Gaming machine
The gaming machine's innovative ball receiving section with inclined surfaces prevents ball collisions by repelling launched balls toward the game board, resolving the issue of obstructed launches in conventional machines.
Patent Information
- Application Number
- JP2024131805
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-08
- Publication Date
- 2026-02-20
- Estimated Expiration
- 2044-08-08
AI Technical Summary
Conventional gaming machines face issues where gaming balls rebound from the impact-absorbing rubber section, potentially colliding with the next launched ball, obstructing its launch.
The gaming machine incorporates a ball receiving section with a first inclined surface sloping diagonally upward and a second inclined surface connected via a curved surface sloping diagonally downward, both inclined toward the game board, to repel launched balls away from the launch passage.
This design prevents gaming balls from colliding with the next launched ball, thereby avoiding obstruction of the launch process.
Smart Images

Figure 2026029107000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine having a ball receiving section that receives gaming balls shot from a shooting passage. [Background technology]
[0002] Conventionally, a gaming machine equipped with a ball receiving section that receives gaming balls shot from a shooting passage has been known (see Patent Document 1). This gaming machine is equipped with a shock-absorbing rubber section that absorbs the impact of gaming balls shot from the shooting passage. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-90708 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, if a gaming ball rebounds from the impact absorbing rubber section, it may move towards the launch passage and collide with the next gaming ball launched, thereby hindering the launch of the gaming ball. An object of the present invention is to prevent a situation in which the launch of a game ball is obstructed. [Means for solving the problem]
[0005] In order to achieve the above object, the gaming machine of the first invention is provided with a ball receiving section that receives gaming balls launched from a launch passage, and the ball receiving section includes a first inclined surface that slopes diagonally upward, and a second inclined surface that is connected to the first inclined surface via a curved surface and slopes diagonally downward, and the first inclined surface and the second inclined surface are inclined toward the board surface. In the gaming machine according to the first aspect of the present invention, the ball receiving portion that receives the gaming balls launched from the launching passage includes a first inclined surface that extends diagonally upward and a second inclined surface that is bent by a curved surface and extends diagonally downward. In particular, the first and second inclined surfaces are inclined toward the game board. This allows the gaming balls launched from the launching passage to be repelled toward the game board by the first and second inclined surfaces, thereby preventing the gaming balls from repelling toward the launching passage. Therefore, it is possible to prevent the gaming balls launched from the launching passage from colliding with the next launched gaming ball, thereby preventing the launch of the gaming balls from being obstructed.
[0006] The gaming machine according to the second invention is the gaming machine according to the first invention, characterized in that the ball receiving portion is configured so that the gaming ball does not come into contact with the curved surface. In the gaming machine according to the second invention, the gaming balls launched from the launch passage do not come into contact with the curved surface, which prevents the gaming balls from being repelled by the curved surface and thus prevents the gaming balls from being repelled toward the launch passage.
[0007] A gaming machine according to a third aspect of the present invention is the gaming machine according to the first or second aspect of the present invention, characterized in that the radius of curvature of the curved surface is smaller than the radius of curvature of the gaming ball. In the gaming machine according to the third aspect of the present invention, it is possible to prevent the gaming balls launched from the launch passage from coming into contact with the curved surface. [Effects of the Invention]
[0008] According to the present invention, it is possible to prevent situations in which the launch of a game ball is obstructed. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a perspective view of a pachinko machine 1. [Figure 2] FIG. 1 is a plan view of a pachinko machine 1. [Figure 3] FIG. 3 is a cross-sectional view taken along the line AA shown in FIG. [Figure 4] FIG. [Figure 5] FIG. 2 is a diagram showing the front of the game board, and is a schematic diagram showing parts particularly necessary for explanation. [Figure 6] FIG. 2 is a front view of the circulation unit 500. [Figure 7] FIG. 7 is a diagram showing a state in which some parts are removed from the circulation unit 500 shown in FIG. 6. [Figure 8] FIG. 2 is a block diagram showing the configuration of a control system of a pachinko machine. [Figure 9] 10 is a flowchart showing a process performed when a frame control command is received. [Figure 10] 10 is a flowchart showing a process for managing a notification of a decrease in balls in hand. [Figure 11] 10 is a flowchart showing a ball count monitoring process. [Figure 12] 10 is a flowchart showing a zero balls in possession notification management process. [Figure 13] 10 is a flowchart showing a prize ball monitoring process. [Figure 14] 10 is a flowchart showing a ball increase notification management process. [Figure 15] FIG. 2 is a front view of the upper rail member 800. [Figure 16] 10 is a perspective view showing the upper rail member 800 as viewed from above. FIG. [Figure 17] FIG. 10 is a perspective view showing the upper rail member 800 as viewed from below. [Figure 18] An enlarged view of the ball receiving portion 830. [Figure 19] 10 is an enlarged view showing a game ball placed in the ball receiving section 830. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a gaming machine according to the present invention is applied to a pachinko machine 1. The pachinko machine 1 is a gaming machine (a so-called "managed gaming machine") that can proceed with a game by using a predetermined number of gaming balls (45 balls in this embodiment) that are circulated within the gaming machine, without directly lending gaming balls or paying out prize balls to the player (i.e., without the player directly touching the gaming balls). In the pachinko machine 1, the number of gaming balls that the player owns (hereinafter referred to as "possessed ball count") is managed as numerical data.
[0011] (Special unit UN) A dedicated unit UN (see FIG. 8) is connected to the pachinko machine 1 as an external device. The dedicated unit UN includes a bill insertion slot, a card insertion slot, a display device, a loan button, and the like. The bill insertion slot allows for the insertion of bills, and the card insertion slot allows for the insertion of a storage medium (card) that stores value information corresponding to the number of game balls.The display device can display the value information stored in the inserted storage medium. The dedicated unit UN transmits a lending command to the pachinko machine 1 specifying the lending of a predetermined number of game balls (125 balls in this embodiment) each time the lending button is pressed after a bill or card is inserted. Then, each time the pachinko machine 1 receives a lending command from the dedicated unit UN, it adds the predetermined number of game balls to the number of balls it manages. This allows the player to fire game balls equal to the number of balls it manages in its possession in the pachinko machine 1. In addition, when the number of balls managed by the pachinko machine 1 is 1 [ball] or more and a counting operation described below is executed, the pachinko machine 1 transmits a counting command described below to the dedicated unit UN in order to convert the number of balls held into value information and store it in a storage medium.
[0012] (Overall configuration of Pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view of a pachinko machine 1. FIG. 2 is a plan view of the pachinko machine 1. FIG. 3 is a cross-sectional view taken along line AA shown in FIG. 2. FIG. 4 is a perspective view of a front door unit 4. Note that FIG. 1 shows the front door unit 4 in an open state. Also, in FIGS. 1 to 4, the upper decorative unit included in the front door unit 4 is not shown. As shown in Figures 1 and 2, the pachinko machine 1 is composed of an outer frame unit 2, an inner frame unit 3, a front door unit 4, a game board unit 10 (see Figure 5), and a circulation unit 500 (see Figure 6).
[0013] (Outer frame unit 2) The outer frame unit 2, inner frame unit 3, and front door unit 4 are fixed to one another via a hinge mechanism. This allows the inner frame unit 3 to be opened and closed relative to the outer frame unit 2. In addition, the front door unit 4 can be opened and closed relative to both the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the game center.
[0014] (Inner frame unit 3) The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2.
[0015] (Front door unit 4) The front door unit 4 is formed in the shape of a rectangular door. The front door unit 4 includes a rectangular frame body, a transparent plate 4a disposed in the approximate center of the frame body, an upper decorative unit (not shown) and a lower decorative unit 40 disposed to surround the transparent plate 4a, and a launch handle unit 6 disposed on the right side of the lower decorative unit 40. The transparent plate 4a is formed in a flat plate shape from a transparent material such as resin or glass. The upper decorative unit is arranged above the transparent plate 4a. The upper decorative unit has a bulging portion that bulges out toward the front side. A sound generating device (speaker) 22 is arranged inside the upper decorative unit. In this embodiment, a first sound generating device 22 is arranged at the left corner of the upper decorative unit, and a second sound generating device 22 is arranged at the right corner of the upper decorative unit. A frame lamp 20 (see Figure 8) is arranged in the upper decorative unit. The frame lamp 20 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control. The lower decorative unit 40 is disposed below the transparent plate 4a. The lower decorative unit 40 has a bulging portion that bulges out toward the front side. A sound generating device (speaker) 22 is disposed inside the lower decorative unit 40. In this embodiment, a third sound generating device 22 is disposed at the left end of the lower decorative unit 40, and a fourth sound generating device 22 is disposed at the right end of the lower decorative unit 40.
[0016] As shown in FIGS. 1 to 4, the lower decorative unit 40 includes a counting operation unit 41, a setting button unit 42, and a performance button unit 43. Counting operation unit 41 includes ball count display section 41a and counting button 41b. Specifically, counting operation unit 41 is formed in a box shape, and has ball count display section 41a and counting button 41b on its top surface (hereinafter referred to as the "display surface"). Ball count display unit 41a is composed of a predetermined number (six in this embodiment) of 7-segment displays (light-emitting means) with decimal points arranged horizontally, and is capable of displaying the number of balls managed by frame control board 400. Ball count display unit 41a is configured on the display surface of counting operation unit 41. The display of ball count display unit 41a is controlled by frame control board 400. The counting button 41b can be pressed by the player. A counting detection switch 23 (see Figure 8) that detects the pressing of the counting button 41b is arranged inside the counting operation unit 41. The counting detection switch 23 outputs a detection signal to the frame control board 400 (see Figure 8) each time the counting button 41b is pressed. In this embodiment, the counting button 41b is formed in a cylindrical shape. The top surface of the counting button 41b (hereinafter referred to as the "operation surface") is parallel to the display surface of the counting operation unit 41.
[0017] The display surface of the counting operation unit 41 is inclined toward the front side. That is, the display surface of the counting operation unit 41 is inclined so that the front side is lower and the back side is higher. Accordingly, the operation surface of the counting button 41b is also inclined toward the front side. That is, the operation surface of the counting button 41b is also inclined so that the front side is lower and the back side is higher. As a result, when pressing the counting button 41b, the direction in which the counting button 41b is pressed is not vertical, but in a direction inclined toward the back side (a diagonal direction downward and toward the back side). This makes it easier to press the counting button 41b compared to when the display surface of the counting operation unit 41 (the operation surface of the counting button 41b) is positioned horizontally, thereby improving the operability of the counting button 41b. Furthermore, compared to when the display surface of the counting operation unit 41 (ball count display section 41a) is positioned horizontally, the light emitted from the frame lamp 20 and the board lamp 21 described below is less likely to be reflected on the ball count display section 41a, making it possible to prevent a situation in which the visibility of the ball count displayed on the ball count display section 41a is reduced. Furthermore, compared to when the display surface (held ball count display section 41a) of the counting operation unit 41 is positioned horizontally, the number of held balls (light emission) displayed on the held ball count display section 41a is less likely to be reflected on the transparent plate 4a, and the light from the held ball count display section 41a is reflected on the transparent plate 4a and can be seen, which makes it possible to prevent the player's view of the game balls flowing down the game area 30 of the game board 11 from being obstructed or the light emission effect by the board lamp 21 from being obstructed, thereby preventing a decrease in interest in the game.
[0018] The counting operation unit 41 is disposed on the upper surface of the lower decorative unit 40. Here, in the pachinko machine 1, the launch handle unit 6 (launch handle) is disposed on the right side of the lower decorative unit 40 when viewed from the front side. Therefore, in this embodiment, the counting operation unit 41 is disposed to the left of the center in the left-right direction of the lower decorative unit 40 (i.e., on the opposite side of the launch handle unit 6). This allows the player to operate the launch handle unit 6 (launch handle) with the right hand while operating the counting button 41b with the left hand, thereby improving operability when performing counting operations while progressing through the game. In particular, in this embodiment, when viewed from the front side, the dedicated unit UN is arranged on the left side of the pachinko machine 1. Therefore, by arranging the counting operation unit 41 to the left of the center in the left-right direction of the lower decorative unit 40 (i.e., on the dedicated unit UN side), it is possible to narrow the distance between the display device of the dedicated unit UN and the number of balls held display unit 41a compared to when the counting operation unit 41 is arranged to the right of the center in the left-right direction of the lower decorative unit 40 (i.e., on the opposite side of the dedicated unit UN), and it is possible to shorten the distance of line of sight movement when performing counting operations and ball lending operations. Furthermore, in this embodiment, as will be described later, board lamps 21 consisting of a plurality of light-emitting elements are arranged on the gaming board 11 (play area 30). In this case, when viewed from the front side, if the front of the gaming board 11 (play area 30) is divided into two halves by a vertical line passing through the center in the left-right direction, the number of light-emitting elements (light-emitting elements constituting the board lamps 21) arranged in the area to the left of the vertical line passing through the center in the left-right direction is smaller than the number of light-emitting elements (light-emitting elements constituting the board lamps 21) arranged in the area to the right of the vertical line passing through the center in the left-right direction. In particular, when viewed from the front side, the front of the game board 11 (game area 30) is divided into four parts, top, bottom, left, and right, by a vertical line passing through the center in the left-right direction and a horizontal line passing through the center in the up-down direction, the number of light-emitting elements (light-emitting elements constituting the board lamp 21) arranged in the area to the left of the vertical line passing through the center in the left-right direction and below the horizontal line passing through the center in the up-down direction is fewer than the number of light-emitting elements (light-emitting elements constituting the board lamp 21) arranged in each of the other areas (the area to the left of the vertical line passing through the center in the left-right direction and above the horizontal line passing through the center in the up-down direction, the area to the right of the vertical line passing through the center in the left-right direction and below the horizontal line passing through the center in the up-down direction, and the area to the right of the vertical line passing through the center in the left-right direction and above the horizontal line passing through the center in the up-down direction).In addition, the counting operation unit 41 is arranged to the left of the center in the left-right direction of the lower decorative unit 40 (i.e., the area with fewer light-emitting elements constituting the board lamp 21). This prevents the light emitted from the board lamp 21 from being reflected in the ball count display section 41a, and makes it possible to prevent a situation in which the visibility of the ball count displayed in the ball count display section 41a is reduced.
[0019] A wall 44 is provided at the upper front side of the lower decorative unit 40. The wall 44 is formed so as to extend (stand up) at an angle upward from the upper front side of the lower decorative unit 40 towards the rear side. The wall 44 is provided so as to extend in the left-right direction at a position on the front side of the counting operation unit 41 and above the third sound generating device 22. In this case, the wall 44 is formed in a wall shape so as to face (block) the front side of the counting operation unit 41. The front surface of the wall portion 44 smoothly continues to the front surface of the lower decorative unit 40 (the front surface of the third sound-generating device 22). As shown in FIG. 2, the back surface of the wall portion 44 is configured to include an inclined surface 44a and a vertical surface (not shown). The inclined surface 44a is an inclined surface that extends from the top of the wall portion 44 toward the rear side and downward. The vertical surface is a vertical surface that extends downward from the lower end of the inclined surface 44a. In particular, the counting operation unit 41 is positioned so that a player can press the counting button 41b while placing their hand on the wall portion 44 formed on the front side of the lower decorative unit 40 (with part of their palm pressed against the wall portion 44). Specifically, the player can grasp part of the lower decorative unit 40 by placing the fingers of their left hand on the inclined surface 44a or vertical surface of the wall portion 44, and can place their left hand firmly while resting the weight of their left hand on the lower decorative unit 40. The counting operation unit 41 is positioned so that a player can press the counting button 41b simply by moving their fingers (particularly the index finger) while placing the fingers on the wall portion 44. In this case, the inclined surface 44a allows the fingertips to be positioned so that they extend toward the counting button 41b, while the vertical surface increases the gripping force of the fingertips on the wall portion 44, making it possible to prevent hand shake. As a result, the operability of the counting button 41b can be improved. In this embodiment, the top of the wall 44 is positioned higher than the top of the counting button 41b, which makes it easier to press the counting button 41b with a fingertip. Furthermore, in this embodiment, when viewed from the front, the top of the wall 44 is inclined so that the outer side in the left-right direction (the left side in this embodiment) is lower and the inner side in the left-right direction (the right side in this embodiment) is higher. This makes it easier for the player to place the fingers of his or her left hand on the wall 44.
