Game machine
The gaming machine uses a gradual display update mechanism based on triggers and stored information to synchronize game value changes, addressing player distrust and ensuring accurate media count representation.
Patent Information
- Application Number
- JP2024090219
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-03
- Publication Date
- 2025-12-15
- Estimated Expiration
- 2044-06-03
AI Technical Summary
Players may distrust the gaming machine when the display of game media updates suddenly or takes too long, leading to a discrepancy between perceived and actual game media count.
The gaming machine employs a game value number updating mechanism that gradually updates the display based on preset triggers, with adjustable update times, using stored update information to ensure synchronized display changes.
This approach reduces player distrust by ensuring a smooth and accurate representation of game media count, enhancing the gaming experience.
Smart Images

Figure 2025182568000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] When a rental button provided on the gaming machine is operated, gaming media to be used in the game are rented out. Also, gaming media are paid out during the game. As shown in Patent Document 1, for example, the gaming machine is provided with a display unit for displaying the number of gaming media owned by the player, and the display on the display unit is updated according to changes in the number of gaming media. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-140139 Summary of the Invention [Problem to be solved by the invention]
[0004] For example, when lending game media, if the display on the display unit is suddenly updated to show the updated number of game media, it is difficult for the player to feel that the number of game media has increased. On the other hand, it is also possible to gradually update the display on the display unit, but in this case, it may take a long time for the update display to finish. If it takes a long time to update the display, the number of game media may be further updated during that time, causing a discrepancy between the player's perception and the actual number of game media, which may lead to distrust in the player.
[0005] An object of the present invention is to provide a gaming machine that can reduce players' distrust. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises: a game value number updating means for updating the number of game values owned by a player based on a preset trigger; an update information storage means for storing update information of the number of game values in a storage area for each occurrence of the trigger; a display unit that displays the number of game values owned by the player; a display control means for controlling the display of the number of game values on the display unit based on the update information stored in the storage area; Equipped with The display control means When the number of game values changes, an update display can be executed to gradually update the number of game values displayed on the display unit to the number of game values after the change, When the update display is executed, an update time, which is a time required for one stage of the update display, can be determined to be different based on the trigger that has occurred, The update display can be performed based on the determined update time, When one or more pieces of update information are stored in the storage area, the update information is called up one by one in order, the update time is determined based on the trigger corresponding to the called update information, and the update display can be executed based on the determined update time. [Effects of the Invention]
[0007] According to the present invention, it is possible to reduce players' distrust. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] FIG. 2 is a front view of the circulation unit with some parts removed. [Figure 4] FIG. 1 is a first diagram illustrating a rectifier. [Figure 5] FIG. 2 is a second diagram illustrating a rectifier. [Figure 6] FIG. 10 is a diagram illustrating a rectifier outlet sensor. [Figure 7]FIG. 1 is a block diagram of a gaming machine. [Figure 8] FIG. 10 is a diagram illustrating a frame control board. [Figure 9] A sequence diagram showing processing in the main control board and the frame control board. [Figure 10] 10 is a flowchart illustrating a frame control activation process. [Figure 11] 10 is a flowchart illustrating an information receiving process. [Figure 12] 10 is a flowchart illustrating a disconnection determination process. [Figure 13] FIG. 10 is a sequence diagram showing processing in the frame control board and the dedicated unit. [Figure 14] A sequence diagram showing the processing in the main control board and frame control board in the ball removal state. [Figure 15] 10 is a flowchart illustrating processing during the ball removal state. [Figure 16] FIG. 10 is a diagram illustrating a frame control display. [Figure 17] FIG. 10 is a diagram illustrating gaming machine information. [Figure 18] FIG. 10 is a diagram illustrating gaming machine information transmitted to a dedicated unit when there is no change in status. [Figure 19] FIG. 10 is a first diagram illustrating gaming machine information transmitted to a dedicated unit when a state change occurs. [Figure 20] FIG. 2 is a second diagram illustrating gaming machine information transmitted to the dedicated unit when a state change occurs. [Figure 21] FIG. 10 is a diagram illustrating gaming machine information of a comparative example that is transmitted to a dedicated unit when fraud is detected. [Figure 22] 10 is a flowchart illustrating a frame control board error process. [Figure 23] 10 is a first flowchart illustrating a dedicated unit communication process. [Figure 24] 10 is a second flowchart illustrating the dedicated unit communication process. [Figure 25]10 is a diagram illustrating the gaming machine information of this embodiment that is sent to a dedicated unit when fraud is detected. FIG. [Figure 26] 10 is a flowchart illustrating a possession number management process. [Figure 27] 10 is a flowchart illustrating a process when the number of possessions changes. [Figure 28] 10 is a flowchart illustrating a display number change process. [Figure 29] 10A and 10B are diagrams illustrating absolute difference values, display switching flags, and update intervals. [Figure 30] 10 is a flowchart illustrating a circulation control process. [Figure 31] 10 is a flowchart illustrating a rectifier inlet sensor monitoring process. [Figure 32] 4 is a flowchart illustrating a rectifier solenoid control process. [Figure 33] 10 is a flowchart illustrating a subtraction process. [Figure 34] 10 is a flowchart illustrating a foul ball monitoring process. [Figure 35] 10 is a flowchart illustrating a dispensing command receiving process. [Figure 36] 10 is a flowchart illustrating a counting process. [Figure 37] 10 is a flowchart illustrating a subtraction process according to a modified example. [Figure 38] 10 is a flowchart illustrating a foul ball monitoring process according to a modified example. [Figure 39] 10 is a flowchart illustrating a process when the possession number changes according to a second modified example. [Figure 40] 10 is a first flowchart illustrating a display number change process according to a second modified example. [Figure 41] 10 is a second flowchart illustrating the display number change process according to the second modified example. DETAILED DESCRIPTION OF THE INVENTION
[0009] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0010] FIG. 1 is a front view of a gaming machine 100. The gaming machine 100 includes a gaming machine main body 102. The gaming machine main body 102 includes a main body frame and a front door that is supported on the main body frame so that it can be opened and closed freely. A gaming board 104 is held in the main body frame, and a transparent plate is held in the front door. When the front door is closed relative to the main body frame, the transparent plate faces the gaming board 104 while maintaining a predetermined distance therebetween.
[0011] An operating handle 106 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front door. This operating handle 106 is provided so that it can be rotated by a player, and when a player rotates the operating handle 106 to perform a firing operation, a gaming ball is fired with a strength that corresponds to the rotation angle of the operating handle 106. The gaming ball thus fired rises between rails 104a and 104b provided on the gaming board 104 and is guided to a playing area 110.
[0012] The play area 110 is a space formed between the play board 104 and the transparent plate, and is an area where the game balls can flow down or roll. The play board 104 is provided with a large number of nails and windmills, and the game balls guided into the play area 110 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0013] The play area 110 includes a first play area 110a and a second play area 110b. The first play area 110a is located on the left side of the play area 110 as seen by a player facing the game machine 100, and the second play area 110b is located on the right side of the play area 110 as seen by a player facing the game machine 100. Because the rails 104a and 104b are located on the left side of the play area 110, a game ball launched with a launch intensity less than a predetermined intensity enters the first play area 110a, and a game ball launched with a launch intensity equal to or greater than the predetermined intensity enters the second play area 110b.
[0014] The gaming area 110 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters these general prize opening 118, first start opening 120, and second start opening 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out for each of the general prize opening 118, first start opening 120, and second start opening 122 may be different or the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0015] When a gaming ball enters the first start slot 120 or the second start slot 122, a lottery is held to determine one of a plurality of pre-established special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a major or minor win game advantageous to the player can be executed, and what the subsequent gaming state will be. Therefore, when a gaming ball enters the first start slot 120 or the second start slot 122, the player not only acquires a predetermined prize ball, but also has the opportunity to acquire the right to receive various gaming benefits.
[0016] The first starting port 120 is located at the bottom of the game area 110, and is either capable of receiving only game balls flowing down the first game area 110a, or is located at a position where game balls that have entered the first game area 110a can enter more easily than game balls that have entered the second game area 110b.
[0017] The second starting opening 122 is located in the second game area 110b, and is either capable of receiving only game balls flowing down the second game area 110b, or is positioned so that game balls that have entered the second game area 110b can enter more easily than game balls that have entered the first game area 110a. The second starting opening 122 is configured as a variable starting opening having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.
[0018] Specifically, second start opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for game balls to enter second start opening 122. Note that the specific configuration of second start opening 122 is not particularly limited, but here, movable piece 122b is recessed into the back side of game board 104 in the closed state, and protrudes into the front side of game board 104 in the open state. In the closed state with movable piece 122b recessed, second start opening 122 is closed, and game balls flow down the front side of second start opening 122.
[0019] In contrast, when a gaming ball passes through the gate 124 provided in the first gaming area 110a and the second gaming area 110b, it is determined whether or not to execute an auxiliary game in which the second start opening 122 is opened, and if it is determined that an auxiliary game is executed, the auxiliary game is executed in which the second start opening 122 is controlled to open and close. More specifically, on the condition that the gaming ball has passed through the gate 124, a lottery for a normal symbol is held, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0020] In the open state in which the movable piece 122b protrudes, game balls flowing down the front side of the second starting opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second starting opening 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that leads the game balls to the second starting opening 122, making it easier for the game balls to enter the second starting opening 122.
[0021] Furthermore, a large prize opening 126 is provided at the bottom of the game area 110. The large prize opening 126 is arranged in a position where at least game balls flowing down the second game area 110b can enter. An opening / closing door 126b is provided at the large prize opening 126 so that the opening / closing door 126b can open and close, and normally the opening / closing door 126b closes the large prize opening 126, preventing game balls from entering the large prize opening 126. In contrast, when the aforementioned large prize game or small prize game is executed, the opening / closing door 126b opens and functions as a tray, allowing game balls to enter the large prize opening 126. When a game ball enters the large prize opening 126, a predetermined number of prize balls are paid out to the player.
[0022] In addition, at the bottom of the game area 110, there is a discharge outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, or the large prize opening 126 from the game area 110 to the back side of the game board 104.
[0023] Here, the gaming machine 100 of this embodiment is a managed gaming machine in which gaming balls circulate within the gaming machine main body 102. The gaming machine main body 102 is provided with a circulation unit 1, which will be described later. The circulation unit 1 is provided below the gaming board 104, and all gaming balls launched into the playing area 110 are collected by the circulation unit 1. The circulation unit 1 aligns the collected gaming balls and sends them to a launching device, which then launches the gaming balls into the playing area 110 again. The circulation unit 1 will be described below.
[0024] Fig. 2 is a front view of the circulation unit 1, and Fig. 3 is a front view of the circulation unit 1 with some parts removed. The circulation unit 1 includes a circulation passage 3, a lifting screw 5, a lifting motor 5c, and a rectifying passage 7. The circulation passage 3 is a passage that extends in a serpentine manner in the width direction (left-right direction in the figure) and the front-rear direction (depth direction into the paper in the figure) of the circulation unit 1. The starting end of the circulation passage 3 is located higher than the terminal end, and it slopes gently from the starting end to the terminal end.
[0025] A collecting passage is provided on the back side of the game board 104, where game balls shot into the game area 110 collect. Specifically, all game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the big winning opening 126, and the discharge opening 130 are guided to the collecting passage. The starting end of the circulation passage 3 is connected to the collecting passage, and game balls are guided from the collecting passage to the circulation passage 3. The game balls guided to the starting end of the circulation passage 3 roll within the circulation passage 3 by their own weight and reach the end of the circulation passage 3.
[0026] The lifting screw 5 is located at the end of the circulation passage 3. The lifting screw 5 has a rotating shaft 5a extending vertically and a helical piece 5b extending helically around the rotating shaft 5a. The rotating shaft 5a, the helical piece 5b, and the case that houses the lifting screw 5 form a helical passage that extends helically around the rotating shaft 5a.
[0027] The lower end of the lifting screw 5 is located at the end of the circulation passage 3, and game balls are guided from the circulation passage 3 to the spiral passage. When the lifting screw 5 is rotated by the drive of the lifting motor 5c, the game balls rise in the spiral passage from vertically downward to upward. The upstream end of the rectifying passage 7 is located at the upper end of the lifting screw 5, and game balls that have risen in the spiral passage by the lifting screw 5 are guided to the rectifying passage 7.
[0028] The rectifying passage 7 is a passage surrounded by a case and extends in the width direction of the circulation unit 1. The upstream end of the rectifying passage 7, which is connected to the spiral passage, is located higher than the downstream end. Therefore, the rectifying passage 7 is gently inclined from the upstream end to the downstream end. As a result, game balls guided into the rectifying passage 7 roll from upstream to downstream under their own weight. In this way, in the circulation unit 1, game balls roll in the order of the circulation passage 3, the lifting screw 5 (spiral passage), and the rectifying passage 7. Note that, during normal operation of the gaming machine 100, a large number of game balls remain in the circulation passage 3 and the rectifying passage 7, and the game balls come into contact with each other.
[0029] The circulation unit 1 also includes a rectifier 9. The rectifier 9 is provided at the downstream end of the rectifying passage 7, and serves to stop the supply of game balls from the rectifier 9 to the launching device and to supply game balls one by one to the launching device.
[0030] FIG. 4 is a first diagram illustrating the rectifier 9, and FIG. 5 is a second diagram illustrating the rectifier 9. The rectifier 9 includes a base plate 11. The base plate 11 is a flat member, and is arranged so as to separate the space in the front-to-rear direction of the circulation unit 1 (the depth direction of the paper in the figure). In this case, the rectifying passage 7 is located further forward of the base plate 11 than the circulation unit 1. Therefore, game balls retained near the downstream end of the rectifying passage 7 will be located on the front side of the base plate 11.
