Game machine
The gaming machine improves power-saving mode convenience and efficiency by incorporating a switching mechanism, light emission control, backup storage, and restriction mode to maintain settings after power loss, enhancing user experience and energy efficiency.
Patent Information
- Application Number
- JP2025138270
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-21
- Publication Date
- 2025-10-17
AI Technical Summary
Existing gaming machines, such as pachinko machines, require improvements in the convenience and functionality of their power-saving modes to better manage power consumption during idle periods.
A gaming machine with a switching mechanism for power-saving mode, light emission control, backup storage, and initialization to maintain power-saving settings after power restoration, along with a restriction mode to prevent immediate return to power-saving mode after power loss, ensuring continued operation and convenience.
Enhances the convenience and effectiveness of power-saving modes by maintaining settings and preventing immediate return to power-saving mode after power restoration, improving user experience and energy efficiency.
Smart Images

Figure 2025159220000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Some pachinko gaming machines, which are a type of gaming machine, are equipped with a power-saving mode in order to reduce the power consumption of the pachinko gaming machine (see, for example, Patent Document 1). By incorporating the power-saving mode, the power consumption of the pachinko gaming machine can be reduced when no games are being played, for example, when the machine is waiting for customers. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-192989 Summary of the Invention [Problem to be solved by the invention]
[0004] Considering the current electricity supply and demand situation, there is an increasing need to equip gaming machines such as pachinko machines with a power-saving mode, so when installing this function, it is necessary to improve the convenience of the function itself. [Means for solving the problem]
[0005] A gaming machine that solves the above problem comprises a switching means for switching between setting and canceling the power saving mode, the power saving mode being set to a lower level than normal power consumption, a mode transition means for transitioning from a normal mode in which power consumption is normal to the power saving mode when a mode transition condition that can be established when the power saving mode is set is established, a control means for controlling light emitting means included in the gaming machine so that the output of at least some of the light emitting means is reduced compared to the output in the normal mode during the power saving mode, a specific operation means for starting a game, a storage means capable of storing backup information when power supply to the gaming machine is cut off, and an initialization means for instructing initialization of the storage means when power is supplied to the gaming machine, and the gaming machine does not return to the power saving mode immediately after power is restored when power supply to the gaming machine is cut off during the power saving mode, but the setting state of the power saving mode can be maintained even after power is restored, The gist of the invention is that the power saving mode setting state can be maintained even when an instruction to initialize by an initialization means is given and power is supplied to the gaming machine, the gaming machine has a restriction mode that restricts the execution of games on the gaming machine, the restriction mode is a mode to which the gaming machine enters when the number of specific gaming media counted by a counting means provided in the gaming machine reaches an upper limit, after entering the restriction mode, even if the power supply to the gaming machine is cut off and then restored, the gaming machine does not enter the power saving mode, but can enter the power saving mode when an instruction to initialize by the initialization means is given and power is supplied to the gaming machine, the switching means includes first means on the front side of the gaming machine and second means inside the gaming machine, the power saving mode can be set by operating the first means when the second means is in a predetermined state, and the condition for terminating the power saving mode to transition from the power saving mode to the normal mode is to operate the specific operation means. [Effects of the Invention]
[0006] According to the present invention, the convenience of the power saving mode can be improved. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view schematically showing a pachinko gaming machine. [Figure 2] FIG. 2 is a front view schematically showing the game board. [Figure 3] 2 is a block diagram showing the electrical configuration of the pachinko game machine. FIG. [Figure 4] This is a timing chart showing the flow of transitioning from a variable game or a jackpot game to a standby state. [Figure 5] 10(a) to 10(e) are diagrams showing images displayed on the image display unit during standby. [Figure 6] 10(a) to 10(f) are diagrams showing screens for setting the power saving mode and the setting procedure. [Figure 7] 10 is a timing chart showing the flow from power-on to standby mode. [Figure 8] FIG. 10 is a diagram showing the display content of the image display unit when the complete function is activated. [Figure 9] (a) is a diagram showing the display content of the image display unit when a specific number of balls has been reached, and (b) is a diagram showing the display content of the image display unit when the activation of the complete function is on hold. [Figure 10] 10 is a flowchart of a first specific ball counting process. [Figure 11] 10 is a flowchart of a second specific ball counting process. DETAILED DESCRIPTION OF THE INVENTION
[0008] An embodiment of a pachinko gaming machine will be described below with reference to FIGS. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, includes a frame 11. The frame 11 includes an installation frame for fixing the pachinko gaming machine 10 to an island facility in an amusement parlor, and a mounting frame for mounting various gaming components. The pachinko gaming machine 10 includes a gaming board YB. The gaming board YB is mounted on the frame 11. The pachinko gaming machine 10 includes a launch handle HD. The launch handle HD is operated to launch a gaming ball into the gaming area YBa. The launch handle HD is provided, for example, on the front side of the mounting frame. The pachinko gaming machine 10 is configured so that the launch strength of the gaming balls can be adjusted by adjusting the rotation amount of the launch handle HD. The pachinko gaming machine 10 includes a storage tray CZ for storing gaming balls. The storage tray CZ is provided on the surface side (front side) of the mounting frame. The storage tray CZ has an opening for a payout port CZa through which game balls are paid out from inside the pachinko gaming machine 10. The game balls stored in the storage tray CZ are supplied to the inside of the machine through a ball passage (not shown) and then fired by operating the firing handle HD.
[0010] The pachinko gaming machine 10 includes an effect button D1 and a cross key D2 as examples of operation means operable by a player. As an example, the effect button D1 is a button-type operation means configured to be pressed. The effect button D1 turns on (ON) when pressed and turns off (OFF) when not pressed. The effect button D1 is equipped with an operation sensor (not shown) that detects the effect button D1 being pressed (ON) and outputs a predetermined signal (hereinafter referred to as an operation signal). In this embodiment, the effect button D1 is configured to be able to move between a first position and a second position. The second position is a position where the pressing portion of the effect button D1 protrudes from the surface of the storage tray CZ compared to the first position. Therefore, when the effect button D1 is moved to the second position, the effect is produced by having the player press the effect button D1. This movable effect button D1 is used to move to the second position when the likelihood of a jackpot is high, and to produce an effect in which the player presses the effect button D1. Furthermore, such a movable effect button D1 is included in a movable body that performs a predetermined operation. The cross key D2 is configured to include multiple operable parts such as a left key, a right key, an up key, and a down key. As an example, the left key, right key, up key, and down key that make up the cross key D2 are button-type operating means. Each key that makes up the cross key D2 turns on (ON) when pressed, and turns off (OFF) when not pressed. Each key that makes up the cross key D2 is equipped with an operation sensor (not shown).
[0011] The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is an example of a light-emitting means that produces effects (hereinafter referred to as light-emitting effects) by causing a light-emitting body (not shown) to light up, flash, and turn off. The decorative lamp LA is provided, for example, on the frame 11 or the game board YB. The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP is an example of an audio means that produces effects (hereinafter referred to as audio effects) that output sounds such as human and animal voices, sound effects, and music. For example, the speaker SP is provided on the frame 11.
[0012] As shown in FIG. 2, the pachinko gaming machine 10 is equipped with a first special symbol display unit 13a and a second special symbol display unit 13b as display units capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the special game, predetermined symbols are displayed in a changing manner, and finally, a special symbol is displayed as a fixed, stopped symbol. The special symbol is a symbol for notifying the result of an internal lottery (a special lottery described later). The first special symbol display unit 13a displays the first special game. The second special symbol display unit 13b displays the second special game. In this specification, "changing display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed, stopped display" means a state in which a symbol is fixedly displayed as a stopped symbol, and the type of displayed symbol does not change. Regarding the symbols, "determined stop display" and "derivation" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include a jackpot symbol, which is an example of a jackpot display result, and a loss symbol, which is an example of a loss display result. In the pachinko gaming machine 10, when a jackpot is won in a special lottery, the jackpot symbol is derived in the special game, and the jackpot game is awarded after the special game for that jackpot has ended.
[0013] The pachinko gaming machine 10 is equipped with a first special hold display unit 13c and a second special hold display unit 13d as display units that display information that can identify the number of reserved special games. The first special hold display unit 13c displays information that can identify the number of reserved first special games (hereinafter referred to as the first special hold number). The second special hold display unit 13d displays information that can identify the number of reserved second special games (hereinafter referred to as the second special hold number). For example, the upper limit of the first special hold number and the second special hold number is 4.
[0014] The pachinko gaming machine 10 is equipped with a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, predetermined symbols are displayed in a variable manner, and finally, a normal symbol is displayed as a fixed, stopped symbol. The normal symbol is a symbol for notifying the result of an internal lottery (a normal lottery described later). The normal symbols include a normal win symbol, which is an example of a normal win display result, and a normal loss symbol, which is an example of a normal loss display result. In the pachinko gaming machine 10, when a normal win is won in the normal lottery, a normal win symbol is derived in the normal game, and after the normal game of the normal win is over, a normal win game is awarded. The pachinko gaming machine 10 is equipped with a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of holds for the normal game.
[0015] A game area YBa, in which game balls, which are an example of game media, flow down, is formed on the front side of the game board YB provided in the pachinko game machine 10. An opening window YBb is formed in the approximate center of the game board YB when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0016] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has an image display unit GH that can display images. Examples of the image display unit GH include a liquid crystal panel and an organic EL panel. The effect display device EH is attached to the gaming board YB so that the display area of the image display unit GH is visible through the opening window YBb (center frame W) of the gaming board YB when viewed from the front. The effect display device EH is an example of a display means that performs an effect (hereinafter referred to as display effect) that displays images that resemble predetermined characters or letters. In the following description, when the effect display device EH is referred to as "displaying" letters, numbers, symbols, icons, characters, landscapes, etc. as predetermined information (pictures), it means that this information is displayed as an image.
[0017] The effect display device EH displays an effect game as one of the display effects. In the effect game, multiple columns of effect symbols are variably displayed, and finally a combination of effect symbols (hereinafter referred to as a symbol combination) is derived. The effect symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display effects. As an example, the effect game of this embodiment is performed by variably displaying (scrolling) the effect symbols of the left, middle, and right symbol columns in a predetermined direction, respectively.
[0018] The effect game starts and ends with the special game. In the effect game, a symbol combination corresponding to the special symbol generated in the special game is generated. When a jackpot symbol is generated in the special game, the effect game generates a jackpot symbol combination. A jackpot symbol combination is a symbol combination in which the same symbol is displayed in all columns, such as "777." When a losing symbol is generated in the special game, the effect game generates a losing symbol combination. An example of a losing symbol combination is a symbol combination in which the symbol in at least some columns is different from the symbol in the other columns, such as "778" or "787." In this specification, a "temporary stop display" refers to a temporary stop state before the symbol is displayed as a fixed stop, such as a fluctuating display. As described above, the pachinko gaming machine 10 includes a special game and an effect game executed in response to the special game. In the following description, the special game and the effect game will be collectively referred to as the "variable game."
[0019] In a presentation game, a reach presentation may be executed. The reach presentation is a presentation that forms a reach in a presentation game and ultimately leads to a predetermined symbol combination. A reach is a state in which the same presentation symbol is temporarily displayed in a stopped state in a plurality of specific symbol rows, and the presentation symbol continues to be displayed in a variable state in other symbol rows. As an example, in this embodiment, the left and right symbol rows correspond to the specific symbol rows, and the center symbol row corresponds to the other symbol rows. The reach presentation includes a normal reach presentation and a super reach presentation that has a higher probability of winning compared to the normal reach presentation.
[0020] The pachinko gaming machine 10 is equipped with a first special start winning port 15. The first special start winning port 15 is always open so that gaming balls can enter the winning port. The pachinko gaming machine 10 is equipped with a first special start sensor SE1 that detects gaming balls that enter the first special start winning port 15 (see FIG. 3). In the pachinko gaming machine 10, when a gaming ball is detected by the first special start sensor SE1, a reservation condition for the first special game may be established, and a payout condition for a predetermined number of prize balls is also established.
[0021] The pachinko gaming machine 10 is equipped with a second special start winning port 16 that opens into the gaming area YBa. The pachinko gaming machine 10 is equipped with a second special start sensor SE2 that detects a gaming ball that has entered the second special start winning port 16 (see FIG. 3). In the pachinko gaming machine 10, when a gaming ball is detected by the second special start sensor SE2, a hold condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is also established. The pachinko gaming machine 10 is equipped with a normal variable member 17 that is operable between an open state in which a gaming ball can enter the second special start winning port 16 and a closed state in which a gaming ball cannot enter the second special start winning port 16. The closed state may be a state in which a gaming ball can enter the second special start winning port 16, but in which it is more difficult to enter than in the open state. The pachinko gaming machine 10 is provided with a normal solenoid SL1 (see FIG. 3) as an example of means for operating the normal variable member 17. The normal variable member 17 is operated to an open state during a normal winning game.
[0022] The pachinko gaming machine 10 is equipped with a special winning opening 18 that opens into the gaming area YBa. The pachinko gaming machine 10 is equipped with a special variable member 19, which is an example of a means that can be operated between an open state in which a gaming ball can enter the special winning opening 18 and a closed state in which a gaming ball cannot enter the special winning opening 18. The closed state may be a state in which a gaming ball can enter the special winning opening 18 but is more difficult to enter than the open state. The pachinko gaming machine 10 is equipped with a special solenoid SL2, an example of a means for operating the special variable member 19 (see FIG. 3). The special variable member 19 is operated to the open state during a game in which a special symbol wins. The pachinko gaming machine 10 is equipped with a special winning sensor SE3 that detects a gaming ball that has entered the special winning opening 18 (see FIG. 3). In the pachinko gaming machine 10, when a gaming ball is detected by the special winning sensor SE3, a condition for paying out a predetermined number of prize balls is met.
[0023] The pachinko gaming machine 10 is equipped with a gate 25 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is equipped with a normal start sensor SE4 that detects gaming balls passing through the gate 25 (see FIG. 3). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the normal start sensor SE4, the reserve condition for the normal game can be met, but the payout condition for prize balls will not be met.
[0024] The pachinko gaming machine 10 has a normal winning opening 26 that opens into the gaming area YBa. The pachinko gaming machine 10 also has a normal winning sensor (not shown) that detects a gaming ball that has entered the normal winning opening 26. In this embodiment, when a gaming ball is detected by the normal winning sensor, a payout condition for a predetermined number of prize balls is met. The pachinko gaming machine 10 may also have a winning opening other than the winning openings 15, 16, 18, and 26. A gaming ball entering a winning opening is referred to as a "winning." The pachinko gaming machine 10 also has an outlet 27. As an example, the outlet 27 opens into the gaming area YBa at the lower end of the gaming area YBa. Of the gaming balls that are shot into the gaming area YBa, those that do not enter any of the winning openings 15, 16, 18, and 26 are ejected to the outside of the machine through the outlet 27.
