Gaming machine
The integration of an information storage system with power management and control mechanisms addresses operational inefficiencies in gaming machines, ensuring consistent and optimal performance during power disruptions.
Patent Information
- Application Number
- JP2025247606
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-12
- Publication Date
- 2026-02-27
AI Technical Summary
Existing gaming machines lack optimal operational efficiency and control mechanisms.
Incorporation of an information storage means that requires power to store and hold information, with specific control execution based on predetermined information, and mechanisms for maintaining information storage during power interruptions and erasing information upon power restoration.
Enables optimal operation of gaming machines by ensuring data integrity and control consistency during power fluctuations.
Smart Images

Figure 2026034581000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known gaming machines include pachinko gaming machines and slot machines. For example, in pachinko gaming machines, gaming balls are shot toward a gaming area in response to a player's shooting operation, and when the gaming ball enters a ball entry section provided in the gaming area, a gaming value such as a prize ball is awarded (see, for example, Patent Document 1).
[0003] In a slot machine, a lottery process is executed by operating a start lever, and the reels start to rotate. The reels stop rotating when a stop button is operated while the reels are rotating. If the reels stop rotating and the result corresponds to a winning combination in the lottery process, a game value corresponding to the winning combination is awarded to the player. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-81853 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines exemplified above, there is still room for improvement in terms of optimal operation of the gaming machines.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine that can be operated in a suitable manner. [Means for solving the problem]
[0007] The present invention provides an information storage means that requires a supply of power to store and hold information; a means for executing specific control based on predetermined information when the predetermined information is stored in the information storage means; a means for supplying power for storing and holding information to the information storage means when the supply of operating power is stopped, thereby enabling the information to be stored and held in the information storage means; a specifying means for erasing the predetermined information from the information storage means when the supply of operating power is started, or for starting the supply of operating power in a state where the predetermined information has been erased from the information storage means; The present invention is characterized by the following features. [Effects of the Invention]
[0008] According to the present invention, it is possible to operate the gaming machine in an optimal manner. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] FIG. 2 is a front view showing the configuration of the game board. [Figure 5] 1(a) is a schematic diagram of the second operating port when it is in a closed state, and FIG. 1(b) is a schematic diagram of the second operating port when it is in an open state. [Figure 6] 1A is a cross-sectional view of the variable prize-winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable prize-winning device in an open state. [Figure 7] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area. [Figure 8] FIG. 2 is a front view of the main control device. [Figure 9]FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 10] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 11] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 12] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 13] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 14] FIG. 2 is an explanatory diagram for explaining various tables stored in the main ROM. [Figure 15] FIG. 4 is an explanatory diagram for explaining the display content of the notification display device. [Figure 16] FIG. 10 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 17] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 18] 10 is a flowchart showing main processing in the MPU of the main control device. [Figure 19] 10 is a flowchart illustrating a setting value update process. [Figure 20] 10 is a flowchart showing a setting confirmation process. [Figure 21] 10 is a flowchart showing a timer interrupt process. [Figure 22] 10 is a flowchart showing a special chart special power control process. [Figure 23] 10 is a flowchart showing the special chart change start process. [Figure 24] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Figure 25] 10 is a flowchart showing a ball scoring detection process. [Figure 26] A block diagram for explaining the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Figure 27] This is a flowchart showing the timer interrupt processing in the MPU of the dispensing control device. [Figure 28] 10 is a flowchart showing base value and difference pitch count processing. [Figure 29] 10 is a flowchart showing an execution process for a base value and a difference in the number of balls. [Figure 30] 10 is a flowchart showing a base value calculation process. [Figure 31] FIG. 10 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Figure 32] 10 is a flowchart showing an excess determination process. [Figure 33] 1A is a flowchart showing a display setting process, and FIG. 1B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Figure 34] 10 is a flowchart showing a notification display process. [Figure 35] FIG. 4 is an explanatory diagram for explaining the display content of the notification display device. [Figure 36] 10 is a flowchart showing a process for determining whether to stop playing a game. [Figure 37] 10A is a flowchart showing an excess start-up process, and FIG. 10B is a flowchart showing a partial clear process. [Figure 38] 10 is a flowchart showing a partial clearing execution process. [Figure 39] 10A is an explanatory diagram for explaining the processing flow in game restrictions using the difference in ball count, and FIG. 10B is a diagram showing how the difference in ball count changes. [Figure 40] (a) is an explanatory diagram for explaining the mode of the game stop state, and (b) is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Figure 41] FIG. 10 is a diagram showing the change in the number of balls difference in the first modified example of the first embodiment. [Figure 42] FIG. 10A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 10B is an explanatory diagram for explaining a lowest point determination process. [Figure 43] 10 is a flowchart showing an excess determination process. [Figure 44] 10 is a flowchart showing a power outage information storage process according to a second modification of the first embodiment. [Figure 45] 10 is a flowchart showing a process for clearing when power is interrupted. [Figure 46] 10 is a flowchart showing a clearing execution process when power is interrupted. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of the pachinko machine 10 as seen from the front side, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components within the gaming area PE of the pachinko machine 10 for convenience.
[0011] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 attached to this outer frame 11.
[0012] The outer frame 11 is made up of plate materials connected on all four sides, forming a rectangular frame. The pachinko machine 10 is installed in the gaming hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the gaming hall.
[0013] The gaming machine main body 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support bracket 17 is fixed to the connecting portion between the upper and left frame portions of the outer frame 11, and a lower support bracket 18 is provided at the connecting portion between the lower and left frame portions of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main body 12 to rotate toward the front of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 2 and 3).
[0014] 2, the gaming machine main body 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a rear pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 can be rotated forward with the left side as the base end of rotation and the right side as the tip end of rotation when viewed from the front.
[0015] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side being the base end and the right side being the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated rearward with the left side being the base end and the right side being the tip end when viewed from the front (see Figure 3).
[0016] Next, we will explain the front door frame 14. As shown in Figure 2, the front door frame 14 is mainly composed of a frame body 20 made of synthetic resin and having an outer shape substantially identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A substantially elliptical window section 21 is formed in the center of the frame body 20 so that almost the entire area of a play area PE, which will be described later, can be viewed from the front, and the window section 21 is blocked from the back side of the front door frame 14 by a glass unit 22.
[0017] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition that separates the holding area of the glass panels 23 into front and rear, and the two glass panels 23 face each other front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the glass panels 23 double-cover the playing area PE from the front side of the pachinko machine 10.
[0018] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached individually to the frame 20. Furthermore, the number of glass panels is arbitrary, and may be one, three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to use multiple glass panels and arrange them facing each other at the front and back with a predetermined gap between them. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of the glass panels.
[0019] As shown in FIG. 1, various light-emitting devices such as lamps are provided around the glass unit 22 (specifically, the window portion 21). For example, a lamp portion (annular illumination portion) 26 incorporating a light-emitting device such as an LED is provided along the periphery of the window portion 21. The lamp portion 26 lights up or flashes in response to changes in the game status, such as when a jackpot is hit or a predetermined reach is reached. In addition, an error display lamp portion 27 that lights up in the event of a predetermined error is provided at the center of the lamp portion 26 and at the top of the pachinko machine 10, and prize ball lamp portions 28 that light up while prize balls are being paid out are provided on the left and right sides of the error display lamp portion 27. In addition, speaker portions 29 that output sound effects and the like according to the game status are provided near the left and right prize ball lamp portions 28.
[0020] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33, which opens upward, is provided inside the upper bulge 31, and a lower tray 34, which also opens upward, is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them in a row toward the game ball launching mechanism (described later). The lower tray 34 also has the function of storing surplus game balls in the upper tray 33.
[0021] In addition, a performance operation unit 36 (more specifically, a push button) that is manually operated by the player is provided on the top surface of the upper bulge 31. For example, by manually operating the performance operation unit 36 in accordance with a suggestion or the like displayed on the display screen G of the symbol display device 75 (described later), the performance content on the display screen G or the like becomes a predetermined performance content corresponding to the operation.
[0022] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later.
[0023] As shown in Figure 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage that leads to the upper tray 33 and a front door side lower tray passage that leads to the lower tray 34. The passage forming unit 45 has a receiving port that protrudes rearward and opens upward at its upper corner, and by dividing the receiving port into left and right halves with a partition wall, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are separated. Gaming balls that enter the front door side upper tray passage are guided to the upper tray 33, and gaming balls that enter the front door side lower tray passage are guided to the lower tray 34.
[0024] Protruding shafts are provided at the upper and lower ends of the rear surface of the front door frame 14 on the base end side of the rotation. These protruding shafts constitute an assembly mechanism for the inner frame 13. In addition, as shown in Figure 2, a plurality of hooks 49 extending rearward are arranged in parallel in the vertical direction on the rear surface of the front door frame 14 on the tip end side of the rotation. These hooks 49 constitute a locking mechanism for the inner frame 13.
[0025] Next, the inner frame 13 will be described in detail with reference to Figures 2 and 3. The inner frame 13 is mainly composed of a resin base 50, which has a generally rectangular outer shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set slightly smaller than the height dimension of the outer frame 11. The resin base 50 is positioned close to the upper frame portion of the outer frame 11, and a small gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A panel is attached to the outer frame 11 so as to close this gap. The panel is positioned below the resin base 50 (more specifically, its lower end portion), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on the panel.
[0026] Support fittings 51, 52 are attached to the upper and lower ends of the pivot base side on the front surface of the resin base 50. Axial holes are formed in the support fittings 51, 52, and protruding shafts of the front door frame 14 are inserted into these axle holes, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.
[0027] The resin base 50 has insertion holes at the front of its pivot tip end for inserting the metal hooks 49 provided on the back surface of the front door frame 14. In the present pachinko machine 10, as shown in FIG. 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is arranged hidden on the back surface of the inner frame 13. Therefore, the metal hooks 49 are engaged with the locking device 55 (more specifically, the front door hook receiving member) through the insertion holes, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 55 also has a plurality of inner frame hook members 57 extending rearward from the inner frame 13. These inner frame hook members 57 are caught on the hook receiving members 19 of the outer frame 11, thereby locking the gaming machine main body 12 in a closed state relative to the outer frame 11.
[0028] A cylinder lock 58 for unlocking the locking device 55 is provided in the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55, and the locking device 55 is configured such that when a key inserted into the keyhole of the cylinder lock 58 is turned clockwise, the front door frame 14 is unlocked from the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 58 is turned counterclockwise, the inner frame 13 is unlocked from the outer frame 11.
[0029] A generally oval window 54 is formed in the center of the resin base 50, and the window 54 is blocked from the rear by a game board 60 attached to the resin base 50. The game board 60 is made of wooden plywood and a sheet material covering the front surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window 54. A game area PE through which game balls flow down is formed in this exposed portion, i.e., the front surface of the game board 60. The game board 60 is not limited to being made of wood, and can also be made of synthetic resin.
[0030] The game board 60 (particularly the various components arranged in the play area PE) will be described below with reference to Fig. 4. Fig. 4 is a front view of the game board 60.
[0031] A plurality of large and small openings are formed in the game board 60, penetrating it in the thickness direction (front-to-back direction). Each opening is provided with a general winning opening 61, a first operating opening 62, a second operating opening 63, a through gate 64, a variable winning device 65, a variable display unit 67, etc.
[0032] When a ball enters the general winning opening 61, the variable winning device 65, the first operating opening 62, or the second operating opening 63, it is detected by a winning sensor (detection sensor), and a bonus such as the payout of a predetermined number of prize balls is awarded to the player based on the detection result. In this case, if a ball enters the general winning opening 61, 10 game balls are paid out, and if a ball enters the variable winning device 65, 15 game balls are paid out. Furthermore, if a ball enters the first operating opening 62, 3 game balls are paid out, and if a ball enters the second operating opening 63, 1 game ball is paid out. Incidentally, if a ball enters the through gate 64, no game balls are paid out.
[0033] The number of prize balls is arbitrary, and for example, the number of prize balls associated with the first actuation port 62 may be the same as the number of prize balls associated with the second actuation port 63, or the number of prize balls associated with the second actuation port 63 may be greater than the number of prize balls associated with the first actuation port 62. Also, the number of prize balls associated with the variable winning device 65 may be the same as or less than the number of prize balls associated with other actuation ports, etc. Also, a predetermined number of game balls may be paid out when a ball enters the through gate 64.
[0034] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various entry ports are discharged from the play area PE through the outlet 68. Here, "entering" refers to a game ball passing through a predetermined opening position, and includes not only a situation in which a game ball is discharged from the play area PE after passing through the opening position, but also a situation in which a game ball is not discharged from the play area PE after passing through the opening position. However, in the following explanation, to clearly distinguish from a game ball entering the outlet 68, a ball entering the general winning port 61, the operating ports 62, 63, the variable winning device 65, or the through gate 64 will also be referred to as "winning."
[0035] Furthermore, numerous nails 69 are planted on the game board 60 to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged on the game board 60. The flow of the game balls is diversified by the various components such as these nails 69 and windmills, and adjustments are made so that winning into the general winning slot 61 and the like described above occurs with a reasonable probability.
[0036] The variable display unit 67 is disposed in the center of the gaming board 60. The variable display unit 67 is installed on the back side of the gaming board 60 (FIG. 3), and its display screen G can be viewed through an opening provided in the center of the gaming board 60. A frame-shaped center frame 76 is attached to the front of the gaming board 60, corresponding to the periphery of the opening.
[0037] The center frame 76 protrudes forward from the front surface of the game board 60, and the gap dimension between the front surface of the center frame 76 and the glass unit 22 is smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the game area PE from entering the inner area of the center frame 76 and coming into contact with the display screen G. In addition, the center frame 76 distributes the flow paths of the game ball as it flows down the game area PE to the left and right, forming a left route that passes through the left side of the center frame 76 and a right route that passes through the right side.
[0038] Whether the game ball flows down (passes through) the left route or the right route is determined by the rotation amount of the game ball launching handle 41, i.e., the launching force of the game ball. The launched game ball enters the game area PE from the upper left side of the game board 60, so the stronger the launching force of the game ball, the more likely the game ball will flow down the right route.
[0039] In more detail, when the player rotates the game ball launching handle 41 as a first launching operation by a rotation amount within a first range that is equal to or greater than a predetermined rotation amount but less than a reference rotation amount, the launched game ball flows down the left route, and when the player rotates the game ball launching handle 41 as a second launching operation by a rotation amount within a second range that is equal to or greater than the reference rotation amount, the launched game ball flows down the right route. Note that the predetermined rotation amount is the rotation amount that allows the launched game ball to pass through the guide rail 100 described below and enter the play area PE, and the reference rotation amount is the rotation amount that launches the game ball with a launch force that allows it to reach the top of the center frame 76.
[0040] An upwardly opening first actuation port 62 is disposed below the center frame 76 (variable display unit 67). The first actuation port 62 is located in the horizontal center of the gaming board 60, and game components such as nails 69 are disposed thereon to prevent game balls flowing down the right route from entering the first actuation port 62. In other words, only game balls flowing down the left route can enter the first actuation port 62. Therefore, when a player aims to enter the first actuation port 62, the player plays by shooting the game ball so that it flows down the left route. A first actuation port detection sensor 93a (FIG. 7) is provided in the first actuation port 62, and the detection sensor 93a detects a game ball that has entered the first actuation port 62.
[0041] The second actuation port 63 is disposed on the right side of the center frame 76 (variable display unit 67). The configuration of the second actuation port 63 will be described with reference to FIG.
[0042] A normal power attachment 63a (variable receiving means) as a guide piece (support piece) consisting of a pair of left and right movable pieces is provided in the second operating port 63. Specifically, the pair of movable pieces supported so as to be rotatable in the left and right direction are arranged so as to sandwich the opening as the second operating port 63 from both the left and right sides.
[0043] The rotation of each of the movable pieces switches between a closed state (non-support state or non-guide state) shown in FIG. 5(a) and an open state (support state or guide state) shown in FIG. 5(b). Specifically, a protrusion 63d is provided at the top of the second actuation opening 63 so as to protrude forward. When the movable pieces are in an upright position as shown in FIG. 5(a), the gap between each of the movable pieces and the protrusion 63d is less than the diameter of a gaming ball, preventing the gaming ball from entering the second actuation opening 63. On the other hand, when the movable pieces are rotated so as to tilt outward as shown in FIG. 5(b), an opening large enough for the gaming ball to pass through is formed between the movable pieces and the protrusion 63d, allowing the gaming ball to enter the second actuation opening 63. A ball entry detection sensor 94a is provided at the second actuation opening 63, and the ball entry detection sensor 94 detects a gaming ball that has entered the second actuation opening 63.
[0044] The normal power supply mechanism 63a is provided with a drive unit 63b that drives each movable piece. Each movable piece is driven by the drive unit 63b through a link mechanism (not shown) to switch between an open state (inclined position) and a closed state (standing position). Incidentally, the first operating port 62 is not provided with a normal power supply mechanism (opening / closing structure).
[0045] In the above configuration, it is not possible to win through the second operating opening 63 when it is in the closed state, but it may be possible to win. In other words, it may be possible to win through the second operating opening 63 when it is in the closed state, but it may be more difficult to win (to win) than when it is in the open state. In short, it is sufficient that the ease of winning through the second operating opening 63 differs between the open state and the closed state, and the degree of closing or opening is arbitrary. Furthermore, the configuration of the normal power device 63a is not limited to the above, and for example, the second operating opening 63 may be opened and closed by a movable piece that rotates back and forth or slides back and forth or left and right.
[0046] As shown in Figure 4, a through gate 64 is arranged above (upstream of) the second operating port 63 on the right route. The through gate 64 has a through hole (not shown) that penetrates vertically, and a gaming ball that enters the through gate 64 passes through the through gate 64 and flows down the gaming area PE again. Therefore, a gaming ball that enters the through gate 64 can also enter the second operating port 63. A ball entry detection sensor 97a (Figure 8) is provided on the through gate 64, and the ball entry detection sensor 97a detects a gaming ball that enters the through gate 64.
[0047] The through gate 64 is a trigger for opening the normal power accessory 63a provided in the second operating port 63. Specifically, an internal lottery is held when a prize is won at the through gate 64, and if the result of the internal lottery is an opening result (support winning), the normal power accessory 63a is changed from a closed state to an open state, and then a role opening / closing game (support execution mode) is executed in which the normal power accessory 63a is returned to the closed state.
[0048] In the right route, a variable winning device 65 is disposed below (downstream of) the second operating port 63. The configuration of the variable winning device 65 will be described with reference to FIG.
[0049] The variable winning device 65 is equipped with a large prize opening 65a that opens forward and an opening / closing door 65b that opens and closes the large prize opening 65a. The large prize opening 65a is a horizontally long rectangle when viewed from the front, and is large enough to allow multiple game balls to enter at the same time. The large prize opening 65a communicates with a guide passage 65e provided on the back side of the game board 60, and is configured so that all game balls that enter the large prize opening 65a are guided to the guide passage 65e. A ball entry detection sensor 95a is provided in the guide passage 65e, and the ball entry detection sensor 95a detects game balls that enter the large prize opening 65a.
[0050] The variable winning device 65 is also provided with a drive unit 65d that drives the opening / closing door 65b. The opening / closing door 65b is driven by the drive unit 65d through a link mechanism (not shown) to switch between a closed state (FIG. 6(a)) in which game balls cannot enter the large prize opening 65a and an open state (FIG. 6(b)) in which game balls can enter the large prize opening 65a. Specifically, the opening / closing door 65b is normally in a closed state, and is switched to an open state when an internal lottery is won to transition to an opening / closing execution mode (jackpot game).
[0051] The opening and closing execution mode is a mode to which the system shifts when a jackpot is won. The opening and closing execution mode will be described in detail later. In the case of a jackpot, the variable winning device 65 may be opened repeatedly up to a maximum of multiple rounds (for example, 10 rounds), with one round consisting of a predetermined time (for example, 30 seconds) or a predetermined number of winnings (for example, 10).
[0052] In the above configuration, it is not possible to win a prize through the large prize opening 65a when it is in the closed state, but it may be possible to win a prize. In other words, it may be possible to win a prize through the large prize opening 65a when it is in the closed state, but it may be more difficult to win a prize (to win a prize) than when it is in the open state. In short, it is sufficient that the ease of winning a prize through the large prize opening 65a differs between the open state and the closed state, and the degree of closing or opening is arbitrary.
[0053] Here, only game balls that flow down the right route can win the second operating port 63, through gate 64, and variable winning device 65. Therefore, when a player aims to win the second operating port 63, through gate 64, or variable winning device 65, the player plays by shooting the game ball so that it flows down the right route.
[0054] As shown in FIG. 4, a main display unit 81 is provided below the variable winning device 65. The main display unit 81 is arranged along the outer edge of the lower side of the play area PE and protrudes forward from the front of the play board 60. A special symbol display section 43 and a regular symbol display section 44, which display predetermined images, etc., are provided on the front of the main display unit 81. These display sections 43, 44 are visible from the front through the glass unit 22 of the front door frame 14. The gap dimension between the front of the main display unit 81 and the glass unit 22 is smaller than the diameter of a game ball. This prevents game balls from passing in front of the main display unit 81, ensuring the visibility of the various display sections 43, 44.
[0055] The special symbol display section 43 is provided with a first special symbol display section AS that displays the results of a lottery conducted based on winning the first operating port 62, and a second special symbol display section BS that displays the results of a lottery conducted based on winning the second operating port 63.
[0056] In the first special symbol display unit AS, a winning entry into the first operating port 62 is used as a trigger to display a varying pattern, and the result of stopping the varying display is to clearly indicate the result of the internal lottery conducted based on the winning entry into the first operating port 62. If the result of the internal lottery based on the winning entry into the first operating port 62 is a winning result corresponding to a jackpot, the varying display is stopped in the first special symbol display unit AS, and after a predetermined pattern is displayed as the stopping result, the mode shifts to the opening / closing execution mode.
[0057] In the second special symbol display unit BS, a winning entry into the second operating port 63 is used as a trigger to display a varying pattern, and the result of stopping the varying display is to clearly indicate the result of the internal lottery conducted based on the winning entry into the second operating port 63. If the result of the internal lottery based on the winning entry into the second operating port 63 is a winning result corresponding to a jackpot, the varying display is stopped in the second special symbol display unit BS, and after a predetermined pattern is displayed as the stopping result, the mode shifts to the opening / closing execution mode.
[0058] In the following, in order to distinguish between the pattern that changes and is displayed upon winning the first operating port 62 and the pattern that changes and is displayed upon winning the second operating port 63, the former may be referred to as the first special pattern or first special design, and the latter may be referred to as the second special pattern or second special design.
[0059] Here, based on a win in either of the operating ports 62, 63, a variable display is started in the corresponding special symbol display unit AS, BS, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game session in the special symbol display unit AS, BS. However, one game session is not limited to the above content, and for example, in a configuration in which a single display area is provided and a variable display is performed in that single display area regardless of whether a win occurs in either of the operating ports 62, 63, a variable display is started in that single display area, and one game session is considered to be the time until the variable display is stopped with a predetermined stop result displayed.
[0060] In addition, a special symbol reserved number display unit AM is provided on the main display unit 81. The number of times that the game ball enters the first actuation port 62 or the second actuation port 63 can be reserved up to four times, and the special symbol reserved number display unit AM can display the reserved number of the first special symbol (first actuation port 62) and the reserved number of the second special symbol (second actuation port 63) separately.
[0061] The normal map display unit 44 is a display unit for displaying the results of the internal lottery conducted based on winning at the through gate 64. In this case, the normal map display unit 44 displays a variable pattern triggered by winning at the through gate 64, and as a result of the variable display stopping, the result of the internal lottery conducted based on winning at the through gate 64 is displayed clearly. If the result of the internal lottery based on winning at the through gate 64 is a winning result corresponding to a transition to a support state that opens the normal power device 63a, the normal map display unit 44 displays a predetermined stop result, the variable display stops, and then the state transitions to the support state. Note that the pattern that is displayed variably in response to winning at the through gate 64 is sometimes called a normal pattern or a normal map.
[0062] Here, based on the winning of the through gate 64, the variable display starts in the normal map display unit 44, and the period from when a predetermined stop result is displayed until the variable display stops corresponds to one game turn in the normal map display unit 44. In the following, in order to distinguish between game turns in the normal map display unit 44 and game turns in the special map display units AS and BS, the former may be referred to as a normal map game turn, and the latter as a special map game turn.
[0063] In addition, a normal map reserve number display unit FM is provided in the normal map display unit 44. The number of times that the game ball enters the through gate 64 can be reserved up to four times, and the normal map reserve number display unit FM can display the number of reserved normal maps (through gate 64).
[0064] The special map display unit 43 and the regular map display unit 44 are composed of a segment display device having multiple segments, but are not limited to this and may be composed of other display devices such as a liquid crystal display device.
[0065] In addition, although not shown, the main display unit 81 is provided with a round display section for indicating the number of rounds in the opening and closing execution mode. The round display section starts displaying the number of rounds when the opening and closing execution mode is started or has started. This display continues without changing the display content while the opening and closing execution mode is being executed, and ends when the opening and closing execution mode is ended or has ended.
