gaming machines
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2025-11-17
- Publication Date
- 2026-06-17
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] As described in Patent Document 1, in gaming machines, during the ending of a big win game, a warning is given to prevent players from becoming addicted to the game and forgetting to remove their cards. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-35717 Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines, it is desirable to provide warnings at more appropriate times and in more appropriate ways.
[0005] Therefore, an object of the present invention is to provide an appropriate warning. [Means for solving the problem]
[0006] The gaming machine of the present invention comprises a counting means for counting the number of game values, an operation means operable by the player, a warning means for warning the player about forgetting to remove the storage medium, and a communication means for transmitting information to an external device connected to the gaming machine, wherein the counting means increases or decreases the number of game values according to the progress of the game and subtracts the number of game values based on the operation of the operation means, and the communication means outputs information indicating the number of game values to be subtracted to the external device when the number of game values is subtracted based on the operation of the operation means, and the warning means outputs a warning sound and displays a warning image to warn the player when the number of game values becomes 0 based on the operation of the operation means, and continues to display the warning image for a predetermined period of time even after the output of the warning sound has ended. [Effects of the Invention]
[0007] According to the present invention, it is possible to appropriately call attention. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 2 is a perspective view showing the appearance of the gaming machine. [Figure 2] This is an oblique view of the gaming machine with the front frame open. [Figure 3] FIG. [Figure 4] 10 is a diagram illustrating the main display and the fourth pattern display. FIG. [Figure 5] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 6] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 7] FIG. 10 is a diagram illustrating a screen displayed on the LCD unit. [Figure 8] 10 is a flowchart showing the main processing on the main control side. [Figure 9] 10 is a flowchart showing the main control side timer interrupt processing. [Figure 10] 10 is a flowchart showing a frame control side main process. [Figure 11]10 is a flowchart showing main control board communication processing. [Figure 12] 10 is a flowchart showing a gaming machine information management process. [Figure 13] 10 is a flowchart showing an SC board communication process. [Figure 14] 10 is a flowchart showing a counting notification transmission process. [Figure 15] 10 is a flowchart showing a count subtraction setting process. [Figure 16] 10 is a flowchart showing a timer interrupt process on the frame control side. [Figure 17] 10 is a flowchart showing a switch detection process. [Figure 18] 10 is a flowchart showing a switch detection process. [Figure 19] 10 is a flowchart showing a port input process. [Figure 20] A diagram explaining the transition of edge data of the subtraction calculation port switch and the foul ball switch. [Figure 21] 10 is a flowchart showing a subtraction mechanism control process. [Figure 22] 10 is a flowchart showing the main processing on the performance control side. [Figure 23] 10 is a flowchart showing the timer interrupt processing on the performance control side. [Figure 24] FIG. 2 is an exploded perspective view of the launching device and the lifting device, seen from diagonally above the front right. [Figure 25] FIG. 2 is an exploded perspective view of the launching device and the lifting device, seen from diagonally above and to the rear right. [Figure 26] A diagram showing the configuration of the out ball recovery section. [Figure 27] FIG. 2 is a diagram illustrating the configuration of a junction. [Figure 28] FIG. 2 is a diagram illustrating the configuration of a forward path section. [Figure 29] FIG. 2 is an exploded perspective view of the elevator section as seen from diagonally above the front right. [Figure 30] FIG. 2 is a diagram showing the configuration of a launch device. [Figure 31] 10A and 10B are diagrams illustrating the operation of the ball feeding solenoid and the launching movable piece. [Figure 32] FIG. 10 is a diagram showing the configuration of a foul ball recovery unit. [Figure 33] 10 is a diagram illustrating the collection of foul balls by a foul ball collection section. FIG. [Figure 34] FIG. 10 is a schematic diagram illustrating sensors in the pre-lifting path and the post-lifting path. [Figure 35] 10 is a diagram illustrating the positional relationship between the subtraction port switch, the foul ball switch, and the radio wave sensor. FIG. [Figure 36] FIG. [Figure 37] FIG. [Figure 38] 10A and 10B are diagrams illustrating timings at which vibrations are generated by a vibration device. [Figure 39] This is a diagram explaining the timing of the special pattern change display game and jackpot game when a jackpot occurs. [Figure 40] This is a diagram explaining the timing of the special pattern change display game when you lose and the jackpot game. [Figure 41] FIG. [Figure 42] FIG. [Figure 43] 10 is a diagram illustrating a wiring diagram between the frame control board and each part provided on the front frame. FIG. [Figure 44] 10A and 10B are diagrams illustrating the arrangement of electronic components on the front frame relay board. [Figure 45] 10 is a diagram showing the wiring pattern on the component side of the front frame relay board. FIG. [Figure 46] 10 is a diagram showing the wiring pattern on the solder side of the front frame relay board. FIG. [Figure 47] FIG. 10 is a wiring diagram of the front frame relay board. [Figure 48] 10 is a diagram illustrating the relationship between the variable resistance value (voltage) of the emission intensity VR and the rotation angle of the handle. FIG. [Figure 49] 10 is a diagram illustrating the relationship between the rotation angle of the handle and the firing intensity. FIG. [Figure 50]FIG. 4 is a diagram illustrating a timing chart of launch control. [Figure 51] FIG. 10 is a timing chart for explaining control when the counting switch is operated. [Figure 52] FIG. 10 is a diagram illustrating the timing of issuing a warning. [Figure 53] FIG. 10 is a diagram illustrating a warning given at the ending station. [Figure 54] FIG. 10 is a diagram illustrating a warning during a demonstration. [Figure 55] This is a diagram explaining the warning that is given when the number of managed game balls reaches 0 based on the operation of the counting switch. [Figure 56] This is a diagram illustrating an example of the display of a warning image to prevent forgetting to pick up something during a variable effect. [Figure 57] This is a diagram illustrating an example of the display of a warning image to prevent forgetting to remove a movable device while it is in operation. [Figure 58] 10A and 10B are diagrams illustrating the relationship between attention-calling, sound effects, and LED effects. [Figure 59] 10A and 10B are diagrams illustrating the relationship between an attention-calling display and an error display. [Figure 60] This is a diagram explaining the comparison of warnings when the number of managed game balls reaches 0. [Figure 61] 10 is a flowchart showing a demonstration power saving process. [Figure 62] 10 is a flowchart showing a lending notification command receiving process. [Figure 63] 10 is a flowchart showing a counting flag signal reception process. [Figure 64] 10 is a flowchart showing a voice notification signal receiving process. [Figure 65] 10 is a flowchart showing an ending command receiving process. [Figure 66] 10 is a flowchart showing a first modified example of the count subtraction setting process. [Figure 67] 10 is a flowchart showing a second modification of the count subtraction setting process. [Figure 68]10 is a flowchart showing a second modification of the count subtraction setting process. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of the present invention will be described in the following order with reference to the accompanying drawings. <1. Structure of the gaming machine> <2. Control configuration of gaming machine> <3. Overview of operation> <4. Processing the main control board> <5. Processing of frame control board> <6. Processing of the performance control board> <7. Structure of the Circulatory Mechanism> <8. Placement of radio wave sensors> <9. Configuration of the vibration device> <10. Connections between the frame control board and each part on the front frame> <11. Control of the launcher> <12. Control when operating the counting switch> <13.Caution> <14. Processing by the performance control unit related to counting notification and warning> <15. Modified Example of Count Subtraction Setting Process> <16.Configuration Example>
[0010] <1. Structure of the gaming machine> The overall structure of a gaming machine 1 according to an embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a perspective view showing the exterior of the gaming machine 1, and Figure 2 is a perspective view of the gaming machine 1 with its front frame 7 open. In the following, the right direction as seen by a player facing the gaming machine 1 will be referred to as the right direction of the gaming machine 1, and the left direction as seen by a player facing the gaming machine 1 will be referred to as the left direction of the gaming machine 1. Furthermore, the vertically upward direction will be referred to as the upward direction of the gaming machine 1, and the vertically downward direction will be referred to as the downward direction of the gaming machine 1. Furthermore, the direction from the gaming machine 1 toward the player facing it will be referred to as the forward direction of the gaming machine 1, and the direction from the player facing it will be referred to as the rearward direction of the gaming machine 1. The left and right directions of the gaming machine 1 are the same as the width direction of the gaming machine 1.
[0011] The gaming machine 1 is a so-called smart pachinko machine in which gaming balls enclosed inside are circulated and used for playing games.
[0012] 1 and 2, the gaming machine 1 comprises a wooden outer frame 3, an inner frame 5 attached to the outer frame 3 by a hinge mechanism 4 so as to be openable and closable, and a front frame 7 attached to the inner frame 5 by the hinge mechanism 4 so as to be openable and closable. The hinge mechanisms 4 are provided at the upper left and lower left ends of the gaming machine 1. The inner frame 5 is formed in the shape of a picture frame, and holds a gaming board 9 inside.
[0013] The front frame 7 holds a transparent glass 11 in the center, and a side unit 13 is provided so as to surround the periphery of the transparent glass 11 entirely or partially. The side unit 13 is formed in a decorative shape that matches the theme of the gaming machine 1, and may be equipped with LEDs, movable accessories, and other presentation means inside, thereby achieving a presentation effect that conveys the atmosphere of the game to the player. The side unit 13 is attached to the front frame 7 in an interchangeable manner.
[0014] A key cylinder 15 for unlocking the door is provided at the right end of the front frame 7. By inserting a key into this key cylinder 15 and operating it to one side, the locked state of the front frame 7 relative to the inner frame 5 is released, allowing the front frame 7 to be opened to the front, and by operating it to the other side, the locked state of the inner frame 5 relative to the outer frame 3 is released, allowing the inner frame 5 to be opened to the front.
[0015] A front operation panel 17 is disposed below the front frame 7. A handle device 19 for causing the launcher 31 to launch game balls is provided on the right end side of the front operation panel 17.
[0016] A game ball count display 21 and a counting switch 23 are provided on the left side of the front operation panel 17. The game ball count display 21 is composed of a 6-digit 7-segment LED, and displays the number of game balls managed by the gaming machine 1 (the number of game balls owned by the player: hereinafter referred to as the managed game ball count). The counting switch 23 accepts an operation input from the player to transfer the managed game ball count to a game value medium (card) of the game ball etc. lending device.
[0017] In addition, operation buttons 25 that can be operated by the player are provided on the front operation panel 17. The operation buttons 25 include a performance button 25a, a direction key 25b, a brightness change button 25c, and a volume change button 25d. The effect button 25a is operable (input acceptable) during a predetermined input acceptance period, and can bring about changes in the effect by performing a predetermined operation (pressing, tapping repeatedly, pressing and holding, etc.). The effect button 25a also serves as an operator for instructing the confirmation of an item selected by the directional key 25b. A vibration device 77 for effect (see FIG. 6) is attached to the effect button 25a, and the vibration device 77 for effect vibrates the effect button 25a at a predetermined timing, thereby further enhancing the effect of the effect. The direction keys 25b are controls that allow users such as players and hall staff to select various items, give direction instructions, etc. The direction keys 25b include an up key located on the top for indicating up, a left key located on the left for indicating left, a right key located on the right for indicating right, and a down key located on the bottom for indicating down. The brightness change button 25c is an operator for adjusting the brightness of the performance LED 27 for the performance, and is configured to include a plus button for increasing the brightness of the performance LED 27 and a minus button for decreasing the brightness of the performance LED 27. The volume change button 25d is an operator for adjusting the volume of the sound output from the speaker 29, and includes a plus button for increasing the volume and a minus button for decreasing the volume.
[0018] A plurality of effect LEDs 27 that are controlled to various lighting modes and light colors (collectively referred to as light-emitting states) are provided in appropriate positions on the front frame 7. A large number of effect LEDs 27 are provided around the gaming machine 1, for example, on the periphery of the front frame 7, in the side unit 13, and in the gaming board 9, and their lighting is controlled by the effect control board 120.
[0019] Additionally, around the gaming machine 1, for example, on the periphery of the front frame 7, a plurality of speakers 29 for outputting sound are provided. The plurality of speakers 29 allows so-called stereophonic sound reproduction or multi-channel sound reproduction for sounds related to the performance.
[0020] The inner frame 5 is provided with a circulation mechanism 300 including a launching device 31 and a lifting device 33 below the gaming board 9. The circulation mechanism 300 circulates gaming balls within the gaming machine 1. The launching device 31 launches gaming balls toward the gaming area 37 with a strength according to the amount of operation (rotation angle) of the handle 19a of the handle device 19 by the player. The lifting device 33 transports gaming balls discharged from the gaming area 37 (gaming board 9) to the launching device 31. The lifting device 33 incorporates a polishing device that polishes the game balls while lifting them.
[0021] In addition, a vibration device 500 is provided at the bottom of the inner frame 5 and the front frame 7 to prevent game balls from clogging in the circulation mechanism 300. As will be described in detail later, the vibration device 500 is configured to include a vibration device 501 and a vibration transmission unit 503. The vibration device 501 is provided at the bottom center of the front frame 7 and generates vibrations based on the control of the performance control board 120. The vibration transmitting unit 503 is composed of a vibration transmitting member 511 and a vibration receiving member 513, and transmits the vibration generated by the vibration device 501 to the circulation mechanism 300. The circulation mechanism 300 is shaken as a whole by the vibration generated by the vibration device 501 and transmitted via the vibration transmitting unit 503, and if a ball jam has occurred inside, the ball jam is eliminated, and even if a ball jam has not occurred inside, the shaking reduces the possibility of the ball jam occurring. Vibration transmission member 511 is configured to include vibration transmission members 511a and 511b. Vibration transmission member 511a is provided at the lower center of front frame 7, and vibration transmission member 511b is provided at the lower right end of front frame 7 (the side farthest from hinge mechanism 4). Vibration transmitted member 513 is configured to include vibration transmitted members 513a and 513b. Vibration transmitted member 513a is provided in the lower center of inner frame 5 at a position that abuts against vibration transmitting member 511a when front frame 7 is closed relative to inner frame 5. Vibration transmitted member 513b is provided in the lower right end portion of inner frame 5 (the side farthest from hinge mechanism 4) at a position that abuts against vibration transmitting member 511b when front frame 7 is closed relative to inner frame 5.
[0022] Next, the configuration of the game board 9 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 9.
[0023] As shown in Figure 3, the game board 9 is provided with an outer rail 35 and an inner rail 36 that guide the launched game ball. The outer rail 35 extends in an arc shape from the slightly lower left end in the left-right direction, passing through the upper center end in the left-right direction and extending to the upper right. The roughly circular area surrounded by the outer rail 35 forms the game area 37, and the area outside the roughly circular area forms the non-game area. The game area 37 is a space formed between the game board 9 and the transparent glass 11, and is an area where game balls can flow down. The inner rail 36 extends in an arc shape from the slightly lower left end to the upper left end along the outer rail 35. The area sandwiched between the outer rail 35 and the inner rail 36 is formed as a game ball guide path 35a. The game ball guide path 35a is a path along which game balls launched from the launching device 31 pass, and guides the game balls launched from the launching device 31 to a game area 37.
[0024] The play area 37 is divided into a left play area 37a and a right play area 37b by a center ornament 39 provided in the center. The center ornament 39 has a center vertex 39a that protrudes most upward to divide the left play area 37a and the right play area 37b. The center vertex 39a does not have to be in the center in the left-right direction, but may be positioned to the right or left of the center. A game ball launched by the launching device 31 at a predetermined launch strength that does not exceed the center vertex 39a flows down the left game area 37a, and a game ball launched at a predetermined launch strength or more that exceeds the center vertex 39a flows down the right game area 37b.
[0025] In the play area 37, a collision stopper 38 is provided so as to be continuous with the upper right end of the outer rail 35. By being arranged at a position along the outer rail 35, the collision stopper 38 causes game balls launched by the launching device 31 with a predetermined launch strength or higher to collide with the collision stopper 38 and guide them to the right play area 37b.
[0026] In addition, a backflow prevention member 40 is provided at the upper left end of the inner rail 36. The backflow prevention member 40 is biased counterclockwise by a spring (not shown) so as to block the game ball guide path 35a, and can rotate clockwise around the upper left end of the inner rail 36 as a fulcrum by a game ball entering the game area 37 from the game ball guide path 35a. This allows the backflow prevention member 40 to prevent a game ball that has entered the game area 37 from flowing back into the game ball guide path 35a.
[0027] A special symbol 1 start port 41 is provided at the center lower side of the game board 9. The special symbol 1 start port 41 is a winning port related to the start condition of the variable display operation of the first special symbol (hereinafter referred to as special symbol 1, and may be abbreviated as special symbol 1) on the main display 63, and is configured as a fixed start port.
[0028] A special symbol 2 start port 43 is provided on the right side of the game board 9. The special symbol 2 start port 43 is a winning port related to the start conditions for the variable display operation of the second special symbol (hereinafter referred to as special symbol 2, and may be abbreviated as special symbol 2) on the main display 63, and is configured as a variable start port whose opening and closing is controlled by a normal electric device 45.
[0029] By operating the movable piece 45a, the normal electric device 45 can be switched between an open state that allows the game ball to enter the special pattern 2 starting hole 43 and a closed state that makes it difficult or impossible for the game ball to enter the special pattern 2 starting hole 43.
[0030] Above the special symbol 2 start port 43 in the right gaming area 37b, there is provided a normal symbol start port 47 through which the gaming ball can pass. This normal symbol start port 47 is a gate related to the variable display operation of the normal symbol on the main display 63.
[0031] A special winning hole 49 is provided below the special symbol 2 starting hole 43 in the right gaming area 37b. The special winning hole 49 is controlled to open and close by a special electric device 51. By operating the movable piece 51a, the special electric device 51 can be switched between an open state that allows game balls to enter the large prize opening 49 and a closed state that makes it difficult or impossible for game balls to enter the large prize opening 49.
[0032] In addition, a plurality of winning holes 53 are provided on the left and right lower sides of the game area 37. In addition, an outlet 55 is provided at the lower center end of the game area 37, and game balls that do not enter any of the winning holes are discharged from the game area 37 through the outlet 55.
[0033] Although only game balls that have flowed down the left game area 37a can enter the special pattern 1 starting hole 41, game balls that have flowed down the right game area 37b may also be allowed to enter the special pattern 1 starting hole 41. In addition, only game balls that have flowed down the right game area 37b can enter the special pattern 2 starting hole 43, the normal pattern starting hole 47, and the big prize hole 49, but game balls that have flowed down the left game area 37a may also be able to enter or pass through them.
[0034] In the gaming machine 1, when a gaming ball enters one of the various winning holes provided in the gaming area 37, the number of prize balls set for the winning hole into which the gaming ball entered (for example, 3 balls for the special pattern 1 starting hole 41, 1 ball for the special pattern 2 starting hole 43, 15 balls for the big winning hole 49, and 5 balls for the winning hole 53) is paid out.
[0035] An LCD unit (liquid crystal display device) 57 and an illumination panel 59 are provided in the area surrounded by the center ornament 39 in the center of the game board 9. The LCD unit 57 displays, for example, three decorative symbols 201a to 201c (see FIG. 7) in a variable or static manner, and displays various images (still images and moving images) for various effects, according to the control of the effect control board 120 described later. There are provided a plurality of types of decorative symbols 201 including different numbers and symbols, and the result of a big win lottery, which will be described later, is notified to the player depending on the combination of the three decorative symbols 201a to 201c that are stopped and displayed.
[0036] The illumination panel 59 is made of a plate-like transparent synthetic resin material, and is placed closer to the player (front side) than the LCD unit 57, facing the LCD unit 57. The illumination panel 59 has predetermined patterns such as letters, figures, symbols, designs, etc. formed by uneven processing on the front or back surface. When light is not incident on the illumination panel 59 from the side, the patterns are invisible or difficult to see, but when light is incident on the illumination panel 59 from the side, the patterns emit diffused light, making them visible to the player.
[0037] A space is formed between the LCD unit 57 and the illumination panel 59, and one or more movable accessories 61 are arranged in this space. Figure 3 illustrates one of the movable accessories 61. The movable device 61 is positioned in front of the LCD unit 57, and is normally retracted to a position where it cannot be seen by the player, as shown by the dashed line in FIG. As shown by the solid line in Figure 3, the movable device 61 is driven by the movable motor 61a (see Figure 6) while the decorative pattern 201 is being displayed in a changing manner (while special patterns 1 and 2 are being displayed in a changing manner), and moves to the front of the LCD unit 57, giving the player a sense of anticipation of a big win.
[0038] A main display 63 made up of a dot display is provided in the non-play area at the lower left of the gaming board 9. In addition, a fourth symbol display 65 made up of a dot display is provided at the lower right of the LCD unit 57 on the gaming board 9.
[0039] 4 is a diagram illustrating the main display 63 and the fourth symbol display 65. The main display 63 is controlled by the main control board 100, and displays (notifies) information about the progress of the game by lighting, blinking, and extinguishing an LED. Note that, hereinafter, lighting, blinking, and extinguishing of an LED will be collectively referred to as lighting display. 4(a), the main display 63 is provided with a special symbol 1 display 63a for performing a variable display operation (lighting display) of special symbol 1, a special symbol 2 display 63b for performing a variable display operation of special symbol 2, and a normal symbol display 63c for performing a variable display operation of normal symbols. The main display 63 is also provided with a special symbol 1 reserved number display 63d for displaying the reserved number of special symbol 1, a special symbol 2 reserved number display 63e for displaying the reserved number of special symbol 2, a normal symbol reserved number display 63f for displaying the reserved number of normal symbols, a round display 63g for displaying the specified number of rounds (maximum number of rounds) related to a jackpot, a game status display 63h for displaying the game status (time-shortened state, high probability state), and a right-hit display 63i for prompting the player to hit the right. Note that right hit means that the player operates the handle 19a to launch the game ball toward the right game area 37b. The right hit indicator 63i is an indicator that notifies the player that launching the game ball toward the right game area 37b is more advantageous for the player than launching the game ball toward the left game area 37a.
[0040] The fourth symbol display 65 is controlled by the performance control board 120, and notifies information regarding the progress of the game by lighting up the LED. As shown in Fig. 4(b), the fourth symbol display 65 is provided with a special symbol 1 display 65a that performs a variable display operation of special symbol 1, and a special symbol 2 display 65b that performs a variable display operation of special symbol 2. The fourth symbol display 65 is also provided with a special symbol 1 reserved number display 65c that displays the reserved number of special symbol 1, a special symbol 2 reserved number display 65d that displays the reserved number of special symbol 2, and a right hit display 65e that prompts the player to hit right.
[0041] <2. Control configuration of gaming machine> 5 and 6 are block diagrams showing the control configuration of the gaming machine 1. The control configuration of the gaming machine 1 will be described with reference to the block diagrams of FIGS. The gaming machine 1 of this embodiment is mainly composed of a main control board 100 that is responsible for overall control related to the progress of the game (game operation control), a frame control board 110 that is responsible for overall control related to the management of the number of gaming balls (prize balls) and control related to the management of gaming balls (launching, circulation), a presentation control board 120 that receives presentation control commands from the main control board 100 and is responsible for overall control of the execution of presentations by the presentation means, a power supply board 130 that generates and supplies the power supply voltage required for the gaming machine 1 from an external power source, a gaming ball etc. lending device connection terminal board 140 that is connected to the gaming ball etc. lending device, a decorative relay board 150 on which components related to the presentation means are mounted or connected, a front frame relay board 160, an upper decorative board 170, and a decorative board 180.
[0042] [2.1 Main control board] The main control board 100 comprises a main control unit 101 and a system reset circuit 103. The main control unit 101 is a microprocessor comprising a CPU (Central Processing Unit), ROM (Read Only Memory), and RWM (Read / Write Memory). The ROM stores control programs for controlling game operations as well as various data required for game operation control. The RWM functions as a work area and buffer memory. The CPU controls game operations by executing control programs stored in the ROM.
[0043] The system reset circuit 103 detects power-on, power-off, power supply abnormality, etc., and outputs a system reset signal to reset the main control unit 101. Although not shown, the main control unit 101 also includes a CTC (Counter Timer Circuit) for implementing periodic interrupts, a function for generating pulse outputs at regular intervals (bit rate generator), and a time measurement function, an interrupt controller circuit that performs interrupt enable / disable functions such as timer interrupts that issue interrupt signals, a watchdog timer (WDT) circuit that monitors for abnormal operation of the control program, an IAT (Inhibit Abort Outside Designated Area) circuit that monitors whether the program is being executed correctly within a preset address range, and a counter circuit (random number generation circuit) for generating random numbers within a certain range (hard random number values) in a hardware manner.
[0044] The counter circuit includes a random number generation circuit that generates random numbers and a sampling circuit that samples random numbers from the random number generation circuit at predetermined timing, and functions as a 16-bit counter as a whole. The main control unit 101 sends instructions to the sampling circuit depending on the processing status, thereby obtaining the number indicated by the random number generation circuit as a random number (0 to 65535) for determining a jackpot, and using the random number for determining a jackpot in the lottery. Note that the random number for determining a jackpot is obtained by adding a software random number generated by appropriate software processing and a hard random number to prevent cheating, such as aiming for a jackpot.
[0045] The main control board 100 is connected to a special symbol 1 start port switch 41a that detects a game ball entering the special symbol 1 start port 41, a special symbol 2 start port switch 43a that detects a game ball entering the special symbol 2 start port 43, a normal symbol start port switch 47a that detects a game ball passing through the normal symbol start port 47, a prize port switch 53a that detects a game ball entering the prize port 53, and a special prize port switch 49a that detects a game ball entering the special prize port 49. The detection signals output from these switches are input to the main control unit 101. Therefore, the main control unit 101 can determine which prize port the game ball entered (passed through) based on the detection signals from each switch.
[0046] Also connected to the main control board 100 are a large prize opening solenoid 51b that operates the special electric role 51 (movable piece 51a) that opens and closes the large prize opening 49, and a normal electric role solenoid 45b that operates the normal electric role 45 (movable piece 45a) that opens and closes the special symbol 2 starting opening 43. The main control unit 101 outputs control signals to control these solenoids.
[0047] The game board 9 is also provided with a magnetic sensor 67 for detecting magnetism, a radio wave sensor 69 for detecting radio waves, and a vibration sensor 71 for detecting vibrations, and these sensors are connected to the main control board 100. Signals from these sensors are input to the main control unit 101.
[0048] Furthermore, a main display 63 is connected to the main control board 100. The main control unit 101 outputs a control signal for lighting up the main display 63.
[0049] The main control board 100 is connected to the frame control board 110 so that they can communicate with each other. The main control board 100 (main control unit 101) transmits to the frame control board 110 control commands that mainly include information about prize balls, and launch control signals that indicate whether or not game balls can be launched. The main control board 100 also receives from the frame control board 110 a door open signal that indicates the opening of the front frame 7, an RWM clear signal for clearing the RWM, a power supply abnormality signal that indicates a power supply abnormality, and a frame communication confirmation signal for confirming communication. Furthermore, the main control board 100 receives drive power (DC35VA, DC12VA, DC5VA, backup power supply) from the frame control board 110.
[0050] The main control board 100 transmits various performance control commands, including information about the special symbol variation display game and information about errors, to the performance control board 120. However, in order to prevent fraudulent activities such as cheating, the main control board 100 only transmits signals to the performance control board 120, and is configured for one-way communication in which it cannot receive signals from the performance control board 120.
[0051] [2.2 Frame control board] The frame control board 110 includes a frame control unit 111, an RWM clear switch 112a, a game ball count clear switch 112b, a ball removal switch 112c, an error release switch 112d, a performance indicator 113, a system reset circuit 114, a power supply abnormality signal generating circuit 115, a launch control circuit 116, and a backup power supply generating circuit 117.
[0052] The frame control unit 111 is a microprocessor equipped with a CPU, a ROM, and a RWM. The ROM stores control programs for managing the number of game balls and controlling the launching device 31 and the lifting device 33, as well as various data required for these controls. The RWM functions as a work area and buffer memory. The CPU executes the control programs stored in the ROM to manage the number of game balls and control the launching device 31 and the lifting device 33.
[0053] The RWM clear switch 112a, the game ball count clear switch 112b, the ball removal switch 112c, and the error reset switch 112d are push-button switches. If the RWM clear switch 112a is pressed when the power is turned on, the frame control unit 111 clears the RWM and transmits an RWM clear signal to the main control board 100. Upon receiving the RWM clear signal, the main control unit 101 clears a predetermined area of the RWM.