[0025] As described above, the pachinko gaming machine 10 can adjust the launch strength of the gaming ball by adjusting the rotational operation amount of the launch handle HD. That is, in the pachinko gaming machine 10, the gaming ball can be shot so that it flows down either the left region R1 of the center frame W or the right region R2 of the center frame W. The normal prize opening 26 and the first special start prize opening 15 are formed in the flow path of the gaming ball in the left region R1 from the upstream side. Therefore, in the pachinko gaming machine 10, when a gaming ball is shot so as to flow down the left region R1 of the gaming area YBa (so-called left shot), the gaming ball can enter the first special start prize opening 15 and the normal prize opening 26. The flow path of the gaming ball in the right region R2 is formed in the flow path of the gaming ball from the upstream side with the gate 25, the big prize opening 18, and the second special start prize opening 16. Therefore, when a game ball is shot (so-called right hit) so as to flow down the right area R2 of the game area YBa, the game ball can enter the second special start winning port 16, the large winning port 18, and the gate 25.
[0026] The pachinko gaming machine 10 is equipped with a performance movable body EY. As an example, the performance movable body EY is shaped like a full moon. Alternatively, the performance movable body EY may be shaped like a letter or a character. The performance movable body EY is provided on the game board YB. Alternatively, the performance movable body EY may be provided on the frame body 11. The performance movable body EY is provided in front of the performance display device EH. The performance movable body EY is equipped with a stepping motor (not shown) as an example of a means for displacing the performance movable body EY. As an example, the performance movable body EY is configured to be displaceable between an original position GI indicated by a solid line in the figure and a performance position EI indicated by a two-dot chain line. The performance position EI is a position that protrudes closer to the center of the performance display device EH in a front view compared to the original position GI. Furthermore, the performance position EI is a position where, when viewed from the player, the performance movable body EY overlaps with a larger area of the display area of the image display unit GH compared to the original position GI. Therefore, when the performance movable body EY is located at the performance position EI, the display area of the image display unit GH becomes more difficult to see than when the performance movable body EY is located at the original position GI.
[0027] In this embodiment, the performance display device EH, the speaker SP, the decorative lamp LA, and the performance movable body EY are each a performance device capable of executing a performance, and these constitute a performance device group DE, which is an example of a performance execution means. The performance execution means is not limited to including all of the performance display device EH, the speaker SP, the decorative lamp LA, and the performance movable body EY, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a higher probability, a ball entry assist function that assists game balls in entering the second special start winning slot 16, and a time reduction function that shortens the variation time of the special game. The gaming state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.
[0029] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. For this reason, the high probability state is an advantageous state for the player. The high probability state is what is known as a "probability variable state (probability variable state)."
[0030] The goal-going assistance function will now be explained. The ball entry assist function is a function that supports winning on a normal electric device, and is a so-called "electric support function." The pachinko gaming machine 10 has multiple ball entry rate states, which are states with different game ball entry rates for the second special start winning slot 16. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state with a higher ball entry rate than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to meet the conditions for starting the second special game. Therefore, the high ball entry rate state is an advantageous state for the player.
[0031] For example, the high ball entry rate state can be achieved by executing one of the three controls described below, which can be selected arbitrarily, or by combining multiple controls. The first control is a control that shortens the variable time of the normal game compared to the low ball entry rate state. The second control is a control that changes the probability of a normal win in the normal lottery to a higher probability than in the low ball entry rate state. The second control may be a control that does not conduct a normal lottery at all in the low ball entry rate state, but conducts a normal lottery with a predetermined probability in the high ball entry rate state. The third control is a control that lengthens the total opening time of the normal variable member 17 in one normal win game compared to the low ball entry rate state. Note that the third control may be at least one of a control that increases the number of times the normal variable member 17 is opened in one normal win game compared to the low ball entry rate state, and a control that lengthens the opening time of one normal win game of the normal variable member 17 compared to the low ball entry rate state.
[0032] Next, the time-saving function (hereinafter referred to as the time-saving function) will be described. The pachinko gaming machine 10 has a plurality of variable time states in which the variable time (average variable time) of the special game is different. The plurality of variable time states include a long variable time state and a short variable time state in which the average variable time of at least the second special game is shorter than that of the long variable time state. When the time-saving function is activated, the variable time state transitions from the long variable time state to the short variable time state, and the number of special games that can be actually executed per unit time increases. In other words, the efficiency of consuming reserved special games improves. In this embodiment, the time-saving function is activated in conjunction with the ball-going assistance function. In other words, the time-saving function is activated together with the ball-going assistance function and is deactivated together with the ball-going assistance function.
[0033] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The first advantageous state is a game state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The second advantageous state is a game state in which the probability variable function is not inactive, but the ball entry assist function and time-saving function are inactive. The pachinko gaming machine 10 is not limited to having three game states, and some or all of them may be different game states in which the probability variable function, ball entry assist function, and time-saving function are activated. Furthermore, the game state may be one or two, or may be four or more.
[0034] Next, we will explain about the jackpot. The pachinko gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or multiple types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0035] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that can identify the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 18 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the jackpot or when a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 18 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that can identify the end of a jackpot game. The jackpot game ends as the ending time elapses.
[0036] In the pachinko gaming machine 10, the game state after the end of a jackpot game is controlled according to the type of jackpot symbol (type of jackpot). As an example, it is determined that a specific symbol is controlled to a first advantageous state after the end of a jackpot game until the next jackpot game is awarded. It is determined that a normal symbol is controlled to a second advantageous state after the end of a jackpot game until a predetermined number of special games are played or until the next jackpot game is awarded. Alternatively, the game state after the end of a jackpot game may be controlled to a first advantageous state on the condition that the game ball that entered the jackpot opening 18 has passed through a specific area (the so-called V-zone), and the game state after the end of a jackpot game may be controlled to a second advantageous state on the condition that the game ball has not passed through the specific area.
[0037] The pachinko gaming machine 10 is equipped with a backup function. The backup function is a function that stores predetermined information including information about games (hereinafter referred to as game information) even when the power supply from an external power source is cut off, and enables recovery based on the various information when the power supply is restarted. As will be described in detail later, the game information to be backed up includes information about jackpot games and information about the game status.
[0038] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko gaming machine 10 includes a main control board 40, a sub-control board 50, and a power supply unit 60. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). In this embodiment, the main control board 40 corresponds to main control means. The sub-control board 50 controls the performance device group DE, which is an example of performance execution means, by executing various processes related to performance based on the various control information (control commands) output by the main control board 40. In this embodiment, the sub-control board 50 corresponds to sub-control means.
[0039] First, the main control board 40 will be described in detail. The main control board 40 includes a microprocessor 41 and a clear switch 46. The microprocessor 41 and the clear switch 46 are mounted on the same board.
[0040] The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 42) and a storage unit. The main control CPU 42 executes various processes by executing a main control program. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 43) from which information can be read but to which information cannot be written, and an RWM area (hereinafter referred to as the main control RWM 44) from which information can be read and written.
[0041] The main control ROM 43 stores judgment values, tables, etc. used for various judgments and lotteries. The main control ROM 43 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify the fluctuation time from the start to the end of the special game. The fluctuation pattern is information that can specify at least a part of the presentation content (variation content) of the presentation game that is performed during the execution of the special game. The fluctuation patterns include a jackpot fluctuation pattern and a loss fluctuation pattern. The jackpot fluctuation pattern is a fluctuation pattern that performs a reach presentation in the presentation game and ultimately derives a jackpot symbol combination. The loss fluctuation pattern is a fluctuation pattern that ultimately derives a loss symbol combination in the presentation game. The loss fluctuation pattern includes a "reach" fluctuation pattern in which a reach presentation is performed in the presentation game, and a "no reach" fluctuation pattern in which a reach presentation is not performed in the presentation game.
[0042] The main control RWM 44 can store predetermined information. The main control RWM 44 stores various information that is rewritten depending on the results of processing by the main control CPU 42. For example, the information stored by the main control RWM 44 includes flags, counters, and timers. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through random number generation processing by the main control CPU 42. Note that the main control CPU 42, main control ROM 43, main control RWM 44, and random number circuit 45 are not limited to being configured on a single chip as the microprocessor 41, and may each be configured separately.
[0043] The clear switch 46 is turned on (ON) when pressed, and turned off (OFF) when not pressed. The main control CPU 42 is connected to the clear switch 46. The main control CPU 42 can input an operation signal that is output when the clear switch 46 is turned on. As will be described in detail later, the main control CPU 42 can initialize at least a portion of the information stored in the main control RWM 44 based on the input of the operation signal that is output when the clear switch 46 is pressed. In other words, the main control CPU 42 can initialize at least a portion of the information stored in the main control RWM 44 based on the clear switch 46 being turned on by being pressed. In other words, the clear switch 46 as initialization means is a means that can be operated to initialize the memory unit.
[0044] The main control board 40 is connected to the sensors SE1 to SE4. The main control CPU 42 can input a detection signal output by the sensors SE1 to SE4 when they detect a gaming ball. The pachinko gaming machine 10 also has an out sensor SE5 in a ball passage where gaming balls that have entered the winning holes 15, 16, 18, and 26 and gaming balls that have passed through the outlet 27 join together. The out sensor SE5 detects gaming balls that have reached the gaming area YBa among the gaming balls that have been launched by operating the launch handle HD. In other words, the out sensor SE5 detects gaming balls that have been used in a game. The main control CPU 42 can input a detection signal output by the out sensor SE5 when it detects a gaming ball. The main control board 40 is connected to the display units 13a to 13f. The main control CPU 42 can control the display content of the display units 13a to 13f. The main control board 40 is connected to solenoids SL1 and SL2. The main control CPU 42 can control the operations of the variable members 17 and 19 by controlling the operations of the solenoids SL1 and SL2, respectively.
[0045] The sub-control board 50 will now be described in detail. The sub-control board 50 comprises a sub-control CPU 51, a sub-control ROM 52, and a sub-control RWM 53. The sub-control CPU 51 executes a sub-control program to perform various processes related to the effects. The sub-control ROM 52 stores the sub-control program and judgment values used in predetermined lotteries. The sub-control ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, audio effect data used for audio effects, and movable body effect data used for movable body effects.
[0046] The sub-control RWM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RWM 53 includes flags, counters, and timers. The sub-control board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-control CPU 51. The sub-control board 50 may also be equipped with a random number generation circuit and be able to generate hardware random numbers.
[0047] The sub-control board 50 is connected to the performance display device EH. The sub-control CPU 51 is capable of controlling the display content of the performance display device EH. The sub-control board 50 is connected to a decorative lamp LA and a light-emitting unit (LED) DL built into the performance button D1. The sub-control CPU 51 is capable of controlling the light-emitting modes of the decorative lamp LA and the light-emitting unit DL. The sub-control board 50 is connected to a speaker SP. The sub-control CPU 51 is capable of controlling the output mode of the speaker SP. The sub-control board 50 is connected to a stepping motor (not shown) that is capable of operating the performance movable body EY. The sub-control CPU 51 is capable of controlling the stepping motor. This allows the sub-control board 50 to control the operation of the performance movable body EY. The sub-control board 50 is connected to the performance button D1 and the cross key D2. The sub-control CPU 51 is capable of inputting an operation signal (ON signal) output by an operation sensor (not shown) when the performance button D1 is operated. The sub-control CPU 51 can input operation signals (ON signals) output by operation sensors (not shown) when the left key, right key, up key, and down key constituting the cross key D2 are operated.
[0048] The power supply unit 60 will now be described in detail. The power supply unit 60 converts the power supply voltage supplied from an external power source such as an amusement facility into a predetermined power supply voltage, and converts the converted power supply voltage into a power supply voltage to be supplied to the main control board 40 and the sub-control board 50. The power supply unit 60 includes a power switch 60a. The power switch 60a can be switched on or off, and maintains the switched state. In this embodiment, to start the pachinko gaming machine 10, the power switch 60a is left on and power supply from the external power source is started, or the power switch 60a is turned from off to on while power is being supplied from the external power source.
[0049] The power supply unit 60 includes a backup power supply (not shown). The backup power supply supplies power to the main control board 40 and the sub-control board 50 even after a power outage. By receiving power from the backup power supply, the main control RWM 44 and the sub-control RWM 53 can retain the contents stored in the main control RWM 44 and the sub-control RWM 53 at the time of power outage even after a power outage. The main control RWM 44 serves as a main storage means capable of storing backup information, and the sub-control RWM 53 serves as a sub-storage means capable of storing backup information. In this way, the power supply unit 60 (backup power supply) realizes the backup function in the pachinko gaming machine 10. For example, the main control RWM 44 and the sub-control RWM 53 may be non-volatile memories capable of retaining stored contents even when power supply is stopped, thereby enabling the stored information to be retained even after a power outage.
[0050] Here, the game information to be backed up includes information about special games, information about jackpot games, and information about the game status. For example, information about special games is information that can identify the result of a special lottery, information that can identify the fluctuation pattern of a special game, information that can identify the special symbol that is stopped and displayed in a special game, etc. Information about jackpot games is information that can identify the progress of jackpot games, etc. Information about the game status is information that can identify whether the game is in a high probability state, a high ball entry rate state, or a long fluctuation time state.
[0051] Next, various processes performed by the main control CPU 42 of the main control board 40 will be described. The main control CPU 42 executes timer interrupt processing at a predetermined cycle (for example, every 4 ms), which includes special symbol input processing, special symbol start processing, jackpot game processing, state transition processing, and prize ball payout processing. In this embodiment, the control information (commands) stored in the output buffer are output to the sub-control board 50 by information output processing executed as timer interrupt processing.
[0052] First, the special symbol input process will be described. In the special symbol input process, the main control CPU 42 determines whether a gaming ball has entered the first special start winning port 15 based on whether a detection signal has been input from the first special start sensor SE1. When a gaming ball has entered the first special start winning port 15, the main control CPU 42 determines whether the number of first special reserves stored in the main control RWM 44 is less than the upper limit number (4 in this embodiment). When the number of first special reserves is less than the upper limit number, the main control CPU 42 updates the first special reserve number by adding 1. Subsequently, the main control CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. In this way, the reserve condition for the first special game is met when a gaming ball is detected by the first special start sensor SE1 when the number of first special reserves is less than the upper limit number.
