inspection mode will be explained. As shown in Fig. 33, the game inspection mode (inspection mode) is a mode set by the game control board 100 (game control microcomputer 101) when the RAM clear switch 191 is pressed when the power is turned on. The game inspection mode is a mode for checking whether the game drive devices connected to the game control board 100 are operating normally. Here, the game drive devices (game inspection objects) specifically refer to the AT solenoid 14s, the electric chute solenoid 12s, the first start hole sensor 11a, the second start hole sensor 12a, the special prize hole sensor 14a, the first general prize hole sensor 10x, the second general prize hole sensor 10y, the third general prize hole sensor 10z, the discharge hole sensor 15a, and the gate sensor 13a.

[0242] In the game inspection mode, the game progress is not controlled by the game control board 100 (game control microcomputer 101), and the player cannot play. When the game inspection mode ends, RAM is cleared, and then the game mode is switched to in which the game progress is controlled by the game control board 100. Once the game mode is switched to in this way, the player can play. Therefore, the game inspection mode can be said to be a mode (non-game mode) in which the game progress cannot be controlled by the game control board 100.

[0243] Incidentally, when changing the specifications of a pachinko gaming machine or manufacturing a successor or derivative model, there are cases where only the game board 1 or only the movable body unit (a part of the front door 23) is replaced without manufacturing a new pachinko gaming machine in its entirety. In such cases, the applicant does not send the manufactured pachinko gaming machine to the gaming parlor (hall) in an assembled state, but is adopting an on-site replacement method in which the game board 1 and movable body unit are sent to the gaming parlor (hall), and the employees of the gaming parlor replace the game board 1 and movable body unit that have been sent to complete the pachinko gaming machine.

[0244] In this on-site replacement method, for example, at the gaming parlor where the game board 1 is delivered, an employee will assemble the pachinko gaming machine PY1 using the gaming machine frame that is already installed. In this case, the employee of the gaming parlor must check whether the gaming drive mechanism of the assembled pachinko gaming machine PY1 is operating properly. This is because if a player were to play a game with the gaming drive mechanism not operating properly, there is a risk of causing a great disadvantage to the player.

[0245] Therefore, in this embodiment, as described above, when the RAM clear switch 191 is pressed upon power-on, the game inspection mode is set immediately after power-on. That is, the condition for transitioning to the game inspection mode is that the power switch 195 is turned ON and the RAM clear switch 191 is pressed. When the game inspection mode is set, the game control board 100 (game control microcomputer 101) drives the AT solenoid 14s and the electric chute solenoid 12s. As a result, while the game inspection mode is set, the opening and closing operation of the AT opening and closing member 14k is repeatedly performed as shown in FIG. 34(B), and the opening and closing operation of the electric chute opening and closing member 12k is repeatedly performed as shown in FIG. 34(C). In this way, when the game inspection mode is set, arcade employees can confirm that the AT solenoid 14s is operating normally by watching the opening and closing operation of the AT opening and closing member 14k, and can also confirm that the electric chute solenoid 12s is operating normally by watching the opening and closing operation of the electric chute opening and closing member 12k.

[0246] Here, among the game drives, to check whether the first start opening sensor 11a, the second start opening sensor 12a, the special prize opening sensor 14a, the first general prize opening sensor 10x, the second general prize opening sensor 10y, the third general prize opening sensor 10z, the outlet sensor 15a, and the gate sensor 13a are operating normally, the game ball count display 180 is used. Note that the first start opening sensor 11a, the second start opening sensor 12a, the special prize opening sensor 14a, the first general prize opening sensor 10x, the second general prize opening sensor 10y, the third general prize opening sensor 10z, the outlet sensor 15a, and the gate sensor 13a correspond to "game side sensors."

[0247] Specifically, when the game inspection mode is set, when a game ball passes through the first start hole 11, a detection signal from the first start hole sensor 11a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H01" (see FIG. 35) in the first light-emitting region 181 to the third light-emitting region 183 (the first light-emitting region 181, the second light-emitting region 182, and the third light-emitting region 183) of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H01" in the first light-emitting region 181 to the third light-emitting region 183 of the game ball number display 180, so that an employee of the game parlor who sees "H01" on the game ball number display 180 can know that the first start hole sensor 11a is operating normally.

[0248] Furthermore, when the game inspection mode is set, when a game ball passes through the second start hole 12, a detection signal from the second start hole sensor 12a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H02" (see FIG. 35) in the first light-emitting region 181 to the third light-emitting region 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H02" in the first light-emitting region 181 to the third light-emitting region 183 of the game ball number display 180, so that an employee of the game parlor who sees "H02" on the game ball number display 180 can know that the second start hole sensor 12a is operating normally.

[0249] Furthermore, when the game inspection mode is set, if a gaming ball passes through the special winning opening 14, a detection signal from the special winning opening sensor 14a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H03" (see FIG. 35) in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180. As a result, the frame control microcomputer 171 displays "H03" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180, so that an employee of the gaming parlor who sees "H03" on the gaming ball number display 180 can know that the special winning opening sensor 14a is operating normally.

[0250] Furthermore, when the game inspection mode is set, when a gaming ball passes through the first general winning opening 10A, a detection signal from the first general winning opening sensor 10x is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H04" (see FIG. 35) in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180. As a result, the frame control microcomputer 171 displays "H04" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180, so that an employee of the gaming parlor who sees "H04" on the gaming ball number display 180 can know that the first general winning opening sensor 10x is operating normally.

[0251] Furthermore, when the game inspection mode is set, when a gaming ball passes through the second general winning opening 10B, a detection signal from the second general winning opening sensor 10y is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H05" (see FIG. 35) in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180. As a result, the frame control microcomputer 171 displays "H05" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180, so that an employee of the gaming parlor who sees "H05" on the gaming ball number display 180 can know that the second general winning opening sensor 10y is operating normally.

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

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

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

[0255] The conditions for terminating the game play inspection mode will now be described. The game play inspection mode is initiated when a predetermined time (two minutes in this embodiment) has elapsed since the game entered the game play inspection mode, i.e., when the RAM clear switch 191 is pressed upon power-on, or when the RAM clear switch 191 is pressed. The game play inspection mode has two conditions for terminating: a first termination condition that two minutes have elapsed since the game entered the game play inspection mode, and a second termination condition that the RAM clear switch 191 is pressed. The first termination condition allows the game to automatically transition to the game mode even if an employee of the game arcade forgets to terminate the game play inspection mode. The second termination condition allows the employee of the game arcade to terminate the game play inspection mode and transition to the game mode at any time.

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

[0257] In the frame inspection mode, similar to the game inspection mode, the game progress is not controlled by the game control board 100 (game control microcomputer 101), and the player cannot play. When the frame inspection mode ends, as in the game inspection mode, RAM is cleared, and then the game mode is switched to in which the game progress is controlled by the game control board 100. Thus, the frame inspection mode can be said to be a mode (non-game mode) in which the game progress cannot be controlled by the game control board 100.

[0258] As described above, in the on-site replacement method, the pachinko gaming machine PY1 is assembled by an employee of the gaming parlor. In this case, it is desirable that the employee of the gaming parlor check not only whether the game drive mechanism operates properly but also whether the frame drive mechanism operates properly in the assembled pachinko gaming machine PY1. This is because if a player were to play a game with the frame drive mechanism not operating properly, it could cause a great disadvantage to the player.

[0259] Therefore, in this embodiment, as described above, when the RAM clear switch 191 is pressed upon power-on, not only is the game inspection mode set but also the frame inspection mode is set immediately after power-on. In the frame inspection mode, the game ball count display 180 is used to check whether the frame drive elements, namely, the shot ball detection sensor 16a, the return ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the downstream monitoring sensor 31a, the lift inlet sensor 33a, and the lift outlet sensor 34a, are operating normally.

[0260] Specifically, when the frame inspection mode is set, if a gaming ball is detected by the shot ball detection sensor 16a, a detection signal from the shot ball detection sensor 16a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H09" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180 (see FIG. 35), so that an employee of the gaming parlor who sees "H09" on the gaming ball number display 180 can know that the shot ball detection sensor 16a is operating normally.