[0031] The rectifier 9 also includes a rectifier solenoid 9c. The rectifier solenoid 9c is attached to the base plate 11 and is located near the downstream end of the rectifier passage 7. The rectifier solenoid 9c is provided at a distance from the rectifier passage 7 on the front side in the rolling direction of the gaming ball in the rectifier passage 7 (the direction from left to right in the drawing).
[0032] Furthermore, the rectifier 9 includes a rectifying member 13 provided on the front side of the base plate 11. The rectifying member 13 includes a stop surface 13a facing the base plate 11 and a pressing surface 13b substantially perpendicular to the stop surface 13a. The rectifying member 13 includes a rotation fulcrum 13c, which is rotatably supported on the base plate 11. This allows the rectifying member 13 to rotate around the rotation fulcrum 13c. The pressing surface 13b faces the rectifier solenoid 9c, and when the rectifier solenoid 9c protrudes, the pressing surface 13b is pressed by the rectifier solenoid 9c, causing the rectifying member 13 to rotate around the rotation fulcrum 13c. In other words, the rectifying member 13 is switched between the state shown in FIG. 4 and the state shown in FIG. 5 by the rectifier solenoid 9c.
[0033] The stop surface 13a is formed with a first ball sending groove 13d that is smaller than the diameter of the gaming ball, and a second ball sending groove 13e that is continuous with the first ball sending groove 13d and is larger than the diameter of the gaming ball. As shown in Figure 4, when the rectifier solenoid 9c is in the immersed state, one gaming ball located at the downstream end of the rectifying passage 7 falls from the second ball sending groove 13e to the back side of the base plate 11. The gaming ball that has fallen to the back side of the base plate 11 is guided to a launching device (not shown) and launched by the launching device.
[0034] On the other hand, as shown in Fig. 5, when the rectifier solenoid 9c is in the protruding state, the gaming ball located at the downstream end of the rectifier passage 7 faces the first ball-sending groove 13d. In this state, the stopping surface 13a stops the sending of the gaming ball to the launching device. Therefore, for example, when the player operates the operating handle 106, the rectifier solenoid 9c is intermittently controlled from the state shown in Fig. 5 to the state shown in Fig. 4, so that gaming balls are sent one by one to the launching device at regular intervals.
[0035] A rectifier inlet sensor 15s is provided in the rectifier passage 7. The rectifier inlet sensor 15s detects the third gaming ball counting from the downstream end among the gaming balls retained in the rectifier passage 7. In other words, the rectifier inlet sensor 15s is disposed at a position where it can detect the third gaming ball among the gaming balls sent to the launching device.
[0036] FIG. 6 is a diagram illustrating the rectifier outlet sensor 17s. FIG. 6 shows the state in which the rectifier 9 and base plate 11 are removed. The rectifier outlet sensor 17s is provided on the rear side of the base plate 11. A ball throwing hole 19, through which one gaming ball can enter, is formed on the rear side of the base plate 11. The rectifier outlet sensor 17s detects gaming balls passing through the ball throwing hole 19. In the gaming machine 100, the number of gaming balls held by the player, the number of balls fired, etc. are counted by detecting gaming balls by the rectifier inlet sensor 15s and the rectifier outlet sensor 17s.
[0037] As described above, in the gaming machine 100, gaming balls are circulated within the gaming machine main body 102 by the circulation unit 1. Next, the internal configuration of the gaming machine 100 will be described.
[0038] (Internal configuration of control means) 7 is a block diagram of the gaming machine 100. The gaming machine 100 includes a main control board 100A, a frame control board 200A, and a sub-control board 300A.
[0039] The main control board 100A controls the basic operations of the game. The main control board 100A is equipped with a main CPU 100a, a main ROM 100b, and a main RAM 100c. The main CPU 100a reads programs stored in the main ROM 100b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 100c functions as a data work area during arithmetic processing by the main CPU 100a.
[0040] The gaming machine 100 is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through a gate 124. The main ROM 100b of the main control board 100A stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.
[0041] The main control board 100A is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, and a special prize opening detection switch 126s that detects when a game ball enters the special prize opening 126, and detection signals are input from each of these detection switches to the main control board 100A.
[0042] In addition, the main control board 100A is connected to a normal electric role solenoid 122c that operates the movable piece 122b of the second starting opening 122, and a large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the large prize opening 126, and the opening and closing of the second starting opening 122 and the large prize opening 126 is controlled by the main control board 100A.
[0043] Furthermore, the main control board 100A is connected to a plurality of indicators that show the status of the game, such as a first special symbol indicator that displays special symbols, a second special symbol indicator, a first special symbol reserve indicator that displays the number of special 1 or special 2 reserves, a second special symbol reserve indicator, a normal symbol indicator that displays normal symbols, and a normal symbol reserve indicator that displays the number of normal symbols reserved. Here, each of these indicators is referred to as a main indicator 128. The display of the main indicator 128 is controlled by the main control board 100A.
[0044] An abnormality detection sensor 132s is also connected to the gaming machine 100. The abnormality detection sensor 132s is configured, for example, with a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, etc. An abnormality detection signal is input from the abnormality detection sensor 132s to the main control board 100A.
[0045] Furthermore, a setting change switch 134s is provided on the back of the gaming board 104. The setting change switch 134s is configured to be accessible with a dedicated key. When the setting change switch 134s is turned on, it becomes possible to change and check the setting values. Although a detailed explanation will be omitted, the gaming machine 100 stores one of six setting values with different degrees of advantage as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.
[0046] A setting value display 134 that displays registered setting values is provided on the back of the game board 104. The main control board 100A displays the registered setting values on the setting value display 134 while the setting values are being changed or checked.
[0047] A RAM clear button is provided on the back of the gaming board 104 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 136s. The RAM clear switch 136s is connected to the main control board 100A, and a RAM clear operation signal is input from the RAM clear switch 136s to the main control board 100A. If a RAM clear operation signal is input from the RAM clear switch 136s when the power is turned on, the main CPU 100a clears the main RAM 100c.
[0048] Furthermore, a frame control board 200A and a sub-control board 300A are connected to the main control board 100A.
[0049] The frame control board 200A is equipped with a frame control CPU 200a, a frame control ROM 200b, and a frame control RAM 200c. The sub-control board 300A is equipped with a sub-CPU 300a, a sub-ROM 300b, and a sub-RAM 300c. The sub-control board 300A mainly controls the effects during play. Together with the main control board 100A, the frame control board 200A performs various controls related to the progress of the game, such as control for launching game balls and control for paying out prize balls. The frame control board 200A is connected to the main control board 100A so that it can communicate bidirectionally. The frame control board 200A will be described in detail below.
[0050] 8 is a diagram illustrating the frame control board 200A. The frame control board 200A is provided with a ball removal switch 201s, an error reset switch 202s, a game ball count clear switch 203s, a RAM clear switch 204s, and a firing intensity volume 205s.
[0051] The ball removal switch 201s detects the operation of the ball removal button provided on the frame control board 200A. When the power is turned on with the ball removal button operated, the machine is set to ball removal mode. The ball removal mode is a mode in which game balls can be ejected from the gaming machine main body 102. When game balls are to be replaced during maintenance, for example, the ball removal mode can be set to allow game balls to be ejected from the gaming machine main body 102.
[0052] The error reset switch 202s detects the operation of an error reset button provided on the frame control board 200 A. The error state is reset by operating the error reset button.
[0053] The game ball count clear switch 203s detects the operation of a game ball count clear button provided on the frame control board 200A. The frame control board 200A counts the number of game balls held by the player, but when the power is turned on with the game ball count clear switch 203s operated, the number of game balls is cleared.
[0054] The RAM clear switch 204s detects the operation of a RAM clear button provided on the frame control board 200 A. When the power is turned on with the RAM clear switch 204s operated, the frame control RAM 200 c is cleared.
[0055] The firing intensity volume 205s controls the current value of a firing solenoid 231c, which will be described later, and causes the gaming ball to be fired with an intensity according to the operating angle of the operating handle 106.
[0056] In addition, the frame control board 200A is connected to a foul ball sensor 210s, a radio wave sensor 211s, an open switch 212s, a handle volume 213s, a launch stop switch 214s, a touch sensor 215s, an out switch 216s, an insufficient ball count sensor 217s, an excessive ball count sensor 218s, a lifting motor sensor 5s, a rectifier inlet sensor 15s, a rectifier outlet sensor 17s, and a counting switch 219s.
[0057] The foul ball sensor 210s detects game balls that are shot toward the game area 110 but are guided to the foul passage without reaching the game area 110. The radio wave sensor 211s detects radio waves. The opening switch 212s detects that the front door is open. The handle volume 213s detects the operating angle of the operating handle 106.
[0058] The launch stop switch 214s detects the operation of a launch stop button provided on the operating handle 106. When the launch stop button is operated, the launch of game balls is stopped regardless of the operating angle of the operating handle 106. The touch sensor 215s detects that the player's hand is touching the operating handle 106. The out switch 216s detects game balls that have been ejected from the play area 110 to the back side of the game board 104.
[0059] The insufficient number of balls sensor 217s detects that the number of game balls circulating within the gaming machine main body 102 is low. The excessive number of balls sensor 218s detects that the number of game balls circulating within the gaming machine main body 102 is high. The lift motor sensor 5s detects the rotation of the lift motor 5c. The rectifier inlet sensor 15s detects game balls in the rectifier path 7. The rectifier outlet sensor 17s detects game balls sent from the rectifier path 7 to the launching device side. The counting switch 219s is provided on the counting button and detects the counting operation input by the player.
[0060] As described above, various detection signals are input to the frame control board 200A from the foul ball sensor 210s, radio wave sensor 211s, open switch 212s, handle volume 213s, launch stop switch 214s, touch sensor 215s, out switch 216s, too few balls sensor 217s, too many balls sensor 218s, lifting motor sensor 5s, rectifier inlet sensor 15s, rectifier outlet sensor 17s, and counting switch 219s.
[0061] In addition, the frame control board 200A is connected to a lift motor 5c, a rectifier solenoid 9c, and a launch solenoid 231c. The lift motor 5c drives the above-mentioned lift screw 5. The rectifier solenoid 9c sends the gaming balls retained in the rectification passage 7 one by one toward the launch device. The launch solenoid 231c is provided in the launch device and launches the gaming balls toward the game area 110. The lift motor 5c, the rectifier solenoid 9c, and the launch solenoid 231c are controlled by the frame control board 200A.
[0062] In addition, a game ball count display device 240, a frame control display device 241, and a performance display monitor 242 are connected to the frame control board 200A. The game ball count display device 240 is installed in a position visible to a player during play, such as a front door. The game ball count display device 240 displays the number of game balls held by the player. The frame control display device 241 is installed in a position not visible to a player during play, such as the back of the gaming board 104. The frame control display device 241 displays the input status of signals from each sensor connected to the frame control board 200A, error status, etc. The performance display monitor 242 is installed in a position not visible to a player during play, and displays the base ratio, etc. The display of the game ball count display device 240, the frame control display device 241, and the performance display monitor 242 is controlled by the frame control board 200A. The various displays on the frame control board 200A use a dynamic lighting method that switches the lighting position for each interrupt and periodically controls the lighting. For example, the game ball count display device 240 is composed of six digit segments (7 segments), but is configured to output display data one digit at a time with six interrupts.
[0063] The frame control board 200A is also connected to the dedicated unit 250 via a game ball etc. lending device connection terminal board 243. The frame control board 200A and the dedicated unit 250 are connected to be able to communicate bidirectionally.
[0064] The dedicated unit 250 includes, for example, a bill insertion slot for inserting bills, a card insertion slot for inserting an IC card, and a liquid crystal display that displays the remaining balance, etc. The dedicated unit 250 updates the remaining balance on the IC card and lends gaming balls based on the player's operation. The dedicated unit 250 is also connected to the hall computer of the gaming facility and transmits gaming machine information, etc., transmitted from the frame control board 200A to the hall computer.
[0065] The following describes the processing of the main control board 100A, frame control board 200A, and dedicated unit 250 in the gaming machine 100, which is a managed gaming machine. Note that in this embodiment, the characteristic processing of the main control board 100A, frame control board 200A, and dedicated unit 250 will be extracted and explained. Therefore, the processing described below is only a part of the processing performed by the main control board 100A, frame control board 200A, and dedicated unit 250.
[0066] FIG. 9 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A. Note that FIG. 9 shows the processing when the power is turned on, with no setting changes or setting checks being performed, and no abnormalities occurring. The main control board 100A and the frame control board 200A are each connected to a power supply board. When the gaming machine 100 is turned on, a main control startup process S1 is executed in the main control board 100A, and a frame control startup process s1 is executed in the frame control board 200A. The main control startup process S1 and the frame control startup process s1 are executed independently of each other.
[0067] In the main control startup process S1, confirmation is performed of actuators controlled by the main control board 100A, such as the normal electric role solenoid 122c and the large prize opening solenoid 126c, and confirmation operations are also performed of indicators controlled by the main control board 100A, such as the main display 128. The indicator confirmation operations include confirmation operations of the setting value indicator 134. In the main control startup process S1, the main CPU 100a causes the setting value indicator 134 to flash, allowing visual confirmation of whether there are any abnormalities in the LED. This confirmation operation of the setting value indicator 134 continues after the main control startup process S1 is completed, until the game enters a playable state in which play is possible.
[0068] In the frame control startup process s1, confirmation operations of each display device controlled by the frame control board 200A are performed, etc. The frame control startup process s1 will be described with reference to FIG.