[0053] Next, the main control CPU 42 acquires random numbers generated within the microprocessor 41 and stores random number information based on the acquired random numbers in the main control RWM 44. For example, the random numbers may be special winning random numbers used in a special lottery (jackpot lottery), winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The main control CPU 42 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing random number information used for the first special game in the main control RWM 44, the pachinko gaming machine 10 of this embodiment can suspend the execution of the first special game until the execution condition for the first special game is met.
[0054] When the random number information for the first special game is stored in the main control RWM 44, if a gaming ball has not entered the first special start winning port 15 and if the number of first special reserves is not less than the upper limit number, the main control CPU 42 determines whether a gaming ball has entered the second special start winning port 16 based on whether a detection signal has been input from the second special start sensor SE2. If a gaming ball has entered the second special start winning port 16, the main control CPU 42 determines whether the number of second special reserves stored in the main control RWM 44 is less than the upper limit number (4 in this embodiment). If the number of second special reserves is less than the upper limit number, the main control CPU 42 updates the second special reserve number by adding 1. The main control CPU 42 controls the second special reserve display unit 13d to display information that can identify the updated second special reserve number. In this way, the reserve condition for the second special game is met when a gaming ball is detected by the second special start sensor SE2 when the number of second special reserves is less than the upper limit number.
[0055] Next, the main control CPU 42 acquires a random number generated within the microprocessor 41 and stores random number information based on the acquired random number in the main control RWM 44. The main control CPU 42 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the main control RWM 44, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution conditions of the second special game are met. When the random number information for the second special game is stored in the main control RWM 44, if a gaming ball has not entered the second special start winning hole 16 and if the number of second special reserved balls is not less than the upper limit number, the main control CPU 42 terminates the special symbol input process.
[0056] Next, the special symbol start process will be described. In the special symbol start processing, the main control CPU 42 determines whether the conditions for executing a special game are met. The main control CPU 42 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the conditions for executing a special game are not met, the main control CPU 42 ends the special symbol start processing. If the conditions for executing a special game are met, the main control CPU 42 determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the main control CPU 42 determines whether the first special reserve number is greater than zero.
[0057] If the first special reserved number and the second special reserved number are both zero, the main control CPU 42 determines whether to store the wait command in the output buffer based on the output information stored in the main control RWM 44. The output information is information that can identify whether the wait command has been output. If the main control CPU 42 determines from the output information of the main control RWM 44 that the wait command has been output, it terminates the special pattern start processing without storing the wait command in the output buffer. On the other hand, if the main control CPU 42 determines from the output information of the main control RWM 44 that the wait command has not been output, it stores the wait command in the output buffer. Then, the main control CPU 42 updates the output information of the main control RWM 44 so that it can be identified that the wait command has been output. Thereafter, the main control CPU 42 terminates the special pattern start processing.
[0058] If the first special reserve number is greater than zero, the main control CPU42 performs processing to execute a first special game. Specifically, the main control CPU42 updates the first special reserve number by subtracting 1. The main control CPU42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. Next, the main control CPU42 acquires the random number information for the first special game that was stored earliest from the main control RWM44. Subsequently, the main control CPU42 uses the special winning random number identified from the acquired random number information to perform a jackpot lottery to determine whether or not a jackpot has been won. The main control CPU42 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the probability variable function is activated).
[0059] When a jackpot is won, the main control CPU 42 performs jackpot variation processing. In the jackpot variation processing, the main control CPU 42 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. The main control CPU 42 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines the jackpot variation pattern. Thereafter, the main control CPU 42 ends the special pattern start processing.
[0060] If a jackpot is not won, the main control CPU 42 performs a loss variation process. In the loss variation process, the main control CPU 42 determines a loss symbol to be derived in the first special game. In the loss variation process, the main control CPU 42 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a loss variation pattern with or without a reach. Thereafter, the main control CPU 42 ends the special symbol start process.
[0061] If the second special reserved number is greater than zero, the main control CPU 42 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute a first special game, with "first special game" replaced with "second special game" and "first special reserved number" replaced with "second special reserved number", so a detailed explanation thereof will be omitted. In other words, the main control CPU 42 performs subtraction of the second special reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.
[0062] The main control CPU 42 stores a fluctuation start command and a special symbol command in an output buffer in the jackpot fluctuation process and the loss fluctuation process. The fluctuation start command is a control command that can specify the fluctuation pattern determined in each fluctuation process and the start of a special game (effect game). The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each fluctuation process. The fluctuation start command and the special symbol command are control commands that differ when the fluctuation process of the first special game is executed and when the fluctuation process of the second special game is executed.
[0063] When the special symbol start process is completed, the main control CPU 42 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the main control CPU 42 executes the first special game, it controls the first special symbol display unit 13a to start varying display of predetermined symbols. The main control CPU 42 measures a variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control CPU 42 controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. Furthermore, when the variation time defined in the variation pattern has elapsed, the main control CPU 42 stores a control command (hereinafter referred to as a variation end command) capable of specifying the end of the special game (effect game) in an output buffer.
[0064] On the other hand, when the main control CPU 42 executes the second special game, it controls the second special symbol display unit 13b to start varying display of predetermined symbols. The main control CPU 42 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main control CPU 42 controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the main control CPU 42 stores a variation end command in the output buffer. As described above, the pachinko gaming machine 10 of this embodiment is configured so that a special lottery is held when a gaming ball enters the start hole by the main control CPU 42 executing the special symbol input processing and the special symbol start processing.
[0065] Next, the big win game process will be explained. The jackpot game processing is a process for awarding a jackpot game. The main control CPU 42 of this embodiment performs the following control by executing the jackpot game processing as timer interrupt processing. When the main control CPU 42 causes a jackpot pattern to be derived in a special game, it executes the jackpot game processing after the end of the jackpot special game. The main control CPU 42 specifies the type of jackpot game based on the jackpot pattern (i.e., the type of jackpot) determined in the special pattern start processing. The main control CPU 42 awards the specified type of jackpot game.
[0066] First, the main control CPU 42 stores a control command (hereinafter referred to as an opening command) capable of identifying the start of an opening time in the output buffer. After the opening time has elapsed, the main control CPU 42 performs processing to execute a round of play. In this processing, the main control CPU 42 controls the special solenoid SL2 using the identified opening control data for the jackpot game to open the special prize opening 18. When the number of game balls detected by the special prize sensor SE3 reaches the aforementioned upper limit number or the aforementioned upper limit time has elapsed, the main control CPU 42 controls the special solenoid SL2 to close the special prize opening 18, thereby ending the round of play. The main control CPU 42 repeatedly performs this processing to execute a round of play until the maximum number of rounds set for the jackpot game has been played. Each time a round of play is started, the main control CPU 42 stores a control command (hereinafter referred to as a round command) capable of identifying the start of the round of play in the output buffer. When the final round of games ends, the main control CPU 42 stores a control command (hereinafter referred to as an ending command) that can specify the start of the ending time in the output buffer. When the ending time has elapsed, the main control CPU 42 ends the jackpot game.
[0067] Next, we will explain the state transition process that transitions between the probability state, the winning percentage state, and the variable time state. The main control CPU 42 of this embodiment performs the following control by executing the state transition process as a timer interrupt process.
[0068] When the main control CPU 42 ends a jackpot game based on a specific symbol, it sets a high probability flag in the main control RWM 44. That is, the main control CPU 42 controls to a high probability state. On the other hand, when the main control CPU 42 ends a jackpot game based on a normal symbol, it does not set a high probability flag in the main control RWM 44. That is, the main control CPU 42 controls to a low probability state. When the main control CPU 42 starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the main control CPU 42 controls to a low probability state during a jackpot game.
[0069] When a jackpot game ends, the main control CPU 42 sets an activation flag in the main control RWM 44. That is, the main control CPU 42 controls the game to a high ball entry rate state. The main control CPU 42 counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the main control RWM 44 each time a special game is started after the jackpot game based on a normal symbol ends. The main control CPU 42 erases the activation flag stored in the main control RWM 44 when a special game ends in which the number of executions of the special game after the jackpot game reaches the activation count. That is, the main control CPU 42 controls the game to a low ball entry rate state when the activation count of the special game ends after the jackpot game based on a normal symbol ends. When a jackpot game starts and the activation flag is set, the main control CPU 42 erases the activation flag. That is, the main control CPU 42 controls the game to a low ball entry rate state during a jackpot game. The main control CPU 42 controls the ball to a short fluctuation time state when controlling the ball to a high ball scoring rate state, and controls the ball to a long fluctuation time state when controlling the ball to a low ball scoring rate state.
[0070] The prize ball payout process will now be described. In the prize ball payout process, the main control CPU 42 determines whether or not a gaming ball has entered the first special start winning port 15 based on whether or not a detection signal has been input from the first special start sensor SE1. When the gaming ball has entered the first special start winning port 15, the main control CPU 42 awards a predetermined first number of prize balls (for example, three balls) to the first special start winning port 15.
[0071] The main control CPU 42 determines whether the gaming ball has entered the second special start winning port 16 based on whether a detection signal has been input from the second special start sensor SE2. When the gaming ball has entered the second special start winning port 16, the main control CPU 42 awards a predetermined second number of prize balls (for example, one ball) to the second special start winning port 16. The main control CPU 42 determines whether the gaming ball has entered the big prize winning port 18 based on whether a detection signal has been input from the special winning sensor SE3. When the gaming ball has entered the big prize winning port 18, the main control CPU 42 awards a predetermined third number of prize balls (for example, 15 balls) to the big prize winning port 18.
[0072] When the main control CPU 42 determines whether to pay out prize balls, it adds the number of prize balls determined to be paid out to the number of unpaid balls stored in the main control RWM 44. The number of unpaid balls is information that identifies the number of prize balls for which the payout of prize balls has been determined but which have not yet been paid out. When the number of prize balls is added to the number of unpaid balls, the main control CPU 42 performs payout control unless it is currently controlling the payout of one prize ball (hereinafter referred to as payout control). When one payout control is completed, the main control CPU 42 updates the number of unpaid balls stored in the main control RWM 44 by subtracting one. Thereafter, the main control CPU 42 repeats payout control until the number of unpaid balls becomes zero. In payout control, the main control CPU 42 repeatedly controls a payout motor (not shown) to pay out one game ball from the payout opening CZa, thereby paying out a number of game balls equivalent to the number of unpaid balls from the payout opening CZa.
[0073] Next, the power-off process and the power-on process will be described. First, the power-off process by the main control CPU 42 will be described. The main control CPU 42 executes power-off processing when it receives a power-off signal output by the power supply unit 60 when the power supply voltage drops below a specified voltage. In the power-off processing, the main control CPU 42 calculates a checksum value for the main control RWM 44 and stores the calculated checksum value in the main control RWM 44. The main control CPU 42 also stores information (hereinafter referred to as a backup flag) that can identify that the power-off processing was executed successfully in the main control RWM 44. Thereafter, the main control CPU 42 waits until the power is completely turned off. The various pieces of information stored in the main control RWM 44 at the time of power-off are retained even after the power is turned off by the backup function described above.
[0074] Next, the power-on process by the main control CPU 42 will be described. When the voltage supplied to the main control board 40 reaches the voltage required for the operation of the main control CPU 42 upon power-on, the main control CPU 42 inhibits timer interrupts and does not execute timer interrupt processing. After inhibiting timer interrupts, the main control CPU 42 executes power-on processing.
[0075] In the power-on process, the main control CPU 42 determines whether the backed-up gaming information is normal. Specifically, when the power is turned on, the main control CPU 42 determines whether the information stored in the main control RWM 44 is normal. The main control CPU 42 determines whether the backup flag stored in the main control RWM 44 in the power-off process is stored. The main control CPU 42 also calculates a checksum value for the main control RWM 44 and determines whether the calculated checksum value matches the checksum value calculated in the power-off process. The main control CPU 42 determines the information as normal if the backup flag is stored and the checksum values match, but determines an abnormality if they do not. If the backup flag is not stored or the checksum values do not match, it is highly likely that an abnormality has occurred in some or all of the backed-up gaming information.
[0076] If the backed-up gaming information is abnormal, the main control CPU 42 initializes the gaming information. Then, the main control CPU 42 ends the power-on process and stores a control command (hereinafter referred to as the initialization command) capable of specifying that the gaming information be initialized in the output buffer. In this manner, the main control CPU 42 can initialize gaming information that is a portion of the predetermined information stored in the main control RWM 44. Alternatively, the main control CPU 42 may initialize all of the predetermined information stored in the main control RWM 44. As described above, in the pachinko gaming machine 10, at least a portion of the contents stored in the main control RWM 44 is initialized by power-on accompanied by operation of the clear switch 46. The initialization command in this embodiment corresponds to the initialization information. The main control board 40 can output the initialization command from the control information when at least a portion of the contents stored in the main control RWM 44 are initialized.
[0077] If the backed-up gaming information is normal, the main control CPU 42 determines whether the clear switch 46 is on. If the clear switch 46 is on, the main control CPU 42 initializes the gaming information. Then, the main control CPU 42 ends the power-on process and stores an initialization command in the output buffer. On the other hand, if the clear switch 46 is not on, the main control CPU 42 ends the power-on process and stores a control command (hereinafter referred to as a power restoration command) that can identify a return based on the backed-up gaming information in the output buffer. In this embodiment, the power restoration command corresponds to power restoration information. In this embodiment, the control executed by the power-on process corresponds to predetermined control. That is, the main control board 40 can perform predetermined control when power is turned on and output a power restoration command when the predetermined control ends. Then, when the power-on process ends, the main control CPU 42 enables a timer interrupt so that the timer interrupt process can be executed. As a result, the main control CPU 42 executes the above-mentioned special symbol input process, special symbol start process, big win game process, state transition process, and information output process as timer interrupt processes performed at predetermined intervals. In other words, the main control CPU 42 stores various control commands (for example, a fluctuation start command) in the output buffer according to the results of these processes.
[0078] Next, various processes executed by the sub-control CPU 51 of the sub-control board 50 will be described. First, the big win effect processing will be described. The jackpot effect processing is processing for executing effects during jackpot games (hereinafter referred to as jackpot effects). When an opening command is input, the sub-control CPU51 controls the effect device group DE to execute an opening effect. When a round command is input, the sub-control CPU51 controls the effect device group DE to execute a round effect. When an ending command is input, the sub-control CPU51 controls the effect device group DE to execute an ending effect.