[0261] Furthermore, when the frame inspection mode is set, if a gaming ball is detected by the returned ball detection sensor 17a, a detection signal from the returned ball detection sensor 17a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H10" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180 (see FIG. 35), so that an employee of the gaming parlor who sees "H10" on the gaming ball number display 180 can know that the returned ball detection sensor 17a is operating normally.

[0262] Furthermore, when the frame inspection mode is set, if a gaming ball is detected by the downstream monitoring sensor 31a, a detection signal from the downstream monitoring sensor 31a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H11" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180 (see FIG. 35), so that an employee of the gaming parlor who sees "H11" on the gaming ball number display 180 can know that the downstream monitoring sensor 31a is operating normally.

[0263] Furthermore, when the frame inspection mode is set, if a gaming ball is detected by the upstream monitoring sensor 32a, a detection signal from the upstream monitoring sensor 32a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H12" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180 (see FIG. 35), so that an employee of the gaming parlor who sees "H12" on the gaming ball number display 180 can know that the upstream monitoring sensor 32a is operating normally.

[0264] Furthermore, when the frame inspection mode is set, if a gaming ball is detected by the lifting entrance sensor 33a, a detection signal from the lifting entrance sensor 33a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H13" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180 (see FIG. 35), so that an employee of the gaming parlor who sees "H13" on the gaming ball number display 180 can know that the lifting entrance sensor 33a is operating normally.

[0265] Furthermore, when the frame inspection mode is set, if a gaming ball is detected by the lift-up exit sensor 34a, a detection signal from the lift-up exit sensor 34a is input to the frame control microcomputer 171. As a result, the frame control microcomputer 171 displays "H14" in the first light-emitting area 181 to the third light-emitting area 183 of the gaming ball number display 180 (see FIG. 35), so that an employee of the gaming facility who sees "H14" on the gaming ball number display 180 can know that the lift-up exit sensor 34a is operating normally.

[0266] The conditions for terminating the frame inspection mode will now be explained. The frame inspection mode is terminated together with the game inspection mode. That is, the conditions for terminating the frame inspection mode include a first termination condition that two minutes have elapsed since the transition to the frame inspection mode, and a second termination condition that the RAM clear switch 191 is pressed. Thus, in this pachinko gaming machine, the game inspection mode and the frame inspection mode are started and terminated at the same time. As a result, employees of the gaming parlor are not required to set and terminate the game inspection mode and the frame inspection mode separately, which simplifies the process of switching modes.

[0267] In order to check whether each sensor is operating normally in the game inspection mode and the frame inspection mode, the following operation by an amusement facility employee is required: The amusement facility employee rotates the handle 72k to launch a gaming ball toward the gaming area 6. The launched gaming ball then passes through the launched ball detection sensor 16a, the returned ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lift inlet sensor 33a, the lift outlet sensor 34a, and the outlet sensor 15a. The amusement facility employee then opens the front door 23 relative to the inner frame 21 and manually passes the gaming ball through the first general winning opening sensor 10x, the second general winning opening sensor 10y, the third general winning opening sensor 10z, the first starting opening sensor 11a, the second starting opening sensor 12a, the gate sensor 13a, and the special winning opening sensor 14a.

[0268] Thus, in the game inspection mode and frame inspection mode, the employee of the game parlor must not only shoot the game ball but also manually pass the game ball through various sensors. However, in the case of an enclosed type pachinko machine such as the present pachinko machine PY1, the game inspection mode and frame inspection mode have the following problems.

[0269] In the on-site replacement system, immediately after an employee of the gaming parlor assembles the pachinko gaming machine PY1, there are no balls in the machine, and therefore "0" is displayed on the game ball count display 180. When "0" is displayed on the game ball count display 180, the frame control microcomputer 171 controls the launching device 72 via the launch control circuit 175 so that game balls are not launched. Specifically, the frame control microcomputer 171 controls the launching device 72 via the launch control circuit 175 not to output a launch permission signal that enables the launch of game balls to the launching device 72. Therefore, in the game inspection mode and frame inspection mode, since the game ball count display 180 displays "0", the game parlor staff cannot launch the game balls, and the game balls cannot pass through the launched ball detection sensor 16a, the returned ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a (mainly the frame drive mechanism), and the discharge outlet sensor 15a.

[0270] Therefore, in order to address the above-mentioned problems, in the present pachinko gaming machine PY1, when the game inspection mode and the frame inspection mode are set and the game ball number display 180 displays "0", the frame control microcomputer 171 outputs a launch permission signal to the launching device 72 via the launch control circuit 175. In other words, when the game inspection mode and the frame inspection mode are set, game balls can be launched even if the game ball number display 180 displays "0".

[0271] Therefore, immediately after assembling the pachinko gaming machine PY1 using the on-site replacement method, an employee at the gaming parlor can fire game balls toward the gaming area 6 even if the game ball count indicator 180 shows "0." This allows the employee to pass a fired game ball through the fired ball detection sensor 16a, the returned ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lift inlet sensor 33a, the lift outlet sensor 34a, and the outlet sensor 15a, even if the display shows that there are no balls in hand, and check whether these sensors are operating normally. This improves the convenience of inspections in the game inspection mode and the frame inspection mode.

[0272] In the case of a sealed-in pachinko machine, the storage device 25 stores only a predetermined number of game balls (e.g., 50 balls), as shown in FIG. 5(A). Therefore, when the game inspection mode and frame inspection mode are set, an arcade employee opens the front door 23 relative to the inner frame 21 and manually passes game balls through various sensors. The game balls that pass through the sensors are sent to the storage device 25 via the discharge path and lifting device. As a result, the storage device 25 may store more game balls than the predetermined number (e.g., 50 balls), which may result in an excessive game ball error. Therefore, arcade employees remove all game balls stored in the storage device 25 by removing them from the sealed-in pachinko machine. However, if the storage device 25 runs out of game balls, the game balls cannot be fired.

[0273] Therefore, in this pachinko gaming machine PY1, when the game inspection mode and the frame inspection mode are set, if the frame control microcomputer 171 determines that no game balls are stored in the storage device 25, it drives and rotates a lift motor (not shown) provided in a lift device (not shown). As a result, a predetermined number of game balls (for example, 20 balls) stored in the lift device are sent by the lift motor toward the storage device 25. As a result, the storage device 25 stores the predetermined number of game balls, and it is possible to launch the game balls stored in the storage device 25 toward the game area 6. As a result, even after all game balls stored in the storage device 25 have been removed to the outside of the sealed pachinko machine, the game balls can be fired, and as described above, the fired game balls can pass through the fired ball detection sensor 16a, the returned ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a, and the discharge outlet sensor 15a.

[0274] Then, the employee of the gaming facility opens the front door 23 relative to the inner frame 21 and manually passes the gaming balls through the first general winning opening sensor 10x, the second general winning opening sensor 10y, the third general winning opening sensor 10z, the first starting opening sensor 11a, the second starting opening sensor 12a, the gate sensor 13a, and the special winning opening sensor 14a. This makes it possible to confirm that the above-mentioned various sensors are operating normally, and also makes it possible to prevent an excess gaming ball error from occurring even if the gaming balls that have passed through the various sensors are sent to the storage device 25 via the discharge path and lifting device.

[0275] 10. Operation of the gaming control microcomputer Next, the operation of the game control microcomputer 101 will be described with reference to FIGS.

[0276] [Main Control Main Processing] When power is turned on, the game control microcomputer 101 provided on the game control board 100 reads and executes the main control main processing program shown in FIG. 36 from the game ROM 103. As shown in FIG. 36, the main control main processing performs the power-on processing described below (S001). Next, interrupts are prohibited (S002), and normal and special symbol main random number update processing is executed (S003). In this normal and special symbol main random number update processing (S003), the various random number counter values ​​shown in FIG. 12 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. When the normal and special symbol main random number update processing (S003) is completed, interrupts are permitted (S004). While interrupts are permitted, the main timer interrupt processing (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, after the main timer interrupt process (S005) ends and before the next main timer interrupt process (S005) starts, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is disabled, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is enabled (S004).