[0066] Next, a description will be given of the variable display unit 67. The variable display unit 67 is provided with a pattern display device 75 that variably displays (or variably displays or switchably displays) a pattern, which is a type of picture.
[0067] The pattern display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 75 is not limited to a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0068] The symbol display device 75 displays symbols, for example, arranged at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling left and right. In this case, the variable display on the symbol display device 75 is started based on a winning entry into the first actuation port 62 or the second actuation port 63. That is, when a variable display is performed on the special symbol display unit 43, a variable display is also performed on the symbol display device 75 accordingly. Then, when the variable winning device 65 transitions to a jackpot game state (open / close execution mode) in which it is in an open state, a predetermined symbol combination is displayed stopped on a preset pay line on the symbol display device 75.
[0069] In addition, the symbol display device 75 displays a hold corresponding to the first special symbol display unit AS and the second special symbol display unit BS. In this hold display, a predetermined hold image is displayed, and the number of images displayed indicates the number of reserved balls in each operating port 62, 63. The number of reserved balls is not limited to that indicated by the hold image, but may be indicated by a numerical display. In addition, the number of reserved balls may be displayed not only by the symbol display device 75, but also by a display unit (a display unit separate from the hold number display units AM, FM of the main display unit 81) or a light-emitting unit (hold lamp unit) provided on the game board 60 separately from the symbol display device 75.
[0070] Next, the configuration for discharging the game balls that have flowed down the game area PA will be described with reference to FIG.
[0071] A gaming ball that enters any of the general winning opening 61, the variable winning device 65, the first operating opening 62, the second operating opening 63, and the outlet 68 is guided to the back side of the gaming board 60 and discharged from the gaming area PA. In other words, a gaming ball that is launched from the gaming ball launching mechanism and flows into the gaming area PA is discharged from the gaming area PA by entering any of the general winning opening 61, the variable winning device 65, the first operating opening 62, the second operating opening 63, and the outlet 68.
[0072] On the back surface of the gaming board 60, discharge passages 91-96 are formed corresponding to the general winning opening 61, the variable winning device 65, the first operating opening 62, the second operating opening 63, and the outlet 68, respectively. Gaming balls that flow into the discharge passages 91-96 flow down the discharge passages 91-96 into which they have flowed, and are guided to the lower end of the gaming board 60 on the back surface side of the gaming board 60, where they are collected by a discharge ball collection unit (not shown). The gaming balls collected by the discharge ball collection unit are then discharged to a ball circulation device of the island equipment on which the pachinko machine 10 is installed in the gaming hall.
[0073] Various detection sensors 91a to 96a for detecting gaming balls are provided in the discharge passage sections 91 to 96. These discharge passage sections 91 to 96 and the detection sensors 91a to 96a will be described below.
[0074] Since three general winning openings 61 are provided, there are discharge passage sections 91, 92 corresponding to each of the three general winning openings 61. In this case, one detection sensor 91a is provided in the first discharge passage section 91 corresponding to the leftmost general winning opening 61. Specifically, the first winning opening detection sensor 91a is provided so that a detection range exists in a position midway along the first discharge passage section 91, and a gaming ball that enters the leftmost general winning opening 61 is detected by the first winning opening detection sensor 91a as it passes through the first discharge passage section 91.
[0075] In addition, a second discharge passage section 92 is provided that is formed to merge with the two general winning openings 61 on the right side at a midpoint. The second discharge passage section 92 has entrance-side areas corresponding to each of the two general winning openings 61, and these entrance-side areas merge midway to form a single exit-side area. A second winning opening detection sensor 92a is provided so that a detection range is present midway in the exit-side area of the second discharge passage section 92. A gaming ball that enters either of the two general winning openings 61 on the right side is detected by the second winning opening detection sensor 92a as it passes through the second discharge passage section 92.
[0076] A third discharge passage section 93 exists corresponding to the first actuation port 62. A first actuation port detection sensor 93a is provided so that a detection range exists in a position midway through the third discharge passage section 93, and a gaming ball that enters the first actuation port 62 is detected by the first actuation port detection sensor 93a as it passes through the third discharge passage section 93. A fourth discharge passage section 94 exists corresponding to the second actuation port 63. A second actuation port detection sensor 94a is provided so that a detection range exists in a position midway through the fourth discharge passage section 94, and a gaming ball that enters the second actuation port 63 is detected by the second actuation port detection sensor 94a as it passes through the fourth discharge passage section 94.
[0077] A fifth discharge passage section 95 exists corresponding to the variable winning device 65. A large prize opening detection sensor 95a is provided so that a detection range exists in a position midway through the fifth discharge passage section 95, and a gaming ball that has entered the variable winning device 65 is detected by the large prize opening detection sensor 95a as it passes through the fifth discharge passage section 95. A sixth discharge passage section 96 exists corresponding to the outlet 68. An outlet detection sensor 96a is provided so that a detection range exists in a position midway through the sixth discharge passage section 96, and a gaming ball that has entered the outlet 68 is detected by the outlet detection sensor 96a as it passes through the sixth discharge passage section 96.
[0078] A gaming ball that is detected by one of the various detection sensors 91a to 96a will not be detected by the other detection sensors 91a to 96a. A gate detection sensor 97a is also provided for the through gate 64, and a gaming ball that passes through the through gate 64 on its way down the gaming area PA is detected by the gate detection sensor 97a.
[0079] Although electromagnetic induction type proximity sensors are used as the various detection sensors 91a-97a, any sensor can be used as long as it can detect gaming balls individually. The various detection sensors 91a-97a are electrically connected to a main control device 162, which will be described later, and the detection results of the various detection sensors 91a-97a are output to the main control device 162. Specifically, the various detection sensors 91a-97a output a LOW level signal when they are not detecting a gaming ball, and output a HI level signal when they are detecting a gaming ball. However, this is not a limitation, and the relationship between HI and LOW may be reversed.
[0080] The configuration of the inner frame 13 will be described with reference to Figure 2 again. A game ball launching mechanism 110 is provided below the area where the game board 60 is mounted on the resin base 50, and launches game balls toward the play area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls positioned at a predetermined launch standby position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball transport device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111-113 are mounted. The base plate 114 is fixed to the resin base 50, thereby integrating the game ball launching mechanism 110 with the resin base 50.
[0081] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to slope upward toward the gaming board 60. A ball stopper is provided at a position near the downstream end (i.e., the lower end) of the launch rail 112 to stop the gaming balls supplied from the ball sending device 113 at the above-mentioned launch standby position. The solenoid 111 is disposed at a position further downstream than the ball stopper.
[0082] The solenoid 111 is electrically connected to a power source and a launch control device, which will be described later. Based on the output of electrical signals from the power source and the launch control device, the output shaft of the solenoid 111 reciprocates in the extension / contraction direction, causing the game ball placed in the launch standby position to be launched toward the game board 60, more specifically, toward the guide rail 100 attached to the game board 60.
[0083] As shown in Figure 4, the guide rail 100 defines the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102 that are arranged facing each other with a gap slightly larger than the diameter of the game ball between them, and a single guide passage 103 is defined by these two rails 101, 102. The guide passage 103 has an entrance portion that opens at the tip side (diagonally downward) of the launch rail 112 and an exit portion located at the top of the play area PE. The game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → guide rail 100 (entrance portion → exit portion).
[0084] In addition, a return prevention member 106 is attached to the end of the exit portion of the game board 60, more specifically, near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing game balls that have already reached the game area PE from interfering with the launch of subsequent game balls.
[0085] 2, the guide rail 100 and the launch rail 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the gaming board 60. In other words, the rails 100, 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are offset to the left and right near the lower edge of the gaming board 60. This brings the rails 100, 112 close to the lower edge of the gaming board 60, while forming a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.
[0086] A foul ball passage 46 is disposed below the gap thus formed. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the play area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage 46 through the gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged to the lower tray 34. This prevents interference between the foul ball and the next game ball launched, and returns the foul ball to the player.
[0087] A through-hole is formed in the resin base 50 to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the resin base 50 in the front-to-rear direction, and a passage-forming member 121 is disposed in this through-hole. The passage-forming member 121 is screwed to the resin base 50 and has a main body-side upper tray passage and a main body-side lower tray passage. The upstream sides of the main body-side upper tray passage and the main body-side lower tray passage lead to the game ball distribution section, which will be described later. In addition, the receiving portion of the passage-forming unit 45 attached to the front door frame 14 fits below the passage-forming member 121, and the front door-side upper tray passage is disposed below the main body-side upper tray passage, and the front door-side upper tray passage is disposed below the main body-side lower tray passage.
[0088] An opening / closing member 124 that opens and closes the main-side upper tray passage and the main-side lower tray passage is attached to the resin base 50 below the passage-forming member 121. The opening / closing member 124 is supported by a support shaft at its lower end for forward and backward rotation, and a biasing member is provided to bias the opening / closing member 124 to a forward position that closes the main-side upper tray passage and the main-side lower tray passage. Therefore, when the front door frame 14 is open relative to the inner frame 13, the opening / closing member 124 rises as shown in the figure, closing the main-side upper tray passage and the main-side lower tray passage. This prevents the stored balls from spilling out if the front door frame 14 is opened while game balls are stored in the main-side upper tray passage or the main-side lower tray passage. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage-forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main body side and the upper tray passage on the front door side are connected, and the lower tray passage on the main body side and the lower tray passage on the front door side are also connected.
[0089] Next, the rear structure of the inner frame 13 (resin base 50 and game board 60) will be described with reference to FIG.
[0090] Bearing fittings 132 are arranged side by side above and below on the rotation base end side of the back surface of the resin base 50. The bearing fittings 132 have bearing portions formed spaced apart above and below, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.
[0091] A plurality of locking fittings are provided on the back surface of the resin base 50, and these locking fittings are used to attach the game board 60 to the resin base 50. Here, the configuration of the back surface of the game board 60 will be described.
[0092] A display control device (not shown) is attached to the variable display unit 67 located in the center of the game board 60 so as to cover the variable display unit 67 from behind. A performance control device unit 142 is mounted behind the display control device so as to overlap the display control device. The performance control device unit 142 is configured to include a performance control device 143 and a mounting base 144, and the performance control device 143 is attached to the mounting base 144.
[0093] The performance control device 143 is equipped with a performance control board that controls audio, lamp displays, and the display control device in accordance with instructions from the main control device described below, and the performance control board is housed in a board box 145 made of a transparent resin material or the like.
[0094] 3, a collection board 150 is provided on the back of the game board 60 below the variable display unit 67. The collection board 150 is provided with a game ball recovery mechanism that recovers game balls that have entered the various winning holes, a detection mechanism that detects the entry of game balls into the various winning holes, etc.
[0095] Regarding the game ball recovery mechanism, the collection board 150 is provided with recovery passages corresponding to the various ball entry sections, such as the general winning opening 61. These recovery passages extend from the entry sections along the back of the game board 60, defining the path along which the game balls fall. The recovery passages converge near the bottom of the game board 60, and all game balls that pass through the general winning opening 61 or other entry sections are collected at the bottom of the game board 60 via the recovery passages. The outlets of each recovery passage are open downward, and a discharge passage is provided at the end of each passage (specifically, below the game board 60). Game balls that have collected below the game board 60 via the recovery passages are discharged to the discharge passage. The outlet 68 also leads to the discharge passage, and game balls that do not enter any of the winning openings are also discharged to the discharge passage via the outlet 68.
[0096] The main control device unit 160 is mounted on the game board 60 so as to cover the assembly board 150 from the rear, and is composed of a mounting base 161 made of synthetic resin and a main control device 162 mounted on the mounting base 161. The main control device 162 is responsible for the main control of the game. Figure 8 is a front view of the main control device 162.
[0097] As shown in Fig. 8, the main control device 162 has a main control board 311 housed in a board box 163a. An MPU 312 is mounted on one of the board surfaces, the element mounting surface, of the main control board 311. The board box 163a is formed to be transparent so that the MPU 312 housed in the board box 163a can be seen from outside the board box 163a. Note that although the board box 163a is formed to be colorless and transparent, it may also be formed to be colored and transparent as long as the MPU 312 housed in the board box 163a can be seen from outside the board box 163a.
[0098] The main control device 162 is mounted on the back surface of the resin base 50 so that the opposing wall portion 163b of the board box 163a that faces the element mounting surface of the main control board 311 faces the rear of the pachinko machine 10. Therefore, by opening the gaming machine main body 12 toward the front of the pachinko machine 10 relative to the outer frame 11 and exposing the rear surface of the resin base 50, it becomes possible to visually observe the opposing wall portion 163b of the board box 163a and also to visually observe the MPU 312 through the opposing wall portion 163b.
[0099] The board box 163a is formed by combining multiple case bodies 163c in front and behind each other. These multiple case bodies 163c are provided with connecting portions 163e that prevent the case bodies 163c from being separated and leave traces of the separation. The connecting portions 163e are arranged side by side on one side of the roughly rectangular board box 163a. This allows for the case bodies 163c to be separated by destroying some of the connecting portions 163e while preventing the case bodies 163c from being separated. Separation of the case bodies 163c can then be prevented again by connecting other connecting portions 163e. Furthermore, because the connecting portions 163e are destroyed when the case bodies 163c are separated, it is possible to visually check the connecting portions 163e to determine whether the case bodies 163c have been separated fraudulently.
[0100] Furthermore, a sealing sticker 163f is attached to the side of the board box 163a opposite to the side on which the connecting portions 163e are arranged, so as to straddle the boundary between the case bodies 163c. When the sealing sticker 163f is peeled off, the adhesive layer remains on the case body 163c. This makes it possible to leave a trace when the sealing sticker 163f is peeled off when the case bodies 163c are separated.
[0101] In the main control device 162 configured as described above, the main control board 311 is provided with a setting key insertion section 166a into which a setting key owned by the gaming hall manager is inserted and turned ON to trigger an opportunity to change the setting state of the pachinko machine 10 within the range of "Setting 1" to "Setting 6," an update button 166b which is operated to sequentially change the setting state of the pachinko machine 10 after the setting key insertion section 166a is turned ON, a reset button 166c which is operated to clear data in the main RAM 314 (FIG. 9) provided in the MPU 312 of the main control device 162, and first to fifth notification display devices 169a to 169e which notify the results of game history management. In addition, the MPU 312 mounted on the main control board 311 is provided with a read terminal 166d for connecting a connection terminal of an external device so that the external device can read the game history management results or the information (programs and data) stored in the main ROM 313. The setting state of the pachinko machine 10 is not limited to six stages from "Setting 1" to "Setting 6" and may be any number of stages.
[0102] The setting key insertion portion 166a, update button 166b, reset button 166c, reading terminal 166d (i.e., MPU 312), and first to fifth notification display devices 169a to 169d are all provided on the element mounting surface of main control board 311. As already explained, the element mounting surface of main control board 311 faces opposing wall portion 163b of board box 163a, but the setting key insertion portion 166a, update button 166b, reset button 166c, and reading terminal 166d are not covered by opposing wall portion 163b. In other words, the opposing wall portion 163b has separate openings in the areas facing the setting key insertion portion 166a, update button 166b, reset button 166c, and reading terminal 166d, respectively. This makes it possible to insert a setting key into the setting key insertion section 166a, press the update button 166b, press the reset button 166c, and connect a connection terminal for an external device to the reading terminal 166d, without having to open the board box 163a.
[0103] By inserting a setting key into the setting key insertion portion 166a and rotating it in a predetermined direction, the setting key insertion portion 166a is turned on. In this state, by starting the supply of operating power to the pachinko machine 10 while pressing the reset button 166c (i.e., by starting the supply of operating power to the MPU 312 of the main control device 162), the setting state of the pachinko machine 10 becomes changeable, allowing it to be changed. In this state, each time the update button 166b is pressed once, the setting state of the pachinko machine 10 changes by one step in ascending order within the range of "Setting 1" to "Setting 6." Note that if the update button 166b is operated when the setting state is "Setting 6," the setting state is updated to "Setting 1."
[0104] Furthermore, when the setting key insertion section 166a is turned on, the supply of operating power to the pachinko machine 10 is started without pressing the reset button 166c, thereby entering a checkable state in which the current setting state can be confirmed. Note that, as will be described in detail later, in the checkable state, the current setting state is displayed on the first to fifth notification display devices 169a to 169d.
[0105] Furthermore, by rotating the setting key inserted into the setting key insertion portion 166a from the ON operation position in the direction opposite to the predetermined direction and returning it to its initial position, the setting key insertion portion 166a is put into an OFF operation state. When the setting key insertion portion 166a is put into an OFF operation state, the changeable state and the checkable state are ended.
[0106] The ON operation of the setting key insertion section 166a is valid only when the supply of operating power to the pachinko machine 10 starts (i.e., when the supply of operating power to the MPU 312 of the main control device 162 starts). Therefore, even if the ON operation of the setting key insertion section 166a is performed after the processing at the start of the supply of operating power in the MPU 312 of the main control device 162 has finished, the setting value cannot be changed or confirmed.
[0107] The setting state of the pachinko machine 10 determines the degree of advantage per unit time in the pachinko machine 10, and the larger the value of "setting n" (n is an integer between "1" and "6") (i.e., the higher the setting value), the higher the degree of advantage. As will be described in detail later, there are two winning / losing lottery modes that determine the probability of winning a jackpot result: a low probability mode in which the probability of winning is relatively low, and a high probability mode in which the probability of winning is relatively high, and the higher the setting value, the higher the probability of winning a jackpot result in the low probability mode and the high probability mode.
[0108] As described above, the reset button 166c is operated to clear the data in the main RAM 314, but in order to clear the data, it is necessary to start the supply of operating power to the pachinko machine 10 while the reset button 166c is pressed (i.e., it is necessary to start the supply of operating power to the MPU 312 of the main control device 162). The ON operation of the reset button 166c is valid only when the supply of operating power to the pachinko machine 10 starts (i.e., when the supply of operating power to the MPU 312 of the main control device 162 starts). Therefore, even if the reset button 166c is pressed after the processing at the start of the supply of operating power in the MPU 312 of the main control device 162 has finished, the data in the main RAM 314 cannot be cleared.
[0109] As already explained, the reading terminal 166d is connected to a connection terminal of an external device so that the external device can read the game history management results or the information (programs and data) stored in the main ROM 313, but in order to output data to the external device, it is necessary to start the supply of operating power to the pachinko machine 10 with the connection terminal of the external device connected to the reading terminal 166d (i.e., it is necessary to start the supply of operating power to the MPU 312 of the main control device 162). The connection of an external device to the reading terminal 166d is valid only when the supply of operating power to the pachinko machine 10 starts (i.e., when the supply of operating power to the MPU 312 of the main control device 162 starts). Therefore, even if an external device is connected to the reading terminal 166d after the MPU 312 of the main control device 162 has completed processing at the start of the supply of operating power, no external output to the external device will be performed.
[0110] Each of the first to fifth alarm display devices 169a to 169e is a segment display device with an arrangement of seven LED display segments, but is not limited to this and may be a single light-emitting device of a multicolor light-emitting type, a liquid crystal display device, or an organic EL display. Each of the first to fifth alarm display devices 169a to 169e is installed so that its display surface faces the direction in which the element mounting surface of the main control board 311 faces, and is covered by the opposing wall 163b of the board box 163a.
[0111] In this case, since the board box 163a is formed to be transparent, it becomes possible to visually observe the display surfaces of the first to fifth notification display devices 169a to 169e housed in the board box 163a from outside the board box 163a. Also, as already explained, the main control device 162 is mounted on the back surface of the resin base 50 so that the opposing wall portion 163b, which faces the element mounting surface of the main control board 311 in the board box 163a, faces the rear of the pachinko machine 10. Therefore, when the gaming machine main body 12 is opened toward the front of the pachinko machine 10 relative to the outer frame 11 and the rear surface of the resin base 50 is exposed toward the front of the pachinko machine 10, it becomes possible to visually observe the display surfaces of the first to fifth notification display devices 169a to 169e through the opposing wall portion 163b.
[0112] The display surfaces of the first to fifth alert display devices 169a to 169e are capable of displaying not only the numbers "0" to "9" but also various characters including alphabetic characters. The first to fifth alert display devices 169a to 169e are used to display a base value and the like, which will be described later, and the display manner thereof will be described in detail later.
[0113] Furthermore, in a changeable state in which the setting state of the pachinko machine 10 can be changed or a checkable state in which the current setting state can be checked, a value corresponding to the setting value is displayed on the fourth alert display device 169d. Note that a configuration may be adopted in which the value corresponding to the setting value is displayed on any of the first to third alert display devices 169a to 169c or the fifth alert display device 169e. Also, a configuration may be adopted in which the setting value before the changeable state was entered is displayed on one of the first to fifth alert display devices 169a to 169e, and the current setting value is displayed on another of the first to fifth alert display devices 169a to 169e.
[0114] Next, the back pack unit 15 will be described with reference to FIGS.
[0115] As shown in Figure 2, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201, to which a dispensing mechanism 202, a discharge passage panel 203, and a control device assembly unit 204 are attached.
[0116] The back pack 201 is molded from a transparent synthetic resin, and has a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape, as shown in Figure 3. The protective cover part 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.
[0117] An external output terminal 213 is provided on the upper right side of the base portion 211. The external output terminal 213 is provided with various output terminals, and various signals are output via these output terminals to a hall computer HC (management control device) on the gaming hall side. In addition, a pair of upper and lower latching pins are provided on the base portion 211 at the right end when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is rotatably supported with respect to the inner frame 13 by inserting the latching pins into bearing fittings 132 (more specifically, bearing portions) provided on the inner frame 13. In addition, a fastener is provided at the pivot tip of the base portion 211 for fastening to a fastening hole provided in the inner frame 13, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.
[0118] The payout mechanism 202 is disposed on the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed on the top of the back pack 201 and that opens upward, and gaming balls supplied from the island equipment of the gaming hall are successively replenished to the tank 221. The payout mechanism 202 is supplied with a main power supply of, for example, 24 volts AC, and is equipped with a back pack board that has a power switch for turning the power on and off.
[0119] A tank rail that slopes gently downstream is connected below the tank 221, and a case rail that extends vertically is connected to the downstream side of the tank rail. A payout device 222 is provided at the most downstream part of the case rail. Gaming balls paid out by the payout device 222 are supplied to a gaming ball distribution unit provided in the base part 211 of the back pack 201 through a payout passage provided downstream of the payout device 222.
[0120] The game ball distribution section has the function of distributing game balls dispensed from the dispensing device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the upper tray passage on the main body side and the upper tray passage on the front door side described above, and its outer opening leads to the lower tray 34 via the lower tray passage on the main body side and the lower tray passage on the front door side.
[0121] 3, a discharge passage panel 203 and a control device assembly unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel 203 that faces the control device assembly unit 204, and the open part of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to island equipment or the like in the gaming hall, and game balls that have been guided to the discharge passage from the above-mentioned collection passage or the like pass through the discharge passage and are discharged to the outside of the pachinko machine 10.
[0122] The control device aggregate unit 204 has a horizontally long mounting base, on which the payout control device 181 and the power supply and firing control device 191 are mounted. The payout control device 181 and the power supply and firing control device 191 are stacked one on top of the other in front of the other so that the payout control device 181 is at the rear of the pachinko machine 10.
[0123] In the dispensing control device 181, a dispensing control board that controls the dispensing device 222 is housed in a board box, and a status return switch provided on the dispensing control board protrudes outside the board box. For example, when a dispensing error occurs, such as a ball jam in the dispensing device 222, pressing the status return switch will clear the ball jam.
[0124] The power supply and launch control device 191 has a power supply and launch control board housed within a board box, which generates and outputs the specified power required by various control devices, etc., and also controls the launch of the game ball in response to the player's operation of the game ball launch handle 41.
[0125] The power supply and launch control device 191 is provided with a power outage monitoring unit (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of a power outage or other power interruption. The pachinko machine 10 has a function for storing and retaining various data, so that in the event of a power outage, the state at the time of the power outage is retained and the state at the time of the power outage can be restored when the power is restored. For example, if the power is cut off in the normal procedure, such as when the game hall closes, the state before the power outage is stored and retained.
[0126] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.
[0127] The main control device 162 is equipped with a main control board 311 that is responsible for the main control of the game, and an MPU 312 is mounted on the main control board 311. The MPU 312 has built-in main ROM 313 and main RAM 314, as well as an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as a random number generator, and the like.
[0128] The main ROM 313 is a memory (i.e., a non-volatile storage means) that does not require an external power supply to retain data, such as a NOR flash memory or a NAND flash memory, and is used for read-only purposes. The main ROM 313 stores various control programs and fixed value data executed by the MPU 312.
[0129] The primary RAM 314 is a memory (i.e., a volatile storage means) that requires an external power supply to retain data, such as SRAM or DRAM, and is used for both reading and writing. The primary RAM 314 is randomly accessible and takes less time to read data than the primary ROM 313 when compared for the same data capacity. The primary RAM 314 temporarily stores various data and the like in response to the execution of the control program stored in the primary ROM 313.