[0079] Next, the effect game process will be described. The effect game processing is processing for executing an effect game as one of the display effects related to a special game during execution of the special game. When the sub-control CPU51 inputs a variation start command and a special pattern command, it controls the effect display device EH to execute an effect game corresponding to the special game. Specifically, when the sub-control CPU51 inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the control command. Furthermore, when the sub-control CPU51 inputs a special pattern command, it determines a pattern combination to be derived in the effect game based on the special pattern that can be specified from the command. If a jackpot pattern can be specified from the special pattern command, the sub-control CPU51 determines a jackpot pattern combination. If a losing pattern can be specified from the special pattern command, the sub-control CPU51 determines a losing pattern combination.
[0080] The sub-control CPU 51 also determines whether the conditions for executing a reach effect are met. As an example, the reach condition is met by determining a reach-enabled variation pattern. The reach condition may also be determined by, in addition to determining a reach-enabled variation pattern, conducting a predetermined reach effect lottery and winning the reach effect lottery. When the reach condition is met and a jackpot pattern can be identified from the special pattern command, the sub-control CPU 51 determines the effect patterns that make up the jackpot pattern combination as the reach effect pattern. When the reach condition is met and a losing pattern can be identified from the special pattern command, the sub-control CPU 51 determines a losing pattern combination that includes a reach. When the reach condition is not met and a losing pattern can be identified from the special pattern command, the sub-control CPU 51 determines a losing pattern combination that does not include a reach.
[0081] The sub-control CPU51, upon input of a variation start command, controls the effect display device EH to start varying the display of the effect symbols in each symbol row, thereby starting the effect game. The sub-control CPU51 controls the effect display device EH so that the effect game is played based on the selected effect pattern during the variation time specified in the variation pattern. The sub-control CPU51 can control the effect device group DE to execute various effects during the execution of the effect game. Then, when a predetermined timing arrives after starting the effect game, the sub-control CPU51 temporarily stops the display of the symbol combination, and upon input of a variation end command, causes the symbol combination to be displayed as a fixed, stopped combination. Note that the sub-control CPU51 may also display the fixed, stopped combination upon the passage of the variation time specified in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0082] Next, the customization function provided in the pachinko gaming machine 10 of this embodiment will be described. Customization can be performed by operating the effect button D1 or the cross key D2 during the period in which these operations are valid. As an example, the periods in which customization is possible are when a variable game is being played, when a jackpot game is being played, and when the pachinko gaming machine 10 is in standby mode. When the sub-control CPU 51 detects an operation to change the effect using the effect button D1, it sets the effect in accordance with the change operation. The items of the customizable effects are displayed on the effect display device EH.
[0083] When the sub-control CPU 51 detects a volume change operation using the left key and right key of the cross key D2, it controls the volume to correspond to the change operation. Specifically, when a change operation using the left key is performed to decrease the volume of the pachinko gaming machine 10, the sub-control CPU 51 controls the volume to decrease. One operation of the left key corresponds to a change operation to decrease the volume by one level. Furthermore, when a change operation using the right key is performed to increase the volume of the pachinko gaming machine 10, the sub-control CPU 51 controls the volume to increase by one level. One operation of the right key corresponds to a change operation to increase the volume by one level. The volume level is displayed on the effect display device EH.
[0084] When the sub-control CPU 51 detects an operation to change the light intensity using the up key and down key of the cross key D2, it controls the light intensity to correspond to the change operation. Specifically, when an operation to change the light intensity of the pachinko gaming machine 10 is performed using the down key, the sub-control CPU 51 controls the light intensity to be weaker. One operation of the down key corresponds to a change operation to weaken the light intensity by one level. Also, when an operation to change the light intensity of the pachinko gaming machine 10 is performed using the up key, the sub-control CPU 51 controls the light intensity to be stronger. One operation of the up key corresponds to a change operation to strengthen the light intensity by one level. The light intensity level is displayed on the effect display device EH.
[0085] Next, the process during standby will be described with reference to FIGS. As shown in Figure 4, in the pachinko gaming machine 10, the execution condition for the special game is met in the special symbol start processing, but if the first special reservation number and the second special reservation number are both zero, the standby transition condition is met and the machine enters standby mode. The execution condition for the special game is met when a jackpot game is not being played and a special game is not being executed. While the pachinko gaming machine 10 is in standby mode, a demonstration effect is executed to attract customers. Note that while the pachinko gaming machine 10 is in standby mode, the release condition is released when either the first special reservation number or the second special reservation number occurs, that is, when a situation occurs in which a special game is executed.
[0086] The standby state can be broadly divided into a transition waiting state from time t0 to time t1, a standby demo effect execution state from time t1 to time t2, a demo movie effect execution state from time t2 to time t3, and a warning execution state from time t3 to time t4. When the sub-control CPU 51 receives a standby command output from the main control CPU 42, it transitions the standby control state to a transition waiting state. In the transition waiting state, the image display unit GH displays a combination of effect symbols in a predetermined stopped state. For example, when the transition waiting state is entered after the end of a special game, the image display unit GH displays a symbol combination (a losing symbol combination) derived in the effect game corresponding to the immediately preceding special game. For example, when the transition waiting state is entered after the end of a jackpot game, the image display unit GH displays a symbol combination (a jackpot symbol combination) derived in the effect game corresponding to the special game immediately before the transition to the jackpot game. These symbol combinations are displayed in a swaying state, as an example of a predetermined stopped state. In addition, in the transition waiting state, the BGM (background music) that was output during the special game or the big win game continues to be played.
[0087] The transition waiting state period t0-t1 may be a fixed time or a variable time. For example, the fixed time is 30 seconds. When the time elapsed since the transition waiting state began reaches a fixed time, the sub-control CPU 51 changes the standby control state to a standby demo performance execution state. For example, the variable time is set so that it is extended when a predetermined condition is met for the fixed time. For example, the variable time may be extended each time the out sensor SE5 detects a gaming ball. The situation in which the out sensor SE5 detects a gaming ball corresponds to the situation in which the player is operating the launch handle HD to launch the gaming ball, i.e., the situation in which the game is being played.
[0088] When the sub-control CPU 51 waits for a period t0 to t1 without the cancellation condition being met, it changes the standby control state from a transition waiting state to a standby demo effect execution state. The standby demo effect is positioned as a preliminary step to the next transition stage, the demo movie effect execution state. In the standby demo effect execution state, the background music that was being played during the transition waiting state stops and becomes silent. The period t1 to t2 in the standby demo effect execution state is a fixed time. As an example, the fixed time is 30 seconds.
[0089] When the sub-control CPU 51 waits for a period from t1 to t2 without the cancellation condition being satisfied, it changes the standby control state from the standby demo effect execution state to the demo movie effect execution state. The demo movie effect is positioned as an effect that is most likely to attract customers in the gaming parlor to encourage players in the gaming parlor to play on pachinko gaming machines 10 that are not currently being played. In the demo movie effect execution state, the state remains silent following the standby demo effect execution state. The period from t2 to t3 in the demo movie effect execution state is a fixed time. Note that the duration of the demo movie effect depends on the model of the pachinko gaming machine 10. In other words, this duration is determined arbitrarily depending on the type of movie to be produced and played for each model.
[0090] When the sub-control CPU 51 waits for the period t2 to t3 without the cancellation condition being met, it changes the standby control state from the demo movie effect execution state to the warning execution state. The warning is positioned as an effect executed at the end of one cycle of the demonstration effect. The warning has a strong notification implication, as it plays a role in informing the player of precautions to take when playing the game. In the warning execution state, the state continues to be silent after the demo movie effect execution state. The period t3 to t4 in the warning execution state is a fixed time. As an example, the fixed time is 3 seconds.
[0091] If the sub-control CPU 51 waits for a period from t3 to t4 without the cancellation condition being met, it changes the standby control state from a warning execution state to a standby demo performance execution state. In this embodiment, the sub-control CPU 51 passes through a transition waiting state when entering standby, but thereafter repeats one cycle of the standby demo performance, demo movie performance, and warning until the cancellation condition is met.
[0092] Next, the display contents of the image display unit GH during standby will be described with reference to FIGS. 5(a) to 5(e). As shown in FIG. 5(a), in the image display section GH in the transition waiting state, a combination of effect symbols is displayed in a predetermined stopped state.
[0093] As shown in FIG. 5(b), in the standby demo effect execution state, the image display unit GH displays a first specific value image Tg1 that can identify the volume of the pachinko gaming machine 10. As an example, the first specific value image Tg1 is a meter image that can identify the volume level of the pachinko gaming machine 10. As an example, the first specific value image Tg1 is displayed in the left display area of the image display unit GH. Similarly, in the standby demo effect execution state, the image display unit GH displays a second specific value image Tg2 that can identify the light intensity of the pachinko gaming machine 10. As an example, the second specific value image Tg2 is a meter image that can identify the light intensity level of the pachinko gaming machine 10. As an example, the second specific value image Tg2 is displayed at the bottom of the image display unit GH. Both the first specific value image Tg1 and the second specific value image Tg2 are displayed in positions that do not overlap with the combination of effect symbols when viewed from the front. In the standby demo effect execution state, input operation of the directional key D2 is enabled. Therefore, by operating the desired key from among the up key, down key, left key, and right key that make up the cross key D2, the player can adjust the volume or light intensity as desired. When the volume is adjusted, the first specific value image Tg1 is displayed to indicate the volume level corresponding to the change in the left or right key. Furthermore, when the light intensity is adjusted, the second specific value image Tg2 is displayed to indicate the light intensity level corresponding to the change in the up or down key. Note that the input operation of the cross key D2 is valid if the result of the operation can be reflected in the volume or light intensity setting.
[0094] As shown in FIG. 5(b), when a standby demo effect is being executed, the image display unit GH displays a customization image Cg related to customization of the effect executed in the pachinko gaming machine 10. As an example, the customization image Cg is displayed in a central or approximately central display area on the image display unit GH, positioned so as to overlap the combination of effect symbols in a front view, and is preferentially displayed so as to overlap in front of the combination of effect symbols. As an example, when the customization image Cg is displayed, the pachinko gaming machine 10 can customize the appearance rate (ease of execution) of various effects. As an example, when the customization image Cg is displayed, the pachinko gaming machine 10 can customize the expected probability of a jackpot that can be determined when various effects are executed. As an example, when the customization image Cg is displayed, the pachinko gaming machine 10 can customize a state (auto button state) in which the effect button D1 is considered to have been operated even if it is not operated during a portion of the period in which the effect button D1 is accepted. When a standby demo effect is being executed, input operation of the effect button D1 is enabled. Therefore, by operating the effect button D1, the player can perform the desired customization. When customization is performed, the customization image Cg is displayed to indicate the customization settings corresponding to the change operation of the effect button D1. Note that the input operation of the effect button D1 is valid if the result of the operation can be reflected in the customization settings.
[0095] As shown in FIG. 5(c), when the demo movie effect is being executed, a demonstration image Dg is displayed on the image display unit GH. For example, the demonstration image Dg is displayed across the entire display area of the image display unit GH or substantially the entire display area. For example, the demonstration image Dg is a moving image. When the demo movie effect is being executed, the demonstration image Dg is displayed preferentially on the image display unit GH, and the first specific value image Tg1 related to volume adjustment, the second specific value image Tg2 related to light intensity adjustment, and the customization image Cg related to customization are not displayed. Note that even when the demo movie effect is being executed, input operations of the effect button D1 and the cross key D2 are valid. Therefore, when the effect button D1 is operated, the customization image Cg is displayed on the image display unit GH, allowing customization. Furthermore, by operating the desired key among the up key, down key, left key, and right key that make up the cross key D2, the player can adjust the volume or light intensity as desired.
[0096] As shown in FIG. 5(d), when a warning is being issued, a warning image Ng1 is displayed on the image display unit GH. For example, the warning image Ng1 is displayed over the entire display area of the image display unit GH, or substantially the entire display area. The warning image Ng1 includes images warning about multiple items. For example, the warning image Ng1 includes images with the text "Pachinko and pachislot are games that should be enjoyed in moderation" and "Be careful not to get addicted." For example, the warning image Ng1 includes an image warning about the sale of malicious strategies. For example, the warning image Ng1 includes an image warning about cheating. For example, the warning image Ng1 includes an image warning about hitting the pachinko gaming machine 10. For example, the warning image Ng1 includes an image warning about people under the age of 18 playing the game. As an example, the warning image Ng1 includes an image warning about leaving children unattended in a car. When the warning is activated, the warning image Ng1 is displayed preferentially on the image display unit GH, and the first specific value image Tg1 related to volume adjustment, the second specific value image Tg2 related to light intensity adjustment, and the customization image Cg related to customization are not displayed. Note that even when the warning is activated, input operations of the effect button D1 and the cross key D2 are valid. Therefore, when the effect button D1 is operated, the customization image Cg is displayed on the image display unit GH, allowing customization. In addition, by operating the desired key among the up key, down key, left key, and right key that make up the cross key D2, the player can adjust the volume or light intensity as desired.
[0097] In the pachinko gaming machine 10 of this embodiment, input operations of the effect button D1 and the cross key D2 are valid during the execution of a variable game and during a jackpot game. Similarly, in the pachinko gaming machine 10, input operations of the effect button D1 and the cross key D2 are valid even during a transition waiting state during standby. Therefore, when the effect button D1 is operated, a customization image Cg is displayed on the image display unit GH, allowing customization. In addition, by operating the desired key from among the up key, down key, left key, and right key that make up the cross key D2, the player can freely adjust the volume or light intensity.
[0098] The pachinko gaming machine 10 of this embodiment has a power-saving mode that reduces power consumption compared to normal power consumption. For example, the power-saving mode is a function that reduces the output of at least some of the light-emitting means included in the pachinko gaming machine 10 compared to the output in normal mode. Examples of light-emitting means included in the pachinko gaming machine 10 include decorative lamps LA for illumination provided on the frame 11 and the game board YB, image display units GH consisting of liquid crystal panels included in the effect display device EH, and light-emitting units DL built into the effect buttons D1. In the power-saving mode of this embodiment, the light intensity of the decorative lamps LA and the brightness of the image display units GH are reduced compared to normal mode. For example, in the power-saving mode, the output of the decorative lamps LA is reduced by 20% to 30% compared to the output in normal mode. In the pachinko gaming machine 10 of this embodiment, when the power-saving mode is set, the control state of the pachinko gaming machine 10 transitions to the power-saving mode when a transition condition from normal mode to power-saving mode is met. As an example, the mode transition condition is that the elapsed time since entering standby mode has reached a predetermined time. As an example, the predetermined time is the time from entering standby mode until transitioning back to the standby demo mode via the standby demo mode, demo movie mode, and warning mode. In other words, the predetermined time is the time from entering standby mode until transitioning to the second standby demo mode. In this embodiment, when the mode transition condition is met, transition to the power saving mode is possible under the control of the sub-control CPU 51, and the sub-control CPU 51 serves as mode transition means. In this embodiment, during power saving mode, the sub-control CPU 51 controls the output of the light emitting means to be reduced compared to the output in normal mode, and the sub-control CPU 51 serves as control means.