[0277] [Power-On Processing] As shown in FIG. 37, in the power-on processing (S011), the game control microcomputer 101 first sets permission for access to the game RAM 104 (S011). This allows information to be written to and read from the game RAM 104. Next, the game control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (whether it has been turned ON) (S012). That is, the game control microcomputer 101 determines whether it has received a RAM clear operation signal from the power supply board 190 when the power is turned on. If the RAM clear switch 191 has been pressed (YES in S012), the process proceeds to the game play inspection mode processing in step S020. Thus, when the RAM clear switch 191 is pressed upon power-on, the process transitions to the game play inspection mode. When the game play inspection mode processing (S020) is completed, the process proceeds to the RAM clear processing in step S018. In the RAM clear process (S018), the game control microcomputer 101 erases information related to the progress of the game stored in the game RAM 104 (for example, information on the game state such as a high probability state, information on the results of judgments on whether special symbols are reserved or whether a jackpot has been won or not, etc.), and outputs a RAM clear notification command to the performance control board 120. On the other hand, if the RAM clear switch 191 has not been pressed when the power is turned on (NO in S012), it then determines whether the power failure flag is ON (S013). The power failure flag is a flag that indicates the occurrence of a power failure (that the power supply has been cut off).

[0278] If the power-off flag is not ON (NO in S013), there is a possibility that the power was not shut down properly, so the process proceeds to the RAM clearing process in step S018. On the other hand, if the power-off flag is ON (YES in S013), a checksum is calculated (S014) and compared with the checksum calculated when the power was shut down (S015). The checksum is calculated by treating the game information stored in the game RAM 104 (particularly the RAM clearing area 104a) as numerical values ​​and adding them up. If the checksum values ​​do not match (NO in S015), the contents stored in the RAM clearing area 104a are not normal, so the process proceeds to the RAM clearing process in step S018. On the other hand, if the checksum values ​​match (YES in S015), it is determined that the contents stored in the RAM clearing area 104a are normal, and the process proceeds to step S016.

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

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

[0281] [Game Inspection Mode Processing] The game inspection mode processing (S020) is processing in which the game control microcomputer 101 sets the game inspection mode. As shown in FIG. 38, in the game inspection mode processing (S020), the game control microcomputer 101 first outputs a frame inspection mode start command to the frame control board 170 and outputs an inspection mode presentation start command to the presentation control board 120 (S021). As a result, the frame control board 170 (frame control microcomputer 171) that received the frame inspection mode start command recognizes that the game inspection mode has started and starts the frame inspection mode. Furthermore, the presentation control board 120 (presentation control microcomputer 121) that received the inspection mode presentation start command recognizes that the inspection mode (game inspection mode and frame inspection mode) has started and executes an inspection mode notification presentation.

[0282] In the inspection mode notification effect, as shown in FIG. 34(A), a game inspection mode image YK indicating "game inspection mode in progress" is displayed on the display screen 50a. This allows arcade employees to understand that the game inspection mode has been set. Also, a frame inspection mode image WK indicating "frame inspection mode in progress" is displayed on the display screen 50a. This allows arcade employees to understand that the frame inspection mode has been set. Also, an end condition explanation image S2 is displayed on the display screen 50a, indicating that "the game inspection mode and frame inspection mode will end after two minutes have elapsed or when the RAM clear switch is pressed." This allows arcade employees to understand the end conditions for the game inspection mode and frame inspection mode.

[0283] Following step S021, the game control microcomputer 101 executes an AT solenoid drive process (S022). In the AT solenoid drive process (S022), the AT solenoid 14s is driven so that the special prize opening 14 opens at predetermined short intervals (see FIG. 34(B)). This allows arcade employees to confirm that the AT solenoid 14s, i.e., the AT opening / closing member 14k, is operating correctly. Next, the game control microcomputer 101 executes an electric chute solenoid drive process (S023). In the electric chute solenoid drive process (S022), the electric chute solenoid 12s is driven so that the electric chute 12D (second starting opening 12) opens at predetermined short intervals (see FIG. 34(C)). This allows arcade employees to confirm that the electric chute solenoid 12s, i.e., the AT opening / closing member 14k, is operating correctly.

[0284] Following step S023, the game control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (S024). That is, it determines whether the termination condition (first termination condition) for the game inspection mode is met. If the RAM clear switch 191 has been pressed (YES in S024), the process proceeds to step S019, where a frame inspection mode termination command is output to the frame control board 170 and an inspection mode presentation termination command is output to the presentation control board 120. As a result, the frame control board 170 (frame control microcomputer 171) that has received the frame inspection mode termination command determines that the game inspection mode has ended and terminates the frame inspection mode. Furthermore, the presentation control board 120 (presentation control microcomputer 121) that has received the inspection mode presentation termination command determines that the game inspection mode and frame inspection mode have ended and terminates the inspection mode notification presentation shown in FIG. 34(A). After step S019, the process proceeds to step S018 for RAM clear processing (see FIG. 37) to end the game play inspection mode processing (S020).

[0285] Following step S024, the gaming control microcomputer 101 determines whether two minutes have passed since the gaming inspection mode was started (since the power was turned on) (S025). That is, it determines whether the termination condition (second termination condition) of the gaming inspection mode is met. If two minutes have passed (YES in S025), the process proceeds to step S019, where a frame inspection mode termination command is output to the frame control board 170, as described above. Thereafter, the process proceeds to the RAM clear process (see FIG. 37) in step S018 to terminate the gaming inspection mode process (S020).

[0286] If the gaming control microcomputer 101 determines in step S025 that two minutes have not yet elapsed, it determines that it is not yet time to end the gaming inspection mode. In this case, in step S026, the gaming control microcomputer 101 determines whether a detection signal has been input from the first start hole sensor 11a (S026). If a detection signal has been input from the first start hole sensor 11a (YES in S026), the gaming control microcomputer 101 executes a first start hole sensor detection display process (S027) and proceeds to step S028. In the first start hole sensor detection display process (S027), the gaming control microcomputer 101 transmits a display command to the frame control board 170 to display "H01" (see FIG. 35) on the game ball count display 180. Upon receiving the display command, the frame control microcomputer 171 displays "H01" on the game ball count display 180, allowing the arcade staff to confirm that the first start hole sensor 11a is operating normally. In step S026, if a detection signal is not input from the first start port sensor 11a (NO in S026), the process skips step S027 and proceeds to step S028.

[0287] In step S028, the game control microcomputer 101 determines whether a detection signal has been input from the second start hole sensor 12a (S028). If a detection signal has been input from the second start hole sensor 12a (YES in S028), the game control microcomputer 101 executes a second start hole sensor detection display process (S029) and proceeds to step S030 shown in FIG. 39. In the second start hole sensor detection display process (S029), the game control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball count display 180 to display "H02" (see FIG. 35). Upon receiving the display command, the frame control microcomputer 171 displays "H02" on the game ball count display 180, allowing the game parlor staff to confirm that the second start hole sensor 12a is operating normally. In step S028, if a detection signal is not input from the second starting port sensor 12a (NO in S028), step S029 is skipped and the process proceeds to step S030 shown in FIG.

[0288] As shown in Fig. 39, in step S030, the game control microcomputer 101 determines whether or not a detection signal has been input from the special prize opening sensor 14a. If a detection signal has been input from the special prize opening sensor 14a (YES in S030), the game control microcomputer 101 executes a special prize opening sensor detection display process (S031) and proceeds to step S032. In the special prize opening sensor detection display process (S031), the game control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball count display 180 to display "H03" (see Fig. 35). Upon receiving the display command, the frame control microcomputer 171 then displays "H03" on the game ball count display 180, allowing game parlor employees to confirm that the special prize opening sensor 14a is operating normally. In step S030, if a detection signal is not input from the special prize opening sensor 14a (NO in S030), the process skips step S031 and proceeds to step S032.

[0289] In step S032, the game control microcomputer 101 determines whether or not a detection signal has been input from the first general winning opening sensor 10x. If a detection signal has been input from the first general winning opening sensor 10x (YES in S032), the game control microcomputer 101 executes a first general winning opening sensor detection display process (S033) and proceeds to step S034. In the first general winning opening sensor detection display process (S033), the game control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball count display 180 to display "H04" (see FIG. 35). Upon receiving the display command, the frame control microcomputer 171 then displays "H04" on the game ball count display 180, allowing the arcade staff to confirm that the first general winning opening sensor 10x is operating normally. In step S032, if a detection signal is not input from the first general winning opening sensor 10x (NO in S032), the process skips step S033 and proceeds to step S034.