[0020] Here, when the player places the fingers of his / her left hand on the wall portion 44, the palm of his / her left hand is placed in front of the third sound generating device 22 (so as to cover the third sound generating device 22). Therefore, a configuration may be adopted in which a deep bass sound (inaudible sound range) is output from the third sound generating device 22 as the counting operation is performed. This makes it possible to make the player feel a slight vibration in his / her left hand each time the counting operation is performed, thereby making it possible to notify the player that the counting operation has been performed. For example, in this embodiment, when the number of balls in possession is equal to or greater than a first predetermined number (1 [ball] in this embodiment), each time the counting button 41b is pressed briefly (a counting operation in which the counting button 41 is pressed for a duration shorter than a reference time), the first predetermined number (1 [ball] in this embodiment) is subtracted from the number of balls in possession, and a counting command specifying the first predetermined number is sent from the frame control board 400 to the dedicated unit UN. On the other hand, when the number of balls in possession is equal to or greater than a second predetermined number (250 [balls] in this embodiment), each time the counting button 41b is pressed for a long time (a counting operation in which the counting button 41 is pressed for a duration longer than a reference time), the second predetermined number is subtracted from the number of balls in possession, and a counting command specifying the second predetermined number is sent from the frame control board 400 to the dedicated unit UN. Therefore, it is also possible to configure the game so that a deep bass sound (inaudible range) is output from the third sound generating device 22 each time the counting button 41b is pressed and held, and that a deep bass sound (inaudible range) is not output from the third sound generating device 22 each time the counting button 41b is pressed and held. This allows the player to feel a slight vibration in his or her left hand each time the second predetermined number of balls is sent from the frame control board 400 to the dedicated unit UN, thereby notifying the player that the second predetermined number of balls has been sent. Furthermore, if the counting button 41b is operated continuously for four seconds or more, even if the player releases his or her finger from the counting button 41b, the counting button 41b is considered to have been pressed and held for a period thereafter, and a "total count" process is performed in which all of the balls are counted by the second predetermined number. It is preferable that the "total count" process be configured so that the player can cancel it by operating the count button 41b when there are balls remaining, allowing the player to continue using some of the balls they have in their game.
[0021] The setting button unit 42 is disposed on the upper surface of the lower decorative unit 40. The setting button unit 42 includes a light intensity adjustment button 42a, a volume adjustment button 42b, and a cross key button 42c. The light intensity adjustment button 42a is configured to include two operation parts (a first operation part and a second operation part) that can be pressed by the player. Inside the setting button unit 42, a light intensity adjustment switch 24 (see Figure 8) that detects the pressing of each operation part is arranged. The light intensity adjustment switch 24 outputs a first detection signal to the performance control board 300 each time the first operation part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operation part is pressed. The light intensity adjustment button 42a is used to adjust the light intensity of the frame lamp 20 and the board lamp 21.
[0022] The volume adjustment button 42b is configured to include two operation parts (a third operation part and a fourth operation part) that can be pressed by the player. A volume adjustment switch 25 (see FIG. 8) that detects the pressing of each operation part is arranged inside the setting button unit 42. The volume adjustment switch 25 outputs a third detection signal to the performance control board 300 each time the third operation part is pressed, and outputs a fourth detection signal to the performance control board 300 each time the fourth operation part is pressed. The volume adjustment button 42b is used to adjust the volume output from the sound generation device 22. The cross key button 42c is configured to include four operation units (up button, down button, left button, and right button) that can be pressed by the player. Inside the setting button unit 42, a cross key switch 26 (see FIG. 8) that detects the pressing of each operation unit is arranged. The cross key switch 26 outputs a fifth detection signal to the performance control board 300 each time the up button is pressed, outputs a sixth detection signal to the performance control board 300 each time the down button is pressed, outputs a seventh detection signal to the performance control board 300 each time the left button is pressed, and outputs an eighth detection signal to the performance control board 300 each time the right button is pressed. The cross key button 42c is used to set various effects on the menu screen.
[0023] The effect button unit 43 is arranged on the upper surface of the lower decorative unit 40. The effect button unit 43 is configured to include an effect button 5b. The effect button 5b can be pressed by the player. Inside the effect button unit 43, an effect button switch 27 (see Figure 8) is arranged which detects the pressing of the effect button 5b. The effect button switch 27 outputs a predetermined detection signal to the effect control board 300 (see Figure 8) each time the effect button 5b is pressed. The effect button 5b is used in button effects (effects which suggest the results of a special pattern lottery, which will be described later) which are executed during play.
[0024] As described above, the front door unit 4 can be opened and closed relative to each of the inner frame unit 3 and the outer frame unit 2. In this embodiment, a hinge mechanism is provided at the left end in the left-right direction for the outer frame unit 2, the inner frame unit 3, and the front door unit 4, and they are fixed to each other by the hinge mechanism. This makes it possible to open and close (open) the right side in the left-right direction (hereinafter also referred to as the "open side") of the front door unit 4 relative to the inner frame unit 3 and the outer frame unit 2, as shown in FIG. In this embodiment, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) and the effect button unit 43 (effect button 5b) are arranged on the open side in the left-right direction (the right side in this embodiment) relative to the counting operation unit 41 (counting button 41b). Also, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) are arranged on the open side in the left-right direction (the right side in this embodiment) relative to the effect button unit 43 (effect button 5b). Here, during development and shipment of the pachinko machine 1, it is necessary to check the operation of the counting button 41b by pressing the counting button 41b with the front door unit 4 open. At this time, when the counting button 41b is viewed from the open side in the left-right direction (the right side in this embodiment), if either the setting button unit 42 or the effect button unit 43 overlaps the counting button 41b, it becomes difficult to operate the counting button 41b. In other words, when the counting button 41b is viewed from the open side in the left-right direction (the right side in this embodiment), if the counting button 41b is hidden by either the setting button unit 42 or the effect button unit 43, it becomes difficult to operate the counting button 41b. Therefore, in the pachinko machine 1, when the counting button 41b is viewed from the open side in the left-right direction (the right side in this embodiment), the setting button unit 42 and the effect button unit 43 are configured not to overlap the counting button 41b (at least a part of the counting button 41b). In other words, when the counting button 41b is viewed from the open side in the left-right direction (the right side in this embodiment), the counting button 41b (at least a part of the counting button 41b) is not hidden by the setting button unit 42 and the effect button unit 43.
[0025] Specifically, as shown in Fig. 3, the height of the effect button unit 43 (effect button 5b) (the height of the top of effect button 5b) is higher than the height of the counting operation unit 41 (counting button 41b) (the height of the top of counting button 41b). Therefore, the effect button unit 43 (effect button 5b) is positioned so that the position of the counting operation unit 41 (counting button 41b) is shifted toward the front relative to the position of the operation unit 41 (counting button 41b) in the front-to-back direction. In other words, the effect button unit 43 (effect button 5b) is positioned so that the rear end of the effect button unit 43 is positioned closer to the front than the front end of the counting operation unit 41 (counting button 41b). Furthermore, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) is arranged so that the position of the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) is shifted downward relative to the position of the operation unit 41 (counting button 41b). In other words, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) is arranged so that the height (height of the top of the light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) of the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) is lower than the height of the counting operation unit 41 (counting button 41b).
[0026] In particular, in this embodiment, as shown in Fig. 2, when the pachinko machine 1 is viewed from above, among the imaginary lines extending in the left-right direction, if the imaginary line passing through the upper end (end on the rear side) of the operation surface of the counting button 41b is defined as a first imaginary line L1, and the imaginary line passing through the lower end (end on the front side) of the operation surface of the counting button 41b is defined as a second imaginary line L2, the first imaginary line L1 and the second imaginary line L2 are configured so as not to overlap with the effect button unit 43 (effect button 5b). This makes it possible to prevent the effect button unit 43 from overlapping with the counting button 41b (at least a part of the counting button 41b) when viewed from the open side in the left-right direction (the right side in this embodiment). Furthermore, in this embodiment, the first virtual line L1 and the second virtual line L2 are configured to overlap the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c) when the pachinko machine 1 is viewed from above. This makes it possible to press and operate the counting button 41b, light intensity adjustment button 42a, volume adjustment button 42b, and cross key button 42c simply by moving your hand linearly in the left-right direction (the left-right direction shown in FIG. 2) during development and shipment of the pachinko machine 1, making it easy to check the operation of each button.
[0027] The firing handle unit 6 includes a firing handle (not shown), a touch sensor 411 (see FIG. 8), and a firing stop button (not shown). The firing handle can be rotated by the player. A firing volume 410 (see FIG. 8) that detects the angle at which the firing handle is rotated is located inside the firing handle unit 6. The firing volume 410 outputs a detection signal corresponding to the detected angle to the frame control board 400 (see FIG. 8). The touch sensor 411 detects the player's contact (grasping) with the firing handle based on a change in capacitance. When the touch sensor 411 detects the player's contact with the firing handle, it outputs a touch signal to the frame control board 400 (touch signal is turned ON). On the other hand, when the touch sensor 411 does not detect the player's contact with the firing handle, it stops outputting the touch signal to the frame control board 400 (touch signal is turned OFF). The firing stop button can be pressed by the player. A firing stop switch 412 (see FIG. 8) that detects pressing of the firing stop button is disposed inside the firing handle unit 6. When pressing of the firing stop button is not detected, the firing stop switch 412 outputs a firing stop signal to the frame control board 400 (sets the firing stop signal to the ON state). On the other hand, when pressing of the firing stop button is detected, the firing stop switch 412 stops outputting the firing stop signal to the frame control board 400 (sets the firing stop signal to the OFF state).
[0028] (Game board unit 10) Next, the configuration of the game board unit 10 will be described. FIG. 5 shows the front of the game board, and is a diagram that shows in schematic form parts particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. As a result, the game board unit 10 is disposed on the back side of the front door unit 4. The player can then view the game board 11 (play area 30) described below through the transparent plate 4a. In this embodiment, the game area 30 described below is configured between the back side of the transparent plate 4a and the front side of the game board 11. As shown in FIG. 5, the game board unit 10 includes a game board 11 and various effect devices attached to the game board 11 (image display device 31, board lamps 21, etc.).
[0029] The game board 11 is made of resin and has a flat plate shape. A game area 30 is formed on the surface of the game board 11, into which game balls are shot out in response to the rotation of the launch handle and flow down. In this embodiment, on the front (board surface) of the gaming board 11, a left gaming area RL formed on the left side of the image display device 31 (display screen 31a) and a right gaming area RR formed on the right side of the image display device 31 are formed as gaming areas 30. The player can then launch (make the gaming ball flow into) the intended gaming area RL or RR by adjusting the amount of rotation of the launch handle. Specifically, on the front of the game board 11, there is a launch passage r1 through which the game balls launched in response to the rotation of the launch handle pass, and a guide passage r2 that guides the launched game balls to the right-side game area RR. The game ball launched in response to the rotation of the launch handle passes through the launch passage r1 and flows into the game area. At this time, if the momentum of the launched game ball is weak, the game ball that passed through the launch passage r1 flows into the left game area RL. On the other hand, if the momentum of the launched game ball is strong, the game ball that passed through the launch passage r1 passes through the guide passage r2 and flows into the right game area RR.
[0030] In the left game area RL, multiple paths are formed as paths (passages) for game balls to flow down, and the player can launch (make the game ball flow) into the intended path by adjusting the rotation amount of the launch handle. The left game area RL is provided with a first start opening 51, an upper left other winning opening 55a, a middle left other winning opening 55b, and a lower left other winning opening 55c. The first starting opening 51 is formed in a pocket shape. The first starting opening 51 opens upward and is always capable of receiving game balls. The first starting opening 51 is capable of receiving game balls flowing down the left game area RL. A special symbol 1 start port switch 101 (see FIG. 8) is disposed on the back side of the game board 11. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (entry of a game ball into the first start port 51). In response to the input of the detection signal from the special symbol 1 start port switch 101, the main control board 200 executes a first special symbol lottery. Each of the other winning openings 55a to 55c is formed in a pocket shape. Each of the other winning openings 55a to 55c opens upward and is always capable of receiving game balls. Each of the other winning openings 55a to 55c is capable of receiving game balls that flow down the left game area RL. A left prize opening switch 106 (see FIG. 8) is disposed on the back side of the gaming board 11. The left prize opening switch 106 outputs a detection signal to the main control board 200 in response to detection of a gaming ball entering the upper left other prize opening 55a (entry of a gaming ball into the upper left other prize opening 55a), a gaming ball entering the center left other prize opening 55b (entry of a gaming ball into the center left other prize opening 55b), and a gaming ball entering the lower left other prize opening 55c (entry of a gaming ball into the lower left other prize opening 55c). In response to the detection signal input from the left prize opening switch 106, the main control board 200 transmits a prize ball designation command to the frame control device 400. In the left game area RL, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51, 55a to 55c.
[0031] The gaming board 11 is configured to include an upper attacker unit 70 and a lower attacker unit 80. The upper attacker unit 70 and the lower attacker unit 80 are separate units. The lower attacker unit 80 is located below (downstream of) the upper attacker unit 70. On the gaming board 11, the upper attacker unit 70 and the lower attacker unit 80 form a right-side gaming area RR. In this case, the upper attacker unit 70 forms the upstream side of the right-side gaming area RR, and the lower attacker unit 80 forms the downstream side of the right-side gaming area RR. The upper attacker unit 70 is configured to include a start gate 41, a second start opening 52, and a second large winning opening 54. The lower attacker unit 80 is configured to include a first large winning opening 53 and an operating opening 56.
[0032] A start gate 41 is located at the most upstream of the right-side area RR. The start gate 41 is formed so that game balls can always pass through. The start gate 41 allows game balls flowing down the right-side game area RR to pass through. A first gate switch 104a (see FIG. 8) is disposed in the start gate 41. The first gate switch 104a outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the start gate 41 (passage of the gaming ball through the start gate 41). The main control board 200 executes a normal symbol lottery in response to the input of the detection signal from the first gate switch 104a.
[0033] A second starting port 52 is provided downstream of the starting gate 41 in the right area RR. The second starting port 52 allows game balls flowing down the right game area RR to enter. The second starting opening 52 is open toward the top. The second starting opening 52 is provided with a normal electric device (normal electric device) 52a that can be displaced between a closed state that makes it difficult (impossible) for a game ball to enter the second starting opening 52 and an open state that makes it easy (possible) for a game ball to enter the second starting opening 52. The normal electric device 52a is opened and closed by a normal electric device solenoid 64 (see FIG. 8). Normally, the second starting hole 52 is closed with the normal electric device 52a, and it is not possible for a game ball to enter, but if the normal symbol lottery is won, the normal electric device 52a is opened, and it is possible for a game ball to enter. A special symbol 2 start port switch 102 (see FIG. 8) is disposed within the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (entry of a game ball into the second start port 52). The main control board 200 executes a second special symbol lottery in response to the input of the detection signal from the special symbol 2 start port switch 102.