[0069] FIG. 10 is a flowchart illustrating the frame control activation process s1.
[0070] (s1-1) When the power is turned on to the frame control board 200A, the frame control CPU 200a determines whether the game ball count clear switch 203s is on, that is, whether the power was turned on with the game ball count clear button operated. If it is determined that the game ball count clear switch 203s is on, the process proceeds to s1-2, and if it is determined that the game ball count clear switch 203s is not on, the process proceeds to s1-3.
[0071] (s1-2) The frame control CPU 200a clears the storage area of the frame control RAM 200c that stores the number of game balls possessed by the player.
[0072] (s1-3) The frame control CPU 200a determines whether the ball removal switch 201s is on, i.e., whether the power was turned on with the ball removal button operated. If it is determined that the ball removal switch 201s is on, the process proceeds to s1-4, and if it is determined that the ball removal switch 201s is not on, the process proceeds to s1-6.
[0073] (s1-4) The frame control CPU 200a determines whether the number of game balls held by the player is 0. If it determines that the number of game balls is 0, the process proceeds to s1-5, and if it determines that the number of game balls is not 0, the process proceeds to s1-6.
[0074] (s1-5) The frame control CPU 200a transitions to the ball removal state and terminates the frame control startup process. This transition to the ball removal state sets the internal state of the frame control board 200A to the ball removal mode. In this manner, in this embodiment, the ball removal mode is set on the condition that the number of game balls held by the player is 0 and the power is turned on with the ball removal button operated. Details of the ball removal mode will be described later.
[0075] On the other hand, if the ball removal button is not operated when the power is turned on, or if the number of game balls the player has is not 0, the confirmation operations from s1-6 onwards are carried out.
[0076] (s1-6) The frame control CPU 200a sets a confirmation timer and a post-startup elapsed time timer. The confirmation timer measures the time for which confirmation operations of various displays, etc., continue, and here, for example, a timer value equivalent to 5 seconds is set in the confirmation timer. The post-startup elapsed time timer measures the time elapsed since the frame control board 200A was started, and here, for example, a timer value equivalent to 3 minutes is set in the post-startup elapsed time timer. The times set in the confirmation timer and the post-startup elapsed time timer are not limited; it is sufficient that the time set in the post-startup elapsed time timer is longer than the time set in the confirmation timer.
[0077] (s1-7) The frame control CPU 200a performs a checking operation of the game ball number display device 240. Here, the frame control CPU 200a controls the game ball number display device 240 to light up or blink.
[0078] (s1-8) The frame control CPU 200a performs a checking operation of the performance display monitor 242. Here, the frame control CPU 200a controls the performance display monitor 242 to light up or blink.
[0079] (s1-9) The frame control CPU 200a executes wait processing and waits until a predetermined time (for example, several ms to several 100 ms) has elapsed.
[0080] (s1-10) When a predetermined time has elapsed, the frame control CPU 200a subtracts the timer value of the confirmation timer.
[0081] (s1-11) Furthermore, the frame control CPU 200a subtracts the timer value of the post-startup elapsed time timer.
[0082] (s1-12) The frame control CPU 200a determines whether the timer value of the confirmation timer is 0. If it is determined that the timer value of the confirmation timer is 0, the frame control CPU 200a proceeds to s1-13, and if it is determined that the timer value of the confirmation timer is not 0, the frame control CPU 200a proceeds to s1-7.
[0083] (s1-13) The frame control CPU 200a ends the confirmation operation of the game ball number display device 240 and the performance display monitor 242. As a result, the confirmation operation of the game ball number display device 240 and the performance display monitor 242 is performed until the time set in the confirmation timer (for example, 5 seconds) has elapsed.
[0084] (s1-14) The frame control CPU 200a turns on a command permission signal that permits transmission and reception of information with the main control board 100A, and ends the frame control startup process.
[0085] 9, when the frame control startup process s1 is completed in the frame control board 200A, various processes are executed by timer interrupts. At this time, the frame control board 200A executes an information reception process s2 and a dedicated unit connection confirmation process s4 for each timer interrupt.
[0086] FIG. 11 is a flowchart illustrating the information reception process s2.
[0087] (s2-1) The frame control CPU 200a determines whether gaming machine installation information has been received from the main control board 100A. The gaming machine installation information is repeatedly transmitted to the frame control board 200A at predetermined intervals (for example, 100 ms) after the main control startup process S1 in the main control board 100A is completed. If it is determined that gaming machine installation information has been received, the frame control CPU 200a shifts the process to s2-2, and if it is determined that gaming machine installation information has not been received, the frame control CPU 200a shifts the process to s3.
[0088] (s2-2) The frame control CPU 200a transmits response information to the main control board 100A. This response information notifies the main control board 100A that the gaming machine installation information has been properly received. The information reception process s2 is also executed during ball removal mode. The response information is configured to be able to identify whether or not the ball is being removed, and the main control board 100A can use the response information to determine whether or not the frame control board 200A is in ball removal mode.
[0089] (s2-3) The frame control CPU 200a sets a post-transmission elapsed time timer. The post-transmission elapsed time timer measures the elapsed time since the response information was transmitted, and here, for example, a timer value equivalent to one second is set in the post-transmission elapsed time timer.
[0090] (s2-4) The frame control CPU 200a determines whether the timer value of the post-startup elapsed time timer is greater than 0. As a result, if it is determined that the timer value is greater than 0, it moves the process to s2-5, and if it is determined that the timer value is not greater than 0, it ends the information reception process.
[0091] (s2-5) The frame control CPU 200a resets the timer for the elapsed time since startup.
[0092] (s2-6) The frame control CPU 200a displays the number of game balls on the game ball number display device 240. That is, after the frame control startup process s1 is completed, in other words, after the frame control board 200A is powered on and before the time elapsed since startup (for example, 3 minutes) has elapsed, when gaming machine installation information is first received from the main control board 100A, the number of game balls is displayed on the game ball number display device 240.
[0093] (s2-7) The frame control CPU 200a starts displaying performance on the performance display monitor 242. That is, after the frame control startup process s1 is completed, in other words, after the frame control board 200A is powered on, until the time elapsed since startup (for example, 3 minutes) has elapsed, when gaming machine installation information is first received from the main control board 100A, performance display on the performance display monitor 242 starts.
[0094] 12 is a flowchart illustrating the disconnection determination process s3. If it is determined in s2-1 that gaming machine installation information has not been received, the disconnection determination process s3 is executed.
[0095] (s3-1) The frame control CPU 200a determines whether the timer value of the post-startup elapsed time timer is greater than 0. As a result, if it is determined that the timer value is greater than 0, the process proceeds to s3-2, and if it is determined that the timer value is not greater than 0, the process proceeds to s3-5.
[0096] (s3-2) The frame control CPU 200a subtracts the timer value of the startup time elapsed timer.
[0097] (s3-3) The frame control CPU 200a determines whether the timer value updated in s3-2 is 0. If it is determined that the timer value is 0, the frame control CPU 200a proceeds to s3-4, and if it is determined that the timer value is not 0, the frame control CPU 200a ends the disconnection determination process.
[0098] (s3-4) The frame control CPU 200a determines that a disconnection error has occurred between the frame control board 200A and the main control board 100A, and executes disconnection error processing. In the disconnection error processing, the frame control CPU 200a displays a predetermined error message on the frame control display 241, for example. In addition, in the disconnection error processing, processing to stop the game, such as stopping the release or lending of game balls, may be executed.
[0099] (s3-5) On the other hand, if it is determined in s3-1 that the timer value of the post-startup elapsed time timer is 0, the frame control CPU 200a subtracts the timer value of the post-transmission elapsed time timer.
[0100] (s3-6) The frame control CPU 200a determines whether the timer value updated in s3-5 is 0. If it is determined that the timer value is 0, the frame control CPU 200a proceeds to the above-described s3-4, and if it is determined that the timer value is not 0, the frame control CPU 200a ends the disconnection determination process.
[0101] According to the above-described disconnection determination process, if gaming machine installation information cannot be received from the main control board 100A within the time period (e.g., 3 minutes) after startup has elapsed since the frame control board 200A was powered on, a disconnection error process is executed. Note that the time required for the main control startup process S1 is less than 3 minutes, and once the main control startup process S1 is completed, gaming machine installation information is transmitted, for example, at intervals of 100 ms. Therefore, if the main control startup process S1 is completed in the main control board 100A and gaming machine installation information cannot be received even though it is time to transmit it, it is determined that a disconnection error has occurred in the frame control board 200A.
[0102] In addition, if the reception interval of the gaming machine installation information exceeds the elapsed time (for example, 1 second) after transmission, the disconnection error process is also executed. Therefore, for example, since the gaming machine installation information is transmitted at intervals of 100 ms, if the gaming machine installation information cannot be received 10 times in a row, it is determined that a disconnection error has occurred in the frame control board 200A.
[0103] FIG. 13 is a sequence diagram showing the processing in the frame control substrate 200A and the dedicated unit 250. After the frame control startup processing s1 ends, the frame control CPU 200a executes the dedicated unit connection confirmation processing s4 (see FIG. 9) at predetermined time intervals. As shown in FIG. 13, in the dedicated unit connection confirmation processing, the frame control CPU 200a transmits connection confirmation information to the dedicated unit 250 at predetermined time intervals. Furthermore, upon receiving the connection confirmation information, the dedicated unit 250 transmits response information to the frame control substrate 200A. In this way, by repeating the transmission and reception of the connection confirmation information and the response information at predetermined time intervals, it is confirmed that communication between the frame control substrate 200A and the dedicated unit 250 has been established.
[0104] If the frame control board 200A fails to receive response information from the dedicated unit 250 for a predetermined period of time, it determines that a disconnection error has occurred between the frame control board 200A and the dedicated unit 250, and the frame control CPU 200a executes the same disconnection error processing as described above. In addition to the above, various other pieces of information are transmitted and received between the frame control board 200A and the dedicated unit 250 at predetermined intervals. Other pieces of information transmitted and received between the frame control board 200A and the dedicated unit 250 will be described later.
[0105] 9, when the main control startup process S1 is completed in the main control board 100A, the main CPU 100a transmits gaming machine installation information to the frame control board 200A at predetermined intervals (for example, 100 ms) (S2). The frame control board 200A executes information reception process s2 for each timer interrupt, and upon receiving gaming machine installation information, transmits response information to the main control board 100A.
[0106] When the main control board 100A first receives response information from the frame control board 200A, it sets its internal state to a playable state and also to a launch-permitted state in which the launch of game balls is permitted (S3). Upon setting the playable state, the main CPU 100a terminates the checking operation of the setting value indicator 134 and turns off the setting value indicator 134. This enables play thereafter. Even after the playable state is set, the main control board 100A and the frame control board 200A repeatedly transmit and receive gaming machine installation information and response information at predetermined intervals.
[0107] Next, the ball removal mode will be explained. Figure 14 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A in the ball removal state. As described above, when the power is turned on while the ball removal button is operated, the frame control board 200A executes the frame control startup processing s1, followed by the ball removal state processing s5, and is set to the ball removal mode. Although not shown in the figure, even during the ball removal mode, the dedicated unit connection confirmation processing s4 described above is repeatedly executed at predetermined intervals.
[0108] 15 is a flowchart illustrating the ball removal state process s5. The ball removal state process s5 is executed for each timer interrupt.
[0109] (s5-1) The frame control CPU 200a checks input signals from predetermined sensors connected to the frame control board 200A.
[0110] (s5-2) Next, the frame control CPU 200a updates the detection completion information based on the check result of s5-1. Here, for the sensor that detected the input signal, the fact that the input signal has been detected is stored.
[0111] (s5-3) Next, the frame control CPU 200a turns on the lamp indicating the input state of the frame control indicator 241 based on the results of s5-1 and s5-2.
[0112] (s5-4) Next, the frame control CPU 200a turns on the lamp of the frame control indicator 241 that indicates the ball removal state.
[0113] FIG. 16 is a diagram illustrating the frame control display 241. As shown in FIG. 16(a), the frame control display 241 includes six LED configuration groups 241a. Each LED configuration group 241a is composed of seven LEDs (so-called 7-segment displays) arranged to represent the number 8 and a dot-shaped LED arranged at the bottom right. The six LED configuration groups 241a are arranged in parallel on the frame control display 241, and the three leftmost LED configuration groups 241a form an error state notification unit that notifies of an occurring error state. The fourth and fifth LED configuration groups 241a from the left form an input state notification unit that notifies of an input state, and the rightmost LED configuration group 241a forms a ball removal state notification unit that notifies of a ball removal state.
[0114] An error code corresponding to the currently occurring error state is displayed on the error state notification section consisting of three LED configuration groups 241a. Of the input state notification section consisting of two LED configuration groups 241a, the LED configuration group 241a on the right (fifth from the left) indicates the detected state of the input signals from each sensor. Of the input state notification section consisting of two LED configuration groups 241a, the LED configuration group 241a on the left (fourth from the left) indicates the detected state of the current input signals from each sensor.
[0115] Of the input status notification unit, the eight LEDs that make up the LED configuration group 241a that indicate the input signal detection status are each associated with one of the sensors connected to the frame control board 200A. The LED corresponding to the sensor that is in the input signal detection status lights up. Also, of the input status notification unit, the eight LEDs that make up the LED configuration group 241a that indicate the current input signal detection status are each associated with one of the sensors connected to the frame control board 200A. The LED corresponding to the sensor that is currently detecting the input signal lights up.
[0116] The ball removal state notification unit notifies that the ball removal mode is currently set by lighting up a specific LED during the ball removal state. For example, while the ball removal mode is set, some LEDs of the input state notification unit and the ball removal state notification unit light up, as shown in Figure 16(b).