[0130] The MPU 312 is provided with an input port and an output port. The payout control device 181 and the power supply and launch control device 191 are connected to the input side of the MPU 312. Also, various sensors, such as the ball entry detection sensors 91a-97a, are connected to the input side of the MPU 312. As already explained, the ball entry detection sensors 91a-97a include the first prize entry detection sensor 91a, the second prize entry detection sensor 92a, the first actuation port detection sensor 93a, the second actuation port detection sensor 94a, the large prize entry port detection sensor 95a, the outlet detection sensor 96a, and the gate detection sensor 97a. Based on the detection results of these ball entry detection sensors 91a-97a, the MPU 312 determines whether a ball has entered each entry area. The MPU 312 also conducts various lotteries based on the winnings at the first actuation port 62, the second actuation port 63, and the through gate 64.
[0131] The input side of the MPU 312 is provided with a setting key insertion section 166a, an update button 166b, and a reset button 166c, which are provided on the main control board 311. The setting key insertion section 166a is provided with a sensor (not shown), which detects whether the setting key insertion section 166a is positioned at the ON operation position or the OFF operation position. The MPU 312 then determines whether the setting key insertion section 166a is positioned at the ON operation position or the OFF operation position based on the detection result from the sensor. The update button 166b is provided with a sensor (not shown), which detects whether the update button 166b is being pressed. The MPU 312 then determines whether the update button 166b is being pressed based on the detection result from the sensor. The reset button 166c is provided with a sensor (not shown), which detects whether the reset button 166c is being pressed. Then, the MPU 312 determines whether or not the reset button 166c is being pressed based on the detection result from the sensor.
[0132] The output side of the MPU 312 is connected to a payout control device 181, a presentation control device 143, etc. A prize ball command is output to the payout control device 181, for example, based on the fact that a game ball has entered a prize ball corresponding entry portion among the above-mentioned entry portions, where the occurrence of the ball entry corresponds to the payout of a game ball (prize ball). Various commands such as a variation command, a type command, and an opening command are output to the presentation control device 143.
[0133] The output side of the MPU 312 is connected to a special power drive unit 65d that opens and closes the opening and closing door 65b of the variable winning device 65, a normal power drive unit 63b that opens and closes the normal power device 63a of the second operating port 63, the special chart display unit 43, and the normal chart display unit 44. Various driver circuits are provided on the main control board 311, and the MPU 312 controls the drive of the various drive units and various display units through these driver circuits.
[0134] That is, in the opening / closing execution mode, the MPU 312 executes drive control of the special power drive unit 65d so as to open and close the variable winning device 65. Also, when the open state of the normal power role 63a is won, the MPU 312 executes drive control of the normal power drive unit 63b so as to open and close the normal power role 63a.
[0135] Also, during each game, display control of the special symbol display unit 43 is executed in the MPU 312. Also, when the lottery result of whether or not the normal electric device 63a is to be opened is clearly indicated, display control of the normal symbol display unit 44 is executed in the MPU 312. Also, when a win occurs in the first operating port 62 or the second operating port 63, or when a variable display starts in the special symbol display unit 43, display control of the special symbol reserve number display unit AM is executed in the MPU 312, and when a win occurs in the through gate 64, or when a variable display starts in the normal symbol display unit 44, display control of the normal symbol reserve number display unit FM is executed in the MPU 312.
[0136] An external output terminal 213 is connected to the output side of the MPU 312. Information on balls entering various entry areas and information on lottery results such as jackpots are output to the hall computer HC via this external output terminal 213. This allows the hall computer HC to grasp the status of the pachinko machine 10.
[0137] First to fourth notification display devices 169a to 169d are connected to the output side of the MPU 312. Results of game history management and information on setting values are notified through these first to fourth notification display devices 169a to 169d.
[0138] The MPU 312 is provided with a read terminal 166d. The read terminal 166d is provided with a sensor (not shown), which detects whether or not a connection terminal for an external device is connected to the read terminal 166d. The MPU 312 then determines whether or not a connection terminal for an external device is connected to the read terminal 166d based on the detection result from the sensor. Furthermore, when an external device is connected to the read terminal 166d, the results of game history management in the MPU 312 and information (programs and data) stored in the main ROM 313 are externally output to the external device.
[0139] The power supply and launch control device 191 is connected to, for example, a commercial power supply (external power supply) in an amusement facility, etc. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for each of the main control board 311, the payout control device 181, etc., and supplies the generated operating power.
[0140] The power supply and firing control device 191 is provided with a power outage monitoring unit 315, which monitors the 24-volt DC stabilized voltage output from the power supply and firing control device 191. When the output voltage from the power supply and firing control device 191 falls below 22 volts, the power outage monitoring unit 315 determines that a power outage (power shutdown) has occurred and outputs a power outage signal to an NMI (non-maskable interrupt) terminal provided on the MPU 312 of the main control device 162. This causes the main control device 162 to recognize the occurrence of a power outage and immediately execute NMI interrupt processing, and then execute power outage processing based on this. Incidentally, the power supply and firing control device 191 is provided with a power outage power supply unit, such as a backup capacitor, which supplies backup power (power for memory retention) to the RAM 314 of the main control device 162 in the event of a power outage or when the power to the pachinko machine 10 is turned off. The power supply and launch control device 191 is also responsible for controlling the launch of the game ball launch mechanism 110, which is activated when predetermined launch conditions are met. The payout mechanism 202 is also provided with a power switch, and when the power switch is turned ON, the supply of operating power to the pachinko machine 10 is started, and when the power switch is turned OFF, the supply of operating power to the pachinko machine 10 is stopped.
[0141] The payout control device 181 controls the payout of prize balls and loan balls by the payout device 222 based on the prize ball command received from the main control device 162.
[0142] The performance control device 143 drives and controls the lamp units 26 to 28 and speaker unit 29 provided on the front door frame 14, and controls the display control device 350, based on various commands received from the main control device 162. The display control device 350 executes display control of the pattern display device 75 based on commands received from the performance control device 143. In this case, the performance control device 143 determines the variable display time of the patterns on the pattern display device 75 and the type of combination of patterns to be finally displayed in a stopped state, based on various commands input from the main control device 162, and also determines whether or not a reach will occur and the content of the reach performance.
[0143] Here, the display contents of the pattern display device 75 will be explained based on FIGS.
[0144] As shown in Figures 10(a) to 10(j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs such as an octopus each numbered "1" to "9."
[0145] As shown in FIG. 10(a), the display screen G of the symbol display device 75 has three symbol columns Z1, Z2, and Z3 set up on the upper, middle, and lower rows. Each symbol column Z1-Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Specifically, the upper symbol column Z1 has nine main symbols from "1" to "9" arranged in descending numerical order, with one sub-symbol between each main symbol. The lower symbol column Z3 has nine main symbols from "1" to "9" arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper symbol column Z1 and the lower symbol column Z3 are configured with 18 symbols. In contrast, the middle symbol column Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, and one sub-symbol arranged between each of these main symbols. In other words, the middle symbol column Z2 alone has 10 main symbols, for a total of 20 symbols. On the display screen G, the symbols of each of these symbol columns Z1 through Z3 are displayed variably, scrolling periodically in a predetermined direction. Also, as shown in FIG. 11(b), the display screen G displays three symbols in each symbol column, resulting in a total of nine symbols, 3 x 3.
[0146] Five active lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen G. The variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the center symbol row Z2, and when the variable display of all symbol rows Z1 to Z3 ends with a combination of symbols with the same number on any active line, a jackpot animation is displayed indicating the occurrence of a normal 4R jackpot result or a 10R variable jackpot result, which will be described later.
[0147] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols," and when a 10R jackpot result occurs, the same combination of specific symbols is stopped and displayed. Also, the main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols," and when a normal 4R jackpot result occurs, the same combination of non-specific symbols is stopped and displayed.
[0148] Here, the variable display of each symbol column will be further explained with reference to FIG. 12. When a game round starts, a high-speed variable display is first initiated for all symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol column is being displayed. Then, as shown in FIG. 12(a), the variable display mode of the upper symbol column Z1 switches from a high-speed variable display to a low-speed variable display, allowing the player to recognize the displayed symbols. Then, as shown in FIG. 12(b), the variable display mode of the lower symbol column Z3 switches from a high-speed variable display to a low-speed variable display as the variable display of the upper symbol column Z1 ends. Then, as shown in FIG. 12(c), the variable display of the lower symbol column Z3 ends. After the variable display of all symbol columns Z1 to Z3 ends, a static display period is set in which the static display is maintained and the player waits for a predetermined period of time.
[0149] In a gaming machine, when the symbols are displayed in a stopped state on the symbol display device 75, it is common to stop the symbols in the final stop row (the middle symbol row Z2 in this embodiment) gradually while slowing down the variable display speed, rather than stopping them suddenly. In this case, if the symbols in the middle symbol row Z2 (the final stop row) are configured to start stopping in synchronization with the start of the stop display on the special symbol display unit 43, the time required for the symbols to decelerate to stop on the symbol display device 75 is shortened, thereby resulting in a reduction in the effective stop display time.
[0150] Therefore, before the special symbol display unit 43 starts displaying the symbols, the symbol sequences Z1 to Z3, including the final symbol sequence, are stopped (temporarily stopped), and then, in synchronization with the start of the special symbol display unit 43, the temporarily stopped symbols are permanently stopped (determined display). The display mode of the symbol sequences Z1 to Z3 in the temporary stop state is different from that in the final display. For example, at least one of the symbol sequences Z1 to Z3 may move gently back and forth slightly, or at least a portion of the characters (FIG. 10) such as an octopus that constitute the main symbol and sub-symbol may move. In other words, although the temporary stop may appear to be stationary at first glance, it is performed so that the symbols remain in an incompletely stopped state (stationary display). In contrast, the final display is performed so that the symbols are completely stopped without the slight back and forth movement or character movement.
[0151] The provisional stop display of the pattern sequences Z1 to Z3 starts with a stop result corresponding to the result of the win / lose lottery or the type of jackpot, and then transitions directly to a final display. Alternatively, the provisional stop display may be temporarily stopped with a stop result that does not correspond to the result of the win / lose lottery or the type of jackpot, and then the pattern sequences Z1 to Z3 may be changed again to a stop result that corresponds to the result of the win / lose lottery, etc., and then transitions to a final display.
[0152] Incidentally, in the special symbol game times executed by the special symbol display unit 43, the symbols are not temporarily stopped, but the symbols that are displayed in a variable manner are suddenly stopped as the variable display time elapses, and this state (the symbol is displayed in a stopped state) is maintained until the fixed display time elapses. In other words, the stopped display of the symbol on the special symbol display unit 43 becomes the fixed display as it is. This is also true for the normal symbol game times executed by the normal symbol display unit 44.
[0153] In addition, the manner in which the changing patterns are displayed in the pattern display device 75 is not limited to the above and is arbitrary, and the number of pattern rows, the direction in which the changing patterns are displayed in the pattern rows, the number of patterns in each pattern row, and the combinations of patterns corresponding to jackpots and misses can be changed as appropriate.
[0154] As shown in Fig. 11(b), a reserve display section 200 for displaying a number of reserve images corresponding to the number of reserved games before execution is provided at the bottom of the display screen G, and the player can recognize the number of reserved games by visually checking the reserve display section 200. The reserve display section 200 has a first reserve display area Ga corresponding to the first special symbol and a second reserve display area Gb corresponding to the second special symbol.
[0155] In the first reserve display area Ga, unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when a gaming ball enters the first operating port 62, are displayed in a partitioned manner so as to be aligned in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the first operating port 62 is four, and corresponding to this, a first unit reserve display area Ga1, a second unit reserve display area Ga2, a third unit reserve display area Ga3, and a fourth unit reserve display area Ga4 are set in the first reserve display area Ga.
[0156] For example, if the number of reserved balls when a game ball enters the first operating port 62 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and if the number of reserved balls when a game ball enters the first operating port 62 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.
[0157] In addition, in the second reserve display area Gb, unit reserve display areas Gb1 to Gb4, the same number as the maximum number of reserved balls when a gaming ball enters the second operating port 63, are displayed in a partitioned manner so as to be aligned in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the second operating port 63 is four, and corresponding to this, a first unit reserve display area Gb1, a second unit reserve display area Gb2, a third unit reserve display area Gb3, and a fourth unit reserve display area Gb4 are set in the second reserve display area Gb.
[0158] For example, if the number of reserved balls when a game ball enters the second operating port 63 is one, a predetermined reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the second operating port 63 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.
[0159] In addition, an execution display area D is set between the first hold display area Ga and the second hold display area Gb. A hold image corresponding to the game round to be executed (currently being executed) is displayed in the execution display area D. For example, when a game round ends and the next game round starts, the hold image that was displayed in the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb is moved and displayed in the execution display area D. This allows the player to recognize that the game round that was on hold will be executed.
[0160] <Electrical configuration for performing various lotteries using the MPU 312 of the main control device 162> Next, the electrical configuration for performing various lotteries in the MPU 312 of the main control device 162 will be described with reference to FIG.
[0161] During play, the MPU 312 uses various counter information to determine whether a jackpot occurs, set the display for the special symbol display 43, set the symbol display for the symbol display device 75, and set the display for the normal symbol display 44. Specifically, as shown in FIG. 13, the MPU 312 uses a hit random number counter C1 used to determine whether a jackpot occurs, a jackpot type counter C2 used to determine the type of jackpot, a reach random number counter C3 used to determine whether a reach occurs when the symbol display device 75 changes due to a miss, a random number initial value counter CINI used to set the initial value of the hit random number counter C1, and a change type counter CS used to determine the display duration of the special symbol display 43 and the symbol display device 75. Furthermore, the MPU 312 uses a normal power feature release counter C4 used to determine whether the normal power feature 63a of the second operating port 63 is set to the normal power release state. The counters C1-C3, CINI, CS, and C4 are provided in the various counter area 314b of the main RAM 314.
[0162] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to "0" after reaching its maximum value. Each counter is updated at short intervals. Information corresponding to the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 is stored in the reserved storage area 314a provided as acquired information storage means in the main RAM 314 when a winning occurs in the first actuation port 62 or the second actuation port 63.
[0163] The reserve storage area 314a comprises a reserve area RE and an execution area AE. The reserve area RE comprises a first reserve area RE1, a second reserve area RE2, a third reserve area RE3 and a fourth reserve area RE4, and a combination of numerical information of the win random number counter C1, the jackpot type counter C2 and the reach random number counter C3 is stored as reserve information in one of the reserve areas RE1 to RE4 according to the winning history of the first actuation port 62 or the second actuation port 63.
[0164] In this case, when multiple consecutive wins occur in the first actuation port 62 or the second actuation port 63, the numerical information is stored in the first hold area RE1 to the fourth hold area RE4 in chronological order from the first hold area RE1 to the second hold area RE2 to the third hold area RE3 to the fourth hold area RE4. By providing four hold areas RE1 to RE4 in this way, up to four winning histories of game balls entering the first actuation port 62 or the second actuation port 63 can be reserved and stored.
[0165] The number of items that can be stored on hold is not limited to four and can be any number, such as two, three, five or more, or it can be singular.
[0166] The execution area AE is an area for moving each piece of numerical information stored in the first holding area RE1 of the holding area RE when the variable display of the special chart display section 43 begins, and when one game round begins, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0167] Each of the counters will now be described in detail.
[0168] First, the normal power accessory release counter C4 will be described. The normal power accessory release counter C4 is configured to be incremented by 1 in sequence within a range of 0 to 250, for example, and to return to "0" after reaching the maximum value. The normal power accessory release counter C4 is periodically updated, and is stored in the normal power reserve area 314c of the main RAM 314 at the timing when a gaming ball enters the through gate 64. Then, at a predetermined timing, a lottery is held to determine whether or not to control the normal power accessory 63a to the open state based on the value of the stored normal power accessory release counter C4.
[0169] In the present pachinko machine 10, a plurality of types of support modes are set so that the manner of support by the normal power device 63a differs from one another. In detail, the support modes are set to a high frequency support mode and a low frequency support mode so that the frequency with which the normal power device 63a of the second operating port 63 is opened per unit time is relatively high or low when compared in a situation where game balls are continuously shot in the same manner into the game area PA.
[0170] In the high-frequency support mode and the low-frequency support mode, the probability of winning the normal power release state in the normal power release lottery using the normal power feature release counter C4 is the same (for example, 4 / 5 in both), but in the high-frequency support mode, the number of times the normal power feature 63a is opened when the normal power release state is won is set to be more than in the low-frequency support mode, and the opening time for each opening is set to be longer.In this case, when the normal power release state is won in the high-frequency support mode and the normal power feature 63a opens multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for each opening.Furthermore, in the high-frequency support mode, the minimum time ensured between one normal power release lottery and the next normal power release lottery (i.e., the duration of one display on the normal power display unit 44) is set to be shorter than in the low-frequency support mode.
[0171] As described above, in the high-frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of a winning entry into the first actuation port 62 is higher than in the second actuation port 63, but in the high-frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the first actuation port 62. When a winning entry into the second actuation port 63 occurs, a predetermined number of game balls are paid out, so in the high-frequency support mode, the player can play without losing too many balls.
[0172] The configuration for increasing the frequency of normal power release state per unit time in the high-frequency support mode compared to the low-frequency support mode is not limited to the above, and may be configured to increase the probability of winning the normal power release state in the normal power release lottery, for example. In addition, in a configuration in which multiple types of reserved time (e.g., the time of variable display executed on the normal power display unit 44 based on winning through gate 64) are available between one normal power release lottery and the next, the high-frequency support mode may be configured to be more likely to select a shorter reserved time or to have a shorter average reserved time than the low-frequency support mode. Furthermore, the advantage of the high-frequency support mode over the low-frequency support mode may be increased by applying any one or any combination of the following conditions: increasing the number of releases, lengthening the open time, shortening the reserved time between one normal power release lottery and the next, shortening the average reserved time, and increasing the winning probability.
[0173] As already explained, the pachinko machine 10 has setting states "Setting 1" to "Setting 6." The opening frequency and opening mode of the normal power device 63a in the low-frequency support mode are the same regardless of the setting value, and the opening frequency and opening mode of the normal power device 63a in the high-frequency support mode are also the same regardless of the setting value. However, this is not limited to this, and at least one of the opening frequency and opening mode of the normal power device 63a in at least one of the low-frequency support mode and the high-frequency support mode may be configured to vary depending on the setting state of the pachinko machine 10. For example, the higher the setting value, the higher the opening frequency of the normal power device 63a in the low-frequency support mode, or the higher the probability of a game ball entering the second operating port 63 when the normal power device 63a is opened once in the low-frequency support mode. In addition, the higher the set value, the higher the frequency of opening of the normal power device 63a in the high frequency support mode, and the higher the probability of a game ball entering the second operating port 63 when the normal power device 63a is opened once in the high frequency support mode.
[0174] Next, the winning random number counter C1 will be described. The winning random number counter C1 is configured to increment by one within a range of, for example, 0 to 599, and return to "0" after reaching a maximum value. In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 599). The winning random number counter C1 is periodically updated, and is stored in the reserve storage area 314a of the main RAM 314 when a gaming ball enters the first actuation port 62 or the second actuation port 63.
[0175] The random number value that results in a jackpot win is stored as a win / lose table in the main ROM 313. Figure 14 is an explanatory diagram for explaining the various tables stored in the main ROM 313. The main ROM 313 has an area 411 for setting 1, an area 412 for setting 2, an area 413 for setting 3, an area 414 for setting 4, an area 415 for setting 5, and an area 416 for setting 6.
[0176] The setting 1 area 411 stores a low-probability win / loss table 411a for setting 1 that is referenced when the setting state of the pachinko machine 10 is "setting 1" and the win / loss lottery mode is the low-probability mode, and a high-probability win / loss table 411b for setting 1 that is referenced when the setting state of the pachinko machine 10 is "setting 1" and the win / loss lottery mode is the high-probability mode. The setting 2 area 412 stores a low-probability win / loss table 412a for setting 2 that is referenced when the setting state of the pachinko machine 10 is "setting 2" and the win / loss lottery mode is the low-probability mode, and a high-probability win / loss table 412b for setting 2 that is referenced when the setting state of the pachinko machine 10 is "setting 2" and the win / loss lottery mode is the high-probability mode. The area 413 for setting 3 stores a low probability win / lose table 413a for setting 3 that is referenced when the setting state of the pachinko machine 10 is "setting 3" and the win / lose lottery mode is the low probability mode, and a high probability win / lose table 413b for setting 3 that is referenced when the setting state of the pachinko machine 10 is "setting 3" and the win / lose lottery mode is the high probability mode.
[0177] The setting 4 area 414 stores a low-probability win / loss table 414a for setting 4 that is referenced when the setting state of the pachinko machine 10 is "setting 4" and the win / loss lottery mode is the low-probability mode, and a high-probability win / loss table 414b for setting 4 that is referenced when the setting state of the pachinko machine 10 is "setting 4" and the win / loss lottery mode is the high-probability mode. The setting 5 area 415 stores a low-probability win / loss table 415a for setting 5 that is referenced when the setting state of the pachinko machine 10 is "setting 5" and the win / loss lottery mode is the low-probability mode, and a high-probability win / loss table 415b for setting 5 that is referenced when the setting state of the pachinko machine 10 is "setting 5" and the win / loss lottery mode is the high-probability mode. The area 416 for setting 6 stores a low probability win / lose table 416a for setting 6 that is referenced when the setting state of the pachinko machine 10 is "setting 6" and the win / lose lottery mode is the low probability mode, and a high probability win / lose table 416b for setting 6 that is referenced when the setting state of the pachinko machine 10 is "setting 6" and the win / lose lottery mode is the high probability mode.
[0178] The winning probabilities of the jackpot result set in each of the low probability hit / miss tables 411a to 416a are different from each other. For example, when each of the low probability hit / miss tables 411a for setting 1 to the low probability hit / miss table 416a for setting 6 is referenced, the winning probabilities of the jackpot are approximately 1 / 320, approximately 1 / 310, approximately 1 / 300, approximately 1 / 290, approximately 1 / 280, and approximately 1 / 270, respectively.
[0179] In addition, the winning probabilities of the jackpot results set in each of the high probability winning / losing tables 411b to 416b are also different from one another. For example, when each of the high probability winning / losing tables 411b for setting 1 to the high probability winning / losing table 416b for setting 6 is referenced, the winning probabilities of the jackpot are approximately 1 / 45, approximately 1 / 40, approximately 1 / 35, approximately 1 / 30, approximately 1 / 25, and approximately 1 / 20, respectively.
[0180] In other words, the higher the setting value of the pachinko machine 10, the higher the probability of winning the jackpot result in the high probability mode as well as the probability of winning the jackpot result in the low probability mode. Therefore, the higher the setting value in both the low probability mode and the high probability mode, the more likely a jackpot will occur, and the advantage to the player of having a high setting value set is suitably increased.
[0181] The jackpot type counter C2 is configured to be incremented by 1 in sequence within a range of 0 to 29, and to return to "0" after reaching the maximum value. The jackpot type counter C2 is updated periodically, and is stored in the reserve storage area 314a when a gaming ball enters the first actuation port 62 or the second actuation port 63.
[0182] A plurality of jackpot results are set in this pachinko machine 10. These plurality of jackpot results are set by providing differences in three conditions: (1) the manner of opening and closing control of the variable winning device 65 in the opening and closing execution mode, (2) the lottery mode in the winning / losing lottery means after the opening and closing execution mode ends, and (3) the support mode in the normal electric device 63a of the second operating port 63 after the opening and closing execution mode ends.
[0183] As the manner of opening and closing control of the variable winning device 65 in the opening and closing execution mode, a high frequency winning mode and a low frequency winning mode are set so that the frequency of winning in the variable winning device 65 is relatively high and low from the start to the end of the opening and closing execution mode. Specifically, in either the high frequency winning mode or the low frequency winning mode, a predetermined number of rounds are played up to the upper limit.
[0184] A round game is a game that continues until one of the following conditions is met: a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls have entered the variable winning device 65. Furthermore, the number of round games in the open / close execution mode triggered by a jackpot result is the same fixed number of rounds regardless of the type of jackpot result that triggered the transition. Specifically, regardless of the jackpot result, the upper limit number of round games is set to 15 rounds.
[0185] Furthermore, in this pachinko machine 10, a plurality of types are set for one opening mode of the variable winning device 65, with different opening durations from when the variable winning device 65 is opened until when it is closed. In detail, a long-time mode in which the opening duration is set to 29 seconds, which is a long time, and a short-time mode in which the opening duration is set to 0.06 seconds, which is a short time shorter than the long time, are set.
[0186] In the present pachinko machine 10, when the game ball launching handle 41 is operated by the player, the game ball launching mechanism 110 is driven and controlled so that one game ball is launched toward the play area PA every 0.6 seconds. The upper limit number of balls required for the end of a round game is set to nine. In this case, the long-time mode among the above-mentioned release modes sets the release duration to a time longer than the product of the game ball launch cycle and one round game. On the other hand, the short-time mode sets the release duration to a time shorter than the product of the game ball launch cycle and one round game, more specifically, shorter than the game ball launch cycle. Therefore, when a single release is performed in the long-time mode, it is expected that the variable winning device 65 will win the maximum number of balls in one round game. When a single release is performed in the short-time mode, it is expected that the variable winning device 65 will not win, or will win only about one ball, even if it does win.