[0290] In step S034, the game control microcomputer 101 determines whether or not a detection signal has been input from the second general winning opening sensor 10y. If a detection signal has been input from the second general winning opening sensor 10y (YES in S034), the game control microcomputer 101 executes a second general winning opening sensor detection display process (S035) and proceeds to step S036. In the second general winning opening sensor detection display process (S035), the game control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball count display 180 to display "H05" (see FIG. 35). Upon receiving the display command, the frame control microcomputer 171 then displays "H05" on the game ball count display 180, allowing the arcade staff to confirm that the second general winning opening sensor 10y is operating normally. In step S034, if a detection signal is not input from the second general winning opening sensor 10y (NO in S034), the process skips step S035 and proceeds to step S036.

[0291] In step S036, the game control microcomputer 101 determines whether a detection signal has been input from the third general winning opening sensor 10z. If a detection signal has been input from the third general winning opening sensor 10z (YES in S036), the game control microcomputer 101 executes a third general winning opening sensor detection display process (S037) and proceeds to step S038. In the third general winning opening sensor detection display process (S037), the game control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball count display 180 to display "H06" (see FIG. 35). Upon receiving the display command, the frame control microcomputer 171 then displays "H06" on the game ball count display 180, allowing the arcade staff to confirm that the third general winning opening sensor 10z is operating normally. In step S036, if a detection signal is not input from the third general winning opening sensor 10z (NO in S036), the process skips step S037 and proceeds to step S038.

[0292] In step S038, the gaming control microcomputer 101 determines whether a detection signal has been input from the outlet sensor 15a. If a detection signal has been input from the outlet sensor 15a (YES in S038), the gaming control microcomputer 101 executes an outlet sensor detection display process (S039) and proceeds to step S040. In the outlet sensor detection display process (S039), the gaming control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball count display 180 to display "H07" (see FIG. 35). Upon receiving the display command, the frame control microcomputer 171 displays "H07" on the game ball count display 180, allowing an employee of the gaming parlor to confirm that the outlet sensor 15a is operating normally. If a detection signal has not been input from the outlet sensor 15a in step S038 (NO in S038), the gaming parlor skips step S039 and proceeds to step S040.

[0293] In step S040, the gaming control microcomputer 101 determines whether a detection signal has been input from the gate sensor 13a. If a detection signal has been input from the gate sensor 13a (YES in S040), the gaming control microcomputer 101 executes a gate sensor detection display process (S041) and returns to step S024 shown in FIG. 38. In the gate sensor detection display process (S041), the gaming control microcomputer 101 transmits a display command to the frame control board 170 to cause the game ball count display 180 to display "H08" (see FIG. 35). Upon receiving the display command, the frame control microcomputer 171 displays "H08" on the game ball count display 180, allowing an employee of the gaming parlor to confirm that the outlet sensor 15a is operating normally. If a detection signal has not been input from the gate sensor 13a in step S040 (NO in S040), the gaming parlor skips step S041 and returns to step S024 shown in FIG. 38. In this way, the processes of steps S024 to S039 are repeatedly executed unless the condition for ending the gaming inspection mode is met.

[0294] [Main-Side Timer Interrupt Processing] The game control microcomputer 101 repeats the main-side timer interrupt processing (S005) shown in Fig. 40 every short time, for example, 4 msec. This main-side timer interrupt processing (S005) corresponds to the control processing that affects the outcome of the game. First, the game control microcomputer 101 performs random number update processing (S101) to update the jackpot random number used in the jackpot lottery, the win type random number for determining the type of jackpot, the reach random number for determining whether or not to enter a reach state in the effect symbol variation presentation, the variation pattern random number for determining the variation pattern, the normal symbol random number (win random number) used in the normal symbol lottery, etc.

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

[0296] Next, the game control microcomputer 101 executes a start gate sensor detection process (S103), a special action process (S104), and a normal action process (S105). In the start gate sensor detection process (S103), if a winning entry is detected by the first start gate sensor 11a or the second start gate sensor 12a, random numbers such as a jackpot random number (jackpot random number, winning type random number, reach random number, and variable pattern random number (see FIG. 12(A))) are acquired on the condition that the reserved memory corresponding to the start gate where the winning entry was detected is less than four. Also, if a passage is detected by the gate sensor 13a, a normal symbol random number (see FIG. 12(B)) is acquired on the condition that the reserved normal symbols are less than four.

[0297] In the special operation process (S104), random numbers such as the jackpot random number acquired in the start port sensor detection process (S103) are judged using a jackpot judgment table (see FIG. 13(A)), a win type judgment table (not shown), a reach judgment table (see FIG. 13(C)), and a special symbol variation pattern judgment table (see FIG. 14). Then, a special symbol is displayed (variable display and stationary display) to indicate the result of the jackpot lottery. When the variable display of the special symbol is started, a variation start command including information on the variation pattern of the variable display of the special symbol is set in the output buffer of the game RAM 104. When the stationary display of the special symbol is started, a variation stop command is set in the output buffer of the game RAM 104. If the result of the jackpot random number judgment indicates a jackpot, a jackpot game is played in which the jackpot winning port 14 is opened according to a predetermined opening pattern (opening time and number of openings, see FIG. 11) corresponding to the type of jackpot.

[0298] When starting an opening during a jackpot game, the game control microcomputer 101 sets an opening command including information on the type of jackpot symbol that has been won in the output buffer of the game RAM 104. When starting a round game, the game control microcomputer 101 sets a round designation command in the output buffer of the game RAM 104. When starting an ending, the game control microcomputer 101 sets an ending command in the output buffer of the game RAM 104. In addition, in the special operation process (S104), if the game state has changed, the game control microcomputer 101 sets a game state designation command including information on the game state in the output buffer of the game RAM 104. In addition, in the special operation process (S104), if no random numbers such as a jackpot random number have been stored, the game control microcomputer 101 sets a customer waiting standby command to cause the effect control microcomputer 121 to execute a customer waiting effect.

[0299] In the normal operation process (S105), a determination is made using the normal symbol random number obtained in the start port sensor detection process (S103) and the normal symbol winning determination table (see FIG. 13(D)), and the normal symbol variation pattern selection table (see FIG. 13(E)) is used to select the normal symbol variation time according to the game status. Then, normal symbols are displayed (variable display and stationary display) to notify the result of the normal symbol lottery determination. If the result of the normal symbol random number determination is that the normal winning symbol has been won, an auxiliary game is played in which the electric chute 12D is opened according to a predetermined opening pattern (opening time and number of openings, see FIG. 13(F)) according to the game status.

[0300] Next, the gaming control microcomputer 101 executes a fraud detection process (S106). In the fraud detection process (S106), for example, it is determined whether or not a detection signal from the magnetic sensor 28a has been received, and if so, information on the detection signal from the magnetic sensor 28a is set in the gaming RAM 104. As a result, information on the detection signal from the magnetic sensor 28a is transmitted to the frame control board 170 by an output process (S108) described later.

[0301] Next, the game control microcomputer 101 executes left-hit base calculation processing (S107). In the left-hit base calculation processing (S107), in the short-time-saving state, the total number of winning balls in the short-time-saving state is calculated based on the detection signal from the general winning hole sensor 10a, the detection signal from the first starting hole sensor 11a, and the detection signal from the second starting hole sensor 12a. Also, in the short-time-saving state, the number of shooting balls in the short-time-saving state is calculated based on the detection signal from the outlet sensor 15a. Also, in the normal game state, the total number of winning balls in the normal state is calculated based on the detection signal from the general winning hole sensor 10a, the detection signal from the first starting hole sensor 11a, and the detection signal from the second starting hole sensor 12a. Also, in the normal game state, the number of shooting balls in the normal state is calculated based on the detection signal from the outlet sensor 15a. As a result, the game control microcomputer 101 sequentially calculates the left-hit base, which is the ratio between the total number of winning balls hit from the left (total number of winning balls for slight time reduction, total number of winning balls for normal play) and the number of balls fired from the left (number of balls fired from slight time reduction, number of balls fired from slight time reduction). Specifically, the left-hit base is calculated by dividing the total number of winning balls hit from the left by the number of balls fired from the left, and multiplying the result by 100. The game control microcomputer 101 sequentially counts the total number of balls fired based on the detection signal from the discharge port sensor 15a in all game states.