[0034] A second large prize opening 54 is disposed downstream of the second starting opening 52 in the right area RR. The second large prize opening 54 is capable of receiving a game ball flowing down the right game area RR. The second large prize opening 54 opens upward. The second large prize opening 54 is provided with a second special electric device (special electric device) 54a that can be displaced between a closed state that makes it difficult (impossible) for a game ball to enter the second large prize opening 54 and an open state that makes it easy (possible) for a game ball to enter the second large prize opening 54. The second special electric device 54a is opened and closed by a second large prize opening solenoid 66 (see FIG. 8). Normally, the second special electric device 54a is closed and game balls cannot enter the second large prize opening 54, but when a big win game state occurs, the second special electric device 54a is opened and game balls can enter. A second count switch 103b (see FIG. 8) is disposed within the second large prize opening 54. The second count switch 103b outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second large prize opening 54 (entry of a game ball into the second large prize opening 54). The main control board 200 transmits a prize ball designation command to the frame control device 400 in response to the input of the detection signal from the second count switch 103b.
[0035] The first large prize opening 53 is disposed downstream of the second large prize opening 54 in the right area RR. The first large prize opening 53 is capable of receiving a gaming ball flowing down the right game area RR. The first large prize opening 53 opens upward. The first large prize opening 53 is provided with a first special electric device (special electric device) 53a that can be displaced between a closed state that makes it difficult (impossible) for a game ball to enter the first large prize opening 53 and an open state that makes it easy (possible) for a game ball to enter the first large prize opening 53. The first special electric device 53a is opened and closed by a first large prize opening solenoid 65 (see FIG. 8). Normally, the first special electric device 53a is closed and game balls cannot enter the first large prize opening 53, but when a small win game state occurs, the first special electric device 53a is opened and game balls can enter. A first count switch 103a (see FIG. 8) is disposed within the first large prize opening 53. The first count switch 103a outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first large prize opening 53 (entry of a game ball into the first large prize opening 53). The main control board 200 transmits a prize ball designation command to the frame control device 400 in response to the input of the detection signal from the first count switch 103a. In addition, within the first large prize opening 53, there are provided a V area (not shown), a discharge area (not shown), and a distribution means 53b that distributes game balls that enter the first large prize opening 53 to one of the V area and the discharge area. A V-area switch 105a (see FIG. 8) is disposed in the V-area. The V-area switch 105a outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the V-area (passage of the gaming ball through the V-area). The main control board 200 generates a jackpot gaming state in response to the input of the detection signal from the V-area switch 105a. A discharge area switch 105b (see FIG. 8) is disposed in the discharge area. The discharge area switch 105b outputs a detection signal to the main control board 200 in response to detection of a gaming ball passing through the discharge area (passage of a gaming ball through the discharge area). The main control board 200 executes a determination of an illegal winning error based on the detection signal input from the first count switch 103a, the detection signal input from the V area switch 105a, and the detection signal input from the discharge area switch 105b. The sorting means 53b can be switched between a V-passing state in which gaming balls that have entered the first large prize opening 53 can be sorted into the V-area (first branch passage Ra, described later), and a non-V-passing state in which gaming balls that have entered the first large prize opening 53 can be sorted into the discharge area (second branch passage Rb, described later). That is, when the sorting means 53b is switched to the V-passing state, all gaming balls that have entered the first large prize opening 53 are sorted into the V-area (first branch passage Ra). On the other hand, when the sorting means 53b is switched to the non-V-passing state, all gaming balls that have entered the first large prize opening 53 are sorted into the discharge area (second branch passage Rb) (gaming balls that have entered the first large prize opening 53 cannot pass through the V-area). The sorting means 53b is displaced by a V sorting solenoid 67 (see FIG. 8). A game ball that enters the first large prize opening 53 is first detected by the first count switch 103a, and then distributed by the distribution means 53b to one of the areas (passages) between the V area (first branch passage Ra) and the discharge area (second branch passage Rb), and after passing through that area (passage), it is discharged to the back side of the game board 11 (out passage).
[0036] An operating port 56 is provided in the right area RR downstream of the first big winning port 53. The operating port 56 allows game balls flowing down the right game area RR to enter. The operating opening 56 is an entrance opening that opens upward, and game balls can be inserted at any time. A second gate switch 104b (see FIG. 8) is disposed within the actuation port 56. The second gate switch 104b outputs a detection signal to the main control board 200 in response to the detection of a gaming ball entering the actuation port 56 (entry of a gaming ball into the actuation port 56). The main control board 200 executes a normal symbol lottery in response to the input of the detection signal from the second actuation port switch 104b.
[0037] An outlet 57 is provided to the right of the operating port 56 in the right area RR. The outlet 57 allows game balls flowing down the right game area RR to enter. The outlet 57 opens to the right side, allowing game balls to enter at any time. In addition, at the most downstream position in the gaming area 30, an outlet 58 is provided for discharging gaming balls that have not entered any of the winning holes 51 to 56 (have won a prize). Here, the inner frame unit 3 includes an out passage (not shown) through which game balls discharged from the play area 30 pass. Specifically, the out passage is attached to the back side of the inner frame of the inner frame unit 3. The pachinko machine 1 is configured so that all game balls shot into the play area 30 (all game balls discharged from the play area 30) pass through the out passage. That is, game balls shot into the play area 30 are discharged from the play area 30 by entering any of the winning holes 51 to 56 or by passing through the out holes 57, 58, and flow into the out passage. Specifically, the game balls that enter the winning holes 51 to 56 are detected by the switches 101, 102, 103a, 103b, 104b, 105a, 105b, and 106 disposed in the winning holes, and then guided to the outlet passage. In addition, the game balls that are discharged from the outlets 57 and 58 are also guided to the outlet passage. An out ball switch 571 (see FIG. 8) is disposed in the inner frame unit 3. The out ball switch 571 outputs a detection signal to the frame control board 400 in response to the detection of a game ball passing through the out passage (a game ball discharged from the game area 30). As a result, all game balls discharged from the game area 30 are detected by the out ball switch 571. Furthermore, in the game area 30, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51 to 56.
[0038] A board lamp 21 (see FIG. 8) is disposed in the play area 30 of the game board 11. The board lamp 21 includes a light-emitting element (LED) that is driven by dynamic lighting control. The image display device 31 is configured by a variable display device such as a liquid crystal display, a CRT (Cathode Ray Tube) display, etc. The image display device 31 has a display screen 31a that can display a performance image. The display of the image display device 31 is controlled by a performance control board 300. The display screen 31a can be configured to have three first performance pattern display areas a1 to a3 (not shown) in which the first performance pattern z1 (not shown) is displayed, and one second performance pattern display area a4 (not shown) in which the second performance pattern z2 (not shown) is displayed. The first effect symbol z1 is composed of identification information (symbols) such as numbers, letters, symbols, characters, etc. In each of the first effect symbol display areas a1 to a3, it is possible to display the first effect symbol z1 in a variable and stationary manner. The second effect symbol z2 is composed of color bars. In the second effect symbol display area a4, it is possible to display the second effect symbol z2 in a variable and stationary manner. The variable display of the performance patterns z1 and z2 refers to a display in which the first performance pattern z1 is moved (scrolled) in each of the first performance pattern display areas a1 to a3, and the type of the second performance pattern z2 displayed in the second performance pattern display area a4 is changed (the color represented by the color bar is changed sequentially). The stopped display of the performance patterns z1 and z2 refers to a display in which one type of first performance pattern z1 is stopped at the lottery result display position of each first performance pattern display area a1 to a3, and one type of second performance pattern z2 is displayed in the second performance pattern display area a4 (the color bar shows a specified color). The result of the special pattern lottery (first special pattern lottery or second special pattern lottery) is displayed based on the combination of the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. Furthermore, the display screen 31a can be configured with reserved symbol display areas b1 and b2 (not shown) in which reserved symbols hz (not shown) are displayed. The reserved symbol display area b1 displays the reserved symbol hz corresponding to the start information during the notification display (variable display and stop display of special symbols). The reserved symbol display area b2 displays the reserved symbol hz corresponding to the start information for which the notification display is pending.
[0039] A main display 60 is disposed on the gaming board 11. The main display 60 is configured to include a plurality of lighting elements (segments). Each lighting element is configured with a light-emitting element (in this embodiment, an LED). The display of the main display 60 is controlled by a main control board 200. Information about the game is displayed on the main display 60. That is, the main display 60 includes a special chart 1 display device, a special chart 2 display device, a normal chart display device, and a status display device. Specifically, the main display 60 is configured to include 32 lighting elements (LED1 to LED32). In the main display 60, LED1 to LED8 are special display devices, LED7 to LED16 are special display devices, LED17 to LED24 are normal display devices, and LED25 to LED32 are status display devices.
[0040] The special chart 1 display device is capable of displaying the variation and stopping of the first special pattern, which consists of numbers, patterns, etc. Then, the special chart 1 display device displays the result of the first special pattern lottery by the first special pattern that is stopped and displayed. The special symbol 2 display device is capable of displaying the variation and stopping of the second special symbol, which consists of numbers, symbols, etc. The special symbol 2 display device then displays the result of the second special symbol lottery based on the stopped second special symbol. Here, the display of the special pattern (first special pattern or second special pattern) on the special pattern display device and the display of the performance patterns z1 and z2 in the performance pattern display areas a1 to a4 are associated with the time when the variable display starts, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Then, when the first special pattern (stop pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (small win pattern), or when the second special pattern (stop pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (small win pattern), a small win game state, which is a game state advantageous to the player, is created.
[0041] The normal symbol display device is capable of displaying the fluctuations and stopping of normal symbols consisting of numbers, symbols, etc. The normal symbol display device then displays the results of the normal symbol lottery based on the normal symbol that is stopped. When the normal symbol that is stopped and displayed on the normal symbol display device becomes a specific symbol (a normal symbol winning symbol), a normal symbol winning game state, which is a game state advantageous to the player, is created. The status display device displays the number of times the display of the lottery results for the first special pattern lottery is pending (number of reserved special patterns 1), the number of times the display of the lottery results for the second special pattern lottery is pending (number of reserved special patterns 2), the number of times the display of the lottery results for the regular pattern lottery is pending (number of reserved regular patterns), instructions for shooting the game ball into the right-side game area RR, etc.
[0042] The pachinko machine 1 is also provided with detection sensors that detect various abnormal conditions. In this embodiment, a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, a magnetic detection sensor 115, and the like are provided as detection sensors. The glass frame opening sensor 107 detects the opening of the front door unit 4 relative to the inner frame unit 3. Then, the glass frame opening sensor 107 transmits a detection signal to the frame control board 400 in response to the opening of the front door unit 4 relative to the inner frame unit 3. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 relative to the outer frame unit 2. Then, the inner frame opening sensor 108 transmits a detection signal to the frame control board 400 in response to the opening of the inner frame unit 3 relative to the outer frame unit 2. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is disposed on the game board 11. Then, the vibration detection sensor 113 transmits a detection signal to the main control board 200 in response to detecting vibrations of the game board 11.
[0043] The radio wave detection sensors 114 detect radio waves generated around the gaming board 11. In this embodiment, two radio wave detection sensors 114 are arranged on the gaming board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of a radio wave. The magnetic detection sensor 115 detects magnetism generated around the gaming board 11. In this embodiment, the magnetic detection sensor 115 is disposed on the gaming board 11. Then, the magnetic detection sensor 115 transmits a detection signal to the main control board 200 in response to the detection of magnetism.
[0044] (Upper rail member 800) Next, the configuration of the upper rail member 800 arranged on the game board 11 will be described. Fig. 15 is a front view of the upper rail member 800. Fig. 16 is a perspective view showing the upper rail member 800 as viewed from above. Fig. 17 is a perspective view showing the upper rail member 800 as viewed from below. Fig. 18 is an enlarged view of the ball receiving portion 830. Fig. 19 is an enlarged view showing the state in which a game ball is placed in the ball receiving portion 830. As shown in FIG. 5, an outer rail member 700 and an upper rail member 800 are attached to the board surface (front surface) of the game board 11. The outer rail member 700 is made of resin. The outer rail member 700 is formed in a substantially arc shape. An outer rail surface 701 is formed on the inner side surface of the outer rail member 700. The outer rail surface 701 extends in an arc shape when viewed from the front side. Upper rail member 800 is made of a transparent or translucent resin. As shown in Figures 15 to 17, upper rail member 800 is formed in a substantially arc shape. An inner rail surface 801 is formed on the outer side surface of upper rail member 800. The upper rail member 800 is disposed above the image display device 31 (display screen 31a). In particular, the upper rail member 800 is disposed above a center movable body (not shown). Here, the center movable body is disposed above the image display device 31 (display screen 31a) and can be displaced between a position that does not conceal the display screen 31a and a position that conceals part of the display screen 31a. The upper rail member 800 is disposed below the outer rail member 700. In this case, the inner rail surface 801 and the outer rail surface 701 are disposed facing each other at a predetermined distance. The upper rail member 800 and the outer rail member 700 define the play area 30. In particular, the upper rail member 700 defines the boundary between the play area 30 and a through-hole (not shown) in which the image display device 31 (display screen 31a) is disposed. Specifically, on the front side of the play board 11, the play area 30 (specifically, a part of the left play area RL and substantially the entire guide passage r2) is formed in an area surrounded by the surface of the play board 11, the outer rail surface 701, the inner rail surface 801, and the back surface of the transparent plate 4a.
[0045] Upper rail member 800 is configured to include a right guide portion 810, a left guide portion 820, and a ball receiving portion 830. Here, right guide portion 810, left guide portion 820, and ball receiving portion 830 are integrally formed. The right-side guide section 810 is a section that defines the guide passage r2. That is, the section of the upper rail member 800 from its apex to its right end constitutes the right-side guide section 810. A right-side guide surface 811 is formed on the outer side surface of the right-side guide section 810. The right-side guide surface 811 is included in the inner rail surface 801. When viewed from the front, the right-side guide surface 811 is inclined in an arc shape so that the left side is higher and the right side is lower. This makes it possible to guide game balls that fall onto the right-side guide surface 811 into the right-side game area RR. The left guide section 820 defines a portion of the left play area RL. The left guide section 820 is provided on the left side of the right guide section 810. A left guide surface 821 is formed on the outer side surface of the left guide section 820. The left guide surface 821 is included in the inner rail surface 801. The left guide surface 821 is inclined so that the right side is higher and the left side is lower when viewed from the front. This allows game balls that fall on the left guide surface 821 to be guided to the left play area RL. The right end of the left guide surface 821 continues to the left end of the right guide surface 811 via a step. This makes the right end of the left guide surface 821 one step lower than the left end of the right guide surface 811. In addition, a step is provided midway along the left guide surface 821. This makes the left side of the left guide surface 821 one step lower midway along the left guide surface 821.
[0046] The ball receiving portion 830 defines a part of the left playing area RL. That is, the ball receiving portion 830 is configured in the left playing area RL. The ball receiving portion 830 is provided on the left side of the left guiding portion 820. Ball receiving portion 830 is formed in a substantially S-shape when viewed from the front side. That is, as shown in Fig. 18, a first inclined surface 831, an inner curved surface 832, a second inclined surface 833, and an outer curved surface 834 are formed on the outer side surface of ball receiving portion 830. First inclined surface 831, inner curved surface 832, second inclined surface 833, and outer curved surface 834 are included in inner rail surface 801. The first inclined surface 831 is a flat surface that inclines diagonally upward (to face diagonally upward). In particular, the first inclined surface 831 inclines toward the upper left (to face toward the upper left). Specifically, the first inclined surface 831 is inclined so that the right side is higher and the left side is lower when viewed from the front. In particular, the first inclined surface 831 is inclined toward the board surface side of the gaming board 11 (to face the board surface side of the gaming board 11). Specifically, the first inclined surface 831 is inclined so that the front side is higher and the rear side is lower when viewed from the left side. The inner curved surface 832 is continuous with the upper end of the first inclined surface 831. When viewed from the front side, the inner curved surface 832 is a curved surface that curves so as to have a concave shape (a sinking shape) toward the launch passage r1 side (the exit side of the launch passage r1). The radius of curvature of the inner curved surface 832 is smaller than the radius of curvature of the gaming ball. In other words, the curvature of the inner curved surface 832 is larger than the curvature of the gaming ball. In particular, the inner curved surface 832 is inclined toward the board surface side of the gaming board 11 (so as to face the board surface side of the gaming board 11).