[0187] In the high frequency winning mode, the variable winning device 65 is opened once in each round of play in a long time mode. On the other hand, in the low frequency winning mode, the variable winning device 65 is opened once in each round of play in a short time mode.
[0188] In addition, the number of times the variable winning device 65 is opened and closed, the number of rounds of play, the duration of opening for one opening, and the maximum number of balls in one round of play in the high frequency winning mode and low frequency winning mode are not limited to the above values and are arbitrary, as long as the frequency of winning in the variable winning device 65 between the start and end of the opening and closing execution mode is higher in the high frequency winning mode than in the low frequency winning mode.
[0189] The allocation destination of the jackpot result for the jackpot type counter C2 is stored in the main ROM 313 as an allocation table 387 as shown in Fig. 13. In the allocation table 387, a low probability jackpot result, a low winning high probability jackpot result, and a high winning jackpot result are set as the allocation destination of the jackpot result in the event of a jackpot result.
[0190] A low probability jackpot result is a jackpot result in which the opening / closing execution mode becomes a high frequency winning mode, and after the opening / closing execution mode ends, the winning / losing lottery mode becomes a low probability mode and the support mode becomes a high frequency support mode. However, this high frequency support mode will transition to a low frequency support mode if the number of games played after the transition reaches the termination reference number (specifically, 100 times).
[0191] A low-prize, high-probability jackpot result is a jackpot result in which the open / close execution mode becomes a low-frequency win mode, and after the open / close execution mode ends, the win / lose lottery mode becomes a high-probability mode and the support mode becomes a high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the win / lose lottery is a jackpot state win and the game transitions to the jackpot state.
[0192] A high-prize jackpot result is a jackpot result in which the open / close execution mode becomes a high-frequency win mode, and after the open / close execution mode ends, the win / lose lottery mode becomes a high-probability mode and the support mode becomes a high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the win / lose lottery is a jackpot state win and the game transitions to the jackpot state.
[0193] In relation to the above game states, the normal game state refers to a state in which the win / lose lottery mode is a low probability mode and the support mode is a low frequency support mode, rather than the open / close execution mode. Also, a low-prize, high-probability jackpot result may not be set as a game result. Furthermore, in the open / close execution mode in a low-prize, high-probability jackpot result, the number of rounds of play may be fewer than in the case of a low-probability jackpot result and a high-prize jackpot result.
[0194] In the distribution table 387, of the values of the jackpot type counter C2 from "0 to 29", "0 to 9" corresponds to a low probability jackpot result, "10 to 14" corresponds to a low probability jackpot result with a high probability of winning, and "15 to 29" corresponds to a high probability jackpot result with a high prize.
[0195] Only one type of allocation table 387 is provided so that it is common to any of the setting states of "Setting 1" to "Setting 6." This makes it possible to prevent an advantage or disadvantage from arising in the allocation pattern of the jackpot result depending on the setting state of the pachinko machine 10, and also makes it possible to reduce the storage capacity for storing the allocation table 387 in advance in the main ROM 313.
[0196] The allocation of jackpot results may be different depending on the settings of the pachinko machine 10. For example, the higher the setting value, the higher the probability of being allocated to a high-prize jackpot result, or the higher the setting value, the higher the probability of being allocated to a high-prize jackpot result or a low-prize high-probability jackpot result. In this case, the higher the setting value, the higher the probability of entering the high-probability mode after a jackpot result. Also, the higher the setting value, the lower the probability of being allocated to a low-prize high-probability jackpot result, or the higher the setting value, the higher the probability of being allocated to a low-prize high-probability jackpot result, while the lower the setting value, the higher the probability of being allocated to a low-prize high-probability jackpot result. In this case, the higher the setting value, the higher the probability of the high-frequency opening / closing execution mode occurring.
[0197] Next, the reach random number counter C3 will be described. The reach random number counter C3 is configured to increment by one within a range of, for example, 0 to 238, and return to "0" after reaching a maximum value. In the present pachinko machine 10, an expectation effect is set as one type of display effect in the symbol display device 75. The expectation effect refers to a display state that makes a player believe that a variable display state that is likely to result in a prize-related result is achieved in a gaming machine that is equipped with a symbol display device 75 capable of displaying variable symbols and in which the final stop result in a game round resulting in a predetermined jackpot result is a prize-related result, from the start of the variable display of symbols in the symbol display device 75 to the stage at which the stop result is derived and displayed. Specifically, the prize-related result is the display of a combination of symbols with the same number on one of the pay lines.
[0198] There are two types of expectation effects: a reach display and a notice display that is set to anticipate the occurrence of a reach display or a corresponding result before the reach display occurs.
[0199] The reach display includes a display state in which a reach symbol combination is displayed by stopping the display of symbols for some of the multiple symbol columns Z1 to Z3 displayed on the display screen G of the symbol display device 75, and in that state, a variable display of symbols is performed for the remaining symbol columns. Also included are displays in which, in a state in which a reach symbol combination is displayed as described above, a reach effect is performed by displaying a variable display of symbols for the remaining symbol columns and displaying predetermined characters or the like as a moving image on the background screen, and displays a reduced-size or non-displayed reach symbol combination and then displaying predetermined characters or the like as a moving image on almost the entire display screen G, thereby performing a reach effect.
[0200] The advance notice display includes a mode in which characters are displayed separately from the symbols on the symbol columns when symbols are displayed variably in all symbol columns Z1 to Z3 after the display screen G of the symbol display device 75 starts displaying the symbols variably, or when symbols are displayed variably in some symbol columns. It also includes a mode in which the background screen is displayed in a predetermined mode different from the previous mode, or a mode in which the symbols on the symbol columns are displayed in a predetermined mode different from the previous mode. Such advance notice displays can occur in both game rounds when a reach display is made and when a reach display is not made, but are set to occur with a higher probability when a reach display is made than when a reach display is not made.
[0201] The reach display is executed regardless of the value of the reach random number counter C3 in a game in which the same symbol combination is finally stopped and displayed. Also, in a game in which a jackpot result is reached and the same symbol combination is not stopped and displayed, the reach display is not executed regardless of the value of the reach random number counter C3. Also, in a game in which a miss result is reached, the reach display is executed when the reach random number counter C3 obtained at a predetermined timing by referring to the reach table stored in the main ROM 313 corresponds to the occurrence of the reach display.
[0202] On the other hand, the decision on whether to display a preview is not made by the main control device 162 but by the effect control device 143. In this case, the effect control device 143 executes a lottery process for preview display so as to satisfy at least one of the conditions that a preview display is more likely to occur in a game round corresponding to a jackpot result than a game round corresponding to a loss result, and that a preview display with a low appearance rate is more likely to occur. Incidentally, this lottery result is reflected when the effect for the game round is executed by the symbol display device 75.
[0203] Here, the probability of a reach display occurring in a game that results in a loss is the same regardless of the setting state of "Setting 1" to "Setting 6." This makes it possible to prevent any advantage or disadvantage from arising depending on the setting state of the pachinko machine 10 regarding the probability of a reach display occurring in a game that results in a loss. However, this is not limited to this, and a configuration may be adopted in which the higher the setting value, the higher the probability of a reach display occurring in a game that results in a loss.
[0204] Next, the variation type counter CS will be explained. The variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 198, and to return to "0" after reaching the maximum value. The variation type counter CS is used in determining the display duration in the special symbol display unit 43 and the display duration of the symbol in the symbol display device 75 in the MPU 312. The fluctuation type counter CS is updated once each time the timer interrupt process described below is executed, and is also repeatedly updated within the remaining time until the next timer interrupt process is executed. The buffer value of the fluctuation type counter CS is acquired when the fluctuation display in the special symbol display unit 43 starts and when the fluctuation pattern is determined when the symbol display device 75 starts to fluctuate.
[0205] Here, in the pachinko machine 10 according to the present embodiment, processing related to the base value is executed. The base value in this processing does not target all game states, but is a derived ratio of the total number of game balls dispensed to the total number of game balls discharged from the game area PA (i.e., the total number of game balls supplied to the game area PA) for a period excluding the period during the open / close execution mode due to a jackpot result and the period during the high frequency support mode, in other words, it is a base value during normal play (when playing with the left hand).
[0206] In the processing related to the base value, the base value is calculated and measured by the MPU 312 of the main control device 162. At that time, a measurement section is defined as a unit of the period until the total number of outs (total number of game balls discharged from the game area PA) reaches a predetermined number (for example, 60,000 balls), and the current base value in the latest measurement section and the base value in the past measurement period are displayed on the first to fifth notification display devices 169a to 169e.
[0207] As shown in Figure 15(a), when displaying the base value, of the first to fifth alert display devices 169a to 169e, the first alert display device 169a and the second alert display device 169b are used as identification displays, and the third alert display device 169c and the fourth alert display device 169d are used as ratio (base value) displays. The identification displays are used to indicate whether the base value displayed on the ratio display is a real-time base value or a past base value. Note that the fifth alert display device 169e is not used when displaying the base value.
[0208] 15(b) is an explanatory diagram illustrating the display mode of the base values on the first to fourth notification display devices 169a to 169d. The first to fourth notification display devices 169a to 169d alternately display the current base value, which is the real-time base value in the most recent measurement section, the previous base value, which is the base value in the previous measurement section (the base value measured when the total number of outs in the previous measurement section reached 60,000), the previous-to-previous base value, which is the base value in the measurement section before last, and the previous-to-previous base value, which is the base value in the measurement section before last, every predetermined period (for example, 5 seconds).
[0209] In this case, when displaying the current base value, "bL." is displayed on the identification display unit (first alert display unit 169a and second alert display unit 169b), and the current base value is displayed in two digits on the ratio display unit (third alert display unit 169c and fourth alert display unit 169d). Also, when displaying the previous base value, the base value before last, or the base value before last, "b1.", "b2.", or "b3." is displayed on the identification display unit, respectively, and the base value for each measurement period (past base value) is displayed on the ratio display unit. By displaying the base value together with the identification display unit in this way, when the amusement hall manager or the like checks the base value, they can properly understand what point in time the base value is.
[0210] In this way, the base value display not only displays the current base value, but also displays base values from multiple past games. Generally, in a gaming parlor, approximately 10,000 to 20,000 game balls are shot into one pachinko machine 10 per day, so the base value for every 60,000 total balls out corresponds to the base value over several days, such as 3 to 6 days. By comparing the current base value with such past base values, it becomes possible to appropriately determine whether the current base value is appropriate. Therefore, for example, if fraudulent activity has been committed to increase the winning rate of the first operating port 62 or the general winning port 61, the possibility of such fraudulent activity can be discovered.
[0211] In this case, for example, if only the previous base value is displayed as the past value, if the base value at that time happens to be low, it may be difficult to determine whether or not there has been fraudulent activity by comparing it with the current base value. In this regard, by also displaying the base value before last and the base value before last, it becomes possible to compare it with multiple past base values, making it easier to determine whether or not there has been fraudulent activity.
[0212] In the above configuration, the base values for the past three measurement intervals are displayed, but the base values for two intervals may be displayed, or the base values for four or more intervals may be displayed. In other words, when displaying past base values for multiple measurement intervals, the number of measurement intervals to be displayed can be determined arbitrarily.
[0213] Furthermore, in this embodiment, in addition to the processing related to the base value, processing related to the difference in balls is executed. The difference in balls in this processing is obtained by subtracting the total number of outs (the total number of game balls discharged from the game area PA) from the total number of game balls paid out, regardless of the game state; in other words, it is the total difference in balls during the game period. In the processing related to the difference in balls, the MPU 312 of the main control device 162 calculates and measures the difference in balls, and executes processing to limit the progress of the game when the measured value exceeds a specific number (for example, 100,000). Furthermore, the difference in balls each time is displayed on the first to fifth notification display devices 169a to 169e. These processing will be explained in detail later.
[0214] As described above, in this embodiment, processing related to the base value and processing related to the difference in balls are performed along with control processing for progressing the game based on the game operation by the player, but these processes are executed by distinguishing between specific control and non-specific control in the MPU 312 of the main control device 162. Specifically, processing related to the base value and part of the processing related to the difference in balls are considered non-specific control, and control other than non-specific control, including control processing for progressing the game based on the game operation by the player and another part of the processing related to the difference in balls, is considered specific control.
[0215] Fig. 16 is an explanatory diagram for explaining how programs and data are set in the main ROM 313. In response to the distinction between specific control and non-specific control in the control executed by the MPU 312, as shown in Fig. 16, in the main ROM 313, the addresses of the areas storing the programs and data for specific control and the programs and data for non-specific control are clearly distinguished.
[0216] Specifically, specific control programs are collectively stored in the area of successive addresses within the range of addresses X(1) to X(k+2). Addresses X(k+3) to X(k+5) successive to addresses X(1) to X(k+2) are unused addresses where no data is stored, and subsequent addresses X(k+6) to X(m+2) are unused addresses where specific control data are collectively stored.
[0217] Furthermore, addresses X(m+3) to X(m+5) consecutive to addresses X(k+6) to X(m+2) are unused area addresses where no data is stored, and programs for non-specific control are collectively stored in the areas of consecutive addresses within the range of addresses X(m+6) to X(n+2). Furthermore, addresses X(n+3) to X(n+5) consecutive to addresses X(m+6) to X(n+2) are unused area addresses where no data is stored, and programs for non-specific control are collectively stored in the areas of consecutive addresses within the range of addresses X(n+6) to X(p+2).
[0218] The relationship between the above-mentioned programs and data and addresses is set both as physical addresses in the main ROM 313 and as logical addresses on the memory map recognized by the MPU 312.
[0219] As described above, the programs and data for specific control and the programs and data for non-specific control are stored in different address ranges regardless of the execution order of the processes for executing the corresponding controls. Therefore, for example, when checking only the programs and data for specific control, it is sufficient to check only the address range area in which these programs and data for specific control are stored. For example, when checking only the programs and data for non-specific control, it is sufficient to check only the address range area in which these programs and data for non-specific control are stored. Therefore, it is possible to efficiently check programs and data for specific control and non-specific control separately. This also makes it possible to efficiently correct programs and data for specific control and non-specific control separately.
[0220] By setting an address range of an unused area in which no data is stored between the address range of the area in which the program for specific control and the data for specific control are stored and the address range of the area in which the program for non-specific control and the data for non-specific control are stored, it becomes easier to grasp the boundary between the address range for specific control and the address range for non-specific control when performing a check.
[0221] In each of the address ranges for specific control and the address range for non-specific control, programs and data are stored in areas with different ranges of addresses, regardless of the execution order of the processes for executing the corresponding controls, which makes it possible to efficiently perform work when checking programs and data separately.Furthermore, by setting an address range of an unused area in which no data is stored between the address range of the area in which the program is stored and the address range of the area in which the data is stored, it becomes easier to grasp the boundary between the address range of the program and the address range of the data when checking.
[0222] Fig. 17 is an explanatory diagram for explaining the setting of each area in the main RAM 314. In response to the distinction between specific control and non-specific control in the control executed by the MPU 312, as shown in Fig. 17, in the main RAM 314, the address range of a work area 391 for specific control and a stack area 392 for specific control is clearly distinguished from the address range of a work area 393 for non-specific control and a stack area 394 for non-specific control.
[0223] Specifically, the area of each successive address within the range of addresses Y(1) to Y(r+2) is set as a specific control work area 391. Furthermore, addresses Y(r+3) to Y(r+5) successive to addresses Y(1) to Y(r+2) are unused area addresses, and the area of each successive address within the range of addresses Y(r+6) to Y(s+2) thereafter is set as a specific control stack area 392.
[0224] Furthermore, addresses Y(s+3) to Y(s+5) subsequent to addresses Y(r+6) to Y(s+2) are addresses in an unused area, and the area of each successive address in the range of addresses Y(s+6) to Y(t+2) thereafter is set as a work area for non-specific control 393. Furthermore, addresses Y(t+3) to Y(t+5) subsequent to addresses Y(s+6) to Y(t+2) are addresses in an unused area, and the area of each successive address in the range of addresses Y(t+6) to Y(u+2) thereafter is set as a stack area for non-specific control 394.
[0225] The relationship between each area and address as described above is set both as a physical address in the main RAM 314 and as a logical address on the memory map recognized by the MPU 312.
[0226] As described above, by separately setting the work area 391 for specific control and the work area 393 for non-specific control, different areas of the main RAM 314 are used when executing various calculations, etc., when the MPU 312 executes specific control and when it executes non-specific control. This makes it less likely that information in the main RAM 314 required for executing one of the specific control and non-specific control will be erased when the other is executed. Incidentally, a load command is issued by the MPU 312 when writing information to each of the work areas 391, 393 and reading information from each of the work areas 391, 393.
[0227] By separately defining the stack area 392 for specific control and the stack area 394 for non-specific control, different areas of the main RAM 314 are used to save information stored in the MPU 312 registers and to store program return address information when the MPU 312 executes specific control and non-specific control. This makes it less likely that information used in the other control will be erased when saving information stored in the MPU 312 registers or storing program return address information while one of the specific control and non-specific control is being executed. When writing information to each stack area 392, 394, the MPU 312 issues a push command, and when reading information from each stack area 392, 394, the MPU 312 issues a pop command. When reading information from each stack area 392, 394, the order in which information is written to the stack area 392, 394 is such that the most recent information is read first.
[0228] Here, when MPU 312 executes processing corresponding to specific control, MPU 312 can write information to specific control work area 391 and specific control stack area 392, and can read information from specific control work area 391 and specific control stack area 392. On the other hand, when MPU 312 executes processing corresponding to specific control, MPU 312 can read information from non-specific control work area 393 and non-specific control stack area 394, but cannot write information to non-specific control work area 393 and non-specific control stack area 394. This makes it possible to prevent information used in processing corresponding to non-specific control from being accidentally erased when processing corresponding to specific control is being executed.
[0229] Furthermore, when MPU 312 executes processing corresponding to non-specific control, MPU 312 can write information to work area 393 for non-specific control and stack area 394 for non-specific control, and can read information from work area 393 for non-specific control and stack area 394 for non-specific control. On the other hand, when MPU 312 executes processing corresponding to non-specific control, MPU 312 can read information from work area 391 for specific control and stack area 392 for specific control, but cannot write information to work area 391 for specific control and stack area 392 for specific control. This makes it possible to prevent information used in processing corresponding to specific control from being accidentally erased when processing corresponding to non-specific control is being executed.
[0230] Incidentally, backup power is supplied to the main-side RAM 314 even after the power supply of the pachinko machine 10 is cut off. This backup power is supplied to all of the dedicated control work area 391, the dedicated control stack area 392, the non-dedicated control work area 393, and the non-dedicated control stack area 394. As a result, the information stored in these dedicated control work area 391, dedicated control stack area 392, non-dedicated control work area 393, and non-dedicated control stack area 394 is retained while backup power is being supplied even after the power supply of the pachinko machine 10 is cut off.
[0231] <Regarding the processing configuration of the MPU 312> Next, each control process executed by the MPU 312 of the main control device 162 will be described. The processes of such MPU 312 are roughly classified into a main process that is started when the power is turned on, and a timer interrupt process that is started periodically (for example, at a cycle of 4 msec).
[0232] <Main process> First, the main process will be described while referring to the flowchart of FIG. 18. The main process is started in a situation where the timer interrupt process is prohibited. The main process is basically executed by a dedicated control program, but some processes (step S115) are executed by a non-dedicated control program.
[0233] First, at step S101, power-on initial setting processing is executed. In the power-on initial setting processing, for example, the process waits without proceeding to the next process until a predetermined time for waiting (specifically, 1 sec) has elapsed since the main process was started. The operation start and initial setting of the symbol display device 75 are completed during this predetermined waiting period. Also, access to the main-side RAM 314 is permitted.
[0234] In step S102, an internal function register setting process is executed. In the internal function register setting process, the interrupt period of the timer interrupt process (FIG. 21), which is a process that periodically interrupts the main process and is started, is set to a predetermined period (for example, 4 msec). In addition to setting the interrupt period of the timer interrupt process, the internal function register setting process also executes processes for setting the numerical ranges of various counters, such as the numerical range of the winning random number counter C1.
[0235] In step S103, it is determined whether the reset button 166c is pressed or not. That is, it is determined whether the power of the pachinko machine 10 is turned on and the supply of operating power to the MPU 312 is started while the reset button 166c is pressed or not.
[0236] If the reset button 166c is pressed, the process proceeds to step S104, where a first initialization process is executed for the area for specific control. In the first initialization process, the work area 391 for specific control of the main RAM 314 is cleared to "0" except for the area (setting value counter) in which information on setting values indicating the setting state of the pachinko machine 10 is set.
[0237] In the first initialization process, the work area 393 for non-specific control and the stack area 394 for non-specific control are not cleared to "0." This makes it possible to prevent the work area 393 for non-specific control and the stack area 394 for non-specific control from being cleared to "0" by a clearing operation by an employee of the game hall or the like.
[0238] In step S105, it is determined whether the setting key insertion section 166a has been turned on using the setting key. If the setting key insertion section 166a has been turned on, the process proceeds to step S106, where a setting value update process is executed.
[0239] The set value update process in step S106 will now be described with reference to the flowchart in Fig. 19. Note that the processes in steps S201 to S207 in the set value update process are executed by a program for specific control.
[0240] In the setting value update process, first, in step S201, the setting update display flag provided in the specific control work area 391 is set to "1." The setting update display flag is a flag for the MPU 312 to identify that the setting values of the pachinko machine 10 are being updated.
[0241] In step S202, it is determined whether the value of the setting value counter provided in the work area 391 for specific control is equal to or greater than 1, which corresponds to "setting 1," and equal to or less than 6, which corresponds to "setting 6." If the value of the setting value counter is "0" or equal to or greater than 7, the process proceeds to step S203, where the setting value counter is set to "1." This causes the setting value of the pachinko machine 10 to become "setting 1."
[0242] After step S203 is executed or if a positive judgment is made in step S202 (if the setting value is within the range of setting 1 to setting 6), in step S204 it is judged whether or not the setting key insertion unit 166a has been turned OFF using the setting key. In this case, it may be configured to judge whether or not the setting key insertion unit 166a has switched from an ON state to an OFF state, or it may be configured to judge whether or not the setting key insertion unit 166a is in the OFF state.
[0243] If the setting key insertion section 166a has not been turned OFF, it is determined in step S205 whether the update button 166b has been pressed. If the update button 166b has been pressed, the process proceeds to step S206, where the value of the setting value counter in the work area 391 for specific control is incremented by 1. This updates the setting value to the next higher level.
[0244] After step S206 is executed or if a negative determination is made in step S205 (the update button 166b has not been pressed), the process returns to step S202. Thereafter, the processes of steps S202 to S206 are repeated until a positive determination is made in step S204. If it is determined in step S202 that the value of the setting value counter is 7 or greater, the setting value counter is set to "1" in step S203. As a result, if the update button 166b is pressed once in the "setting 6" state, the setting returns to "setting 1."
[0245] If the determination in step S204 is affirmative (if the setting key insertion section 166a has been turned OFF), the process proceeds to step S207, where the setting update display flag in the specific control work area 391 is cleared to "0." After step S207 is executed, the setting value update process ends.
[0246] Returning to the explanation of the main processing (FIG. 18), if a negative judgment is made in step S103 (the reset button 166c has not been pressed), the process proceeds to step S107, where it is determined whether or not "1" has been set in the power outage flag provided in the specific control work area 391. The power outage flag is set to "1" when power outage processing is executed in the power outage information storage processing (step S401) of the timer interrupt processing (FIG. 21), which will be described later, and is a flag for the MPU 312 to determine whether or not power outage processing was performed appropriately the previous time the power was shut off.
[0247] If the power outage flag is set to "1", in step S108, a checksum is calculated for the specific control work area 391 and the specific control stack area 392. In the following step S109, it is determined whether or not the checksum matches the checksum saved when the power was cut off, i.e., the validity of the stored data.
[0248] If a negative judgment is made in either step S107 or step S109, an operation prohibition process is executed. In the operation prohibition process, an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S110), and then an infinite loop is executed. The operation prohibition process is released when the initialization process of step S104 is executed.
[0249] If the determination in step S109 is affirmative (if the checksum is normal), then in step S111 it is determined whether the setting key insertion unit 166a has been turned on. If the setting key insertion unit 166a has been turned on, the process proceeds to step S112, where a setting confirmation process is executed.
[0250] The setting confirmation process of step S112 will now be described with reference to the flowchart of Fig. 20. Note that the processes of steps S301 to S303 in the setting confirmation process are executed by a program for specific control.
[0251] In the setting confirmation process, first, in step S301, the setting confirmation display flag provided in the work area 391 for specific control is set to "1". The setting confirmation display flag is a flag for the MPU 312 to identify that the current setting values of the pachinko machine 10 are being confirmed. The current setting values are displayed on the first to fifth notification display devices 169a to 169e. The process for this display will be described later.
[0252] In step S302, it is determined whether the setting key insertion unit 166a has been turned off. In this case, it may be determined whether the setting key insertion unit 166a has switched from an ON state to an OFF state, or it may be determined whether the setting key insertion unit 166a is in an OFF state. If the setting key insertion unit 166a has not been turned off, the process of step S302 is repeated.