[0302] Then, the game control microcomputer 101 executes output processing (S108) and ends this processing. In the output processing (S108), the commands and the like set in the game RAM 104 in each of the above-mentioned processes are output to the performance control board 120, and the commands and the like set in the game RAM 104 are output to the frame control board 170. Therefore, by the output processing (S108), a game state designation command is output to the frame control board 170. This allows the frame control microcomputer 171 to grasp the current game state. In addition, by the output processing (S108), information on the left-hit base value, information on the value of the total number of balls fired, information on the number of balls fired by left-hit, information on the detection signal by the magnetic sensor 28a, information on winning a jackpot (jackpot signal), and the like are also output to the frame control board 170.

[0303] 11. Operation of the performance control microcomputer Next, the operation of the performance control microcomputer 121 will be described with reference to FIGS.

[0304] [Sub-control main processing] When power is turned on, the performance control microcomputer 121 provided in the performance control board 120 reads out and executes the sub-control main processing program shown in Fig. 41 from the performance ROM 123. As shown in Fig. 41, the sub-control main processing determines whether the sub-side power failure flag is ON and the contents of the performance RAM 124 are normal (S1001). The sub-side power failure flag is a flag that indicates the occurrence of a power failure. If the determination result in step S1001 is NO, that is, if the sub-side power failure flag is not ON, or if the sub-side power failure flag is ON but the contents of the performance RAM 124 are not normal, the performance RAM 124 is initialized (S1002) and the process proceeds to step S1003.

[0305] On the other hand, if the determination result in step S1001 is YES, that is, if the sub-side power failure flag has been turned ON due to a power failure but the contents of the presentation RAM 124 are maintained normal, then it is determined whether or not a RAM clear notification command has been received (S1011). If a RAM clear notification command has been received (YES in S1011), the game RAM 104 of the game control board 100 has been cleared. Therefore, the presentation RAM 124 of the presentation control board 120 is cleared (S1002), and the process proceeds to step S1003. On the other hand, if a RAM clear notification command has not been received (NO in S1011), the presentation RAM 124 is not cleared and the process proceeds to step S1003.

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

[0307] In step S1004, interrupts are prohibited. Next, a random number seed update process is executed (S1005). In the random number seed update process (S1005), the values ​​of various random number counters for determining effects are updated. When the random number seed update process (S1005) is completed, a command transmission process is executed (S1006). In the command transmission process (S1006), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140, which has received the commands, executes various effects (variable effects, jackpot effects consisting of opening effects, round effects, and ending effects, etc.) using the image display device 50 in accordance with the commands. The effect control microcomputer 121 then permits interrupts (S1007). Thereafter, steps S1004 to S1007 are looped. While interrupts are enabled, the sub-side power interruption monitoring process (S1012), the receive interrupt process (S1008), the 1 ms timer interrupt process (S1009), and the 10 ms timer interrupt process (S1010) can be executed.

[0308] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S1009) is executed each time an interrupt pulse with a 1 ms period is input to the performance control board 120. As shown in Figure 42, the 1 ms timer interrupt processing (S1009) first performs input processing (S1201). In the input processing (S1201), switch data (edge ​​data and level data) is created based on detection signals from the input section detection sensor 40a (see Figure 10) and the select button detection sensor 42a (see Figure 10).

[0309] Next, lamp data output processing is performed (S1202). In the lamp data output processing (S1202), the set lamp data (data that controls the emission of the frame lamp 56 and the board lamp 54) is output to the sub-drive board 162 so that the frame lamp 56 and the board lamp 54 emit light at a timing that suits the performance. As a result, the sub-drive board 162 controls the emission of the frame lamp 56 and the board lamp 54.

[0310] Next, a drive control process (S1203) is performed. In the drive control process (S1203), drive data is created and output to drive the board movable body 55k at a timing that matches the performance. In other words, the board movable body 55k is driven in a predetermined operating mode according to the drive data. Then, a watchdog timer process (S1204) is performed to reset the watchdog timer, and this process ends.

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

[0312] In addition, in the received command analysis process (S1301), the presentation control microcomputer 121 determines whether an inspection mode presentation start command has been received from the game control microcomputer 101, and if so, executes a frame mode notification presentation selection process for executing the inspection mode notification presentation shown in Fig. 34(A). Also, it determines whether an inspection mode presentation end command has been received from the game control microcomputer 101, and if so, executes a frame mode notification presentation end process for ending the inspection mode notification presentation shown in Fig. 34(A).

[0313] Following the received command analysis process (S1301), the performance control microcomputer 121 performs a switch state acquisition process (S1302) to store the switch data created in the 1 ms timer interrupt process as switch data for the 10 ms timer interrupt process in the performance RAM 124. Next, the performance control microcomputer 121 performs a switch process (S1303) to set the display content, etc. of the display screen 50a based on the switch data stored in the switch state acquisition process (S1302).

[0314] Thereafter, the performance control microcomputer 121 performs lamp processing (S1304). In lamp processing (S1304), lamp data (data that controls the lighting of the frame lamp 56 and the board lamp 54) is created, and time management of the light-emitting performance is performed. Next, audio control processing (S1305) is performed. In audio control processing (S1305), audio data (data that controls the audio output from the speaker 610) is created and output to the audio control board 161, and time management of the audio performance is performed. As a result, audio that matches the performance to be executed is output from the speaker 610. Then, other processing such as updating various random numbers for determining performance is performed (S1306), and this processing ends.

[0315] 12. Operation of the frame control microcomputer [Frame Control Timer Interrupt Processing] Next, the operation of the frame control microcomputer 171 will be described with reference to Figures 44 to 53. As shown in Figure 44, the frame control microcomputer 171 executes power-on processing (S2001), and then executes frame control timer interrupt processing (S2002) each time an interrupt pulse with a period of several msec (3 msec in this embodiment) is input to the frame control board 170.

[0316] As shown in FIG. 45, in the power-on process (S2001), the frame control microcomputer 171 first determines whether or not a frame inspection mode start command has been received from the game control microcomputer 101 (S2100). If the frame inspection mode start command has not been received (NO in S2100), the initial setting process is executed (S2104) and the process ends. On the other hand, if the frame inspection mode start command has been received (YES in S2100), the frame inspection mode process described below is executed (S2101). This starts the frame inspection mode. Next, the frame inspection launch control process is executed (S2102).

[0317] In the frame inspection launch control process (S2102), the frame control microcomputer 171 outputs a launch permission signal to the launch device 72 via the launch control circuit 175, enabling the launch of game balls, regardless of whether the player has balls (the game ball count display 180 displays "1" or more) or no balls (the game ball count display 180 displays "0"). Therefore, when the game inspection mode and frame inspection mode are set, game balls can be launched toward the play area 6 regardless of whether the player has balls or not. In other words, when the game inspection mode and frame inspection mode are set, an employee of the arcade can launch game balls even if the game ball count display 180 displays "0."

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

[0319] [Frame Inspection Mode Processing] The frame inspection mode processing (S2101) is processing that the frame control microcomputer 171 sets to the frame inspection mode. As shown in FIG. 46, in the frame inspection mode processing (S2101), the frame control microcomputer 171 first determines whether or not a detection signal has been input from the shot ball detection sensor 16a (S2201). If a detection signal has been input from the shot ball detection sensor 16a (YES in S2201), the frame control microcomputer 171 executes a shot ball sensor detection display processing (S2202) and proceeds to step S2203. In the shot ball sensor detection display processing (S2202), the frame control microcomputer 171 displays "H09" on the game ball count display 180 (see FIG. 35). This allows arcade employees to confirm that the shot ball detection sensor 16a is operating normally. In step S2201, if a detection signal is not input from the first start port sensor 11a (NO in S2201), step S2202 is skipped and the process proceeds to step S2203.

[0320] In step S2203, the frame control microcomputer 171 determines whether or not a detection signal has been input from the return ball detection sensor 17a. If a detection signal has been input from the return ball detection sensor 17a (YES in S2203), a return ball sensor detection display process is executed (S2204), and the process proceeds to step S2205. In the return ball sensor detection display process (S2204), the frame control microcomputer 171 displays "H10" on the game ball count display 180 (see FIG. 35). This allows an employee of the game arcade to confirm that the return ball detection sensor 17a is operating normally. If a detection signal has not been input from the return ball detection sensor 17a in step S2203 (NO in S2203), the process skips step S2204 and proceeds to step S2205.