[0054] If the game ball count clear switch 112b is pressed when the power is turned on, the frame control unit 111 clears the game ball count that it manages. When the game ball count is cleared, 0 is displayed on the game ball count display 21.
[0055] If the ball removal switch 112c is pressed when the power is turned on, the frame control unit 111 performs a ball removal process to discharge the game balls enclosed in the gaming machine 1 to the outside. Specifically, the frame control unit 111 drives the lifting motor 33a on the condition that a game ball is detected by the lifting entrance switch 33f described later.
[0056] If the error reset switch 112d is pressed when a specific error occurs, the frame control unit 111 resets the specific error that has occurred.
[0057] The performance display 113 is configured, for example, with a 6-digit, 8-segment (7-segment + 1 dot) display. The performance display 113 is controlled by the frame control unit 111, and displays game performance information calculated based on game results over a predetermined period (for example, every 6,000 games). The game performance information includes the consecutive role ratio, role ratio, and base. The consecutive role ratio is the proportion of the number of prize balls resulting from winning into the large prize slot 49 to the total number of prize balls. The role ratio is the proportion of the number of prize balls resulting from winning into the special pattern 2 start slot 43 and the number of prize balls resulting from winning into the large prize slot 49 to the total number of prize balls. The base is the proportion of the total number of prize balls to the number of game balls shot out. The performance display 113 can switch between displaying game performance information for each predetermined period (each section).
[0058] The system reset circuit 114 detects when the power is turned on, when the power is turned off, or when a power abnormality occurs, and outputs a system reset signal to reset the frame control unit 111 .
[0059] The power supply abnormality signal generating circuit 115 monitors voltage drops in the drive power (5V DC voltage (DC5VA), 12V DC voltage (DC12VA)) supplied from the power supply board 130, and outputs a power supply abnormality signal to the main control unit 101 when the voltage drops below a predetermined threshold. The power supply abnormality signal generating circuit 115 may also monitor voltage drops in 24V AC voltage (AC24V).
[0060] The launch control circuit 116 controls the launch of game balls from the launch device 31 by controlling the driving of the launch device 31 (ball feeding solenoid 31a, launch solenoid 31b).
[0061] The backup power generation circuit 117 generates a backup power (VBB) that is supplied to the RWMs of the main control unit 101 and the frame control unit 111 when power is cut off. The RWMs of the main control unit 101 and the frame control unit 111 that receive the backup power (VBB) can retain (back up) stored data for a certain period of time even when power is cut off.
[0062] A door open sensor 73 provided on the inner frame 5 is connected to the frame control board 110. When the door open sensor 73 detects at least one of that the front frame 7 has been opened relative to the inner frame 5 and that the inner frame 5 has been opened relative to the outer frame 3, it outputs a door open signal to the main control board 100 via the frame control board 110.
[0063] The circulation mechanism 300 provided in the inner frame 5 is provided with a lifting motor 33a, an out ball switch 33b, a foul ball switch 33c, an excess position detection switch 33d, an insufficient position detection switch 33e, a lifting inlet switch 33f, a lifting outlet switch 33g, and a lifting position detection switch 33h, which are connected to the frame control board 110.
[0064] The circulation mechanism 300 is formed with a pre-lifting path along which game balls discharged from the game area 37 are guided, a lifting path along which game balls that have passed through the pre-lifting path are lifted, and a post-lifting path along which game balls lifted up on the lifting path are guided to the launching device 31. In the circulation mechanism 300, game balls discharged from the game area 37 are guided to the lowest end of the lifting path through a pre-lifting path. The game balls guided to the lowest end of the lifting path are lifted upward within the lifting path by the lifting device 33. Then, the game balls that reach the highest end of the lifting path are sent to a post-lifting path, and then guided to the launching device 31 through the post-lifting path.
[0065] The lifting motor 33a is controlled by the frame control unit 111 and rotates a lifting section 376 (see FIG. 29), which is made of, for example, a spiral member and is arranged in the lifting path. The rotated lifting section 376 guides game balls that have reached the downstream end of the pre-lifting path to the lifting path, and lifts game balls that are retained in the lifting path upward. It also sends game balls from the top end of the lifting path to the post-lifting path.
[0066] The out ball switch 33b, foul ball switch 33c, excessive position detection switch 33d, insufficient position detection switch 33e, lifting entrance switch 33f, and lifting exit switch 33g are switches that detect game balls, and when a game ball is detected, they output a detection signal to the frame control board 110 (frame control unit 111).
[0067] The out ball switch 33b is arranged on the upstream side of the pre-lifting path, and detects a game ball (out ball) that is discharged from the game area 37 and guided to the pre-lifting path. The foul ball switch 33c is arranged on a foul ball merging path connected between the positions where the out ball switch 33b and the excess position detection switch 33d are respectively arranged on the pre-lifting path, and detects game balls launched from the launching device 31 that do not reach the game area 37 but pass through the foul ball merging path and are returned to the pre-lifting path.
[0068] The over-position detection switch 33d and the under-position detection switch 33e are located downstream of the out ball switch 33b on the pre-lift path at a predetermined distance, and detect game balls remaining in the pre-lift path. The over-position detection switch 33d is located upstream of the under-position detection switch 33e on the pre-lift path. Then, when the power is turned on, if the excess position detection switch 33d does not detect any game balls and the insufficient position detection switch 33e detects game balls, that is, if there are game balls at the position where the insufficient position detection switch 33e is located and there are no game balls at the position where the excess position detection switch 33d is located, the frame control unit 111 determines that the normal number of game balls are enclosed in the gaming machine 1. On the other hand, if the insufficient position detection switch 33e did not detect any gaming balls when the power was turned on, the frame control unit 111 determines that there are not enough gaming balls in the gaming machine 1. Conversely, if the excessive position detection switch 33d detected any gaming balls when the power was turned on, the frame control unit 111 determines that there are too many gaming balls in the gaming machine 1. In other words, in these cases, the frame control unit 111 determines that the correct number of gaming balls are not included in the gaming machine 1. In this case, the frame control unit 111 transmits a signal indicating that the correct number of gaming balls are not included to the main control unit 101, and the main control unit 101 transmits a presentation control command indicating that the correct number of gaming balls are not included to the presentation control unit 121. The presentation control unit 121 then notifies the hall staff or the like by displaying on the LCD unit 57 or the like that the correct number of gaming balls are not included.
[0069] The lifting entrance switch 33f is arranged near the downstream end of the pre-lifting path, and detects game balls that are retained near the downstream end of the pre-lifting path. The lifted exit switch 33g is arranged midway along the path after lifted, and detects the gaming balls remaining at that position. The frame control unit 111 rotates the lifting motor 33a when a game ball is detected by the lifting entrance switch 33f (game balls are accumulated in the pre-game path) and when a game ball is not detected by the lifting exit switch 33g (when a predetermined number of game balls are not accumulated in the post-lifting path).
[0070] Then, the frame control unit 111 stops the lifting motor 33a when a gaming ball is detected by the lifting exit switch 33g, that is, when a predetermined number of gaming balls are staying in the path after lifting.
[0071] The lifting position detection switch 33h detects the rotation angle of the lifting motor 33a. The frame control unit 111 rotates the lifting motor 33a based on the rotation angle detected by the lifting position detection switch 33h.
[0072] The launching device 31 includes a ball feeding solenoid 31a, a launching solenoid 31b, and a subtraction port switch 31c. The ball feeding solenoid 31a sends the game ball located at the downstream end of the path after lifting to a launch position within the launching device 31 based on the control by the frame control unit 111. The launch solenoid 31b launches the game ball sent to the launch position by the ball sending solenoid 31a toward the game area 37 based on the control by the frame control unit 111. The subtraction port switch 31c is located at the downstream end of the post-lift path and detects the game balls sent to the launch position within the launch device 31 by the ball feed solenoid 31a.
[0073] When a game ball is detected by the subtraction port switch 31c, the frame control unit 111 subtracts 1 from the number of managed game balls. Also, when a game ball launched from the launching device 31 is detected by the foul ball switch 33c as it is guided to the pre-lift path through the foul ball junction path without reaching the play area 37, the frame control unit 111 adds 1 to the number of managed game balls to restore the subtracted value. Furthermore, when the frame control unit 111 receives a control command indicating the number of prize balls from the main control board 100 (main control unit 101), it adds the number of prize balls indicated in the command to the number of managed game balls.
[0074] In addition, when the player operates the counting switch 23 provided on the front frame 7, the frame control unit 111 transfers the number of managed game balls to the game value medium of the game ball lending device etc. via the game ball lending device connection terminal board 140. Specifically, when the counting switch 23 is operated for a time shorter than a predetermined time, a signal is output to the game ball etc. lending device to subtract 1 from the number of game balls under management and add 1 to the number of game balls recorded on the game value medium. As a result, the game ball etc. lending device adds 1 to the number of game balls recorded on the game value medium. Furthermore, if the counting switch 23 is operated for a period of time longer than a predetermined period of time, a signal is output to the game ball etc. lending device at regular intervals to subtract 250 from the number of managed game balls and to add 250 to the number of game balls recorded on the game value medium. As a result, the game ball etc. lending device adds 250 to the number of game balls recorded on the game value medium each time it receives a signal. Furthermore, when the frame control unit 111 receives a loan notification to loan game balls from the game ball lending device based on the number of game balls or monetary information stored in the game value medium, the frame control unit 111 adds the number of game balls according to the loan notification to the number of game balls under management. In this case, the number of game balls or monetary information recorded in the game value medium is subtracted by a value corresponding to the number of game balls according to the loan notification.
[0075] The handle device 19 provided on the front frame 7 is provided with a touch sensor 19b, a firing stop switch 19c, and a firing intensity VR 19d, and these sensors are connected to the frame control board 110. The frame control board 110 can receive detection signals from the touch sensor 19b, the firing stop switch 19c, and the firing intensity VR 19d.
[0076] The touch sensor 19b detects when the player touches the handle 19a. The firing stop switch 19c is a push button type switch. The firing intensity VR19d detects the amount of operation (rotation angle) of the handle 19a.
[0077] The launch control circuit 116 controls the energization of the ball feed solenoid 31a and the launch solenoid 31b based on the launch control signal and the like output from the main control unit 101 and the frame control unit 111, thereby causing the launch device 31 to launch the gaming ball. Specifically, when the main control unit 101 and the frame control unit 111 output a launch control signal permitting the launch, the touch sensor 19b detects that the player is touching the handle 19a, and the launch stop switch 19c is not operated, the launch operation of the launch device 31 to launch the gaming ball is permitted. Then, the launch control circuit 116 controls the launch solenoid 31b so that the gaming ball is launched with a launch intensity according to the operation amount detected by the launch intensity VR19d.
[0078] In addition, a game ball count display 21 is connected to the frame control board 110. The frame control board 110 transmits a control signal to the game ball count display 21 to light up and display the number of managed game balls.
[0079] Additionally, a radio wave sensor 75 for detecting radio waves is provided on the front frame 7 opposite the foul ball switch 33c, and the radio wave sensor 75 is connected to the frame control board 110. The radio wave sensor 75 has a coil and detects radio waves based on an induced magnetic field applied to the coil. The radio wave sensor 75 mainly detects unauthorized radio waves directed at the foul ball switch 33c and outputs a detection signal to the frame control board 110.
[0080] [2.3 Power supply board] The power supply board 130 receives an AC input power supply (24V AC) from the outside and generates DC voltages that serve as drive power sources for various components based on the input AC input power supply (24V AC). The power supply board 130 generates 35V DC voltages (DC35VA, DC35VB), 12V DC voltages (DC12VA, DC12VB), and 5V DC voltages (DC5VA) from the AC input power supply.
[0081] The generated 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), 5V DC voltage (DC5VA), and the externally input AC input power (AC24V) are supplied to the frame control board 110. In addition, the 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), and 5V DC voltage (DC5VA) supplied to the frame control board 110 are also supplied to the main control board 100 along with the backup power generated by the frame control board 110. The generated 35V DC voltage (DC35VB) and 12V DC voltage (DC12VB) are supplied to the performance control board 120. The generated 12V DC voltage (DC12VB) is also supplied to the front frame relay board 160.
[0082] [2.4 Performance control boards, etc.] The performance control board 120 is connected to a decorative relay board 150, a front frame relay board 160 and an LCD unit 57, and is also connected to an upper decorative board 170 via the front frame relay board 160. The decorative relay board 150 is connected to a movable body motor 61a that drives the movable body device 61, a movable body position detection switch 61b that detects the position of the movable body device 61, a fourth pattern display 65, and a decorative board 180. The decorative relay board 150 is also provided with a motor driver 61c that drives the movable body motor 61a and an LED driver 27a that controls the lighting of the LEDs 27 for performance. The front frame relay board 160 is provided below the hinge mechanism 4 side of the front frame 7, and is arranged so that the connector is exposed on the rear side (game board 9 side) (see FIG. 2). The front frame relay board 160 is connected to a speaker 29, operation buttons 25, a vibration device 77 for providing vibrations to the player, a decorative board 180, and a vibration device 501. The front frame relay board 160 is also provided with a power supply generation circuit 151 that generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB). The 5V DC voltage (DC5VB) generated by the power supply generation circuit 151 is supplied to the upper decorative board 170 together with the 12V DC voltage (DC12VB). The upper decorative board 170 is provided at the upper center of the front frame 7, and is arranged so that the connector is exposed on the rear side (the gaming board 9 side) (see FIG. 2). The upper decorative board 170 is connected to the movable body motor 61a, the movable body position detection switch 61b, the wind device 79, and the decorative board 180. The wind device 79 is driven under the control of the performance control unit 121, and blows wind toward the player.
[0083] The decorative substrates 180 include those on which the performance LEDs 27 are mainly arranged and those on which the performance LEDs 27 and LED drivers 27a are arranged, and different decorative substrates 180 may be connected in series. The number and connection relationship of the decorative substrates 180 are merely an example, and other configurations may be used.
[0084] The performance control board 120 includes a performance control unit 121, a sound ROM 123, an audio IC 125, a VDP circuit 127, and a power supply generating circuit 129.
[0085] The performance control unit 121 is a microprocessor equipped with a CPU, ROM, and RWM. The ROM stores the control program for the performance means and various data required for performance operation control. The RWM functions as a work area and buffer memory. The CPU controls the performance means by expanding and executing the control program stored in the ROM into the RWM.
[0086] The performance control unit 121 performs calculations for various performance operations and controls each performance means based on the performance control program and performance control commands received from the main control board 100. The performance means is a device that notifies or suggests whether or not an advantageous state will occur for the player while the game is in progress, or performs performance during a jackpot game, and includes the performance LED 27, speaker 29, LCD unit 57, illumination panel 59, movable role object 61, performance vibration device 77, and wind device 79.
[0087] The performance control unit 121 receives a performance control command from the main control board 100, and determines a performance scenario based on the performance control command. Then, the performance control unit 121 controls the performance means to execute a performance based on the determined performance scenario.
[0088] For example, the performance control unit 121 instructs the motor driver 61c to move the movable part 61 based on the performance scenario, and instructs the LED driver 27a to light up the performance LED 27 based on the performance scenario. The LED driver 27a provided on the decorative relay board 150 instructs the fourth symbol display 65 to light up in addition to the performance LED 27. Furthermore, the performance control unit 121 drives the performance vibration device 77 to generate vibrations based on a performance scenario, and drives the wind device 79 to blow air based on a performance scenario. Furthermore, the performance control unit 121 drives the vibration device 501 in accordance with the progress of the game, and applies vibration to the circulation mechanism 300 to reduce (eliminate) clogging of the game balls. The control of the vibration device 310 will be described in detail later.
[0089] The sound ROM 123 stores sound data such as background music and sound effects. The sound IC 125 reads out sound data corresponding to the determined performance pattern from the sound ROM 123 and outputs it to the speaker 29. As a result, the speaker 29 produces background music and sound effects corresponding to the determined performance scenario.
[0090] The VDP circuit 127 includes a VDP (Video Display Processor), an image ROM, and a VRAM (Video RAM). The VDP controls all video output processes, including image expansion and image drawing. The image ROM stores image data that the VDP uses for image development processing. The VRAM is an image memory area that temporarily stores image data developed by the VDP. The VDP circuit 127 generates various image data based on the performance scenario and outputs it to the LCD unit 57. As a result, various performance images are displayed on the LCD unit 57.
[0091] The power supply generating circuit 129 generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB).
[0092] <3. Overview of operation> Next, an outline of the gaming operation of the gaming machine 1 realized by the above-described control configuration (FIGS. 5 and 6) will be described.
[0093] [3.1 Game Status] The gaming machine 1 is configured to be able to set a plurality of types of gaming states in addition to a special gaming state in which a jackpot game is played. To facilitate understanding of this embodiment, first, various gaming states will be described.
[0094] In the gaming machine 1, a game progresses in any one of the gaming states that combines either a low probability state or a high probability state with either a non-time-shortening state or a time-shortening state.
[0095] The low probability state is a state in which the probability of winning the jackpot lottery is relatively low, and the high probability state is a state in which the probability of winning the jackpot lottery is relatively high. The non-time-shortening state is a state in which it is relatively difficult for a gaming ball to enter the special pattern 2 starting hole 43, and the time-shortening state is a state in which it is relatively easy for a gaming ball to enter the special pattern 2 starting hole 43. For example, the opening time of the special pattern 2 starting hole 43 when the regular winning lottery is won is set longer in the time-shortening state than in the non-time-shortening state. However, if it is easier for a gaming ball to enter the special pattern 2 starting hole 43 in the time-shortening state than in the non-time-shortening state, the time-shortening state may, for example, have a higher probability of winning the regular winning lottery or the fluctuation time of the regular pattern may be shorter than in the non-time-shortening state. In this embodiment, the "normal state" refers to a low probability state and a non-time-saving state, and corresponds to the initial state.
[0096] [3.2 Special symbol change display game] In the gaming machine 1, a special symbol 1 variable display game is executed based on the fact that a gaming ball has entered the special symbol 1 starting hole 41 (winning). In the special symbol 1 variable display game, random numbers (random number for determining a jackpot, random number for determining a special symbol, random number for a variable pattern) used in the special symbol 1 variable display game are obtained based on the entry of a gaming ball into the special symbol 1 starting hole 41, and the main control unit 101 performs a jackpot lottery, a pattern lottery, and a variable pattern lottery based on the obtained random numbers. In the jackpot lottery, either a jackpot or a loss is determined by lottery based on the random number for determining a jackpot. In the pattern lottery, the stop symbol (jackpot symbol, losing symbol) that will ultimately be displayed is determined by lottery based on the result of the jackpot lottery and the random number for determining a special symbol. In addition, in the variable pattern lottery, a variable pattern that specifies the variable time of the special symbol is determined by lottery based on the result of the jackpot lottery and the pattern lottery, and the random number for variable pattern. In the special symbol 1 variable display game, after the variable display of the special symbol 1 is started on the special symbol 1 display 63a, after the lapse of a variable time based on the result of the variable pattern lottery, the stop symbol determined by the symbol lottery is displayed. In the gaming machine 1, when a game ball passes through the special pattern 1 start port 41, that is, when a detection signal is input from the special pattern 1 start port switch 41a, a random number used in the special pattern 1 variable display game is obtained, and this random number is stored as reserved data in the special pattern 1 reserved memory area of the RWM up to the maximum reserved memory number (for example, a maximum of 4).
[0097] Furthermore, in the gaming machine 1, a special symbol 2 variable display game is executed based on the fact that a gaming ball has entered (won) the special symbol 2 starting hole 43. In the special symbol 2 variable display game, similar to the special symbol 1 variable display game, the main control unit 101 performs a jackpot lottery, a symbol lottery, and a variable pattern lottery based on the acquired random number, and after starting to display the variable special symbol 2 on the special symbol 2 display 63b, after the lapse of a variable time based on the lottery result of the variable pattern lottery, the stop pattern determined by the symbol lottery is displayed.
[0098] In the gaming machine 1, when a gaming ball passes through the special pattern 2 start port 43, that is, when a detection signal is input from the special pattern 2 start port switch 43a, a random number related to the special pattern 2 variable display game is obtained, and this random number is reserved and stored as reserved data in the special pattern 2 reserved memory area of the RWM up to the maximum reserved memory number (for example, a maximum of 4).
[0099] When explaining the special pattern 1 variable display game and the special pattern 2 variable display game without distinguishing between them, they will simply be referred to as the special pattern variable display game.
[0100] [3.3 Jackpot Game] When a jackpot is won in the jackpot lottery and a jackpot symbol is statically displayed on the special symbol 1 display 63a or the special symbol 2 display 63b, a jackpot game that is more advantageous to the player than during the special symbol variable display game is then played based on the jackpot symbol. Note that the jackpot symbol is determined by symbol lottery based on the random number for determining the special symbol and the game status when a jackpot is won in the jackpot lottery, and is associated with a specified number of rounds, etc.
[0101] In the jackpot game, after a predetermined interval time before opening (opening time) has elapsed, the large prize opening 49 is opened and a predetermined time (maximum opening time) has elapsed, or when the number of game balls that have entered the large prize opening 49 reaches the maximum number of winning balls, the large prize opening 49 is closed. This "round game" is repeated for a predetermined number of rounds (the number of rounds based on the jackpot symbol). Then, after the specified number of rounds has elapsed, the jackpot game ends when a predetermined interval time after opening (ending time) has elapsed.
[0102] When a jackpot game is executed, the game state after the jackpot game ends, the number of chance variations, and the number of time reduction variations are determined according to the game state at the time of winning the jackpot and the determined jackpot pattern. The probability variation count is the number of times the special symbol variation display game can be played, allowing the high probability state to continue as the gaming state after a jackpot game. If the high probability state is set after the jackpot game ends, when the special symbol variation display game of the probability variation count ends without a jackpot being won, the gaming state will transition to a low probability state. The number of times the time-saving mode is set is the number of times the special symbol variation display game can be played in which the time-saving mode can be continued as the game mode after a jackpot game. If the time-saving mode is set after the end of a jackpot game, when the special symbol variation display game for the number of time-saving modes ends without winning a jackpot, the game mode will transition to a non-time-saving mode.
[0103] [3.4 Regular symbol variation display game] In the gaming machine 1, a normal symbol variation display game is executed based on the fact that the gaming ball has passed through the normal symbol start hole 47. In the normal symbol variable display game, the main control unit 101 draws a lottery for a normal symbol win using a random number (random number for determining whether a normal symbol wins) obtained based on the game ball passing through the normal symbol starting port 47, and based on the result of the lottery for a normal symbol win, the normal symbol is displayed in a variable manner on the normal symbol display 63c, and then the lottery result is displayed in a static manner after a predetermined variable time has elapsed. In the gaming machine 1, when a game ball passes through the normal pattern start port 47, that is, when a detection signal is input from the normal pattern gate detection sensor 26a, a random number related to the normal pattern change display game (random number for determining whether a normal pattern is a hit) is obtained, and this random number is reserved and stored in the normal pattern reserve memory area of the RWM as reserved data up to the maximum number of reserved memories (for example, a maximum of 4).
[0104] When a normal symbol is selected in the normal symbol lottery and the normal symbol is displayed in a "normal symbol win" mode on the normal symbol display 63c, a normal power release game is then played. In the normal power release game, the normal electric accessory solenoid 45b is activated, the normal electric accessory 45 is opened, and the special symbol 2 start port 43 is opened, allowing game balls to flow in more easily. In the normal power release game, the special symbol 2 start port 43 is opened a predetermined number of times (for example, once) until a predetermined time (for example, 5.7 seconds) has elapsed or the number of game balls that have entered the special symbol 2 start port 43 reaches a predetermined number (for example, 6).
[0105] [3.5 An example of production] 7 is a diagram illustrating an example of the variation. The performance control board 120 receives a performance control command from the main control board 100 and controls the execution of the performance by the performance means. For example, in a special symbol variation display game, a variation performance is performed in synchronization with the special symbol variation display game based on the control of the performance control board 120.
[0106] In the variable effect, for example, three decorative patterns 201 (left decorative pattern 201a, center decorative pattern 201b, right decorative pattern 201c) are scrolled in the center of the LCD unit 57, and a predetermined effect sound is output from the speaker 29.
[0107] In addition, at the bottom of the LCD unit 57, there is provided a hold display area 205 in which hold displays 203 (203a to 203d) are displayed according to the number of holds in the hold data stored for the special pattern change display game currently being executed, and a display area 209 for displaying the hold display corresponding to the special pattern change display game currently being executed as the hold display 207.
[0108] A plurality of display patterns are provided for the reserve display 203 and the reserve display 207. The display pattern displayed on the reserve display 203 and the reserve display 207 is determined by the performance control unit 121 based on the results of the jackpot lottery and the variation pattern lottery that are performed in advance by the main control unit 101 when a gaming ball enters the special symbol 1 starting hole 41 or the special symbol 2 starting hole 43. The hold display area 205 and the corresponding display area 209 display the hold display 203 and the corresponding hold display 207 in a display pattern determined by the performance control unit 121. As the display pattern, for example, patterns with different display colors such as default (white), blue, green, red, gold, etc. are provided. Note that the plurality of display patterns may differ not only in display color but also in shape. Also, the display pattern may change from the time it is first displayed in the reserved display area 205 until it is no longer displayed in the display area 209. The display pattern of the reserved display 207 that is finally displayed in the display area 209 indicates the likelihood of a jackpot.
[0109] 7(a), it is assumed that the previous special symbol variable display game has ended, and the left decorative symbol 201a is a "1" symbol, the middle decorative symbol 201b is a "2" symbol, and the right decorative symbol 201c is a "3" symbol. Also, it is assumed that four reserved displays 203a to 203d are displayed in the reserved display area 205.
[0110] Thereafter, the presentation scenario and the decorative pattern 201 to be finally stopped for the next special pattern change display game are determined by the presentation control unit 121, and when the special pattern change display game starts, the changing display of the decorative patterns 201a to 201c begins as shown in Figure 7(b) (in the figure, the decorative pattern 201 during the changing display is indicated by a white arrow), and the reserve display 203 is shifted and displayed in the reserve display area 205, and the reserve display 203a that was displayed on the far left in the reserve display area 205 is displayed as the reserve display 207 in the display area 209.
[0111] As shown in Figure 7(c), after the left and right decorative patterns 201a and 201c temporarily stop at, for example, the same "7" pattern (after the so-called reach state is reached), as shown in Figure 7(d), when a predetermined development image (shown as "BATTLE" in the figure) is displayed on the LCD unit 57, the hold display 203 and the hold display 207 are hidden and the decorative patterns 201a to 201c are displayed small, for example, in the upper right corner.
[0112] 7(e), for example, the decorative symbols 201a to 201c are stopped and displayed as the same "7" symbol, thereby informing the player that he has won the jackpot. Note that if the jackpot is not won, the decorative symbols 201a to 201c are not stopped and displayed together, and this informs the player that he has lost.
[0113] After the decorative symbols 201a to 201c are stopped and displayed as the same symbol, a jackpot game is started and a jackpot effect is executed, and as shown in Fig. 7(f), an image relating to the jackpot game (indicated as "Jackpot" in the figure) is displayed on the LCD unit 57, and a right-hit image 210 encouraging a right hit is displayed in the right-hit display area 211 at the top right of the LCD unit 57. This causes the player to make a right hit.
[0114] <4. Processing the main control board> Next, a description will be given of the processing performed by the main control unit 101 of this embodiment. The processing performed by the main control unit 101 is mainly a main processing (main control side main processing: FIG. 8) and a timer interrupt processing (main control side timer interrupt processing: FIG. 9) that is started by a regular interrupt.
[0115] [4.1 Main control side main processing] FIG. 8 is a flowchart showing the main processing on the main control side. When power is supplied from the power supply board 130 and the main control side main processing is started, the main control unit 101 sets the internal register of the CPU in step S101.
[0116] In step S102, the main control unit 101 determines whether the power supply abnormality signal indicating an abnormality in the power supply is ON (abnormal). If the power supply abnormality signal is ON (Yes in step S102), the process returns to step S102. If the power supply abnormality signal is not ON (normal) (No in step S102), the main control unit 101 permits access to the RWM in step S103.