[0253] If the setting key insertion section 166a is turned OFF, the setting confirmation display flag in the specific control work area 391 is cleared to "0", and then the setting confirmation process is terminated. This cancels the confirmation state of the setting value (the display state of the setting value on the first to fifth notification display devices 169a to 169e).
[0254] Returning to the explanation of the main processing (FIG. 18), after the setting confirmation processing in step S112 is executed and the setting value update processing in step S106 is executed, if a negative judgment is made in step S111 (when the power to the pachinko machine 10 is turned on without the reset button 166c being pressed and the setting key insertion unit 166a is not turned on) or if a negative judgment is made in step S105 (when the power to the pachinko machine 10 is turned on while the reset button 166c is pressed and the setting key insertion unit 166a is not turned on), a power-on setting processing is executed in step S113. In the power-on setting processing, a predetermined area of the main RAM 314, such as the initialization of a power outage flag, is set to an initial value, and a command corresponding to the current game state is sent to the performance control device 143. In the power-on setting processing, it is determined whether or not a game is stopped, and if a game is stopped, the stop is canceled. That is, if the game stop flag provided in the work area 391 for specific control is set to "1", it is cleared to "0" and initialized.
[0255] In step S114, an overrun start-up process is executed, and in the following step S115, a partial clear process is executed. These processes relate to game restrictions using the difference in ball count, and the details of these processes will be described later.
[0256] In step S116, an operation check process is executed for the first to fifth notification display devices 169a to 169e. In this operation check process, all segments in the first to fifth notification display devices 169a to 169e are lit, and this state continues for a predetermined period (for example, 5 seconds). If any segment in the first to fifth notification display devices 169a to 169e is not lit due to a malfunction such as a broken wire, the base value, etc. will not be displayed correctly, which may hinder the determination of fraudulent activity, etc. In this regard, by executing the operation check process, it is possible to check whether the first to fifth notification display devices 169a to 169e are lit normally each time the power of the pachinko machine 10 is turned on, and the game is prevented from progressing with the base value, etc. not being displayed correctly.
[0257] In step S117, an interrupt permission is set to allow timer interrupt processing to occur. Then, the process proceeds to the remaining processing of steps S118 to S121. In other words, the MPU 312 is configured to periodically execute timer interrupt processing, but there will be a remaining time between one timer interrupt processing and the next timer interrupt processing. This remaining time will vary depending on the processing completion time of each timer interrupt processing, but this irregular time is used to repeatedly execute the remaining processing of steps S118 to S121. In this respect, the remaining processing of steps S118 to S121 can be said to be non-periodic processing that is executed non-periodically.
[0258] In the remaining process, first, in step S118, interrupt prohibition is set to prohibit the occurrence of timer interrupt processing. In the following step S119, random number initial value update processing is performed to update the random number initial value counter CINI, and in step S120, fluctuation counter update processing is performed to update the fluctuation type counter CS. In these update processing, current numerical information is read from the corresponding counter in the specific control work area 391, and the read numerical information is incremented by 1, and then the counter from which it was read is overwritten. In this case, when the counter value exceeds the maximum value, each counter is cleared to "0". Thereafter, in step S121, interrupt permission is set to switch from a state in which the occurrence of timer interrupt processing is prohibited to a state in which it is permitted. After the processing of step S121 is executed, the process returns to step S118, and the processing of steps S118 to S121 is repeated.
[0259] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to the flowchart in Fig. 21. The timer interrupt process is executed periodically (for example, every 4 msec). Note that the program corresponding to the timer interrupt process is set in the program for specific control.
[0260] First, in step S401, power outage information storage processing is executed. In the power outage information storage processing, it is monitored whether a power outage signal corresponding to the occurrence of a power outage has been received from the power outage monitoring unit 315, and if a power outage is identified, power outage processing is executed and then an infinite loop occurs. In the power outage processing, the power outage flag provided in the specific control work area 391 is set to "1", and checksums are calculated for the specific control work area 391 and the specific control stack area 392, and the calculated checksums are saved.
[0261] In step S402, a lottery random number update process is executed. In the lottery random number update process, the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal power feature release counter C4 are updated. Specifically, the current numerical information is sequentially read from the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal power feature release counter C4, and the read numerical information is incremented by 1, and then the read numerical information is overwritten onto the counter from which it was read. In this case, when the counter value exceeds the maximum value, it is cleared to "0." Thereafter, in step S403, a random number initial value update process is executed as in step S119, and in step S404, a variable counter update process is executed as in step S120.
[0262] In step S405, a fraud detection process is executed to monitor whether or not a predetermined event set as a target for fraudulent monitoring has occurred. The pachinko machine 10 is equipped with anomaly detection sensors such as a vibration detection sensor, a magnet detection sensor, and a radio wave detection sensor, and the fraud detection process determines whether or not various anomalies have occurred based on the outputs of these detection sensors.
[0263] In step S406, a notification display process is executed to control the display of the first to fifth notification display devices 169a to 169e. In the following step S407, a game stop determination process is executed to determine whether or not to enter a game stop state. Details of these will be described later.
[0264] In step S408, it is determined whether or not the progress of the game is stopped by determining whether or not "1" is set in the game stop flag provided in the specific control work area 391. If the progress of the game is not stopped, the process proceeds to step S409, where port output processing is executed.
[0265] In the port output process, if output information has been set in the previous timer interrupt process, processing is executed to output corresponding to that output information to the various drive units 63b, 65d. For example, if information to switch the variable winning device 65 to an open state is set, the output of a drive signal to the special power drive unit 65d is started, and if information to switch to a closed state is set, the output of the drive signal is stopped. Also, if information to switch the normal power device 63a of the second operating port 63 to an open state is set, the output of a drive signal to the normal power drive unit 63b is started, and if information to switch to a closed state is set, the output of the drive signal is stopped.
[0266] In step S410, a read process is executed. In the read process, signals other than the power failure signal and the winning signal are read, and the read information is stored for use in future processes.
[0267] In step S411, a ball entry detection process is executed. In this ball entry detection process, signals received from each ball entry detection sensor 91a-97a are read, and based on the read results, it is determined whether or not a ball has entered the out gate 68, the general winning gate 61, the variable winning device 65, the first operating gate 62, the second operating gate 63, and the through gate 64. Details of the ball entry detection process will be explained later.
[0268] In step S412, a timer update process is executed to collectively update the numerical information of multiple types of timer counters provided in the main RAM 314. In this case, the timer counters in which the stored numerical information is updated by subtraction are handled collectively, but it is also possible to collectively update both subtractive timer counters and additive timer counters.
[0269] In step S413, a launch control process is executed to control the launch of game balls. When the launch operation to the game ball launch handle 41 is continued, one game ball is launched every 0.6 seconds, which is a predetermined launch cycle. In the following step S414, a special symbol special electric control process is executed to control the execution of game rounds and the execution of the open / close execution mode. The special symbol special electric control process will be described in detail later.
[0270] In step S415, a normal map normal power control process is executed. In the normal map normal power control process, if a winning entry has occurred in the through gate 64, a process is executed to acquire the reserved information on the normal map side, and if the reserved information on the normal map side is stored, an opening judgment is made for that reserved information, and further, a process is executed to perform a normal map performance using that opening judgment as an opportunity. Also, based on the result of the opening judgment, a process is executed to open and close the normal power role 63a of the second operating port 63. In this case, if the support mode is the low frequency support mode, a corresponding process is executed, and if the support mode is the high frequency support mode, a corresponding process is executed. Also, if the opening / closing execution mode is selected, the support mode immediately before will be the low frequency support mode even if it was the high frequency support mode.
[0271] In step S416, based on the processing results of the immediately preceding steps S414 and S415, output information is set to reflect the increase or decrease in the number of reserved information related to the special map display unit 43 in the special map reserved number display unit AM, and output information is set to reflect the increase or decrease in the number of reserved information related to the regular map display unit 44 in the regular map reserved number display unit FM. Also, in step S416, based on the processing results of the immediately preceding steps S414 and S415, output information is set to update the display contents of the special map display unit 43, and output information is set to update the display contents of the regular map display unit 44.
[0272] In step S417, the contents of the command and signal received from the payout control device 181 are confirmed, and a payout status receiving process is executed to perform processing corresponding to the confirmation result. In the following step S418, a payout output process is executed to set the prize ball command as an output target. In addition, in step S419, an external information setting process is executed to control the start and end of the output of an external signal according to the processing results of various processes executed in this timer interrupt process.
[0273] In step S420, a base value and ball difference process is executed to calculate the base value and the ball difference. Details of the base value and ball difference process will be explained later. Furthermore, if a positive judgment is made in step S408 (if the game is stopped), in step S421, it is determined whether or not the excess flag is set to "1." If the excess flag is set to "1," the payout status receiving process of step S417 is executed without executing the various processes from step S409 to step S416, and if the excess flag is not set to "1," the base value and ball difference process of step S420 is executed without executing the various processes from step S409 to step S419. In this way, the process that is not executed while the game is stopped is controlled to differ depending on the value of the excess flag, and details of the excess flag will be explained later.
[0274] <Special diagram special electric control processing> The special picture special power control process in step S414 will be described with reference to the flowchart of FIG.
[0275] In the special chart special power control process, first in step S501, a process for acquiring reserved information is executed. In the process for acquiring reserved information, it is determined whether or not a win has occurred in the first actuation port 62 or the second actuation port 63, and if a win has occurred, it is determined whether or not the number of reserved balls in the reserved ball storage area 314a is less than the upper limit value ("4" in this embodiment). If the number of reserved balls is less than the upper limit value, the number of reserved balls is incremented by 1, and the numerical information of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in the previous step S402 is stored in the first reserved area among the empty reserved areas RE1 to RE4 in the reserved ball area RE.
[0276] If winnings occur simultaneously in the first actuation port 62 and the second actuation port 63, the process for acquiring the reserved information is executed multiple times within the range of one execution of the process for acquiring the reserved information. Furthermore, when new reserved information is acquired, a corresponding acquisition command is sent to the performance control device 143. When the performance control device 143 receives this command, it updates the display of the image indicating the number of reserved information pieces on the pattern display device 75 to display content corresponding to the increase in reserved information pieces.
[0277] In step S502, information of the special picture special power counter provided in the work area 391 for specific control is read, and in step S503, a special picture special power address table provided in the main ROM 313 is read. In the following step S504, a start address corresponding to the information of the special picture special power counter is obtained from the special picture special power address table, and in step S505, a jump is made to the process indicated by the obtained start address among the processes of steps S506 to S512. The special picture special power counter is a counter that allows the MPU 312 to grasp which of the various processes of steps S506 to S512 should be executed, and the start address of the program for executing the processes of steps S506 to S512 is set in the special picture special power address table in correspondence with the numerical information of the special picture special power counter.
[0278] In step S506, a special chart variation start process is executed, which will be described with reference to the flowchart in FIG.
[0279] In the special chart change start process, first, in step S501, it is determined whether the number of reserved information stored in the reserved area RE is 1 or more. If the number of reserved information is 1 or more, the data setting process is executed in step S602.
[0280] In the data setting process, the number of reserved items is first decremented by one, and the data stored in the first reserved area RE1 of the reserved area RE is moved to the execution area AE. Then, a process is executed to shift the data stored in each of the reserved areas RE1 to RE4 of the reserved area RE. This data shift process shifts the data stored in the first reserved area RE1 to the fourth reserved area RE4 in order toward the lower area. Specifically, the data in each area is shifted from the second reserved area RE2 to the first reserved area RE1, the third reserved area RE3 to the second reserved area RE2, and the fourth reserved area RE4 to the third reserved area RE3, and then the fourth reserved area RE4 is cleared to "0." At this time, a shift command is sent to the performance control device 143 to indicate that the data in the reserved areas has been shifted. When the performance control device 143 receives this command, it updates the image displayed on the pattern display device 75 indicating the number of reserved items to a display corresponding to the decrease in the reserved information.
[0281] In step S603, a win / lose table is read from the main ROM 313. Specifically, first, the value of the setting value counter provided in the work area 391 for specific control is read, and the setting state of the pachinko machine 10 is grasped. Then, the current win / lose lottery mode is grasped, and if it is the high probability mode, the high probability win / lose table corresponding to the grasped setting state is read, and if it is the low probability mode, the low probability win / lose table corresponding to the grasped setting state is read.
[0282] In step S604, the hit / miss determination process is executed by referring to the hit / miss table read in step S603. In the hit / miss determination process, it is determined whether the information for hit / miss determination stored in the execution area AE, i.e., the numerical information related to the hit random number counter C1, matches the jackpot numerical information set in the hit / miss table read in step S603.
[0283] If the result of the win / loss determination process is a jackpot win result (step S605: YES), the allocation determination process is executed in step S606. In the allocation determination process, information for allocation determination from the information stored in the execution area AE, i.e., the numerical information related to the jackpot type counter C2, is read out. Then, by referring to the allocation table 387 provided in the main ROM 313, it is determined which jackpot result the numerical information related to the jackpot type counter C2 read out corresponds to. Specifically, it is determined which jackpot result it corresponds to: a low-probability jackpot result, a low-prize-high-probability jackpot result, or a high-prize-high-probability jackpot result.
[0284] In step S607, a stop result setting process for the jackpot result is executed. Specifically, information on the form of the picture to be finally stopped and displayed on the special symbol display unit 43 in the game round related to the start of the current variation is identified from a stop result table for the jackpot result stored in advance in the main ROM 313, and the identified information is written to the work area 391 for specific control in the main RAM 314. In this stop result table for the jackpot result, information on the form of the picture to be stopped and displayed on the special symbol display unit 43 is set differently for each type of jackpot result.
[0285] In step S608, a flag set process corresponding to the distribution determination result is executed. Specifically, flags corresponding to the types of each jackpot result are provided in the specific control work area 391, and in step S608, the flag corresponding to the result of the distribution determination process in step S606 is set to "1".
[0286] On the other hand, if it is determined in step S605 that the result is not a jackpot, a stop result setting process for a loss result is executed in step S609. Specifically, information on the pattern to be finally stopped and displayed on the special symbol display unit 43 in the game round related to the start of the current variation is identified from a stop result table for loss results stored in advance in the main ROM 313, and the identified information is written to the work area 391 for identification control. The information on the pattern pattern selected in this case is different from the information on the pattern pattern selected in the case of a jackpot result.
[0287] After executing either the process of step S608 or step S609, a process for determining the duration of the game round is executed in step S610. In this process, the numerical information of the fluctuation type counter CS is acquired. Also, it is determined whether or not a reach display will occur on the pattern display device 75 in the current game round. Specifically, if the game round related to the start of the current fluctuation results in a low probability jackpot result or a high probability jackpot result with a high prize, it is determined that a reach display will occur. Also, if neither of the jackpot results are obtained and the numerical information related to the reach random number counter C3 stored in the execution area AE is numerical information corresponding to the occurrence of a reach, it is determined that a reach display will occur.
[0288] If it is determined that a reach display will occur, the reach occurrence duration table stored in the main ROM 313 is referenced to obtain the duration of the game round corresponding to the numerical information of the current variation type counter CS. On the other hand, if it is determined that a reach display will not occur, the reach non-occurrence duration table stored in the main ROM 313 is referenced to obtain the duration of the game round corresponding to the numerical information of the current variation type counter CS. Incidentally, the duration of the game round that can be obtained by reference to the reach non-occurrence duration table is different from the duration of the game round that can be obtained by reference to the reach occurrence duration table.
[0289] The duration of game plays when a reach does not occur is set so that the greater the number of reserved information stored in the reserved area RE, the shorter the duration of game plays. Furthermore, the non-reach duration table is set so that a shorter duration of game plays is selected when the support mode is in high-frequency support mode than when it is in low-frequency support mode, when the number of reserved information is the same. However, this is not limited to this, and the duration of game plays may not vary depending on the number of reserved information or the support mode, or the above relationship may be reversed. Furthermore, the above configuration may be applied to the duration of game plays when a reach occurs. Furthermore, separate duration tables may be set for various jackpot results, miss reach results, and miss results without a reach occurrence. In this case, the duration of game plays is allocated according to each game result.
[0290] In step S611, the information on the duration of the game round acquired in step S610 is set in the special symbol special power timer counter provided in the work area 391 for specific control. The numerical information set in the special symbol special power timer counter is updated in the timer update process (step S412). Incidentally, as a performance for a game round, a changing display of the pattern on the special symbol display unit 43 and a changing display of the pattern on the pattern display device 75 are performed, and when each of these changing displays is completed, the stop result of that game round is displayed (a predetermined combination of patterns is waiting on the active line on the pattern display device 75) and a final stop display is performed for a final stop period (for example, 0.5 seconds). In this case, the duration of the game round acquired in step S610 is the total time for one game round.
[0291] In step S612, the variation command and the type command are sent to the presentation control device 143. The variation command includes information on the duration of the game rounds. Here, as described above, the duration of the game rounds obtained by referring to the non-reach duration table is different from the duration of the game rounds obtained by referring to the reach duration table. Therefore, even if the variation command does not include information on whether or not a reach has occurred, the presentation control device 143 can determine whether or not a reach has occurred from the information on the duration of the game rounds. In this regard, it can be said that the variation command includes information indicating whether or not a reach has occurred. Note that the variation command may also include information directly indicating whether or not a reach has occurred. Furthermore, the type command includes information on the game result.
[0292] When the effect control device 143 receives the variation command and the type command from the MPU 312, it causes the lamp units 26 to 28, the speaker unit 29, and the symbol display device 75 to execute the effect for the game round. In this case, the effect for the game round is executed in a manner corresponding to the contents of the variation command and the type command. In addition, the symbol display device 75 displays a variation of the symbols as the effect for the game round, and when the effect for the game round ends, a combination of symbols corresponding to the results of the win / loss determination process and the allocation determination process is displayed in a stopped state.
[0293] In step S613, the variable display of the image is started in the special image display unit 43. In the following step S614, the special image special power counter is incremented by 1. In this case, since the numerical information of the special image special power counter is "0" when the special image variable start process is executed, the numerical information of the special image special power counter becomes "1".
[0294] Returning to the explanation of the special symbol special power control process (FIG. 22), in step S507, special symbol variation process is executed. In the special symbol variation process, it is determined whether or not it is during the duration of the game round and before the final stop display, and if it is before the final stop display, a process is executed to regularly change the display mode of the image on the special symbol display unit 43. When it is time to display the final stop, the numerical information of the special symbol special power counter is incremented by 1, thereby updating the numerical information of the counter from that corresponding to the special symbol variation process to that corresponding to the special symbol determination process. In this embodiment, a final stop command is not sent from the MPU 312 to the performance control device 143.
[0295] In step S508, a special symbol determination process is executed. In the special symbol determination process, the display mode of the image on the special symbol display unit 43 is set to a display mode corresponding to the lottery result of the current game round. In addition, in the special symbol determination process, it is determined whether the final stop period has elapsed, and if the period has elapsed, it is determined whether a transition to the opening and closing execution mode will occur. If a transition to the opening and closing execution mode does not occur, the numerical information of the special symbol special power counter is cleared to "0." If a transition to the opening and closing execution mode occurs, the numerical information of the special symbol special power counter is incremented by 1, thereby updating the numerical information of the counter from that corresponding to the special symbol determination process to that corresponding to the special power start process.
[0296] In step S509, special power start processing is executed. In the special power start processing, if the processing for starting the opening period in the current open / close execution mode has not yet been executed, the processing for setting the opening period is executed. An opening command is also sent to the performance control device 143. Upon receiving the opening command, the performance control device 143 causes the lamp units 26-28, the speaker unit 29, and the symbol display device 75 to execute an opening performance. If the opening period has elapsed, a start processing is executed to start the first round of play. In this start processing, the variable winning device 65 is set to an open state and a termination condition for the round of play is set. When setting this termination condition, an upper limit duration for continuing the variable winning device 65 in an open state in the current first round of play is set, and the upper limit number of game balls that can win the variable winning device 65 in the current first round of play is set in a winning number counter provided in the specific control work area 391.
[0297] In step S510, special line open processing is executed. In the special line open processing, it is determined whether the end condition for the round game has been met. If the end condition has been met, the variable winning device 65 is closed. Then, if the round game that has just finished is not the last round game executed, the numerical information of the special line counter is incremented by 1 to update the numerical information of the counter from that corresponding to the special line open processing to that corresponding to the special line closed processing. If the round game that just finished is the last round game executed, the numerical information of the special line counter is incremented by 2 to update the numerical information of the counter from that corresponding to the special line open processing to that corresponding to the special line end processing.
[0298] In step S511, special line closed processing is executed. In the special line closed processing, it is determined whether or not the interval period between rounds of play has elapsed. The interval period is set when the previous round of play ends. When the interval period has elapsed, the variable winning device 65 is set to the open state and the end conditions for the round of play are set. Then, by subtracting 1 from the numerical information of the special chart special line counter, the numerical information of the counter is updated from that corresponding to the special line closed processing to that corresponding to the special line open processing.
[0299] In step S512, special call termination processing is executed. In the special call termination processing, if the processing for starting the ending period in this opening / closing execution mode has not yet been executed, the ending period (for example, 5 seconds) is set and an ending command is sent to the performance control device 143. By receiving the ending command, the performance control device 143 causes the lamp units 26 to 28, the speaker unit 29, and the symbol display device 75 to execute an ending performance. When the ending period has elapsed, the win / lose lottery mode and the support mode after the end of the opening / closing execution mode are set to modes corresponding to the jackpot result that triggered the start of this opening / closing execution mode.
[0300] Next, we will explain the configuration for determining whether or not a gaming ball has entered the general winning opening 61, the first operating opening 62, the second operating opening 63, the variable winning device 65, the outlet opening 68, and the through gate 64 based on the detection results of each ball entry detection sensor 91a to 97a in the MPU 312. Figure 24 is an explanatory diagram for explaining the configuration for inputting the detection results of the ball entry detection sensors 91a to 97a into the MPU 312.
[0301] The MPU 312 is provided with an input port 312a. The input port 312a is configured as an 8-bit parallel interface so that it can handle eight types of signals simultaneously. An area in which information "0" or "1" is stored according to the voltage of each signal is provided in one-to-one correspondence with each terminal. That is, the area includes bits D0 through D7. However, in the present pachinko machine 10, the seventh bit D7 is not used, and seven types of signals are handled simultaneously. Although more than eight types of signals may be input to the input port 312a, the group of signals to be input to the input port 312a is switched through switching control by a driver IC to limit the number of signals that can be input simultaneously to eight.
[0302] In the ball entry detection process (step S411) of the timer interrupt process (FIG. 21), the signal group to be input to the input port 312a is set to the signal group from each ball entry detection sensor 91a-97a. When this setting is made, the 0th bit D0 stores information corresponding to the detection signal from the first prize entry detection sensor 91a, the 1st bit D1 stores information corresponding to the detection signal from the second prize entry detection sensor 92a, the 2nd bit D2 stores information corresponding to the detection signal from the first operation port detection sensor 93a, the 3rd bit D3 stores information corresponding to the detection signal from the second operation port detection sensor 94a, the 4th bit D4 stores information corresponding to the detection signal from the large prize entry detection sensor 95a, the 5th bit D5 stores information corresponding to the detection signal from the outlet detection sensor 96a, and the 6th bit D6 stores information corresponding to the detection signal from the gate detection sensor 97a.
[0303] Each of the ball entry detection sensors 91a-97a outputs a LOW-level signal indicating that it is not detecting a ball when it has not detected the passage of a game ball, and outputs a HI-level signal indicating that it is detecting a ball when it has detected the passage of a game ball. Input port 312a stores "0" in the corresponding bit when it receives a LOW-level signal, and stores "1" in the corresponding bit when it receives a HI-level signal. In other words, when the ball entry detection sensors 91a-97a have not detected the passage of a game ball, they store "0" in the corresponding bit, corresponding to the information indicating that it is not detecting a game ball, and when they have detected the passage of a game ball, they store "1" in the corresponding bit, corresponding to the information indicating that it is detecting a game ball.
[0304] FIG. 25 is a flowchart showing the ball scoring detection process executed in step S411 of the timer interrupt process (FIG. 21).
[0305] When it is confirmed that the 0th bit D0 or the 1st bit D1 has switched from a state in which "0" information is stored to a state in which "1" information is stored, it is determined that one game ball has been detected by the first winning opening detection sensor 91a or the second winning opening detection sensor 92a (step S801: YES). In this case, in step S802, the general winning sensor flag provided in the work area 391 for specific control is set to "1", and in step S803, the value of the 10-ball counter provided in the work area 391 is incremented by 1.
[0306] The general winning sensor flag is a flag that allows the MPU 312 to identify that a win has occurred in the general winning port 61, and the 10 prize ball counter is a counter that identifies the number of times that the MPU 312 should pay out 10 game balls. If the value of the 10 prize ball counter is 1 or greater, a 10 prize ball command is output to the payout control device 181 in the payout output process of step S418 in the timer interrupt process (Figure 21), and the value of the 10 prize ball counter is decremented by 1 when the 10 prize ball command is output once. When the payout control device 181 receives the 10 prize ball command, it drives and controls the payout device 222 so that 10 game balls are paid out.