[0047] The second inclined surface 833 is continuous with the upper end of the inner curved surface 832. That is, the second inclined surface 833 is continuous with the first inclined surface 831 via the inner curved surface 832. The second inclined surface 833 is a flat surface that slopes diagonally downward (facing diagonally downward). In particular, the second inclined surface 833 slopes toward the lower left (facing downward left). Specifically, the second inclined surface 833 slopes so that the right side is lower and the left side is higher when viewed from the front. In particular, the second inclined surface 833 slopes toward the board surface of the gaming board 11 (facing the board surface of the gaming board 11). Specifically, the second inclined surface 833 slopes so that the front side is lower and the rear side is higher when viewed from the left side. As described above, in the ball receiving portion 830, when viewed from the front side, the upper end of the first inclined surface 831 extending toward the upper right is folded back by the inner curved surface 832 and continues to the second inclined surface 833 extending toward the upper left, thereby forming a pocket portion P. In this case, the first inclined surface 831 and the second inclined surface 833 are arranged to face each other at a predetermined angle (acute angle). In addition, in the pocket portion P, the distance between the first inclined surface 831 and the second inclined surface 833 becomes narrower as they approach the inner curved surface 832 (and becomes wider as they move away from the inner curved surface 832). In other words, the pocket portion P opens toward the exit side of the launching passage r1, and the opening width (the distance between the first inclined surface 831 and the second inclined surface 833) becomes narrower as they approach the inner curved surface 832. This allows the pocket portion P to receive gaming balls launched from the launching passage r1. The outer curved surface 834 is continuous with the upper end of the second inclined surface 833. When viewed from the front side, the outer curved surface 834 is a curved surface that curves so as to have a convex shape (a protruding shape) toward the firing passage r1 side (the exit side of the firing passage r1). The radius of curvature of the outer curved surface 834 is smaller than the radius of curvature of the inner curved surface 832. In other words, the curvature of the outer curved surface 834 is larger than the curvature of the inner curved surface 832. In particular, the outer curved surface 834 is inclined toward the board surface side of the game board 11 (so as to face the board surface side of the game board 11). The upper end of outer curved surface 834 is continuous with left guide surface 821. As a result, in ball receiving portion 830, when viewed from the front side, the upper end of second inclined surface 833 extending toward the upper left is folded back by outer curved surface 834 and is continuous with left guide surface 821 extending toward the upper right. As a result, in the ball receiving portion 830, when viewed from the front side, the upper end of the first inclined surface 831 extending toward the upper right is folded back by the inner curved surface 832 and continues to the second inclined surface 833 extending toward the upper left, and the upper end of the second inclined surface 833 extending toward the upper left is folded back by the outer curved surface 834 and continues to the left guide surface 821 extending toward the upper right, and the overall structure is formed in an approximately S-shape.
[0048] The ball receiving section 830 is capable of receiving a game ball launched from the launch passage r1, weakening the momentum of the game ball, and guiding the game ball to the left game area RL. That is, a gaming ball launched with a predetermined strength from the launch passage r1 enters the inside of the pocket portion P. Here, as described above, in the pocket portion P, the first inclined surface 831 and the second inclined surface 833 are arranged to face each other at a predetermined angle (acute angle). This makes it possible for a gaming ball that has entered the inside of the pocket portion P to be alternately repelled by the first inclined surface 831 and the second inclined surface 833. This makes it possible for a gaming ball that has entered the inside of the pocket portion P to be weakened in momentum by repeatedly being repelled by the first inclined surface 831 and the second inclined surface 833, and then to be guided into the left gaming area RL. In particular, as shown in FIG. 19 , the ball receiving portion 830 is configured so that a gaming ball B that has entered the inside of the pocket portion P does not come into contact with the inner curved surface 832. That is, the pocket portion P is configured so that a gaming ball B that is arranged in a state of contacting both the first inclined surface 831 and the second inclined surface 833 (a gaming ball B that is arranged at the innermost side of the pocket portion P) does not come into contact with the inner curved surface 832. In this embodiment, the curvature of the inner curved surface 832 is set to be larger than the curvature of the gaming ball so that a gaming ball that has entered the inside of the pocket portion P does not come into contact with the inner curved surface 832. This makes it possible for a gaming ball that has entered the inside of the pocket portion P to collide with or be repelled by either the first inclined surface 831 or the second inclined surface 833. In this case, because the first inclined surface 831 and the second inclined surface 833 do not face the exit side of the launching passage r1, it is possible to prevent a gaming ball that collides with either the first inclined surface 831 or the second inclined surface 833 from rebounding toward the launching passage r1. In other words, a gaming ball that enters the inside of the pocket portion P is not repelled by the inner curved surface 832 that faces the exit side of the launching passage r1, so it is possible to prevent a gaming ball that enters the inside of the pocket portion P from colliding with the next launched gaming ball, and as a result, it is possible to prevent a situation in which the launch of the gaming ball is obstructed. As a result, it is possible to position the ball receiving portion 830 closer to the exit side of the launching passage r1, making it possible to expand the performance area. Furthermore, in the ball receiving portion 830, the first inclined surface 831 and the second inclined surface 833 are inclined so as to face the surface of the gaming board 11. This makes it possible for a gaming ball that has entered the inside of the pocket portion P to be repelled toward the surface of the gaming board 11 each time it collides with the first inclined surface 831 or the second inclined surface 833, thereby further preventing the gaming ball from being repelled toward the launch passage r1. Also, it makes it possible to prevent a gaming ball that has collided with the first inclined surface 831 or the second inclined surface 833 from being repelled toward the transparent plate 4a, thereby preventing the transparent plate 4a from being damaged by a collision with a gaming ball. Here, in the ball receiving portion 830, the outer curved surface 834 is also inclined so as to face the surface of the game board 11. This makes it possible for a game ball launched from the launching passage r1 to bounce back toward the surface of the game board 11, even if it collides with the outer curved surface 834, and makes it possible to prevent the game ball from bouncing back toward the launching passage r1.
[0049] (Circulation unit 500) Next, the configuration of the circulation unit 500 will be described. Fig. 6 is a front view of the circulation unit 500. Fig. 7 is a diagram showing a state in which some parts are removed from the circulation unit 500 shown in Fig. 6. The circulation unit 500 is supported by the inner frame unit 3. Specifically, the circulation unit 500 is attached to the inside of the inner frame of the inner frame unit 3. In this case, the circulation unit 500 is attached to the lower side of the game board unit 10. As a result, the circulation unit 500 is positioned on the back side of the front door unit 4. As shown in FIGS. 6 and 7, the circulation unit 500 includes a storage tank 510, a pumping unit 520, a cleaning unit 530, a ball passage 540, a flow rectifier 550, and a launching device 560. As described above, all game balls shot into the game area 30 (all game balls discharged from the game area 30) flow into the out passage. That is, game balls shot into the game area 30 are discharged from the game area 30 and flow into the out passage by entering any of the winning holes 51 to 56 or by passing through the out holes 57 and 58. Then, the game balls that flow into the out passage are detected by the out ball switch 571 and then flow into the storage tank 510 via the discharge hole 501. Furthermore, among the gaming balls launched by the launching device 560, those that do not reach the gaming area 30 (hereinafter referred to as "foul balls") flow into the foul passage 501. A foul ball switch 572 (see FIG. 8) is disposed in the circulation unit 500. The foul ball switch 572 outputs a detection signal to the frame control board 400 in response to the detection of a gaming ball passing through the foul passage 501. The gaming ball that has flowed into the foul passage 501 flows into the storage tank 510 after being detected by the foul ball switch 572.
[0050] The storage tank 510 is capable of storing a plurality of game balls. The game balls stored in the storage tank 510 are guided to a pumping unit 520 disposed downstream of the storage tank 510. The storage tank 510 is provided with an excess circulating ball number sensor 573 and an insufficient circulating ball number sensor 574. The excess circulating ball number sensor 573 outputs a detection signal to the frame control board 400 in response to detecting a state in which the number of game balls stored in the storage tank 510 (i.e., game balls circulating within the pachinko machine 1) exceeds an upper limit number (e.g., 49 balls) (excessive circulating ball number state). The insufficient circulating ball number sensor 574 outputs a detection signal to the frame control board 400 in response to detecting a state in which the number of game balls stored in the storage tank 510 is less than a lower limit number (e.g., 43 balls) (insufficient circulating ball number state). The storage tank 510 is provided with a ball removal lever 502. By operating the ball removal lever 502, it is possible to discharge the game balls stored in the storage tank 510 to the outside.
[0051] The lifting unit 520 lifts the gaming balls guided from the storage tank 510 to the ball passage 540. The lifting unit 520 is configured to include a screw conveyor 521 that lifts the gaming balls to the ball passage 540, and a lifting motor 522 that rotates the screw conveyor 521. When the lifting motor 522 is driven, the screw conveyor 521 rotates, and the gaming balls guided from the storage tank 510 are lifted upward by the screw conveyor 521 until they reach the ball passage 540. The cleaning unit 530 is disposed on the side of the screw conveyor 521. The cleaning unit 530 includes a polishing roller 531 that polishes the game balls lifted by the screw conveyor 521. Ball passage 540 is a passage that slopes downward on the right side. A flow straightener 550 is disposed downstream of ball passage 540. A launching device 560 is also disposed downstream of flow straightener 550. The rectifier 550 is configured to include a rectifier solenoid 551 that sends gaming balls to the launching device 560. A rectifier inlet sensor 552 is arranged at the inlet of the rectifier 550. The rectifier inlet sensor 552 outputs a detection signal to the frame control board 400 in response to the detection of a gaming ball located at the inlet of the rectifier 550. Furthermore, a rectifier outlet sensor 553 (see FIG. 8) is arranged at the outlet of the rectifier 550. The rectifier outlet sensor 553 outputs a detection signal to the frame control board 400 in response to the detection of a gaming ball located at the outlet of the rectifier 550. The launching device 560 includes a hammer (not shown) that launches the game balls sent out from the rectifier 550, and a launching motor 561 (see FIG. 8) that rotates the hammer. The gaming ball that has reached ball passage 540 flows down ball passage 540 and reaches rectifier 550. When the launch handle is rotated, rectifier solenoid 551 is driven, and the gaming ball is sent to launching device 560, and launching motor 561 is driven, and the hammer rotates, thereby launching the gaming ball.
[0052] (Control system configuration) Next, the configuration of the control system in the pachinko machine 1 will be described. FIG. 8 is a block diagram showing the configuration of a control system of a pachinko machine. The pachinko machine 1 is equipped with various control boards. As shown in Figure 8, the pachinko machine 1 is composed of a main control board 200, a performance control board 300, a frame control board 400, and a power supply circuit 600 that supplies power (electricity) to each control board 200, 300, 400, etc. Each control board 200, 300, 400 is a microcomputer equipped with a CPU (Central Processing Unit), a ROM (Read Only Memory) that stores programs related to the progress of the game and data necessary for the progress of the game, and a RAM (Random Access Memory) that serves as a temporary storage area used by the CPU to carry out processing based on the programs stored in the ROM.
[0053] (Main control board 200) The main control board 200 controls the progress of the game and includes a CPU, ROM, RAM, input ports, output ports, and the like. The input port of the main control board 200 receives the detection signal from the vibration detection sensor 113, the detection signal from the radio wave detection sensor 114, and the detection signal from the magnetic detection sensor 115. Furthermore, a RAM clear signal from the RAM clear switch, a detection signal from the key rotation detection switch 111, and a detection signal from the set value selection switch 112 are input to the input port of the main control board 200. In addition, the input port of the main control board 200 receives a detection signal from the first count switch 103a, a detection signal from the second count switch 103b, a detection signal from the V area switch 105a, a detection signal from the discharge area switch 105b, a detection signal from the left prize entry port switch 106, a detection signal from the special chart 1 start port switch 101, a detection signal from the special chart 2 start port switch 102, and a detection signal from the gate switches 104a and 104b. Furthermore, a control command from the frame control board 400 is input to the input port of the main control board 200. The output port of the main control board 200 outputs a signal for controlling the display of the main display device 60, a signal for controlling the display of the performance display device 61, and a signal for controlling the display of the setting value display device 62. In addition, the output port of the main control board 200 outputs a control signal for controlling the operation of the normal electric role solenoid 64, a control signal for controlling the operation of the first large prize opening solenoid 65, a control signal for controlling the operation of the second large prize opening solenoid 66, and a control signal for controlling the operation of the V distribution solenoid 67. Furthermore, the output port of the main control board 200 transmits control commands to the performance control board 300 and also transmits control commands to the frame control board 400.
[0054] (Performance control board 300) The performance control board 300 controls the performance. Specifically, based on control commands received from the main control board 200, the performance control board 300 controls the display of performance images on the image display device 31, the lighting of the lamps 20 and 21, the output of sound by the sound generating device 22, the driving of motors that drive various movable bodies (not shown), and the like. The performance control board 300 is configured to include a CPU, ROM, RAM, input ports, output ports, a Bluetooth module (not shown), etc. The ROM of the performance control board 300 stores programs related to the progression of the performance, data necessary for the progression of the performance, etc. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for performing arithmetic processing, etc. The CPU of the performance control board 300 determines the content of the performance to be executed based on the control commands received from the main control board 200. Then, in accordance with the performance program (performance control table) corresponding to the determined content of the performance, it generates display control data, sound control data, lamp control data, motor control data, etc. Then, it outputs control signals based on the generated control data to the image display device 31, sound generation device 22, each of the lamps 20 and 21, each of the motors, etc. The input port of the performance control board 300 receives a detection signal from the light intensity adjustment switch 24, a detection signal from the volume adjustment switch 25, a detection signal from the cross key switch 26, and a detection signal from the performance button switch 27.
[0055] The Bluetooth module is a communication module that complies with Bluetooth (registered trademark), a short-range wireless communication standard. In this embodiment, by providing the Bluetooth module, it is possible to perform wireless communication that complies with Bluetooth, with the pachinko machine 1 serving as the central (parent machine) and wireless communication-compatible (Bluetooth-compatible) earphones (hereinafter referred to as "wireless earphones") owned by the player serving as the peripheral (child machine). In particular, the performance control board 300 is capable of outputting sound data to the wireless earphones through wireless communication that complies with Bluetooth. Specifically, the CPU of performance control board 300 determines the performance content to be executed based on the control commands received from main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. Furthermore, the sound processor (not shown) of performance control board 300 generates sound control data (sound control signals) in accordance with the performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). Furthermore, the digital audio power amplifier generates a sound signal (analog signal) based on the sound control data input from the sound processor. The digital audio power amplifier is then capable of outputting the generated sound signal to the sound generating device 22. This enables the sound generating device 22 to output a sound based on the input sound signal. Furthermore, when wireless earphones are connected to the performance control board 300, sound data (digital signals) generated by A / D converting sound signals generated by the digital audio power amplifier can be output to the wireless earphones via wireless communication compliant with Bluetooth. This allows the wireless earphones to output sound based on sound signals obtained by D / A converting the input sound data.