[0117] In step S104, the main control unit 101 determines whether the input signal (RWM clear signal) from the RWM clear switch 112a is ON. The input signal from the RWM clear switch 112a is ON when the RWM clear switch 112a is pressed, and is OFF when the RWM clear switch 112a is not pressed. If the input signal from the RWM clear switch 112a is not ON (No in step S104), the main control unit 101 determines in step S105 whether the backup flag is ON. The backup flag is a flag that indicates whether backup processing has been performed in the power supply check / backup processing in step S201, which will be described later, and is set ON if backup processing has been performed.
[0118] If the backup flag is ON (Yes in step S105), the main control unit 101 performs backup restoration processing in step S106 and moves the process to step S108. The backup restoration processing is a restoration processing for resuming a game after power is turned on, based on the game information backed up in the RWM when the power was cut off. In addition, in the backup recovery process, a performance control command corresponding to the backup recovery is sent to the performance control board 120.
[0119] On the other hand, if the input signal from the RWM clear switch 112a is ON (Yes in step S104), or if the backup flag is not ON (No in step S105), the main control unit 101 executes RAM clear restoration processing in step S107, and moves the process to step S108. This RAM clear restoration processing initializes values in a predetermined area (usage area) including the work area in the RWM, and sends a performance control command to the performance control board 120 indicating that the RAM has been cleared and restored.
[0120] In step S108, the main control unit 101 executes startup initialization processing required to start game operations, such as initializing the values of registers of each unit including the main control unit 101. The startup initialization processing includes processing for sending a performance control command to the performance control board 120 to instruct the start of game play, processing for sending a command indicating the reserved number of special symbols 1 and special symbols 2, and processing for turning on a launch control signal for the frame control board 110.
[0121] The main control unit 101 sets an interrupt inhibit state in step S109, and then executes a random number update process in the following step S110. In this random number update process, various random numbers used in the special symbol variable display game and the normal symbol variable display game are updated, and an interrupt permitted state is set in step S111, and the process returns to step S109.
[0122] In this way, the processing of steps S109 to S111 is repeated in an infinite loop. The main control unit 101 repeatedly executes the processing of steps S109 to S111 except while performing timer interrupt processing, which is executed intermittently.
[0123] [4.2 Main control side timer interrupt processing] FIG. 9 is a flowchart showing the main control side timer interrupt processing. The main control side timer interrupt processing is initiated by an interrupt from the CTC at regular intervals (4 ms) and is executed while the main control side main processing is being executed.
[0124] 9, when a timer interrupt occurs, the main control unit 101 executes a power check / backup process in step S201. This power check / backup process mainly monitors the power level supplied from the power supply board 130, and if an abnormality such as a power outage occurs, a backup process is performed to store predetermined game information at the time of the power outage in the RWM so that game play can be resumed without any problems when the power is restored. When the main control unit 101 executes the backup process, it turns on a backup flag.
[0125] In step S202, the main control unit 101 executes a timer management process for managing timers used for game operation control. Here, the values of various timers used for game operation control of the gaming machine 1 are updated (subtracted).
[0126] In step S203, the main control unit 101 executes input management processing. In the input management processing, input data is created based on input information (ON / OFF signals and rising states (ON edge, OFF edge)) output from various sensors and switches, and the value of the winning counter is updated based on the created input data. The input information here is, for example, ON / OFF information of the detection signal output from detection switches such as the special symbol 1 start gate switch 41a, the special symbol 2 start gate switch 43a, the normal symbol start gate switch 47a, the big prize gate switch 49a, and the prize gate switch 53a (winning detection information), ON / OFF information of the detection signal output from the magnetic sensor 67, the radio wave sensor 69, and the vibration sensor 71, and the status signal (ON / OFF information of the door open sensor 73, the radio wave sensor 75, etc.) from the frame control board 110. As a result, whether a game ball has been detected at each winning gate is monitored for each interrupt. Furthermore, a "winning counter" is a counter provided for each winning slot, which counts the number of winning game balls (number of winning balls).
[0127] In step S204, the main control unit 101 executes a random number management process within a timer interrupt that periodically updates the random numbers associated with each variable display game. Here, in order to randomize the count value of the random number counter, the random numbers for determining special symbols and the random numbers for determining normal symbols are updated (+1 is added at each interrupt) and the start value of the random number counter is changed each time the random number counter goes around once. Note that the random numbers for determining big wins are generated by the random number generation circuit, and are not updated here.
[0128] In step S205, the main control unit 101 executes an error management process, which monitors whether an error has occurred based on input data from various sensors and status signals from the frame control board 110. When an error occurs, the main control unit 101 handles the error by sending an error command corresponding to the type of error that occurred as a performance control command to the performance control board 120. When the performance control board 120 receives this error command, it issues an error notification according to the error type. Furthermore, when the currently occurring error is resolved, the main control unit 101 sends an error release command to the performance control board 120. When the performance control board 120 receives this error release command, it terminates the error notification that is currently being executed.
[0129] In step S206, the main control unit 101 executes normal symbol management processing. In the normal symbol management processing, the processing required to execute the normal symbol variable display game is performed, such as acquiring and storing reserved data of normal symbols, drawing a normal symbol in the normal symbol variable display game, and determining the variable time for variably displaying the normal symbol on the normal symbol display device 63c based on the lottery result.
[0130] In step S207, the main control unit 101 executes a normal electric accessory management process. In the normal electric accessory management process, the main control unit 101 performs processes necessary for executing a normal electric opening game, such as opening and closing control of the normal electric accessory solenoid 45b.
[0131] In step S208, the main control unit 101 executes a special symbol management process. The special symbol management process mainly performs processes required to execute the special symbol variable display game, such as obtaining and storing reserved data for special symbol 1 and special symbol 2, drawing a jackpot lottery and a symbol lottery in the special symbol variable display game, and drawing a variation pattern of the special symbol based on the lottery results. Then, the main control unit 101 transmits a variation pattern designation command including the big win lottery result, the current game state, and the variation pattern to the performance control board 120 as a performance control command. Furthermore, the main control unit 101 transmits a decorative symbol designation command including the symbol type (whether it is special symbol 1 or 2) and the stop symbol (symbol lottery result) to the performance control board 120 as a performance control command.
[0132] In step S209, the main control unit 101 executes a special electric accessory management process. In the special electric accessory management process, the process required for executing a jackpot game is executed.
[0133] In step S210, the main control unit 101 performs right-hit notification information management processing. In the right-hit notification information management processing, processing is performed to notify right-hit players in situations where right-hit is advantageous, such as when the special symbol 2 start port 43 or the big prize port 49 is opened.
[0134] In step S211, the main control unit 101 executes an LED management process. In the LED management process, output control of a control signal to the main display 63 is performed. The control signal is generated based on decisions made in the normal symbol management process (step S206), the special symbol management process (step S208), the right-hit notification information management process (step S210), etc., and is output to the main display 63 in this LED management process. This realizes a series of variable display operations (variable display and stop display) of special symbols and normal symbols on the main display 63, display of the number of reserved symbols, etc.
[0135] In step S212, the main control unit 101 performs solenoid management processing. In the solenoid management processing, the signal related to the control of the normal electric role solenoid 45b generated in the normal electric role management processing (step S207) is confirmed, and the signal related to the control of the special electric role port solenoid 51b generated in the special electric role management processing (step S209) is confirmed. Then, based on these signals, the operation / stop of the normal electric role solenoid 45b and the special prize port solenoid 51b is controlled, and the special symbol 2 start port switch 43a is opened or closed, or the special prize port 49 is opened or closed.
[0136] In step S213, the main control unit 101 determines whether the communication period (for example, 108 ms interval) for communicating with the frame control board 110 has arrived. If it is not the communication period for communicating with the frame control board 110 (No in step S213), the main control unit 101 ends the main control side timer interrupt process. When the communication cycle for communication with the frame control board 110 has arrived (Yes in step S213), in step S214 the main control unit 101 performs a received data acquisition process to receive signals (door open signal, power supply abnormality signal, etc.) transmitted from the frame control board 110.
[0137] In step S215, the main control unit 101 outputs a control command corresponding to the gaming machine information ((hall control, fraud monitoring information)) of the gaming machine 1 to the frame control board 110, and ends the timer interrupt processing on the main control side. The gaming machine information includes, for example, information on the occurrence of a jackpot game, information on the start of the execution of the pattern change display game, information on the number of winnings and the number of winning balls, error information, etc.
[0138] When the above timer interrupt process is completed, the main control unit 101 repeats the above steps S109 to S111 until the next timer interrupt occurs.
[0139] <5. Processing of frame control board> Next, a description will be given of the processing performed by the frame control unit 111 of this embodiment. The processing of the frame control unit 111 mainly includes a main processing (frame control side main processing: FIG. 10) and a timer interrupt processing (frame control side timer interrupt processing: FIG. 16) that is started by a regular interrupt.
[0140] [5.1 Main processing on frame control side] FIG. 10 is a flowchart showing the frame control side main process. When power is supplied from the power supply board 130 and the frame control side main process is started, the frame control unit 111 sets an internal register of the CPU in step S301.
[0141] In step S302, the frame control unit 111 determines whether a power supply abnormality signal indicating a power supply abnormality is ON. If the power supply abnormality signal is ON (Yes in step S302), the process returns to step S302. If the power abnormality signal is not ON (OFF) (No in step S302), the frame control unit 111 permits access to the RWM in step S303.
[0142] In step S304, the frame control unit 111 determines whether the input signal from the game ball count clear switch 112b is ON (the game ball count clear switch 112b is pressed). If the input signal from the game ball count clear switch 112b is not ON (No in step S304), in step S305 the frame control unit 111 calculates a checksum for the area related to the game ball count in the RWM and determines whether the checksum is normal.
[0143] If the input signal from the game ball count clear switch 112b is ON (Yes in step S304) or if the checksum is not normal (No in step S305), in step S306 the frame control unit 111 executes a game ball count clear process to initialize the value of the area related to the game ball count in the RWM. On the other hand, if the input signal from the game ball count clear switch 112b is not ON (No in step S304) and the checksum is normal (Yes in step S305), the frame control unit 111 transfers processing to step S307 without executing the game ball count clear processing.
[0144] In step S307, the frame control unit 111 determines whether the input signal from the RWM clear switch 112a is ON (the RWM clear switch 112a is in a pressed state). If the input signal from the RWM clear switch 112a is not ON (No in step S307), in step S308 the frame control unit 111 calculates a checksum for the area related to gaming machine information in the RWM and determines whether the checksum is normal.
[0145] If the input signal from the RWM clear switch 112a is ON (Yes in step S307) or if the checksum is not normal (No in step S308), in step S309 the frame control unit 111 executes an RWM clear process to initialize the value of the area related to the gaming machine information in the RWM. On the other hand, if the input signal from the RWM clear switch 112a is not ON (No in step S307) and the checksum is normal (Yes in step S308), the frame control unit 111 proceeds to step S310 without executing the RWM clear process.
[0146] In step S310, the frame control unit 111 executes startup initialization processing such as initializing a work area that does not require backup, setting the WDT and timer interrupt, and performing ball removal processing if the ball removal switch 112c is pressed.
[0147] The frame control unit 111 sets an interruption disabled state in step S311, and checks for a power interruption abnormality in step S312.
[0148] In step S313, the frame control unit 111 switches the firing control signal ON / OFF based on a predetermined condition, and performs firing stop control processing to output the firing control signal to the firing control circuit 116.
[0149] In step S314, the frame control unit 111 performs main control board communication processing to receive a control command if there is one sent from the main control board 100, and to transmit a signal to the main control board 100 if there is one to send to the main control board 100. The main control board communication process (step S314) will be described in detail later.
[0150] In step S315, the frame control unit 111 performs gaming machine information management processing to manage gaming machine information based on the control command transmitted from the main control board 100. In the gaming machine information management processing, the frame control unit 111 updates the number of managed gaming balls, for example. Here, the frame control unit 111 adds the number of gaming balls in response to a control command related to the number of prize balls transmitted from the main control board 100, subtracts the number of gaming balls in response to detection of a gaming ball by the subtraction calculation port switch 31c, and adds the number of gaming balls in response to detection of a gaming ball by the foul ball switch 33c. The gaming machine information management process (step S315) will be described in detail later.
[0151] In step S316, the frame control unit 111 performs SC board communication processing to communicate with the SC board of the game ball etc. lending device. In the SC board communication processing, the frame control unit 111 updates, for example, the number of managed game balls. Here, the frame control unit 111 adds game balls in response to a lending notification from the game ball etc. lending device, and subtracts game balls in response to the operation of the counting switch 23. The SC board communication process (step S316) will be described in detail later.
[0152] In step S317, the frame control unit 111 performs a game ball number display control process to generate a control signal for causing the game ball number display 21 to light up and display the managed game ball number updated in steps S315 and S316.
[0153] The frame control unit 111 executes an in-area error removal process in step S318, executes a game ball circulation management process to appropriately control the lifting device 33 in step S319, executes an out-of-area error removal process in step S320, and executes a fraud detection process in step S321.
[0154] In step S322, the frame control unit 111 calculates values for calculating the game performance information to be displayed on the performance display 113 (number of game balls shot out, total number of prize balls, number of prize balls resulting from winning at the large prize opening 49, total number of prize balls resulting from winning at the special pattern 2 start opening 43 and number of prize balls resulting from winning at the large prize opening 49, etc.), and performs performance information management processing to calculate the game performance information based on the calculated values.
[0155] In step S323, the frame control unit 111 performs a performance indicator control process to generate a control signal for causing the performance indicator 113 to light up and display the gaming performance information calculated in step S322. In step S324, the frame control unit 111 permits an interrupt and returns the process to step S311.
[0156] Therefore, the frame control unit 111 repeatedly executes the processes of steps S311 to S324.
[0157] [5.1.1 Main Control Board Communication Processing (Step S314)] FIG. 11 is a flowchart showing the main control board communication process.
[0158] 11, when the main control board communication process (step S314) starts, in step S331 the frame control unit 111 determines whether there is received data (control command) in the receive FIFO that temporarily stores the control command transmitted from the main control board 100. If there is received data in the receive FIFO, the frame control unit 111 sets the receive FIFO to an interrupt disabled state in step S332, acquires the received data from the receive FIFO in step S333, and stores the acquired received data in the receive buffer in step S334.
[0159] In step S335, the frame control unit 111 determines whether reception of one set of control commands has been completed. Here, the message length (amount of data) of the control command transmitted from the main control board 100 to the frame control board 110 varies for each command. The message length of the control command is 25 bytes for gaming machine installation information and 11 to 21 bytes for gaming machine information. The data structure of these control commands consists of a 1-byte message length, a 1-byte command code, a 1-byte serial number, N (an integer) bytes of data, and a 1-byte checksum. The serial numbers are assigned periodically from 0 to 255. Here, the frame control unit 111 compares the information on the telegram length of the control command with the number of pieces of received data to determine whether reception of one set of control commands has been completed.
[0160] If reception of one set of control commands is not complete (No in step S335), frame control unit 111 moves the process to step S339. When reception of one set of control commands is completed (Yes in step S335), the frame control unit 111 calculates a checksum for the received control commands. Then, in step S337, the frame control unit 111 determines whether the calculated checksum matches the checksum included in the control commands.
[0161] If the checksums match (Yes in step S337), the frame control unit 111 sets the reception completion flag to 1 in step S338, clears the reception buffer, and then permits an interrupt in step S339, returning the process to step S331. If the checksums do not match (No in step S337), the frame control unit 111 clears the reception buffer without setting the reception completion flag to 1, and moves the process to step S339. As a result, the received control command is discarded.
[0162] Then, the frame control unit 111 repeatedly executes steps S331 to S339 until it is determined in step S331 that there is no received data in the receive FIFO. If it is determined that there is no received data in the receive FIFO (No in step S331), then in step S340, the frame control unit 111 determines whether the reception completion flag is 1. If the reception completion flag is not 1 (No in step S340), the frame control unit 111 ends the main control board communication process (step S314).
[0163] If the reception completion flag is 1 (Yes in step S340), in step S341 the frame control unit 111 determines whether the received control command is gaming machine installation information. The gaming machine installation information is information that can identify the type of gaming machine, the ID number of the CPU of the main control unit 101, the manufacturer of the CPU, etc. The gaming machine installation information is transmitted from the main control board 100 (main control unit 101) when the power is turned on.
[0164] If the received control command is gaming machine installation information (Yes in step S341), the frame control unit 111 stores the gaming machine installation information in a specified memory area (RAM) in step S342, creates a response message in step S343 and stores it in the transmission buffer, and then proceeds to step S346.
[0165] On the other hand, if the received control command is not gaming machine installation information (No in step S341), that is, if the received control command is gaming machine information, the frame control unit 111 stores the gaming machine information in a specified memory area (RAM) in step S344, creates a response message in step S345 and stores it in the transmission buffer, and then proceeds to step S346.
[0166] The frame control unit 111 transfers the response message stored in the transmission buffer to the transmission FIFO in step S346, sets the reception completion flag to 0 in step S347, and ends the main control board communication process (step S314). The response message stored in the transmission FIFO is transmitted to the main control board 100 at a predetermined timing.
[0167] [5.1.2 Gaming Machine Information Management Processing (Step S315)] FIG. 12 is a flowchart showing the gaming machine information management process.
[0168] 12, when the gaming machine information management process (step S315) is started, in step S351 the frame control unit 111 performs gaming machine information data processing to analyze the gaming machine information transmitted from the main control board 100. Here, if the gaming machine information indicates the number of prize balls, the frame control unit 111 adds the number of prize balls to the number of managed gaming machines.
[0169] The frame control unit 111 acquires the value of the subtraction ball counter in step S352, and performs a game ball number subtraction process in which the value of the subtraction ball counter is subtracted from the managed game ball number in step S353. In addition, in step S354, the frame control unit 111 adds the value of the subtraction ball counter to the fired ball counter. The subtraction ball counter counts the number of game balls fired from the launching device 31 that have not been subtracted from the managed game ball number, and is incremented in step S487 (see FIG. 21) described later. The fired ball counter counts the total number of game balls fired from the launching device 31, and a count signal corresponding to this count value is output from the test output terminal in a test signal output process in step S413 (see FIG. 16) described later.
[0170] The frame control unit 111 acquires the value of the foul ball counter in step S355, and performs a game ball number addition process in which the value of the foul ball counter is added to the managed game ball number in step S356. In addition, in step S357, the frame control unit 111 adds the value of the foul ball counter to the number of foul balls. The foul ball counter counts foul balls that have not been subtracted from the managed game ball number, and is added in step S473 (see FIG. 21) described later. The foul ball number counter counts all foul balls, and in the test signal output process in step S413 (see FIG. 16) described later, a count signal corresponding to this count value is output from the test output terminal.
[0171] The frame control unit 111 acquires the value of the out ball counter in step S358, and adds the value of the out ball counter to the number of out balls in step S359. The out ball counter counts out balls that have not been added to the number of out balls, and is added in step S451 (see FIG. 18) described later. The number of out balls counts all out balls.
[0172] In step S360, the frame control unit 111 adds the number of prize balls included in the gaming machine information to the prize ball counter, and ends the gaming machine information management process (step S315). The prize ball counter counts all the prize balls, and in the test signal output process (see FIG. 16) in step S413 described later, a count signal corresponding to this count value is output from the test output terminal.
[0173] [5.1.3 SC board communication processing (step S316)] FIG. 13 is a flowchart showing the SC board communication process.
[0174] As shown in Figure 13, when the SC board communication processing (step S316) is started, in step S371, the frame control unit 111 performs SC board message receiving processing to receive a message (lending notification) sent from the SC board (game ball, etc. lending device) if there is one.
[0175] In step S372, the frame control unit 111 determines whether the transmission cycle timer is 0. The transmission cycle timer is a timer for counting the interval (300 ms) at which gaming machine information is transmitted to the SC board.
[0176] If the transmission cycle timer is 0 (Yes in step S372), the frame control unit 111 sets the transmission cycle timer to a value equivalent to 300 ms in step S373, sets the counting notification cycle timer to a value equivalent to 90 ms in step S374, and sets a counting transmission request in step S375. The counting notification period timer is a timer provided to ensure an interval (90 ms) between the transmission of gaming machine information to the SC board in the gaming machine information transmission process (step S376) and the transmission of the subtraction value to the SC board in the counting notification transmission process (step S381). The transmission cycle timer and the count notification cycle timer are decremented by 1 every 2 ms in step S406 (see FIG. 16) described later. Therefore, the transmission cycle timer is set to 150, which is a value equivalent to 300 ms, and the count notification cycle timer is set to 45, which is a value equivalent to 90 ms.
[0177] In step S376, the frame control unit 111 performs a gaming machine information notification transmission process for transmitting gaming machine information to the SC board, and then proceeds to step S377. There are three types of gaming machine information: hall control and fraud monitoring information, gaming machine installation information, and gaming machine performance information. For example, hall control and fraud monitoring information is notified at 300msec intervals. Gaming machine installation information is notified at 60sec intervals. Gaming machine performance information is notified at 180sec intervals. However, the transmission timing of the three notifications may overlap. If the transmission timing overlaps, the gaming machine information notifications will be notified sequentially according to a predetermined priority.
[0178] On the other hand, if the transmission cycle timer is not 0 (No in step S372), frame control unit 111 skips the processes of steps S373 to S376 and moves the process to step S377.
[0179] In step S377, the frame control unit 111 checks whether communication with the SC board has not been performed for a predetermined period of time, and performs a dedicated unit no-response check to set a communication abnormality flag if there is an abnormality in which communication with the SC board has not been performed for a predetermined period of time.
[0180] In step S378, the frame control unit 111 determines whether the counting report cycle timer is 0. If the counting report cycle timer is 0 (Yes in step S378), in step S379, the frame control unit 111 determines whether there is a counting transmission request.
[0181] If there is a counting transmission request (Yes in step S379), the frame control unit 111 resets the counting transmission request in step S380, and performs counting notification transmission processing to transmit a counting notification to the SC board (game ball etc. lending device) in step S381. The counting notification transmission process (step S381) will be described in detail later.
[0182] Then, in step S382, the frame control unit 111 sets a value equivalent to 172 ms to the loan notification reception valid time timer, which is the period (172 ms) for validly receiving a loan notification from the SC board (game ball etc. loaning device). Note that the loan notification reception valid time timer is decremented by 1 every 2 ms in step S406 (see FIG. 16) described later. Therefore, the loan notification reception valid time timer is set to 86, which is a value equivalent to 172 ms.
[0183] On the other hand, if the counting notification period timer is not 0 (No in step S378) or if there is no counting transmission request (No in step S379), in step S383 the slot control unit 111 determines whether the loan notification reception valid time timer is 0.
[0184] If the rental notification reception valid time timer is not 0 (No in step S383), in step S384 the frame control unit 111 determines whether there is a rental notification. The rental notification is a notification sent in response to the operation of the ball rental button or the replay button on the gaming ball rental device, and includes information indicating the number of gaming balls.
[0185] If there is a loan notification (Yes in step S384), the frame control unit 111 performs a game ball number addition process in step S385 to add the number of game balls indicated in the loan notification to the number of managed game balls, sets the loan notification flag in step S386, and terminates the SC board communication process (step S316). The loan notification flag is a flag for outputting a notification sound from the speaker 29 to notify that a game ball has been loaned from the game ball etc. loaning device. When set here, a loan notification signal notifying that a game ball has been loaned from the game ball etc. loaning device is sent to the performance control board 120 via the main control board 100, and the performance control board 120 outputs the loan notification sound from the speaker 29.
[0186] If the loan notification reception valid time timer is 0 (Yes in step S383) or if there is no loan notification (No in step S384), the frame control unit 111 skips steps S385 and S386 and terminates the SC board communication processing (step S316).
[0187] [5.1.4 Counting notification transmission process (step S381)] FIG. 14 is a flowchart showing the counting notification transmission process.
[0188] As shown in FIG. 14, when the counting notification transmission process (step S381) is started, in step S381-1, the frame control unit 111 performs a counting subtraction value setting process to set a counting subtraction value calculated in response to operation of the counting switch 23. The count subtraction value setting process (step S381-1) will be described in detail later.
[0189] The frame control unit 111 stores the count subtraction value in the SC buffer in step S381-2, adds the count subtraction value to the cumulative count in step S381-3, and stores the cumulative count in the SC buffer in step S381-4. Note that the cumulative count is the sum of the count subtraction values, i.e., the total number of gaming balls transmitted from the gaming machine 1 to the SC board.
[0190] In step S381-5, the frame control unit 111 creates a count notification (SC board message) including the count subtraction value and the cumulative count value, and transmits it to the SC board.
[0191] In step S381-6, the frame control unit 111 determines whether the count subtraction value is zero. If the count subtraction value is not 0 (No in step S381-6), the frame control unit 111 subtracts the count subtraction value from the managed number of game balls in step S381-7, and clears the count subtraction value in step S381-8. On the other hand, if the count subtraction value is 0 (Yes in step S381-6), the frame control unit 111 ends the count notification transmission process (step S381) without subtracting from the managed game ball number or clearing the count subtraction value.
[0192] In step S381-9, the frame control unit 111 determines whether the number of managed game balls is 0. If the number of managed game balls is 0 (Yes in step S381-9), in step S381-10, the frame control unit 111 transmits an audio notification signal to the performance control board 120 indicating that the number of managed game balls has become 0. The audio notification signal may be transmitted directly from the frame control board 110 to the performance control board 120, or may be transmitted from the frame control board 110 to the performance control board 120 via the main control board 100.
[0193] In step S381-11, the frame control unit 111 stops the launch of game balls from the launching device 31, and ends the count notification transmission process (step S381).
[0194] Also, if the number of managed game balls is not 0 (No in step S381-9), the frame control unit 111 ends the count notification transmission process (step S381) without transmitting an audio notification signal or stopping the release of game balls.
[0195] [5.1.5 Count Subtraction Setting Process (Step S381-1)] FIG. 15 is a flowchart showing the count subtraction setting process.
[0196] As shown in FIG. 15, when the count subtraction setting process (step S381-1) starts, the frame control unit 111 clears the count subtraction value in step S381-21 and turns off the counting flag in step S381-22. The frame control unit 111 also stores the value of the switch press counter in register C in step S381-23 and clears the switch press counter in step S381-24. The counting flag is a flag indicating that a press operation of the counting switch 23 for 500 ms or more (a so-called long press) has been detected. The switch press counter is a counter that counts the number of press operations of the counting switch 23 for less than 500 ms (a so-called short press), and is counted in step S450 (see FIG. 18), which will be described later.
[0197] The frame control unit 111 determines whether the number of managed game balls is 0 in step S381-25. If the managed game ball number is 0 (Yes in step S381-25), the frame control unit 111 ends the count subtraction setting process (step S381-1). If the number of managed game balls is not 0 (No in step S381-25), the frame control unit 111 determines in step S381-26 whether the subtraction valid time timer is 0. The subtraction valid time timer is a timer that counts the period from when the launch operation is started until the subtraction port switch 31c detects a game ball, and can also be said to be a timer that counts the period for validly accepting the operation of the counting switch 23. The subtraction valid time timer is set in step S482 (see FIG. 21) described later, and is counted in the 1-byte timer subtraction process (step S406: see FIG. 16).
[0198] If the subtraction valid time timer is not 0 (No in step S381-26), the frame control unit 111 ends the count subtraction setting process (step S381-1). If the subtraction valid time timer is 0 (Yes in step S381-26), in step S381-27, frame control unit 111 determines whether the value of register C is 0. Here, it determines whether the value of the switch press counter stored in step S381-23 is 0.
[0199] If the value of the C register is not 0 (No in step S381-27), that is, if the value of the switch press counter stored in step S381-23 is not 0, the frame control unit 111 sets the value of the C register (the value of the switch press counter stored in step S381-23) as the count subtraction value in step S381-28.
[0200] In step S381-29, the frame control unit 111 determines whether the managed game ball count is less than the value in register C. Here, it determines whether the value of the switch press counter stored in step S381-23 is less than the managed game ball count. Since the value in register C can be 2 or more, this process is performed to avoid subtracting a number greater than the managed game ball count. If the managed number of game balls is not less than the value of the C register (Yes in step S381-29), the frame control unit 111 ends the count subtraction setting process (step S381-1). On the other hand, if the managed number of game balls is less than the value of the C register (Yes in step S381-29), the frame control unit 111 sets the managed number of game balls as the count subtraction value in step S381-30.