[0117] (s5-5) 15, the frame control CPU 200a determines whether it is not connected to the dedicated unit 250. As a result, if it is determined that it is not connected to the dedicated unit 250, the process proceeds to s5-6, and if it is determined that it is not not connected to the dedicated unit 250 (it is connected), the process proceeds to s5-9.
[0118] (s5-6) The frame control CPU 200a maintains a launch prohibition state that prohibits the launch of game balls. In the launch prohibition state, it is impossible to launch game balls. Although a detailed explanation is omitted, when a communication connection with the dedicated unit 250 is not established, the launch prohibition state is in effect not only during the ball removal mode but also during normal game play.
[0119] (s5-7) The frame control CPU 200 a displays an error code indicating a disconnection error with the dedicated unit 250 in the error state notification section of the frame control display 241 .
[0120] (s5-8) The frame control CPU 200a executes a ball removal process for discharging game balls from the gaming machine main body 102, and ends the ball removal state process.
[0121] (s5-9) Also, if a communication connection with the dedicated unit 250 has been established (NO in s5-5), the frame control CPU 200a maintains the launch permission state in which the launch of game balls is permitted, and moves the process to s5-8.
[0122] In a controlled gaming machine in which gaming balls circulate within the gaming machine body 102, a firing operation is required to discharge gaming balls that are retained within the gaming machine body 102, such as in the rectification passage 7. Therefore, while the ball removal mode is set, both the main control board 100A and the frame control board 200A must be maintained in a firing permitted state.
[0123] Returning to FIG. 14, even in the ball-removed state, when gaming machine installation information is sent from the main control board 100A to the frame control board 200A (S2), response information is sent from the frame control board 200A to the main control board 100A. As described above, the response information is configured to be able to identify whether or not the state is ball-removed. When response information corresponding to the ball-removed state is received, the main control board 100A is set to a launch-permitted state, and an infinite loop is then established (S3). As a result, both the main control board 100A and the frame control board 200A are set to a launch-permitted state, and gaming balls can be discharged from the gaming machine main body 102.
[0124] The ball removal mode is terminated by turning off the power. In other words, the ball removal mode cannot be terminated while the power is on, and can only be terminated by turning off the power.
[0125] Here, the ball removal mode, which ejects game balls from the gaming machine main body 102, must be performed with the front door open. When the front door is opened, a signal is input from the opening switch 212s, which determines that a door open error state has occurred. Furthermore, in the ball removal mode, the number of game balls circulating within the gaming machine main body 102 decreases, and a signal is input from the insufficient ball count sensor 217s which determines that an insufficient game ball error state has occurred. In this way, various error states overlap during the ball removal mode.
[0126] However, during the ball removal mode, these error states do not occur due to malfunctions or fraud, but occur appropriately. Therefore, it is not desirable to notify various errors on the frame control indicator 241 during the ball removal mode. Therefore, during the ball removal mode, the frame control indicator 241 does not generally notify errors.
[0127] On the other hand, as described above, if a disconnection occurs between the frame control board 200A and the dedicated unit 250, it will be impossible to launch game balls under any circumstances. If a disconnection occurs between the frame control board 200A and the dedicated unit 250 during the ball ejection mode, it will be impossible to launch game balls and eject game balls from the gaming machine main body 102. If an error code is not displayed on the error state notification unit at this time, it will be unclear why the game balls cannot be launched, and it will be impossible to resolve the disconnection.
[0128] In this embodiment, if a wire break error occurs during ball removal mode, an error code corresponding to the wire break error is displayed in the error state notification section of the frame control display 241 in step s5-7 of the ball removal state processing. At this time, for example, as shown in FIG. 16(c), the error state notification section of the frame control display 241 displays "H04." In this way, since the wire break error state is notified during ball removal mode, it is possible to quickly identify and resolve the wire break error state.
[0129] Next, the information transmitted from the frame control board 200A to the dedicated unit 250 will be described. Fig. 17 is a diagram illustrating gaming machine information. The frame control board 200A transmits gaming machine information to the dedicated unit 250. After the frame control board 200A has completed startup, the gaming machine information is transmitted from the frame control board 200A to the dedicated unit 250 at intervals of 300 ms. This gaming machine information includes any one of hall control / fraud monitoring information, gaming machine installation information, and gaming machine performance information.
[0130] The hall control and fraud monitoring information notifies of jackpots, probability fluctuations, time reduction, the number of winning balls in each winning slot, the number of game balls, error conditions, fraud monitoring information, etc. Specifically, the hall control and fraud monitoring information is information that can identify the current game state (for example, during a big win game, during a high probability game state, during a time-reduction game state, etc.) on the main control board 100A, and any error conditions that are occurring.
[0131] The gaming machine installation information is information that can identify the manufacturer code, product code, chip ID number, etc. of the main CPU 100a and the frame control CPU 200a.
[0132] The gaming machine performance information is information that can identify the total number of gaming balls fired, the total number of gaming balls won, the payout rate, the number of gaming balls won per minute, the ratio of special features, the ratio of consecutive special features, etc.
[0133] Priorities are set for hall control and fraud monitoring information, gaming machine installation information, and gaming machine performance information, as shown in FIG. 17. Here, hall control and fraud monitoring information when there is a change in the status of game progress (status change present) is set to the highest, first priority. The frame control board 200A determines whether or not there is a status change based on commands sent from the main control board 100A. Gaming machine installation information is set to the second priority, and gaming machine performance information is set to the third priority. And hall control and fraud monitoring information when there is no change in the status of game progress (status no change) is set to the lowest, fourth priority.
[0134] In addition, a notification cycle is set for each of the hall control / fraud monitoring information, gaming machine installation information, and gaming machine performance information. Here, the notification cycle is set to 300 ms for the hall control / fraud monitoring information, 60 seconds for the gaming machine installation information, and 180 seconds for the gaming machine performance information. The frame control board 200A determines whether to include the hall control / fraud monitoring information, gaming machine installation information, or gaming machine performance information in the gaming machine information based on the presence or absence of a status change, the priority, and the notification cycle.
[0135] FIG. 18 is a diagram illustrating gaming machine information transmitted to the dedicated unit 250 when there is no change in status. If there is no change in status after startup is complete, hall control and fraud monitoring information is first transmitted to the dedicated unit 250. Thereafter, hall control and fraud monitoring information is transmitted every 300 ms. Then, when 60 s have elapsed since startup was complete, second-priority gaming machine installation information is transmitted.
[0136] Even after the gaming machine installation information is sent, hall control and fraud monitoring information is sent every 300 ms, and when another 60 seconds have passed since the gaming machine installation information was sent, the gaming machine installation information is sent again.
[0137] Here, the notification cycle of the gaming machine performance information set to the third priority is set to 180 seconds. However, since the notification cycle of 180 seconds overlaps with the notification cycle of 60 seconds, the transmission timing of the gaming machine performance information always coincides with the transmission timing of the gaming machine installation information. In this case, the gaming machine installation information with a relatively high priority is transmitted.
[0138] For example, after startup is complete, gaming machine installation information with a relatively high priority is transmitted 180 seconds later. Therefore, gaming machine performance information with a relatively low priority is not transmitted at the originally set transmission timing. In this way, information that was not transmitted at the originally set transmission timing is transmitted at the next gaming machine information transmission timing. In other words, the gaming machine performance information is transmitted at the next gaming machine information transmission timing 300 ms after the gaming machine installation information was transmitted.
[0139] In this way, if there is no change in status, hall control and fraud monitoring information is basically transmitted every 300 ms. Also, gaming machine installation information is transmitted instead of hall control and fraud monitoring information every 60 seconds, and gaming machine installation information is transmitted instead of hall control and fraud monitoring information every 180 seconds.
[0140] 19 is a first diagram illustrating gaming machine information transmitted to the dedicated unit 250 when a status change occurs. As shown in FIG. 19, assume that gaming machine installation information is transmitted, and then hall control and fraud monitoring information is transmitted every 300 ms without any status change occurring. Then, assume that a status change occurs immediately before 60 s has elapsed since the transmission of the gaming machine installation information, i.e., immediately before the next transmission of gaming machine installation information.
[0141] Since hall control and fraud monitoring information when there is a status change is set to the highest priority, the hall control and fraud monitoring information is sent 60 seconds after the gaming machine installation information was sent first. The hall control and fraud monitoring information sent at this time is different from the hall control and fraud monitoring information sent 300 ms earlier. In this case, the gaming machine installation information is sent at the next transmission timing after the hall control and fraud monitoring information when there is a status change is sent, that is, 300 ms later.
[0142] 20 is a second diagram illustrating gaming machine information transmitted to the dedicated unit 250 when a status change occurs. As shown in FIG. 20, assume that gaming machine installation information is transmitted, and then 300 ms later, gaming machine performance information is transmitted. Furthermore, assume that thereafter, no status change occurs, and gaming machine information is transmitted every 300 ms. Then, assume that a status change occurs immediately before 180 s has elapsed since the transmission of the gaming machine installation information, that is, immediately before the next transmission of the gaming machine installation information.
[0143] In this case, the hall control and fraud monitoring information is sent 180 seconds after the previous transmission of gaming machine installation information. The hall control and fraud monitoring information sent at this time is different from the hall control and fraud monitoring information sent 300 ms earlier. In this case, the gaming machine installation information is sent 300 ms after the hall control and fraud monitoring information sent when there is a status change, and gaming machine performance information is sent another 300 ms after that.
[0144] As described above, in this embodiment, information that could not be transmitted in the original notification cycle is carried over to the next transmission timing and transmitted. Therefore, in this embodiment, as a result of the gaming machine installation information and gaming machine performance information being transmitted continuously, the transmission interval of the hall control and fraud monitoring information becomes a maximum of 900 ms, as shown in Figures 18 and 20.
[0145] The hall control / fraud monitoring information notifies the dedicated unit 250 of any error conditions that are occurring and the possibility of fraud, in addition to the status of game progress. Therefore, when an error condition occurs, it is necessary to reliably transmit the hall control / fraud monitoring information to the dedicated unit 250 and notify the outside world of the occurrence of the error condition. However, as described above, if the transmission interval for the hall control / fraud monitoring information is 900 ms, there is a risk that the hall control / fraud monitoring information notifying the error condition cannot be transmitted to the dedicated unit 250.
[0146] FIG. 21 is a diagram illustrating gaming machine information in a comparative example that is transmitted to the dedicated unit 250 when fraud is detected. For example, as shown in FIG. 21, assume that fraud (or an error state) is detected just before 180 seconds have passed since the gaming machine installation information was transmitted. At this time, if there is no change in the state of game progress, the priority of the hall control / fraud monitoring information becomes the lowest, the fourth priority. Therefore, the gaming machine installation information is transmitted 180 seconds after the previous transmission of the gaming machine installation information, and the gaming machine performance information is transmitted 300 ms later.
[0147] Suppose that fraud detection ends immediately after the gaming machine performance information is transmitted. In this case, 300 ms after the gaming machine performance information is transmitted, no fraud is detected, and hall control / fraud monitoring information is transmitted to notify that no fraud has occurred. In this way, if gaming machine information is transmitted based solely on the state of the transmission timing, there is a risk that an error state or fraud that has occurred within a short period of time will not be notified to the dedicated unit 250. Therefore, in this embodiment, the frame control board 200A performs the following processing to reliably notify the dedicated unit 250 of any error state or fraud that has occurred.
[0148] Fig. 22 is a flowchart for explaining frame control board error processing. The frame control board error processing shown in Fig. 22 is executed in the frame control board 200A for each timer interrupt.
[0149] (s10-1) The frame control CPU 200a performs an error check based on input signals from each sensor.
[0150] (s10-2) The frame control CPU 200a determines whether a new error has occurred as a result of the error check in s10-1. If it determines that a new error has occurred, the frame control CPU 200a proceeds to s10-3. If it determines that no new error has occurred, the frame control CPU 200a proceeds to s10-5.
[0151] (s10-3) The frame control CPU 200a sets an error state corresponding to the newly occurring error.
[0152] (s10-4) The frame control CPU 200a sets (stores) a transmission error code corresponding to the newly generated error in a predetermined storage area of the frame control RAM 200c. The transmission error code matches the information contained in the hole control / fraud monitoring information, and if multiple errors occur simultaneously, multiple transmission error codes are set.
[0153] (s10-5) The frame control CPU 200a determines whether the currently occurring error has been resolved. If it determines that the currently occurring error has been resolved, the process proceeds to s10-6. If it determines that the currently occurring error has not been resolved, the frame control board error process ends.
[0154] (s10-6) The frame control CPU 200a clears the error state corresponding to the resolved error and ends the frame control board error processing.
[0155] According to the above process, the error state managed by the frame control board 200A is cleared by clearing the error, but the transmission error code is not cleared by clearing the error.
[0156] Fig. 23 is a first flowchart illustrating the dedicated unit communication process, and Fig. 24 is a second flowchart illustrating the dedicated unit communication process. The processes shown in Fig. 23 and Fig. 24 are executed in the frame control board 200A for each timer interrupt.
[0157] (s11-1) The frame control CPU 200a checks the timer. Note that this timer measures the elapsed time after the start-up process, and is updated at each timer interrupt after start-up is complete.
[0158] (s11-2) The frame control CPU 200a determines whether the timer time checked in s11-1 is a multiple of 300 ms. If it is determined that the time is a multiple of 300 ms, the frame control CPU 200a proceeds to s11-3. If it is determined that the time is not a multiple of 300 ms, the frame control CPU 200a terminates the dedicated unit communication process.