[0307] When it is confirmed that the second bit D2 has switched from a state in which "0" is stored to a state in which "1" is stored, it is determined that one gaming ball has been detected by the first actuation port detection sensor 93a (step S804: YES). In this case, in step S805, the first actuation winning flag provided in the work area 391 is set to "1", and in step S806, the value of the three prize ball counter provided in the work area 391 is incremented by 1. The first actuation winning flag is a flag for specifying in the MPU 312 that a winning has occurred in the first actuation port 62, and the three prize ball counter is a counter for specifying the number of times that the MPU 312 should pay out three gaming balls.
[0308] In the special chart special power control process (step S414) of the timer interrupt process (Fig. 21), by confirming that the first operation winning flag is set to "1", a process for storing new reserved information is executed, provided that the number of reserved information stored in the reserved area RE of the reserved storage area 314a is less than the upper limit of 4. In the special chart special power control process (step S414), it is confirmed that the first operation winning flag is set to "1", and when the process corresponding to that confirmation is executed, the first operation winning flag is cleared to "0".
[0309] If it is confirmed that the third bit D3 has switched from a state in which "0" is stored to a state in which "1" is stored, it is determined that one gaming ball has been detected by the second actuation port detection sensor 94a (step S807: YES). In this case, in step S808, the second actuation winning flag provided in the work area 391 is set to "1", and in step S809, the value of the one prize ball counter provided in the work area 391 is incremented by 1. The second actuation winning flag is a flag for specifying by the MPU 312 that a winning has occurred in the second actuation port 63, and the one prize ball counter is a counter for specifying the number of times that the MPU 312 should pay out one gaming ball.
[0310] In the special chart special power control process (step S414) of the timer interrupt process (Fig. 21), by confirming that the second operation winning flag is set to "1", a process for storing new reserved information is executed, provided that the number of reserved information stored in the reserved area RE of the reserved storage area 314a is less than the upper limit of 4. In the special chart special power control process (step S414), it is confirmed that the second operation winning flag is set to "1", and when the process corresponding to that confirmation is executed, the first operation winning flag is cleared to "0".
[0311] When it is confirmed that the fourth bit D4 has changed from a state in which "0" is stored to a state in which "1" is stored, it is determined that one game ball has been detected by the special prize opening detection sensor 95a (step S810: YES). In this case, in step S811, the special prize winning flag provided in the work area 391 is set to "1", and in step S812, the value of the 15 prize ball counter provided in the work area 391 is incremented by 1. The special prize winning flag is a flag for the MPU 312 to identify that a prize has been won in the variable prize winning device 65, and the 15 prize ball counter is a counter for identifying the number of times the MPU 312 should pay out 15 game balls.
[0312] In the special chart special electric control process (step S414) of the timer interrupt process (Fig. 21), by confirming that the special electric winning flag is set to "1", it is determined that one game ball has entered the variable winning device 65, and the number of remaining balls that can enter the variable winning device 65 in a round game is subtracted by 1. When the process of subtracting 1 from the number of balls that can enter is executed, the special electric winning flag is cleared to "0".
[0313] When it is confirmed that the fifth bit D5 has switched from a state in which the information "0" is stored to a state in which the information "1" is stored, it is determined that one gaming ball has been detected by the outlet detection sensor 96a (step S813: YES). In this case, the out flag provided in the work area 391 is set to "1". The out flag is a flag that the MPU 312 uses to identify that a gaming ball has entered the outlet 68.
[0314] If it is confirmed that the sixth bit D6 has changed from a state in which "0" is stored to a state in which "1" is stored, it is determined that one gaming ball has been detected by the gate detection sensor 97a (step S815: YES). In this case, in step S816, the gate winning flag provided in the work area 391 is set to "1". The gate winning flag is a flag that allows the MPU 312 to identify that one gaming ball has entered the through gate 64.
[0315] In the normal map normal power control process (step S415) of the timer interrupt process (Fig. 21), by confirming that the gate winning flag is set to "1", a process is executed to store the current numerical information of the normal power device opening counter C4 as normal map side pending information in the normal power pending area 314c, on the condition that the number of normal map side pending information stored in the normal power pending area 314c is less than the upper limit of 4. In the normal map normal power control process (step S415), it is confirmed that the gate winning flag is set to "1", and when the process corresponding to that confirmation is executed, the gate winning flag is cleared to "0".
[0316] Next, we will explain the processing contents executed by the dispensing control device 181. First, we will explain the electrical configuration of the dispensing control device 181 and various devices that communicate with the dispensing control device 181, with reference to the block diagram in Figure 26.
[0317] The dispensing control device 181 is equipped with an MPU 382. The MPU 382 has built-in dispensing side ROM 383, dispensing side RAM 384, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.
[0318] The dispensing side ROM 383 is a memory (i.e., a non-volatile memory means) that does not require an external power supply to retain data, such as a NOR flash memory or a NAND flash memory, and is used for read-only purposes. The dispensing side ROM 383 stores various control programs and fixed value data executed by the dispensing side MPU 382.
[0319] The dispensing-side RAM 384 is a memory (i.e., a volatile memory means) that requires an external power supply to retain data, such as SRAM and DRAM, and is used for both reading and writing. The dispensing-side RAM 384 is randomly accessible, and takes less time to read data than the dispensing-side ROM 383 when compared for the same data capacity. The dispensing-side RAM 384 temporarily stores various data for the execution of the control program stored in the dispensing-side ROM 383.
[0320] The payout side MPU 382 is capable of bidirectional communication with the MPU 312 of the main control device 162. By receiving a prize ball command from the MPU 312, the payout side MPU 382 drives and controls the payout device 222 so that the number of game balls corresponding to the prize ball command is paid out. The payout side MPU 382 also monitors whether the payout of game balls can be performed normally, and if it determines that the payout is not possible, it stops the payout device 222 even if information on the number of unpaid prize balls is stored in the payout side RAM 384. The payout side MPU 382 also transmits a payout limit command to the MPU 312 indicating that the payout is not possible.
[0321] When the MPU 312 receives the payout restriction command, it sends a notification command to the performance control device 143 so that a notification indicating that the state is such that the payout of game balls cannot be performed normally is executed by the pattern display device 75, the lamp units 26 to 28, and the speaker unit 29. The states in which the payout of game balls cannot be performed normally include a full state in which the lower tray 34 is full of game balls, a no-ball state in which the tank 221 has not been replenished with game balls, an abnormal payout state in which the payout device 222 does not operate normally, a main body open state in which the gaming machine main body 12 is opened from the outer frame 11, and a front door open state in which the front door frame 14 is opened from the inner frame 13.
[0322] A full tank detection sensor (not shown) is provided midway along the game ball passageway leading from the payout device 222 to the lower tray 34, and the detection result of the full tank detection sensor is input to the payout side MPU 382. The payout side MPU 382 determines that the tank is full when game balls are continuously detected by the full tank detection sensor, and determines that the full tank state has been released when the state in which game balls are continuously detected by the full tank detection sensor is released.
[0323] A no-ball detection sensor (not shown) is provided midway along the game ball passageway leading from tank 221 to payout device 222, and the detection result of the no-ball detection sensor is input to payout side MPU 382. Payout side MPU 382 determines that a no-ball state exists when the no-ball detection sensor continues to not detect a game ball, and determines that the no-ball state has been released when the state in which the no-ball detection sensor continues to not detect a game ball is released.
[0324] The payout device 222 is provided with a payout detection sensor (not shown) for detecting game balls paid out from the payout device 222, and the detection result of the payout detection sensor is input to the payout side MPU 382. When a game ball is detected by the payout detection sensor, the payout side MPU 382 determines that one game ball has been paid out from the payout device 222. Furthermore, the payout side MPU 382 determines that an abnormal payout state exists when a game ball is continuously not detected by the payout detection sensor despite the payout device 222 being driven and controlled so as to pay out game balls, and determines that the abnormal payout state has been released when the state in which a game ball is continuously not detected by the payout detection sensor is released.
[0325] A front door open sensor 232 is provided on the front portion of the inner frame 13, and the detection result of the front door open sensor 232 is input to the dispensing side MPU 382. In this case, when the front door frame 14 is closed relative to the inner frame 13, the front door open sensor 232 transmits a closed detection signal to the dispensing side MPU 382, and when the front door frame 14 is open relative to the inner frame 13, the front door open sensor 232 transmits an open detection signal to the dispensing side MPU 382.
[0326] The dispensing side MPU 382 determines that the front door frame 14 is in a closed state when it receives a closed detection signal from the front door open sensor 232, and determines that the front door frame 14 is in an open state when it receives an open detection signal from the front door open sensor 232. In addition, the dispensing side MPU 382 sends a front door open command to the MPU 312 when it determines that the front door frame 14 has changed from a closed state to an open state, and sends a front door close command to the MPU 312 when it determines that the front door frame 14 has changed from an open state to a closed state. The MPU 312 determines that the front door frame 14 is in an open state when it receives a front door open command, and determines that the front door frame 14 is in a closed state when it receives a front door close command.
[0327] A main body open sensor 233 is provided on the front of the back pack unit 15, and the detection result of the main body open sensor 233 is input to the payout side MPU 382. In this case, when the gaming machine main body 12 is in a closed state relative to the outer frame 11, the main body open sensor 233 transmits a closed detection signal to the payout side MPU 382, and when the gaming machine main body 12 is in an open state relative to the outer frame 11, the main body open sensor 233 transmits an open detection signal to the payout side MPU 382.
[0328] The payout side MPU 382 determines that the gaming machine body 12 is in the closed state when it receives a closed detection signal from the body open sensor 233, and determines that the gaming machine body 12 is in the open state when it receives an open detection signal from the body open sensor 233. Furthermore, the payout side MPU 382 transmits a main body open command to the MPU 312 when it determines that the gaming machine body 12 has changed from the closed state to the open state, and transmits a main body close command to the MPU 312 when it determines that the gaming machine body 12 has changed from the open state to the closed state. The MPU 312 determines that the gaming machine body 12 has changed to the open state when it receives the main body open command, and determines that the gaming machine body 12 has changed to the closed state when it receives the main body close command.
[0329] The timer interrupt process executed by the dispensing side MPU 382 will be described with reference to the flowchart of Figure 27. The timer interrupt process is repeatedly started at a predetermined cycle (for example, every 2 msec).
[0330] First, in step S901, a full tank process is executed. In the full tank process, it is determined whether the tank is full based on the detection result of the full tank detection sensor, and if the tank is full, a process for stopping the payout of game balls is executed and a command indicating the full tank is sent to the MPU 312. Furthermore, if the full tank state is released, a process for enabling the payout of game balls is executed and a command indicating that the full tank state has been released is sent to the MPU 312.
[0331] In step S902, no-ball processing is executed. In the no-ball processing, it is determined whether or not the game is in a no-ball state based on the detection result of the no-ball detection sensor, and if the game is in a no-ball state, it executes processing to stop the payout of game balls and sends a command indicating the no-ball state to MPU 312. Furthermore, if the no-ball state is released, it executes processing to enable the payout of game balls and sends a command indicating that the no-ball state has been released to MPU 312.
[0332] In step S903, a payout abnormality monitoring process is executed. In the payout abnormality monitoring process, it is determined whether or not a payout abnormality state exists based on the detection result of the payout detection sensor, and if a payout abnormality state exists, a process to stop the payout of game balls is executed and a command indicating that a payout abnormality state exists is sent to the MPU 312. Furthermore, if the payout abnormality state is released, a process to enable the payout of game balls is executed and a command indicating that the payout abnormality state has been released is sent to the MPU 312.
[0333] In step S904, a front door open monitoring process is executed. In the front door open monitoring process, it is determined whether the front door frame 14 is in an open state based on the detection result of the front door open sensor 232, and if the front door frame 14 is in an open state, a process to stop the payout of game balls is executed and a front door open command is sent to the MPU 312. Furthermore, if the front door frame 14 is closed, a process to enable the payout of game balls is executed and a front door close command is sent to the MPU 312.
[0334] In step S905, a main body open monitoring process is executed. In the main body open monitoring process, it is determined whether or not the gaming machine main body 12 is in an open state based on the detection result of the main body open sensor 233, and if the gaming machine main body 12 is in an open state, a process to stop the payout of game balls is executed and a main body open command is sent to the MPU 312. Furthermore, if the gaming machine main body 12 is closed, a process to enable the payout of game balls is executed and a main body close command is sent to the MPU 312.
[0335] In step S906, a command read process is executed. In this command read process, a process is executed to read the prize ball command sent by the MPU 312, and the prize ball command is stored in the payout side RAM 384. Then, a prize ball setting process is executed to add the number corresponding to the received prize ball command to the unpaid prize ball number information in the payout side RAM 384 (step S907), and then a payout control process is executed to control the execution of the payout of game balls by the payout device 222 (step S908).
[0336] In the payout control process, when the unpaid prize ball number information stored in the payout side RAM 384 is a value of 1 or more, the drive control of the payout device 222 is performed, and when one game ball is detected by the payout detection sensor, the value of the prize ball number information is subtracted by 1. Then, when the value of the prize ball number information becomes "0", the drive control of the payout device 222 is stopped. After that, an external information setting process is performed to control the start and end of output of external signals according to the processing results of various processes executed in this timer interrupt process (step S909).
[0337] <Base value and difference in pitch count processing> The base value and pitch difference processing in step S420 will be described with reference to the flowchart in Fig. 28. Note that the processing in steps S1001 to S1005 in the base value and pitch difference processing is executed by the MPU 312 using a program for specific control.
[0338] In the base value and pitch difference processing, first, in step S1001, interrupt prohibition is set to prohibit the occurrence of timer interrupt processing (FIG. 21). In the following step S1002, a push command is used to write and save information stored in a flag register, one of multiple registers provided in MPU 312, to a predetermined area in specific control work area 391. The flag register includes a zero flag, a sign flag, and other flags, and this information changes depending on the execution results of arithmetic instructions, rotate instructions, input / output instructions, and the like. By saving this flag register information before the start of the subroutine program corresponding to the base value and pitch difference processing (step S1003), it is possible to save the flag register information in the state before it changes after the subroutine is called or started in specific control work area 391.
[0339] In step S1003, a call command is used to read a subroutine program corresponding to the execution process for the base value and the difference in pitches set in the program for non-specific control, and the execution process is started. At this time, information for specifying a return address after the execution process is executed is written to the stack area 392 for specific control. Then, when the execution process for the base value and the difference in pitches is completed, the information for specifying the return address written to the stack area 392 is read, and the program returns to the base value and the difference in pitches processing program indicated by the return address.
[0340] After step S1003 is executed, in step S1004, the saved flag register information is restored by a pop command. Specifically, the flag register information saved in the specific control stack area 392 in step S1002 is read out and stored in the flag register of the MPU 312. This restores the flag register information of the MPU 312 to the information at the time step S1002 was executed.
[0341] In step S1005, interrupt permission is set to switch from a state in which the occurrence of timer interrupt processing (FIG. 21) is prohibited to a state in which it is permitted, thereby enabling a new execution of timer interrupt processing.
[0342] Next, the execution process for the base value and the difference in the number of balls executed by reading out the program for non-specific control in step S1103 will be described with reference to the flowchart of FIG.
[0343] In step S1101, a load command is issued to set address information of the start position in the non-specific control stack area 394 (specifically, address Y(u+2) in FIG. 17) in the stack pointer of the MPU 312. This causes the stack area to be used to be switched to the non-specific control stack area 394.
[0344] In step S1102, information stored in registers used in the base value calculation process (step S1103), excess determination process (step S1104), and display setting process (step S1105) described below among the multiple registers provided in MPU 312 is written to a specified area in work area 393 for non-specific control and saved.
[0345] After step S1102 is executed, the subroutine programs of steps S1103 to S1105 set in the program for non-specific control are read out by a call command and executed sequentially. Prior to these processes, information in the registers used is saved in step S1102. Even if these registers are overwritten when steps S1103 to S1105 are executed, the information saved in the work area 393 for non-specific control can be written back into these registers to restore them to their pre-overwrite state. In other words, the information in the registers used during specific control can be protected.
[0346] When steps S1103 to S1105 are executed, information for specifying the return address after each process is executed is written to the non-specific control stack area 394. When steps S1103 to S1105 are completed, the information for specifying the return address written to the area 394 is read, and the program returns to the execution process for the base value and ball difference indicated by the return address.
[0347] After the processes of steps S1103 to S1105 are executed, in step S1106, a load command is used to set a fixed address in the specific control stack area 392 in the stack pointer of the MPU 312. As a result, the stack area to be used is switched to the specific control stack area 392.
[0348] The base value and ball difference processing in step S420, including the base value and ball difference execution processing, is executed after the control processing for progressing the game based on the player's game operation in the timer interrupt processing is completed. Therefore, the information stored in the stack area 39 for specific control is always constant immediately before the processing of steps S1103 to S1105 is executed. Therefore, by determining the fixed address based on this constant amount of information, the state of the stack pointer in the MPU 312 can be restored to the information immediately before the processing corresponding to the non-specific control is started, even if the stack pointer information has not been saved in advance. This reduces the processing load and eliminates the need to reserve an area in the main RAM 314 for saving the information.
[0349] In step S1107, the values of each register saved in the non-specific control work area 393 in step S1102 are read out by a load command and stored in each register of the MPU 312. This restores the information in each register of the MPU 312 to the information at the time step S1102 was executed.
[0350] Next, we will explain the base value calculation process in step S1103, the excess determination process in step S1104, and the display setting process in step S1105, which are executed by reading out the subroutine program. These processes calculate information about the game history regarding the base value and the difference in ball count, set display data for displaying the results on the first to fifth notification display devices 169a to 169e, and determine whether the calculated difference in ball count is equal to or greater than a predetermined specific number (for example, 100,000).
[0351] <Base value calculation process> First, the base value calculation process in step S1103 will be described with reference to the flowchart in FIG.
[0352] In the base value calculation process, first in step S1201, it is determined whether or not a gaming ball has entered the general winning opening 61, the first operating opening 62, the second operating opening 63, the variable winning device 65, or the outlet opening 68. That is, the above determination is made based on the outputs of the first winning opening detection sensor 91a, the second winning opening detection sensor 92a, the first operating opening detection sensor 93a, the second operating opening detection sensor 94a, the special winning opening detection sensor 95a, and the outlet opening detection sensor 96a.
[0353] If a ball has entered the net, step S1202 executes an update process for the out counter 501d for the measurement section. As shown in Fig. 31, the work area 393 for non-specific control is provided with a base value counter area 501 as an area corresponding to the calculation of the base value, and the out counter 501d for the measurement section is provided in this base value counter area 501.
[0354] The out counter 501d for the measurement section is a counter for counting the total number of game balls discharged from the game area PA. In this embodiment, the out port detection sensor 96a is configured to detect only game balls that have entered the out port 68 (FIG. 7), so the out counter 501d for the measurement section is updated by adding 1 not only when a ball enters the out port 68 but also when a ball enters the general winning port 61, the first operating port 62, the second operating port 63, and the variable winning device 65. The value of the out counter 501d for the measurement section is used to grasp the measurement section for each predetermined number (for example, 60,000 balls).
[0355] In step S1203, it is determined whether the current gaming state is the normal gaming state (low probability mode and low frequency support mode). If it is the normal gaming state, the process proceeds to step S1204, where update processing is performed on the normal general winning counter 501a, the normal first operation counter 501b, and the normal out counter 501c in the base value counter area 501. These counters 501a to 501c are used to measure the number of gaming balls entering the general winning opening 61, the number of gaming balls entering the first operation opening 62, and the number of gaming balls ejected from the gaming area PA, respectively, in the normal gaming state. In step S1204, if a ball enters the general winning opening 61 or the first operation opening 62, the value of the corresponding counter, either the general winning counter 501a or the first operation counter 501b, is incremented by one. Furthermore, regardless of the type of ball entry section, if a ball has entered, the value of the out counter 501c is incremented by one.
[0356] After step S1204 is executed or if a negative judgment is made in step S1203 (the current gaming state is not the normal gaming state), a base value calculation process is executed in step S1205. In the base value calculation process, the base value in the normal gaming state is calculated using the values of the normal counters 501a to 501c. When the values of the normal general winning counter 501a, the normal first operation counter 501b, and the normal out counter 501c are K1 to K3, the base value is as follows. Base value: The ratio of the total number of game balls dispensed (K1 x "number of prize balls for winning at the general winning port 61" + K2 x "number of prize balls for winning at the first operating port 62") to the total number of game balls dispensed from the game area PA (K3).
[0357] In step S1206, processing is executed to overwrite the information on the base value calculated in step S1205 in current state area 504a provided in non-specific control work area 393. Note that, as shown in Fig. 31 , non-specific control work area 393 is provided with calculation result area 504 as an area for storing calculation results, and calculation result area 504 is provided with, in addition to current state area 504a, previous area 504b for storing information on the previous base value, area before last 504c for storing information on the base value before last, and area before last 504d for storing information on the base value before last.
[0358] After step S1206 is executed or if a negative judgment is made in step S1201 (no ball has been scored), step S1207 determines whether the management start flag in the various flags area 507 (FIG. 31) provided in the non-specific control work area 393 is set to "1." The management start flag is a flag that allows the MPU 312 to identify a situation in which the calculated base value should be reported.
[0359] If the management start flag is not set to "1", the process proceeds to step S1208, where it is determined whether the value of Out counter 501d for the measurement section is equal to or greater than a value corresponding to a predetermined management start reference value (e.g., 300). If the value of Out counter 501d is equal to or greater than the value corresponding to the management start reference value, the process proceeds to step S1209, where the management start flag is set to "1". As a result, the calculated base value becomes the target for notification.
[0360] In this embodiment, the pachinko machine 10 is manufactured so that the management start flag is cleared to "0." When the pachinko machine 10 is shipped, the operation of the pachinko machine 10 may be checked before shipping, and at that time, game balls are groomed into each ball entry section and the subsequent operation is checked. Under such circumstances, during the period from the manufacture of the pachinko machine 10 until the total number of game balls discharged from the play area PA reaches the management start reference value, the calculated base value is excluded from the scope of notification, thereby preventing the base value affected by the above-mentioned grooming from being notified.
[0361] In step S1210, all of the counters 501a to 501d provided in the base value counter area 501 are cleared to "0." As a result, the next base value calculation process is started with the values of the counters 501a to 501d initialized, and in step S1205, the base value is calculated excluding the period before the total number of game balls discharged from the game area PA reaches the management start reference value. After execution of step S1210 or if a negative judgment is made in step S1208 (the value of the out counter 501d for the measurement section is less than the management start reference value), the base value calculation process is terminated.
[0362] If a positive judgment is made in step S1207 (if the management start flag is "1"), proceed to step S1211 and determine whether the value of the out counter 501d for the measurement section is greater than or equal to a value corresponding to a predetermined number (for example, 60,000) that defines the measurement section.
[0363] If the value of out counter 501d is equal to or greater than the value corresponding to the predetermined number, data shift processing is executed in step S1212. In the data shift processing, the base value information stored in current area 504a, previous area 504b, second-to-last area 504c, and second-to-last area 504d in calculation result area 504 of work area 393 for non-specific control is shifted in the order of second-to-last area 504c → second-to-last area 504d, previous area 504b → second-to-last area 504c, and current area 504a → previous area 504b. As a result, the final base value for the calculation period two periods ago (measurement section) is stored in the area 504d for the period two periods ago as the final base value for the calculation period three periods ago, the final base value for the calculation period one period ago is stored in the area 504c for the period two periods ago as the final base value for the calculation period two periods ago, and the base value last calculated in the current calculation period is stored in the area 504b for the previous calculation period as the final base value for the calculation period one period ago.
[0364] In step S1213, all of the counters 501a to 501d provided in the base value counter area 501 are cleared to "0." After step S1213 is executed or if a negative decision is made in step S1211 (if the value of the out counter 501d for the measurement section is less than the predetermined number), the base value calculation process ends.
[0365] <Excess judgment processing> Although it is believed that the winning probability in actual play of a pachinko machine will eventually converge to an internally set winning probability, there is currently a large variation in the winning probability in actual play, for example, when viewed on the basis of a single game by a player or a single business day of an amusement hall.As a result, it is possible that the so-called winning amount from the player's perspective may increase to a level that the gaming machine designer did not anticipate.In such cases, not only the player playing the pachinko machine but also those around watching the game may be stimulated to become overly gambling-minded.
[0366] In consideration of such circumstances, the pachinko machine 10 according to this embodiment refers to the game history and monitors whether the positive amount seen from the player's perspective is within a predetermined range, and if the positive amount exceeds the range, the progress of the game is restricted. The excess determination process in step S1104 is executed as part of this process, and this process will be explained below with reference to the flowchart in Figure 32.
[0367] In the excess determination process, first, in step S1301, it is determined whether or not a game ball has entered the general winning opening 61, the first operating opening 62, the second operating opening 63, the variable winning device 65, or the outlet opening 68. For this determination, the determination result of step S1201 in the base value calculation process (FIG. 30) is used.