[0056] (Frame control board 400) The frame control board 400 controls the circulation and launch of game balls and manages the number of balls held. The frame control board 400 includes a CPU, ROM, RAM, input ports, output ports, etc. The input port of the frame control board 400 receives a detection signal from the glass frame opening sensor 107, a detection signal from the inner frame opening sensor 108, a detection signal from the firing volume 410, and a detection signal from the counting detection switch 23. In addition, the input port of the frame control board 400 receives a detection signal from the out ball switch 571, a detection signal from the foul ball switch 572, a detection signal from the excessive circulating ball number sensor 573, a detection signal from the insufficient circulating ball number sensor 574, a detection signal from the rectifier inlet sensor 552, and a detection signal from the rectifier outlet sensor 553. Furthermore, a control command from the main control board 200 is input to the input port of the frame control board 400. The output port of the frame control board 400 outputs a control signal for controlling the operation of the lifting motor 522, a control signal for controlling the operation of the rectifier solenoid 551, a control signal for controlling the operation of the launch motor 561, and a signal for controlling the display of the ball count display unit 41a. In addition, the output port of the frame control board 400 transmits control commands to the main control board 200 and also transmits control commands to the dedicated unit UN.
[0057] (About various lotteries) Next, various lotteries executed by the main control board 200 will be described. In the main control board 200, when the gaming ball passes through the start gate 41, a regular symbol lottery is executed. In this embodiment, the results of the normal symbol lottery are defined as "normal symbol win" and "lose." If a "normal symbol win" is won by the normal symbol lottery, a normal symbol win game state is generated. In the normal symbol win game state, the normal electric device 52a is shifted (opened) from a closed state to an open state, and a game ball can enter the second starting hole 52. In the pachinko machine 1, it is possible to execute time-saving control as an auxiliary control that is advantageous to the player. During execution of the time-saving control, the time for which the variable display of the special symbols is performed (hereinafter referred to as "variation time") is shortened compared to when the time-saving control is stopped. In this embodiment, during execution of the time-saving control, the probability of winning the normal symbol lottery is improved and the time for which the variable display of the normal symbols is performed is shortened compared to when the time-saving control is stopped. Furthermore, during execution of the time-saving control, the number of times the normal electric device 52a is opened is increased and the opening time of the normal electric device 52a is extended in the normal winning game state compared to when the time-saving control is stopped. When a "normal win" is won, the number of times that the normal electric device 52a opens is set to 1 [time] or 3 [times], and the opening time of the normal electric device 52a each time is set to 0.5 [s] or 2.0 [s]. At this time, while the time-saving control is being executed, the number of times that the normal electric device 52a opens is set to 3 [times], and the opening time of the normal electric device 52a each time is set to 2.0 [s]. On the other hand, while the time-saving control is stopped, the number of times that the normal electric device 52a opens is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 0.5 [s].
[0058] In addition, on the main control board 200, a first special pattern lottery is executed when a gaming ball enters the first starting hole 51, and a second special pattern lottery is executed when a gaming ball enters the second starting hole 52. In this embodiment, the results of the first special symbol lottery are set to "small win" and "loss." Also, the results of the second special symbol lottery are set to "small win" and "loss." In particular, the winning probability of the second special symbol lottery (in this embodiment, the probability of winning a "small win") is higher than the winning probability of the first special symbol lottery. Also, the winning probability of each special symbol lottery is set according to a set value. If a "small win" is won by the first special symbol lottery or the second special symbol lottery, a small win game state is generated. In the small win game state, a small win game is executed in which the first special electric device 53a is shifted from a closed state to an open state, and a game ball can enter the first large winning hole 53. If the passage of the gaming ball that entered the first large winning opening 53 through the V area is detected during the execution of the small win game, the big win game state is triggered upon the end of the small win game state. On the other hand, if the passage of the gaming ball that entered the first large winning opening 53 through the V area is not detected during the execution of the small win game, the big win game state is not triggered. In the jackpot gaming state, a round game is executed in which the second special electric device 54a is shifted from a closed state to an open state, and the game ball can enter the second large winning hole 54. Then, upon completion of the jackpot gaming state, time-shortening control is initiated.
[0059] (Control state managed by main control board 200) Next, the control state (hereinafter referred to as "game machine state") managed by the main control board 200 will be described. In the pachinko machine 1, the following gaming machine states are defined: playable state, setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, backup abnormal state, and complete function operating state. A gaming machine state flag area is provided in the RAM of the main control board 200. In the gaming machine state flag area, a value corresponding to one of six gaming machine states (specifically, a playable state, a setting change state, a setting check state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) is stored (set) as a gaming machine state flag. Then, in the pachinko machine 1, a gaming machine state corresponding to the value stored in the gaming machine state flag area is generated.
[0060] The "playable state" is a gaming machine state in which game progress is possible. During the playable state, various processes (hereinafter referred to as "game progress processes") for progressing the game (special game and regular game) are permitted to be executed. This allows the game (regular game and special game) to progress. Furthermore, while the game is in a playable state, the base ratio is displayed on the performance display device 61. Furthermore, the main display device 60 displays information related to the game.
[0061] The "setting change state" is a gaming machine state in which the setting values stored in the setting value area of the RAM of the main control board 200 can be changed. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the key rotation detection switch 111, and a detection signal is input from the RAM clear switch (not shown) when the power is turned on. In other words, the setting change state occurs when the inner frame unit 3 is open, the key rotation switch 111 is rotated to the ON state, and the RAM clear switch is pressed when the power is turned on. During the setting change state, the execution of the game progress process is prohibited, and the game (specifically, the normal game and the special game) is stopped. Furthermore, while the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 61. Also, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. Furthermore, while the setting change state is occurring, it is possible to change the setting value stored in the setting value area by pressing the setting value selection switch 112. Then, when the key rotation switch 111 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting value stored in the setting value area is confirmed.
[0062] The "setting confirmation state" is a gaming machine state in which the setting values stored in the setting value area of the RAM of the main control board 200 can be confirmed. The setting confirmation state occurs when the setting confirmation condition is met. In this embodiment, the setting confirmation condition is met when, at power-on, a detection signal is input from the inner frame open sensor 108, a detection signal is input from the key rotation switch 111, and a detection signal is not input from the RAM clear switch. In other words, at power-on, if the inner frame unit 3 is open, the key rotation switch 111 is rotated to the ON state, and the RAM clear switch is not pressed, the setting confirmation state occurs. During the setting confirmation state, the execution of the game progress process is prohibited, and the game (specifically, the normal game and the special game) is stopped. Furthermore, while the setting confirmation state is occurring, the setting values stored in the setting value area are displayed on the performance display device 61. This makes it possible to check the setting values stored in the setting value area. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. It should be noted that while the setting confirmation state is occurring, the setting values stored in the setting value area cannot be changed. When the key rotation switch 111 is rotated to the OFF state while the setting confirmation state is occurring, the setting confirmation state is replaced with a playable state.
[0063] The "setting abnormality state" is the state of the gaming machine in which a setting abnormality has occurred. The abnormal setting state occurs when, during a playable state, it is determined that the setting value set in the setting value area is not within a specified range. During the occurrence of the abnormal setting state, the execution of the game progress process is prohibited, and the game (specifically, the normal game and the special game) is stopped. Furthermore, when a setting abnormality occurs, an error code specifying the occurrence of a setting abnormality is displayed on the performance display device 61. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the abnormal setting state, it is necessary to turn the power off and on again to cause a setting change state.
[0064] "RAM abnormal state" refers to the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormality state occurs when it is determined that a read / write abnormality has occurred in the RAM of the main control board 200 when the power is turned on. During the occurrence of the RAM abnormal state, the execution of the game progress process is prohibited, and the game (specifically, the normal game and the special game) is stopped. Furthermore, while a RAM abnormality state is occurring, an error code specifying the occurrence of a RAM abnormality is displayed on the performance display device 61. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the RAM abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0065] The "backup abnormality state" is the state of the gaming machine in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined that a backup abnormality (specifically, an abnormality in the backup flag or an abnormality in the checksum) has occurred in the RAM of the main control board 200 when the power is turned on. During the backup abnormal state, the execution of the game progress process is prohibited, and the game (specifically, the normal game and the special game) is stopped. Furthermore, when a backup abnormality occurs, an error code specifying the occurrence of a backup abnormality is displayed on the performance display device 61. All lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the backup abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0066] The "complete function operating state" is a gaming machine state in which the complete function described below is operating. During the complete function activation state, the execution of the game progress process is prohibited, and the game (specifically, the normal game and the special game) is stopped.
[0067] (About the complete function) Next, the complete function installed in the pachinko machine 1 will be described. Pachinko machine 1 is equipped with a complete function. The "complete function" is a function that makes it impossible to continue playing the game (restricts the progress of the game) when the difference in the number of balls after the power is turned on to the pachinko machine 1 reaches a specified number (95,000 [balls] in this embodiment). Specifically, the main control board 200 is configured with a difference ball counter that counts the number of difference balls. When the power is turned on to the pachinko machine 1, a predetermined initial value (100,000 [balls] in this modified example) is set to the difference ball counter. Furthermore, while the power is turned on to the pachinko machine 1, the difference ball counter counts the number of difference balls. That is, each time a detection signal is input from each of the switches 101, 102, 103a, 103b, and 106, the number of prize balls to be paid out in response to the game ball entering the ball entrance corresponding to that switch is added to the value of the difference ball counter. Furthermore, each time a detection signal is input from the out ball switch 571, "1" is subtracted from the value of the difference ball counter. When the value of the difference ball counter reaches a predetermined threshold (195,000 [balls] in this modified example), a game operation stop state is set. The "game operation stop state" is a state in which it is impossible to progress with the pachinko machine 1 (a state in which the progress of the game is restricted). In this embodiment, both the complete function activation state and the firing stop state are set as the game operation stop state. Note that it is also possible to configure the game operation stop state to be set to at least one of the complete function activation state and the firing stop state. The "launch stop state" is a state in which the launching operation of the launching device 560 is stopped (restricted) (impossible) to launch the game ball. In other words, while the launch stop state is set, even if a detection signal is input from the launch volume 410, the launching operation of the launching device 560 to launch the game ball is not executed.
[0068] In this embodiment, if the value of the difference ball counter reaches a predetermined threshold while the special prize state (big win game state / small win game state) is not occurring (during the period when the special prize state is not occurring), a game operation stop state is immediately set. On the other hand, if the value of the difference ball counter reaches a predetermined threshold while the special prize state (big win game state / small win game state) is occurring (during the period when the special prize state is occurring), a game operation stop state is set after the special prize state (the period when the special prize state is occurring) ends. In this embodiment, when a predetermined game operation stop state release condition is met, the game operation stop state is released and the game can proceed. At this time, when at least one of the above-mentioned setting change condition (when RAM is cleared via the setting change state) and the normal RAM clear condition (when RAM is cleared without going through the setting change state) is met, the game operation stop state release condition is met. As described above, the setting change condition is met when, at power-on, a detection signal is input from the inner frame open sensor 108, a detection signal is input from the key rotation switch 111, and a detection signal is input from the RAM clear switch. In addition, the normal RAM clear condition is met when, when the power is turned on, no detection signal is input from the inner frame open sensor 108, no detection signal is input from the key rotation switch 111, and a detection signal is input from the RAM clear switch.
[0069] In this embodiment, at a predetermined timing before the value of the differential balls counter reaches a predetermined threshold (before the differential balls reaches a specified number (95,000 [balls] in this modified example)), information suggesting (notifying) that the differential balls is approaching the specified number is displayed on the display screen 31a. For example, when the value of the differential balls counter reaches 190,000 [balls] (the differential balls reach 90,000 [balls]), the message "5,000 [balls] remaining until the complete function is activated!" is displayed. This notifies the user of the remaining differential balls until the complete function is activated. Furthermore, in this embodiment, when the value of the ball difference counter reaches a predetermined threshold (the ball difference reaches a specified number (95,000 balls in this modified example)) during the special prize state (big prize game state / small prize game state), in response (during the special prize state), the display screen 31a displays a display related to the big prize effect (small prize effect) along with information suggesting (informing) that the complete function will be activated upon the end of the special prize state. For example, during the special prize state, the text "After the win ends, the complete function will be activated and gameplay will stop" is displayed superimposed on the display related to the big prize effect (small prize effect). This notifies the user that the complete function will be activated upon the end of the special prize state. Furthermore, in this embodiment, when the complete function is activated (started), a notification image suggesting (notifying) that the complete function is activated is displayed on the display screen 31a.
[0070] (About steering wheel operation signals) Next, the handle operation signal output from the frame control board 400 to the main control board 200 will be described. The frame control board 400 is configured to include a handle operation signal output IC (not shown). As described above, when the touch sensor 411 detects that the player has touched the firing handle, it outputs a touch signal to the frame control board 400 (touch signal is turned ON), and when the touch sensor 411 does not detect that the player has touched the firing handle, it stops outputting the touch signal to the frame control board 400 (touch signal is turned OFF). At this time, the touch signal is input to the handle operation signal output IC. The steering wheel operation signal output IC switches whether to output a steering wheel operation signal to the main control board 200 depending on the input status of the touch signal. Specifically, when the touch signal is in the ON state, the steering wheel operation signal output IC outputs the steering wheel operation signal to the main control board 200 (the steering wheel operation signal output to the main control board 200 is in the ON state). On the other hand, when the touch signal is in the OFF state, the steering wheel operation signal output IC stops outputting the steering wheel operation signal to the main control board 200 (the steering wheel operation signal output to the main control board 200 is in the OFF state). This allows the main control board 200 to check the input status of the touch signal (that is, whether or not the player has operated (touched) the firing handle) based on the input status of the handle operation signal. As described above, when a rotational operation of the firing handle is detected, the firing volume 410 outputs a detection signal (hereinafter referred to as a "handle volume signal") corresponding to the detected angle of the firing handle to the frame control board 400. Therefore, the handle operation signal output IC may be configured to switch whether or not to output a handle operation signal to the main control board 200 depending on the input status of the handle volume signal. Specifically, the handle volume signal input to the handle operation signal output IC is in the ON state when a rotational operation of the firing handle is detected, and is in the OFF state when a rotational operation of the firing handle is not detected. Therefore, the handle operation signal output IC is configured to output a handle operation signal to the main control board 200 when the handle volume signal is in the ON state (the handle operation signal output to the main control board 200 is in the ON state). On the other hand, when the handle volume signal is in the OFF state, the output of the handle operation signal to the main control board 200 is stopped (the handle operation signal output to the main control board 200 is in the OFF state). With this configuration, the main control board 200 can check the input status of the handle volume signal (that is, whether or not the firing handle has been rotated) based on the input status of the handle operation signal.
[0071] (Control state managed by frame control board 400) Next, the control state managed by the frame control board 400 (hereinafter referred to as the "frame control state") will be described. In the pachinko machine 1, a normal state and a ball removal state are defined as the frame control states. In the normal state, communication with the main control board 200 and the dedicated unit UN is possible. In the pachinko machine 1, when the gaming machine state is a playable state and the frame control state is a normal state, the game can proceed. The ball removal state is a state in which removal of game balls contained in the pachinko machine 1 can be executed (a state in which removal of game balls is being executed). Here, a ball removal button (not shown) and a ball removal switch (not shown) are arranged on the frame control board 400. When the ball removal button is pressed, the ball removal switch outputs a predetermined detection signal to the frame control board 400. When the power is turned on to the pachinko machine 1 without receiving a detection signal from the ball removal switch, the normal state is set as the frame control state. On the other hand, when the number of balls stored in the held ball number storage area (described later) is 0 [balls] and a detection signal is input from the ball removal switch, the pachinko machine 1 is powered on, and the ball removal state is set as the frame control state. During the ball removal state, a ball removal state notification image is displayed on the display screen 31a to notify (indicate) that the ball removal state is in progress. Also, if the power is turned back on to the pachinko machine 1 while in the ball removal state and no detection signal is being input from the ball removal switch, the normal state is set as the frame control state.