[0099] As shown in FIG. 4, when the second standby demo effect is being executed, the image display unit GH displays a first specific value image Tg1, which allows specifying the volume, a second specific value image Tg2, which allows specifying the light intensity, and a customized image Cg, as shown in FIG. 5(e). If the power-saving mode is enabled, the pachinko gaming machine 10 transitions to the power-saving mode upon transition to the second standby demo effect execution state, and a power-saving mode image Gg, including the text strings "Power saving mode in progress" and "Playable," is displayed on the image display unit GH. In the power-saving mode, the output of the image display unit GH and the decorative lamps LA is reduced, making the overall appearance dark, which may lead a player to mistakenly believe the pachinko gaming machine 10 is not in operation. Therefore, the power-saving mode image Gg serves to inform those around the machine that the power-saving mode is enabled and that play is possible. The power-saving mode image Gg is displayed each time the machine transitions to the standby demo effect execution state after transitioning to the second standby demo effect execution state. In other words, during standby, the power-saving mode image Gg is displayed during transition to a standby demo effect execution state, but is not displayed during standby demo effect execution when the mode transition condition is not met, or during demo movie effect and warning execution states regardless of whether the mode transition condition is met. In this embodiment, displaying the power-saving mode image Gg corresponds to notifying that the game has transitioned to the power-saving mode. Furthermore, during standby when the game is set to the power-saving mode, the period during which the power-saving mode image Gg is displayed corresponds to the period during which the game is notifying that the game is in the power-saving mode. Meanwhile, during standby when the game is set to the power-saving mode, the period during which the power-saving mode image Gg is not displayed corresponds to the specific period during which the game is not notified that the game is in the power-saving mode. The power-saving mode image Gg is not displayed on the image display unit GH during non-standby periods, such as during variable games and jackpot games, because the game does not transition to the power-saving mode.
[0100] The power-saving mode entered during standby continues as long as the standby state continues. In other words, after the transition to the power-saving mode, the standby demo performance, demo movie performance, and warnings are performed with reduced power consumption. The power-saving mode continues until a cancellation condition is met. For example, the cancellation condition is the same as the cancellation condition during standby.
[0101] Furthermore, the pachinko gaming machine 10 can adjust the light intensity even when the power-saving mode is set. For example, if the light intensity is adjusted during standby mode as shown in FIG. 4, the adjustment result is reflected in priority over the basic light intensity setting in power-saving mode. In other words, if a player adjusts the light intensity to make the room brighter, the light intensity adjusted by the player is controlled during standby mode, even when the power-saving mode is set. Note that if a game does not start even after a predetermined time has passed since the light intensity adjustment result was reflected, the light intensity returns to the basic setting in power-saving mode. For example, the light intensity maintains the adjustment result for the standby demo effect closest to the time the light intensity adjustment was made, and returns to the basic setting when the next standby demo effect arrives. In this embodiment, the light intensity adjustment is performed under the control of the sub-control CPU 51, and the sub-control CPU 51 serves as the light intensity adjustment means.
[0102] Next, the process of setting the power saving mode will be described with reference to FIGS. 6(a) to 6(f). When an initialization command is input via the main control CPU 42, the sub-control CPU 51 controls the image display unit GH to display the initial screen 70 shown in FIG. 6(a). The initial screen 70 includes time information 71 indicating the display time of the initial screen 70, date and time information 72 indicating the date and time, operation information 73 indicating the operation method, and initial pattern information ZZ indicating the initial pattern. The time information 71 is information that displays, in a countdown format, the remaining time during which a setting operation can be performed after the initial screen 70 is displayed. As an example, the maximum time during which a setting operation can be performed is 25 seconds. If no setting operation is performed after the maximum time has elapsed, the sub-control CPU 51 switches the display of the initial screen 70 to a normal screen (not shown). The normal screen is a screen that can display an effect game on the image display unit GH. Note that switching from the initial screen 70 to the normal screen can occur not only due to the passage of time, but also due to the occurrence of a ball entering the first special start winning slot 15 or the second special start winning slot 16, i.e., the occurrence of a situation that triggers a variable game.
[0103] The date and time information 72 consists of today's date and the current time. The operation information 73 is information indicating an operation method for displaying a setting screen 74 for selecting an item (menu) to be set, as shown in FIG. 6(b). As an example, the operation information 73 consists of the text "Press and hold the left and right buttons simultaneously to display the setting screen" and an image resembling the effect button D1 and the cross key D2. In this embodiment, the initial screen 70 can be transitioned to the setting screen 74 by simultaneously pressing and holding the left and right keys of the cross key D2.
[0104] As shown in FIG. 6(b), the setting screen 74 includes text information 75 prompting the administrator to perform a setting operation; power-saving mode information 76 indicating the current power-saving mode setting; item information 77, 78, and 79 indicating an item to be selected; operation information 80 and 81 indicating a selection method and a confirmation method; and initial symbol information ZZ indicating an initial symbol. For example, the text information 75 includes the text "Please select the item to set." For example, the power-saving mode information 76 includes the text "Power-saving mode setting: ON" when the power-saving mode is set, and the text "Power-saving mode setting: OFF" when the power-saving mode is not set. Item information 77 indicates an item for setting the power-saving mode and includes an icon corresponding to the item and the text "Power-saving mode setting." Item information 78 indicates an item for restoring the settings of the pachinko gaming machine 10 to the factory default settings and includes an icon corresponding to the item and the text "Erase sub-data" and "(Return to factory default settings)." Operation information 80 indicates how to select an item and is composed of the text "Decide Item" and an image resembling the effect button D1. Operation information 81 indicates how to select an item and is composed of the text "Select Item" and an image resembling the cross key D2. Item information 79 indicates the item for which the setting operation is to be terminated and is composed of an icon corresponding to the item and the text "End." In this embodiment, item information 77, 78, and 79 can be selected in a predetermined order by pressing the up and down keys of the cross key D2, and the item can be determined by pressing the effect button D1 with the cursor 83 aligned with the corresponding item. Note that switching from the setting screen 74 to the normal screen can be performed not only by selecting and determining "End" in the item information 79, but also by leaving the setting screen 74 for a predetermined period of time (e.g., 60 seconds).
[0105] As shown in FIG. 6(c), when item information 77 corresponding to "Power Saving Mode Settings" is selected and confirmed on the setting screen 74, the screen transitions to a power saving mode setting menu screen 84. The power saving mode setting menu screen 84 includes explanatory information 85 explaining the settings that can be made on the screen, item information 86, 87 indicating the items to be selected, operation information 80, 81 indicating the selection and confirmation methods, and initial symbol information ZZ indicating the initial symbol. As an example, the explanatory information 85 is composed of the text "Power saving mode can be switched ON / OFF." The item information 86, 87 is composed of an icon representing "ON" and an icon representing "OFF." In this embodiment, the item information 86, 87 can be selected in a predetermined order by pressing the left or right key of the cross key D2, and the item can be confirmed by aligning the cursor 83 with the corresponding icon and pressing the effect button D1.
[0106] As shown in FIG. 6(d), when "Power saving mode: ON" is selected and confirmed on the power saving mode setting menu screen 84, the screen displays the text "Power saving mode set to ON" and confirmation information 88 confirming whether the selection is correct. The confirmation information 88 is information prompting the user to operate the effect button D1 if the selection is OK, and consists of the text "OK" and an image resembling the effect button D1. On the other hand, as shown in FIG. 6(e), when "Power saving mode: OFF" is selected and confirmed on the power saving mode setting menu screen 84, the screen displays the text "Power saving mode set to OFF" and confirmation information 89 confirming whether the selection is correct. Then, when the effect button D1 is operated according to the confirmation information 88, 89, the setting is reflected, and the power saving mode setting menu screen 84 transitions to the setting screen 74. In this embodiment, the effect button D1 and the cross key D2 function as a switching means for switching between turning on and off the power saving mode. If the effect button D1 is not operated according to the confirmation information 88, 89, the setting is not reflected. If the power saving mode setting menu screen 84 is left for a predetermined time (for example, 60 seconds), it switches to the normal screen.
[0107] As shown in FIG. 6(f), when the item information 79 corresponding to "End" is selected and confirmed on the setting screen 74, the screen transitions to the end screen 90. The end screen 90 includes explanatory information 91 explaining the settings that can be made on that screen, item information 92, 93 indicating the items to be selected, operation information 80, 81 indicating the selection and confirmation methods, and initial symbol information ZZ indicating the initial symbol. As an example, the explanatory information 91 is composed of the text "Do you want to end the settings and return to the normal screen?". The item information 92, 93 is composed of an icon representing "Yes" and an icon representing "No." In this embodiment, the item information 92, 93 can be selected in a predetermined order by pressing the left or right key of the cross key D2, and the item can be confirmed by aligning the cursor 83 with the corresponding icon and pressing the effect button D1. Once the item is confirmed, the screen returns to the normal screen. If the end screen 90 is left unused for a predetermined period of time (e.g., 60 seconds), it switches to the normal screen.
[0108] The sub-control CPU 51 performs the transition process between the screens described above, the selection process for items based on the operation of the effect button D1 and the cross key D2, and the storage process for the selection results. The sub-control CPU 51 stores the power-saving mode settings in the sub-control RWM 53. The area in the sub-control RWM 53 that stores the power-saving mode settings is an area that is not initialized even when the initialization process is performed when the pachinko gaming machine 10 is powered on. That is, the power-saving mode settings can be changed by selecting the power-saving mode setting or the sub-data deletion on the setting screen 74 shown in FIG. 6(b). The power-saving mode setting allows the power-saving mode to be set to either "ON" or "OFF," while the sub-data deletion allows the power-saving mode to be set to the default setting of "OFF." The sub-data deletion menu screen 84 differs only in its screen configuration and setting items, and therefore will not be described in detail here. In other words, when erasing sub-data, you can set the power saving mode to "OFF" by selecting to return to the factory settings.
[0109] Next, the processing at power-on will be described with reference to FIG. There are two situations in which power is turned on to the pachinko game machine 10: a first power-on situation in which initialization is instructed by operating the clear switch 46, and a second power-on situation in which power is restored without instructing initialization by operating the clear switch 46.
[0110] 7, when the main control CPU 42 is started in the first input state in which initialization is performed, it performs initialization processing during the period t10 to t11 and outputs an initialization command during this initialization processing. On the other hand, when the main control CPU 42 is started in the second input state in which power is restored without initialization, it performs power restoration processing during the period t10 to t11 and outputs a power restoration command during this power restoration processing. When the sub-control CPU 51 inputs either the initialization command or the power restoration command, it transitions the pachinko gaming machine 10 to a standby state unless it starts a variable game. The standby state when the pachinko gaming machine 10 is started in the first input state can be broadly divided into an execution state of a standby demo effect during the period t11 to t12, an execution state of a demo movie effect during the period t12 to t13, and an execution state of a warning call during the period t13 to t14. The processing details in the standby demo effect execution state during period t11 to t12 are the same as the processing details in the standby demo effect execution state during period t1 to t2 described in Fig. 4. The processing details in the demo movie effect execution state during period t12 to t13 are the same as the processing details in the demo movie effect execution state during period t2 to t3 described in Fig. 4. The processing details in the alert execution state during period t13 to t14 are the same as the processing details in the alert execution state during period t3 to t4 described in Fig. 4. Furthermore, during standby after power-on, one cycle of standby demo effect, demo movie effect, and alert is repeated until the cancellation condition is met.
[0111] Furthermore, the sub-control CPU 51 that has input the initialization command controls the image display unit GH to display the initial screen 70 described in FIG. 6(a). The power-saving mode can be set during the initialization process from t10 to t11. The sub-control CPU 51 that has input the initialization command controls the speaker SP to output a RAM clear sound during the initialization process from t10 to t11. From the period t11, that is, when the standby demo effect begins, the sub-control CPU 51 stops outputting the RAM clear sound and silences the sound. The sub-control CPU 51 also initializes the information stored in the initialization area of the sub-control RWM 53. Information on whether the power-saving mode is set or not is stored in an area of the sub-control RWM 53 that is not subject to initialization. The sub-control CPU 51 that has input the power-recovery command controls the speaker SP to output a power-recovery sound during the power-recovery process from t10 to t11. From the period t11, that is, when the standby demo effect starts, the sub-control CPU 51 stops outputting the power restoration sound and silences it.
[0112] Furthermore, during the period t10 to t11 during which the initialization process or power recovery process is being performed, input operations using the effect button D1 and cross key D2 are disabled. Therefore, volume adjustment, light intensity adjustment, and customization are not possible during the period t10 to t11. Input operations using the effect button D1 and cross key D2 become valid from the period t11, i.e., when the standby demo effect is entered. As a result, volume adjustment, light intensity adjustment, and customization are possible during standby. Furthermore, during the period t10 to t11 during which the initialization process or power recovery process is being performed, the sub-control CPU 51 hides the first specific value image Tg1 related to volume adjustment, the second specific value image Tg2 related to light intensity adjustment, and the customization image Cg related to customization on the image display unit GH. The sub-control CPU 51 controls the image display unit GH to display these images from the period t11, i.e., when the standby demo effect is entered. The sub-control CPU 51 does not display the first specific value image Tg1, the second specific value image Tg2, and the customized image Cg during the execution of the demo movie production in the period t12 to t13 and the warning in the period t13 to t14.
[0113] Furthermore, while the initialization process or power recovery process is being performed in the period t10 to t11, the sub-control CPU 51 hides the power-saving mode image Gg related to the power-saving mode on the image display unit GH, regardless of whether the power-saving mode is set or not. If the power-saving mode is set, the sub-control CPU 51 controls the image display unit GH to display the power-saving mode image Gg from period t11, i.e., when the standby demo effect starts. If the power-saving mode is set, the sub-control CPU 51 hides the power-saving mode image Gg on the image display unit GH during the demo movie effect in the period t12 to t13 after the standby demo effect and the warning in the period t13 to t14. If the power-saving mode is set, the sub-control CPU 51 controls the image display unit GH to display the power-saving mode image Gg when the standby demo effect starts again after the warning in the period t13 to t14 ends. If the power-saving mode is not enabled, the sub-control CPU 51 does not display the power-saving mode image Gg on the image display unit GH, even during the standby demo effect. Thus, even if the power-saving mode is enabled, the power-saving mode does not transition during the initialization process or power-recovery process from t10 to t11. Instead, the transition occurs after the completion of these processes and the first standby demo effect. In other words, the conditions for transitioning to the power-saving mode differ between the standby mode entered upon power-on and the standby mode entered after a variable game or jackpot game. Furthermore, as shown in FIG. 7, the pachinko gaming machine 10 performs the initialization process or power-recovery process upon the start of power supply. Therefore, if the power supply to the pachinko gaming machine 10 is cut off during the power-saving mode, the pachinko gaming machine 10 will not return to the power-saving mode immediately after power is restored. Even if the power supply to the pachinko gaming machine 10 is cut off, the power-saving mode setting set via the setting screen 74 in FIG. 6 can be maintained even after power is restored. Therefore, for example, even if the setting is made to transition to power saving mode when the power is cut off, that setting is maintained even after power is restored, and as a result, after power is restored, it is possible to transition to power saving mode if the mode transition conditions are met.