[0201] Also, if the value of the C register is 0 (Yes in step S381-27), that is, if the value of the switch press counter stored in step S381-23 is 0 (the number of short presses is 0), the frame control unit 111 determines in step S381-31 whether the counting switch detection flag is 0. The counting switch detection flag is a flag indicating that operation of the counting switch 23 has been detected, and is turned ON (1) in step S440 (see FIG. 18) described later, and turned OFF (0) in step S447 described later.
[0202] If the counting switch detection flag is not 0 (No in step S381-31), the frame control unit 111 determines in step S381-32 whether the press time timer is equal to or greater than a value (250) corresponding to 500 ms. The press time timer is a timer for measuring the operation time of count switch 23, and is set to 0 in step S449 (see FIG. 18) described later, and thereafter increments by 1 in step S443 (see FIG. 18) while count switch 23 is being operated. The press time timer can take a value from 0 to 255 (an 8-bit value), and is incremented by 1 in step S443. Therefore, the press time timer increments by 1 every 2 ms, and can count a time from 0 ms to 510 ms.
[0203] If the press time timer is equal to or greater than the value (250) corresponding to 500 ms (Yes in step S381-32), the frame control unit 111 sets the count subtraction value to 250 in step S381-33 and turns the counting flag ON in step S381-34. The frame control unit 111 also transmits a counting flag signal indicating whether the counting flag is ON or OFF to the performance control board 120 via the main control board 100 or directly. When the performance control board 120 receives the counting flag signal, the counting switch 23 is pressed and held, the number of managed game balls is subtracted in units of 250 balls, and a counting notification sound is output from the speaker 29 when the subtracted number of game balls is being transferred to the game value medium.
[0204] The frame control unit 111 determines whether the number of managed game balls is less than 250 in step S381-35. If the number of managed game balls is less than 250 (Yes in step S381-35), the frame control unit 111 enters the number of managed game balls into the count subtraction value in step S381-36 to avoid subtracting a number greater than the number of managed game balls. If the managed number of game balls is not less than 250 (No in step S381-35), the frame control unit 111 maintains the count subtraction value at 250 and ends the count subtraction setting process (step S381-1).
[0205] Also, if the count switch detection flag is 0 (Yes in step S381-31), or if the press time timer is not equal to or greater than the value corresponding to 500 ms (250) (No in step S381-32), the frame control unit 111 terminates the count subtraction setting process (step S381-1) without setting the count subtraction value.
[0206] [5.2 Timer interrupt processing on the frame control side] FIG. 16 is a flowchart showing the timer interrupt process on the frame control side. The timer interrupt process on the frame control side is started by an interrupt from the CTC at fixed intervals (1 ms) and is executed while the main process on the frame control side is being executed.
[0207] 16, when a timer interrupt occurs, the frame control unit 111 saves the register in step S401. In step S402, the frame control unit 111 adds 1 to the value of the counter that counts the first period (2 ms) and the second period (4 ms), and performs counter management processing to decrement the timer every 1 ms.
[0208] In step S403, the frame control unit 111 performs a lifting motor management process for controlling the driving of the lifting motor 33a.
[0209] In step S404, the frame control unit 111 determines whether it is the first period (2 ms) based on the value of the counter that counts the first period. If it is not the first period (2 ms) (No in step S404), frame control unit 111 skips steps S405 to S411 and moves the process to step S412. If it is the first cycle (Yes in step S404), in step S405 the frame control unit 111 sets the control signal (game ball count display segment data, game ball count display common data) generated in step S318 above to the SPI communication buffer, and performs game ball count display LED control processing to update the common counter.
[0210] In step S406, the frame control unit 111 performs a 1-byte timer subtraction process for subtracting a timer consisting of 1 byte.
[0211] In step S407, the frame control unit 111 performs a switch detection process to detect the state of each switch connected to the frame control unit 111. In step S408, the frame control unit 111 monitors the ball feed solenoid 31a and the foul ball switch 33c and performs a subtraction mechanism control process to update the counter related to the number of managed game balls. The switch detection process and the subtraction mechanism control process will be described in detail later.
[0212] In step S409, the frame control unit 111 sets the control signals (performance display segment data, performance display common data) generated in step S323 in the SPI communication buffer, and performs performance indicator LED control processing to update the common counter.
[0213] In step S410, the frame control unit 111 detects the state of each switch provided on the lifting device 33 and performs a game ball circulation switch detection process to update various timers related to the circulation of game balls.
[0214] In step S411, the frame control unit 111 executes an out-of-area error monitoring management process for monitoring an out-of-area error.
[0215] The processing of steps S405 to S411 up to this point is executed in a first cycle (every 2 ms).
[0216] In step S412, the frame control unit 111 determines whether it is the second period (4 ms) based on the value of the counter that counts the second period. If it is not the second period (No in step S412), frame control unit 111 skips steps S413 to S415 and moves the process to step S416. If it is the second period (Yes in step S412), the frame control unit 111 performs a test signal output process to output a test signal in step S413. Here, when the value of the shot ball counter added in step S354, the value of the foul ball counter added in step S357, or the value of the prize ball counter added in step S360 is other than 0, one pulse signal is output and the corresponding counter is decremented by 1.
[0217] In step S414, the frame control unit 111 performs a 2-byte timer subtraction process for subtracting a timer consisting of 2 bytes.
[0218] In step S415, the frame control unit 111 performs a performance indicator display setting process for switching the section displayed on the performance indicator 113.
[0219] The processing of steps S412 to S415 up to this point is executed in a second cycle (every 4 ms).
[0220] In step S416, the frame control unit 111 outputs data from the output port. In step S417, the frame control unit 111 performs SPI communication. In SPI communication, for example, the control signal set in step S405 (game ball count display segment data and game ball count display common data, which will be described later) is serially output to the game ball count display 21. In addition, the frame control unit 111 serially outputs the control signal set in step S409 (performance display segment data and performance display common data, which will be described later) to the performance display 113. As a result, the game ball count display 21 and the performance display 113 light up and display the number of game balls and game performance information based on the transmitted control signal.
[0221] In step S418, the frame control unit 111 restores the register and ends the frame control side timer interrupt process.
[0222] When the above timer interrupt process ends, the frame control unit 111 repeats the above steps S311 to S324 (see FIG. 10) until the next timer interrupt occurs.
[0223] [5.2.1 Switch detection process (step S407)] 17 and 18 are flowcharts showing the switch detection process, and Fig. 19 is a flowchart showing the port input process.
[0224] As shown in FIG. 17, when the switch detection process (step S407) starts, in step S421, the frame control unit 111 performs port input process to save (store) the level data of each switch connected to the frame control unit 111 in the RWM, and to generate edge data for the out ball switch 33b, the subtraction calculation port switch 31c, and the lift position detection switch 33h and store it in the RWM. Here, the edge data is generated for each switch connected to the frame control unit 111 (out ball switch 33b, foul ball switch 33c, over-position detection switch 33d, under-position detection switch 33e, lift inlet switch 33f, lift outlet switch 33g, lift position detection switch 33h, and subtraction calculation port switch 31c), and is set to 1 when it is determined that the detection signal has switched from OFF to ON, and 0 at other times. Note that the port input process also generates edge data for the subtraction reference signal, which will be described later.
[0225] 19, in the port input process, in step S461, the frame control unit 111 clears the edge data of each switch connected to the frame control unit 111. In step S462, the frame control unit 111 acquires the state of the detection signal (state of the input port) input from each switch connected to the frame control unit 111 as the current level data. Here, if the detection signal is ON, 1 is acquired as the level data, and if the detection signal is OFF, 0 is acquired as the level data.
[0226] In step S463, the frame control unit 111 generates edge data based on the previous level data and the current level data for the detection signals of the out ball switch 33b, the lifting position detection switch 33h, and the subtraction port switch 31c. Here, if the previous level data stored in the RWM at the time of the previous frame control side timer interrupt processing is 0 (OFF) and the level data acquired this time is 1 (ON), the edge data is set to 1; otherwise, the edge data is set to 0. Therefore, the edge data indicates that the ON edge of the detection signal is detected. For switches other than the lifted position detection switch 33h and the subtraction port switch 31c, the ON edge is determined based on the conditions determined for each switch, and edge data is created by other processing.
[0227] In step S464, the frame control unit 111 stores the currently acquired level data in the RWM, and also stores the edge data in the RMW, and ends the port input process (step S421).
[0228] 17, in step S422, the frame control unit 111 determines whether the foul ball detection flag is 1. The foul ball detection flag is a flag that is set to 1 when it is determined that the foul ball switch 33c has detected a game ball.
[0229] If the foul ball detection flag is not 1 (No in step S422), in step S423, the frame control unit 111 determines whether the detection signal output from the foul ball switch 33c is ON. If the detection signal output from the foul ball switch 33c is not ON (No in step S423), the frame control unit 111 moves the process to step S428. If the detection signal output from the foul ball switch 33c is ON (Yes in step S423), in step S424 the frame control unit 111 subtracts 1 from the foul ball switch detection timer. The foul ball switch detection timer is a timer for counting whether the foul ball switch 33c has detected a game ball for a predetermined period of time, and a maximum of 3, which corresponds to 6 ms, is input.
[0230] In step S425, the frame control unit 111 determines whether the foul ball switch detection timer is at 0. If the foul ball switch detection timer is not 0 (No in step S425), the frame control unit 111 moves the process to step S433. If the foul ball switch detection timer is 0 (Yes in step S425), in step S426 the frame control unit 111 sets the foul ball detection flag to 1. Next, in step S427 the frame control unit 111 sets the edge data of the foul ball switch 33c to 1, in step S428 the frame control unit 111 sets the foul ball switch detection timer to 3, and proceeds to step S433.
[0231] On the other hand, if it is determined that the foul ball detection flag is 1 (Yes in step S422), in step S429, the frame control unit 111 determines whether the detection signal output from the foul ball switch 33c is ON. If the detection signal output from the foul ball switch 33c is ON (Yes in step S429), the frame control unit 111 moves the process to step S428. If the detection signal output from the foul ball switch 33c is not ON (No in step S429), the frame control unit 111 decrements the foul ball switch detection timer by one in step S430.
[0232] In step S431, the frame control unit 111 determines whether the foul ball switch detection timer is at 0. If the foul ball switch detection timer is not 0 (No in step S431), the frame control unit 111 moves the process to step S433. If the foul ball switch detection timer is 0 (Yes in step S431), the frame control unit 111 sets the foul ball detection flag to 0 in step S432, and moves the process to step S428.
[0233] 18, in step S433, the frame control unit 111 determines whether the dedicated PIF cable disconnection flag is 1. The dedicated PIF cable is a cable that connects the frame control board 110 and the SC board, and after the port input process (step S421), the frame control unit 111 performs a disconnection detection process to detect a disconnection in the dedicated PIF cable, and if the dedicated PIF cable is disconnected, the dedicated PIF cable disconnection flag is set to 1 (ON).
[0234] If the dedicated PIF cable disconnection flag is 1 (Yes in step S433), the frame control unit 111 sets the counting switch detection flag to 0 in step S434. If the dedicated PIF cable disconnection flag is not 1 (No in step S433), the frame control unit 111 moves the process to step S435 without setting the counting switch detection flag to 0.
[0235] In step S435, the frame control unit 111 determines whether the count switch detection flag is 0. If the counting switch detection flag is 0 (Yes in step S435), in step S436, the frame control unit 111 determines whether the detection signal output from the counting switch 23 is ON. If the detection signal output from the counting switch 23 is not ON (No in step S436), that is, if the counting switch 23 has not been operated, the frame control unit 111 sets a value (25) corresponding to 50 ms to the HIGH detection timer in step S437. The HIGH detection timer is a timer for detecting that the counting switch 23 has been operated, and is used to determine that the counting switch 23 has been operated by the player when the counting switch 23 has been operated for 50 ms.
[0236] If the detection signal output from the counting switch 23 is ON (Yes in step S436), in step S438 the frame control unit 111 subtracts 1 from the HIGH detection timer. In step S439, the frame control unit 111 determines whether the HIGH detection timer has reached 0. Here, it is determined whether the counting switch 23 has been operated continuously for 50 ms without interruption since its operation started.
[0237] If the HIGH detection timer is 0 (Yes in step S439), in step S440 the frame control unit 111 sets the count switch detection flag to 1. Also, in step S441 the frame control unit 111 sets the press time timer to 0. If the HIGH detection timer is not 0 (No in step S439), the frame control unit 111 moves the process to step S451 without setting the count switch detection flag to 1 and without setting the depression time timer to 0.
[0238] If the counting switch detection flag is not 0 (No in step S435), in step S442, the frame control unit 111 determines whether the detection signal output from the counting switch 23 is ON. If the detection signal output from the counting switch 23 is ON (Yes in step S442), that is, if the counting switch 23 is operated, in step S443 the frame control unit 111 increments the pressing time timer by 1. Note that, since the pressing time timer has a maximum value of 255 as described above, if the pressing time timer is 255, the value is maintained and the process moves to the next step.
[0239] In step S444, the frame control unit 111 sets a value (25) corresponding to 50 ms to the LOW detection timer. The LOW detection timer is a timer for detecting that the counting switch 23 has not been operated, and is used to determine that the counting switch 23 has not been operated by the player when the counting switch 23 has not been operated for 50 ms.
[0240] If the detection signal output from the counting switch 23 is not ON (No in step S442), in step S445 the frame control unit 111 subtracts 1 from the LOW detection timer. In step S446, the frame control unit 111 determines whether the LOW detection timer has reached 0. Here, it is determined whether the counting switch 23 has not been operated for 50 ms since it was last operated.
[0241] If the LOW detection timer is not 0 (No in step S446), the frame control unit 111 moves the process to step S451. If the LOW detection timer is 0 (Yes in step S446), the frame control unit 111 sets the count switch detection flag to 0 in step S447.
[0242] In step S448, the frame control unit 111 determines whether the press time timer is less than the value (250) corresponding to 500 ms. If the press time timer is less than the value (250) corresponding to 500 ms (Yes in step S448), in step S449, the frame control unit 111 clears the press time timer to 0. In addition, in step S450, the frame control unit 111 increments the switch press counter by 1. This causes short presses of the counting switch 23 to be counted. If the press time timer is not less than the value (250) corresponding to 500 ms (No in step S448), the frame control unit 111 proceeds to step S451 without setting the press time timer to 0 or incrementing the switch press counter by 1.
[0243] In step S451, the frame control unit 111 performs an out ball detection process to detect an out ball based on the detection signal output from the out ball switch 33b, and ends the switch detection process (step S407).
[0244] FIG. 20 is a diagram illustrating the transition of edge data of the subtraction calculation port switch 31c and the foul ball switch 33c. As shown in Figure 20(a), the subtraction port switch 31c outputs an OFF detection signal when no gaming ball is detected, and outputs an ON detection signal when a gaming ball is detected, for example, between times T1 and T2. As will be described in detail later, the subtraction port switch 31c is a through-type proximity switch through which a gaming ball passes through a through-hole formed by a coil, and the time it takes for the subtraction port switch 31c to output an ON detection signal when one gaming ball passes through the through-hole is, for example, approximately 30 ms. In other words, when one gaming ball is detected, the subtraction port switch 31c continues to output an ON detection signal for approximately 30 ms.
[0245] The frame control unit 111 performs the switch detection process every first period (2 ms), so when the switch detection process is performed at time T2 after time T1, the frame control unit 111 sets the edge data of the subtraction port switch 31c to 1 in step S463 above. Then, in the switch detection process after the next first period (time T3), the frame control unit 111 sets the subtraction port switch edge data to 0 in step S461 above. Therefore, for the subtraction port switch 31c, the edge data becomes 1 on condition that the detection signal is ON in one switch detection process, and it is determined that a gaming ball has been detected.
[0246] 20(b), the foul ball switch 33c outputs an OFF detection signal when no gaming ball is detected, and outputs an ON detection signal when a gaming ball is detected, for example, between time T11 and time T12. The foul ball switch 33c is a through-type proximity switch like the subtraction port switch 31c, and when one gaming ball is detected, it continues to output an ON detection signal for approximately 20 ms.
[0247] In such a case, in the switch detection process (step S407: see Figure 17) before time T11, the foul ball detection flag is 0, so the result is No in step S422, and the detection signal of the foul ball switch 33c is OFF, so the result is No in step S423, and the foul ball switch detection timer continues to be set to 3 in step S428.
[0248] Then, in the switch detection process at time T12, the detection signal of the foul ball switch 33c is ON, so the answer is Yes in step S423, and the foul ball switch detection timer is decremented by 1 in step S424 to become 2, but not to 0.
[0249] Also, in the switch detection process at time T13, the foul ball switch detection timer is decremented by 1 in step S424 to become 1, but does not become 0. Then, in the switch detection process at time T14, the foul ball switch detection timer is decremented by 1 in step S424 to become 0, so the answer is Yes in step S425, the foul ball detection flag becomes 1 in step S426 (see Figure 20(b)), and the edge data of the foul ball switch 33c becomes 1 in step S427. Also, the foul ball switch detection timer is set to 3 in step S428. Therefore, for the foul ball switch 33c, if the detection signal is ON for three consecutive switch detection processes after the detection signal first turns ON, the edge data becomes 1 and it is determined that a game ball has been detected.
[0250] Thereafter, until the detection signal of the foul ball switch 33c turns OFF, the answer in step S429 will be Yes, and the foul ball switch detection timer in step S428 will continue to be set to 3. Then, when the first switch detection process is performed (time T21) after the detection signal of the foul ball switch 33c turns OFF, the detection signal of the foul ball switch 33c is OFF, so the answer in step S429 will be No, and in step S430 the foul ball switch detection timer is decremented by 1 to 2, but does not become 0, so the answer in step S431 will be No.
[0251] Furthermore, in the next switch detection process (time T22), the foul ball switch detection timer is decremented by 1 in step S430 to become 1, but does not become 0. Furthermore, in the next switch detection process (time T23), the foul ball switch detection timer is decremented by 1 in step S430 to become 0, so the answer is Yes in step S431 and the foul ball detection flag becomes 0 in step S432. This completes the series of steps for detecting one gaming ball.
[0252] [5.2.2 Subtraction mechanism control process (step S408)] FIG. 21 is a flowchart showing the subtraction mechanism control process.
[0253] 21, when the subtraction mechanism control process (step S408) starts, in step S471 the frame control unit 111 determines whether the edge data of the foul ball switch 33c is 1. If the edge data of the foul ball switch 33c is 1 (Yes in step S471), in step S472 the frame control unit 111 determines whether the ball removal process is in progress.
[0254] If the ball removal process is not in progress (No in step S472), in step S473 the frame control unit 111 increments the foul ball counter by 1. If the foul ball counter is incremented by 1 here, in step S315 (FIG. 12) above, the number of managed game balls is incremented by 1 and the foul ball counter is decremented by 1.
[0255] If the edge data of the foul ball switch 33c is not 1 (No in step S471), or if the ball removal process is in progress (Yes in step S472), the frame control unit 111 proceeds to step S473 without incrementing the foul ball counter by 1.
[0256] In step S474, the frame control unit 111 determines whether the lifting motor 33a is stopped due to an abnormality. If the lifting motor 33a is stopped due to an abnormality (Yes in step S474), the frame control unit 111 proceeds to step S488. If the lifting motor 33a is not stopped due to an abnormality (No in step S474), in step S475 the frame control unit 111 performs a subtraction port switch abnormality detection process to determine whether the subtraction port switch 31c has detected an abnormality.
[0257] Next, in step S476, the frame control unit 111 determines whether the launch control process is 0. The launch control process indicates the control stage of the launch device 31, and is 0 while waiting for a subtraction reference signal, and is 1 while waiting for the subtraction port switch 31c to detect a gaming ball.
[0258] If the launch control process is 0 (waiting for subtraction reference signal) (Yes in step S476), frame control unit 111 determines whether the subtraction reference signal is 0 in step S477. If the subtraction reference signal is 0 (Yes in step S477), the frame control unit 111 ends the subtraction mechanism control process (step S408). If the subtraction reference signal is not 0 (No in step S477), that is, if it is determined that the subtraction reference signal is 1, the frame control unit 111 sets the launch control process to 1 (waiting for game ball detection) in step S478. In addition, in step S479, the frame control unit 111 sets a value (255) corresponding to 510 ms to the launch control timer. The launch control timer is a timer for effectively accepting the detection of the game ball by the subtraction calculation port switch 31c, and is counted in the 1-byte timer subtraction process (step S406: see FIG. 16).
[0259] In step S480, the frame control unit 111 determines whether the number of managed game balls is 0. If the number of managed game balls is not 0 (No in step S480), in step S481, the frame control unit 111 determines whether an abnormality in the subtraction port switch 31c was detected in step S485. If no abnormality is detected in the subtraction port switch 31c (No in step S481), in step S482 the frame control unit 111 sets the subtraction valid time timer to a value (255) equivalent to 510 ms. The subtraction valid time timer is counted in the 1-byte timer subtraction process (step S406: see FIG. 16). On the other hand, if the number of managed game balls is 0 (Yes in step S480), or if an abnormality is detected in the subtraction calculation port switch 31c (Yes in step S481), the frame control unit 111 terminates the subtraction mechanism control processing (step S408) without setting the subtraction valid time timer.
[0260] If the firing control process is not 0 (No in step S476), in step S483, frame control unit 111 determines whether the firing control timer is 0. If the launch control timer is 0 (Yes in step S483), frame control unit 111 moves the process to step S489. If the launch control timer is not 0 (No in step S483), in step S484, the frame control unit 111 determines whether the edge data of the subtraction port switch 31c is 1.
[0261] If the edge data of the subtraction port switch 31c is not 1 (No in step S484), the frame control unit 111 ends the subtraction mechanism control process (step S408). If the edge data of the subtraction port switch 31c is 1 (Yes in step S484), in step S485, the frame control unit 111 resets the abnormality detection of the subtraction port switch 31c.
[0262] In step S486, the frame control unit 111 determines whether the subtraction valid time timer is 0. If the subtraction effective time timer is not 0 (No in step S486), in step S487 the frame control unit 111 increments the subtraction ball number counter by 1. If the subtraction ball number counter is incremented here, in step S352 (FIG. 12) above, the managed game ball number is decremented by that amount and the subtraction ball number counter is decremented by that amount. If the subtraction valid time timer is 0 (Yes in step S486), the frame control unit 111 proceeds to step S488 without subtracting 1 from the subtraction ball number counter.
[0263] In step S488, the frame control unit 111 clears the subtraction effective time timer. In step S489, the frame control unit 111 sets the launch control process to 0, and ends the subtraction mechanism control process (step S408).
[0264] <6. Processing of the performance control board> Next, we will explain the processing performed by the performance control board 120 of this embodiment. The processing of the performance control board 120 mainly includes main processing (performance control side main processing: Figure 22) and timer interrupt processing (performance control side timer interrupt processing: Figure 23) that is started by a regular interrupt.
[0265] [6.1 Main processing on the performance control side] FIG. 22 is a flowchart showing the main processing on the performance control side. First, in step S501, the performance control unit 121 performs the necessary initial setting process before the start of the game operation. Here, the initial setting process includes, for example, setting a command reception interrupt, returning the movable body accessory 61 to its starting point, initial setting of the CTC, enabling timer interrupts, and initial setting of register values within the CPU including each part of the microcomputer.
[0266] After the above initial setting process is completed, the main loop process of steps S504 to S511 is performed at predetermined time intervals (16 ms), and otherwise the performance software random number update process of step S503 is repeatedly performed.
[0267] In step S502, the performance control unit 121 references the main loop update counter to determine whether the main loop update period (counter value > 15), which is the trigger for executing the main loop processing, has arrived. The main loop update counter is a counter that is incremented during the performance control side timer interrupt processing, which is executed every 1 ms and will be described later. In this embodiment, the main loop processing is performed every 16 ms, and in the determination processing of step S502, the main loop update counter value is determined. If the value is greater than "15" (Yes in step S502), it is determined that the timing for executing the main loop processing has arrived, and the processing of steps S504 to S511 is executed. Otherwise, in step S503, various performance lottery random numbers used in the lottery for determining the performance scenario are updated until the main loop update period arrives (No in step S502).
[0268] If the main loop update period has arrived (Yes in step S502), the performance control unit 121 clears the main loop update counter in step S504, and executes demo / power saving mode processing in step S505. In the demo / power saving mode processing, the setting processing required for the demo performance (customer waiting performance) and the power saving mode is executed.
[0269] In step S506, the performance control unit 121 executes a performance switch input process. In the performance switch input process, the operation state of the operation button 25 is monitored, and when an operation is detected, a performance control process corresponding to the operation is executed.
[0270] In step S507, the performance control unit 121 performs command analysis processing. In the command analysis processing, it monitors whether a performance control command is stored in the command reception buffer, and if a performance control command is stored, it reads the command and executes the performance processing corresponding to the read performance control command. When a performance control command is sent from the main control board 100, it is stored in the command reception buffer of the RWM.
[0271] For example, when a variation pattern designation command and a decorative symbol designation command are received and stored in the reception buffer, the performance control unit 121 determines a performance scenario based on the information contained in the command in a command analysis process, and stores the performance scenario data (performance scenario data) in the scenario setting area of the RWM. Note that the performance scenario specifies a time schedule for when and for how long one or more types of performances should appear.
[0272] In step S508, the performance control unit 121 executes a scenario update process. This scenario update process updates the timers required to execute the performance scenario, and executes a process to advance the performance scenario based on the timer values. A typical example of the timer is a performance scenario timer, which manages a time schedule for the timing of performance occurrence. For example, during the variable period during which the decorative pattern 201 is displayed in a variable manner, which is essentially the same period as the variable period during which the special pattern is displayed in a variable manner, this timer manages a time schedule for what performance will be displayed, for how long, and by what means on that time axis. The performance scenario timer is also used in the LED drive data update process (step S510) and the movable body / gimmick operation update process (not shown), which will be described later.
[0273] In step S509, the production control unit 121 performs sound output processing. In the sound output processing, data such as phrases and volume is output to the audio IC 125 based on the production scenario data and the production scenario timer, and sound effects are output from the speaker 29 via the audio IC 125. In this way, sound effects according to the production scenario are realized.
[0274] In step S510, the performance control unit 121 executes an LED drive data update process. In the LED drive data update process, a control signal (LED data) for lighting up the performance LED 27 is created based on the performance scenario data and the performance scenario timer. In addition, the performance control unit 121 creates a control signal (LED data) for lighting up the fourth pattern display 65 based on the performance control commands (commands for the number of reserved special patterns and normal patterns, right-hit notification, etc.) sent from the main control board 100 and the performance scenario timer.
[0275] In step S511, the performance control unit 121 executes an LED output process. In this LED output process, the control signal (LED data) created in the LED drive data update process is output to the LED driver 27a, and the fourth symbol display device 65 and the performance LED 27 are turned on and displayed through the LED driver 27a.
[0276] [6.2 Performance control timer interrupt processing] Figure 23 is a flowchart showing the timer interrupt process on the performance control side. The timer interrupt process on the performance control side is started by an interrupt from the CTC every fixed time (1 ms) and is executed while the main process on the performance control side is being executed.
[0277] In step S601, the performance control unit 121 saves the contents of the register in the stack area, and then in step S602 executes a button input state update process. In this button input state update process, the input state of the operation detection signal from the operation button 25 is monitored, and when it is confirmed that an operation detection signal has been received, the detection information is stored in a predetermined area of the RWM.
[0278] In step S603, the performance control unit 121 executes a movable body accessory operation update process. In this movable body accessory operation update process, motor control data for the movable body motor 61a that operates the movable body accessory 61 is created based on the performance scenario data and the performance scenario timer.
[0279] In step S604, the performance control unit 121 performs SOL·MOT output processing. In this SOL·MOT output processing, the motor control data of the movable body motor 61a created in the movable body role operation update processing is output to the motor driver 61c. The motor driver 61c outputs a control signal based on the motor control data to the movable body motor 61a of the movable body role 61 to be operated, and controls its operation. In this way, a movable body performance by the movable body role 61 in accordance with the performance scenario is realized.
[0280] In step S605, the production control unit 121 performs an LCD command transmission process. In this LCD command transmission process, if there is an LCD command created in the scenario update process (step S508), the LCD command is transmitted to the VDP circuit 127, causing image display control of the LCD unit 57 to be executed. As a result, an image according to the production scenario is displayed.
[0281] In step S606, the performance control unit 121 executes an RTC information acquisition process. In this RTC information acquisition process, date and time information (RTC information) kept by the RTC is acquired. This RTC information is used when producing a performance based on the RTC information.