[0072] (Regarding managing the number of balls you have) Next, the management of the number of balls held performed by the frame control board 400 will be described. The number of balls in possession is stored as numerical data in a predetermined area (hereinafter referred to as the "ball count storage area") of the RAM of the frame control board 400. The number of balls in possession stored in the ball count storage area is displayed on the ball count display unit 41a. When a new game is started in the pachinko machine 1, the number of balls stored in the number of balls held storage area is normally 0 [balls]. In the dedicated unit UN, after a bill or card is inserted, each time the loan button is pressed (each time a ball loan operation is executed), a loan command is sent from the dedicated unit UN to the frame control board 400. Each time the frame control board 400 receives a loan command, a predetermined number of balls to be lent (125 [balls] in this embodiment) is added to the number of balls held stored in the number of balls held storage area. Furthermore, in the frame control board 400, each time a game ball is shot, 1 [ball] is subtracted from the number of balls in possession stored in the ball number storage area. In this embodiment, each time the detection signal from the rectifier outlet sensor 553 switches from an ON state to an OFF state, a game ball is assumed to have been shot, and 1 [ball] is subtracted from the number of balls in possession stored in the ball number storage area. Furthermore, in the frame control board 400, each time a detection signal is input from the foul ball switch 572 (each time a foul ball is detected), 1 [ball] is added to the number of balls in possession stored in the ball number storage area. Furthermore, when a gaming ball enters one of the winning slots 51 to 55, the main control board 200 detects the ball by a corresponding switch, and a prize ball designation command designating the number of prize balls corresponding to the winning slot into which the gaming ball entered is sent to the frame control board 400. Then, when the frame control board 400 receives the prize ball designation command, the number of prize balls designated by the prize ball designation command is added to the number of possessed balls stored in the possessed ball number storage area. Furthermore, in the frame control board 400, when the number of balls stored in the ball count storage area is equal to or greater than a first predetermined number (1 [ball] in this embodiment), each time the counting button 41b is pressed briefly (a counting operation in which the counting button 41 is pressed for a duration shorter than a reference time), the first predetermined number is subtracted from the number of balls stored in the ball count storage area, and a counting command specifying the first predetermined number is sent to the dedicated unit UN. On the other hand, when the number of balls stored in the ball count storage area is equal to or greater than a second predetermined number (250 [balls] in this embodiment), each time the counting button 41b is pressed for a long time (a counting operation in which the counting button 41 is pressed for a duration longer than a reference time), the second predetermined number is subtracted from the number of balls stored in the ball count storage area, and a counting command specifying the second predetermined number is sent to the dedicated unit UN. When the dedicated unit UN receives a counting command, the number of balls held specified by the counting command is added to the number of balls held stored on the card. Here, a ball count clear button (not shown) and a ball count clear switch (not shown) are arranged on the frame control board 400. The ball count clear switch outputs a predetermined detection signal to the frame control board 400 when the ball count clear button is pressed. Then, when the power is turned on to the pachinko machine 1 while a detection signal is being input from the ball count clear switch, the frame control board 400 clears the number of balls stored in the ball count storage area (the initial value = 0 [balls] is set as the number of balls). In the following explanation, the process of clearing the number of balls stored in the ball count storage area is referred to as the "ball count clear process." When the ball count clear process is executed, a ball count clear notification image is displayed on the display screen 31a to notify (indicate) that the number of balls has been cleared.
[0073] (Frame control command) Next, the frame control command transmitted from the frame control board 400 to the main control board 200 will be described. In this embodiment, a frame control command is provided as a control command transmitted from the frame control board 400 to the main control board 200. The frame control command is composed of information indicating the number of balls held stored in the ball number memory area (hereinafter referred to as "ball number information"), information indicating whether a ball lending operation has been performed (hereinafter referred to as "ball lending information"), information indicating whether a counting operation has been performed (hereinafter referred to as "counting information"), and information indicating the status of the frame control board 400 (hereinafter referred to as "status information"). As described above, the main control board 200 transmits startup information (chip ID, manufacturer code, etc.) to the frame control board 400 in response to power-on of the pachinko machine 1. Then, upon receiving the startup information, the frame control board 400 replies with a frame control command to the main control board 200 in response thereto. For the frame control command sent when the power is turned on, the ball count information included in the frame control command is set to information indicating the number of balls held stored in the ball count memory area at the time of power-on. Also, if the frame control state at the time of power-on is the normal state, information specifying the normal state is set as the status information included in the frame control command. On the other hand, if the frame control state at the time of power-on is the ball-empty state, information specifying the ball-empty state is set as the status information included in the frame control command. Also, if the ball count clear process is executed when the power is turned on, information specifying the occurrence of ball count clear is set as the status information included in the frame control command.
[0074] In addition, the frame control board 400 transmits a frame control command to the main control board 200 each time the number of balls stored in the number of balls storage area is changed (updated). Here, the number of balls held stored in the number of balls held memory area is changed (updated) when a ball lending operation is performed (when a lending command is received), when a game ball is released (when the detection signal from the rectifier outlet sensor 553 switches from an on state to an off state), when a foul ball is detected (when a detection signal is input from the foul ball switch 572), when a prize ball is generated (when a prize ball designation command is received), and when a counting operation is performed (when the counting button 41 is detected as being pressed). For a frame control command sent when updating the number of balls in possession, the number of balls in possession included in the frame control command is set to information indicating the number of balls in possession stored in the updated number of balls in possession memory area. Also, for a frame control command sent when a ball lending operation is performed (when a lending command is received), the ball lending information included in the frame control command is set to information specifying the execution of a ball lending operation. Also, for a frame control command sent when a counting operation is performed (when a press of the counting button 41 is detected), the counting information included in the frame control command is set to information specifying the execution of a counting operation.
[0075] (Notification of decrease in balls) Next, the notification of a decrease in balls carried out by the pachinko machine 1 will be described. The performance control board 300 is capable of executing a ball count reduction notification. The ball count reduction notification is a notification that the number of balls in possession has decreased (the number of balls in possession is approaching 0 [balls]). In this embodiment, only a display effect is executed as a notification of a decrease in the number of balls in the player's possession. That is, a notification image of a decrease in the number of balls in the player's possession is displayed on the display screen 31a as a notification of a decrease in the number of balls in the player's possession. The notification image of a decrease in the number of balls in the player's possession is configured to include a display of information (in this embodiment, the text "Your number of balls is low. Please be careful.") that notifies (suggests) that the number of balls in the player's possession is decreasing (that the number of balls in the player's possession is approaching 0 [balls]). Note that a configuration in which both a display effect and a sound effect are executed as a notification of a decrease in the number of balls in the player's possession may also be executed. That is, a notification of a decrease in the number of balls in the player's possession may also be configured to display a notification image of a decrease in the number of balls in the player's possession and output a sound that notifies (suggests) that the number of balls in the player's possession is decreasing (that the number of balls in the player's possession is approaching 0 [balls]). In the pachinko machine 1, the number of balls held is managed as numerical data, making it difficult for the player to recognize the reduction in the number of balls held. Therefore, by providing a function to notify the player of the reduction in the number of balls held, it becomes possible to easily recognize the reduction in the number of balls held, and it becomes possible to prevent a situation in which the number of balls held becomes 0 [balls] without the player noticing, and the player falls into a state in which the game cannot proceed.
[0076] In the pachinko machine 1, a menu button (not shown) is provided in the lower decorative unit 40. When a press of the menu button is detected during a customer waiting state or during a game, a menu screen (not shown) is displayed on the display screen 31a. In addition, the player can set various notifications to be enabled (ON state) or disabled (OFF state) on the menu screen by operating the cross key button 42c. In this embodiment, the various notifications that can be enabled or disabled on the menu screen include a pitch count reduction notification. That is, the pitch count reduction notification can be enabled or disabled on the menu screen. When the pitch count reduction notification is enabled, the pitch count reduction notification is executed as the pitch count decreases. On the other hand, when the pitch count reduction notification is disabled, the pitch count reduction notification is not executed even if the pitch count decreases. In this way, in this embodiment, the player can select and set the ball count reduction notification to be enabled or disabled as desired. This allows players who always need to know the number of balls they have while playing to reduce the annoyance of the notification by setting the ball count reduction notification to disabled.
[0077] The ball count reduction notification is initiated when the number of balls stored in the ball count storage area decreases to a first reference number (30 balls in this embodiment) or less. In particular, in this embodiment, when the number of balls stored in the ball count storage area decreases to a first reference number or less, the ball count reduction notification is initiated only if the notification permission state is set. In other words, in this embodiment, the main control board 200 can be set to either a notification-permitted state in which the initiation (execution) of a ball count reduction notification is permitted, or a notification-prohibited state in which the initiation (execution) of a ball count reduction notification is prohibited. Then, if the notification-enabled state is set, when the number of balls stored in the ball count storage area decreases and becomes equal to or less than the first reference number, a ball count decrease notification will be initiated, and the notification-enabled state will be replaced by the notification-prohibited state. Furthermore, while the notification-prohibited state is set, a ball count decrease notification will not be initiated even if the number of balls stored in the ball count storage area decreases and becomes equal to or less than the first reference number. Furthermore, if the number of balls increases and becomes equal to or greater than the second reference number (100 balls in this embodiment) while the notification-prohibited state is set, the notification-prohibited state will be released, and the notification-enabled state will be set. Here, the second reference number is greater than the first reference number. As a result, if the number of balls in possession increases above the first reference number after a ball count reduction notification has been issued, and then the number of balls in possession does not increase above the second reference number and then decreases below the first reference number again, the ball count reduction notification will not be issued. On the other hand, if the number of balls in possession increases above the first reference number after a ball count reduction notification has been issued, and then the number of balls in possession increases above the second reference number and then decreases below the first reference number again, the ball count reduction notification will be issued. In other words, once a pitch count reduction notification has been issued, the pitch count reduction notification will not be issued again, even if the pitch count decreases to the first reference number or less, unless the pitch count increases to the second reference number or more. This makes it possible to prevent repeated pitch count reduction notifications from being issued when the pitch count increases or decreases across the first reference number.
[0078] The notification of a decrease in the number of balls in hand ends when one of the following conditions is met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since the notification began, and (2) a ball loan operation has been performed. With this configuration, if a ball lending operation is not performed from the start of the ball reduction notification until a predetermined duration has elapsed, the ball reduction notification will end as the predetermined duration has elapsed. On the other hand, if a ball lending operation is performed before the predetermined duration has elapsed from the start of the ball reduction notification, the ball reduction notification will end as the ball lending operation is performed. Here, when a ball lending operation is performed, a sound effect (e.g., a jingling sound output) is produced to notify (indicate) the execution of a ball lending operation, a predetermined number of balls to be lent (125 balls in this embodiment) is added to the number of balls stored in the ball count storage area, and the predetermined number of lent balls is added to the number of balls displayed on the ball count display unit 41a. In this case, if the ball count reduction notification is terminated in response to the execution of a ball lending operation, it is preferable that the ball count reduction notification be terminated before the sound effect suggesting the execution of a ball lending operation is initiated and before the predetermined number of lent balls is added to the number of balls displayed on the ball count display unit 41a. This makes it possible to prevent a player from mistakenly believing that the ball lending operation (the operation of pressing the lending button) has not been properly detected and unintentionally executing ball lending operations repeatedly. By ending the notification of the number of balls remaining when a predetermined duration (10 [s] in this embodiment) has elapsed since the start of the notification of the number of balls remaining, it is possible to prevent a situation in which a player who intends to end the game when the number of balls remaining reaches 0 [balls] feels bothered by the notification. Furthermore, in the pachinko machine 1, when a player is replaced, it is possible to prevent a situation in which the notification of the number of balls remaining is being executed when the new player starts playing, and it is possible to prevent a decrease in the motivation of the new player to play. In addition, the ball reduction notification may be configured to end when any of the following conditions are met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since the notification began; (2) the number of balls stored in the ball count memory area has reached a second reference number (100 balls in this embodiment); or (3) a ball lending operation has been performed.
[0079] (No balls in hand notification) Next, the zero balls remaining notification executed in the pachinko machine 1 will be described. The performance control board 300 is capable of executing a zero balls notification. The zero balls notification is a notification that the player has run out of balls (the number of balls in possession has reached 0 [balls]). In this embodiment, a display effect and a sound effect are executed for the zero balls remaining notification. That is, in the zero balls remaining notification, a zero balls remaining notification image is displayed on the display screen 31a as a display effect. The zero balls remaining notification image is configured to include a display of information (in this embodiment, the text "You have no balls remaining") that notifies (suggests) that you have run out of balls (your number of balls has reached 0 [balls]). In addition, in the zero balls remaining notification, a sound effect is output from the sound generating device 22 (in this embodiment, the sound "You have no balls remaining") that notifies (suggests) that you have run out of balls (your number of balls has reached 0 [balls]). As described above, in the pachinko machine 1, the number of balls in possession is managed as numerical data, making it difficult for the player to recognize the reduction in the number of balls in possession. Therefore, by providing a function for notifying the player that there are no more balls in possession, it becomes possible to easily recognize that there are no more balls in possession. In particular, in this embodiment, the notification of no more balls in possession is configured to include a sound effect, so that even a player who is playing while looking at the screen of his or her mobile communication terminal can recognize that there are no more balls in possession.
[0080] In this embodiment, the zero balls in hand notification is included in the various notifications that can be enabled or disabled on the menu screen. That is, the zero balls in hand notification can be enabled or disabled on the menu screen. When the zero balls in hand notification is enabled, the zero balls in hand notification is executed when the player runs out of balls. On the other hand, when the zero balls in hand notification is disabled, the zero balls in hand notification is not executed even when the player runs out of balls. In this way, in this embodiment, the player can freely select and set whether to enable or disable the zero balls remaining notification. This allows players who always need to know the number of balls they have while playing to reduce the annoyance of the notification by setting the zero balls remaining notification to disabled.
[0081] The zero balls notification is initiated when the number of balls stored in the number of balls memory area decreases to 0 [balls]. In particular, in this embodiment, when the number of balls stored in the number of balls memory area decreases to 0 [balls], the zero balls notification is initiated only if the player is operating the launch handle (or if there is a possibility that the player will operate the launch handle). In this embodiment, if contact by the player with the launch handle is detected (if the touch signal input from the touch sensor 411 is in the ON state), it is determined that the player is operating the launch handle, and if contact by the player with the launch handle is not detected (if the touch signal input from the touch sensor 411 is in the OFF state), it is determined that the player is not operating the launch handle. In addition, if a rotation operation of the launch handle is detected (if the handle volume signal is in the ON state), it may be determined that the player is operating the launch handle, and if a rotation operation of the launch handle is not detected (if the handle volume signal is in the OFF state), it may be determined that the player is not operating the launch handle. That is, in this embodiment, the main control board 200 can grasp the input status of the touch signal (that is, whether or not the player has operated the firing handle) based on the input status of the handle operation signal. When the number of balls stored in the number-of-balls storage area is 0 [balls] and operation of the launch handle by the player is detected, an "0 balls" notification is initiated. On the other hand, even if the number of balls stored in the number-of-balls storage area is 0 [balls], if operation of the launch handle by the player is not detected, an "0 balls" notification is not initiated. This makes it possible to notify players who intend to continue playing that they have run out of balls, while also preventing players who do not intend to continue playing from being notified that they have run out of balls.
[0082] In this embodiment, when the zero balls remaining notification is set to enabled, and the number of balls stored in the ball count memory area is 0 [balls], if the duration of the state in which the player's operation of the launch handle is not detected reaches a predetermined time (60 [s] in this embodiment), the zero balls remaining notification is set to disabled. This makes it possible to prevent a situation in which, when a player is replaced in pachinko machine 1, an announcement that the player has no balls remaining is made upon detection of the new player operating the firing handle, thereby preventing a decline in the new player's motivation to play.