[0114] Furthermore, the sub-control CPU 51 performs a startup check when an initialization command or a power restoration command is input while the initialization process or power restoration process is being performed during the period t11 to t12. The startup check is a process of causing each of the effect devices constituting the effect device group DE to perform a startup operation as a predetermined operation. In this embodiment, the startup check of the pachinko gaming machine 10 is performed by the sub-control CPU 51, and the sub-control CPU 51 serves as check control means.
[0115] The startup operation of the effect display device EH includes displaying an initial background. The initial background is different from the background image in a variable game, the background image in a jackpot game, or the background image during standby. As an example, the initial background is a background that changes by switching between multiple monochromatic images with different color tones in a predetermined order. This allows the administrator of the pachinko gaming machine 10 to check whether the effect display device EH is operating normally, i.e., whether there are any defects in the effect display device EH such as burn-in or missing pixels.
[0116] The activation operation of the effect movable body EY involves repeatedly moving from the home position GI to the effect position EI and then back again from the effect position EI to the home position GI. This allows the administrator of the pachinko gaming machine 10 to check whether the effect movable body EY is operating normally, i.e., whether there is a malfunction with the effect movable body EY, such as the effect movable body EY being unable to move from the home position GI or stopping midway. Similarly, the activation operation of the effect button D1 involves repeatedly moving from the first position (recessed position) to the second position (protruding position) and then from the second position to the first position. This allows the administrator of the pachinko gaming machine 10 to check whether the effect button D1 is operating normally, i.e., whether there is a malfunction with the effect button D1, such as the effect button D1 being unable to move from the first position or stopping midway. Furthermore, the activation operation of the effect button D1 also involves lighting up the built-in light-emitting unit DL. After the activation operation, if the machine transitions to standby mode as shown in FIG. 7, the light-emitting unit DL remains lit during standby. Even in the power saving mode, the light emitting unit DL is lit in the same manner as in the normal mode, that is, using the same power consumption.
[0117] The start-up operation of the decorative lamp LA involves lighting up and turning off in a lighting pattern for the start-up operation. This allows the gaming machine administrator to check whether the light-emitting elements that make up the decorative lamp LA are able to light up normally, that is, whether there is a malfunction of the decorative lamp LA, such as whether there is an light-emitting element that cannot light up. The lighting pattern for the start-up operation is different from the lighting pattern for variable games, the lighting pattern for jackpot games, or the lighting pattern during standby. The start-up operation of the decorative lamp LA ends after a predetermined time has elapsed.
[0118] The startup operation of the speaker SP outputs sound using a startup sound pattern (sound effects, music, etc.). The startup sound pattern is different from the sound pattern in a variable game, the sound pattern in a jackpot game, or the sound pattern during standby. This allows the gaming machine administrator to check whether the speaker SP can output sound normally, that is, whether there is a malfunction of the speaker SP, such as silence or noise. The startup operation of the speaker SP ends after a predetermined time has elapsed.
[0119] The above startup operations are performed during the initialization process or power recovery process. Since the device does not switch to power-saving mode while the initialization process or power-recovery process is being performed, the startup operations during the startup check are performed in normal mode with normal power consumption. In other words, even when the setting mode is set, the startup check is performed using the same power consumption as when the power-saving mode is not set, resulting in the same operating mode.
[0120] Next, an example of the display content of the effect display device EH when a function (hereinafter referred to as the complete function) that restricts the execution of a game when the number of specific balls reaches the upper limit is activated will be described. As an example, the number of specific balls is information based on the number of prize balls won by the player and the number of balls used by the player in the game. As an example, the number of specific balls is counted based on the number of prize balls awarded since power was supplied to the pachinko gaming machine 10 and the number of balls used in the game since power was supplied to the pachinko gaming machine 10. As an example, the upper limit is 95,000.
[0121] As shown in FIG. 8, when the complete function is activated, the display content of the image display unit GH may include special information. For example, the special information may include information that identifies the activation of the complete function. For example, the special information may include information specific to the machine model. The information specific to the machine model may include the manufacturer's logo, a character specific to the manufacturer (such as an official mascot character), and a character specific to the machine model. For example, when the complete function is activated (when the maximum number of specific balls is reached), a special image Gcp may be displayed on the image display unit GH. The special image Gcp is an example of special information. For example, the special image Gcp is an image including the text "The complete function has been activated," the text "The maximum payout limit for one day has been reached," and the text "Today's game is over." For example, the special image Gcp may include an image that resembles a character specific to the machine model. For example, the special image Gcp is an image including the text "Congratulations!" As an example, the special image Gcp is a moving image. As an example, the special image Gcp is an image that satisfies the player's sense of accomplishment. As an example, the special image Gcp is an image that is exclusively displayed when the complete function is activated. As an example, when the complete function is activated, the special image Gcp is displayed in the entire or nearly the entire display area of the image display unit GH.
[0122] Next, an example of the display content of the image display unit GH when the specific number of balls reaches a specific number that is smaller than the upper limit number will be described. As an example, the specific number is 90,000. As shown in FIG. 9( a), for example, when the number of specific balls reaches a specific number that is smaller than the upper limit, the display content of the image display unit GH may include specific information. For example, the specific information is information that indicates in advance that the complete function may be activated. For example, the specific information is information that indicates the difference between the number of specific balls and the upper limit. For example, the specific information is information that indicates that the number of specific balls has reached a specific number. For example, the image display unit GH may display a specific image Sg when the number of specific balls reaches a specific number that is smaller than the upper limit. The specific image Sg is an example of specific information. For example, the specific image Sg may include a message image Mg. For example, the message image Mg is an image that resembles the text "You are approaching the daily payout limit" and the text "Please note that if the meter reaches 0, play will end for the day." For example, the specific image Sg is composed of multiple unit images. As an example, the specific image Sg includes five unit images: a first unit image Mgt1, a second unit image Mgt2, a third unit image Mgt3, a fourth unit image Mgt4, and a fifth unit image Mgt5. The first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 are examples of a plurality of unit information. The first unit image Mgt1 is an example of specific unit information. As an example, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is a square-shaped image. For example, each of the first, second, third, fourth, and fifth unit images Mgt1, Mgt2, Mgt3, Mgt4, and Mgt5 has a normal display mode and a specific display mode. For example, the normal display mode of the first, second, third, fourth, and fifth unit images Mgt1, Mgt2, Mgt3, Mgt4, and Mgt5 is a full state in which the frame of each unit image is filled by applying a predetermined color tone to the area within the frame.For example, the specific display mode of the first, second, third, fourth, and fifth unit images Mgt1, Mgt2, Mgt3, Mgt4, and Mgt5 represents an empty state in which the frame of each unit image is displayed in a predetermined color tone. For example, the specific image Sg represents the difference between the specific number of balls and the upper limit through the display mode of the first, second, third, third, fourth, and fifth unit images Mgt5. For example, the specific image Sg includes an image resembling a scale near each of the first, second, third, third, fourth, and fifth unit images Mgt4, Mgt5. As an example, when the number of specific balls reaches a specific number that is smaller than the upper limit, the specific image Sg is displayed in the upper left corner of the display area of the image display unit GH. In other words, the specific image Sg and the special image Gcp are displayed in different positions. Also, the specific image Sg is not an image that is displayed in the entire or nearly the entire display area of the image display unit GH. In other words, the specific image Sg has a smaller display area on the effect display device EH than the special image Gcp. As an example, the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 are arranged horizontally in the specific image Sg in the following order from left to right: first unit image Mgt1, second unit image Mgt2, third unit image Mgt3, fourth unit image Mgt4, fifth unit image Mgt5.
[0123] Next, an example of the display contents of the effect display device EH when the operation of the complete function is on standby will be described. As an example, when the specific number of balls reaches the upper limit during the execution of a jackpot game, the operation of the complete function is on standby until the jackpot game ends.
[0124] As shown in FIG. 9(b), for example, when the activation of the complete function is on hold, the display content of the image display unit GH may include activation standby information that can identify that the activation of the complete function is on hold. For example, when the activation of the complete function is on hold, the display mode of the message image Mg that constitutes the specific image Sg may change on the image display unit GH. In the following description, the display mode of the message image Mg until the activation of the complete function is on hold (before the display mode changes) may be referred to as the normal display mode, and the display mode of the message image Mg after the activation of the complete function is on hold (after the display mode changes) may be referred to as the specific display mode.
[0125] A specific image Sg including a message image Mg in a specific display mode is an example of activation standby information. For example, the message image Mg in a specific display mode may include an image imitating the text "The daily payout limit has been reached" instead of the text "Approaching the daily payout limit." For example, the message image Mg in a specific display mode may include an image imitating the text "The complete function will be activated after a win" instead of the text "Please note that play will end when the meter reaches 0." For example, when the activation of the complete function is in standby, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is displayed in a specific display mode. For example, when the activation of the complete function is in standby, the display position of the specific image Sg does not change in the display area of the image display unit GH.
[0126] Next, a specific ball counting process for counting a specific number of balls will be described. The specific ball counting process includes a first specific ball counting process and a second specific ball counting process. The main control CPU 42 executes the first specific ball counting process when it determines that game balls have been used. The main control CPU 42 executes the second specific ball counting process when prize balls are awarded in the prize ball payout process.
[0127] 10, in the first specific ball counting process, the main control CPU 42 determines whether the complete function is operating (step S101). As an example, the main control CPU 42 determines whether the complete function is operating based on a complete function operation flag stored in the main control RWM 44. If the complete function is operating (step S101: YES), the main control CPU 42 ends the first specific ball counting process.
[0128] If the complete function is not in operation (step S101: NO), the main control CPU 42 determines whether the complete function is in standby mode (step S102). As an example, the main control CPU 42 determines whether the complete function is in standby mode based on a complete function standby flag stored in the main control RWM 44. As an example, the complete function is in standby mode when the number of specific balls has reached the upper limit, but the activation of the complete function is in standby mode because the activation standby condition for the complete function is met. As an example, the activation standby condition for the complete function is met when a jackpot game is being played. In other words, even if the number of specific balls has reached the upper limit, the activation of the complete function is in standby mode when a jackpot game is being played. If the complete function is in standby mode (step S102: YES), the main control CPU 42 ends the first specific ball counting process.
[0129] If the complete function is not in standby mode (step S102: NO), the main control CPU 42 determines whether the specific number of balls stored in the main control RWM 44 is 0 (step S103). If the specific number of balls is 0 (step S103: YES), the main control CPU 42 terminates the first specific number of balls counting process. If the specific number of balls is not 0 (step S103: NO), the main control CPU 42 updates the specific number of balls stored in the main control RWM 44 by subtracting 1 (step S104). The main control CPU 42 stores a control command corresponding to the updated specific number of balls (hereinafter referred to as the specific number of balls command) in the output buffer (step S105). As an example, the main control CPU 42 generates a specific number of balls command so that the updated specific number of balls can be identified, and stores the generated specific number of balls command in the output buffer. The sub-control CPU 51, which has input the specific ball count command, determines whether to display the specific image Sg by specifying the specific ball count from the command, and controls the display content if it is displayed. When the main control CPU 42 completes the processing of step S105, it ends the first specific ball counting processing.
[0130] As shown in Figure 11, in the second specific ball counting process, the main control CPU 42 determines whether the complete function is operating (step S201). If the complete function is operating (step S201: YES), the main control CPU 42 ends the second specific ball counting process. If the complete function is not operating (step S201: NO), the main control CPU 42 determines whether the complete function is waiting to operate (step S202). If the complete function is waiting to operate (step S202: YES), the main control CPU 42 ends the second specific ball counting process.
[0131] If the complete function is not in standby mode (step S202: NO), the main control CPU 42 adds the newly awarded number of prize balls to the specific number of balls stored in the main control RWM 44 to update it (step S203). Next, the main control CPU 42 determines whether the specific number of balls updated in step S203 has reached the upper limit number (step S204). If the specific number of balls has not reached the upper limit number (step S204: NO), the main control CPU 42 stores a specific ball number command corresponding to the updated specific number of balls in the output buffer (step S205). After completing the processing of step S205, the main control CPU 42 ends the second specific ball number counting process.
[0132] If the number of specific balls has reached the upper limit (step S204: YES), the main control CPU 42 determines whether a jackpot game is being played (step S206). If a jackpot game is being played (step S206: YES), the main control CPU 42 puts the complete function into standby (step S207). As an example, the main control CPU 42 updates the complete function standby flag stored in the main control RWM 44 so that it can be identified that the complete function is in standby for activation. As an example, the main control CPU 42 stores a control command (hereinafter referred to as an activation standby command) that can be identified that the complete function is in standby for activation in the output buffer. The sub-control CPU 51 that has input the activation standby command controls the display content of the specific image Sg. Thereafter, the main control CPU 42 ends the second specific ball number counting process.
[0133] If a jackpot game is not being executed (step S206: NO), the main control CPU42 activates the complete function (step S208). As an example, the main control CPU42 updates the complete function activation flag stored in the main control RWM44 so as to identify that the complete function is in operation. As an example, the main control CPU42 stores a control command (hereinafter referred to as an activation command) that can identify that the complete function is in operation in the output buffer. The sub-control CPU51, which inputs the activation command, controls the image display unit GH to display the special image Gcp. Thereafter, the main control CPU42 ends the second specific ball counting process. As an example, while waiting for the activation of the complete function, the main control CPU42 activates the complete function when ending the jackpot game. In other words, the main control CPU42 updates the complete function activation flag stored in the main control RWM44 so as to identify that the complete function is in operation, and stores the activation command in the output buffer.