[0282] In step S607, the performance control unit 121 increments the main loop update counter, which was reset in step S503 during the performance control main processing and is incremented here.
[0283] In step S608, the performance control unit 121 restores the saved contents of the register, ends the timer interrupt processing, and executes the performance control side main processing until the next timer interrupt occurs.
[0284] 7. Configuration of Circulation Mechanism 300 Figure 24 is an exploded perspective view of the circulation mechanism 300 as seen from diagonally above the front right. Figure 25 is an exploded perspective view of the circulation mechanism 300 as seen from diagonally above the rear right. In Figures 24 and 25, the connections of the paths through which the game balls pass are indicated by dashed lines.
[0285] 24 and 25, the circulation mechanism 300 includes, in addition to the launching device 31 and the lifting device 33, an out ball recovery section 301, a foul ball recovery section 302, a junction section 303, a recovered ball guide section 304, a panel section 305, and a frame section 306, which form a circulation path for circulating game balls within the gaming machine 1. As will be described later, the frame section 306 also functions as a part of the foul ball recovery section 302.
[0286] The frame section 306 is located within the inner frame 5 and below the game board 9, and is equipped with the launching device 31, lifting device 33, out ball recovery section 301, foul ball recovery section 302, junction section 303, and recovered ball guide section 304, as well as various boards provided in the inner frame 5. In the circulation mechanism 300, the launching device 31, lifting device 33, foul ball recovery section 302, and recovered ball guide section 304 are arranged on the front side of the frame section 306, and the out ball recovery section 301, junction section 303, and panel section 305 are arranged on the rear side of the frame section 306.
[0287] The panel portion 305 is a plate-shaped member that extends in the left-right and up-down directions, and is positioned at the rearmost of the parts that make up the circulation mechanism 300, blocking the out ball path 322 (see Figure 26) of the out ball recovery portion 301 from the rear side.
[0288] Figure 26 is a diagram showing the configuration of the out ball recovery section 301. As shown in Figures 26(a) and 26(b), the out ball recovery section 301 has an out ball collection section 321, an out ball path 322, an out ball outlet 323, and a storage space 324 that are integrally formed from a transparent resin material.
[0289] The out ball collection section 321 is a place where game balls discharged from the game board 9 fall, and has a downward slope toward the out ball path 322 (rear side). In other words, all game balls discharged from the game board 9 fall into the out ball collection section 321.
[0290] Out ball recovery section 301 has out ball path 322 formed on the rear side. Out ball path 322 is formed with alternating slopes, from top to bottom, that slope downward from one side to the other in the left-right direction, slope downward from the other side to one side, and slope downward from one side to the other in the left-right direction, in order to decelerate the out ball and allow it to merge with the foul balls. In addition, out ball path 322 is open on the rear side and is blocked by panel section 305.
[0291] The out ball path 322 guides the game balls that have fallen into the out ball collection section 321, and then slows down the guided game balls through multiple inclined sections before guiding them downstream. An out ball switch 33b is arranged midway along the out ball path 322.
[0292] The out ball switch 33b is a through-hole type proximity switch that allows the game ball to pass through a through hole formed by a coil. The out ball switch 33b detects the game ball passing through the out ball path 322, i.e., the game ball (out ball) that has been ejected from the game board 9.
[0293] An out ball outlet 323, through which the game ball can pass, is formed at the downstream end of the out ball path 322. The game ball that passes through the out ball path 322 is discharged forward from the out ball outlet 323 and guided to the junction 303.
[0294] In addition, a storage space 324 for accommodating the confluence section 303 is formed on the front side of the out ball recovery section 301.
[0295] Figure 27 is a diagram illustrating the configuration of the junction section 303. Figure 27(a) is an exploded perspective view of the junction section 303 viewed from diagonally above the front right. Figure 27(b) is an exploded perspective view of the junction section 303 viewed from diagonally above the rear right. Figures 27(c) and 27(d) are diagrams illustrating the detection of game balls by the excess position detection switch 33d.
[0296] As shown in FIGS. 27( a ) and 27 ( b ), the junction 303 includes a junction base 331 , a junction cover 332 , an excess position detection switch case 333 , and an excess position movable piece 334 . The confluence base 331 has a confluence inlet 341 formed which connects to the out ball outlet 323 of the out ball recovery section 301, and the confluence inlet 341 is connected to the upstream end and the confluence outlet 343 is connected to the downstream end, forming a confluence path 342 through which the game balls pass. The junction path 342 is formed to slope downward from the junction entrance 341 toward the junction exit 343 (from left to right), and is covered by the junction cover 332. The junction path 342 guides game balls that have entered from the junction entrance 341 to the junction exit 343. The game balls that have been discharged from the junction exit 343 are guided to the collected ball guide section 304 through the through-hole 306a of the frame section 306 (see FIG. 24).
[0297] In the junction base 331, a foul ball junction path 344 is formed in front of the junction path 342, and the foul ball junction path 344 is connected to the junction path 342. A foul ball entrance 345 is formed in front of the foul ball junction path 344, and game balls (foul balls) collected by the foul ball collection section 302 enter the foul ball junction path 344. The foul ball junction path 344 is formed so as to incline toward the junction path 342 (rear side), and guides game balls that enter from the foul ball entrance 345 to the junction path 342.
[0298] Foul ball switch 33c is disposed in foul ball merging path 344 near foul ball entrance 345. Foul ball switch 33c is a through-hole-type proximity switch that allows game balls to pass through a through-hole formed by a coil. Foul ball switch 33c detects game balls passing through foul ball merging path 344, i.e., game balls (foul balls) collected by foul ball collection unit 302.
[0299] An excess position movable piece 334 is disposed downstream (to the right) of the junction point of the junction path 342 with the foul ball junction path 344. The excess position movable piece 334 is supported by the excess position detection switch case 333 so as to be rotatable about a support shaft.
[0300] As shown in Figure 27(c), the excess position movable piece 334 has two protruding contact portions 334a and blocking portions 334b, and the contact portion 334a is disposed so as to protrude toward the junction path 342. Then, as shown in Figure 27(d), when a gaming ball passes through the junction path 342, the gaming ball comes into contact with the contact portion 334a, causing the excess position movable piece 334 to rotate clockwise in the figure.
[0301] An excessive position detection switch 33d is housed in the excessive position detection switch case 333. The excessive position detection switch 33d is a transmission type photosensor that receives light emitted from a light emitting element with a light receiving element. The blocking portion 334b of the excess position movable piece 334 does not block the space between the light emitting element and the light receiving element (hereinafter referred to as the sensor position) when it is not rotated by the gaming ball (FIG. 27(c)). Then, when the excess position movable piece 334 is rotated by the gaming ball, the blocking portion 334b blocks the sensor position.
[0302] In this way, the excess position detection switch 33d switches whether or not the light receiving element receives light emitted from the light emitting element depending on whether or not the sensor position is blocked by the blocking portion 334b of the excess position movable piece 334. As a result, the foul ball switch 33c detects a gaming ball passing through the junction path 342 based on the amount of light received by the light receiving element.
[0303] Furthermore, in the junction section 303, the junction position where game balls join the junction section path 342 and the foul ball junction path 344 is downstream of the out ball switch 33b and the foul ball switch 33c and upstream of the excess position detection switch 33d. This allows the junction section 303 to merge after detecting the out ball and the foul ball, and because game balls are not usually waiting upstream of the excess position detection switch 33d, it is possible to reduce the occurrence of ball jams at the junction position.
[0304] Figure 28 is a diagram explaining the configuration of the recovered ball guide section 304. Figure 28(a) is a perspective view of the recovered ball guide section 304 seen from diagonally above the rear right. Figure 28(b) is an exploded perspective view of the recovered ball guide section 304 seen from diagonally above the rear right. Figures 28(c) and 28(d) are diagrams explaining the detection of game balls by the under-position detection switch 33e.
[0305] As shown in Figures 28(a) and 28(b), the recovered ball guide section 304 comprises a recovered ball guide section base 351, a recovered ball guide section back surface 352, an under-position detection switch case 353, and an under-position movable piece 354. The recovered ball guide section 304 has a recovered ball inlet 361 formed by the recovered ball guide section base 351 and the recovered ball guide section back surface 352, which is connected to the confluence section outlet 343 of the confluence section 303, and the recovered ball inlet 361 is connected to the upstream end and the recovered ball outlet 362 is connected to the downstream end, forming a recovered ball path 363 through which the game balls pass. The collected ball path 363 is formed to slope downward from the collected ball inlet 361 to the collected ball outlet 362 (from left to right), and guides the game balls that enter through the collected ball inlet 361 to the collected ball outlet 362.
[0306] An under-position movable piece 354 is disposed midway along the collected ball path 363. The under-position movable piece 354 is supported by the under-position detection switch case 353 so as to be rotatable about a support shaft.
[0307] As shown in Figure 28(c), the insufficient position movable piece 354 has two protruding contact portions 354a and a blocking portion 354b, and the contact portion 354a is arranged so as to protrude toward the recovered ball path 363. Then, as shown in Figure 28(d), when a gaming ball passes through the recovered ball path 363, the gaming ball comes into contact with the contact portion 354a, causing the insufficient position movable piece 354 to rotate clockwise in the figure.
[0308] The under-limit position detection switch 33e is housed in the under-limit position detection switch case 353. The under-limit position detection switch 33e is a transmission type photosensor that receives light emitted from a light-emitting element with a light-receiving element. The other protrusion of the insufficient position movable piece 354 does not block the sensor position when it is not rotated by the gaming ball (FIG. 28(c)). Then, when the excessive position movable piece 334 is rotated by the gaming ball, the blocking part 354b blocks the sensor position.
[0309] In this way, the under-position detection switch 33e switches whether the light-receiving element receives light irradiated from the light-emitting element depending on whether the space between the sensor position light-emitting element and the light-receiving element is blocked by the under-position movable piece 354. As a result, the under-position detection switch 33e detects game balls passing through the collected ball path 363 based on the amount of light received by the light-receiving element.
[0310] 29 is an exploded perspective view of the lifting device 33 as seen from diagonally above the front right. The lifting device 33 includes a base portion 371, a first support portion 372, a second support portion 373, a lifting rear portion 374, a cover portion 375, a lifting portion 376, and a polishing device 377.
[0311] The base portion 371 is a member that serves as a foundation on which the components that make up the lifting device 33 and the polishing device 377 are placed, and has a lifting section inlet path 381 formed on the right side. The lifting section inlet path 381 is connected to the recovered ball outlet 362 of the recovered ball guide portion 304, and is formed with a downward slope toward the lifting section 376 (rear). On the right side of the lifting section inlet path 381, a lifting section inlet switch 33f is arranged so as to face the lifting section inlet path 381.
[0312] The lifting entrance switch 33f is a proximity switch that detects a gaming ball by a change in impedance of a detection coil, and detects a gaming ball passing through the lifting entrance path 381.
[0313] The first support portion 372 and the second support portion 373 are arranged so as to be sandwiched between the base portion 371 and the cover portion 375 when combined from the left and right. As a result, the first support portion 372 and the second support portion 373 form a cylindrical space extending in the up and down direction. The lifting portion 376 is rotatably arranged in this cylindrical space.
[0314] The lifting portion 376 is formed in a spiral shape as a whole, and game balls can enter the spiral space sandwiched between the lifting portion 376, the first support portion 372, and the second support portion 373. A lifting motor 33a is connected to the lower end of the lifting portion 376 via a gear mechanism, and when the lifting motor 33a is driven, the lifting portion 376 is rotated via the gear mechanism. As a result, game balls in the spiral space sandwiched between the first support portion 372, the second support portion 373, and the lifting portion 376 are moved upward as the lifting portion 376 rotates.
[0315] A grinder 377 is also connected to the gear mechanism. The grinder 377 is sandwiched between the base part 371 and the cover part 375 so as to be approximately parallel to the lifting part 376. The grinder 377 is arranged so that the grinding member is rotatable and comes into contact with the game balls being carried by the lifting part 376. Therefore, the grinder 377 can grind the game balls being carried upward by the lifting part 376 with the grinding member.
[0316] A lift-up rear section 374 is disposed below the cover section 375 and to the left of the first support section 372. The lift-up rear section 374 is connected to the upper end of the first support section 372. A lift-up outlet path 382 is formed in the lift-up rear section 374. The lift-up outlet path 382 is connected to the upper end of the lift-up section 376, and a lift-up rear outlet 383 is connected to the left end of the lift-up outlet path 382. The lift-up outlet path 382 is formed with a downward slope toward the lift-up rear outlet 383. Then, the gaming balls carried upward by the lifting part 376 are guided to the post-lifting outlet 383 through the lifting outlet path 382. The gaming balls guided to the post-lifting outlet 383 are supplied to the launching device 31 via the relay path 306b of the frame part 306 (see FIG. 24).
[0317] A lift-up exit switch 33g is disposed on the lift-up exit path 382 on the side of the post-lift-up exit 383. The lift-up exit switch 33g is a through-hole-type proximity switch that allows game balls to pass through a through-hole formed by a coil. The lift-up exit switch 33g detects game balls passing through the post-lift-up exit 383, i.e., game balls lifted by the lift-up part 376.
[0318] Figure 30 shows the configuration of launcher 31. Figure 30(a) is an exploded perspective view of launcher 31 as seen from the upper right front. Figure 30(b) is an exploded perspective view of launcher 31 as seen from the upper right rear.
[0319] 30, the launching device 31 includes a launching base 401, a launching body 402, and a launching cover 403. The launching base 401 is provided with a hammer 406 and a launching rail 407. The launching body 402 is provided with a ball feeding movable piece 404 and a ball removal lever 405.
[0320] Launching body 402 is formed with launching entrance 411 that receives balls from post-lifting exit 383, and launching exit 413 that penetrates in the front-to-back direction is formed on the left side of the center. In addition, launching path 412 is formed on the front of launching body 402, with launching entrance 411 and launching exit 413 connected to both ends. Launching path 412 is formed with a downward slope from launching entrance 411 to launching exit 413 (from right to left), and guides game balls that enter from launching entrance 411 to launching exit 413.
[0321] A ball removal path 414 extending downward is connected to the middle of the launch path 412. In addition, a ball removal lever 405 for opening and closing the ball removal path 414 is arranged between the launch path 412 and the ball removal path 414. The ball removal lever 405 is biased by a spring in a direction that blocks the ball removal path 414 (to the left), and normally the ball removal path 414 is blocked and the game ball passes over the ball removal lever 405 and is guided to the launch outlet 413, but the game ball is not guided to the ball removal path 414. When the ball ejection lever 405 is moved to the right by a hall staff member or the like, the game ball that has passed through the launch entrance 411 is guided into the ball ejection path 414 and is ejected to the outside from the downstream end.
[0322] In addition, a ball-transporting movable piece 404 is disposed at the left end (downstream end) of the launch path 412, in front of the launch outlet 413. The ball-transporting movable piece 404 is formed in a substantially concave shape, and is rotated by the ball-transporting solenoid 31a to send the game balls one by one to the launch position.
[0323] Figure 31 is a diagram illustrating the operation of the ball feed solenoid 31a and the ball feed movable piece 404. Figure 31(a) is a diagram illustrating the launching device 31 when the ball feed solenoid 31a is stopped. Figure 31(b) is a diagram illustrating the launching device 31 when the ball feed solenoid 31a is driven.
[0324] As shown in Figure 31, the ball feeding movable piece 404 is formed in a concave shape so that the protrusions 404b and 404c protrude at a distance from each other, and a concave space 404d capable of accommodating one game ball is formed between the protrusions 404b and 404c.
[0325] 31(a), when the ball feeding solenoid 31a is stopped, the ball feeding movable piece 404 moves clockwise in the figure around the rotation axis 404a due to its own weight, and the protrusion 404b faces the launch path 412. As a result, the game ball flowing along the launch path 412 is blocked by the protrusion 404b and does not move toward the launch device 31 from the launch outlet 413.
[0326] When the ball feeding solenoid 31a is driven, as shown in Figure 31(b), the magnetic force generated by the ball feeding solenoid 31a causes the ball feeding movable piece 404 to rotate counterclockwise around the rotation axis 404a, and the recessed space 404d faces the launch path 412. As a result, of the gaming balls blocked in the launch path 412, the one most downstream is moved into the recessed space 404d. A metal plate is attached to the ball feeding movable piece 404 at a position opposite the ball feeding solenoid 31a, and the metal plate is attracted to the magnetic force generated by the ball feeding solenoid 31a, causing the ball feeding movable piece 404 to rotate together with the metal plate.
[0327] After that, when the ball feeding solenoid 31a stops driving, the ball feeding movable piece 404 moves clockwise in the figure around the rotation axis 404a due to its own weight (see Figure 31(a)), and the protrusion 404b again faces the launch path 412. At this time, the game ball that had moved to the recessed space 404d is guided to the launch position through the launch outlet 413 and the subtraction port switch 31c.
[0328] 30, the launch base 401 is formed in a generally plate-like shape that extends in the left-right and up-down directions and is thin in the front-rear direction. The launch base 401 is provided with a launch solenoid 31b, a hammer 406, and a launch rail 407.
[0329] Launching rail 407 is disposed so as to incline from the lower right to the upper left. On launching base 401, ball receiving portion 408 is formed at a position opposite launching rail 407, protruding forward. An opening is formed between the launch rail 407 and the ball receiving portion 408, the opening being shorter than the diameter of the gaming ball and longer than the tip 406a of the hammer 406. The gaming ball sent out from the launch outlet 413 stays between the launch rail 407 and the ball receiving portion 408. The position where this gaming ball stays is the launch position 409 (see Figure 33).
[0330] The launch solenoid 31b is disposed on the rear side of the launch base 401, and rotatably supports the hammer 406. The hammer 406 rotates when driven by the launch solenoid 31b, and strikes the gaming ball at the launch position with its tip 406a, launching the gaming ball toward the play area 37. At this time, the gaming ball is launched along the launch rail 407. Therefore, the launch rail 407 has the function of stopping the gaming ball at the launch position, and also functions as a guide that guides the gaming ball to the game ball guide path 35a and the play area 37.
[0331] A subtraction port switch 31c is disposed between the launch outlet 413 and the launch position 409. The subtraction port switch 31c is a through-type proximity switch that allows the gaming ball to pass through a through hole formed by a coil. The subtraction port switch 31c detects the gaming ball that is guided from the launch outlet 413 to the launch position, i.e., the gaming ball that is launched from the launch device 31.
[0332] Figure 32 shows the configuration of the foul ball recovery section 302. Figure 32(a) is an exploded perspective view of the foul ball recovery section 302 as seen from diagonally above the front right. Figure 32(b) is an exploded perspective view of the foul ball recovery section 302 as seen from diagonally above the rear right. Figure 33 is a diagram for explaining the collection of foul balls by the foul ball collection section 302. Note that Figure 33 does not show the launching device 31 and the lifting device 33 (foul ball collection section 302) in part.
[0333] 32, the foul ball recovery section 302 includes a frame section 306, a foul ball recovery cover 421, and a return ball guide section 422. The foul ball recovery cover 421 is integrally formed with a flat plate section 421a facing the frame section 306, a side wall section 421b protruding from the left edge of the flat plate section 421a toward the frame section 306, an inclined section 421c protruding from the lower edge of the flat plate section 421a toward the frame section 306, and an outlet section 421d that is continuous with the right end of the inclined section 421c and has an open top.
[0334] The side wall portion 421b is formed to extend in the vertical direction, and the inclined portion 421c is formed to slope downward toward the launching device 31, and the side wall portion 421b and the inclined portion 421c are formed continuously. The thickness of the side wall portion 421b and the inclined portion 421c in the front-to-rear direction is longer than the diameter of the gaming ball.
[0335] Outlet portion 421d slopes downward toward junction 303 (rearward), and faces through-hole 423 formed in frame portion 306. Through-hole 423 is connected to foul ball junction path 344 (foul ball inlet 345) of junction 303.
[0336] In the foul ball recovery section 302, the foul ball recovery cover 421 is positioned so that it abuts against the frame section 306, and as shown in Figure 33, the space surrounded by the frame section 306 and the foul ball recovery cover 421 is formed as a recovery space 424.
[0337] The return ball guide section 422 is disposed in the approximate center of the recovery space 424, at a position where it will not collide with the game balls launched from the launching device 31. The return ball guide section 422 has an inclined section 422a formed on the left side thereof, which slopes downward toward the opposite side from the launching device 31, and prevents foul balls from entering the launching rail 407 side.
[0338] The recovery space 424 is connected to the launch space including the launch position 409 of the launching device 31 and the game ball guide path 35a. The game balls launched from the launching device 31 pass through the recovery space 424 and are guided to the game ball guide path 35a.
[0339] At this time, a game ball launched with a launch strength greater than that required to reach the backflow prevention member 40 (see FIG. 3) reaches the play area 37. However, a game ball launched with a launch strength less than that required to reach the backflow prevention member 40 flows back along the game ball guide path 35a along the outer rail 35 without reaching the play area 37, and is guided to the recovery space 424 as a foul ball.
[0340] The gaming ball guided to the recovery space 424 collides with the return ball guide portion 422, moves along the inclined portion 422a of the return ball guide portion 422 in the opposite direction from the launching device 31 (toward the lower left), and collides with the side wall portion 421b or the inclined portion 421c of the foul ball recovery cover 421. The gaming ball that collides with the side wall portion 421b or the inclined portion 421c is guided by the inclined portion 421c and moves toward the launching device 31 (to the right), and is then led to the outlet portion 421d and guided through the through-hole 423 to the junction portion 303. It should be noted that some of the foul balls may pass through the recovery space 424 of the foul ball recovery section 302 and return to the launch position.
[0341] Figure 34 is a schematic diagram illustrating sensors in the pre-lifting path and post-lifting path. As shown in Figures 34(a) and 34(b), game balls discharged from the game board 9 are guided to the lifting section 376 through the out ball path 322, the junction path 342, the recovered ball path 363, and the lifting section inlet path 381. Therefore, these paths correspond to the pre-lifting path.
[0342] 34(c), the game ball lifted by the lifting section 376 is guided to the position where the ball feeding movable piece 404 is provided through the lifting outlet path 382, the relay path 306b, and the launch path 412. Therefore, these paths correspond to the post-lifting path. In the post-lift path, when the ball feed solenoid 31a is stopped, the game ball at the most downstream position in the post-lift path will come into contact with the protrusion 404b of the ball feed movable piece 404. Then, since the game ball will be lifted by the lifting section 376 until the state in which the game ball is detected by the lift exit switch 33g continues, the game ball will remain in the post-lift path up to the position where the lift exit switch 33g is provided. On the post-lift path, the distance from the protrusion 404b of the ball-feeding movable piece 404 to the position where the lift-up exit switch 33g is provided is set to approximately a distance obtained by adding the radius of the game ball to an integral multiple of the diameter of the game ball (for example, within a range of ±2 mm from that distance). As a result, when a game ball is retained on the post-lift path, the approximate center of the game ball is located in the center of the central axis direction of the through-hole of the lift-up exit switch 33g. This allows the lift-up exit switch 33g to improve the game ball detection accuracy.
[0343] 34(a) and 34(b), an excess position detection switch 33d and an insufficient position detection switch 33e are arranged in the pre-lifting path, and when the power is turned on, they detect whether there are game balls at the respective positions. However, since the downstream end of the pre-lifting path is connected to the lifting part 376, the position of the game ball at the downstream end of the pre-lifting flow path changes depending on the stopped state (rotation angle) of the lifting part 376.
[0344] Therefore, in the pre-lifting flow path, an excess position movable piece 334 and an insufficient position movable piece 354 are provided, and the excess position detection switch 33d and the insufficient position detection switch 33e detect the game ball based on the rotation of the excess position movable piece 334 and the insufficient position movable piece 354. Here, the excessive position movable piece 334 is shaped so that when lowered under its own weight, the lower edge of the contact part 334a is at a height from the bottom surface of the junction path 342 that is equal to or greater than the radius of the gaming ball, and the distance from the sensor position to the blocking part 334b when lowered under its own weight is shorter than the vertical length of the blocking part 334b. Similarly, the insufficient position movable piece 354 is shaped so that when lowered under its own weight, the lower edge of the contact part 354a is at a height from the bottom surface of the recovered ball path 363 that is equal to or greater than the radius of the gaming ball, and the distance from the sensor position to the blocking part 354b when lowered under its own weight is shorter than the vertical length of the blocking part 354b. As a result, even if the position of the game ball at the downstream end of the pre-lifting flow path changes depending on the rotation angle of the lifting section 376, if there is a game ball at the position where the excess position movable piece 334 and the insufficient position movable piece 354 are located, the excess position movable piece 334 and the insufficient position movable piece 354 will rotate, making it possible to detect the presence or absence of a game ball by the excess position detection switch 33d and the insufficient position detection switch 33e.
[0345] <8. Placement of radio wave sensor 75> Figure 35 is a diagram illustrating the positional relationship between the subtraction port switch 31c, the foul ball switch 33c, and the radio wave sensor 75. Figure 36 is a rear view of the front frame 7. Note that in Figure 35, the subtraction port switch 31c, the foul ball switch 33c, and the radio wave sensor 75 are shown on the front side in order to clarify their positional relationship. Also, Figure 35 shows a projection of the radio wave sensor 75 when the front frame 7 is closed.
[0346] 36, radio wave sensor 75 is disposed in approximately the center of front frame 7 below transparent glass 11. Specifically, radio wave sensor 75 is disposed in the portion of front frame 7 below transparent glass 11, above the center in the vertical direction and slightly toward the hinge from the center in the horizontal direction.
[0347] Additionally, a metal plate 76 that supports the transparent glass 11 is provided over a wide area below the transparent glass 11 of the front frame 7. The metal plate 76 is cut out at a position facing the radio wave sensor 75 so as not to interfere with the detection of radio waves by the radio wave sensor 75.
[0348] As shown in Figure 35, when the front frame 7 is closed, the radio wave sensor 75 is positioned between the subtraction calculation port switch 31c and the foul ball switch 33c in the left-right direction, and above the subtraction calculation port switch 31c and the foul ball switch 33c in the up-down direction.
[0349] The foul ball switch 33c is disposed left-right within the width of the foul ball collection cover 421. More specifically, the foul ball switch 33c is disposed in a position facing the outlet portion 421d left-right (near the right end of the inclined portion 421c), that is, in a position within the width of the foul ball collection cover 421 that is closer to the radio wave sensor 75 (subtraction outlet switch 31c).
[0350] Here, when the foul ball switch 33c detects a game ball, the number of managed game balls is incremented by one, so it is necessary to particularly monitor for unauthorized radio waves to the foul ball switch 33c. Therefore, by placing the radio wave sensor 75 near the foul ball switch 33c, it mainly detects unauthorized radio waves to the foul ball switch 33c. In addition, because the radio wave sensor 75 is placed near the subtraction port switch 31c, it is also possible to detect unauthorized radio waves to the subtraction port switch 31c. Furthermore, since the radio wave sensor 75 is positioned on the game board 9 side (above) at the bottom of the inner frame 5, it is also possible to detect unauthorized radio waves to each switch provided on the game board 9 (for example, special pattern 1 start port switch 41a, special pattern 2 start port switch 43a, normal pattern start port switch 47a, big prize port switch 49a, prize port switch 53a).
[0351] Furthermore, the central axes of the coils of the subtraction port switch 31c, foul ball switch 33c, and radio wave sensor 75 are arranged to be roughly aligned in the front-to-back direction. When these switches or sensors are arranged facing each other in the front-to-back direction, they must be spaced apart by at least a specified distance.
[0352] However, by arranging the subtraction port switch 31c and the foul ball switch 33c side by side in the left-right direction, they can be arranged closer together than if they were arranged opposite each other in the front-rear direction.
[0353] In addition, since the subtraction calculation port switch 31c and the foul ball switch 33c are provided on the inner frame 5 and the radio wave sensor 75 is provided on the front frame 7, it is possible to ensure a sufficient distance in the front-to-back direction between the subtraction calculation port switch 31c and the foul ball switch 33c and the radio wave sensor 75. This allows the radio wave sensor 75 to accurately detect any tampering with the subtraction port switch 31c and the foul ball switch 33c.