[0321] In step S2205, the frame control microcomputer 171 determines whether a detection signal has been input from the upstream monitoring sensor 32a. If a detection signal has been input from the upstream monitoring sensor 32a (YES in S2205), an upstream monitoring sensor detection display process is executed (S2206), and the process proceeds to step S2207. In the upstream monitoring sensor detection display process (S2206), the frame control microcomputer 171 displays "H11" on the game ball count display 180 (see FIG. 35). This allows an employee of the gaming parlor to confirm that the upstream monitoring sensor 32a is operating normally. If a detection signal has not been input from the upstream monitoring sensor 32a in step S2205 (NO in S2205), the process skips step S2206 and proceeds to step S2207.

[0322] In step S2207, the frame control microcomputer 171 determines whether a detection signal has been input from the downstream monitoring sensor 31a. If a detection signal has been input from the downstream monitoring sensor 31a (YES in S2207), a downstream monitoring sensor detection display process is executed (S2208), and the process proceeds to step S2209. In the downstream monitoring sensor detection display process (S2208), the frame control microcomputer 171 displays "H12" on the game ball count display 180 (see FIG. 35). This allows an employee of the gaming parlor to confirm that the downstream monitoring sensor 31a is operating normally. If a detection signal has not been input from the downstream monitoring sensor 31a in step S2207 (NO in S2207), the process skips step S2208 and proceeds to step S2209.

[0323] In step S2209, the frame control microcomputer 171 determines whether a detection signal has been input from the lifting inlet sensor 33a. If a detection signal has been input from the lifting inlet sensor 33a (YES in S2209), a lifting inlet sensor detection display process is executed (S2210), and the process proceeds to step S2211. In the lifting inlet sensor detection display process (S2210), the frame control microcomputer 171 displays "H13" on the game ball count display 180 (see FIG. 35). This allows arcade employees to confirm that the lifting inlet sensor 33a is operating normally. If a detection signal has not been input from the lifting inlet sensor 33a in step S2209 (NO in S2209), the process skips step S2210 and proceeds to step S2211.

[0324] In step S2211, the frame control microcomputer 171 determines whether a detection signal has been input from the lift-up exit sensor 34a. If a detection signal has been input from the lift-up exit sensor 34a (YES in S2211), the frame control microcomputer 171 executes a lift-up exit sensor detection display process (S2212) and proceeds to step S2213. In the lift-up exit sensor detection display process (S2212), the frame control microcomputer 171 displays "H14" on the game ball count display 180 (see FIG. 35). This allows an employee of the amusement facility to confirm that the lift-up exit sensor 34a is operating normally. If a detection signal has not been input from the lift-up exit sensor 34a in step S2211 (NO in S2211), the frame control microcomputer 171 skips step S2212 and ends this process.

[0325] [Frame Control Timer Interrupt Processing] In the frame control timer interrupt processing (S2202), as shown in FIG. 47, the frame control microcomputer 171 first executes the launch control processing (S3000). In this launch control processing (S3000), unlike the frame inspection launch control processing (S2102) described above, the frame control microcomputer 171 outputs a launch permission signal to the launching device 72 via the launch control circuit 175, enabling the launch of game balls, if there are balls in hand (the game ball count display 180 displays "1" or more). On the other hand, if there are no balls in hand (the game ball count display 180 displays "0"), the frame control microcomputer 171 does not output a launch permission signal to the launching device 72 via the launch control circuit 175, enabling the launch of game balls. Thus, after the game inspection mode and frame inspection mode are completed, game balls can be launched only if there are balls in hand.

[0326] Following step S3000, the frame control microcomputer 171 executes input processing (S3001), which will be described later. Next, it executes game control board output processing (S3002), which outputs the signal (command, etc.) set in the frame RAM 174 to the game control board 100. Note that since the pachinko gaming machine PY1 is an enclosed type pachinko machine and is not provided with a prize ball payout device, the frame control microcomputer 171 does not need to execute prize ball motor control processing to drive the prize ball motor of the prize ball payout device.

[0327] Next, the frame control microcomputer 171 executes a dedicated external unit output process to transmit information related to lending, information related to counting, and gaming machine information (gaming machine installation information, gaming machine performance information, hall control information, and fraud monitoring information) shown in Figure 18 to the dedicated external unit 200 via asynchronous serial communication (S3003). In the dedicated external unit output processing (S3003), as shown in FIG. 18, the timing for transmitting information related to lending is 50 ms after receiving information related to lending from the dedicated external unit 200, the timing for transmitting information related to counting is 300 ms cycles, the timing for transmitting gaming machine information including gaming machine installation information as its content is 60 seconds cycles, the timing for transmitting gaming machine information including gaming machine performance information (including information on the number of gaming balls acquired in one minute measured in the processing for measuring the number of gaming balls acquired in one minute in step S3120 described below) as its content is 180 seconds cycles, and the timing for transmitting gaming machine information including hall control information and fraud monitoring information as its content is 300 ms cycles.

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

[0329] [Input Processing] As shown in FIG. 48, in the input processing (S3001), the frame control microcomputer 171 first determines whether or not information related to lending (see FIG. 17) has been received from the dedicated external unit 200 (S3101). If no information has been received (NO in S3101), the process proceeds to step S3105. On the other hand, if information has been received (YES in S3101), a game ball number setting process is executed to newly set the number of game balls (number of possessed balls) to be displayed on the game ball number display 180 based on the information on the number of lent balls included in the information related to lending (S3102). As a result, the game ball number display 180 displays a new number of game balls, which is the sum of the previously displayed number of game balls and the number of lent balls.

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

[0331] In step S3107, it is determined whether a detection signal has been received from the return ball detection sensor 17a. If a detection signal has not been received (NO in S3107), no game ball has passed through the return flow path MR, and no foul ball has been hit. In this case, the process proceeds immediately to step S3109. On the other hand, if a detection signal has been received (YES in S3107), a foul ball has been hit. In this case, a game ball number addition process is executed to increase the number of game balls displayed on the game ball number display 180 by "1" (S3108), and the process proceeds to step S3109. In this way, even if a foul ball is hit, the number of game balls of the player will not actually decrease, and it is possible to prevent the player from suffering any disadvantage.

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

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

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

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

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

[0337] In step S3120, the frame control microcomputer 171 counts the number of game balls acquired per minute, which is the total number of prize balls acquired by the player when 100 game balls are shot. Specifically, the frame control microcomputer 171 continuously monitors whether the period is one in which 100 game balls have been shot by the game ball number subtraction process in step S3106 (it has been constantly monitoring since power-on). Then, if it determines that the period is one in which 100 game balls have been shot, it calculates the value by which the number of game balls has increased during the period in which 100 game balls were shot by the game ball number addition process in step S3111. In this way, the frame control microcomputer 171 constantly calculates the value by which the number of game balls has increased during the period in which 100 game balls were shot since power-on, and measures (calculates) the number of game balls acquired per minute. In this way, the information on the measured number of game balls acquired per minute is transmitted to the dedicated external unit 200 by the dedicated external unit output process (S3003) described above. After that, in step S3121, other input processes (such as processes based on detection signals from other sensors) are executed, and this process ends.

[0338] [Frame Board Display Display Processing] The frame board display display processing (S3004) is processing by the frame control microcomputer 171 to control the display on the frame board display 300 (see Figures 27 and 28). In this frame board display display processing (S3004), the frame control microcomputer 171 uses a display flag to control the following: if the value of the display flag is "1", the number of game balls shown in Figure 27 is displayed; if the value of the display flag is "2", the number of game balls is displayed followed by an extinguishing state; if the value of the display flag is "3", the base display shown in Figure 27 is displayed; if the value of the display flag is "4", the base display followed by an extinguishing state is displayed; if the value of the display flag is "5", the error display shown in Figure 27 is displayed; and if the value of the display flag is "6", the error display followed by an extinguishing state is displayed.

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

[0340] If the value of the display flag is not "1" in step S3200 (NO in S3200), the process then determines whether the value of the display flag is "2" (S3204). If the value is "2" (YES in S3204), the process executes a light-off setting process to turn off all of the lighted sections LB1 to LB48 (see FIG. 8) of the frame board display 300 (S3205). The process then determines whether 500 ms have elapsed (S3206). If 500 ms have not elapsed (NO in S3206), the light-off state continues, and the process ends. On the other hand, if 500 ms have elapsed (YES in S3206), the value of the display flag is set to "3" (S3207), and the process ends. Thus, after displaying the number of game balls for 5,000 ms, the frame board display 300 enters a light-off state for a short period of 500 ms (see FIG. 27).