[0159] (s11-3) The frame control CPU 200a determines whether there is a state change. If it is determined that there is a state change, the process proceeds to s11-4, and if it is determined that there is no state change, the process proceeds to s11-11.
[0160] (s11-4) The frame control CPU 200a sets gaming machine information including hall control and fraud monitoring information.
[0161] (s11-5) The frame control CPU 200a determines whether the timer time checked in s11-1 is a multiple of 60 seconds. If it is determined that the time is a multiple of 60 seconds, the process proceeds to s11-6. If it is determined that the time is not a multiple of 60 seconds, the process proceeds to s11-7.
[0162] (s11-6) The frame control CPU 200a turns on a gaming machine installation information non-transmission flag indicating that gaming machine information including gaming machine installation information has not been transmitted.
[0163] (s11-7) The frame control CPU 200a determines whether the timer time checked in s11-1 is a multiple of 180 seconds. If it is determined that the time is a multiple of 180 seconds, the process proceeds to s11-8. If it is determined that the time is not a multiple of 180 seconds, the process proceeds to s11-9.
[0164] (s11-8) The frame control CPU 200a turns on a gaming machine performance information non-transmission flag indicating that gaming machine information including gaming machine performance information has not been transmitted.
[0165] (s11-9) The frame control CPU 200a transmits the gaming machine information set in each of the above steps, and ends the dedicated unit communication process.
[0166] (s11-11) Furthermore, if it is determined in s11-3 that there is no change in state, the frame control CPU 200a determines whether the timer time checked in s11-1 is a multiple of 60 seconds, as shown in Fig. 24. If it is determined that it is a multiple of 60 seconds, the process proceeds to s11-12, and if it is determined that it is not a multiple of 60 seconds, the process proceeds to s11-15.
[0167] (s11-12) The frame control CPU 200a sets gaming machine information including gaming machine installation information.
[0168] (s11-13) The frame control CPU 200a determines whether the timer time checked in s11-1 is a multiple of 180 seconds. If it is determined that the time is a multiple of 180 seconds, the process proceeds to s11-14. If it is determined that the time is not a multiple of 180 seconds, the process proceeds to s11-9.
[0169] (s11-14) The frame control CPU 200a turns on the gaming machine performance information untransmitted flag.
[0170] (s11-15) The frame control CPU 200a determines whether the gaming machine installation information unsent flag is on. If it is determined that the gaming machine installation information unsent flag is on, the process proceeds to s11-16, and if it is determined that the gaming machine installation information unsent flag is not on, the process proceeds to s11-18.
[0171] (s11-16) The frame control CPU 200a sets gaming machine information including gaming machine installation information.
[0172] (s11-17) The frame control CPU 200a turns off the gaming machine installation information non-transmission flag.
[0173] (s11-18) The frame control CPU 200a determines whether the gaming machine performance information unsent flag is on. If it is determined that the gaming machine performance information unsent flag is on, the process proceeds to s11-19. If it is determined that the gaming machine performance information unsent flag is not on, the process proceeds to s11-21.
[0174] (s11-19) The frame control CPU 200a sets gaming machine information including gaming machine performance information.
[0175] (s11-20) The frame control CPU 200a turns off the gaming machine performance information non-transmission flag.
[0176] (s11-21) Next, the frame control CPU 200a sets gaming machine information including hall control and fraud monitoring information.
[0177] (s11-22) The frame control CPU 200a determines whether a transmission error code is stored. If it is determined that a transmission error code is stored, the process proceeds to s11-23. If it is determined that a transmission error code is not stored, the process proceeds to s11-9.
[0178] (s11-23) The frame control CPU 200a updates the hall control / fraud monitoring information included in the gaming machine information set in s11-21 to information indicating a transmission error code. That is, here, the hall control / fraud monitoring information indicating the occurrence of fraud, etc. is set.
[0179] (s11-24) The frame control CPU 200a clears the transmission error code that was set in the hole control / fraud monitoring information in s11-23 from among the transmission error codes stored in the frame control RAM 200c, and moves the process to s11-9.
[0180] FIG. 25 is a diagram illustrating the gaming machine information of this embodiment that is transmitted to the dedicated unit 250 when fraud is detected. As in the example shown in FIG. 21, assume that fraud (or an error state) is detected just before 180 seconds have passed since the gaming machine installation information was transmitted. At this time, if there is no change in the state of game progress, the priority of the hall control / fraud monitoring information becomes the lowest, the fourth priority. Therefore, the gaming machine installation information is transmitted 180 seconds after the previous transmission of the gaming machine installation information, and the gaming machine performance information is transmitted 300 ms later.
[0181] Then, as in the above example, assume that fraud detection ends immediately after the gaming machine performance information is transmitted. In this case, 300 ms after the gaming machine performance information is transmitted, no fraud is detected, but the transmission error code is stored. Therefore, in this embodiment, at the next transmission timing after the gaming machine performance information is transmitted, hall control fraud monitoring information including the transmission error code is transmitted.
[0182] As described above, according to this embodiment, when an error occurs and is then cleared, information indicating the occurrence of the error is output after the error is cleared. This makes it possible to reliably notify the dedicated unit 250 of the occurrence of the error, even if the error occurs and is cleared within a short period of time, making it easier to grasp the occurrence of an error or malfunction.
[0183] Next, we will explain the process for managing the number of game balls a player owns, i.e., the number of balls owned. In a managed game machine, game balls circulate within the game machine main body 102. When a game ball is launched, as described above, the game balls remaining in the rectifying passage 7 are sent one by one to the launching device by the rectifier solenoid 9c. If the game balls are not detected properly at this time, the number of balls owned cannot be counted properly, which may affect the progress of the game. Below, we will explain the process of the frame control board 200A to improve the accuracy of the management of the number of game balls.
[0184] 26 is a flowchart explaining the possession number management process. This possession number management process is executed for each timer interrupt in the frame control board 200A. Note that the timer interrupt period in the frame control board 200A is not particularly limited, but here it is assumed that the timer interrupt is executed at a period of 1 ms (0.001 seconds).
[0185] (s20-1) The frame control CPU 200a checks the loan notification information received from the dedicated unit 250. Although detailed explanation is omitted, counting notification information, loan notification information, and loan receipt result response information are transmitted and received between the frame control board 200A and the dedicated unit 250 at predetermined time intervals (for example, every 300 ms).
[0186] Specifically, a predetermined time (e.g., 100 ms) after the frame control board 200A transmits gaming machine information to the dedicated unit 250, the frame control board 200A transmits counting notification information to the dedicated unit 250. This counting notification information is information including the number of gaming balls currently held by the player, i.e., the number of balls held. Upon receiving the counting information, the dedicated unit 250 transmits lending notification information to the frame control board 200A.
[0187] This loan notification information includes the number of game balls to be loaned to the player, and for example, when a player inputs a loan operation on the liquid crystal display of the dedicated unit 250, loan notification information indicating a predetermined number (the number of game balls to be loaned per operation, i.e., per unit amount, can be set in the gaming store settings, but for example, 125 balls / operation) is sent to the frame control board 200A. Note that if a loan operation is not input, loan notification information indicating 0 is sent to the frame control board 200A.
[0188] The frame control board 200A stores the received loan notification information in a predetermined area of the frame control RAM 200c, and transmits loan receipt result response information indicating that the loan notification information has been received to the dedicated unit 250. In this way, count notification information indicating the current number of balls in possession and loan notification information indicating the new number of game balls to be loaned are transmitted and received between the frame control board 200A and the dedicated unit 250, and the information is shared between them.
[0189] (s20-2) The slot control CPU 200a determines whether the loan number included in the loan notification information confirmed in s20-1 is 0, that is, whether there is a loan request from the player. If it is determined that the loan number is not 0, the slot control CPU 200a proceeds to s20-3, and if it is determined that the loan number is 0, the slot control CPU 200a terminates the possession number management process.
[0190] (s20-3) If the loaned number is not 0, the slot control CPU 200a updates the counter value of the possession number counter, which stores the possession number, to a value obtained by adding the loaned number to the current counter value. The possession number counter is configured with a 3-byte data storage area (a storage area capable of handling 6-digit decimal data).
[0191] (s100) The frame control CPU 200a executes a possession number change process for displaying the possession number updated in s20-3 on the game ball number display device 240, and then ends the possession number management process.
[0192] FIG. 27 is a flowchart illustrating the process when the number of balls possessed changes. This process when the number of balls possessed changes when a change occurs in the number of game balls possessed by a player (hereinafter referred to as the possessed number). As described above, the possessed number changes when a player inputs a loan operation to the dedicated unit 250 and a game ball is loaned, when a game ball is launched, when a foul ball is detected, when a game ball enters a prize slot such as the general prize slot 118, the first start slot 120, the second start slot 122, or the big prize slot 126 and is paid out, when a detection signal is input from the counting switch 219s, and counting process is executed. In this way, when a change occurs in the possessed number, a dedicated module is called and the process when the number of balls possessed changes is executed.
[0193] (s100-1) The frame control CPU 200a sets the display number change timer to "1." The display number change timer measures the time until the number of possessions displayed on the game ball number display device 240 (the number of possessions displayed on the game ball number display device 240 is simply referred to as the display number), i.e., the update interval of the display number on the game ball number display device 240. The timer value of the display number change timer is decremented at each timer interrupt of the frame control board 200A.
[0194] (s100-2) The frame control CPU 200a determines whether the display switching flag is "2 (high speed)." If it is determined that the display switching flag is "2 (high speed)," the process at the time of change in the number of possessions is terminated, and if it is determined that the display switching flag is not "2 (high speed)," the process proceeds to s100-3.
[0195] The display switching flag defines the interval at which the number of game balls displayed on the game ball count display device 240 is updated. In this embodiment, the number of game balls displayed on the game ball count display device 240 is updated stepwise by "1." For example, if three game balls are paid out when the displayed number is "3," the number of possessions is updated from "3" to "6" in one go. In contrast, the number of game balls displayed on the game ball count display device 240 is updated stepwise from "3" → "4" → "5" → "6."
[0196] Here, three display switching flags are provided: 0 (slow speed), 1 (medium speed), and 2 (fast speed). As will be described in detail later, when the display switching flag = 0, the update interval of the displayed number of the game ball count display device 240 is long. In other words, the update time when the displayed number is updated by one step in the game ball count display device 240 is long. When the display switching flag = 1, the update interval of the displayed number of the game ball count display device 240 is shorter than when the display switching flag = 0, and the update time when the displayed number is updated by one step is relatively short. When the display switching flag = 2, the update interval of the displayed number of the game ball count display device 240 is even shorter than when the display switching flag = 1, and the update time when the displayed number is updated by one step is the shortest.
[0197] In this embodiment, the display switching flag "0 (slow speed)" is used for updating the maximum number of prize balls triggered by one winning entry for a pachinko machine, which is 15 balls or less, "1 (medium speed)" is used for updating the maximum number of prize balls that can be generated when a prize ball triggered by one winning entry and a prize ball based on a winning entry into another winning entry slot are generated at the same time, which is 30 balls or less, and "2 (fast speed)" is set for updating the number of game balls to a greater number.
[0198] (s100-3) The frame control CPU 200a checks the possession number counter and acquires the current possession number.
[0199] (s100-4) The frame control CPU 200a checks the display number counter that stores the display number displayed on the game ball number display device 240, and acquires the display number currently displayed on the game ball number display device 240. The display number counter, like the possession number counter, is configured with a 3-byte data storage area.
[0200] (s100-5) The frame control CPU 200a compares the most significant bytes of the possession number counter and the display number counter to determine whether they are inconsistent. If they are inconsistent, the process proceeds to s100-11. If they are not inconsistent, the process proceeds to s100-6.
[0201] (s100-6) The frame control CPU 200a subtracts the display count acquired in s100-4 from the possession count acquired in s100-3 to derive the difference. Here, the lowest two bytes of the display count counter are subtracted from the lowest two bytes of the possession count counter. In this way, of the three bytes of data in the possession count counter and the display count counter, only the lowest two bytes are used in the calculation, simplifying the process.
[0202] (s100-7) The frame control CPU 200a determines whether the difference calculated in s100-6 is 0. If it determines that the difference is 0, it ends the possession number change process, but if it determines that the difference is not 0, it moves the process to s100-8.
[0203] (s100-8) The frame control CPU 200a calculates the absolute difference value based on the difference calculated in s100-6. The absolute difference value is obtained by converting the difference calculated in s100-6 into an absolute value.
[0204] (s100-9) The frame control CPU 200a determines whether the absolute difference calculated in s100-8 is less than 16. If it determines that the absolute difference is less than 16, it ends the processing when the number of possessions changes, but if it determines that the absolute difference is not less than 16, it moves the processing to s100-10.
[0205] (s100-10) The frame control CPU 200a determines whether the absolute difference value calculated in s100-8 is equal to or greater than 51. If it determines that the absolute difference value is equal to or greater than 31, the process proceeds to s100-11, and if it determines that the absolute difference value is not equal to or greater than 31, the process proceeds to s100-12.
[0206] (s100-11) The frame control CPU 200a sets the display switching flag to "2 (high speed)" and ends the possession number change process.
[0207] (s100-12) The frame control CPU 200a sets the display switching flag to "1 (medium speed)" and ends the possession number change process.
[0208] 28 is a flowchart illustrating the display number change process. This display number change process is executed at each timer interruption in the frame control board 200A. In other words, the display number change process is executed at intervals of 1 ms.
[0209] (s110-1) The frame control CPU 200a decrements the display number change timer. If the timer value of the display number change timer is "0", the process proceeds to step s110-2.