[0354] 9. Configuration of Vibration Device 500 Fig. 37 is a front view of the inner frame 5. Fig. 37 illustrates the inner frame 5 with the game board 9 removed, and also shows the vibration device 501 and the vibration transmission member 511 projected and hatched when the front frame 7 is closed. In the explanation of Figure 36, the left-right direction of the figure and the left-right direction of the gaming machine 1 are opposite directions, so for convenience, the left direction of the gaming machine 1 (right direction in Figure 36) will be explained as the hinge direction, and the right direction of the gaming machine 1 (left direction in Figure 36) will be explained as the key direction.
[0355] 36, hinge mechanisms 4 are provided on the top and bottom of the left end (right end in the figure) of the front frame 7, and the front frame 7 is rotatable around the hinge mechanisms 4 as a rotation axis. A vibration device 501 and vibration transmission members 511 (511a, 511b) are provided on the back side of the front frame 7.
[0356] The vibration device 501 is a device that generates vibrations by moving a weight using a motor or an actuator. The vibration device 501 is located in the lower part of the front frame 7, in the center in the left-right direction (the middle part of the width W of the gaming machine 1 divided into three equal parts in the left-right direction), more precisely, slightly toward the hinge in the center part.
[0357] The vibration transmission member 511a is disposed in the center in the left-right direction below the vibration device 501. The vibration transmission member 511a is formed of a resin material so as to protrude rearward from the rear surface of the front frame 7. The cross section of the vibration transmission member 511a is formed in a substantially rectangular shape.
[0358] Vibration transmission member 511b is disposed at the lower part of front frame 7, at the end on the key direction side (the end on the key direction side of the three equal parts divided left and right). Vibration transmission member 511b is formed of a resin material so as to protrude rearward from the rear surface of front frame 7. Vibration transmission member 511b has a substantially rectangular cross section.
[0359] As shown in FIG. 37, vibration transmitted member 513 (513a, 513b) is provided on inner frame 5. Vibration transmitted member 513a is disposed in the center in the left-right direction of the lower part of inner frame 5, facing vibration transmitting member 511a, and positioned below vibration transmitting member 511a in the up-down direction. Vibration transmitted member 513a is formed of a resin material so as to protrude forward from the front surface of inner frame 5. A metal plate is disposed on the surface of the resin material of vibration transmitted member 513a. It is sufficient that either vibration transmitting member 511a or vibration transmitted member 513a is formed so as to protrude.
[0360] Vibration receiving member 513b is arranged on the key direction side in the left-right direction at the bottom of inner frame 5, facing vibration transmitting member 511b, and positioned below vibration transmitting member 511b in the up-down direction. Vibration receiving member 513b is formed of a resin material so as to protrude forward from the front surface of inner frame 5. A metal plate is arranged on the surface of the resin material of vibration receiving member 513b. It is sufficient that either vibration transmitting member 511b or vibration receiving member 513b is formed so as to protrude.
[0361] When the front frame 7 is closed relative to the inner frame 5, the lower surface of the vibration transmitting member 511a abuts against the upper surface of the vibration transmitted member 513a, and the lower surface of the vibration transmitting member 511b abuts against the upper surface of the vibration transmitted member 513b.
[0362] At this time, due to the weight of the front frame 7, the vibration transmitting member 511a is pressed against the vibration transmitted member 513a, and the vibration transmitting member 511b is pressed against the vibration transmitted member 513b.
[0363] As a result, vibrations generated by the vibration device 501 are transmitted to the vibration-transmitted member 513a through the vibration transmitting member 511a, and are also transmitted to the vibration-transmitted member 513b through the vibration transmitting member 511b. The vibrations transmitted to the vibration-transmitted members 513a and 513b are transmitted to the lifting device 33 from different directions.
[0364] Since multiple game balls pass through and remain in the circulation mechanism 300, there is a risk of so-called ball jamming (a state in which game balls get stuck in the path and cannot flow). Therefore, by transmitting the vibrations generated by the vibration device 501 to the circulation mechanism 300, it is possible to eliminate ball jamming in the circulation mechanism 300 (including reducing the occurrence of ball jamming).
[0365] Here, it is desirable to arrange the vibration transmitting member 511 and the vibration transmitted member 513 at a position facing the circulation mechanism 300 in the left-right direction. In this embodiment, the vibration device 501, the vibration transmitting member 511a, and the vibration transmitted member 513b are arranged within the width W1 of the circulation mechanism 300 in the left-right direction, which makes it possible to more effectively prevent ball clogging in the circulation mechanism 300.
[0366] Furthermore, ball jamming is particularly likely to occur at the junction 303 where game balls converge (the junction of the junction path 342 through which out balls flow and the foul ball junction path 344 through which foul balls flow). Therefore, the vibration transmitting member 511a and the vibration transmitted member 513a are positioned facing the junction 303 in the front-to-rear direction. This makes it easier for the vibrations generated by the vibrating device 501 to be transmitted to the junction 303 by the vibration transmitting member 511a and the vibration transmitted member 513a, making it possible to more effectively eliminate ball jamming at the junction 303.
[0367] Fig. 38 is a diagram illustrating the timing of vibration generation by the vibration device 500. As shown in Fig. 38, the vibration device 500 generates vibration when the power is turned on, during the special symbol variable display game, and during a jackpot game.
[0368] When the power is turned on, the vibration device 500 generates vibration in the initial setting process of step S501 (see FIG. 22) described above. More specifically, when the main control unit 101 transmits a performance control command corresponding to backup restoration in the backup restoration process of step S106 (see FIG. 8), the vibration device 500 generates vibration in response to the performance control command. That is, the vibration device 500 generates vibration when the backup restoration is performed.
[0369] Furthermore, when the main control unit 101 transmits a performance control command corresponding to the RWM clear return in the RWM clear return process (see FIG. 8) in step S107, the vibration device 500 generates vibration in response to the performance control command. That is, the vibration device 500 generates vibration when the RWM is cleared and returned.
[0370] In this way, the vibration device 500 generates vibrations even when the main control unit 101 has returned to backup or when the RWM has been cleared, thereby making it possible to eliminate ball jamming caused by a long stop of the gaming machine 1. Furthermore, the vibration device 500 can improve the operating efficiency of the gaming machine 1 by reducing the inability to start a game due to ball jamming when the power is turned on.
[0371] Figure 39 is a diagram for explaining the timing of the special symbol variable display game and the jackpot game when a jackpot is won. Figure 40 is a diagram for explaining the timing of the special symbol variable display game and the jackpot game when a loss occurs.
[0372] As shown in Figure 39, when a jackpot is won in the jackpot lottery, the LCD unit 57 in the special symbol variable display game displays a variable decorative symbol 201 ("Variable Display" in the figure), then the left and right decorative symbols 201a and 201c temporarily stop as the same symbol ("Reach" in the figure), a predetermined development image is displayed ("Development" in the figure), and finally the decorative symbols 201a to 201c stop as the same symbol ("Stop" in the figure). Then, when the special symbol variable display game ends, the jackpot game begins, and after a pre-opening interval time ("OP" in the figure, sometimes simply referred to as "Opening" hereinafter) has passed, round games ("1R", "2R" in the figure) and interval time ("IR" in the figure) are repeated multiple times.
[0373] Here, in a jackpot game, it is possible to obtain a prize ball by making the game ball enter the big prize opening 49, but if the ball becomes jammed in the circulation mechanism 300 and the game ball cannot be released, the game ball cannot enter the big prize opening 49, which may cause a disadvantage to the player.
[0374] Furthermore, in the case of a gaming machine 1 in which a specific area (so-called V area) is provided inside the big prize opening 49, and on the condition that the gaming ball passes through the specific area during a big win game, the gaming machine transitions to a gaming state that is more advantageous than the normal gaming state, such as a high probability gaming state or a time-saving gaming state, after the big win game ends, if a ball becomes jammed in the circulation mechanism 300 and the gaming ball cannot be released, it may not be possible to transition to the advantageous gaming state, which may be detrimental to the player.
[0375] Furthermore, in the case of a gaming machine 1 in which a specific area (a so-called V area) is provided inside the large prize opening 49, and the large prize game continues after the game ball passes through the specific area during the small prize game, if the ball becomes jammed in the circulation mechanism 300 and the game ball cannot be released, the large prize game may not start, causing a disadvantage to the player.
[0376] Thus, in the gaming machine 1, if the gaming balls become jammed during a jackpot game (or a small jackpot game) and cannot be released, it may be detrimental to the player. In particular, it is important to resolve ball jams in gaming machines 1 that transition to an advantageous gaming state or start a jackpot game by making the gaming balls enter a specific area. In particular, in the case of so-called smart pachinko machines that circulate the gaming balls sealed inside for use in games, the gaming balls inside the circulation mechanism 300 cannot be seen, so it is not possible to visually confirm whether a ball jam has occurred.
[0377] Therefore, in the gaming machine 1, based on the control of the performance control unit 121, vibration is generated from the vibration device 501 at least at one of the times during the special pattern change display game at the time of the jackpot and during the jackpot game, thereby eliminating ball jamming in the lifting device 33.
[0378] FIG. 39 shows five examples of timing at which vibration is generated from the vibration device 501. For example, as shown in Figure 39(a), when a jackpot game starts after the special symbol variation display game at the time of a jackpot ends, vibrations are generated by driving the vibration device 501 for a predetermined period from the start of the opening. This makes it possible to clear ball jams in the lifting device 33 before the start of the first round of play. Note that, although vibrations are generated by driving the vibration device 501 from the start of the opening time here, if vibrations can be generated for a predetermined period during the opening time, vibrations may not be generated from the start of the opening time, for example.
[0379] 39(b), when the jackpot game starts after the special symbol variation display game at the time of the jackpot ends, the vibration device 501 is activated to generate vibrations for a predetermined period spanning the opening period and the first round of play. This allows the ball jam to be cleared at the start of the first round of play, or even if the ball jam is not cleared at the start of the first round of play, it can be cleared during the first round of play. Therefore, even in a gaming machine 1 in which the game ball must pass through a specific area during the first round of play, the risk of causing a disadvantage to the player can be reduced.
[0380] 39(c), when the jackpot game starts after the special symbol variation display game at the time of the jackpot ends and the first round of play starts after the opening period has elapsed, the vibration device 501 is activated for a predetermined period of time during the first round of play to generate vibrations. This allows the ball jam to be cleared during the first round of play even if it is not cleared at the start of the first round of play. Therefore, even in a gaming machine 1 in which the game ball must pass through a specific area during the first round of play, the risk of a player being disadvantaged can be reduced.
[0381] 39(d), vibration is generated by driving the vibration device 501 during the special symbol variation display game at the time of the jackpot. More specifically, vibration is generated in the latter half (after the reach) of the special symbol variation display game at the time of the jackpot. This reduces the risk of ball jamming in the subsequent jackpot game, and reduces the risk of causing disadvantage to the player. The latter half of the special symbol variable display game may be, for example, after a jackpot confirmation effect is performed, or after the special symbol is displayed in a jackpot mode (after the decorative symbols 201a to 201c are displayed stopped in the same pattern).
[0382] 39(e), vibration is generated by driving the vibration device 501 from the middle of the special symbol variation display game at the time of the jackpot to the jackpot game. At this time, vibration may be generated only during the opening period in the jackpot game, or vibration may be generated over the opening period and the first round of play.
[0383] The gaming machine 1 may be configured to generate vibrations in only one of the five patterns shown in FIG. 39, or may be configured to generate vibrations by switching between a plurality of patterns.
[0384] On the other hand, since the jackpot game does not start when the winning combination is lost, as shown in FIG. 40, the vibration device 501 is not driven and no vibration is generated in the special pattern change display game (for example, the second half) when the winning combination is lost.
[0385] In addition to the above, the performance control unit 121 may be configured to drive the vibration device 501 to generate vibration when a button (not shown) for generating vibration is operated. This allows the player to resolve the ball jam when he or she notices it.
[0386] The driving time and vibration intensity of the vibration device 501 may be the same for all the above, or at least one of the driving time and vibration intensity may be varied depending on the timing of occurrence. Furthermore, the vibration device 501 may be driven to generate vibrations in a special symbol variation display game when a losing combination occurs.
[0387] <10. Connection Relationship Between Frame Control Board 110 and Each Part Provided on Front Frame 7> Fig. 41 is a front view of the front frame 7. Fig. 42 is a rear view of the front frame 7. Note that Fig. 41 shows the front frame relay board 602 provided on the rear side of the front frame 7 as projected from the front side. Fig. 42 also illustrates the state in which a board cover for protecting boards such as the front frame relay board 602 has been removed.
[0388] As shown in Figure 41, the handle device 19, game ball count display 21, counting switch 23, and effect button 25a are arranged on the front frame 7 so as to face the player. The handle device 19 is arranged at the bottom right of the front frame 7 as it is assumed to be operated with the player's right hand. In addition, the effect button 25a is arranged at the bottom center of the front frame 7 in a position that allows the player to easily operate it with either hand. A game ball count display 21 is disposed at the bottom left of the front frame 7, facing diagonally upward and forward so that it can be seen by the player. The game ball count display 21 is disposed at the bottom left of the front frame 7 because it needs to be disposed in a position that does not overlap the game board 9 (transparent glass 11) and avoids the handle device 19 and the effect button 25a. The game ball number display 21 is disposed at the topmost position at the bottom of the front frame 7 (below the transparent glass 11), which is a position that is as easy for the player to see as possible, so that it is always visible to the player.
[0389] 41 and 42, a front frame relay board 602 is disposed on the back side of the front frame 7. The front frame relay board 602 is disposed below the transparent glass 11 and closer to the hinge direction (leftward) than the center in the left-right direction. In other words, the front frame relay board 602 is disposed in a position close to the hinge mechanism 4 in the left-right direction. In addition, the front frame relay board 602 is arranged below the game ball count display 21 so as to be aligned with the game ball count display 21 in the vertical direction. Therefore, the front frame relay board 602 is placed closer to the game ball number display 21 than the handle device 19.
[0390] Figure 43 is a diagram illustrating the wiring diagram between the frame control board 110 and each part provided on the front frame 7. As shown in Figure 43, the frame control board 110, the handle device 19 (touch sensor 19b, firing stop switch 19c, firing intensity VR 19d), the game ball number display 21 (game ball number display board 21a), the counting switch 23, and the radio wave sensor 75 are electrically connected via the inner frame relay board 601 and the front frame relay board 602.
[0391] 37, the inner frame relay board 601 is disposed within the frame portion 306 of the inner frame 5. Specifically, the inner frame relay board 601 is disposed within the frame portion 306 at a position close to the hinge mechanism 4 (on the left side in the left-right direction). The inner frame relay board 601 is also disposed at approximately the same height as the front frame relay board 602. Because both the inner frame relay board 601 and the front frame relay board 602 are disposed in positions close to the hinge mechanism 4 in this way, it is possible to shorten the transmission cable 621 connecting the inner frame relay board 601 and the front frame relay board 602.
[0392] A 30-pin connector 110a is provided on the frame control board 110, and a 30-pin connector 601a is provided on the inner frame relay board 601. The connector 110a and the connector 601a are connected via a transmission cable 621.
[0393] The first terminals of the connector 110a and the connector 601a are assigned as terminals for a detection signal (touch sensor signal 1) output from the touch sensor 19b to the frame control board 110. Terminal 2 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the touch sensor 19b and the emission intensity VR 19d. Terminal 3 is assigned as a terminal for a detection signal (emission stop signal) output from the emission stop switch 19c to the frame control board 110. Terminals 4, 7, 8, and 17 to 20 are connected to ground. Terminal No. 5 is assigned as a terminal for a detection signal (emission intensity VR signal) output from emission intensity VR 19d to frame control board 110. Terminal 6 is assigned as a terminal for 12V DC voltage (DC12VA) supplied from the frame control board 110 to the front frame relay board 602. Terminals 8 to 15 are assigned as terminals for data signals (game ball number display segment_A to game ball number display segment_G) output from the frame control board 110 to the game ball number display 21 to turn on or off the 7-segment LEDs of each digit that make up the game ball number display 21. Terminal 16 is assigned as a terminal for a 12V DC voltage (DC12VK) supplied from the frame control board 110 to the counting switch 23. Terminals 21 to 26 are assigned as terminals for a common signal (game ball display segment_6th digit to game ball display segment_1st digit) output from the frame control board 110 to the game ball number display 21 to select the digit to be lit among the 7-segment LEDs for each digit that make up the game ball number display 21. Terminals 27 and 28 are assigned as terminals for performance signals (performance signals 1 and 2) output from the frame control board 110 to the performance connection board. Terminal 29 is assigned as a terminal for a detection signal (count button signal) output from the count switch 23 to the frame control board 110. Terminal No. 30 is assigned as a terminal for a detection signal (frame radio signal) output from the radio wave sensor 75 to the frame control board 110.
[0394] A 30-pin connector 601b is provided on the inner frame relay board 601, and a 30-pin connector 611 is provided on the front frame relay board 602. The connector 601b and the connector 611 are connected via a transmission cable 622.
[0395] Terminals 1, 2, 5, 18, 24, 26, and 28 of connector 601b and connector 611 are connected to ground. Terminal No. 3 is assigned as a terminal for a detection signal (touch sensor signal 1) output from the touch sensor 19b to the frame control board 110. Terminal No. 4 is assigned as a terminal for a detection signal (emission stop signal) output from the emission stop switch 19c to the frame control board 110. Terminal No. 6 is assigned as a terminal for a detection signal (emission intensity VR signal) output from emission intensity VR 19d to frame control board 110. Terminals 7, 9, 11, 13, 15, and 17 are assigned as terminals for a common signal (game ball display segment_6th digit to game ball display segment_1st digit) output from the frame control board 110 to the game ball number display 21 to select the digit to be lit among the 7-segment LEDs for each digit that make up the game ball number display 21. Terminal 8 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the touch sensor 19b and the emission intensity VR 19d. Terminals 10 and 12 are assigned as terminals for performance signals (performance signals 1 and 2) output from the frame control board 110 to the performance connection board. Terminal 14 is assigned as a terminal for 12V DC voltage (DC12VA) supplied from the frame control board 110 to the front frame relay board 602. Terminal 16 is assigned as a terminal for a detection signal (frame radio signal) output from radio wave sensor 75 to frame control board 110. Terminals 19, 21, 23, 25, 27, 29, and 30 are assigned as terminals for data signals (game ball number display segment_A to game ball number display segment_G) output from the frame control board 110 to the game ball number display 21 for turning on or off the 7-segment LEDs of each digit that make up the game ball number display 21. Terminal No. 20 is assigned as a terminal for a detection signal (count button signal) output from the count switch 23 to the frame control board 110. Terminal 22 is assigned as a terminal for a 12V DC voltage (DC12VK) supplied from the frame control board 110 to the counting switch 23.
[0396] In this way, the inner frame relay board 601 is provided between the frame control board 110 and the front frame relay board 602, and relays signals and power supply transmitted between the frame control board 110 and the front frame relay board 602. At this time, the inner frame relay board 601 relays signals and power supply by changing the terminal arrangement of the connector.
[0397] The front frame relay board 602 is provided with connectors 612, 613, 614, 615, and 616 in addition to the connector 611.
[0398] The connector 612 has an 8-pin configuration, and is connected to the handle device 19 (touch sensor 19b, firing stop switch 19c, firing intensity VR 19d) via a transmission cable 623. Terminals 1 to 3 are connected to the firing intensity VR 19d, terminals 4 and 5 are connected to the firing stop switch 19c, and terminals 6 to 8 are connected to the touch sensor 19b. Terminal 1 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the emission intensity VR 19d. Terminal 2 is assigned as a terminal for a detection signal (emission intensity VR signal) output from emission intensity VR 19d to frame control board 110. Terminal 3 is connected to ground. Terminal No. 4 is assigned as a terminal for a detection signal (emission stop signal) output from the emission stop switch 19c to the frame control board 110. Terminal 5 is connected to ground. Terminal No. 6 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the touch sensor 19b. Terminal No. 7 is assigned as a terminal for a detection signal (touch sensor signal 1) output from the touch sensor 19b to the frame control board 110. Terminal 8 is connected to ground.
[0399] The connector 613 has a two-pin configuration, and the radio wave sensor 75 is connected via a transmission cable 624 . Terminal 1 is connected to ground. Terminal 2 is assigned as a terminal for a detection signal (frame radio signal) output from the radio wave sensor 75 to the frame control board 110.
[0400] The connector 614 has a three-pin configuration, and the counting switch 23 is connected via a transmission cable 625 . Terminal 1 is assigned as a terminal for a 12V DC voltage (DC12VK) supplied from the frame control board 110 to the counting switch 23. The second terminal is connected to ground. Terminal 3 is assigned as a terminal for a detection signal (counting button signal) output from the counting switch 23 to the frame control board 110.
[0401] The connector 615 has a 14-pin configuration, and is connected to the game ball number display 21 (game ball number display board 21a) via a transmission cable 626. Terminals 1 to 6 are assigned as terminals for a common signal (game ball display segment_6th digit to game ball display segment_1st digit) output from the frame control board 110 to the game ball number display 21 to select the digit to be lit among the 7-segment LEDs for each digit that make up the game ball number display 21. Terminals 7 to 13 are assigned as terminals for data signals (game ball number display segment_A to game ball number display segment_G) output from the frame control board 110 to the game ball number display 21 to turn on or off the 7-segment LEDs of each digit that make up the game ball number display 21. Terminal 14 is connected to ground.
[0402] The connector 616 has a three-pin configuration and is connected to a front frame connection board (not shown) provided on the front frame 7 via a transmission cable 627 . Terminals 1 and 2 are assigned as terminals for performance signals (performance signals 1 and 2) output from the frame control board 110 to the performance connection board. Terminal 3 is connected to ground.
[0403] Fig. 44 is a diagram illustrating the arrangement of electronic components on the front frame relay board 602. As shown in Fig. 44, the front frame relay board 602 has connectors 611 to 616, a resistor 617, and a photocoupler 618 mounted on a component surface 602a. In the diagram, electronic components are also labeled with identifiers (alphabet + numbers). For example, "CN" indicates a connector, "R" indicates a resistor, and "RL" indicates a photocoupler, and the numbers following these letters are unique values for identification. These identifiers are used to identify electronic components on a single board, so although the same identifier may be used on different boards, this does not mean that they are the same electronic components. Additionally, a plurality of numbers indicating the terminal numbers (terminal arrangement) are attached around each of connectors 611 to 616. For example, "1," "2," and "30" are attached around connector 611. This indicates that the upper and leftmost terminal of connector 611 is terminal 1, the lower and leftmost terminal is terminal 2, and the lower and rightmost terminal is terminal 30, and also indicates that the terminal numbers are shifted by one from left to right in the order of the upper and lower rows.
[0404] When the component surface 602a is viewed from the front, the connector 611 is located below the center (slightly to the lower right from the center) of the front frame relay board 602 (component surface 602a). Since the connector 611 will be connected to the other connectors 612 to 616, it is located near the center so that wiring patterns can be easily laid between the connectors 612 to 616.
[0405] When the component surface 602a is viewed from the front, the connectors 612, 613, 615, and 616 are arranged above the connector 611 and in a straight line in the left-right direction. When the component surface 602a is viewed from the front, the connectors 612 and 615 are arranged above the connector 611 and side by side in the left-right direction so that at least a portion of the left-right direction overlaps with the width of the connector 611 in the left-right direction. The connector 612 is disposed to the left of the connector 615 when the component surface 602a is viewed from the front. When the component surface 602a is viewed from the front, the connector 613 is disposed on the left side of the connector 612. The connector 616 is disposed on the left side of the connector 613. The connector 614 is disposed to the right of the connector 611 when the component surface 602a is viewed from the front.
[0406] When the component surface 602a is viewed from the front, two resistors 617 are arranged vertically next to each other on the left side of the connector 611. When the component surface 602a is viewed from the front, two photocouplers 618 are arranged vertically next to each other on the left side of the resistors 617 and the connector 613 and on the right side of the connector 616.
[0407] The front frame relay board 602 is then arranged on the back surface of the front frame 7 so that the component surface 602a faces rearward. Therefore, in the front frame relay board 602, the connector 615 is arranged closer to the hinge mechanism 4 than the connector 612. In other words, the connector 612 is arranged closer to the handle device 19 than the connector 615, and the connector 615 is arranged closer to the game ball count display 21 than the connector 612.
[0408] The transmission cable 623 connecting the connector 612 of the front frame relay board 602 and the handle device 19 (touch sensor 19b, firing stop switch 19c, firing intensity VR 19d) is connected to each through a through hole 7b (see Figure 42) provided on the rear side of the handle device 19 in the front frame 7.
[0409] In addition, the transmission cable 626 connecting the connector 615 of the front frame relay board 602 and the game ball count display 21 is connected to each other through the through hole 7c (see Figure 42) provided on the rear side of the game ball count display 21.
[0410] Therefore, the transmission cables 626 connect the game ball count display 21, which is located closer than the handle device 19, to the front frame relay board 602, and therefore are shorter although there are more of them than the transmission cables 623 that connect the handle device 19 to the front frame relay board 602.
[0411] Fig. 45 is a diagram showing the wiring pattern on the component side 602a of the front frame relay board 602. Fig. 46 is a diagram showing the wiring pattern on the solder side 602b of the front frame relay board 602. Fig. 47 is a wiring diagram of the front frame relay board 602. Note that Fig. 46 is a diagram that is mirrored horizontally to make it easier to understand the connection relationship with Fig. 45.
[0412] 45, the component surface 602a is provided with a solid ground (solid pattern) 631. The solid ground 631 is provided in the left-right direction from approximately the center of the photocoupler 618 to the right of the right end of the connector 614. The solid ground 631 is connected to the ground.
[0413] Of the terminals provided on the connector 611, terminals 3, 4, 6, and 8, which are connected to the connector 612, are collectively referred to as a handle connection terminal group 611a. The handle connection terminal group 611a is arranged on the left side of the connector 611, i.e., on the connector 612 side. This makes it possible to shorten the wiring pattern between the handle connecting terminal group 611a and the connector 612. This makes it easier to design the wiring pattern and also makes it possible to reduce noise in the detection signal obtained by the handle device 19.
[0414] Furthermore, among the terminals provided on connector 611, terminals 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, and 30 connected to connector 615 are collectively referred to as game ball number display connection terminals 611b. Game ball number display connection terminals 611b are located on the right side of connector 611 and in the upper row (excluding terminal 30). This makes it possible to shorten the wiring pattern between the game ball count display connection terminal 611b and the connector 615. This makes it easier to design the wiring pattern and reduces noise in the signal output to the game ball count display 21.
[0415] In addition, by connecting a connector 616 and a resistor 617 connected to the performance control board 120 with a photocoupler 618, the circuit including the frame control board 110 and the circuit including the performance connection board can be physically insulated from each other.
[0416] <11. Control of Launcher 31> Fig. 48 is a diagram illustrating the relationship between the variable resistance value (voltage) of the emission intensity VR19d and the rotation angle of the handle 19a. Fig. 49 is a diagram illustrating the relationship between the rotation angle of the handle 19a and the emission intensity. In Fig. 49, the detection signal (voltage) output from the emission intensity VR19d is shown by a dashed line.
[0417] The handle 19a is connected to the firing intensity VR19d, and when the handle 19a is rotated by the player, the variable resistance value of the firing intensity VR19d also changes proportionally. The firing intensity VR19d outputs a voltage that is inversely proportional to the variable resistance value as a detection signal.
[0418] As shown in FIG. 48, the handle 19a is biased to a rotation angle θ of θ0 (0 degrees) which is a reference position, and is rotatable from the reference position θ0 (0 degrees) to a maximum value θMAX.
[0419] On the other hand, the emission intensity VR19d can be varied from a minimum value (MIN in the figure) to a maximum value (MAX in the figure) as the variable resistance value, but is set so that the variable resistance value is greater than the minimum value (MIN) when the handle 19a is in the reference position (θ0).Furthermore, the emission intensity VR19d is set so that the variable resistance value is less than the maximum value (MAX) when the handle 19a is in θMAX.
[0420] Here, at the emission intensity VR19d, as shown in FIG. 49, a detection signal of a voltage corresponding to the rotation angle of the handle 19a is output.
[0421] The launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) so as to launch the gaming ball at the minimum launch intensity while the rotation angle of the handle 19a is between θ0 and θ2 or less, regardless of the value of the detection signal output according to the rotation angle of the handle 19a. The minimum launch intensity is set to an intensity at which the launched gaming ball exceeds the launch rail 407 but does not reach the backflow prevention member 40. Therefore, a game ball shot at the minimum shooting intensity will reach the game ball guide path 35a but will not reach the game area 37, and will be collected in the foul ball collection section 302 as a foul ball.