[0368] If a ball has entered the game, in step S1302, the values of the various counters in the ball difference counter area 502 are updated. As shown in Fig. 31, the work area 393 for non-specific control is provided with a ball difference counter area 502 as an area corresponding to the calculation of the ball difference, and this ball difference counter area 502 is provided with a regular general winning counter 502a, a regular first operating counter 502b, a regular second operating counter 502c, a regular special power counter 502d, and a regular out counter 502e.
[0369] Among these counters, the general winning counter 502a, the first operation counter 502b, the second operation counter 502c, and the special power counter 502d are counters for counting the number of game balls entering the general winning opening 61, the first operation opening 62, the second operation opening 63, and the variable winning device 65. The out counter 502e is a counter for counting the total number of game balls discharged from the game area PA. These counters 502a to 502e count each ball entering from a predetermined measurement start trigger, regardless of the game state. In this embodiment, the game states include a normal game state, a time-saving game state (low probability mode and high frequency support mode), a high probability game state (high probability mode and high frequency support mode), and an open / close execution mode, and therefore, the counters 502a to 502e count the total number of balls entering for all of these game states.
[0370] In step S1302, the value of the counter among the counters 502a to 502e that corresponds to the ball entry section determined to have been entered in step S1301 is updated. For example, if it is determined that a ball has entered the first actuation port 62, the value of the first actuation counter 502b is incremented by 1. Note that with regard to the out counter 502e, if a ball has entered, its value is incremented by 1 regardless of the type of ball entry section into which the ball entered.
[0371] In the next step S1303, a process for calculating the difference in balls is executed. In the process for calculating the difference in balls, the difference in balls is calculated using the values of each counter 502a to 502e in the difference in balls counter area 502. When the values of the regular winning counter 502a, the regular first operation counter 502b, the regular second operation counter 502c, the regular special power counter 502d, and the regular out counter 502e are K4 to K8, the difference in balls is as follows: Difference in number of balls: total number of game balls paid out (K4 x "number of prize balls for winning at the general winning port 61" + K5 x "number of prize balls for winning at the first operating port 62" + K6 x "number of prize balls for winning at the second operating port 63" + K7 x "number of prize balls for winning at the variable winning device 65") - total number of game balls discharged from the game area PA (K8).
[0372] The difference in ball count is derived as an index for measuring the plus (winning) amount. Note that, in the calculation of the base value in the base value calculation process (Fig. 30), the base value in the normal game state is calculated, but in the calculation of the difference in ball count in the excess determination process, the total difference in ball count is calculated for all game states.
[0373] In step S1304, a process is executed in which the difference in pitches calculated in step S1303 is overwritten in the difference in pitches area 504e (FIG. 31) provided in the non-specific control work area 393. The excess determination process is started every 4 msec corresponding to the execution cycle of the timer interrupt cycle (FIG. 21), so the difference in pitches information is updated every 4 msec and stored in the difference in pitches area 504e.
[0374] In step S1305, it is determined whether the difference in balls overwritten in the difference in balls area 504e in step S1304 (the difference in balls calculated in step S1303) is equal to or greater than a specific number (for example, 100,000). This determines whether the above-mentioned plus amount is within a certain range.
[0375] If the difference in balls is equal to or greater than the specific number, the process proceeds to step S1306, where the excess flag in area 507 for various flags provided in work area 393 for non-specific control is set to "1." The excess flag is a flag that MPU 312 uses to identify that the difference in balls has reached a specific number or greater. After step S1306 is executed, if a negative judgment is made in step S1305 (if the difference in balls is less than the specific number) or if a negative judgment is made in step S1301 (if no ball has been scored), the excess judgment process is terminated.
[0376] <Display setting process> Next, the display setting process of step S1105 will be described with reference to the flowchart of Fig. 33(a). This process performs setting process to notify by display the base value derived in the base value calculation process of step S1103 and the difference in balls derived in the overshoot determination process of step S1104.
[0377] In the display setting process, first, in step S1401, it is determined whether or not a game is stopped. Specifically, it refers to the work area 391 for specific control in the main RAM 314 and determines whether or not the game stop flag is set to "1."
[0378] If the game is not stopped, the process proceeds to step S1402, where it is determined whether it is time to switch the display contents on the first to fifth notification display devices 169a to 169e. In this embodiment, the base values derived in the base value calculation process of step S1103 and the base values derived in the base value calculation process of step S1103 are all displayed on the first to fifth notification display devices 169a to 169e. Regarding the base values, as already explained with reference to FIG. 15, the current base value, which is the current base value, and the past base values from the previous game, the previous base value from the game two games ago, and the base value from the game two games ago, which is the game three games ago, are displayed in sequence every predetermined period (e.g., 5 seconds). Regarding the ball difference, after the display of the base value from the game two games ago has ended, the ball difference (current ball difference) is displayed. The process of step S1402 determines whether it is time to switch the above displays.
[0379] If a positive determination is made in step S1402 (if it is the timing to switch), in step S1403, an update process is executed for the display type counter 505 (FIG. 31) provided in the non-specific control work area 393. The display type counter 505 is a counter that allows the MPU 312 to identify which of the game history items, such as the various base values and the number of balls difference, is currently being displayed.
[0380] As shown in FIG. 33(b), when the value of the display type counter 505 is "0," the current base value is displayed; when the value of the display type counter 505 is "1," the previous base value is displayed; when the value of the display type counter 505 is "2," the base value two games ago is displayed; and when the value of the display type counter 505 is "3," the base value two games ago is displayed. Also, when the display type counter 505 is "4," the number of balls difference is displayed. In the update process of the display type counter 505, the value of the display type counter 505 is incremented by 1, and if the value after increment exceeds "4," the value of the display type counter 505 is set to "0." As a result, in the first to fifth notification display devices 169a to 169e, the display of the current base value, previous base value, two games ago base value, two games ago base value, and number of balls difference is sequentially changed at each switching timing.
[0381] In this embodiment, the display of each of the above values is switched at regular intervals, but this is not limited to this. For example, the display period of some of the base values (for example, the current base value) may be made different (for example, longer) from the display period of the other base values, and the display period of the difference in pitches may be made different (for example, shorter) from the display period of each base value.
[0382] After execution of step S1403 or if a negative judgment is made in step S1402 (if it is not the timing to switch), a process for setting display type data indicating the current display target is executed in step S1404. As shown in FIG. 31, the work area 393 for non-specific control has a display target area 506 as an area corresponding to the current display target. The display target area 506 has a type area 506a in which type data indicating the type of the game history to be displayed is stored, and a history area 506b in which history data indicating the value of the game history to be displayed is stored. In the display type data setting process of step S1404, type data of the game history corresponding to the value of the display type counter 505 is set in the type area 506a of the display target area 506. For example, if the value of the display type counter 505 is "2," a process for overwriting type data corresponding to the base value before last in the type area 506a is executed.
[0383] In step S1405, it is determined whether the management start flag provided in the work area 393 for non-specific control is set to "1." If the management start flag is set to "1" and the various base values and the difference in pitches should be reported, a process for setting history value data is executed in step S1406. In the process for setting history value data, information on the base value or the difference in pitches is read from one of areas 504a to 504e in the calculation result area 504 that corresponds to the value of the display type counter 505, and the history data is set in the history area 506b in the display target area 506. For example, if the value of the display type counter 505 is "2," a process is executed in which the history data of the base value before last is read from the area before last 504c and overwritten in the history area 506b.
[0384] If a negative judgment is made in step S1405 (the management start flag is not set to "1"), initial display data is set in the history area 506b of the display target area 506 in step S1407. The initial display data indicates the display content from the time when the pachinko machine 10 is manufactured until the total number of game balls discharged from the game area PA reaches the management start reference value (for example, 300). The initial display data is set, for example, so that "-" is flashing on the third notification display device 169c and the fourth notification display device 169d.
[0385] If a positive judgment is made in step S1401 (if the game is stopped), the process proceeds to step S1408, where display type data corresponding to the difference in balls is set in type area 506a of display object area 506. In the following step S1409, history data corresponding to the difference in balls is set in history area 506b of display object area 506. In other words, if the game is stopped, the first to fifth notification display devices 169a to 169e are set to display the difference in balls.
[0386] <Notification display processing> Next, the notification display process of step S406 will be described with reference to the flowchart in Fig. 34. The notification display process is for displaying output to the first to fifth notification display devices 169a to 169e, and is executed as part of the timer interrupt process (Fig. 21). Note that this process is executed by a specific control program in the MPU 312.
[0387] In the notification display process, first, in step S1501, it is determined whether or not the setting update display flag provided in the specific control work area 391 is set to "1." The setting update display flag is a flag for the MPU 312 to identify a situation in which the setting values of the pachinko machine 10 are being updated, that is, a situation in which the setting value update process (FIG. 19) is being executed.
[0388] If the setting update display flag is set to "1", a process for setting display data for updating the setting value is executed in step S1502. The specific control work area 391 is provided with a specific display data buffer that stores display data for causing the first to fifth alarm display devices 169a to 169e to perform a predetermined display, and the first to fifth alarm display devices 169a to 169e control the lighting / extinguishing of each display segment in each of the alarm display devices 169a to 169e based on the display data stored in the specific display data buffer.
[0389] In step S1502, display data is stored in the specific display data buffer so that the first to fifth alert display devices 169a to 169e display an indication that the setting values are being updated and a display indicating the current setting values of the pachinko machine 10. As a result, for example, as shown in Fig. 35(a), the center display segments of the first alert display device 169a and the second alert display device 169b are turned on to display "-", the third alert display device 169c displays "H" corresponding to the setting value being updated, and the fourth alert display device 169d displays a numerical value indicating the setting value. Note that all display segments of the fifth alert display device 169e are turned off, and no display is being performed.
[0390] If a negative determination is made in step S1501 (the setting update display flag is not set to "1"), the process proceeds to step S1503, where it is determined whether or not "1" is set to the setting confirmation display flag provided in the specific control work area 391. The setting confirmation display flag is a flag for the MPU 312 to identify that the current setting values of the pachinko machine 10 are being confirmed, that is, that the setting confirmation process (Fig. 20) is being executed.
[0391] If the setting confirmation display flag is set to "1," setting confirmation display data is set in step S1504. In setting confirmation display data setting, display data for displaying the status of confirmation of the current setting value and the current setting value of the pachinko machine 10 on the first to fifth notification display devices 169a to 169e is stored in the specific display data buffer in the specific control work area 391. In this case, for example, the first notification display device 169a and the second notification display device 169b display "-" as in the setting value update state, the third notification display device 169c displays "C" corresponding to the setting value confirmation state, and the fourth notification display device 169d displays a numeric value indicating the setting value. In this case, all display segments of the fifth notification display device 169e are turned off, and no display is being performed.
[0392] If a negative judgment is made in step S1503 (the confirmation display flag is not set to "1"), this means that the setting value is neither updated nor confirmed. In this case, the processes of steps S1505 and S1506 are executed to display the various base values and the number of balls difference on the first to fifth notification display devices 169a to 169e.
[0393] In step S1505, the display target area 506 provided in the work area 393 for non-specific control is referenced to ascertain the type data and history data of the game history to be displayed at that time among the various base values and ball difference numbers. Then, in step S1506, display data for displaying the type and calculated value of the game history to be displayed on the first to fifth notification display devices 169a to 169e is stored in the specific display data buffer in the work area 391 for specific control.
[0394] In this case, when the current base value is the display target, for example, as shown in Fig. 35(b), the identification display unit consisting of the first and second alarm display devices 169a and 169b displays "bL." corresponding to the current base value, and the ratio display unit consisting of the third and fourth alarm display devices 169c and 169d displays a two-digit number indicating the current base value. Of these, the display on the identification display unit is based on the reference result of the type area 506a in the display target area 506 of the work area 393 for non-specific control, and the display on the ratio display unit is based on the reference result of the history area 506b in the display target area 506.
[0395] Furthermore, in a situation where the difference in pitches is the display target, for example, as shown in Fig. 35(c), a five-digit numerical value indicating the difference in pitches is displayed on the first to fifth display devices 169a to 169e for notification. Also, to indicate that the display corresponds to the difference in pitches, the display segment corresponding to the dot portion 197 on each of the display devices 169a to 169e for notification is lit. Of these, the numerical display on the first to fifth display devices 169a to 169e is based on the reference result of the history area 506b in the display target area 506, and the display of the dot portion 197 on each of the display devices 169a to 169e is based on the reference result of the type area 506a in the display target area 506.
[0396] At that time, if the difference in ball count at that time is a negative value, that is, if the total number of game balls dispensed since the calculation of the difference in ball count started is less than the total number of game balls discharged from the game area PA, the display data is set so that "00000" is displayed on the first to fifth notification display devices 169a to 169e, as shown in Figure 35(d). However, internally, the calculated difference in ball count is stored and managed as a negative value.
[0397] 35(e), for example, as shown in Fig. 35(e), in a situation where the total number of game balls discharged from the play area PA has not yet reached the management start reference value and the initial display data is the display target, the identification display unit consisting of the first and second notification display devices 169a and 169b displays a display based on the reference result of the type area 506a, and the ratio display unit consisting of the third and fourth notification display devices 169c and 169d displays "--" with the central display segment lit. In addition, in a situation where the total number of game balls discharged from the play area PA has reached the management start reference value and the base value is the display target, the display on the identification display unit is continuously lit, but in a situation where the initial display data is the display target, the display on the identification display unit is flashing, indicating that the total number of game balls discharged from the play area PA has not yet reached the management start reference value.
[0398] <Game stop determination processing> Next, the game stop determination process of step S407 will be explained with reference to the flowchart of Fig. 36. The game stop determination process determines whether or not to enter a game stop state, and transitions to the game stop state based on the result, and is executed as part of the timer interrupt process (Fig. 21). Note that this process is executed by a specific control program in the MPU 312.
[0399] In the game stop determination process, first, in step S1601, it is determined whether or not the game stop flag provided in the specific control work area 391 is set to "1." The game stop flag is used by the MPU 312 to determine that a game is stopped.
[0400] If the game stop flag is set to "1", the game stop determination process is terminated. On the other hand, if the game stop flag is not set to "1", that is, if the game is not currently stopped, in step S1602, the ball difference area 504e provided in the non-specific control work area 393 is referenced to determine the current ball difference. In the following step S1603, a ball difference command is sent to the performance control device 143 to notify the ball difference determined in step S1602.
[0401] When the effect control device 143 receives the command, it controls the display control device 350 so that a predetermined notification image for notifying the player of the current difference in number of coins is displayed on the symbol display device 75. In this case, it is preferable to display the notification image at a position that does not overlap with the symbols displayed in a stopped state on the symbol display device 75, such as at or near a corner of the display section of the symbol display device 75 (the area of the display screen G that is visible when viewed from the front of the gaming machine). This prevents the notification image of the difference in number of coins from impairing the visibility of the symbol columns Z1 to Z3.
[0402] The notification of the difference in the number of coins on the symbol display device 75 may be always performed regardless of the size of the difference in the number of coins, or may be performed when the difference in the number of coins reaches or exceeds a predetermined number (for example, 95,000) that is less than the specific number. Also, instead of the difference in the number of coins, the number of coins remaining until the specific number is reached may be notified. In this case, the notification may be always performed regardless of the difference in the number of coins at that time, or the notification may be started when the difference in the number of coins reaches or exceeds the predetermined number.
[0403] The location where the difference in number of coins is not limited to the symbol display device 75, and the notification may be made by a notification unit other than the symbol display device 75. In this case, the notification unit may be a notification unit dedicated to notifying the difference in number of coins, or may be a notification unit that is also used for other notifications.
[0404] After step S1603 is executed, in step S1604, it is determined whether or not fraud has been detected by the fraud detection process in step S405 (FIG. 21). If fraud has been detected, the process proceeds to step S1605, and the game stop flag provided in the work area 391 for specific control is set to "1." As a result, in the subsequent timer interrupt process (FIG. 21), the processes for controlling the progress of the game in steps S409 to S419 are not executed (step S408: NO), and the progress of the game is restricted.
[0405] In step S1606, a closing control process is executed to close the variable winning device 65 and the normal power accessory 63a. As a result, if the variable winning device 65 or the normal power accessory 63a is open, it is forcibly closed.
[0406] In step S1607, a launch stop process is executed to switch the launch permission signal to the power supply and launch control device 191 to a LOW level. This restricts the launch of game balls, and game balls will not be launched even if the player operates the game ball launch handle 41.
[0407] In step S1608, a game stop command is output to the payout control device 181, causing the payout device 222 to stop paying out game balls. As a result, if any illegal payout of game balls is being performed, further payout of game balls is immediately restricted, preventing the expansion of losses to the gaming hall. In addition, in step S1608, a game stop command is also output to the effect control device 143, causing the effect display on the symbol display device 75 to be stopped, and causing visual and audio notifications to be issued that game play is stopped.
[0408] In step S1609, an external information setting process is executed to output a predetermined external signal corresponding to the detection of fraud or the transition to a game stop state from the external output terminal 213. As a result, the predetermined external signal is output to the hall computer HC on the gaming hall side, notifying that an abnormality has occurred in the pachinko machine 10. After step S1609 is executed, the game stop determination process is terminated.
[0409] If a negative determination is made in step S1604 (if no fraud is detected), the process proceeds to step S1610, where it is determined whether or not the excess flag provided in the work area 393 for non-specific control is set to "1." If the excess flag is set to "1," that is, if the calculated number of balls difference is equal to or greater than a specific number, then in step S1611, the game stop flag provided in the work area 391 for specific control is set to "1." This process is the same as step S1605, and as a result, the state transitions to a game stop state. That is, in this embodiment, if the number of balls difference is equal to or greater than a specific number, the state transitions to a game stop state, and the progress of the game thereafter is restricted.
[0410] In step S1612, a closing control process is executed to close the variable winning device 65 and the normal electric device 63a, and in step S1613, a firing stop process is executed to switch the firing permission signal to the power supply and firing control device 191 to a LOW level. These processes are similar to those in steps S1606 and S1607.
[0411] In the following step S1614, an excess command is output to the presentation control device 143. The excess command is for notifying the presentation control device 143 that the number of balls difference has reached a specific number or more and that a transition has been made to a game stop state. When the presentation control device 143 receives this command, it controls the display control device 350 so that a notification image corresponding to the number of balls difference reaching a specific number or more and a notification image corresponding to the fact that a game is currently stopped are displayed on the symbol display device 75. In addition, it controls so that an audio notification corresponding to the fact that the number of balls difference has reached a specific number or more and that a game is currently stopped is output from the speaker unit 29.
[0412] In addition, when the game is stopped in response to the detection of fraud, a game stop command is output to the payout control device 181 to restrict the payout of game balls from the payout device 222 (step S1608). However, when the game is stopped in response to the difference in the number of balls reaching a specific number or more, a game stop command or an excess command is not output to the payout control device 181, and the payout of game balls from the payout device 222 is not restricted. Also, in the timer interrupt processing (Figure 21), when a transition to a game stop state occurs in response to the detection of fraud, that is, when the game stop flag is set to "1" in the work area 391 for specific control and the excess flag is not set to "1", the processing of steps S409 to S419, including the processing for paying out game balls in steps S417 and S418, is controlled not to be executed (step S421: NO), but when a transition to a game stop state occurs in response to the difference in the number of balls becoming a specific number or more, that is, when both the game stop flag and the excess flag are set to "1" in the work area 391 for specific control, the range of processing not to be executed is limited to steps S409 to S416, and the processing for paying out game balls in steps S417 and S418 is executed. In this way, in this embodiment, when the game is stopped because the difference in the number of balls is equal to or greater than a specific number, the game is configured to allow the payout of game balls, unlike when the game is stopped because fraud is detected.
[0413] In cases where many prize balls are generated, such as during the open / close execution mode, if the lower tray 34 is left full with game balls while playing, the full state prevents the payout device 222 from paying out game balls, and the number of unpaid prize balls increases. In such a situation, if the difference in the number of balls exceeds a certain number and the game transitions to a game stop state, and the payout of game balls is restricted, even if the player removes game balls from the lower tray 34 during the game stop state to resolve the full state, the payout of game balls will not resume, and the player may not be able to obtain any prize balls. In this regard, since the payout of game balls is permitted during a game stop state, once the full state is resolved and the payout device 222 is able to pay out game balls corresponding to the unpaid prize balls, the payout can be performed.
[0414] Furthermore, in this embodiment, when the game is stopped in response to the difference in the number of balls reaching a specific number or more, not only are the processes for paying out game balls in steps S417 and S418 performed, but also the external information setting process in step S419 for outputting an external signal to the outside of the gaming machine is executed. In this case, when game balls are paid out in the game stopped state, an external signal (a prize ball signal) corresponding to the payment can be output, and the hall computer HC can appropriately grasp the number of game balls paid out in the game stopped state.
[0415] After step S1614 is executed, in step S1615, an external information setting process is executed to output a predetermined external signal corresponding to the difference in the number of balls being equal to or greater than a specific number from external output terminal 213. As a result, the predetermined external signal is output to the hall computer HC on the gaming hall side, notifying that the difference in the number of balls is equal to or greater than a specific number.
[0416] In this case, the external signal when the number of balls difference is equal to or greater than a specific number should preferably be the same as the external signal when a transition to a game stop state occurs in response to the detection of fraud. Specifically, the external output terminal 213 should preferably be configured so that the external signal when the number of balls difference is equal to or greater than a specific number is output from the same terminal that outputs the external signal when fraud is detected. This makes it possible to output the external signal when the number of balls difference is equal to or greater than a specific number without adding a new output terminal or installing a new external output terminal 213, thereby simplifying the configuration.
[0417] In the above case, there is a risk that the hall computer HC at the gaming hall may not be able to distinguish from the external signal whether fraud has been detected or whether the difference in the number of balls has exceeded a certain number. However, even in such a case, the external signal is output to the hall computer HC, and an employee of the gaming hall or the like rushes to the bottom of the pachinko machine 10 and is able to determine which of the above cases has occurred, so it is believed that there will be no operational problems.
[0418] After step S1615 is executed or if a negative judgment is made in step S1610 (if the excess flag is not set to "1"), the game stop judgment process is terminated.
[0419] <Excess startup process, partial clear process> Next, we will explain the excess startup process of step S114 and the partial clear process of step S115. These processes are executed as part of the main process (FIG. 18), and are executed when the power of the pachinko machine 10 is turned on and the supply of operating power to the MPU 312 is started.
[0420] First, the excess start-up process of step S114 will be described with reference to the flowchart of Figure 37(a). This process is executed by the MPU 312 using a program for specific control.
[0421] In the overage startup process, first, in step S1801, it is determined whether the overage flag provided in the work area 391 for specific control is set to "1." If the overage flag is set to "1," this means that the supply of operating power to the MPU 312 was stopped while the overage flag was set to "1," and then the supply of operating power was resumed. An example of such a situation is when the number of balls difference reaches or exceeds a specific number, an external signal is output, and an employee of the gaming hall rushes to the pachinko machine 10, turns the power off for the pachinko machine 10, and then turns the power on.
[0422] In the above case, the main RAM 314 of the MPU 312 is supplied with backup power from the power supply and launch control device 191, so the information stored in the main RAM 314 is retained. For this reason, for example, if the number of balls difference is equal to or exceeds a specific number while the win / lose lottery mode is in the high probability mode, and the power of the pachinko machine 10 is turned OFF→ON in this situation, the area in the main RAM 314 indicating the high probability mode is set to "1".
[0423] Incidentally, in this embodiment, when the supply of operating power to the pachinko machine 10 is stopped, backup power is supplied to the main RAM 314 of the main control device 162, but backup power is not supplied to the payout RAM 384 of the payout control device 181. For this reason, the information stored in the main RAM 314 is retained even when the power of the pachinko machine 10 is turned off, whereas the information written in the payout RAM 384 is erased when the power of the pachinko machine 10 is turned off.
[0424] If the determination in step S1801 is affirmative (if the excess flag is set to "1"), the process proceeds to step S1802, where a second initialization process is executed for the area for specific control. In the second initialization process, the work area 391 for specific control of the main RAM 314 is cleared to "0" except for an area (setting value counter) in which information on setting values indicating the setting state of the pachinko machine 10 is set, and an area in which prize ball information (information on at least the number of prize balls that have not been paid out) for causing the payout control device 181 (payout device 222) to pay out prize balls is stored.
[0425] In this way, the work area 391 for specific control is cleared to "0" except for the area of the set value and the area of the prize ball information. Therefore, for example, the area indicating whether the win / loss lottery mode is a high probability mode is cleared to "0", and the win / loss lottery mode becomes a low probability mode regardless of the win / loss lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped. In addition, a situation occurs in which no game rounds are being executed, the open / close execution mode is not being executed, and further, the normal map display unit 44 is not displaying a variable value and the normal power device 63a is in a closed state. In addition, the reserve storage area 314a and the normal power reserve area 314c provided in the work area 391 for specific control are also cleared to "0", so the special map reserve information and normal map reserve information are erased.
[0426] On the other hand, the prize ball information is inherited from the state immediately before the supply of operating power to the pachinko machine 10 is stopped, so even if the power to the pachinko machine 10 is turned off when there are still prize balls that have not been paid out, when the power is turned on afterwards, a prize ball command can be output to the payout control device 181 based on the stored information on the prize balls that have not been paid out.