[0210] (s110-2) The frame control CPU 200a determines whether the timer value of the display number change timer is "0." If it is determined that the timer value is "0," the process proceeds to s110-3, and if it is determined that the timer value is not "0," the display number change process ends.
[0211] (s110-3) The frame control CPU 200a acquires the display switch flag.
[0212] (s110-4) The frame control CPU 200a sets the timer value of the display number change timer according to the flag value of the display switch flag acquired in s110-3.
[0213] 29 is a diagram illustrating the absolute difference value, the display switching flag, and the update interval. In this embodiment, if the absolute difference value is 15 or less, the display switching flag is set to "0 (slow speed)," if the absolute difference value is 16 or more and 30 or less, the display switching flag is set to "1 (medium speed)," and if the absolute difference value is 31 or more, the display switching flag is set to "2 (fast speed)."
[0214] In s110-4, if the display switching flag is "0 (slow)", the timer value of the display number change timer is set to "20", i.e., the update interval of the display number is set to 20 ms; if the display switching flag is "1 (medium)", the timer value of the display number change timer is set to "10", i.e., the update interval of the display number is set to 10 ms; and if the display switching flag is "2 (fast)", the timer value of the display number change timer is set to "1", i.e., the update interval of the display number is set to 1 ms.
[0215] The timer setting value for each display switching flag is set so that the display update can be completed within approximately 300 ms after a trigger occurs to update the specified number of game balls. For example, "0 (low speed)" updates a maximum of 15 game balls, so if the update occurs every 20 ms, the display update can be completed in 15 (balls) x 20 (ms) = 300 ms. "1 (medium speed)" updates a maximum of 30 game balls, so the display update can be completed in 30 (balls) x 10 (ms) = 300 ms. The maximum change in the number of game balls that can be expected when multiple game ball count changes occur consecutively or at the same time is assumed to be "251," which occurs when the counting operation to the dedicated unit 250, which counts 250 game balls at a 300 ms cycle, and the game balls are consumed by firing simultaneously. When the display switching flag is set to "2 (high speed)," the display update can be completed within 300 ms, at 251 (balls) x 1 ms = 251 ms.
[0216] (s110-5) Returning to FIG. 28, the frame control CPU 200a checks the possession number counter and acquires the current possession number.
[0217] (s110-6) The frame control CPU 200a checks the display number counter and acquires the current display number.
[0218] (s110-7) The frame control CPU 200a compares the possession number acquired in s110-5 with the display number acquired in s110-6.
[0219] (s110-8) The frame control CPU 200a determines whether the possession number and the display number compared in s110-7 match. If it is determined that they match, the process proceeds to s110-9, and if it is determined that they do not match, the process proceeds to s110-10.
[0220] (s110-9) The frame control CPU 200a sets the display switching flag to "0 (slow)" and ends the display number change process. As a result, when the update display on the game ball number display device 240 ends, the display switching flag becomes "0 (slow)".
[0221] (s110-10) The frame control CPU 200a determines whether the display number is greater than the possession number. If it is determined that the display number is greater than the possession number, the process proceeds to s110-11. If it is determined that the display number is not greater than the possession number, the process proceeds to s110-12.
[0222] (s110-11) The frame control CPU 200a subtracts "1" from the counter value of the display number counter, that is, the display number.
[0223] (s110-12) The frame control CPU 200a adds "1" to the counter value of the display number counter, that is, the display number.
[0224] (s110-13) The frame control CPU 200a executes an update display process for displaying the counter value of the display number counter updated in s110-11 or s110-12 on the game ball number display device 240, and then ends the display number change process.
[0225] 30 is a flowchart illustrating the circulation control process. This circulation control process is executed at each timer interruption in the frame control board 200A. In the circulation control process, the frame control CPU 200a performs a rectifier inlet sensor monitoring process (s21), a rectifier solenoid control process (s22), and a subtraction process (s23). The rectifier inlet sensor monitoring process (s21), the rectifier solenoid control process (s22), and the subtraction process (s23) are explained below with reference to the drawings.
[0226] FIG. 31 is a flowchart illustrating the rectifier inlet sensor monitoring process.
[0227] (s21-1) The frame control CPU 200a determines whether the rectifier inlet sensor 15s detects a gaming ball. If it determines that a gaming ball is detected, the process proceeds to s21-2. If it determines that a gaming ball is not detected, the process proceeds to s21-6.
[0228] (s21-2) The frame control CPU 200a determines whether the sensor on state flag is on. The sensor on state flag indicates that the rectifier inlet sensor 15s is on. If it is determined that the sensor on state flag is on, the process proceeds to s21-5. If it is determined that the sensor on state flag is not on, the process proceeds to s21-3.
[0229] (s21-3) The frame control CPU 200a turns on the sensor on state flag.
[0230] (s21-4) Next, the frame control CPU 200a resets the undetected duration timer. The undetected duration timer measures the continuous time during which the rectifier inlet sensor 15s has not detected a gaming ball (hereinafter referred to as the undetected duration).
[0231] (s21-5) The frame control CPU 200a increments the detection duration timer and ends the rectifier inlet sensor monitoring process. The detection duration timer measures the continuous time during which the gaming ball is detected by the rectifier inlet sensor 15s (hereinafter referred to as the detection duration).
[0232] (s21-6) If the rectifier inlet sensor 15s does not detect a gaming ball (NO in s21-1), the frame control CPU 200a determines whether the sensor on state flag is off. If it is determined that the sensor on state flag is off, the process proceeds to s21-9. If it is determined that the sensor on state flag is not off, the process proceeds to s21-7.
[0233] (s21-7) The frame control CPU 200a turns off the sensor on state flag.
[0234] (s21-8) Next, the frame control CPU 200a resets the detection continuation timer.
[0235] (s21-9) The frame control CPU 200a increments the undetected duration timer.
[0236] (s21-10) Next, the frame control CPU 200a determines whether the undetected duration updated in s21-9 is equal to or longer than a predetermined time. If it is determined that the undetected duration is equal to or longer than the predetermined time, the frame control CPU 200a proceeds to s21-11. If it is determined that the undetected duration is not equal to or longer than the predetermined time, the frame control CPU 200a ends the rectifier inlet sensor monitoring process.
[0237] (s21-11) The frame control CPU 200a executes the path abnormality error process and ends the rectifier inlet sensor monitoring process. This path abnormality error process notifies that there is an abnormality in the rectifier path 7 or the circulation path 3. When the error reset button on the frame control board 200A is operated and a signal is input from the error reset switch 202s, the frame control CPU 200a resets the path abnormality error.
[0238] According to the rectifier inlet sensor monitoring process, the time during which the rectifier inlet sensor 15s continuously detects gaming balls (detection duration) and the time during which the rectifier inlet sensor 15s continuously does not detect gaming balls (non-detection duration) are measured. As described above, when the gaming machine 100 is in a normal state, a large number of gaming balls are retained in the rectifier passage 7 such that adjacent gaming balls are in contact with each other.
[0239] Then, the rectifier inlet sensor 15s detects the third gaming ball retained from the downstream end of the rectifying passage 7. When a gaming ball is launched, the rectifier solenoid 9c is energized, and the gaming ball retained at the downstream end of the rectifying passage 7 is sent to the launching device side. When the gaming ball is sent to the launching device side, a space is formed at the downstream end of the rectifying passage 7, so that the gaming ball retained in the rectifying passage 7 moves one gaming ball's distance toward the downstream end.
[0240] In this way, when the gaming ball moves toward the downstream end in the rectifying passage 7, the detection state of the gaming ball by the rectifier inlet sensor 15s switches from an ON state to an OFF state, and then switches back to an ON state. Also, unless a gaming ball is launched, the rectifier inlet sensor 15s constantly detects the gaming ball. Therefore, if the rectifier inlet sensor 15s cannot detect the gaming ball for a predetermined time or longer (YES in s21-10), there is a possibility that an error such as ball clogging has occurred in the rectifying passage 7 or the circulation passage 3. If the non-detection period continues for a predetermined time or longer, a passage abnormality error process is executed, thereby enabling early notification of the occurrence of an error.
[0241] FIG. 32 is a flowchart illustrating the rectifier solenoid control process.
[0242] (s22-1) The frame control CPU 200a determines whether the in-control flag indicating that the rectifier solenoid 9c is being controlled is on. If it is determined that the in-control flag is on, the process proceeds to step s22-7. If it is determined that the in-control flag is not on, the process proceeds to step s22-2. The time and timing for maintaining the rectifier solenoid 9c in the non-energized state and the energized state are predetermined. During control of the rectifier solenoid 9c, the state of the rectifier solenoid 9c is switched while monitoring the time from the start of control, etc. Therefore, when the in-control flag is on, the rectifier solenoid 9c may be energized or de-energized.
[0243] (s22-2) The frame control CPU 200a determines whether there is a firing request. Here, for example, the operating handle 106 is being operated, or a signal is being input from the touch sensor 215s, etc. If it is determined that there is a firing request, the process proceeds to s22-3, and if it is determined that there is no firing request, the rectifier solenoid control process ends.
[0244] (s22-3) The frame control CPU 200a determines whether the duration of detection of the game ball by the rectifier inlet sensor 15s is equal to or longer than a predetermined time. If it is determined that the duration of detection is equal to or longer than the predetermined time, the process proceeds to s22-4. If it is determined that the duration of detection is not equal to or longer than the predetermined time, the rectifier solenoid control process is terminated.
[0245] (s22-4) The frame control CPU 200a determines whether the possession number is 1 or more. As a result, if it is determined that the possession number is 1 or more, the process proceeds to s22-5, and if it is determined that the possession number is not 1 or more, the rectifier solenoid control process ends.
[0246] (s22-5) The frame control CPU 200a determines whether the rectifier outlet sensor 17s is off. If it is determined that the rectifier outlet sensor 17s is off, the process proceeds to step s22-6. If it is determined that the rectifier outlet sensor 17s is not off, the rectifier solenoid control process ends.
[0247] (s22-6) The frame control CPU 200a turns on the control flag of the rectifier solenoid 9c and ends the rectifier solenoid control process. As a result, from the next timer interrupt, a YES determination is made in s22-1, and the rectifier solenoid 9c is controlled.
[0248] (s22-7) In step s22-1, if it is determined that the control flag of the rectifier solenoid 9c is on, the frame control CPU 200a determines whether a sensor abnormality error is occurring. If it is determined that a sensor abnormality error is occurring, the rectifier solenoid control process ends, but if it is determined that a sensor abnormality error is not occurring, the process proceeds to step s22-8.
[0249] (s22-8) The frame control CPU 200a judges whether it is the timing to throw the game ball. As a result, if it is judged that it is the timing to throw the game ball, the process proceeds to s22-9, and if it is judged that it is not the timing to throw the game ball, the process proceeds to s22-10. The timing to throw the game ball is preset in accordance with the control timing of the launch solenoid 231c.
[0250] (s22-9) The frame control CPU 200a turns on the rectifier solenoid 9c, that is, starts energizing the rectifier solenoid 9c, and ends the rectifier solenoid control process.
[0251] (s22-10) If it is determined in s22-8 that it is not the timing to throw the ball, the frame control CPU 200a executes control processing according to the time from the start of control of the rectifier solenoid 9c (for example, stopping the power supply to the rectifier solenoid 9c, monitoring the elapsed time from the power supply being stopped until the control is completed, etc.).
[0252] (s22-11) The frame control CPU 200a determines whether a predetermined time has elapsed since the rectifier solenoid 9c was turned on (started to be energized). If it is determined that the predetermined time has elapsed, the process proceeds to s22-12, and if it is determined that the predetermined time has not elapsed, the rectifier solenoid control process is terminated.
[0253] (s22-12) The frame control CPU 200a determines whether the rectifier inlet sensor 15s has turned off within a predetermined time period since the rectifier solenoid 9c was turned on. If it is determined that the rectifier inlet sensor 15s has turned off, the rectifier solenoid control process ends. If it is determined that the rectifier inlet sensor 15s has not turned off, the process proceeds to step s22-13.
[0254] (s22-13) The frame control CPU 200a executes a sensor abnormality error process. Here, an abnormality in the rectifier inlet sensor 15s is reported. When the error reset button on the frame control board 200A is operated and a signal is input from the error reset switch 202s, the frame control CPU 200a resets the sensor abnormality error.
[0255] (s22-14) The frame control CPU 200a turns off (stops power supply to) the rectifier solenoid 9c, and ends the rectifier solenoid control process.
[0256] According to the rectifier solenoid control process described above, the rectifier solenoid 9c can be energized on the condition that the rectifier inlet sensor 15s has continuously detected a gaming ball for a predetermined time or more (YES in s22-3). In other words, the launch of a gaming ball is enabled on the condition that at least the third gaming ball to be launched has been detected in the rectifier passage 7 for a predetermined time or more. Here, the predetermined time is set to be longer than the time during which a gaming ball is continuously detected by the rectifier inlet sensor 15s when the gaming ball passes through the rectifier inlet sensor 15s without coming to a stop.
[0257] If there is zero or one game ball remaining in the rectifying passage 7, the game ball sent to the rectifying passage 7 by the lifting screw 5 passes downstream without coming to a stop within the detection range of the rectifier inlet sensor 15s. In this case, the detection duration is deemed to be less than the predetermined time, so the energization of the rectifier solenoid 9c, i.e., the launch of the game ball, is restricted.
[0258] This limits the release of game balls, for example, when new game balls are replenished after balls have been removed from the gaming machine main body 102. By limiting the release of game balls, the risk of unnecessary deductions in the number of game balls is reduced.