[0422] In addition, the launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) so that the game ball is launched with a launch intensity corresponding to the value of the detection signal output according to the rotation angle of the handle 19a while the rotation angle of the handle 19a is greater than θ2 and less than θ6. Specifically, the launch control circuit 116 launches the gaming ball with a launch intensity that prevents the gaming ball from exceeding the backflow prevention member 40 when the rotation angle is less than θ3, and launches the gaming ball with a launch intensity that exceeds the backflow prevention member 40 when the rotation angle is θ3 or greater. Furthermore, the launch control circuit 116 launches the gaming ball with a launch intensity that prevents the gaming ball from exceeding the center apex 39a (see FIG. 3) when the rotation angle is less than θ4, and launches the gaming ball with a launch intensity that exceeds the center apex 39a when the rotation angle is θ4 or greater. Furthermore, the launch control circuit 116 launches the gaming ball with a minimum launch intensity that causes the gaming ball to collide with the impact stopper 38 when the rotation angle is θ5.
[0423] When the rotation angle of the handle 19a reaches or exceeds θ6, the launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) to launch the game ball with maximum launch strength. The maximum launch strength is set to a strength slightly stronger than the minimum strength at which the launched game ball collides with the impact stopper 38. Therefore, the launch control circuit 116 launches the game ball at a launch intensity between the minimum launch intensity and the maximum launch altitude when the rotation angle of the handle 19a is between θ2 and θ6.
[0424] The launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) so that the game ball is launched at maximum launch intensity when the rotation angle of the handle 19a is between θ6 and θMAX, regardless of the value of the detection signal output according to the rotation angle of the handle 19a.
[0425] Furthermore, the handle device 19 is provided with a mechanism that physically turns on the firing stop switch 19c when the rotation angle of the handle 19a becomes θ1 or less, even if the player does not operate the firing stop switch 19c. Therefore, in the handle device 19, while the rotation angle of the handle 19a is between θ0 and θ1, the firing stop switch 19c is maintained on regardless of the value of the detection signal output according to the rotation angle of the handle 19a. θ1 is set to a rotation angle smaller than θ2. Therefore, when the rotation angle is such that the launch stop switch 19c is physically turned ON, the launch control circuit 116 controls the launch of the game ball with the minimum launch strength.
[0426] In this way, the launch control circuit 116 launches the game ball with a launch intensity that does not reach the game area 37 when the rotation angle of the handle 19a is less than θ0 to θ3, and collects the launched game ball as a foul ball. Furthermore, the launch control circuit 116 launches the gaming ball with a launch intensity that will enter the left gaming area 37a in the gaming area 37 when the rotation angle of the handle 19a is equal to or greater than θ3 and less than θ4. Furthermore, the launch control circuit 116 launches the gaming ball with a launch intensity that will enter the right gaming area 37b in the gaming area 37 when the rotation angle of the handle 19a is from θ4 or more to θMAX.
[0427] 50 is a diagram illustrating a timing chart of firing control. The firing control circuit 116 determines whether the operation confirmation condition is met based on the detection signal input from the touch sensor 19b, the detection signal input from the firing stop switch 19c, and the connection confirmation signal. The connection confirmation signal is a signal (ON when normal) that indicates whether the connection between the main control board 100 and the frame control board 110, and the connection between the frame control board 110 and the game ball etc. lending device are normal. The firing control circuit 116 determines that the operation confirmation conditions are met when both the detection signals input from the touch sensor 19b and the firing stop switch 19c are ON and the connection confirmation signal is ON, and determines that the operation confirmation conditions are not met when at least either of them is OFF. In other words, the operation confirmation condition is met when the main control board 100 and the frame control board 110 are connected normally, the frame control board 110 and the game ball etc. lending device are connected normally, the player is holding the handle 19a, and rotates the handle 19a to a rotation angle greater than θ1 without operating the launch stop switch 19c.
[0428] The firing control circuit 116 starts one operation cycle on the condition that the operation determination condition is met. Here, one operation cycle is a unit for driving and controlling the launching device 31 (ball feeding solenoid 31a, launching solenoid 31b), and is set to, for example, about 0.6 seconds.
[0429] The firing control circuit 116 determines whether to operate the ball feed solenoid 31a and the firing solenoid 31b and whether to output the subtraction reference signal based on the firing solenoid control signal and the ball feed solenoid control signal at the start of one operating cycle. The launch solenoid control signal is a signal output from the frame control unit 111 or the main control unit 101 to the launch control circuit 116, and is turned ON when the frame control unit 111 is normally connected to the gaming ball lending device and a launch control signal (ON) is output from the main control unit 101. The ball feeding solenoid control signal is a signal output from the frame control unit 111 or the main control unit 101 to the launch control circuit 116, and is turned ON when the device is normally connected to the gaming ball lending device, a launch control signal (ON) is output from the main control unit 101, and a launch control signal (ON) is output from the frame control unit 111. These launch solenoid control signals and ball feed solenoid control signals are output from the frame control unit 111 or the main control unit 101 and input to the launch control circuit 116. In addition, the subtraction reference signal is used in step S478 (see Figure 21) above to transition the launch control process to 1 and to determine whether or not to input a value equivalent to 510 ms into the launch control timer and the subtraction effective time timer (steps S468 to S472).
[0430] 50, when the launch solenoid control signal and the ball feed solenoid control signal are both ON at the start of one operation cycle, the launch control circuit 116 drives the ball feed solenoid 31a and outputs a subtraction reference signal. Also, the frame control unit 111 inputs a value equivalent to 510 ms into the launch control timer, and when the number of managed game balls is not 0 and there is no abnormality in the subtraction calculation port switch 31c, inputs a value equivalent to 510 ms into the subtraction valid time timer.
[0431] As a result, as shown in FIG. 31, the recessed space 404d of the ball-feeding movable piece 404 faces the launch path 412, and one game ball retained in the launch path 412 enters the recessed space 404d. The launch control circuit 116 then drives the ball-sending solenoid 31a for approximately 160 ms and then stops it. This causes the game ball that entered the recessed space 404d to be sent to the launch position. At this time, the sent game ball passes through the through-hole of the subtraction port switch 31c, and the subtraction port switch 31c detects the game ball being sent to the launch position. Furthermore, when the subtraction port switch 31c detects a gaming ball, the subtraction effective time timer is cleared in step S478 (see FIG. 21). This allows the operation of the counting switch 23 to be validly accepted. The launch control timer counts up to 0 ms (0) without being cleared.
[0432] Furthermore, the firing control circuit 116 outputs a subtraction reference signal for approximately 45 ms at the start of one operation cycle. Note that the subtraction reference signal is negative logic (active low), so is output low at the start of one operation cycle.
[0433] Thereafter, when approximately 550 ms has elapsed since the start of one operation cycle, the launch control circuit 116 drives the launch solenoid 31b for approximately 50 ms to launch the gaming ball. At this time, the launch control circuit 116 supplies the launch solenoid 31b with a solenoid current having a current value corresponding to the value (voltage) of the detection signal of the launch intensity VR19d when approximately 550 ms has elapsed since the start of one operation cycle, i.e., the rotation angle of the handle 19a when approximately 550 ms has elapsed since the start of one operation cycle. Regardless of whether the firing stop switch 19c is ON or OFF, the firing control circuit 116 supplies the firing solenoid 31b with a solenoid current of a current value corresponding to the value of the detection signal of the firing intensity VR19d approximately 550 ms after the start of one operating cycle.
[0434] Therefore, in one operation cycle, the ball feeding solenoid 31a is driven, and then the launch solenoid 31b is driven. Therefore, in the same operation cycle, the game balls sent to the launch position by the ball feeding solenoid 31a are launched by the launch solenoid 31b. This makes it possible to prevent game balls from remaining at the launch position. In particular, in the gaming machine 1, when a game ball is sent to the launch position, the number of managed game balls is decremented by one, so it is possible to prevent the game ball that was the basis for the decrement from remaining at the launch position without being launched, which would cause a disadvantage to the player.
[0435] Furthermore, when one operating cycle is started, the launch control circuit 116 continues to determine whether or not the ball feeding solenoid 31a and the launch solenoid 31b are operable, as determined at the start of one operating cycle, even if any of the operation determination conditions, the launch solenoid control signal, and the ball feeding solenoid control signal is changed during that operating cycle. For example, even if the detection signal input from the touch sensor 19b turns OFF after one operation cycle has started, the launch solenoid 31b is driven to launch the game ball after approximately 550 ms has passed since the start of that operation cycle. This allows the game ball to be launched with a launch strength that exceeds at least the launch rail 407, thereby preventing the game ball that was the basis for the subtraction from being left at the launch position without being launched, which would cause a disadvantage to the player.
[0436] In addition, at the start of one operating cycle, if the launch solenoid control signal and the ball feed solenoid control signal are both OFF, the launch control circuit 116 controls both the ball feed solenoid 31a and the launch solenoid 31b not to be driven, and does not output the subtraction reference signal.
[0437] In addition, when the launch solenoid control signal is ON and the ball feed solenoid control signal is OFF at the start of one operating cycle, the launch control circuit 116 does not drive the ball feed solenoid 31a, and controls the launch solenoid 31b to be driven approximately 550 m after the start of that one operating cycle, and does not output the subtraction reference signal.
[0438] In addition, when the launch solenoid control signal is OFF and the ball feed solenoid control signal is ON at the start of one operating cycle, the launch control circuit 116 controls the ball feed solenoid 31a to be driven at the start of that operating cycle and controls the launch solenoid 31b not to be driven, and does not output the subtraction reference signal.
[0439] <12. Control when counting switch 23 is operated> Fig. 51 is a timing chart for explaining control when the counting switch 23 is operated. As shown in Fig. 51, when the counting switch 23 is operated, the detection signal output from the counting switch 23 turns ON. Then, when the counting switch 23 continues to be operated for 50 ms or more, the counting switch detection flag turns ON and the pressing time timer starts counting (steps S436 to S441: see Fig. 18). Then, 50 ms after the operation of the counting switch 23 is completed, the counting switch detection flag is turned OFF (steps S442 to S447: see FIG. 18). At this time, as shown in FIG. 51(a), if the pressing time timer is less than 500 ms, that is, if the counting switch 23 is operated (short pressed) for a time less than 500 ms, the switch pressing counter is incremented by 1 (steps S448 to S450: see FIG. 18). If the switch press counter is 1 or more, the value of the switch press counter is set to the count subtraction value (step S381-23, step S381-28: see FIG. 15), and a count notification indicating the count subtraction value is sent to the SC board (step S381-5: see FIG. 14). As a result, in the game ball etc. lending device, the number of game balls equal to the count subtraction value is transferred (stored) to the game value medium. In addition, the frame control board 110 subtracts the count subtraction value from the managed number of game balls (step S381-7: FIG. 14).
[0440] On the other hand, as shown in Figure 51 (b), if the pressing time timer is 500 ms or more, that is, if the counting switch 23 is operated (long pressed) for 500 ms or more, when the pressing time timer reaches 500 ms, the counting flag is turned ON, the count subtraction value is set to 250 (steps S381-32 to S381-36: see Figure 15), and a counting notification indicating the count subtraction value is sent to the SC board (step S381-5: see Figure 14). As a result, in the game ball etc. lending device, the number of game balls 250 is transferred (stored) in the game value medium.
[0441] Thereafter, if the counting switch 23 continues to be pressed and held, the count subtraction value is set to 250 at intervals when the count notification period timer reaches 0 (steps S381-32 to S381-36: see Figure 15), and a count notification indicating the count subtraction value is sent to the SC board (step S381-5: see Figure 14). Here, the counting notification cycle timer is set to a value equivalent to 90 ms when the transmission cycle timer, which counts every 300 ms, reaches 0 (steps S372 to S374: FIG. 13). Therefore, the counting notification cycle timer reaches 0 every 300 ms. Therefore, on the frame control board 110, if the counting switch 23 continues to be pressed and held, the counting subtraction value is initially set to 250 500 ms after the counting switch detection flag is turned ON, and thereafter the counting subtraction value is set to 250 every 300 ms. As a result, if the counting switch 23 is continuously pressed for a long time, the number of game balls, etc., is transferred (stored) to the game value medium every 300 ms in the game ball etc. lending device.
[0442] Furthermore, when the counting flag is ON, the frame control unit 111 transmits a counting flag signal indicating that the counting flag is ON to the performance control board 120. When the performance control unit 121 receives the counting flag signal, the number of managed game balls is subtracted in units of 250 balls, and a counting notification sound is output from the speaker 29 to notify that the subtracted number of game balls has been transferred to the game value medium until 660 ms has elapsed since the counting flag signal was no longer received.
[0443] Note that the frame control unit 111 may be configured so that, when the counting switch 23 is pressed and held for, for example, five seconds or more, automatic counting is performed to set the count subtraction value to 250 every 300 ms even if the player stops operating the counting switch 23. Then, automatic counting may be stopped when the player operates the counting switch 23 again or when a communication error occurs with the SC board. In this way, even if the number of managed game balls is large, by pressing and holding the counting switch 23 for about 5 seconds, the number of managed game balls can be automatically transferred sequentially to the game value medium.
[0444] Furthermore, when the counting switch 23 is continuously pressed and held, the frame control unit 111 may set all of the managed game balls to the count subtraction value and transmit a message indicating the count subtraction value to the SC board. For example, when the counting switch 23 is continuously pressed and held, until the pressing time timer reaches 5000 ms (5 seconds), as shown in FIG. 51(b), the count subtraction value is set to 250 when the first 500 ms has elapsed, and thereafter the count subtraction value is set to 250 every 300 ms. Then, when the pressing time timer reaches 5000 ms, the count subtraction value is set to the managed game balls (all). In this way, even if the number of managed game balls is large, by pressing and holding the counting switch 23 for about 5 seconds, it is possible to transfer all of the managed game balls to the game value medium. At this time, when the press time timer reaches 5000 ms or more and the count subtraction value is set to the managed game ball number (all), the performance control unit 121 may output a count completion sound from the speaker 29. The count completion sound may be the same as the count notification sound. The counting completion sound may be a different sound from the counting notification sound, thereby informing the player that all of the managed game balls have been transferred to the game value medium and that no further operation of the counting switch 23 is required. The counting completion sound may be made louder than the counting notification sound, thereby making it easier for the player to understand that the counting has been completed.
[0445] <13.Caution> The gaming machine 1 provides warnings to the player. The warnings include an addiction prevention warning to prevent the player from becoming addicted to the game, and a forgetting to remove warning to prevent the player from forgetting to remove a gaming value medium inserted into a gaming ball or other lending device. These warnings are given by displaying an image (warning image) on the LCD unit 57 and / or outputting a sound (warning sound) from the speaker 29. In addition, the warning is given during a specified period related to the execution of the jackpot game, during a demo, or when the number of managed game balls becomes 0 based on the operation of the counting switch 23.
[0446] Fig. 52 is a diagram for explaining the timing of execution of a warning, and Fig. 53 is a diagram for explaining a warning at the ending. As shown in Figure 52(a), the jackpot game begins with an opening time ("OP" in the figure) passing, followed by multiple rounds of play ("1R", "final R" in the figure) in which the jackpot opening 49 is opened, and ends when the ending time ("ED" in the figure: hereinafter simply referred to as "ending") has passed after the final round of play ("final R" in the figure). Then, when a jackpot is won under normal circumstances, a warning is given during the ending of the jackpot game at the time of the so-called first jackpot. At the end of the first win, a mode selection for selecting the presentation mode for subsequent games, a warning message, and a company logo display introducing the company logo and company name of the manufacturer of the gaming machine 1 are displayed in this order.
[0447] Mode selection takes place over a period of, for example, 10 seconds, and as shown in Figure 53(a), a mode selection image 701 is displayed on the LCD unit 57 to allow the player to select one of a plurality of modes. In mode selection, the player operates the up button or down button of the directional key 25b to select one of a plurality of mode selection items 701a shown on the mode selection image 701, and then, when a predetermined time has elapsed, the mode corresponding to the selected mode selection item 701a is determined as the subsequent mode. Examples of modes provided include a normal mode, a one-shot announcement mode, and a delayed announcement mode.
[0448] When the mode selection is completed, a warning is issued. The warning is issued for, for example, five seconds. As shown in Fig. 53(b), the warning is issued by displaying a warning image 702 to prevent the player from forgetting to take the game value medium and a warning image 703 to prevent the player from becoming addicted to the game side by side in the center of the LCD unit 57. The forgetting prevention warning image 702 includes, for example, the message "Please be careful not to forget to take your prepaid card or have it stolen," and also includes an icon that suggests removing the card. The image 703 warning against addiction reads, for example, "Pachinko and slot machines are games that should be enjoyed in moderation. Be careful not to get addicted." While the image 702 for warning against forgetting to take the game and the image 703 for warning against getting addicted are displayed on the LCD unit 57, the big win game is ending, so the game value medium is rarely taken out immediately, and since the sound effects related to the big win game are being output, the speaker 29 is designed not to output the sound for warning.
[0449] When the warning message ends, a company logo image 704 is displayed for, for example, three seconds on the LCD unit 57. The company logo image 704 shows the company logo and name of the manufacturer.
[0450] 54 is a diagram illustrating a warning during a demo. During a demo, the variable display of special symbols and the jackpot game are not being performed in the normal state, and the reserved data of special symbols is not stored in the reserved memory area. In other words, the game is not in progress. 52(b) and 54, during the demo, first, the decorative symbol 201 that was displayed as stopped in the last special symbol variable display game is displayed on the LCD unit 57 (FIG. 54(a)). Then, when the state in which the decorative symbol 201 is displayed as stopped continues for, for example, 180 seconds, as shown in FIG. 54(b), a demo image 705 (moving image) that introduces the model, world view, presentation, etc. of the gaming machine 1 is displayed for, for example, 60 seconds. 54(c), an addiction prevention warning image 706 to prevent players from becoming addicted to the games is displayed in the center of the LCD unit 57. The addiction prevention warning image 706 may say, for example, "Pachinko and pachislot are games that should be enjoyed in moderation. Take care not to become addicted." While the addiction prevention warning image 706 is displayed on the LCD unit 57, a demo is in progress and the player is not playing, so the warning sound is not output from the speaker 29.
[0451] After the warning message is finished, a company logo image 707 is displayed for, for example, three seconds on the LCD unit 57. The company logo image 707 shows the company logo and name of the manufacturer.
[0452] When the company logo image 707 is no longer displayed, the decorative pattern 201 is displayed again in a stopped state on the LCD unit 57. During the demo, the display of the decorative pattern 201, the demo image 705, the addiction prevention warning image 706, and the company logo image 707 are displayed repeatedly.
[0453] FIG. 55 is a diagram illustrating the warning issued when the managed game ball count reaches 0 based on the operation of the counting switch 23. As shown in FIG. 52(c), when the number of managed game balls reaches 0 based on the operation of the counting switch 23, a warning is issued for, for example, 10 seconds (image for 10 seconds, sound for 3 seconds). Since the counting switch 23 is operated regardless of the progress of the game, the timing at which the number of managed game balls becomes 0 based on the operation of the counting switch 23 is also independent of the progress of the game. Regardless of the state of progress of the game, a warning is issued when the number of managed game balls reaches 0 based on the operation of the counting switch 23. The warning is issued when the number of managed game balls reaches 0 based on the operation of the counting switch 23, even during, for example, a demo, a special symbol variation display game, a normal symbol variation display game, or a jackpot game.
[0454] For example, as shown in Figure 55(a), when the number of managed game balls reaches 0 based on the operation of the counting switch 23 while the decorative symbol 201 is displayed stopped (when the game is not in progress), a reminder image 708 to prevent forgetting to take the ball is displayed superimposed on the decorative symbol 201. The reminder image 708 may say, for example, "Counting is complete. Please be careful not to forget to take your card." Furthermore, the forget-to-take precaution image 708 is set to have a higher display priority than the decorative pattern 201, so the forget-to-take precaution image 708 is displayed in front of the decorative pattern 201. Furthermore, a warning sound is output from the speaker 29 to prevent the player from forgetting to take the game value medium.
[0455] 55(b), when the managed number of game balls reaches 0 based on the operation of the counting switch 23 during the execution of the special symbol variation display game, a forget-to-remove warning image 708 is displayed superimposed on the decorative symbol 201, just as when the decorative symbol 201 is stopped. At this time, the forget-to-remove warning image 708 is not displayed on the entire surface of the LCD unit 57, but is displayed on a portion of the LCD unit 57. Even when the forget-to-remove warning image 708 is displayed on top of the decorative symbol 201, a portion of the decorative symbol 201 is visible. This allows the player to grasp the status of the game because a portion of the decorative symbol 201 is visible even when the forget-to-remove warning image 708 is displayed. In addition, a warning sound is output from the speaker 29 to prevent the player from forgetting to take the game value medium.
[0456] 56 is a diagram illustrating an example of the display of the forget-to-take precaution image 708 during the variable performance. In the variable performance, in addition to the variable display of the decorative pattern 201, various advance notice effects are executed. The advance notice effects are various effects that suggest or notify the probability of a jackpot. 56(a), an example of the preview effect is a line preview effect in which a line image 710 in which a character speaks a line ("Chance" in the figure) is displayed at the bottom of the LCD unit 57. In the line preview effect, the content of the line and the character speaking the line suggest the likelihood of a jackpot. 56(b), there is a cut-in preview effect in which a strip-shaped cut-in image 711 is displayed on the LCD unit 57. In the cut-in preview effect, the width of the cut-in, the characters displayed in the cut-in image 711, the color of the cut-in image 711, etc. suggest the likelihood of a jackpot. Note that preview effects are not limited to these, and examples include step-up preview effects, background preview effects, pseudo-continuous preview effects, zone preview effects, next preview effects, etc. The above-mentioned hold display is also one type of preview effect.
[0457] Then, when the managed game ball count reaches 0 based on the operation of counting switch 23 during the execution of these preview effects, a warning image 708 to prevent forgetting to pick up balls is displayed superimposed on cut-in image 711, as shown in Fig. 56(c). The warning image 708 to prevent forgetting to pick up balls is set to have a higher display priority than the image related to the preview effect (cut-in image 711), so the warning image 708 to prevent forgetting to pick up balls is displayed in front of the image related to the preview effect (cut-in image 711). At this time, image 708 for warning against forgetting to take the item is not displayed on the entire surface of LCD unit 57, but is displayed on a part of LCD unit 57. Even when image 708 for warning against forgetting to take the item is displayed in front of an image related to the preview performance (cut-in image 711), the image is displayed so that a part of the image related to the preview performance (cut-in image 711) is visible. In particular, image 708 for warning against forgetting to take the item should be displayed so that a part of the image related to the preview performance that indicates the degree of expectation (type of character, color, etc.) is visible. As a result, even if the forget-to-take warning image 708 is displayed, the player can still see the image related to the preview performance, and can therefore grasp the game situation, the degree of expectation, and the like.
[0458] 57 is a diagram illustrating an example of the display of the forget-to-remove warning image 708 during operation of the movable body accessory 61. In the variable performance, in addition to the image display on the LCD unit 57 and the sound output from the speaker 29, the operation of the movable body accessory 61 and the lighting display of the performance LED 27 are also performed.
[0459] As shown in Figure 57, for example, the movable prop 61 can move from a retracted position below the LCD unit 57 to a maximum movable position facing the upper left of the LCD unit 57, following a movement trajectory shown by the dashed line in Figure 57. The forget-to-take precaution alert image 708 may be displayed so as to overlap the movement trajectory. When the forget-to-take precaution alert image 708 is displayed so as to overlap the movement trajectory in this way, there is a risk that the forget-to-take precaution alert image 708 may not be visible to the player due to the movable role device 61.
[0460] 57(b), the display time of the forget-to-take precaution image 708 is set longer than the movement time of the movable device 61. As a result, even if the managed number of game balls becomes 0 based on the operation of the counting switch 23 and the forget-to-take precaution image 708 is displayed while the movable device 61 is moving or immediately before the start of movement, it is possible to provide a time during which the forget-to-take precaution image 708 does not overlap with the movable device 61 for at least a portion of the time. Therefore, it is possible to prevent the forget-to-take precaution image 708 from overlapping with the movable device 61 for the entire time, making it impossible for the player to see it.
[0461] Moreover, the movable part 61 may be large enough to cover the entire forget-to-take precaution image 708. Even in this case, the forget-to-take precaution image 708 can be viewed by the player at least part of the time. Furthermore, the movable body accessory 61 may be large enough to cover a part of the forget-to-take precaution image 708. In this case, at least a part of the forget-to-take precaution image 708 can be viewed by the player.
[0462] Furthermore, the performance control unit 121 may display a predetermined effect image on the LCD unit 57 in accordance with the movement of the movable role object 61. At this time, the forget-to-take precaution image 708 may be set to have a higher display priority than the effect image, and the forget-to-take precaution image 708 may be displayed in front of the effect image. As a result, even if the movable device 61 has moved to the front side of the forget-to-take-back warning image 708, the player can view the forget-to-take-back warning image 708.
[0463] Fig. 58 is a diagram illustrating the relationship between the attention call, the effect sound, and the effect LED 27. As shown in Fig. 58, when the number of managed game balls becomes 0 based on the operation of the counting switch 23 and the effect control unit 121 receives an audio report signal (step S381-10: see Fig. 14) from the frame control unit 111, the effect control unit 121 issues an attention call.
[0464] When the controlled game ball count reaches 0 based on the operation of the counting switch 23, an attention-calling sound is output from the speaker 29 for, for example, three seconds. At this time, if a sound effect such as a variable effect is output from the effect LED 27, the player may not notice the attention-calling sound or may find it difficult to notice it. Note that the effect sound is not limited to the sound during the variable effect, but also includes background music after the decorative pattern 201 stops and sounds during a jackpot game. Therefore, the effect control unit 121 mutes or reduces the volume of the effect sounds related to the variable effects and the like while outputting the attention calling sound, thereby making it easier for the player to hear the attention calling sound. The muted sound effect may be restored approximately simultaneously with the end of the warning sound, or may be delayed from the end of the warning sound (for example, muted for 4 seconds). Also, the sound effect may be restored from muting in accordance with the timing when the forgetting to take item warning image 708 is made invisible. Furthermore, when the effect sound is muted or reduced in volume, and when it is restored, the volume may be gradually changed, that is, faded in or faded out. Furthermore, when an attention sound is output during error notification, the error notification may be given priority and the error sound may be muted or not be made quieter.
[0465] Simultaneously with the output of the warning sound, a warning image 708 to prevent forgetting to take the medicine is displayed on the LCD unit 57. The warning image 708 to prevent forgetting to take the medicine is displayed for, for example, 10 seconds, which is longer than the output time of the warning sound. There are times when the player cannot see or has difficulty seeing the display of the warning image 708 to prevent forgetting to pick up the ball, such as when various images of effects are displayed on the LCD unit 57 or when the movable gadget 61 moves to the front. Therefore, by making the display time of the forget-to-take precaution image 708 longer than the output time of the warning sound, it is possible to make the forget-to-take precaution image 708 more visible to the player. It is also possible to lengthen the output time of the warning sound to match the display time of the forget-to-take precaution image 708, but in that case, the output time of the warning sound may become too long, which may cause discomfort to the player. For this reason, the output time of the warning sound is set to be short.
[0466] On the other hand, since there is little risk that the lighting of the LED 27 for performance will affect the display of the warning image 708 to prevent forgetting to take the item or the output of the warning sound, the lighting of the LED 27 for performance (lighting up performance) is continued even while the warning image 708 to prevent forgetting to take the item is being displayed or while the warning sound is being output.
[0467] FIG. 59 is a diagram for explaining the relationship between the attention display and the error display. As described above, even during a demo, a warning is issued when the number of managed game balls reaches 0 based on the operation of counting switch 23. Therefore, a warning issued during a demo and a warning issued when the number of managed game balls reaches 0 based on the operation of counting switch 23 may be issued simultaneously.
[0468] 59(a), an image 708 for warning against forgetting to take the ball when the number of managed game balls reaches 0 based on the operation of the counting switch 23 is displayed on the LCD unit 57, superimposed on an image 706 for warning against getting addicted to the game during the demo. The image 708 for warning against forgetting to take the ball when the number of managed game balls reaches 0 based on the operation of the counting switch 23 is set to have a higher priority than the image 706 for warning against getting addicted to the game during the demo.