[0083] The zero balls notification ends when one of the following conditions is met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since the notification started, and (2) a ball lending operation has been performed. With this configuration, if a ball lending operation is not performed within a predetermined duration from the start of the zero balls in hand notification, the zero balls in hand notification is terminated as the predetermined duration elapses. On the other hand, if a ball lending operation is performed before the predetermined duration elapses from the start of the zero balls in hand notification, the zero balls in hand notification is terminated as the ball lending operation is performed. Here, as described above, when a ball lending operation is executed, a sound effect (e.g., a jingling sound) indicating the execution of a ball lending operation is executed, a predetermined number of balls to be lent (125 balls in this embodiment) is added to the number of balls stored in the ball count storage area, and the predetermined number of lent balls is added to the number of balls displayed in the ball count display unit 41a. In this case, if the zero balls notification is terminated in response to the execution of a ball lending operation, it is preferable that the zero balls notification be terminated before the sound effect indicating the execution of a ball lending operation is initiated and before the predetermined number of lent balls is added to the number of balls displayed in the ball count display unit 41a. This prevents a player from mistakenly believing that the ball lending operation (pressing the lending button) has not been properly detected and unintentionally executing multiple ball lending operations in succession. By ending the zero balls remaining notification after a predetermined duration (10 seconds in this embodiment) has elapsed since the start of the zero balls remaining notification, when a player is replaced in the pachinko machine 1, it is possible to prevent the zero balls remaining notification from being in progress when the new player starts playing, and it is possible to prevent a decrease in the new player's motivation to play. In addition, the zero balls remaining notification may be configured to end when any of the following conditions is met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since the notification began; (2) the number of balls remaining stored in the ball number storage area has reached a second reference number (100 balls in this embodiment); or (3) a ball lending operation has been performed.
[0084] (Increase in balls) Next, the notification of an increase in balls carried out by the pachinko machine 1 will be described. The performance control board 300 is capable of executing a notification of an increase in the number of balls in possession. The notification of an increase in the number of balls in possession is a notification that the number of balls in possession has increased (a prize ball has been acquired). In particular, the notification of an increase in the number of balls in possession is an indirect notification that the number of balls in possession is decreasing (the number of balls in possession is approaching 0 [balls]). In detail, the notification of an increase in the number of balls in possession is a notification that the number of balls in possession has increased (a prize ball has been acquired) when the number of balls in possession is decreasing (the number of balls in possession is approaching 0 [balls]). In this embodiment, only a sound effect is executed to notify the player of an increase in the number of balls held. That is, to notify the player of an increase in the number of balls held, sound (in this embodiment, the sound "chinchirorin") is output from the sound generating device 22 to notify (suggest) that the number of balls held has increased (a prize ball has been acquired). Note that a configuration in which both a display effect and a sound effect are executed to notify the player of an increase in the number of balls held may also be executed. That is, to notify the player of an increase in the number of balls held, a configuration in which an image is displayed on the display screen 31a to notify (suggest) that the number of balls held has increased (a prize ball has been acquired), and sound is output by the sound generating device 22 to notify (suggest) that the number of balls held has increased (a prize ball has been acquired). In the pachinko machine 1, the number of balls held is managed as numerical data, making it difficult for the player to recognize an increase in the number of balls held. Therefore, by providing a function to notify the player of an increase in the number of balls held, it becomes possible to easily recognize that the number of balls held has increased.
[0085] In this embodiment, the various notifications that can be enabled or disabled on the menu screen include a notification of an increase in the number of balls in possession. That is, the menu screen allows the notification of an increase in the number of balls in possession to be enabled or disabled. When the notification of an increase in the number of balls in possession is enabled, the notification of an increase in the number of balls in possession is executed as the number of balls in possession increases. On the other hand, when the notification of an increase in the number of balls in possession is disabled, the notification of an increase in the number of balls in possession is not executed even if the number of balls in possession increases. In this way, in this embodiment, the player can freely select and set whether the ball increase notification is enabled or disabled. This allows players who always need to know the number of balls they have while playing to reduce the annoyance of the notification by setting the ball increase notification to disabled.
[0086] The notification of an increase in the number of balls in possession is initiated as the number of balls stored in the ball count storage area increases. In particular, in this embodiment, the notification of an increase in the number of balls in possession is initiated only when the number of balls in possession stored in the ball count storage area increases while the number of balls stored in the ball count storage area is within a specific range. In this case, the "specific range" is a range that exceeds a first reference number (in this embodiment, 30 [balls]) and is equal to or smaller than a third reference number (in this embodiment, 50 [balls]). Here, the third reference number is a number that is greater than the first reference number and less than the second reference number. That is, in this embodiment, when the number of balls stored in the number of balls storage area is within a specific range, and a prize ball is paid out, a notification of an increase in the number of balls in possession is started. That is, when the number of balls stored in the number of balls storage area is within a specific range, and a prize ball is paid out, a notification of an increase in the number of balls in possession is started. The notification of the increase in the number of balls held ends when a predetermined duration (1 [s] in this embodiment) has elapsed since the notification started. In particular, in this embodiment, the upper limit of the specific range is defined as a number (specifically, a third reference number) greater than the first reference number, which is the initiation condition for the ball count reduction notification. This makes it possible for the player to be notified (suggested) that the number of balls in his possession has decreased to approximately the number at which the ball count reduction notification is executed, by the execution of the ball count increase notification. In addition, the first reference number, which is the initiation condition for the ball count reduction notification, is defined as the lower limit of the specific range. This makes it possible to notify (suggest) the player of two stages of ball count reduction: a stage at which the ball count increase notification is executed (a stage at which the number of balls in his possession is slightly reduced) and a stage at which the ball count reduction notification is executed (a stage at which the number of balls in his possession is significantly reduced), making it possible to notify the player of the reduction in the number of balls in his possession in stages.
[0087] In this embodiment, a lower limit of the specific range is set. However, a configuration without a lower limit of the specific range is also possible. In other words, a configuration in which an increase in balls in possession notification is initiated when a prize ball is paid out when the number of balls stored in the number of balls in possession storage area is equal to or less than a third reference number is also possible. This makes it possible to initiate an increase in balls in possession notification each time a prize ball is paid out when the number of balls stored in the number of balls in possession storage area is equal to or less than the third reference number.
[0088] (Control of ball count decrease notification) Next, a method for controlling the notification of a decrease in balls remaining will be specifically described. First, the process executed by the CPU of the main control board 200 when a frame control command is received will be described. FIG. 9 is a flowchart showing the process when a frame control command is received. As described above, the CPU of the main control board 200 transmits startup information (chip ID, manufacturer code, etc.) to the frame control board 400 in response to power-on of the pachinko machine 1. Then, upon receiving the startup information, the CPU of the frame control board 400 replies to the main control board 200 with a frame control command including information indicating the number of balls held that is stored in the number of balls held storage area. In addition, each time the number of balls held stored in the ball number storage area is changed (updated), the CPU of the frame control board 400 sends a frame control command to the main control board 200, which includes information indicating the number of balls held stored in the updated ball number storage area. Then, every time the CPU of the main control board 200 receives a frame control command, it executes the frame control command reception process shown in Fig. 9. When the frame control command reception process starts, the process first proceeds to step S1-1. In step S1-1, it is determined whether the number of balls specified by the frame control command (the ball count information included in the frame control command) is less than or equal to a first reference number (30 balls in this embodiment), and if it is determined that the number of balls specified by the frame control command is less than or equal to the first reference number (Yes), it proceeds to step S1-2, and if it is determined that the number of balls specified by the frame control command is not less than or equal to the first reference number (No), it proceeds to step S1-5.
[0089] In step S1-2, it is determined whether the notification permission state is being set. If it is determined that the notification permission state is being set (Yes), the process proceeds to step S1-3. If it is determined that the notification permission state is not being set (the notification prohibition state is being set) (No), the process proceeds to step S1-5. At this time, the CPU of the main control board 200 determines that the notification permission state is being set if the value set in the notification state flag area of the RAM is a value corresponding to the notification permission state ("1" in this embodiment), and determines that the notification permission state is not being set if the value set in the notification state flag area of the RAM is a value corresponding to the notification prohibition state ("0" in this embodiment). Note that the CPU of the main control board 200 sets a value corresponding to the notification permission state ("1" in this embodiment) in the notification state flag area of the RAM in response to power-on of the pachinko machine 1. In step S1-3, a pitch count reduction notification designation command transmission process is executed, and the process proceeds to step S1-4. In the pitch count reduction notification designation command transmission process, a pitch count reduction notification command that designates the start of a pitch count reduction notification is transmitted to the performance control board 300. In step S1-4, a notification prohibition state setting process is executed, and the process proceeds to step S1-5. In the notification prohibition state setting process, the notification prohibition state is set instead of the notification permission state. Specifically, in the notification prohibition state setting process, a value corresponding to the notification prohibition state ("0" in this embodiment) is set in the notification state flag area of RAM.
[0090] In step S1-5, it is determined whether the number of balls specified by the frame control command (the ball count information included in the frame control command) is greater than or equal to a second reference number (100 balls in this embodiment), and if it is determined that the number of balls specified by the frame control command is greater than or equal to the second reference number (Yes), it proceeds to step S1-6, and if it is determined that the number of balls specified by the frame control command is not greater than or equal to the second reference number (No), it proceeds to step S1-8. In step S1-6, it is determined whether the notification prohibition state is being set, and if it is determined that the notification prohibition state is being set (Yes), the process proceeds to step S1-7, and if it is determined that the notification prohibition state is not being set (the notification permission state is being set) (No), the process proceeds to step S1-8. At this time, the CPU of the main control board 200 determines that the notification prohibition state is being set if the value set in the notification status flag area of the RAM is a value corresponding to the notification prohibition state ("0" in this embodiment), and determines that the notification prohibition state is not being set if the value set in the notification status flag area of the RAM is a value corresponding to the notification permission state ("1" in this embodiment). In step S1-7, a notification permission state setting process is executed, and the process proceeds to step S1-8. In the notification permission state setting process, the notification permission state is set instead of the notification prohibition state. Specifically, in the notification permission state setting process, a value corresponding to the notification permission state ("1" in this embodiment) is set in the notification state flag area of RAM.
[0091] In step S1-8, it is determined whether the frame control command (the ball lending information included in the frame control command) specifies "executing a ball lending operation," and if it is determined that the frame control command specifies "executing a ball lending operation" (Yes), it proceeds to step S1-9, and if it is determined that the frame control command does not specify "executing a ball lending operation" (No), it terminates the processing when this frame control command is received. In step S1-9, a ball loan generation command transmission process is executed, and the process for receiving the current frame control command is terminated. In the ball loan generation command transmission process, a ball loan generation command is transmitted to the performance control board 300.
[0092] Next, the ball reduction notification management process executed by the CPU of the performance control board 300 will be described. FIG. 10 is a flowchart showing the process of managing a notification of a decrease in balls in possession. The CPU of the performance control board 300 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generating circuit. The timer interrupt processing includes the ball count reduction notification management processing. When the ball count reduction notification management processing starts, the process first proceeds to step S2-1. In step S2-1, it is determined whether or not a pitch count reduction notification command has been received. If it is determined that a pitch count reduction notification command has been received (Yes), the process proceeds to step S2-2. If it is determined that a pitch count reduction notification command has not been received (No), the process proceeds to step S2-4. In step S2-2, it is determined whether the ball count reduction notification is enabled, and if it is determined that the ball count reduction notification is enabled (Yes), it proceeds to step S2-3, and if it is determined that the ball count reduction notification is not enabled (ball count reduction notification is disabled) (No), it proceeds to step S2-4. In step S2-3, the process for starting the notification of a decrease in the number of balls in the available balls is executed, and the process proceeds to step S2-4. In the process for starting the notification of a decrease in the number of balls in the available balls, the notification of a decrease in the number of balls in the available balls is started. Specifically, the display of the notification image of a decrease in the number of balls in the available balls is started on the display screen 31a. Here, the performance control board 300 is configured to include a notification timer of a decrease in the number of balls in the available balls. The notification timer of a decrease in the number of balls in the available balls is measured. Then, in the notification of a decrease in the number of balls in the available balls notification start process, the value of the timer of a decrease in the number of balls in the available balls notification is set to 10 [s], and the measurement (countdown) of the duration of the notification of a decrease in the number of balls in the available balls notification is started. The value of the timer of a decrease in the number of balls in the available balls notification is updated (decremented) by a process not shown.
[0093] In step S2-4, it is determined whether a ball count reduction notification is currently being executed, and if it is determined that a ball count reduction notification is currently being executed (Yes), it proceeds to step S2-5, and if it is determined that a ball count reduction notification is not currently being executed (No), it terminates the current ball count reduction notification management process. In step S2-5, it is determined whether the ball count reduction alarm timer has timed out (whether the value of the ball count reduction alarm timer is 0 [s] or less), and if it is determined that the ball count reduction alarm timer has not timed out (No), it proceeds to step S2-6, and if it is determined that the ball count reduction alarm timer has timed out (Yes), it proceeds to step S2-7. In step S2-6, it is determined whether or not a loan ball generation designation command has been received, and if it is determined that a loan ball generation designation command has been received (Yes), it proceeds to step S2-7, and if it is determined that a loan ball generation designation command has not been received (No), it terminates the current ball reduction notification management process. In step S2-7, the remaining ball count notification end process is executed, and the remaining ball count notification management process is ended. In the remaining ball count notification end process, the remaining ball count notification is ended. Specifically, the display of the remaining ball count notification image on the display screen 31a is ended.
[0094] Next, a specific example of control for informing about a decrease in the number of balls remaining will be described. First, an example of control for informing the player of a decrease in the number of balls held when a game ball is released will be described. When a game ball is released, the frame control board 400 subtracts 1 [ball] from the number of balls held stored in the ball number memory area, and transmits a frame control command including information indicating the number of balls held after the subtraction to the main control board 200. If the number of balls held specified in the received frame control command is equal to or less than a first reference number and the notification permission state is being set, the main control board 200 sends a balls held reduction notification designation command to the performance control board 300. When the performance control board 300 receives a command to designate a decrease in the number of balls in possession, if the decrease in the number of balls in possession notification is set to enabled, it will start a decrease in the number of balls in possession notification. As a result, when the number of balls in possession falls below the first reference number due to the release of game balls, the notification of the number of balls in possession will be initiated only if the notification is enabled and the notification of the number of balls in possession is set to enabled.
[0095] Next, an example of control for informing the player of a decrease in balls available when a ball lending operation is performed will be described. When the frame control board 400 executes a ball lending operation, it adds a predetermined number of balls to be lent (125 balls in this embodiment) to the number of balls stored in the ball number memory area, and sends a frame control command to the main control board 200 that includes information indicating the number of balls held after the addition and ball lending information indicating the execution of the ball lending operation. If the number of balls held specified in the received frame control command is equal to or greater than a second reference number and the notification prohibition state is set, the main control board 200 changes the notification prohibition state to the notification permission state. In addition, if the received frame control command specifies the execution of a ball lending operation, the main control board 200 sends a ball lending generation specification command to the performance control board 300. When the performance control board 300 receives the ball loan generation designation command, if a ball inventory reduction notification is being executed, the performance control board 300 ends the ball inventory reduction notification.
[0096] Next, an example of control for informing the player of the decrease in balls remaining when a prize ball is awarded will be described. When a gaming ball enters any of the winning slots 51 to 55, the main control board 200 transmits a prize ball designation command that designates the number of prize balls corresponding to the winning slot into which the gaming ball entered, to the frame control board 400. Furthermore, when the frame control board 400 receives the prize ball designation command, it adds the number of prize balls designated by the prize ball designation command to the number of possessed balls stored in the possessed ball number storage area, and transmits a frame control command to the main control board 200 that includes information indicating the number of possessed balls after the addition. If the number of balls held specified in the received frame control command is equal to or greater than a second reference number and the notification prohibition state is set, the main control board 200 changes the notification prohibition state to the notification permission state.