[0341] Also, in step S3204, if the value of the display flag is not "2" (NO in S3204), the process then determines whether the value of the display flag is "3" (S3208). If it is "3" (YES in S3208), the frame control microcomputer 171 executes a base display setting process to display the base (displaying one of "bL.", "b1.", "b2.", or "b3." and a left-handed base) on the frame board display 300 (S3209). The process then determines whether 5000 ms, which is the display time for the base display, has elapsed (S3210). If 5000 ms have not elapsed (NO in S3210), the process ends. On the other hand, if 5000 ms have elapsed (YES in S3210), the process sets the value of the display flag to "4" (S3211), and the process ends. In this way, the base display is executed on the frame substrate display 300 for 5000 ms (see FIG. 27).

[0342] If the value of the display flag is not "3" in step S3208 (NO in S3208), the process proceeds to step S3212 shown in FIG. 51, where it is determined whether the value of the display flag is "4." If the value is "4" (YES in S3212), a light-off setting process is executed (S3213) to turn off all of the light-on portions LB1 to LB48 (see FIG. 8) of the frame substrate display 300. Then, it is determined whether 500 ms have elapsed (S3214). If 500 ms have not elapsed (NO in S3214), the light-off state continues, and the process ends. On the other hand, if 500 ms have elapsed (YES in S3214), the value of the display flag is set to "5" (S3215), and the process ends. In this way, after the base display for 5,000 ms, the frame substrate display 300 enters the light-off state for a short period of 500 ms (see FIG. 27).

[0343] If the value of the display flag is not "4" in step S3212 (NO in S3212), the process then determines whether the value of the display flag is "5" (S3216). If the value is "5" (YES in S3216), the frame control microcomputer 171 determines whether an error code is present based on the detection signals from the frame open sensor 2a, the radio wave sensor 18a, the call sensor 41a, and the magnetic sensor 28a transmitted from the game control board 100, as well as the error code table shown in FIG. 26 (S3217). If it determines that an error code is present (YES in S3217), the process executes an error display setting process to display the error code on the frame board display 300 (S3218). The process then determines whether the error display display time of 5000 ms has elapsed (S3219). If 5000 ms has not elapsed (NO in S3219), the process ends. On the other hand, if 5000 ms have elapsed (YES in S3219), the value of the display flag is set to "6" (S3220), and this process ends. Thus, if there is an error code, an error display is executed on the frame board display 300 for 5000 ms (see FIG. 27).

[0344] On the other hand, if it is determined in step S3217 that there is no error code (NO in S3217), the error display setting process in step S3218 is not executed, and the value of the display flag is set to "1" in step S3221, and this process ends. Thereafter, because the value of the display flag is "1," the game ball count display is again executed for 5000 ms, as described above. Thus, if there is no error code, as shown in FIG. 28, no error display is executed, and the following sequence is repeated: game ball count display for 5000 ms ⇒ light-off mode for 500 ms ⇒ base display for 5000 ms ⇒ light-off mode for 500 ms.

[0345] Furthermore, in step S3216, if the value of the display flag is not "5" (NO in S3216), it is determined whether the value of the display flag is "6." If it is not "6" (NO in S3222), this process ends. On the other hand, if it is "6" (YES in S3222), a light-off setting process is executed (S3223) to turn off all of the lighting units LB1 to LB48 (see FIG. 8) of the frame substrate display 300. Then, it is determined whether 500 ms have elapsed (S3224). If 500 ms have not elapsed (NO in S3224), the light-off state is still maintained, so this process ends. On the other hand, if 500 ms have elapsed (YES in S3224), the value of the display flag is set to "1" (S3225), and this process ends. In this way, when the error display is executed for 5000 ms, the frame board display 300 is then turned off for a short period of 500 ms (see FIG. 27). Then, the value of the display flag becomes "1", and the number of game balls is displayed again for 5000 ms as described above.

[0346] [Display Color Setting Process] The display color setting process (S3005) is a process in which the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball count display 180. As shown in FIG. 52, in the display color setting process (S3005), the frame control microcomputer 171 first determines whether the current game state is in the minute-time-shortened state based on the game state designation command transmitted from the game control board 100 (S3301). If the game state is in the minute-time-shortened state (YES in S3301), the frame control microcomputer 171 executes a white display setting process to set the display color of the number of game balls displayed on the game ball count display 180 to white (see FIG. 22) (S3302), and then ends this process. As a result, the number of game balls displayed on the game ball count display 180 is displayed in white, allowing the player to grasp the number of game balls while being aware that the game state is in the minute-time-shortened state.

[0347] If it is determined in step S3301 that the game is not in the micro-time-shortened state (NO in S3301), it is then determined whether or not the game is in the normal game state (S3303). If the game is in the normal game state (YES in S3303), a blue display setting process is executed to set the display color of the number of game balls displayed on the game ball count display 180 to blue (see FIG. 22) (S3304), and this process ends. As a result, the number of game balls displayed on the game ball count display 180 is displayed in blue, allowing the player to understand the number of game balls while being aware that the game is in the normal game state.

[0348] Also, if it is determined in step S3303 that the game is not in a normal game state (NO in S3303), it is then determined whether or not the game is in a low-probability time-saving state (S3305). If the game is in a low-probability time-saving state (YES in S3305), a green display setting process is executed to set the display color of the number of game balls displayed on the game ball count display 180 to green (see FIG. 22) (S3306), and this process ends. As a result, the number of game balls displayed on the game ball count display 180 is displayed in green, making it possible for the player to be aware of the low-probability time-saving state while still understanding the number of game balls.

[0349] Also, if it is determined in step S3303 that the game is not in a low-probability time-saving state (NO in S3305), it is then determined whether or not the game is in a high-probability time-saving state (S3307). If the game is in a high-probability time-saving state (YES in S3307), a red display setting process is executed to set the display color of the number of game balls displayed on the game ball count display 180 to red (see FIG. 22) (S3308), and this process ends. As a result, the number of game balls displayed on the game ball count display 180 is displayed in red, making it possible for the player to be aware of the high-probability time-saving state while also understanding the number of game balls.

[0350] Also, if it is determined in step S3307 that the game is not in the high-probability time-saving state (NO in S3307), the game is in a jackpot game state. Therefore, in this case, a rainbow color display setting process is executed (S3309) to set the display color of the number of game balls displayed on the game ball count display 180 to rainbow colors (see FIG. 22), and this process ends. As a result, the game ball count display 180 displays the number of game balls in rainbow colors, so the player can be made aware that they are in a jackpot game state (a jackpot game is being executed) while understanding the number of game balls.

[0351] [Counting Process] The counting process (S3006) is a process in which the frame control microcomputer 171 executes a 250-ball counting process (S3407) (S3409) or a 1-ball counting process (S3410) based on the pressing operation of the counting button 43k. As shown in FIG. 53, in the counting process (S3006), the frame control microcomputer 171 first determines whether or not there is an abnormality in the pachinko gaming machine PY1 (S3401). Here, an abnormality in the pachinko gaming machine PY1 includes an abnormality in communication between the frame control board 170 and the dedicated external unit 200, an open frame shown in FIG. 26, radio wave fraud, magnetic fraud, an abnormality during a call (a pressing operation of the call switch 41k), and the like.

[0352] If there is no abnormality in the pachinko gaming machine PY1 (NO in S3401), the process then determines whether the long press flag is ON and whether the count button 43k has been operated (S3402). The long press flag indicates that the count button 43k has been pressed and held for a long time. If the long press flag is OFF or the count button 43k has not been operated (NO in S3402), the process determines whether the count button 43k has been pressed and held for 4000 ms or more (S3403). If the count button 43k has been pressed and held for 4000 ms or more (YES in S3403), the process turns the long press flag ON (S3404) and proceeds to step S3405. In this way, the frame control microcomputer 171 continuously monitors whether a long press has been performed. On the other hand, if the count button 43k has not been pressed for 4000 ms or longer (NO in S3403), the process skips step S3404 and proceeds to step S3405.