[0134] The main control CPU 42 limits the execution of games in the pachinko gaming machine 10 (hereinafter referred to as game suspension) while the complete function is operating due to the number of specific balls reaching the upper limit. As an example, while the complete function is operating, the main control CPU 42 does not execute the special symbol input process, special symbol start process, jackpot game process, normal symbol input process, normal symbol start process, normal jackpot game process, and prize ball payout process. In other words, in the pachinko gaming machine 10 during game suspension, even if a game ball enters the first special start winning port 15 and the second special start winning port 16, the reserve condition for the special game is not established. In the pachinko gaming machine 10 during game suspension, even if a game ball enters the first special start winning port 15, the second special start winning port 16, or the big winning port 18, prize balls are not paid out. In a pachinko gaming machine 10 where play is stopped, the hold condition for the normal game is not established even if a gaming ball passes through the gate 25. In a pachinko gaming machine 10 where play is stopped, a new special game is not executed. In a pachinko gaming machine 10 where play is stopped, a new normal game is not executed. In a pachinko gaming machine 10 where play is stopped, a new jackpot game is not executed. In a pachinko gaming machine 10 where play is stopped, a new normal win game is not executed. The complete function that restricts the execution of games in this way corresponds to the restriction mode. The main control CPU 42 that counts the specific number of balls serves as the counting means.
[0135] In this embodiment, the specific number of balls is non-backup information that is initialized regardless of whether the clear switch 46 is operated when power is supplied, whereas the complete function activation flag and the complete function standby flag are backup information. Therefore, the power supply is cut off until the specific number of balls reaches the upper limit. When power is subsequently supplied, the specific number of balls is initialized even if the clear switch 46 is not operated. That is, the power supply is cut off until the specific number of balls reaches the upper limit. When power is subsequently supplied, the conditions for the activation of the complete function are initialized even if the clear switch 46 is not operated. On the other hand, when the power supply is cut off after the upper limit is reached and then power is subsequently supplied, the conditions for the activation of the complete function are not initialized unless the clear switch 46 is operated. That is, when the power supply is cut off after the specific number of balls reaches the upper limit and then power is subsequently supplied, the conditions for the activation of the complete function are not initialized unless the clear switch 46 is operated. That is, when the power supply is cut off after the upper limit is reached and then power is subsequently supplied, the complete function is activated or standby for activation again unless the clear switch 46 is operated. At this time, for example, the main control CPU 42 stores an activation command or an activation standby command in the output buffer depending on whether the complete function is in an activated state or an activated standby state. The activated state and the activated standby state of the complete function are released if the clear switch 46 is operated when the power supply is cut off and then started again.
[0136] After the complete function is activated, if power is restored without operating the clear switch 46, the pachinko gaming machine 10 after recovery maintains the activation state of the complete function. If the pachinko gaming machine 10 of this embodiment is restored while maintaining the activation state, it does not transition to the power-saving mode after recovery. In other words, under the control of the main control CPU 42, game play is stopped because the complete function activation flag is set to indicate activation, which results in restricting transition to the power-saving mode. On the other hand, after the complete function is activated, if power is restored by operating the clear switch 46, the complete function activation flag is cleared so that it does not indicate activation. Therefore, under the control of the main control CPU 42, transition to the power-saving mode is not restricted, and transition to the power-saving mode is possible when the mode transition condition is met.
[0137] Therefore, according to this embodiment, the following effects can be obtained. (1) If the power supply to the pachinko gaming machine 10 is cut off while in the power-saving mode, the machine will not return to the power-saving mode immediately after power is restored. However, the power-saving mode setting can be maintained even after power is restored. Because the output of the light-emitting means (such as the decorative lamp LA) is suppressed in the power-saving mode, if the machine were to switch to the power-saving mode immediately after power is restored, the reduced output of the light-emitting means could be mistakenly interpreted as a malfunction. Therefore, by not returning to the power-saving mode immediately after power is restored, such a mistake can be prevented. Furthermore, since the power-saving mode setting can be maintained even after power is restored, the time and effort required to reset the power-saving mode setting after power is restored can be eliminated. Therefore, the convenience of the power-saving mode itself can be improved.
[0138] (2) The power-saving mode setting can be maintained even if initialization of the storage means is instructed when the pachinko gaming machine 10 is started. Initialization of the storage means is instructed in most cases when the pachinko gaming machine 10 is started. This eliminates the need to reset the power-saving mode every time the pachinko gaming machine 10 is started. This increases the convenience of the power-saving mode itself.
[0139] (3) After the complete function is activated, even if the power supply to the pachinko gaming machine 10 is cut off and then restored, the machine does not transition to the power-saving mode. When the complete function is activated, game play is restricted, but the special image Gcp is displayed on the image display unit GH ( FIG. 8 ). The special image Gcp is intended to notify the player that the complete function has been activated, and transitioning to the power-saving mode may prevent the machine from achieving its intended purpose. Therefore, even if a power-saving mode is installed in a pachinko gaming machine 10 equipped with a complete function, each function can be fully utilized. On the other hand, the machine can transition to the power-saving mode when power is supplied to the pachinko gaming machine 10 after an initialization command is issued using the clear switch 46. Therefore, the machine can transition to the power-saving mode when the complete function is not activated. At this time, the power-saving mode setting is maintained. Therefore, a power-saving mode transition appropriate for both a state in which the complete function is activated and a state in which it is not activated can be realized, thereby enhancing the convenience of the power-saving mode itself.
[0140] (4) The startup check of the pachinko gaming machine 10 is a check to confirm whether the target performance movable body EY and decorative lamp LA are operating normally. This startup check is an important check because it can prevent players from being inconvenienced by malfunctions during play. For this reason, by making it possible to transition to the power-saving mode after the startup check, important checks can be reliably performed. Therefore, the convenience of the power-saving mode itself can be improved.
[0141] (5) Furthermore, the startup check is performed in the same manner regardless of the power-saving mode setting, i.e., whether the power-saving mode is set or not. This allows the important startup check to be performed without being affected by the power-saving mode setting. This improves the convenience of the power-saving mode itself. In other words, there is no need to consider whether setting the power-saving mode may reduce power consumption during the startup check, and the advantages of both the startup check and the power-saving mode can be fully utilized.
[0142] (6) Some movable bodies included in the pachinko gaming machine 10 operate in the same manner as in normal mode, even in power-saving mode. Therefore, while suppressing power consumption through power-saving mode, movable bodies that need to operate in power-saving mode can operate in the same manner as in normal mode. Therefore, similar to the effect of (5) above, the convenience of the power-saving mode itself can be improved.
[0143] (7) Even in the power-saving mode, the light-emitting unit DL of the effect button D1, which is a movable body, is illuminated in the same manner as in the normal mode. During the power-saving mode, the light output of the decorative lamp LA and the brightness of the image display unit GH are reduced, making the area around the pachinko gaming machine 10 appear dark. Therefore, by illuminating the light-emitting unit DL of the effect button D1 in the same manner as in the normal mode, it is possible to notify those around that the pachinko gaming machine 10 is ready for play. It also notifies that operation of the effect button D1 is valid. Furthermore, the light-emitting unit DL built into the effect button D1 can be operated with relatively low power consumption, even in the normal mode, compared to the decorative lamp LA, which increases its light output to enhance the decorative effect. Therefore, it is possible to reduce power consumption during the power-saving mode without compromising the customer-attracting effect during the waiting period before the transition to the power-saving mode.
[0144] (8) During the power-saving mode, the image display unit GH notifies the user that the mode is in power-saving mode. This allows the surrounding area of the pachinko gaming machine 10 to be informed of the cause of the darkened environment during the power-saving mode. Meanwhile, the power-saving mode is a mode that the pachinko gaming machine 10 transitions to while in standby mode. While the pachinko gaming machine 10 may be released from standby mode shortly after entering standby mode, it may remain in power-saving mode for a long period of time if customer attendance is poor. Therefore, continuously displaying the image indicating the power-saving mode in the same format on the image display unit GH may cause burn-in on the image display unit GH of the liquid crystal panel. Therefore, by providing a specific period during standby during which the power-saving mode is not notified, burn-in can be suppressed, thereby improving the convenience of the power-saving mode itself. In the embodiment, the specific period is the demo movie presentation period t2 to t3 and the warning period t3 to t4. Furthermore, while the pachinko gaming machine 10 is in standby mode, the standby demo effect, demo movie effect, and warning are repeatedly performed until the conditions for canceling the standby mode are met. Therefore, it can be said that the image displayed on the image display unit GH does not continuously display the same image, but changes over time, and the same burn-in suppression effect can be obtained as with these effects. Also, in this embodiment, the image notifying the user of the power saving mode is not displayed during the demo movie effect and warning, and therefore no notification is made. The demo movie effect is the effect that is most effective in attracting customers, and the warning is an effect that encourages users to play in accordance with the rules. Therefore, the power saving mode can be notified without compromising the effects of these effects.
[0145] (9) Even in power-saving mode, the light intensity can be adjusted by operating the cross key D2. In this embodiment, the power-saving mode can be canceled by satisfying a cancellation condition during standby, i.e., by starting a variable game. To satisfy the cancellation condition, the player must operate the launch handle HD to launch a game ball, but the cancellation condition is not necessarily satisfied immediately after launching. As a result, the player may continue playing without the power-saving mode being canceled, and players who prefer to play in a bright environment may not want to continue playing in power-saving mode. Therefore, since the light intensity can be adjusted even in power-saving mode, players who prefer a bright environment can play in their desired environment even when starting play in power-saving mode. This improves the convenience of the power-saving mode itself.
[0146] (10) As shown in FIG. 4, when the game transitions to standby mode via a variable game or a jackpot game, the power-saving mode is entered after a predetermined time has elapsed since the game transitioned to standby mode, and in this embodiment, upon the start of the second standby demo effect. During standby mode, important effects such as demo movie effects and warnings are also performed, so these effects can be performed at least once in normal mode. Therefore, the effects of the power-saving mode can be obtained without compromising the effects performed during standby. Therefore, the convenience of the power-saving mode itself can be improved.
[0147] (11) As shown in FIG. 7, when the pachinko gaming machine 10 is switched from power supply to initialization or power recovery processing to standby mode, the power-saving mode is triggered by the start of the first standby demo effect after the transition to standby mode. Power supply to the pachinko gaming machine 10 is typically started before business hours, before the opening of the gaming parlor. Therefore, while important effects such as demo movies and warnings are included in the standby mode, it is highly likely that these effects will not be seen by players until immediately after power supply to the pachinko gaming machine 10 is started. Therefore, by triggering the transition to power-saving mode when the pachinko gaming machine 10 is switched from power supply to initialization or power recovery processing to standby mode and then transitions to standby mode, the power-saving mode's power-saving effect can be realized at an early stage. Therefore, in addition to the effect described in (10) above, the convenience of the power-saving mode itself can be further enhanced by changing the timing of the transition to power-saving mode depending on the situation.
[0148] (12) The power-saving mode setting can be controlled using the image display unit GH, the effect button D1, and the cross key D2. Therefore, the manager of the pachinko gaming machine 10 can switch the power-saving mode setting while accessing the pachinko gaming machine 10 installed in an island facility from the front. Therefore, the convenience of the power-saving mode itself can be improved.
[0149] The above-described embodiment can be modified as follows: The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0150] When the power saving mode is set, when the game transitions to standby mode after the variable game ends or after the jackpot game ends, the power saving mode may be transitioned to when the first standby demo performance begins as a mode transition condition.
[0151] When the power saving mode is set, when the game transitions to standby mode after the variable game ends or after the jackpot game ends, the power saving mode may be switched to when the first demo movie performance begins as a mode transition condition.
[0152] When the power saving mode is set, when the game transitions to standby mode after the variable game ends or after the jackpot game ends, the power saving mode may be switched to when the first warning is heard as a mode transition condition.
[0153] When the power saving mode is set, when the game transitions to standby mode after the variable game ends or after the jackpot game ends, the power saving mode may be switched to when the standby demo performance set for the third time onwards starts as a mode transition condition.
[0154] When the power saving mode is set, if the device transitions to standby mode after the initialization process or the power recovery process is completed, the device may transition to power saving mode on the condition that the standby demo performance set for the second or subsequent times begins.
[0155] When the power-saving mode is set, the mode transition conditions may be the same when transitioning to standby mode after the end of a variable game or a jackpot game, and when transitioning to standby mode after the end of initialization processing or the end of power recovery processing. For example, in either case, the start of the second standby demo presentation may be used as the mode transition condition to transition to power-saving mode.
[0156] The condition for canceling the power saving mode to switch from the power saving mode to the normal mode may be changed to contacting the launch handle HD, operating the launch handle HD, or operating the launch handle HD to launch a game ball. The launch handle HD has a built-in touch sensor that can detect contact with the launch handle HD.
[0157] During standby, at least one of volume adjustment, light intensity adjustment, and customization may be prohibited while a movie demo is being performed. For example, while a movie demo is being performed, light intensity adjustment and customization may be prohibited, but volume adjustment may be allowed.
[0158] The pachinko gaming machine 10 may be provided with a cancellation means for canceling the notification from the pachinko gaming machine 10, and the power saving mode may be cancelled by operating the cancellation means. The cancellation means may be a switch, button, or lever. The cancellation means may also be used as an operating means that is enabled during standby, such as for adjusting the volume, adjusting the light intensity, or customizing settings.
[0159] The transition waiting state during standby may be omitted. In this case, standby demo performance, demo movie performance, and warnings may be displayed during standby. When the power saving mode is being entered, the period during which the image notifying the user that the power saving mode is in effect may be hidden only during the warning period t3 to t4, or only during the demo movie presentation period t2 to t3. The administrator of the pachinko gaming machine 10 may be able to arbitrarily set, via the setting screen 74 or the power saving mode setting menu screen 84, the period during which the notification of the power saving mode is to be given and the period during which it is not to be given.
[0160] Not notifying the power-saving mode does not necessarily mean not notifying at all, but may also mean not notifying in the same manner. For example, in the embodiment, the notification is made by displaying the power-saving mode image Gg on the image display unit GH. However, the notification may be made by changing the display position of the power-saving mode image Gg on the image display unit GH at predetermined intervals, changing the display size (reduced / enlarged) at predetermined intervals, or intermittently switching between display and non-display. Notifying in these notification modes means not notifying in the same manner, and is included in not notifying the power-saving mode.
[0161] When the power-saving mode image Gg is displayed on the image display unit GH, the power-saving mode image Gg may be displayed in the highest layer to increase the priority of the notification that the power-saving mode is being used. The layout of the setting screen 74 for switching on and off the power saving mode and the power saving mode setting menu screen 84 may be changed as desired. By displaying the initial pattern information ZZ on these screens, it is possible to know that these screens are displayed during the initialization process or power recovery process after power is turned on.