[0469] When the number of managed game balls becomes 0 by operating the counting switch 23, there is a high possibility that the player will end or suspend the game and leave the seat, because the player intentionally operated the counting switch 23 to set the number of managed game balls to 0. Therefore, by prioritizing the warning when the number of managed game balls becomes 0 based on the operation of the counting switch 23, it is possible to prevent the player from forgetting to remove the game value medium.
[0470] Furthermore, when an error occurs in the gaming machine 1, the main control unit 101 transmits an error designation command to the performance control unit 121. The error designation command indicates the content of the error. When the performance control unit 121 receives the error designation command, it displays an error image 721 on the LCD unit 57, as shown in FIG. 59(b), which notifies the content of the error indicated in the error designation command. 59(b), the error image 721 is displayed at the upper left, lower left, upper right, and lower right on the LCD unit 57. The forget-to-take-item prevention warning image 708 is displayed at a position that does not overlap with the error image 721.
[0471] This allows the player and staff to see both the error image 721 and the forget-to-take warning image 708 even when an error occurs and the number of managed game balls becomes 0 based on the operation of the counting switch 23 and a warning is issued.
[0472] The error image 721 may be displayed in a position that does not overlap with the forget-to-remove warning image 708, and may be displayed in order from the top left of the LCD unit 57 downwards when an error occurs.
[0473] Figure 60 is a diagram illustrating a comparison of warnings when the controlled game ball count reaches 0. As described above, the controlled game ball count reaches 0 when a game ball is launched from the launching device 31 and when the counting switch 23 is operated.
[0474] When a game ball is launched from the launching device 31 and the number of managed game balls becomes 0, the player will likely continue playing and is unlikely to take out the game value medium, and there is a risk that the player will feel uncomfortable if a warning is issued each time this happens. Therefore, as shown in Figure 60(a), when game balls are launched from the launching device 31 and the number of managed game balls becomes 0, no warning is issued. This makes it possible to prevent players from feeling uncomfortable.
[0475] On the other hand, if the number of managed game balls becomes 0 by operating the counting switch 23, there is a high possibility that the player will end or suspend play and leave the seat, since the player intentionally operated the counting switch 23 to set the number of managed game balls to 0. For this reason, as shown in Figure 60(b), a warning is issued when the number of managed game balls becomes 0 based on the operation of the counting switch 23. This makes it possible to prevent the player from forgetting to remove the game value medium.
[0476] In addition, when a game ball is launched from the launching device 31 and the number of managed game balls becomes 0, the performance control unit 121 may issue a notification urging the player to operate the ball lending button or the replay button.
[0477] 14. Processing of the performance control unit 121 related to count notification and warning Next, the processing of the performance control unit 121 related to the count notification and attention call will be described.
[0478] [14.1 Demo Power Saving Process (Step S505)] 61 is a flowchart showing the demo power-saving process. The demo power-saving process is executed within the performance control main process (see FIG. 22) described above.
[0479] When the demo power-saving process starts, in step S701, the performance control unit 121 determines whether a demo is in progress. Here, it determines that a demo has started based on a customer waiting demo command sent from the main control unit 101 at the start of the demo, and determines that the demo has ended based on a command related to the progress of the game (for example, a pending winning command sent when pending data is stored).
[0480] If a demo is in progress (Yes in step S701), the performance control unit 121 determines in step S702 whether 180 seconds have passed during the demo. If 180 seconds have passed during the demo (Yes in step S702), the performance control unit 121 sets a demo scenario for sequentially displaying demo image 705, addiction prevention warning image 706, and company logo image 707 shown in Fig. 54 on the LCD unit 57 in step S703, and ends the demo power-saving process (step S505). Based on the demo scenario set here, the performance control unit 121 displays the demo image 705, the addiction prevention warning image 706, and the company logo image 707 in sequence on the LCD unit 57 under timer management in the scenario update process described above (step S508: see Figure 22).
[0481] [14.2 Loan notification command reception processing] 62 is a flowchart showing the lending notification command reception process. The lending notification command reception process is executed in the command analysis process (step S507: see FIG. 22) described above when a lending notification signal (step S386: see FIG. 13) is received from the main control unit 101 or the frame control unit 111.
[0482] When the lending notification command reception process is started, in step S711 the performance control unit 121 sets the lending notification sound scenario to output the lending notification sound from the speaker 29, and ends the lending notification command reception process. Based on the lending notification sound scenario set here, the performance control unit 121 outputs the lending notification sound from the speaker 29 in the sound output process (step S509: see Figure 22) under timer management in the scenario update process described above (step S508: see Figure 22).
[0483] [14.3 Counting flag signal reception processing] 63 is a flowchart showing the counting flag signal reception process. The counting flag signal reception process is executed in the command analysis process (step S507: see FIG. 22) described above when a counting flag signal indicating whether the counting flag is ON or OFF and transmitted from the main control unit 101 or the frame control unit 111 is received.
[0484] When the counting flag command reception process starts, in step S721 the performance control unit 121 determines whether the counting flag is ON. If the counting flag is ON (Yes in step S721), in step S722 the performance control unit 121 sets a counting alarm sound scenario to output a counting alarm sound from the speaker 29, and ends the counting flag signal reception process. Based on the counting alarm sound scenario set here, the performance control unit 121 outputs a counting alarm sound from the speaker 29 in the sound output process (step S509: see FIG. 22) under timer management in the scenario update process described above (step S508: see FIG. 22). Also, in step S723, the performance control unit 121 sets a value equivalent to 660 ms in a counting notification sound off timer for stopping the output of the counting notification sound.
[0485] On the other hand, if the counting flag is not ON (No in step S721), that is, if the counting flag is OFF, then in step S724 the performance control unit 121 determines whether the counting notification sound off timer is 0. Then, if the counting notification sound off timer is not 0 (No in step S724), then in step S725 the performance control unit 121 decrements the counting notification sound off timer and ends the counting flag signal reception process. On the other hand, if the counting alarm sound off timer is 0 (Yes in step S724), the performance control unit 121 clears the counting alarm sound scenario and ends the counting flag signal reception process in step S726. This ends the output of the counting alarm sound from the speaker 29 in the sound output process (step S509: see FIG. 22). Note that if the counting alarm sound off timer becomes 0 after the counting alarm sound scenario is cleared (Yes in step S724), the process of step S726 is skipped.
[0486] [14.4 Voice notification signal reception processing] 64 is a flowchart showing the audio notification signal reception process, which is executed in the command analysis process (step S507: see FIG. 22) when an audio notification signal (step S381-10: see FIG. 14) transmitted from the main control unit 101 or the frame control unit 111 is received.
[0487] When the audio notification signal reception process starts, in step S731, the performance control unit 121 sets a warning image display scenario to display the forgetting to pick up warning image 708 shown in Figure 55 etc. on the LCD unit 57 for 10 seconds. Based on the warning image display scenario set here, the performance control unit 121 displays the forgetting to pick up warning image 708 on the LCD unit 57 for 10 seconds under timer management in the scenario update process (step S508: see Figure 22).
[0488] Furthermore, in step S732, the performance control unit 121 sets an attention sound scenario to output an attention sound from the speaker 29 for three seconds, and ends the audio notification signal reception process. Based on the attention sound scenario set here, the performance control unit 121 causes the attention sound to be output from the speaker 29 for three seconds in the sound output process (step S509: see FIG. 22) under timer management in the scenario update process (step S508: see FIG. 22).
[0489] [14.5 Ending command reception processing] 65 is a flowchart showing the ending command reception process. The ending command reception process is executed in the command analysis process (step S507: see FIG. 22) described above when an ending command transmitted from the main control unit 101 at the start of the ending time is received.
[0490] When the ending command receiving process is started, in step S741 the performance control unit 121 sets an ending scenario for displaying the mode selection image 701, the forgetting to remove warning image 702, and the addiction prevention warning image 703 shown in Figure 53 on the LCD unit 57, and then ends the ending command receiving process. Based on the ending scenario set here, the performance control unit 121, under timer management in the scenario update process (step S508: see Figure 22), causes the LCD unit 57 to sequentially display a mode selection image 701, a warning image 702 to prevent forgetting to take the item, and a warning image 703 to prevent addiction.
[0491] <15. Modified Example of Count Subtraction Setting Process> In the count subtraction setting process shown in FIG. 15, the counting flag is turned OFF in step S381-22 and the switch press counter is cleared in step S381-24. If the subtraction valid time timer is not 0 (No in step S381-26), the process is terminated. Furthermore, since the subtraction effective time timer is not 0 during the period from the start of one operating cycle of the launching device 31 until the subtraction port switch 31c detects a game ball (see Figure 50), during this period, even if the counting switch 23 is operated (short pressed) and the switch press counter is 1 or more, it will be cleared, and even if the counting switch 23 is operated (long pressed), the counting in progress flag will be turned OFF. That is, in the count subtraction setting process shown in FIG. 15, the subtraction of the managed game ball number is not performed during the period until the subtraction effective time timer reaches 0, and the operation of the count switch 23 is invalidated.
[0492] However, in response to the operation of the counting switch 23 during the period until the subtraction valid time timer reaches zero, the number of managed game balls may be subtracted after the subtraction valid time timer reaches zero.
[0493] [15.1 Variation 1 of the Count Subtraction Setting Process (Step S381-1A)] 66 is a flowchart showing a modified example 1 of the count subtraction setting process. In the modified example 1 of the count subtraction setting process, the number of managed game balls is not subtracted until the subtraction valid time timer reaches 0, but the number of managed game balls is subtracted after the operation of the count switch 23 is validly accepted and the subtraction valid time timer reaches 0.
[0494] As shown in FIG. 66, when the count subtraction setting process (step S381-1A) starts, the frame control unit 111 clears the count subtraction value in step S1001, and turns off the counting flag in step S1002. Thereafter, in step S1003, the frame control unit 111 determines whether the press time timer is equal to or greater than a value (250) corresponding to 500 ms. If the press time timer is equal to or greater than the value (250) corresponding to 500 ms (Yes in step S1003), the 111 turns on the long press flag in step S1004. If the press time timer is not equal to or greater than the value (250) corresponding to 500 ms (No in step S1003), the frame control unit 111 proceeds to step S1005 without turning on the long press flag.
[0495] In step S1005, the frame control unit 111 determines whether the subtraction valid time timer is 0. If the subtraction valid time timer is not 0 (No in step S1005), the frame control unit 111 ends the count subtraction setting process (step S381-1A). If the subtraction valid time timer is 0 (Yes in step S1005), in step S1006, the frame control unit 111 determines whether the long press flag is ON. If the long press flag is not ON (No in step S1006), in step S1007, the frame control unit 111 determines whether the value of the switch press counter is 0.
[0496] If the value of the switch press counter is 0 (Yes in step S1007), the frame control unit 111 ends the count subtraction setting process (step S381-1A). If the value of the switch press counter is not 0 (No in step S1007), the frame control unit 111 sets the value of the switch press counter as the count subtraction value in step S1008.
[0497] In step S1009, the frame control unit 111 determines whether the managed number of game balls is less than the value of the switch press counter. After the determination, the frame control unit 111 clears the switch press counter. If the managed number of game balls is not less than the value of the switch press counter (No in step S1009), the frame control unit 111 ends the count subtraction setting process (step S381-1A). If the managed number of game balls is less than the value of the switch press counter (Yes in step S1009), the frame control unit 111 sets the managed number of game balls as the count subtraction value in step S1010, and ends the count subtraction setting process (step S381-1A).
[0498] Furthermore, if the long press flag is ON (Yes in step S1006), the frame control unit 111 sets the count subtraction value to 250 in step S1011, and turns the counting flag ON in step S1012. Furthermore, the frame control unit 111 transmits the counting flag signal to the performance control board 120 via the main control board 100 or directly.
[0499] The frame control unit 111 determines whether the number of managed game balls is less than 250 in step S1013. If the managed number of game balls is not less than 250 (No in step S1013), the frame control unit 111 ends the count subtraction setting process (step S381-1A). If the managed number of game balls is less than 250 (Yes in step S1013), the frame control unit 111 enters the managed number of game balls into the count subtraction value in step S1014, and ends the count subtraction setting process (step S381-1A).
[0500] As a result, even when the counting subtraction setting process is started, the switch press counter is not cleared, so that the operation of the counting switch 23 is validly accepted during the period until the subtraction valid time timer reaches 0, and the number of managed game balls can be subtracted after the subtraction valid time timer reaches 0.
[0501] [15.2 Variation 2 of the Count Subtraction Setting Process (Step S381-1B)] Figures 67 and 68 are flowcharts showing modified example 2 of the count subtraction setting process. Note that only the parts that differ from the count subtraction setting process shown in Figure 15 will be described here, and a description of the same processes will be omitted.
[0502] In variant 2 of the counting subtraction setting process, it is determined whether it is possible to subtract the number of managed game balls when a game ball is detected by the subtraction calculation port switch 31c even if the number of managed game balls is subtracted based on the operation of the counting switch 23 during the period until the subtraction valid time timer reaches 0, and if such subtraction is possible, the number of managed game balls is subtracted based on the operation of the counting switch 23.
[0503] As shown in FIG. 67, when the count subtraction setting process (step S381-1B) starts, the same processes as those in the count subtraction setting process (step S381-1) shown in FIG. 15 are performed from step S381-21 to step S381-36. However, in the count subtraction setting process (step S381-1) shown in FIG. 15, the process ends if the subtraction valid time timer is not 0 in step S381-26, whereas in the second modification, the process proceeds to the process shown in FIG.
[0504] As shown in FIG. 68, if the subtraction valid time timer is not 0 (No in step S381-6), the frame control unit 111 determines whether the C register is 0 in step S1101. If the value of the C register is not 0 (No in step S1101), that is, if the value of the switch press counter stored in step S381-23 is not 0, the frame control unit 111 sets the value of the C register (the value of the switch press counter stored in step S381-23) as the count subtraction value in step S1102.
[0505] The frame control unit 111 determines whether the value obtained by subtracting 1 from the managed game ball count in step S1103 is less than the value in register C. Here, by subtracting 1 from the managed game ball count, it is determined whether it is possible to subtract a game ball from the managed game ball count after the subtraction based on the operation of the counting switch 23, even if the subtraction calculation port switch 31c detects a game ball during the period until the subtraction valid time timer reaches 0.
[0506] If the value obtained by subtracting 1 from the managed game ball number is not less than the value of register C (No in step S1103), the frame control unit 111 ends the count subtraction setting process (step S381-1B). If the value obtained by subtracting 1 from the managed game ball count is less than the value in register C (Yes in step S1103), the frame control unit 111 sets the value obtained by subtracting 1 from the managed game ball count in step S1104 as the count subtraction value, and terminates the count subtraction setting process (step S381-1B). As a result, even if the count subtraction value is subtracted from the managed game ball count, the managed game ball count will remain 1, so it is possible to subtract 1 from the managed game ball count when the subtraction calculation port switch 31c detects a game ball.
[0507] Also, if the value of the C register is 0 (Yes in step S1101), that is, if the value of the switch press counter stored in step S381-23 is 0, the frame control unit 111 determines whether the counting switch detection flag is 0 in step S1105. If the counting switch detection flag is not 0 (No in step S1105), the frame control unit 111 determines in step S1106 whether the press time timer is equal to or greater than a value (250) corresponding to 500 ms.
[0508] If the press time timer is equal to or greater than the value (250) corresponding to 500 ms (Yes in step S1106), the frame control unit 111 sets the count subtraction value to 250 in step S1107, and turns on the counting flag in step S1108. In addition, the frame control unit 111 transmits the counting flag signal to the performance control board 120 via the main control board 100 or directly.
[0509] If the count switch detection flag is 0 (Yes in step S1105), or if the press time timer is not equal to or greater than the value corresponding to 500 ms (250) (No in step S1106), the frame control unit 111 terminates the count subtraction setting process (step S381-1B) without entering 250 into the count subtraction value or turning on the counting in progress flag.
[0510] In step S1109, the frame control unit 111 determines whether the value obtained by subtracting 1 from the managed number of game balls is less than 250. Here, by subtracting 1 from the managed number of game balls, it is determined whether it is possible to subtract a game ball from the managed number of game balls due to the detection of a game ball after the subtraction based on the operation of the counting switch 23 here (subtraction of 250), even if the subtraction calculation port switch 31c detects a game ball during the period until the subtraction valid time timer reaches 0. If the value obtained by subtracting 1 from the managed game ball number is less than 250 (Yes in step S1109), the frame control unit 111 enters the value obtained by subtracting 1 from the managed game ball number into the count subtraction value in step S1110, and terminates the count subtraction setting process (step S381-1B). As a result, even if the count subtraction value is subtracted from the managed game ball number, the managed game ball number will be 1, so it is possible to subtract 1 from the managed game ball number when the subtraction calculation port switch 31c detects a game ball. If the value obtained by subtracting 1 from the managed number of game balls is not less than 250 (No in step S1109), the frame control unit 111 ends the count subtraction setting process (step S381-1B).
[0511] <16.Configuration Example> An example of the configuration of the gaming machine 1 will be described below.
[0512] The gaming machine 1 of the embodiment has the following (Configuration A1). (Configuration A1) The gaming machine 1 comprises a ball path that supplies gaming balls to the launching device, a lottery means that draws a lottery to determine whether a special game in which a specific winning port is opened is to be played on the condition that the gaming ball enters a predetermined winning port, a variable display means that displays a variable pattern based on the lottery result by the lottery means, a special game execution means that executes the special game when a winning result is obtained by the lottery means and the pattern is displayed in a specific display mode, and a vibration generating means that generates vibrations that are transmitted to the ball path, and the vibration generating means is capable of generating vibrations during a predetermined period at the start of the special game.
[0513] In the case of this (Configuration A1) concept, the predetermined winning slot corresponds to the special symbol 1 starting slot 41 and the special symbol 2 starting slot 43, and the specific winning slot corresponds to the large winning slot 49. The lottery means corresponds to the main control unit 101 that conducts the jackpot lottery, the variable display means corresponds to the main control unit 101 that variably displays the special symbols on the special symbol 1 display 63a and the special symbol 2 display 63b, and the special game execution means corresponds to the main control unit 101 that executes the jackpot game. The ball path corresponds to the path through which the game ball flows within the circulation mechanism 300, the special game corresponds to the jackpot game, and the specific display mode corresponds to the jackpot mode. The vibration generating means corresponds to the vibration device 501, and the predetermined start period corresponds to the opening period and the first round of play.
[0514] As shown in FIGS. 39(a) to (c) and (e), when a jackpot game is started, the vibration device 501 generates vibrations during either or both of the opening period and the first round of play. This makes it possible to eliminate ball clogging in the circulation mechanism 300 before the start of the first round of play or during the first round of play, reducing the risk of game balls not being released in a jackpot game, which would be detrimental to the player. Also, even in gaming machines 1 that require game balls to pass through a specific area in the first round of play, it is possible to reduce the risk of players being disadvantaged.
[0515] The gaming machine 1 of the embodiment has the following (Configuration A2). (Configuration A2) The gaming machine 1 comprises a ball path that supplies gaming balls to the launching device, a lottery means that draws a lottery to determine whether a special game in which a specific winning port is opened is won on the condition that the gaming ball enters a predetermined winning port, a variable display means that displays a variable pattern based on the lottery result by the lottery means, a special game execution means that executes the special game when a winning result is obtained by the lottery means and the pattern is displayed in a specific display mode, and a vibration generating means that generates vibrations that are transmitted to the ball path, and the vibration generating means is capable of generating vibrations during the latter period of the variable pattern display when a winning result is obtained by the lottery means.
[0516] In the case of this (Configuration A2) concept, the predetermined winning slots correspond to the special symbol 1 starting slot 41 and the special symbol 2 starting slot 43, and the specific winning slot corresponds to the large winning slot 49. The lottery means corresponds to the main control unit 101 that conducts the jackpot lottery, the variable display means corresponds to the main control unit 101 that variably displays the special symbols on the special symbol 1 display 63a and the special symbol 2 display 63b, and the special game execution means corresponds to the main control unit 101 that executes the jackpot game. The ball path corresponds to the path through which the game ball flows within the circulation mechanism 300, the special game corresponds to the jackpot game, and the specific display mode corresponds to the jackpot mode. The vibration generating means corresponds to the vibration device 501.
[0517] As shown in FIGS. 39(d) and (e), the vibration device 501 generates vibrations during the latter half of the special symbol variation display game when a big win is won. This makes it possible to eliminate ball clogging in the circulation mechanism 300 before the start of a jackpot game, reducing the risk of the game ball not being released during the jackpot game, which would be detrimental to the player. Also, even in gaming machines 1 in which the game ball must pass through a specific area during the first round of play, it is possible to reduce the risk of the player being disadvantaged.
[0518] The gaming machine 1 of the embodiment has the following (Configuration A2-2) in addition to (Configuration A2). (Configuration A2-2) In the gaming machine 1, the vibration generating means can not generate vibration during the latter half of the period during which the varying symbols are displayed when no winning result is obtained by the lottery means.
[0519] As shown in FIG. 40, in the special symbol variation display game when a losing combination occurs, the vibration device 501 may be configured not to generate vibrations. In this way, by not generating vibrations during the latter half of the special symbol variation display game when a player loses and thus does not cause any disadvantage to the player, it is possible to reduce power consumption.
[0520] The gaming machine 1 of the embodiment has the following (Configuration A3). (Configuration A3) The gaming machine 1 comprises a ball path that supplies gaming balls to the launching device, a lottery means that draws a lottery to determine whether a special game in which a specific winning port is opened is to be played on the condition that the gaming ball enters a predetermined winning port, a variable display means that displays a variable pattern based on the lottery result by the lottery means, a special game execution means that executes the special game when a winning result is obtained by the lottery means and the pattern is displayed in a specific display mode, and a vibration generating means that generates vibrations that are transmitted to the ball path, and the vibration generating means is capable of generating vibrations when the power is turned on.
[0521] In the case of this (Configuration A3) concept, the predetermined winning slot corresponds to the special symbol 1 starting slot 41 and the special symbol 2 starting slot 43, and the specific winning slot corresponds to the large winning slot 49. The lottery means corresponds to the main control unit 101 that conducts the jackpot lottery, the variable display means corresponds to the main control unit 101 that variably displays the special symbols on the special symbol 1 display 63a and the special symbol 2 display 63b, and the special game execution means corresponds to the main control unit 101 that executes the jackpot game. The ball path corresponds to the path through which the game ball flows within the circulation mechanism 300, the special game corresponds to the jackpot game, and the specific display mode corresponds to the jackpot mode. The vibration generating means corresponds to the vibration device 501.
[0522] As shown in FIG. 38, the vibration device 501f generates vibration when powered on. This allows the gaming machine 1 to clear ball jams even if the gaming balls become stuck in the circulation mechanism 300 due to a long-term stoppage. Also, the gaming machine 1 can improve operating efficiency by reducing the number of times a game cannot be started due to ball jams when the power is turned on.
[0523] The gaming machine 1 of the embodiment has the following (Configuration A3-2) in addition to (Configuration A3). (Configuration A3-2) The gaming machine 1 is provided with a storage means capable of retaining stored information even after power is cut off, and the vibration generating means generates vibration in both cases of backup recovery, in which game play is resumed based on information stored in the storage means when power is turned on, and RAM clear recovery, in which RAM clearing is performed when power is turned on.
[0524] In the case of this (Configuration A3-2) concept, the storage means corresponds to the RWM of the main control unit 101, and RAM clear corresponds to RWM clear. When the power is turned on, the vibration device 501 generates vibration whether the backup is restored or the RWM is cleared and restored. As a result, in the gaming machine 1, even if the main control unit 101 returns to RAM clear or RWM clear, vibrations are generated, so that even if gaming balls become clogged in the circulation mechanism 300 due to a long-term stop of the gaming machine 1, the ball jam can be cleared. Also, in the gaming machine 1, by reducing the inability to start a game due to ball jamming when the power is turned on, it is possible to improve operating efficiency.
[0525] The gaming machine 1 of the embodiment has the following (Configuration A3-3) in addition to (Configuration A3) and (Configuration A3-2). (Configuration A3-3) In the gaming machine 1, the vibration generating means generates vibration regardless of the gaming state when the backup is restored.
[0526] This makes it possible to eliminate ball jamming regardless of the game state when the backup is restored, even if game balls are jammed in the circulation mechanism 300. In particular, when the backup is restored during a jackpot game, it is possible to reduce the risk of game balls not being released due to ball jamming, which would cause a disadvantage to the player.
[0527] The gaming machine 1 of the embodiment has the following (Configuration B1). (Configuration B1) The gaming machine 1 is a gaming machine having an inner frame in which a gaming board is placed and a front frame connected to the inner frame via a hinge means, and is also provided with a ball path provided in the inner frame for supplying gaming balls to the launching device, a vibration generating means provided in the front frame for generating vibrations, and a vibration transmitting means for transmitting the vibrations generated by the vibration generating means from the front frame to the inner frame.
[0528] In this (configuration B1) concept, the hinge means corresponds to the hinge mechanism 4, the ball path corresponds to the path along which the game balls flow within the circulation mechanism 300, the vibration generating means corresponds to the vibration device 501, and the vibration transmission means corresponds to the vibration transmission unit 503.
[0529] In the gaming machine 1, a circulation mechanism 300 that circulates gaming balls within the gaming machine 1 is provided in the inner frame 5, and a gaming board 9 is provided in the inner frame 5. Therefore, it is difficult to provide a vibration device 501 in the inner frame 5 due to space limitations, and if the vibration device 501 were provided in the inner frame 5, it would also be difficult to transmit vibrations to areas where ball clogging is likely to occur.
[0530] Therefore, in the gaming machine 1, the vibration device 501 is provided on the front frame 7, and a vibration transmission section 503 that transmits the vibration generated by the vibration device 501 from the front frame 7 to the inner frame 5 is also provided.
[0531] This eliminates the need to provide the vibration device 501 for eliminating ball clogging in the inner frame 5, making it easier to layout the various parts provided in the inner frame 5. Furthermore, since the front frame 7 has more space to arrange parts than the inner frame 5, the vibration device 501 and the vibration transmission part 503 can be placed in a position where they can efficiently transmit vibrations to the circulation mechanism 300, which may become clogged with balls.
[0532] The gaming machine 1 of the embodiment has the following (Configuration B1-2) in addition to (Configuration B1). (Configuration B1-2) In the gaming machine 1, the ball path has a junction where a plurality of paths along which gaming balls are guided join, and the vibration transmission means is disposed at a position opposite the junction.
[0533] Since the vibration transmission unit 503 is positioned opposite the junction 303, when the vibration generated by the vibration device 501 is transmitted to the junction 303 via the vibration transmission unit 503, the vibration can be transmitted directly to the junction 303.
[0534] At the junction 303, ball jamming is likely to occur because game balls merge from the foul ball junction path 344 to the junction path 342. In this way, by making it easier to transmit vibrations to the junction 303 where ball jamming is likely to occur, it becomes easier to resolve ball jamming, and the risk of players being disadvantaged can be further reduced.
[0535] The gaming machine 1 of the embodiment has the following (Configuration B1-3) in addition to (Configuration B1) and (Configuration B1-2). (Configuration B1-3) In the gaming machine 1, a plurality of vibration transmitting means are provided at different positions in the left-right direction.
[0536] In the vibration transmitting section 503, a vibration transmitting member 511a and a vibration transmitted member 513a are arranged substantially in...
Claims
[Claim 1] A first control means for controlling the progress of the game, A second control means connected to the first control means for managing the number of game values held by the player, An operating means that allows an operating section biased toward the origin position to be operated within a range from the origin position to the maximum position, A ball feeding mechanism that sends the game ball to the launch position, A launching means for launching a game ball placed at the aforementioned launching position, A launch control means that drives and controls the ball feeding means and the launching means based on whether predetermined launch conditions are met, A counting method for counting the number of game values held by a player, Equipped with, The aforementioned firing conditions include the connection between the first control means and the second control means. The launch control means, in one operating cycle, moves the game ball to the launch position using the ball feeding means, and then launches the game ball using the launching means with a launch intensity based on the amount of operation of the operating unit. Even if the first control means and the second control means become disconnected after one operation cycle has started, the game balls will be launched with a launch intensity based on the amount of operation of the control unit. Gaming machine.