[0259] Furthermore, according to the rectifier solenoid control process, if the rectifier inlet sensor 15s does not turn off even after a predetermined time has elapsed since the rectifier solenoid 9c was turned on, a sensor abnormality error is determined. This allows for early detection of a malfunction in the rectifier inlet sensor 15s, even if the rectifier inlet sensor 15s malfunctions and continues to output an ON signal. In this case, the rectifier solenoid 9c is de-energized, and ball launching is subsequently restricted until the error is resolved. This prevents problems such as improper ball count management.
[0260] FIG. 33 is a flowchart illustrating the subtraction process.
[0261] (s23-1) The frame control CPU 200a checks the detection duration.
[0262] (s23-2) The frame control CPU 200a determines whether the detection duration confirmed in s23-1 is equal to or longer than a predetermined time. If it is determined that the detection duration is equal to or longer than the predetermined time, the frame control CPU 200a proceeds to s23-3. If it is determined that the detection duration is not equal to or longer than the predetermined time, the frame control CPU 200a ends the subtraction process.
[0263] (s23-3) The frame control CPU 200a determines whether the possession number has been subtracted. If it is determined that the possession number has been subtracted, the subtraction process ends, and if it is determined that the possession number has not been subtracted, the process proceeds to s23-4.
[0264] (s23-4) The frame control CPU 200a subtracts one from the possession number.
[0265] (s100) The frame control CPU 200a executes the above-described possession number change process, and then ends the subtraction process.
[0266] According to the above subtraction process, when the rectifier inlet sensor 15s detects game balls for a predetermined time or longer (YES in s23-2), the possession count is subtracted by 1. This reduces the risk of the possession count being subtracted more than necessary, even if game balls collide with each other near the rectifier inlet sensor 15s and perform an unexpected movement, for example.
[0267] 34 is a flowchart illustrating the foul ball monitoring process. Although a game ball is launched, the launched game ball may not reach the game area 110. In this case, the launched game ball is guided to a foul passage. A foul ball sensor 210s is provided in the foul passage, and the game ball guided to the foul passage, i.e., the foul ball, is detected by the foul ball sensor 210s.
[0268] (s25-1) The frame control CPU 200a determines whether a foul ball has been detected. If a foul ball has been detected, the process proceeds to s25-2. If a foul ball has not been detected, the foul ball monitoring process ends.
[0269] (s25-2) The frame control CPU 200a adds one to the possession number.
[0270] (s100) The frame control CPU 200a executes the above-described possession number change process, and then ends the foul ball monitoring process.
[0271] 35 is a flowchart explaining the payout command reception process. When a game ball enters a prize opening such as the general prize opening 118, the first start opening 120, the second start opening 122, or the special prize opening 126, a detection signal is input to the main control board 100A from the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, and the special prize opening detection switch 126s. When the main control board 100A receives a detection signal from each of these switches, it transmits a payout command indicating the type of detection signal to the frame control board 200A. When the frame control board 200A receives a payout command from the main control board 100A, it executes a payout command reception process.
[0272] (s30-1) The frame control CPU 200a analyzes the received payout command and adds the number of possessions corresponding to the payout command to the possession number counter.
[0273] (s100) The slot control CPU 200a executes the above-described possessed number change processing, and ends the payout command reception processing.
[0274] 36 is a flowchart explaining the counting process. When a player operates the counting button, a detection signal is input from the counting switch 219s to the frame control board 200A. When the detection signal is input, the frame control board 200A executes the counting process.
[0275] (s40-1) The frame control CPU 200a executes an operation determination process based on the detection signal input from the counting switch 219s. Here, it determines whether a short press operation (an operation in which the continuous operation time is less than a predetermined time) or a long press operation (an operation in which the continuous operation time is equal to or longer than a predetermined time) has been input.
[0276] (s40-2) Based on the type of operation determined in s40-1, the frame control CPU 200a executes a transfer process to transfer the possession count to the dedicated unit 250. Here, for example, if it is determined that a short press operation has been performed, the frame control CPU 200a transmits to the dedicated unit 250 a command indicating the possession count of "1", and if it is determined that a long press operation has been performed, the frame control CPU 200a transmits to the dedicated unit 250 a command indicating the possession count of "250".
[0277] (s40-3) The frame control CPU 200a subtracts the number of possessions transferred in s40-2 from the number of possessions counter.
[0278] (s100) The quota control CPU 200a executes the above-described possession number change process, and then ends the counting process.
[0279] According to the above-described possessed number change process and displayed number change process, when the possessed number (play value number) changes, it is possible to execute an update display in which the possessed number (play value number) displayed on the game ball number display device 240 (display unit) is updated stepwise to the possessed number (play value number) after the change. When executing the update display, it is possible to determine different update times, which are the time required for one step of update display, based on the trigger (occurrence of trigger) that changes the possessed number, and it is possible to execute the update display based on the determined update times.
[0280] Specifically, when the change in the number of possessions is small, the update time for one step is longer than when the change in the number of possessions is large. This makes it easier for the player to understand that the number of possessions is changing. On the other hand, when the change in the number of possessions is large, the update time is shorter. This prevents the time from when the number of possessions changes to when the update of the displayed number is completed from being longer than necessary. As a result, even if the number of possessions changes further while the displayed number is being updated, there is little risk of a discrepancy occurring between the player's perception and the actual number of possessions, thereby reducing the risk of the player feeling distrustful.
[0281] Furthermore, in this embodiment, if a new trigger occurs during an update display based on the update time determined by the occurrence of a predetermined trigger, the update time can be changed based on the occurrence of the new trigger. That is, if a new trigger occurs during an update display, the update time can be shortened, but the update time cannot be lengthened. Specifically, when the update display is completed and the displayed number and the owned number match (YES in s110-8), the display switching flag is set to 0 (slow) (s110-9). That is, if there is no change in the owned number and the display number has not been updated, the display switching flag is set to 0 (slow).
[0282] In this state, for example, if 15 game balls are paid out, the absolute difference is determined to be less than 16 in the possession number change process (YES in s100-9), and the display switching flag remains 0 (slow). As a result, in the display number change process, a timer value of "20" is set in the display number change timer in s110-4, and the display number on the game ball number display device 240 is updated at 20 ms intervals.
[0283] Thereafter, for example, when the difference with the displayed number on the game ball count display device 240 reaches "13," an operation to lend game balls is input to the dedicated unit 250, and 125 game balls are lent. In this case, 125 is added to the possessed number, so the difference with the displayed number becomes 138. Therefore, in the possessed number change processing, it is determined that the absolute value of the difference is 31 or more (YES in s100-10), and the display switching flag is set to 2 (high speed) (s100-11). In this way, if a new change in the possessed number occurs while the displayed number on the game ball count display device 240 is being updated, the update time for the displayed number can be shortened.
[0284] Then, suppose that the display switch flag remains at 2 (high speed), the displayed number is updated, and the difference between the possessed number and the displayed number becomes "3." At this time, if game balls are dispensed and the possessed number increases by three, the difference becomes "6." As described above, if the difference is 15 or less, the display switch flag is normally set to "0 (low speed)." However, in the possessed number change process, if the display switch flag is set to 2 (high speed), the process to reset the display switch flag is not executed (YES in s100-2). Furthermore, if the display switch flag is set to 1 (medium speed), if the absolute difference is 31 or greater (YES in s100-10), the display switch flag is changed to "2 (high speed)." However, if the absolute difference is less than 16 (YES in s100-9), the process to change the display switch flag is not executed. Therefore, in the above example, if the difference changes from "3" to "6," the display switch flag is maintained at "2 (high speed)."
[0285] In this way, if the number of possessions changes during the update display, the update time may be shortened, but the update time will not be lengthened. This reduces the risk of the update display taking longer than necessary due to the number of possessions continuing to change until the update display is completed. As a result, the player will not be able to understand what triggered the change in the number of possessions, which reduces the risk of the player becoming distrustful.
[0286] However, if a new trigger occurs during an update display based on the update time determined by the occurrence of a specified trigger, the update time may be changed to a longer time based on the occurrence of the new trigger.
[0287] Next, a modified example will be described. In the above embodiment, there are multiple triggers that change the number of possessions, but when any of these triggers occurs, a common process when the number of possessions changes (s100) is executed. According to the process when the number of possessions changes, if a new trigger occurs during the update display, the update time can be changed based on the occurrence of the new trigger. Therefore, in the above embodiment, the update time can be changed regardless of the new trigger that occurs during the update display, in other words, regardless of the trigger that occurs during the update display.
[0288] In addition, the change in the number of possessions varies depending on the trigger for changing the number of possessions. Therefore, in the above embodiment, the update time may be changed regardless of the change in the number of possessions based on a new trigger that occurs during the update display, in other words, regardless of how much the number of possessions changes during the update display.
[0289] In contrast, in a modified example, if a new trigger that occurs during the update display is a preset trigger, or if the number of possessions that changes based on the new trigger is equal to or less than a predetermined number, the update time is not changed. The modified example will be explained below with reference to Figures 37 and 38.
[0290] Figure 37 is a flowchart illustrating the subtraction process according to a modified example. In this modified example, the subtraction process of Figure 37 is executed instead of the subtraction process of the above embodiment shown in Figure 33. As can be seen by comparing Figure 37 and Figure 33, the modified example differs from the above embodiment only in that the process when the number of possessions changes (s100) is not executed in the subtraction process, and the other processes are the same as those of the above embodiment.
[0291] Figure 38 is a flowchart illustrating a foul ball monitoring process according to a modified example. In this modified example, the foul ball monitoring process of Figure 38 is executed instead of the foul ball monitoring process of the above embodiment shown in Figure 34. As can be seen by comparing Figure 38 and Figure 34, the modified example differs from the above embodiment only in that the possession count change process (s100) is not executed in the foul ball monitoring process, and the other processes are the same as those of the above embodiment.
[0292] As described above, the subtraction process is a process of subtracting "1" from the possession count when a gaming ball is launched. Also, the foul ball monitoring process is a process of adding "1" to the possession count when a foul ball is detected. In other words, in the modified example, the possession count change process (s100) is not executed when a gaming ball is launched or a foul ball is detected. More specifically, in the modified example, the module for executing the possession count change process (s100) is not called when a gaming ball is launched or a foul ball is detected.
[0293] Therefore, in the modified example, the update time is not changed in response to the launch of a gaming ball or the detection of a foul ball. That is, in the modified example, as in the above embodiment, when the display number is not being updated, the display switch flag is set to 0 (slow speed). Therefore, for example, when a gaming ball is launched in a state where the display number is not being updated, the update time of the display number is slow. Also, for example, when a gaming ball is launched in a state where the display number is being updated at a medium-low speed or medium speed, the update time of the display number remains at low speed or medium speed without being changed.
[0294] As described above, according to the modified example, if a new trigger that occurs during the update display is a preset trigger, or if the number of possessions that changes based on the new trigger is less than a predetermined number (here, 1), the update time is not changed. Even if a trigger that causes a small change in the number of possessions occurs during the update display of the displayed number, there is little risk that the update time will be excessively long. Therefore, by not changing the update time even if a trigger that causes a small change in the number of possessions occurs, as in the modified example, no particular problems arise, the processing load can be reduced, and the design can be simplified.
[0295] In the modified example, the case where the predetermined trigger for not changing the update time is set to the launch of a gaming ball or the detection of a foul ball has been described. However, the predetermined trigger for not changing the update time is not limited to this. For example, the payout of a predetermined number of gaming balls or less may be set as the predetermined trigger. Also in the modified example, if a trigger other than the predetermined trigger occurs during the update display, the update time may be lengthened or shortened.
[0296] Next, a second modified example will be described. The second modified example differs from the above embodiment in that the possession number change process shown in Fig. 39 is executed instead of the possession number change process shown in Fig. 27, and the display number change process shown in Fig. 40 and Fig. 41 is executed instead of the display number change process shown in Fig. 28, but the other configurations and processes are the same as those of the above embodiment. Therefore, only the differences from the above embodiment will be described below.
[0297] FIG. 39 is a flowchart illustrating the process when the possession number changes according to the second modified example.
[0298] (s100-101) The frame control CPU 200a stores the change value of the possession count in a buffer and ends the possession count change processing. As described above, the possession count change processing is a process that is executed by calling a module when an opportunity to change the possession count occurs. Here, each time the module is called, the value by which the possession count changes (for example, the number of game balls dispensed) is stored in the buffer as a change value. When a game ball is dispensed, loaned, or a foul ball is detected, i.e., when the possession count is increased, the change value is a positive value, and when a game ball is released, i.e., when the possession count is decreased, the change value is a negative value.
[0299] The buffer has multiple storage areas, and each time an opportunity occurs to change the number of possessions, a change value corresponding to the opportunity is stored in the buffer. The change values corresponding to the opportunity are stored in the buffer in the order in which the opportunity occurred.
[0300] Fig. 40 is a first flowchart illustrating the display number change process according to the second modified example, and Fig. 41 is a second flowchart illustrating the display number change process according to the second modified example. As in the above embodiment, the display number change process is executed every time a timer interrupt process occurs.
[0301] (s110-101) The frame control CPU 200a determines whether the timer value of the display number change timer is greater than 0. As a result, if it is determined that the timer value is greater than 0, the process proceeds to s110-121, and if the timer value is 0, the process proceeds to s110-102.
[0302] (s110-102) The frame control CPU 200a determines whether a change value is stored in the buffer. If it is determined that a change value is stored, the process proceeds to s110-103. If it is determined that a change value is not stored, the display number change process ends.
[0303] (s110-103) The frame control CPU 200a sets the earliest stored change value among the change values stored in the buffer in the change value counter.
[0304] (s110-104) The frame control CPU 200a erases the earliest stored change value from the buffer among the change values stored in the buffer.