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

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

[0355] Furthermore, in step S3406, if the frame control microcomputer 171 determines that the long press flag is not ON (NO in S3406), it then determines whether the counting button 43k has been pressed for 500 ms or longer (S3408). If the counting button 43k has been pressed for 500 ms or longer (YES in S3408), it executes the 250 ball counting process (S3409) and ends this process. As a result, the counting button 43k is being pressed for a long time in a 300 ms communication cycle, so the 250 ball counting process (S3409) is executed. At this time, the frame control microcomputer 171 subtracts 3 from the value displayed on the game ball count display 180 every 3 ms so that 250 is subtracted. When the frame control microcomputer 171 executes the 250 ball counting process (S3409), if the number displayed on the game ball number display 180 is less than 250, it executes the counting process for the number displayed on the game ball number display 180 and subtracts 3 every 3 ms until the value displayed on the game ball number display 180 becomes "0".

[0356] Furthermore, in step S3408, if the frame control microcomputer 171 determines that the counting button 43k was not pressed for 500 ms or longer (NO in S3408), it then determines whether the counting button 43k was pressed once (S3410). If the counting button 43k was not pressed once (NO in S3410), this process ends. On the other hand, if the counting button 43k was pressed once (YES in S3410), one-ball counting process is executed (S3411) and this process ends. As a result, since the counting button 43k is pressed once at a communication cycle of 300 ms, one-ball counting process is executed. At this time, the frame control microcomputer 171 displays the value displayed on the game ball count display 180 so that it is decreased by one.

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

[0358] In step S3402, the long press flag is turned OFF, and this process ends. Thus, while the 250-ball counting process (S3407) is being automatically executed until the number of balls in possession reaches "0," if there is an abnormality in communication between the frame control board 170 and the dedicated external unit 200, an open frame as shown in FIG. 26, radio wave fraud, magnetic fraud, or a call in progress (pressing the call switch 41k), the automatic 250-ball counting process (S3407) can be stopped. Furthermore, if the count button 43k is operated while the 250-ball counting process (S3407) is being automatically executed until the number of balls in possession reaches "0," the automatic 250-ball counting process (S3407) can be stopped. Furthermore, if there is an abnormality in this pachinko game machine PY1, the 250 ball counting process (S3407) (S3409) and the 1 ball counting process (S3411) will not be executed regardless of whether the automatic 250 ball counting process (S3407) is being executed or not.

[0359] Incidentally, when a player has 250 or fewer balls, it is possible that the launch of a game ball and the counting process that reduces the number of balls to zero (the 250-ball counting process in steps S3407 and S3409, and the 1-ball counting process in step S3411) may be executed simultaneously. In this case, if the counting process that reduces the number of balls to zero (the 250-ball counting process in steps S3407 and S3409, and the 1-ball counting process in step S3411) were executed with priority over the process when the game ball was launched, the process when the game ball was launched would be executed immediately after the number of balls reached zero. As a result, a situation may arise where the game ball cannot be launched despite the player's intentions.

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

[0361] 13.Effects of this form As explained in detail above, according to the pachinko gaming machine PY1 of this embodiment (first embodiment), when the game inspection mode and frame inspection mode are set in which game progress is disabled, even when the game ball count display 180 displays "0," game balls are released when the handle 72k is operated. Therefore, even if the game inspection mode and frame inspection mode display that there are no balls remaining, game balls can be released and an inspection can be performed based on the released game balls. As a result, when the game inspection mode and frame inspection mode are set, the inspection work can be simplified. Specifically, even if it is displayed that there are no balls remaining, it is possible to check whether the first start port sensor 11a, second start port sensor 12a, large prize port sensor 14a, first general prize port sensor 10x, second general prize port sensor 10y, third general prize port sensor 10z, discharge port sensor 15a, gate sensor 13a connected to the game control board 100, and the fired ball detection sensor 16a, returned ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, lifting inlet sensor 33a, and lifting outlet sensor 34a connected to the frame control board 170 are operating normally.

[0362] Furthermore, according to the pachinko game machine PY1 of this embodiment, when the machine is set to frame inspection mode, when a game ball passes through the fired ball detection sensor 16a, returned ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, lifting inlet sensor 33a, and lifting outlet sensor 34a (frame side sensor) connected to the frame control board 170, a detection signal is output from each of the above sensors to the frame control board 170. 35, when a gaming ball passes through the launched ball detection sensor 16a, the gaming ball count display 180 displays "H09." When a gaming ball passes through the returned ball detection sensor 17a, the gaming ball count display 180 displays "H10." When a gaming ball passes through the downstream monitoring sensor 31a, the gaming ball count display 180 displays "H11." When a gaming ball passes through the upstream monitoring sensor 32a, the gaming ball count display 180 displays "H12." When a gaming ball passes through the lift inlet sensor 33a, the gaming ball count display 180 displays "H13." When a gaming ball passes through the lift outlet sensor 34a, the gaming ball count display 180 displays "H14." In this way, when the frame inspection mode is set, by looking at the gaming ball count display 180, it is possible to check whether the above-mentioned sensors (frame side sensors) connected to the frame control board 170 are operating normally. 1, the game ball count display 180 can be easily seen without opening the gaming machine frame 2 (inner frame 21, front door 23) (see FIG. 1). Therefore, for example, compared to a case where the frame board display 300, which can be seen by opening the gaming machine frame 2, indicates whether the sensors connected to the frame control board 170 are operating normally, the game ball count display 180 makes it easier for the employees of the gaming parlor to check.

[0363] Furthermore, according to the pachinko game machine PY1 of this embodiment, when the start condition of pressing the RAM clear switch 191 when the power is turned on is met, as shown in Figure 33, the game inspection mode is set and also the frame inspection mode is set. In this way, it is possible to confirm whether both the game drive devices (AT solenoid 14s, electric chute solenoid 12s, first start port sensor 11a, second start port sensor 12a, large prize port sensor 14a, first general prize port sensor 10x, second general prize port sensor 10y, third general prize port sensor 10z, discharge port sensor 15a, gate sensor 13a) connected to the game control board 100 and the frame drive devices (launched ball detection sensor 16a, returned ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, downstream monitoring sensor 31a, lifting inlet sensor 33a, lifting outlet sensor 34a) connected to the frame control board 170 are operating normally using the same starting conditions.

[0364] Furthermore, with the pachinko gaming machine PY1 of this embodiment, as shown in FIG. 33, when two minutes have elapsed since the game inspection mode and the frame inspection mode were set, or when the RAM clear switch 191 is pressed, the game inspection mode and the frame inspection mode are both terminated. In this way, it is possible to confirm whether the game drives connected to the game control board 100 and the frame drives connected to the frame control board 170 are operating normally by setting the same start and end conditions. In other words, if the start conditions for the game inspection mode and the frame inspec...

Claims

1. a game control means capable of executing a predetermined winning determination process; an operable operating means; a performance control means capable of controlling the performance; a display means for displaying a hold icon indicating that the execution of the winning determination process is on hold; The performance control means A specific suggestion effect that suggests the result of the hit determination process can be executed, When the execution of the hit determination process is on hold, if the specific suggestion performance is started, the hold icon can be switched from displayed to hidden, A gaming machine characterized in that the hold icon that is hidden while the specific suggestion performance is being executed can be displayed by performing a specific switching display by operating the operating means.

2. 2. The gaming machine according to claim 1, The performance control means A predetermined suggestion effect that suggests the result of the hit determination process can be executed, When the execution of the hit determination process is suspended, the suspended icon is displayed during the execution of the predetermined suggestion effect, A gaming machine characterized in that the hold icon displayed during the execution of the specified suggestion performance can be hidden by performing a specified switching display by operating the operating means.

3. a game control means capable of executing a predetermined winning determination process; an operable operating means; a performance control means capable of controlling the performance; a display means for displaying a hold icon indicating that the execution of the winning determination process is on hold; The performance control means A predetermined suggestion effect that suggests the result of the hit determination process can be executed, When the execution of the hit determination process is suspended, the suspended icon is displayed during the execution of the predetermined suggestion effect, A gaming machine characterized in that the hold icon displayed during the execution of the specified suggestion performance can be hidden by performing a specified switching display by operating the operating means.

Citation Information

Patent Citations

  • Game machine

    JP2022040550A