[0162] The notification that the power saving mode is in effect may be made by audio output or by light emission from a dedicated light emitting means, instead of or in addition to displaying the power saving mode image Gg on the image display unit GH.
[0163] When power is restored while the complete function is operating, some of the controls related to the power-saving mode may be restricted. For example, the decorative lamp LA may be controlled to emit light in normal mode, but the image display unit GH may be controlled to display at the brightness of the power-saving mode. Alternatively, the reverse may be possible. On the other hand, when power is supplied in response to an initialization instruction, the aforementioned specific controls may not be restricted, and control related to the power-saving mode may be performed.
[0164] The extent to which the output of the light-emitting means is reduced in the power-saving mode compared to the normal mode may be changed as desired. The reduction rate may be a fixed value determined by the gaming machine manufacturer, or may be set by the administrator of the pachinko gaming machine 10 via the setting screen 74 or the power-saving mode setting menu screen 84. In this case, the administrator may select a desired value from multiple options presented by the pachinko gaming machine 10, or may directly input a value.
[0165] The switching means for switching between setting and canceling the power-saving mode may be changed as desired. As an example, it may be by operating the launch handle HD. The launch handle HD may have a built-in touch sensor, and the touch sensor may detect the grip state of the launch handle HD to switch between setting and canceling the power-saving mode. Also, the power-saving mode may be switched between setting and canceling by operating the launch handle HD to actually launch a game ball and having the launched game ball enter a specific ball entrance.
[0166] A mechanical operation unit may be provided on the back of the machine body, allowing the power-saving mode to be set or canceled using the operation unit. For example, the mechanical operation unit may be a switch, lever, dial, or button. For example, if the mechanical operation unit instructs the user to set the power-saving mode, the user can set or cancel the power-saving mode by performing a predetermined operation on the setting screen 74. On the other hand, if the mechanical operation unit instructs the user to cancel (not set) the power-saving mode, the user cannot set or cancel the power-saving mode through the setting screen 74. In other words, the first stage of setting may be performed using the mechanical operation unit. This configuration prevents, for example, an administrator of the pachinko gaming machine 10 from accidentally setting or canceling the power-saving mode through the setting screen 74 when the machine is powered on. Alternatively, the mechanical operation unit alone may be configured to directly set or cancel the power-saving mode. The setting state of the power-saving mode (e.g., ON) or cancel (OFF) in the mechanical operation unit is read by the main control CPU 42 during either the initialization process or the power recovery process upon power-on. If the administrator does not change the setting state of the operation unit before and after power-on, the setting state before and after power-on is maintained.
[0167] The light-emitting means that are subject to the power-saving mode can be changed arbitrarily. For example, a pachinko gaming machine 10 has decorative light-emitting means installed on the frame side and decorative light-emitting means installed on the game board side. Instead of making these all subject to the power-saving mode, the administrator may be able to arbitrarily set the light-emitting means that are subject to the power-saving mode. Furthermore, light-emitting means include image display units GH that emit light, such as liquid crystal panels and organic EL panels, but the decorative light-emitting means and the display light-emitting means (image display units GH) may be individually set as subject to the power-saving mode.
[0168] The specific operational checks that are performed during startup checks may be changed as desired. The power saving mode in this embodiment may be provided in a pachinko gaming machine that does not have a complete function.
[0169] The power saving mode in this embodiment may be provided in a slot machine as a gaming machine. The pachinko gaming machine 10 may be a circulation type pachinko gaming machine in which gaming balls are circulated inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.
[0170] The functions of the main control board 40 may be realized by dividing them among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by dividing them among multiple boards. For example, the pachinko gaming machine 10 may be equipped with a display board that exclusively controls the effect display device EH, a lamp board that exclusively controls the decorative lamps LA, and an audio board that exclusively controls the speaker SP, and may further be equipped with a master board that comprehensively controls these boards. Furthermore, the sub-control CPU 51 may be composed of multiple CPUs mounted on a single board. Furthermore, the sub-control board 50 does not need to be equipped with a backup function for the sub-control RWM 53.
[0171] In this embodiment, the pachinko gaming machine 10 can adopt a specification that provides a high probability state until the next jackpot game, a specification that provides a high probability state until a jackpot lottery is won (a so-called tumble machine), or a specification that provides a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 can adopt a specification that provides a high probability state on the condition that the gaming ball passes through a specific area (a so-called V-variable machine). The pachinko gaming machine 10 may also have a specification that combines the specifications of a tumble machine and a V-variable machine.
[0172] In this embodiment, in addition to the big win lottery, a small win lottery may be held as the winning lottery for the special symbol. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).
[0173] Instead of or in addition to the out sensor SE5, a sensor may be provided that directly detects game balls launched onto the game board YB by operating the launch handle HD. As an example, the sensor may be provided downstream, preferably at the most downstream, of the launch rail that guides the launched game balls to the game board YB. A backflow prevention valve is provided at the most downstream of the launch rail to prevent game balls that have reached the game board YB from flowing back into the launch rail, and the sensor may be provided near the valve. Since game balls detected by such a sensor will also be used in play upon reaching the game board YB, the sensor is a sensor that detects game balls used in play, or it can also be said to detect game balls that have been used in play.
[0174] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be additionally described below. (i) The specified period is a period during which the predetermined notification means issues a warning about addiction.
[0175] (b) A gaming machine according to the technical idea (a) further comprising a storage means capable of storing backup information when the power supply to the gaming machine is cut off, and an initialization means for instructing initialization of the storage means when power is supplied to the gaming machine, wherein the setting state of the power saving mode can be maintained even when initialization is instructed by the initialization means and power is supplied to the gaming machine, and when the power supply to the gaming machine is cut off during the power saving mode and then restored, the gaming machine does not return to the power saving mode immediately, but the setting state of the power saving mode can be maintained even after power is restored.
[0176] (c) The gaming machine is provided with a restricted mode that restricts the execution of games on the gaming machine, and the restricted mode is a mode to which the gaming machine is switched when the number of specific balls counted by a counting means provided in the gaming machine reaches an upper limit, and the number of specific balls is counted based on the number of prize balls awarded since power was supplied to the gaming machine and the number of balls used in games since power was supplied to the gaming machine, and after switching to the restricted mode, the gaming machine does not switch to the power saving mode even if the power supply to the gaming machine is cut off and then restored, but can switch to the power saving mode when initialization is instructed by the initialization means and power is supplied to the gaming machine.
[0177] (d) The gaming machine is provided with a restricted mode that restricts the execution of games on the gaming machine, and the restricted mode is a mode to which the gaming machine is switched when the number of specific balls counted by a counting means provided in the gaming machine reaches an upper limit, and the number of specific balls is counted based on the number of prize balls awarded since power was supplied to the gaming machine and the number of balls used in games since power was supplied to the gaming machine, and after switching to the restricted mode, when the power supply to the gaming machine is cut off and then restored, the gaming machine can switch to a power saving mode, but some of the control related to the power saving mode is restricted, and the gaming machine described in the technical idea (b) can switch to the power saving mode when initialization is instructed by an initialization means and power is supplied to the gaming machine, and no restrictions are imposed on the control related to the power saving mode.
[0178] (e) A gaming machine equipped with a power saving mode that reduces power consumption below normal power consumption, comprising: a switching means for switching between setting and canceling the power saving mode; a mode transition means for transitioning from a normal mode in which power consumption is normal to the power saving mode when a mode transition condition that can be established when the power saving mode is set is established; and a control means for controlling light emitting means provided in the gaming machine during the power saving mode so that the output of at least some of the light emitting means is reduced compared to the output in the normal mode; and the gist is that if the power supply to the gaming machine is cut off during the power saving mode and then power is restored, the gaming machine does not return to the power saving mode immediately, but the set state of the power saving mode can be maintained even after power is restored.
[0179] (e) A gaming machine equipped with a power saving mode that reduces power consumption below normal power consumption, comprising: a switching means for switching between setting and canceling the power saving mode; a mode transition means for transitioning from a normal mode in which power consumption is normal to the power saving mode when a mode transition condition that can be met when the power saving mode is set is met; a control means for controlling light emitting means provided in the gaming machine so that the output of at least some of the light emitting means is reduced compared to the output in the normal mode during the power saving mode; and a check control means for controlling a start-up check of the gaming machine, wherein when the power saving mode is set, the gaming machine is capable of transitioning to the power saving mode after the start-up check is completed.
[0180] (g) A gaming machine equipped with a power saving mode that reduces power consumption below normal power consumption, the gaming machine comprising: a switching means for switching between setting and canceling the power saving mode; a mode transition means for transitioning from a normal mode in which power consumption is normal to the power saving mode when a mode transition condition that can be established when the power saving mode is set is established; a control means for controlling light emitting means provided in the gaming machine so that the output of at least some of the light emitting means is reduced compared to the output in the normal mode during the power saving mode; a check control means for controlling a start-up check of the gaming machine; and a movable body that performs a predetermined operation, the start-up check including an operation check of the movable body, and the operation check of the movable body causing the movable body to operate in the same manner as when the power saving mode is not set, even when the power saving mode is set.
[0181] (H) A gaming machine according to the technical idea (G), in which some of the movable bodies operate in the same manner as in the normal mode even in the power saving mode. (i) A gaming machine described in the technical idea (h), wherein the some of the movable bodies are operating means that can be operated by a player, and the operation of the some of the movable bodies includes the emission of light by a light-emitting means provided on the operating means, and the light-emitting means provided on the operating means emits light in the same operating manner as in the normal mode even during the power-saving mode.
[0182] (J) A gaming machine equipped with a power saving mode that reduces power consumption below normal power consumption, comprising: a switching means for switching between setting and canceling the power saving mode; a mode transition means for transitioning from a normal mode in which power consumption is normal to the power saving mode when a mode transition condition that can be established when the power saving mode is set is established; a control means for controlling the light emitting means provided in the gaming machine so that the output of at least some of the light emitting means is reduced compared to the output in the normal mode during the power saving mode; and a light intensity adjustment means for adjusting the light intensity of at least some of the light emitting means by operating a predetermined operating means provided in the gaming machine, wherein adjustment of the light intensity of the light emitting means by operating the predetermined operating means can be performed even during the power saving mode.
[0183] (K) A gaming machine according to the technical idea (J), in which the adjustment of the light intensity during the power-saving mode is reflected immediately or after the power-saving mode ends. According to this configuration, by immediately reflecting the adjustment of the light intensity, a player can play in a bright environment even if the game is started during the power-saving mode. According to this configuration, by reflecting the adjustment of the light intensity after the power-saving mode ends, the power consumption reduction effect of the power-saving mode can be maintained until the power-saving mode is released.
[0184] (l) A gaming machine equipped with a power saving mode that reduces power consumption below normal power consumption, comprising: switching means for switching between setting and canceling the power saving mode; mode transition means for transitioning from a normal mode in which power consumption is normal to the power saving mode when a mode transition condition that can be established when the power saving mode is set is established; control means for controlling light emitting means provided in the gaming machine so that the output of at least some of the light emitting means is reduced compared to the output in the normal mode during the power saving mode; an image display unit capable of displaying images; storage means for storing backup information when power supply to the gaming machine is cut off; and initialization means for instructing initialization of the storage means when power is supplied to the gaming machine; wherein a power saving mode image can be displayed on the image display unit while the gaming machine is on standby when set to the power saving mode, and there is a specific period during which the power saving mode image is not displayed on the image display unit or the visibility of the power saving mode image displayed on the image display unit is lower than in a normal period during the standby period when set to the power saving mode. The power supply to the gaming machine is cut off during the power saving mode, and the gaming machine does not return to the power saving mode immediately after power is restored, but the power saving mode setting state can be maintained even after power is restored, and the power saving mode setting state can be maintained even if initialization is instructed by the initialization means and power is supplied to the gaming machine, and the gaming machine is provided with a restriction mode that restricts the execution of games on the gaming machine, and the restriction mode is a mode to which the gaming machine is switched when the number of specific game media counted by a counting means provided in the gaming machine reaches an upper limit number, and the switching to the restriction mode a gaming machine in which, after the power supply to the gaming machine is cut off and then restored, the gaming machine does not transition to the power saving mode, but can transition to the power saving mode when an instruction to initialize by the initialization means is given and power is supplied to the gaming machine, the switching means includes a first means on the front side of the gaming machine and a second means on the back side of the gaming machine, the power saving mode can be set by operating the first means and the second means, and even if the first means is operated during the power saving mode, the gaming machine does not transition from the power saving mode to the normal mode. [Explanation of symbols]
[0185] 10... Pachinko game machine EH... Performance display device GH... Image display section LA... Decorative lamp D1... Performance button D2... Cross key DL... Light emitting section 40... Main control board 42... Main control CPU 44... Main control RWM 46... Clear switch 50... Sub control board 51... Sub control CPU 53... Sub control RWM Gg... Power saving mode image
Claims
[Claim 1] In gaming machines equipped with a power-saving mode that reduces power consumption below normal levels, a switching means for switching between setting and canceling the power saving mode; a mode transition means for transitioning from a normal mode in which power consumption is normal to the power saving mode when a mode transition condition that can be established when the power saving mode is set is established; a control means for controlling the light-emitting means so that the output of at least some of the light-emitting means included in the gaming machine is reduced compared to the output in the normal mode during the power saving mode; A specific operation means for starting a game; a storage means for storing backup information when power supply to the gaming machine is interrupted; an initialization means for instructing initialization of the storage means when power is supplied to the gaming machine; The power supply to the gaming machine is cut off during the power saving mode, and the gaming machine does not return to the power saving mode immediately after power is restored, but the setting state of the power saving mode can be maintained even after power is restored, The power saving mode can be maintained even if power is supplied to the gaming machine by instructing initialization by the initialization means, The gaming machine has a restriction mode that restricts execution of a game on the gaming machine, The limited mode is a mode into which the gaming machine transitions when the number of specific game media counted by a counting means included in the gaming machine reaches an upper limit number, After the gaming machine has been switched to the limited mode, even if the power supply to the gaming machine is cut off and then restored, the gaming machine will not be switched to the power saving mode, but when an instruction to initialize the gaming machine by the initialization means is given and power is supplied to the gaming machine, the gaming machine can be switched to the power saving mode; The switching means includes a first means on the front side of the gaming machine and a second means inside the gaming machine, the power saving mode can be set by operating the first means when the second means is in a predetermined state; A gaming machine characterized in that an end condition of the power saving mode for transitioning from the power saving mode to the normal mode is that the specific operating means is operated.
Citation Information
Patent Citations
Game machine
JP2016192989A