[0097] As a result of the above, once a notification of a decrease in the number of balls in hand is issued, a notification of a decrease in the number of balls in hand will not be issued again, even if the number of balls in hand decreases to or below the first standard number, unless the number of balls in hand becomes equal to or greater than the second standard number.
[0098] (Control of zero ball notification) Next, a method for controlling the zero balls remaining notification will be specifically described. First, the ball count monitoring process executed by the CPU of the main control board 200 will be described. FIG. 11 is a flowchart showing the ball count monitoring process. The CPU of the main control board 200 executes timer interrupt processing at predetermined intervals based on the clock pulses generated by the clock generating circuit. The ball count monitoring processing is included in the timer interrupt processing. When the ball count monitoring processing starts, the process first proceeds to step S3-1. The ROM of the main control board 200 is provided with a ball count storage area capable of storing the number of balls held. Each time the CPU of the main control board 200 receives a frame control command, it updates the number of balls held stored in the ball count storage area to the number of balls held specified by the frame control command (ball count information included in the frame control command). In step S3-1, it is determined whether the number of balls stored in the ball count memory area is "0" or not, and if it is determined that the number of balls is "0" (Yes), it proceeds to step S3-2, and if it is determined that the number of balls is not "0" (No), it terminates the current ball count monitoring process.
[0099] In step S3-2, it is determined whether or not the player has operated (contacted) the firing handle. If it is determined that the player has operated the firing handle (Yes), it proceeds to step S3-3. If it is determined that the player has not operated the firing handle (No), it proceeds to step S3-5. At this time, the main control board 200 determines whether or not the player has operated (contacted) the firing handle based on the input status of the handle operation signal. In step S3-3, a zero ball notification command transmission process is executed, and the process proceeds to step S3-4. In the zero ball notification command transmission process, a zero ball notification command that specifies the start of a zero ball notification is transmitted to the performance control board 300. In step S3-4, a firing handle non-operation time reset process is executed, and the process proceeds to step S3-5. In the firing handle non-operation time reset process, the firing handle non-operation time is reset. Specifically, the main control board 200 is configured to include a firing handle non-operation time timer. The firing handle non-operation time timer measures the duration of a state in which no operation of the firing handle by the player is detected (= firing handle non-operation time). Then, in the firing handle non-operation time reset process, the value of the firing handle non-operation time timer is reset (the value of the firing handle non-operation time timer is set to 0 [s]). Note that the value of the firing handle non-operation time timer is updated (added) by a process not shown.
[0100] In step S3-5, it is determined whether the non-operation time of the launch handle measured by the non-operation time timer has reached a predetermined time (60 [s] in this embodiment), and if it is determined that the non-operation time of the launch handle has reached the predetermined time (Yes), it proceeds to step S3-6, and if it is determined that the non-operation time of the launch handle has not reached the predetermined time (No), it terminates the current ball count monitoring process. In step S3-6, the zero ball notification invalid designation command transmission process is executed, and the current number of balls monitoring process is terminated. In the zero ball notification invalid designation command transmission process, the zero ball notification invalid designation command is transmitted to the performance control board 300.
[0101] Next, the zero balls notification management process executed by the CPU of the performance control board 300 will be described. FIG. 12 is a flowchart showing the zero balls in hand notification management process. The CPU of the performance control board 300 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generating circuit. The timer interrupt processing includes the zero ball notification management processing. When the zero ball notification management processing starts, the process first proceeds to step S4-1. In step S4-1, it is determined whether or not a zero balls in hand notification command has been received. If it is determined that a zero balls in hand notification command has been received (Yes), the process proceeds to step S4-2; if it is determined that a zero balls in hand notification command has not been received (No), the process proceeds to step S4-5. In step S4-2, it is determined whether the zero balls in hand notification is enabled or not, and if it is determined that the zero balls in hand notification is enabled (Yes), it proceeds to step S4-3, and if it is determined that the zero balls in hand notification is not enabled (the zero balls in hand notification is disabled) (No), it proceeds to step S4-5. In step S4-3, it is determined whether the zero balls in hand notification is currently being executed, and if it is determined that the zero balls in hand notification is not currently being executed (No), it proceeds to step S4-4, and if it is determined that the zero balls in hand notification is currently being executed (Yes), it proceeds to step S4-5. In step S4-4, the zero balls in hand notification start process is executed, and the process proceeds to step S4-5. In the zero balls in hand notification start process, the zero balls in hand notification is started. Specifically, the zero balls in hand notification image starts to be displayed on the display screen 31a, and the sound generating device 22 starts to output a sound notifying that there are no more balls in hand. Here, the performance control board 300 is configured to include a zero balls in hand notification timer. The zero balls in hand notification timer measures the duration of the zero balls in hand notification. Then, in the zero balls in hand notification start process, the zero balls in hand notification timer is set to a value of 10 [s], and measurement (countdown) of the duration of the zero balls in hand notification begins. Note that the value of the zero balls in hand notification timer is updated (subtracted) by a process not shown.
[0102] In step S4-5, it is determined whether or not the zero balls remaining notification is being executed, and if it is determined that the zero balls remaining notification is being executed (Yes), it proceeds to step S4-6, and if it is determined that the zero balls remaining notification is not being executed (No), it proceeds to step S4-9. In step S4-6, it is determined whether the zero balls remaining alarm timer has timed out (whether the value of the zero balls remaining alarm timer is 0 [s] or less), and if it is determined that the zero balls remaining alarm timer has not timed out (No), it proceeds to step S4-7, and if it is determined that the zero balls remaining alarm timer has timed out (Yes), it proceeds to step S4-8. In step S4-7, it is determined whether or not a loan ball generation designation command has been received, and if it is determined that a loan ball generation designation command has been received (Yes), it proceeds to step S4-8, and if it is determined that a loan ball generation designation command has not been received (No), it proceeds to step S4-9. In step S4-8, the zero balls in hand notification end process is executed, and the process proceeds to step S4-9. In the zero balls in hand notification end process, the zero balls in hand notification is ended. Specifically, the display of the zero balls in hand notification image on the display screen 31a is ended, and the sound generating device 22 ends outputting the sound that notifies the player that there are no more balls in hand. In step S4-9, it is determined whether or not a command to disable the zero balls in hand has been received. If it is determined that a command to disable the zero balls in hand has been received (Yes), the process proceeds to step S4-10; if it is determined that a command to disable the zero balls in hand has not been received (No), the current zero balls in hand notification management process is terminated. In step S4-10, the zero balls in hand notification invalidation process is executed, and the zero balls in hand notification management process is terminated. In the zero balls in hand notification invalidation process, the zero balls in hand notification is disabled.
[0103] Next, a specific example of control for the zero balls remaining notification will be described. First, an example of control for announcing that there are no balls left when a game ball is released will be described. When a game ball is released, the frame control board 400 subtracts 1 [ball] from the number of balls held stored in the ball number memory area, and transmits a frame control command including information indicating the number of balls held after the subtraction to the main control board 200. If the received frame control command specifies the number of balls held as "0" and the main control board 200 detects the operation of the launch handle, it sends a command to notify the performance control board 300 that the balls are zero. When the performance control board 300 receives a command to specify that the balls in hand are zero, if the balls in hand are zero and the balls in hand zero notification is enabled and the balls in hand zero notification is not currently being executed, the performance control board 300 starts the balls in hand zero notification. As a result, when the number of balls held becomes "0" due to the launch of a game ball, the zero balls held notification will be initiated only if operation of the launch handle has been detected and the zero balls held notification is set to enabled.
[0104] Next, an example of control for notifying the player that he has no balls when a ball lending operation is performed will be described. When the frame control board 400 executes a ball lending operation, it adds a predetermined number of balls to be lent (125 balls in this embodiment) to the number of balls stored in the ball number memory area, and sends a frame control command to the main control board 200 that includes information indicating the number of balls held after the addition and ball lending information indicating the execution of the ball lending operation. If the received frame control command specifies the execution of a ball lending operation, the main control board 200 transmits a ball lending generation specification command to the performance control board 300. When the performance control board 300 receives the ball loan generation designation command, if a zero balls in hand notification is being executed, the board ends the zero balls in hand notification.
[0105] Next, an example of control for announcing that there are no balls left when the state in which the operation of the launch handle is not detected continues will be described. The main control board 200 measures the time the launch handle is not operated when the number of balls held is "0." When the time the launch handle is not operated reaches a predetermined time, the main control board 200 transmits a command to disable the zero balls held notification to the performance control board 300. When the performance control board 300 receives the command to disable the zero balls in hand notification, it disables the zero balls in hand notification. As a result, when the number of balls held is "0" and the time during which the launch handle is not operated reaches a predetermined time, the setting for the notification that the number of balls held is reduced to zero will be disabled.
[0106] (Control of ball increase notification) Next, a method for controlling the notification of an increase in balls held will be specifically described. First, the winning ball monitoring process executed by the CPU of the main control board 200 will be described. FIG. 13 is a flowchart showing the winning ball monitoring process. The CPU of the main control board 200 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generation circuit. The prize ball monitoring processing is included in the timer interrupt processing. When the prize ball monitoring processing starts, the process first proceeds to step S5-1. In step S5-1, it is determined whether or not a prize ball has been generated, and if it is determined that a prize ball has been generated (Yes), the process proceeds to step S5-2, and if it is determined that a prize ball has not been generated (No), the current prize ball monitoring process is terminated. At this time, the CPU of the main control board 200 determines that a prize ball has been generated when a game ball enters any of the winning holes 51 to 55. In step S5-2, it is determined whether the number of balls stored in the ball count memory area is within a specific range (specifically, a range exceeding the first reference number and not exceeding the third reference number), and if it is determined that the number of balls is within the specific range (Yes), it proceeds to step S5-3, and if it is determined that the number of balls is not within the specific range (No), it terminates the current prize ball monitoring process. In step S5-3, the ball increase notification command transmission process is executed, and the current prize ball monitoring process is terminated. In the ball increase notification command transmission process, a ball increase notification command that specifies the start of the ball increase notification is transmitted to the performance control board 300.
[0107] Next, the ball increase notification management process executed by the CPU of the performance control board 300 will be described. FIG. 14 is a flowchart showing the ball increase notification management process. The CPU of the performance control board 300 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generating circuit. The ball increase notification management processing is included in the timer interrupt processing. When the ball increase notification management processing starts, the process first proceeds to step S6-1. In step S6-1, it is determined whether or not a ball increase notification command has been received. If it is determined that a ball increase notification command has been received (Yes), the process proceeds to step S6-2; if it is determined that a ball increase notification command has not been received (No), the current ball increase notification management process is terminated. In step S6-2, it is determined whether the notification of increased balls in possession is enabled or not, and if it is determined that the notification of increased balls in possession is enabled (Yes), it proceeds to step S6-3, and if it is determined that the notification of increased balls in possession is not enabled (the notification of increased balls in possession is disabled) (No), the current notification management process of increased balls in possession is terminated. In step S6-3, the ball increase notification start process is executed, and the current ball increase notification management process is terminated. In the ball increase notification start process, the ball increase notification is initiated. Specifically, the sound generating device 22 begins to output a sound notifying that the number of balls has increased. Here, the ball increase notification ends when the output of the sound notifying that the number of balls has increased is completed.
[0108] Next, a specific example of control for informing the player of an increase in the number of balls held will be described. When the main control board 200 detects that a game ball has entered any of the winning slots 51 to 55, if the number of balls held (the number of balls held before the prize balls generated by the ball entering are added) is within a specific range (specifically, within a range exceeding a first reference number and not exceeding a third reference number), the main control board 200 sends a command to notify the performance control board 300 of an increase in the number of balls held. When the performance control board 300 receives a command to specify an increase in balls in possession, if the increase in balls in possession notification is set to be enabled, it starts an increase in balls in possession notification. As a result, if a prize ball occurs when the number of balls in hand (the number of balls in hand before the prize ball generated by the ball in hand is added) is within a specific range (specifically, within a range exceeding the first reference number and not exceeding the third reference number), the notification of an increase in balls in hand will be initiated only if the notification of an increase in balls in hand is set to enabled.
[0109] (Action of Pachinko Machine 1) Next, the operation of the pachinko machine 1 will be described. The pachinko machine 1 is equipped with a ball receiving section 830 that receives game balls shot from the shooting passage r1. The ball receiving section 830 includes a first inclined surface 831 that slopes obliquely upward, and a second inclined surface 833 that is connected to the first inclined surface 831 via an inner curved surface 832 and slopes obliquely downward. The first inclined surface 831 and the second inclined surface 833 are inclined toward the surface of the game board 11. That is, in the pachinko machine 1, the ball receiving portion 830 that receives the game ball launched from the launching passage r1 includes a first inclined surface 831 that extends diagonally upward and a second inclined surface 833 that is folded back by an inner curved surface 832 and extends diagonally downward. In particular, the first inclined surface 831 and the second inclined surface 833 are inclined so as to face the surface of the game board 11. This allows the game ball launched from the launching passage r1 to be repelled toward the surface of the game board 11 by the first inclined surface 831 and the second inclined surface 832, making it possible to prevent the game ball from being repelled toward the launching passage r1. Therefore, it is possible to prevent the game ball launched from the launching passage r1 from colliding with the next game ball launched, and as a result, it is possible to prevent the launch of the game ball from being obstructed. Furthermore, in the pachinko machine 1, the ball receiving portion 830 is configured so that the game ball does not come into contact with the inner curved surface 832. This prevents the game ball launched from the launching passage r1 from coming into contact with the inner curved surface 832. Therefore, the game ball launched from the launching passage r1 is not repelled by the inner curved surface 832, making it possible to prevent the game ball from being repelled toward the launching passage r1. Furthermore, in the pachinko machine 1, the radius of curvature of the inner curved surface 832 is smaller than the radius of curvature of the gaming ball. This makes it possible to prevent the gaming ball launched from the launch passage r1 from coming into contact with the inner curved surface 832.
[0110] (Variation) Although the embodiment of the present invention has been described above, various modifications can be made to the above embodiment. For example, in the above embodiment, the ball receiving portion 830 is configured in the left play area RL. However, the ball receiving portion 830 may be configured in the right play area RR.
[0111] (Addendum) Here, the correspondence between each configuration according to the present invention and the configurations described in the embodiments will be described. The launch passage according to the first invention corresponds to, for example, launch passage r1. The ball receiving portion according to the first invention corresponds to, for example, ball receiving portion 830. The first inclined surface according to the first invention corresponds to, for example, first inclined surface 831. The curved surface according to the first invention corresponds to, for example, inner curved surface 832. The second inclined surface according to the first invention corresponds to, for example, second inclined surface 833. The board surface according to the first invention corresponds to, for example, the board surface of game board 11. [Explanation of symbols]
[0112] 1. Pachinko machine 800 Upper rail member 830 Ball holder 831 1st slope 832 Inner curved surface 833 2nd slope 834 External curved surface
Claims
1. A ball receiving section is provided for receiving the game balls shot from the shooting passage, The ball receiving portion includes a first inclined surface inclined obliquely upward and a second inclined surface inclined obliquely downward and connected to the first inclined surface via a curved surface, A gaming machine characterized in that the first inclined surface and the second inclined surface are inclined toward the board surface side.
2. 2. The gaming machine according to claim 1, wherein the ball receiving portion is configured so that the gaming ball does not come into contact with the curved surface.
3. 3. The gaming machine according to claim 1, wherein the radius of curvature of the curved surface is smaller than the radius of curvature of the gaming ball.
Citation Information
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