[0305] (s110-105) The frame control CPU 200a calculates the absolute difference value, which is the absolute value of the change value set in the change value counter.
[0306] (s110-106) The frame control CPU 200a determines whether the absolute difference value calculated in the above s110-105 is less than 16. As a result, if it is determined that the absolute difference value is less than 16, the process proceeds to s110-10, and if it is determined that the absolute difference value is not less than 16, the process proceeds to s110-107.
[0307] (s110-107) The frame control CPU 200a determines whether the absolute difference value calculated in the above s110-105 is equal to or greater than 31. If it is determined that the absolute difference value is equal to or greater than 31, the process proceeds to s110-108, and if it is determined that the absolute difference value is not equal to or greater than 31, the process proceeds to s110-109.
[0308] (s110-108) The frame control CPU 200a sets the display switching flag to "2 (high speed)."
[0309] (s110-109) The frame control CPU 200a sets the display switching flag to "1 (medium speed)."
[0310] (s110-110) The frame control CPU 200a acquires the display switch flag.
[0311] (s110-111) The frame control CPU 200a sets the timer value of the display number change timer in accordance with the flag value of the display switch flag acquired in s110-110, and ends the display number change process.
[0312] (s110-121) Furthermore, if the timer value of the display number change timer is greater than 0 (YES in s110-101), the frame control CPU 200a decrements the timer value of the display number change timer.
[0313] (s110-122) The frame control CPU 200a determines whether the timer value updated in s110-121 is 0. As a result, if it is determined that the timer value is 0, the process proceeds to s110-123, and if it is determined that the timer value is not 0, the display number change process is terminated.
[0314] (s110-123) The frame control CPU 200a determines whether the change value of the change value counter is a negative value. If it is determined to be a negative value, the process proceeds to s110-124, and if it is determined to be a non-negative value, the process proceeds to s110-126.
[0315] (s110-124) The frame control CPU 200a subtracts one from the value of the display number counter that stores the display number displayed on the game ball number display device 240.
[0316] (s110-125) The frame control CPU 200a adds one to the counter value of the change value counter.
[0317] (s110-126) The frame control CPU 200a adds one to the value of the display number counter that stores the display number displayed on the game ball number display device 240.
[0318] (s110-127) The frame control CPU 200a decrements the counter value of the change value counter by one.
[0319] (s110-128) The frame control CPU 200a executes an update display process for displaying on the game ball number display device 240 the counter value of the display number counter updated in s110-124 or s110-126.
[0320] (s110-129) The frame control CPU 200a determines whether the counter value of the change value counter updated in s110-125 or s110-127 is 0. If it is determined that the counter value is 0, the process proceeds to s110-130, and if it is determined that the counter value is not 0, the process proceeds to s110-110.
[0321] (s110-130) The frame control CPU 200a sets the display switching flag to "0 (slow)" and ends the display number change process.
[0322] According to the second modification, the update time is determined for each opportunity to change the number of possessions. Even if a new opportunity to change the number of possessions occurs during the update display, the displayed number is updated using the update time determined when the previous opportunity occurred, up to the number of possessions after the change due to the previous opportunity.
[0323] For example, suppose that the number displayed on the possession count and game ball count display device 240 is 100, and 15 game balls are paid out. In this case, the possession count is updated to 115, and the displayed count is updated slowly from 100 to 115, one by one. If 250 game balls are loaned out before the slow update display ends, the possession count is updated to 365. In this case, in the above embodiment, the update time is changed from slow to fast due to the occurrence of a new opportunity, namely the loaning of game balls.
[0324] On the other hand, according to the second modification, when 250 game balls are loaned, the possession count is immediately updated, just like in the above embodiment, but the update display speed is not changed until the slow update display ends. Specifically, the displayed count is updated slowly from 100 to 115, and when the displayed count is updated to 115, the change value of 250 stored in the buffer memory area is read into the change value counter. At this time, the counter value of the change value counter, in other words, the update time is updated quickly based on the trigger of the loan of game balls. Therefore, in this example, the displayed count is updated slowly from 100 to 115, and then the displayed count is updated quickly from 115 to 365.
[0325] Thus, according to the second modification, the displayed number is updated at the update time determined when the trigger occurs until the possession number reaches the number reached by the trigger of 1, and the update speed does not change midway. In other words, when one or more change values (update information) are stored in the memory area, the change values (update information) are called up one by one in order, the update time is determined based on the trigger corresponding to the called change value (update information), and the update display can be executed based on the determined update time. This allows the player to reliably recognize how many possessions will be reached by the trigger of 1.
[0326] The number of balls held can change significantly in a short period of time when game balls are frequently paid out in a short period of time, such as during a big win game, or when game balls are loaned out. Normally, game balls are not loaned out when the number of game balls increases, such as during a big win game. In other words, game balls are not loaned out when game balls are frequently paid out in a short period of time.
[0327] In the second modified example, when 15 game balls are paid out, it takes 300 ms for the slow update display to be completed. Therefore, if multiple payouts of 15 game balls occur simultaneously, in the second modified example, multiple update displays for one trigger will be in a waiting state, and the update display at the slow update time may continue for a long time. However, the interval between game ball launches is 600 ms, and loans do not occur simultaneously. Therefore, even if a major game is being played, the risk of multiple update displays for one trigger, such as the payout of 15 game balls, being in a waiting state is extremely low, and therefore the update display at the slow update time is also unlikely to continue for a long time.
[0328] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.
[0329] In the above embodiment and various modifications, a controlled gaming machine has been described as an example of a gaming machine, however, gaming machines to which the present invention can be applied are not limited to controlled gaming machines.
[0330] In the above embodiment and various modified examples, a pachinko machine has been described as an example of a gaming machine, but the present invention can also be applied to a slot machine. In other words, in the above embodiment and various modified examples, a case has been described in which the number of gaming balls owned by a player is updated and displayed, but when the present invention is applied to a slot machine, the number of gaming values as virtual medals can be updated and displayed. In either case, it is sufficient that the number of gaming values owned by a player is updated and displayed based on a preset trigger, and the specific content of the gaming values is not particularly limited.
[0331] Furthermore, when adopting the above embodiment and various modified examples in a slot machine, since the maximum amount of change in one trigger is the event in which 50 virtual medals are transferred in the counting process in the slot machine and various modified examples, the display switch flag may be set as follows to switch the display when a trigger occurs to change the number of game values (medals held) owned by the player.
[0332] (Setting the "display switching flag" in slot machines) "0 (slow): Used to update the display of 15 medals or less (maximum number of medals per display). Updates the display device every 20 ms. "1 (medium speed)": Used to update the display for up to 50 sheets (maximum value for one counting process). Updates the display device every 6 ms. "2 (High speed)": Used to update the display for 51 or more coins (occurs when one counting process and the start of a 3-coin game occur simultaneously). The display device is updated every 4 ms.
[0333] In addition, in slot machines, the game value (medals held) owned by the player is displayed using a 7-segment display with a maximum of 5 digits, and the 5-digit display device and one other segment are controlled by dynamic lighting periodically with 6 interrupts.When the display update is controlled at "1 (medium speed)" or lower, the dynamic lighting cycle is not faster than the update cycle of the display content, so the display is not dropped out during the update (for example, it is not displayed as "00276", "00275", "00273", etc., so that one display update does not appear to be dropped without "00274" being displayed).
[0334] In the above embodiment and various modified examples, the frame control board 200A performs display control of the game ball number display device 240, but the display control of the game ball number display device 240 may also be performed, for example, by the main control board 100A or the sub-control board 300A.
[0335] In the above embodiment and various modified examples, the displayed number displayed on the game ball count display device 240 is updated in steps of "1", but the value changed in one step is not particularly limited. For example, the displayed number may be updated in units of "5" or "10" in one step. Furthermore, the value changed in one step may differ depending on the difference between the displayed number and the number of balls possessed.
[0336] In the above embodiment and various modified examples, in s100-5, it is determined whether the most significant byte of the possession count counter and the display count counter do not match. If they do, the display switch flag is set to "2 (fast)" regardless of the difference. As a result, when the possession count is around 65,535, the update time is 1 ms regardless of the difference before and after the change in the display count. This is to reduce the processing load when calculating the difference between the possession count and the display count in s100-6. In other words, according to the above embodiment, it is possible to reduce the processing load while reliably preventing the update display on the game ball count display device 240 from taking longer than necessary. However, if it is determined that the most significant byte does not match, the display switch flag may be set to "0 (slow)" or "1 (medium)." Note that the difference between the possession count and the display count may be calculated using 3 bytes of data. In this case, the determination in s100-5 is unnecessary, and the update time is determined based on the difference regardless of the possession count.
[0337] In the above embodiment and various modified examples, the update time is determined according to the difference between the possession count and the display count, but the update time may be determined based on a preset trigger. For example, if the trigger is the input of a lending operation, the update time may be determined to be 1 ms, and if the trigger is the entry of a game ball into a winning slot, the update time may be determined to be 20 ms. In this way, since the possession count is updated based on a preset trigger, the update time may be determined based on the trigger that occurs.
[0338] In the above embodiment and various modified examples, when the display switching flag is set to "2 (fast)," the display number update time is 1 ms and the six-digit segments are dynamically illuminated. Therefore, if the display switching continues at high speed, the ones digit will periodically change from "0," "4," "8," "2," "6," "0," "4," "8," ... Therefore, when the display switching flag is set to "2 (fast)," the number of dynamically illuminated common data (segment data to be output) may be changed from "6 (digits)" to "7," so that the ones digit display switching does not occur periodically and all numbers from "0" to "9" can be displayed. In this case, when the seventh digit common added as special data is set as the output destination, the segments of the game ball count display device 240 are not illuminated, and all segments of the game ball count display device 240 are turned off. By taking care to prevent the ones digit from periodically changing during display updates in this way, the player can more easily sense the changes in the amount of game value held.
[0339] As in the above-described modified example, when the segments of the game ball number display device 240 are incremented or decremented, the method of allocating the seventh common data that serves as a virtual output destination may be implemented not only when the display switching flag is "2 (high speed)", which is a display update corresponding to a large change in the number of game values, but also when it is "0 (low speed)" or "1 (medium speed)". By doing so, the brightness of the game ball number display device 240 decreases slightly when the seventh virtual common data is allocated, but the brightness during the update of the display content can be kept constant regardless of the display update speed.
[0340] Furthermore, for some triggers, such as loaning, the displayed number on the game ball count display device 240 may be updated to the new number of balls in one go without gradually updating the display based on the difference. In this way, by not performing a gradual update display for triggers that result in a large change in the number of balls in possession, for example, it is possible to reliably prevent a situation in which another trigger occurs during the update display, leading to a misunderstanding by the player. Furthermore, when gradual updates are not performed, the display of the game ball count display device 240 may be configured to flash every 0.5 seconds for a total of approximately two seconds before and after updating the displayed number on the game ball count display device 240, in order to make it easier to recognize a large change in the value (for example, a method of flashing the data before the change twice before displaying the new value, or a method of displaying the new value before flashing twice can be considered). Even if the number of balls in possession changes during the flashing display period, the flashing display may continue while updating the display content, thereby reliably notifying the player of a large change, such as a loan operation or counting operation, that has occurred.
[0341] Furthermore, for example, if a new trigger occurs during the gradual update display, the update display is temporarily suspended, and the displayed number on the game ball count display device 240 is updated to the new possession count based on the previously generated trigger. Then, the gradual update display may be resumed based on a subsequent new trigger. Specifically, a buffer is provided in addition to the display number counter, and when the possession count changes, the possession count counter is updated to the new value and the updated value is also saved in the buffer. Then, when a new trigger occurs during the update display, the value of the display number counter is updated to the value saved in the buffer, and the possession count counter is updated to the new value due to the new trigger, and this updated value is saved in the buffer. At this time, the update display is resumed based on the difference between the display number counter and the possession count counter. In this way, as described above, when a new trigger occurs during the update display, the displayed number on the game ball count display device 240 is updated once, and then the gradual update display is resumed. In this case, a high-speed update display, which would otherwise be unattractive, may be unnecessary.
[0342] In the above embodiment and various modified examples, if the number of possessions changes during the update display, the update time may be shortened but not lengthened. However, if the number of possessions changes during the update display, the update time may be lengthened but may not be shortened.
[0343] In the second modified example, the frame control CPU 200a that executes the processes of s20-3, s23-4, s30-1, and s40-3 corresponds to the game value number updating means of the present invention. In the second modified example, the frame control CPU 200a that executes the process of s100-101 corresponds to the update information storage means of the present invention. Moreover, the game ball number display device 240 in the second modified example corresponds to the display unit of the present invention, and the frame control CPU 200a that executes the display number change process corresponds to the display control means of the present invention. [Explanation of symbols]
[0344] 100 gaming machines 200a Frame control CPU
Claims
[Claim 1] a game value number updating means for updating the number of game values owned by a player based on a preset trigger; an update information storage means for storing update information of the number of game values in a storage area for each occurrence of the trigger; a display unit that displays the number of game values owned by the player; a display control means for controlling the display of the number of game values on the display unit based on the update information stored in the storage area; Equipped with The display control means When the number of game values changes, an update display can be executed to gradually update the number of game values displayed on the display unit to the number of game values after the change, When the update display is executed, an update time, which is a time required for one stage of the update display, can be determined to be different based on the trigger that has occurred, The update display can be performed based on the determined update time, When one or more pieces of update information are stored in the memory area, the game machine is characterized in that it is capable of calling up the update information one by one in order, determining the update time based on the trigger corresponding to the called update information, and executing the update display based on the determined update time.
Citation Information
Patent Citations
Game machine
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