[0427] Therefore, if the difference in the number of balls becomes equal to or exceeds a specific number in the high probability mode, and an employee of the gaming hall turns off the power of the pachinko machine 10 while there are still unpaid prize balls, the lottery mode after the power-on operation will be changed to the low probability mode, and the unpaid prize balls can be paid out sequentially after the power-on operation. This makes it possible to appropriately suppress further increases in the difference in the number of balls, while properly paying out the prize balls that the player should have received.
[0428] In the second initialization process, similar to the first initialization process in step S104 (FIG. 18), the work area 393 for non-specific control and the stack area 394 for non-specific control are not cleared to "0." This makes it possible to prevent the work area 393 for non-specific control and the stack area 394 for non-specific control from being cleared to "0" by a clearing operation by an employee of the gaming hall or the like.
[0429] After step S1802 is executed, the excess startup process is terminated. If a negative determination is made in step S1801 (the excess flag is not set to "1"), the excess startup process is terminated without executing step S1802.
[0430] Next, the partial clearing process of step S115 will be described. The partial clearing process is a process for clearing some of the information stored in the work area 393 for non-specific control to "0". The partial clearing process will be described below with reference to the flowchart in Fig. 37(b). Note that the processes of steps S1901 to S1903 in the partial clearing process are executed by the MPU 312 using a program for specific control.
[0431] In the partial clearing process, first, in step S1901, the information stored in the flag register among the multiple registers provided in the MPU 312 is written to a predetermined area in the specific control work area 391 and saved. This process is similar to step S1002 in the base value and ball difference calculation process (FIG. 28).
[0432] In step S1902, a call command is used to read a subroutine program corresponding to the partial clear execution process set in the non-specific control program, and the execution process is started. At this time, information for specifying a return address after the execution process is executed is written to the specific control stack area 392. Then, when the partial clear execution process is completed, the information for specifying the return address written to the stack area 392 is read, and the process returns to the partial clear processing program indicated by the return address.
[0433] In step S1903, the saved information in the flag register is restored, and then the partial clearing process is terminated. This process is the same as step S1004 in the base value and ball difference calculation process (FIG. 28).
[0434] Here, the partial clearing execution process executed by reading the non-specific control program in step S1902 will be described with reference to the flowchart in FIG.
[0435] In step S2101, the stack area to be used is switched from the stack area 392 for specific control to the stack area 394 for non-specific control. This process is similar to step S1101 in the execution process for base value and ball difference number (FIG. 29).
[0436] In step S2102, information stored in some of the multiple registers provided in MPU 312 is saved in non-specific control work area 393. In subsequent steps S2103 to S2106, processing is executed using those registers in which the information has been saved.
[0437] After step S2102 is executed, the subroutine programs of steps S2103 to S2106 set in the program for non-specific control are read out by a call command and executed sequentially. In these processes, first, in step S2103, the information on the difference in ball count is cleared. Specifically, the area 504e for the difference in ball count (FIG. 31) in the calculation result area 504 provided in the work area 393 for non-specific control is cleared to "0". As a result, the information on the difference in ball count stored in the area 504e for the difference in ball count at the time the power OFF operation of the pachinko machine 10 was performed is erased.
[0438] After step S2103 is executed, in step S2104, all of the counters 502a to 502e (FIG. 31) in the ball difference counter area 502 provided in the non-specific control work area 393 are cleared to "0." As a result, the count values of the regular general winning counter 502a, regular first operation counter 502b, regular second operation counter 502c, regular special power counter 502d, and regular out counter 502e used to calculate the ball difference are changed to their initial values ("0").
[0439] In step S2105, it is determined whether the excess flag provided in the work area 393 for non-specific control is set to "1", and if it is set to "1", the excess flag is cleared to "0" (step S2106).
[0440] In this embodiment, when the power of the pachinko machine 10 is turned on, the information on the difference in ball count stored in the work area 393 for non-specific control, the collected values of the game history used for the calculation (measured values of the number of balls entering each entry section), and the information corresponding to the difference in ball count being equal to or greater than the specific number are erased. Therefore, a player who plays after the power is turned on starts playing without inheriting the information on the difference in ball count that was in the state before the power was turned on.
[0441] Even if the power-on operation of the pachinko machine 10 is performed, the areas of the work area 393 for non-specific control other than the ball difference area 504e and the ball difference counter area 502 are not cleared to "0." Therefore, the information on the current base value and each inning base value stored in each area 504a to 504d of the calculation result area 504 and the information on each counter 501a to 501c in the base value counter area 501 are not erased, but remain stored. Therefore, a player who plays after the power-on operation starts playing with the information on the base value in the state it was in before the power-on operation.
[0442] After executing the processes of steps S2103 to S2106, in step S2107, the stack area to be used is switched from the non-specific control stack area 394 to the specific control stack area 392. In the following step S2108, the values of each register saved in the non-specific control work area 393 in step S2102 are restored to each register of the MPU 312.
[0443] <About the game limit using the difference in balls> Next, the flow of game restrictions using the difference in ball count will be explained with reference to Figures 39 and 40.
[0444] While a player is playing a game, the pachinko machine 10 uses the MPU 312 of the main control device 162 to execute ball entry determination for the general winning opening 61, the first operating opening 62, the second operating opening 63, the variable winning device 65, and the outlet 68 (Fig. 39(a)). Specifically, the MPU 312 determines whether a ball has entered the general winning opening 61, the first operating opening 62, the second operating opening 63, the variable winning device 65, and the outlet 68 by referring to the outputs of the ball entry detection sensors 91a-96 provided in the discharge passages 91-96 (Fig. 7) communicating with the respective ball entry sections 61-63, 65, and 68, and determines whether a ball has entered the general winning opening 61, the first operating opening 62, the second operating opening 63, the variable winning device 65, and the outlet 68.
[0445] Then, when it is determined that a ball has entered the ball entry sections 61-63, 65, 68, the values of the regular general entry counter 502a, first operation counter 502b, second operation counter 502c, special power counter 502d, and out counter 502e, which are provided in the non-specific control work area 393 of the main RAM 314, are updated. Of these counters 502a-502e, counters 502a-502d correspond to the general entry port 61, first operation port 62, second operation port 63, and variable entry device 65, respectively, and when a ball has entered the ball entry section 61-63, 65, the value of the corresponding counter is incremented by one. In addition, the out counter 520e has the role of measuring the total number (total number) of game balls discharged from the game area PA, and if a ball enters any of the above-mentioned ball entry sections 61 to 63, 65, 68, including the outlet 68, the value of the out counter 502e is incremented by 1.
[0446] Thereafter, the MPU 312 calculates the difference in balls using the update results of each of the counters 502a to 502e. In calculating the difference in balls, first, the total number of game balls to be paid out is calculated based on the values of each of the counters 502a to 502d (the number of balls that have entered each of the ball entry sections 61 to 63, 65) and the information on the number of prize balls in each of the ball entry sections 61 to 63, 65. Then, the value of the out counter 502e (the total number of game balls discharged from the game area PA) is subtracted from the total number of paid out balls to derive the difference in balls.
[0447] MPU 312 stores the calculated difference in ball count information in area 504e for difference in ball count provided in work area 393 for non-specific control, and then performs an excess determination to determine whether the calculated difference in ball count is equal to or greater than a specific number (e.g., 100,000) set as a trigger for activating a game limit. If the difference in ball count is equal to or greater than the specific number, an excess flag provided in work area 393 for non-specific control is set to "1."
[0448] Here, the main RAM 314 is provided with a work area 391 and stack area 392 for specific control, and a work area 393 and stack area 394 for non-specific control. When the MPU 312 executes processing corresponding to non-specific control, information can be both written to and read from the work area 393 and stack area 394 for non-specific control, while information can be read from but not written to the work area 391 and stack area 392 for specific control. The processing for controlling the progress of the game is included in the processing corresponding to specific control, and the processing from the above-mentioned ball scoring determination to the overrun determination is included in the processing corresponding to non-specific control. Therefore, by executing the above-mentioned processing from the ball scoring determination to the overrun determination, it is possible to prevent information used in the processing for controlling the progress of the game from being overwritten or accidentally erased.
[0449] Furthermore, when a process corresponding to a specific control is executed by MPU 312 using a program for specific control and data for specific control, it is possible to both write and read information from work area 391 and stack area 392 for specific control, while it is possible to read information from work area 393 and stack area 394 for non-specific control but not to write information to them. Therefore, when executing a process for controlling the progress of a game, it is possible to prevent the values of the counters 502a to 502e and information on the calculated ball difference from being rewritten or accidentally erased.
[0450] The MPU 312 executes the above processes from the ball scoring judgment to the overshoot judgment as part of a timer interrupt process (Fig. 21) that is started every 4 msec. Therefore, the difference in balls is calculated periodically at the above cycle, and it is judged whether the difference in balls has reached a certain number or more each time.
[0451] At that time, the number of balls difference each time is displayed on the first to fifth notification display devices 169a to 169e provided in the main control device 162. Therefore, if an amusement hall employee needs to check the number of balls difference managed by the pachinko machine 10, they can do so by unlocking the locking device 55 and rotating the inner frame 13 toward the front of the pachinko machine 10. The first to fifth notification display devices 169a to 169e also display base values calculated and managed by the pachinko machine 10, and the first to fifth notification display devices 169a to 169e are used to display both the base values and the number of balls difference. Therefore, there is no need to provide separate display devices for each of these displays, which not only simplifies the configuration but also enables effective use of the first to fifth notification display devices 169a to 169e.
[0452] The difference in balls each time is notified to the presentation control device 143 through a difference in balls command output from the main control device 162. The presentation control device 143 controls the display device 75 to display a notification image of the difference in balls all the time or when the difference in balls reaches a certain number or more, thereby notifying the player of the difference in balls.
[0453] For example, in a situation where the total number of game balls paid out is kept low, as in the normal game state, and the total number of game balls dispensed exceeds the total number of game balls paid out, the number of difference balls decreases, and in a situation where a large number of game balls are paid out, as in the open / close execution mode, and the total number of game balls paid out exceeds the total number of game balls dispensed, the number of difference balls increases. However, if jackpots are repeated more than expected, and the number of difference balls increases significantly and reaches the above-mentioned specific number (timing t1 in Figure 39(b)), the MPU 312 sets the excess flag to "1" as described above, and transitions to a game stop state in which game progress is not possible.
[0454] Although the probability of winning a jackpot is uniquely determined for each set value, the probability of winning in actual play varies, and the number of balls dispensed may exceed the expectations of the gaming machine designer, raising concerns about increased gambling. In this regard, in this embodiment, the difference in the number of balls is monitored each time, and when the difference in the number of balls exceeds a specific number, the game transitions to a game stop state and game continuation is disabled, thereby preventing further balls from entering each of the ball entry sections 61-63, 65 that will result in prize balls. Therefore, the increase in the number of game balls acquired by the player is suppressed, making it possible to prevent excessive increases in gambling.
[0455] In the game stop state, the closing control process of the variable winning device 65 and the normal electric device 63a is executed to forcibly close them, and the launch stop process is executed to disable the launch of game balls by the game ball launching mechanism 110. Also, if a game round is being executed on the special picture display unit 43 or the normal picture display unit 44, the process for controlling the progress of the game round is interrupted so that the game round is stopped.
[0456] Furthermore, the MPU 312 outputs an excess command to the effect control device 143, notifying the effect control device 143 that the number of differential balls has reached a specific number or more. Control is performed so that a notification image corresponding to the number of differential balls reaching a specific number or a notification image requesting a call, such as "Please call an attendant," is displayed on the symbol display device 75. Note that the excess command corresponds not only to the number of differential balls reaching a specific number or more, but also to a transition to a game suspension state, and therefore the effect control device 143 stops the effect display, etc. on the symbol display device 75, and executes a visual or audio notification that the game is suspended.
[0457] Furthermore, the MPU 312 outputs a predetermined external signal to the hall computer HC at the gaming hall via the external output terminal 213. At this time, the external signal is output from the same terminal of the external output terminal 213 as the output terminal from which an external signal is output when fraud is detected. In this case, the external signal functions as a signal notifying that some kind of abnormality has occurred in the pachinko machine 10, prompting a hall employee to rush to the pachinko machine 10. In this way, by outputting an external signal from the same external output terminal both when the number of balls difference exceeds a certain number and when fraud is detected, it is possible to output an external signal when the number of balls difference exceeds a certain number without adding a new output terminal, and furthermore, the external signal can be received at the gaming hall using existing equipment (external signal receiving devices such as data counters)
[0458] When the game is stopped because the difference in the number of balls exceeds a specific number, the game stop command is not output to the payout control device 181. That is, the control process for driving the payout device 222 to pay out game balls continues, and the payout of game balls is permitted even during the game stop state. As a result, even if the game is stopped during a payout, the payout process continues until the payout of game balls is completed, and the prize balls that the player should have received can be paid out appropriately.
[0459] Furthermore, when the difference in the number of balls reaches a specific number or more, the system transitions to a game stop state while allowing the output of an external signal under the game stop state, and enables the output of an external signal (prize ball signal) when game balls are paid out under the game stop state. This allows the hall computer HC to be notified of the occurrence and number of payouts during game stop, and even in a configuration in which payouts can be executed under the game stop state, it is possible to suitably match the number of payouts managed by the hall computer HC with the number of balls actually paid out.
[0460] Incidentally, the game stop state is entered not only when the difference in the number of balls reaches a specific number or more, but also when an abnormality such as magnetism or vibration is detected (Fig. 40(a)). In this case, a game stop command is output to the payout control device 181, and the payout of game balls by the payout device 222 is stopped. As a result, if an act of fraudulently paying out game balls is being performed, further payout of game balls is immediately restricted, and damage to the game hall is prevented from increasing.
[0461] In addition, if an abnormality such as magnetism or vibration is detected, the output of the external signal is also restricted. However, this is not necessarily limited to this, and the configuration may allow the output of external signals while the game is stopped.
[0462] After the number of balls difference reaches or exceeds a specific number and the predetermined external signal is output, a hall employee rushes to the pachinko machine 10 and turns off the power to the pachinko machine 10, stopping the supply of operating power to the MPU 312. In the MPU 312, the power outage flag provided in the specific control work area 391 is set to "1," and the MPU 312 calculates and stores checksums for the specific control work area 391 and the specific control stack area 392. While the supply of operating power is stopped, backup power is supplied from the power supply and launch control device 191 to the main RAM 314, and the information stored in the specific control work area 391 and the specific control stack area 392 and the information stored in the non-specific control work area 393 and the non-specific control stack area 394 is maintained.
[0463] Thereafter, the hall employee turns on the power of the pachinko machine 10 without pressing the reset button 166c, and in this state, the supply of operating power to the MPU 312 begins. The MPU 312 then calculates a checksum for the work area 391 for specific control and the stack area 392 for specific control in the main RAM 314, and determines whether this checksum matches the checksum saved when the power was turned off.
[0464] If they match, the stored information is recognized as valid, and then it is determined whether or not the excess flag provided in the work area 393 for non-specific control is set to "1." If the excess flag is set to "1," this means that the power OFF operation for the pachinko machine 10 was performed in a situation where the difference in the number of balls is equal to or greater than a specific number. In this case, a second initialization process is executed for the work area 391 for specific control and the stack area 392 for specific control. In the second initialization process, the work area 391 for specific control is cleared to "0" except for the area storing information on the current setting values in the pachinko machine 10 and the area storing prize ball information for causing the payout control device 181 (payout device 222) to pay out prize balls (Figure 40(b)).
[0465] By clearing the information in the specific control work area 391 through the above-mentioned clearing process, the game stop flag set in the specific control work area 391 is cleared to "0" and the game stop state is released. The lottery mode is set to low probability mode, the open / close execution mode and game times are not being executed, and the special and regular pattern reserve information are erased. Therefore, for example, if the number of balls difference reaches a specific number or more during a series of jackpots in high probability mode, the jackpot series is released, the win / loss lottery mode is changed to low probability mode, and gameplay is resumed.
[0466] In addition, in the second initialization process, the prize ball information is excluded from the clearing process, and the state of the prize ball information at the time of power off is carried over even after power is turned on. Therefore, even if the power of the pachinko machine 10 is turned off while there are still prize balls remaining that have not been paid out, the next payout can be performed by turning the power on afterwards.
[0467] After the second initialization process, MPU 312 executes a partial clear process for non-specific control work area 393. The partial clear process erases the information on the difference in balls stored in area 504e for difference in balls in work area 393 for non-specific control, and also initializes the values of counters 502a-502e provided to collect the history of game balls entering each of entry sections 61-63, 65, and 68 in work area 393. Therefore, if pachinko machine 10 is restarted by a hall employee when the difference in balls has reached or exceeded the specific number, the excess state of the difference in balls is released and pachinko machine 10 starts up with the measurement of the difference in balls starting from the initial state.
[0468] In addition, when the difference in the number of balls is less than a specific number, the excess flag is not set to "1", and the power to the pachinko machine 10 is turned on without pressing the reset button 166c, the second initialization process is not executed, and the information stored in the work area 391 for specific control and the stack area 392 for specific control when the supply of operating power was stopped is retained as is.
[0469] Meanwhile, partial clearing processing is performed on the non-specific control work area 393 and stack area 394, erasing the ball difference information and initializing the values of each counter 502a-502e and the status of the overage flag. This allows the values of each counter 502a-502e updated by the previous day's play to be initialized and the ball difference information to be erased simply by turning the power off of the pachinko machine 10 when the gaming hall closes and turning it on when the next day opens. For example, if a reset operation requiring pressing the reset button 166c and turning on the pachinko machine 10 was required to initialize each counter 502a-502e or erase the ball difference information, the reset operation would have to be performed on each pachinko machine installed in the gaming hall one by one, which could significantly increase the workload of hall employees preparing for opening. The above configuration eliminates this hassle and reduces the workload of hall employees. In particular, in amusement halls, multiple pachinko machines 10 are installed on island equipment, and by turning on the power to the island equipment, it is possible to turn on the power to multiple pachinko machines 10 installed on that island equipment all at once.Therefore, by turning on the power to the island equipment, it is possible to erase information on the number of balls difference and the like for multiple pachinko machines 10 all at once, which makes it possible to effectively reduce the effort required to prepare for opening at amusement halls.
[0470] When the power is turned on as described above, if the setting key insertion section 166a is in the on operation position, the device transitions to a setting confirmation state. In the setting confirmation state, the first to fifth notification display devices 169a to 169e display the setting values.
[0471] Furthermore, when the number of balls difference is less than the specific number and the excess flag is not set to "1," if the power to the pachinko machine 10 is turned on while the reset button 166c is pressed, the first initialization process is executed. In the first initialization process, the work area 391 for specific control is cleared to "0," except for the area storing information on the current setting values in the pachinko machine 10. In addition, a partial clear process is executed for the work area 393 for non-specific control and the stack area 394, erasing the information on the number of balls difference stored as the specific number, and initializing the values of the counters 502a to 502e and the state of the excess flag.
[0472] In the above case, if the power is turned on with the setting key insertion section 166a in the on operation position, the first initialization process is executed, and then the pachinko machine 10 transitions to a setting update state in which the setting state can be changed. In the setting update state, the setting value can be switched within the range of "Setting 1" to "Setting 6" by pressing the update button 166b. At this time, the setting value is displayed on the first to fifth notification display devices 169a to 169e. Note that the update button 166b may not be provided, and the setting value may be switched by operating the reset button 166c.
[0473] According to the present embodiment described above in detail, the following excellent effects can be achieved.
[0474] When a ball enters the normal winning slot 61, the first operating slot 62, the second operating slot 63, the variable winning device 65, or the outlet slot 68, the counters 502a-502e corresponding to each of the winning slots 61-63, 65, and 68 are updated, and the difference in balls is calculated based on the updated information. This allows the pachinko machine 10 to collect a history of balls entering each of the winning slots 61-63, 65, and 68 and to monitor the difference in balls each time. When the calculated difference in balls reaches or exceeds a specific number, the machine is configured to transition to a game stop state. This limits the increase in prize balls won by the player, enabling the pachinko machine 10 to be operated in a way that prevents excessive gambling.
[0475] The main RAM 314 is provided with a work area 391 and a stack area 392 for specific control as areas for reading and writing information when processing is executed by a program for specific control, and a work area 393 and a stack area 394 for specific control as areas for reading and writing information when processing is executed by a program for non-specific control.When processing is executed by a program for specific control, information can be read from the work area 393 and stack area 394 for non-specific control, but information cannot be written to them.When processing is executed by a program for non-specific control, information can be read from the work area 391 and stack area 392 for specific control, but information cannot be written to them. The processing executed by the program for specific control includes processing of steps S409 to S419 for controlling the progress of the game, and counters 502a to 502e for collecting the history of balls entering each of the ball entry sections 61 to 63, 65, and 68, and a ball difference area 504e in which information on the derived ball difference is stored are provided within the work area 393 for non-specific control.
[0476] With this configuration, the information of each counter 502a to 502e and the information of the difference in balls stored in the difference in balls area 504e can be prevented from being rewritten or erased by the process for controlling the progress of the game. Therefore, it is possible to appropriately monitor whether the difference in balls has reached a specific number or more, and further, it is possible to appropriately control the transition to a game stop state based on the monitoring result.
[0477] The external information when transitioning to a game stop state based on the difference in the number of balls reaching a specific number or more is output using the same terminal as the external output terminal when outputting external information when transitioning to a game stop state based on fraud detection (abnormality detection). This eliminates the need to add a new external output terminal to the pachinko machine 10, and allows gaming halls to use existing configurations for information receiving units such as data counters and management devices such as hall computers HC, making it possible to reduce costs on both sides.
[0478] In this case, the signal pattern (output period, etc.) of the external signal when the number of balls difference exceeds a certain number is made common to the signal pattern of the external information when cheating is detected, and the same signal is output in both the former and latter cases. In this case, the pachinko machine 10 does not need to add a processing program to output a signal with a dedicated pattern corresponding to when the number of balls difference exceeds a certain number, and the gaming hall can analyze the external information when the number of balls difference exceeds a certain number using the existing hall computer HC, eliminating the need for improvements or additional functions in the hall computer HC. However, since it is expected that it will be impossible or difficult for the hall computer HC to distinguish and recognize the external information when the number of balls difference exceeds a certain number and the external information when cheating is detected, it is preferable to have the signal function as a signal to call a hall employee.
[0479] When the game stops because the number of balls difference exceeds a specific number, the payout of game balls is permitted in the game stopped state. For example, if the number of balls difference exceeds a specific number while the game is being paid out, there is a risk that the payout of game balls will be terminated midway as the game stops. In this regard, with this configuration, the payout of game balls can be continued until the end even if the game stops during a payout.
[0480] In particular, a situation where the difference in ball count exceeds a certain number is expected during the open / close execution mode, in which many prize balls are generated in a short period of time. If a full tank occurs and ball payouts are halted, a large number of unpaid prize balls will accumulate internally. In this case, for example, if payouts are restricted upon transition to a game-stop state, even if a player removes game balls from the lower tray 34 to resolve the full tank state, ball payouts will not resume, and the large number of unpaid prize balls accumulated internally may not be recovered. In this regard, since payouts of game balls are permitted during a game-stop state, once the full tank state is resolved and payouts from the payout device 222 become possible, payouts of game balls corresponding to the unpaid prize balls can be performed, allowing the player to appropriately payout the prize balls they should have received.
[0481] The system is configured to allow the output of external information corresponding to the payout of game balls during a game stop state when the difference in the number of balls reaches a specific number or more. In this case, even if game balls are paid out during a game stop state, the occurrence of the payout is properly notified to the hall computer HC on the gaming hall side through the output of the external information. Therefore, it is possible to prevent discrepancies between the number of game balls actually paid out in the pachinko machine 10 and the number grasped by the hall computer HC due to the payout of game balls during a game stop.
[0482] When the supply of operating power to MPU 312 is stopped when the number of differential balls exceeds a specific number, and then when the supply of operating power to MPU 312 is resumed, a second initialization process is executed to erase information stored in the specific control work area 391. As a result, for example, if a player wins a jackpot while the win / lose lottery mode is in high-probability mode and the number of differential balls exceeds a specific number during the opening / closing execution mode corresponding to the jackpot, flag information corresponding to the opening / closing execution mode and information corresponding to a transition to high-probability mode after the opening / closing execution mode (jackpot type information indicating a jackpot of a type corresponding to a transition to high-probability mode) are initialized, and the pachinko machine 10 is started. As a result, the win / lose lottery mode is changed to low-probability mode and the opening / closing execution mode is not executed, and gameplay is played, thereby limiting further acquisition of prize balls. This makes it possible to operate the pachinko machine 10 in a way that limits the number of prize balls acquired by the player and prevents excessive gambling. In addition, because the pachinko machine 10 itself automatically makes such changes, it is possible to reduce the work required of hall staff when the difference in the number of balls exceeds a certain number. Furthermore, because the hall staff does not have the discretion to decide whether or not to make such changes, it is possible to ensure fairness in the game.
[0483] In the second initialization process, the prize ball information for causing the payout control device 181 (payout device 222) to pay out prize balls is excluded from initialization. As a result, even if the pachinko machine 10 is powered off while there are still unpaid prize balls remaining in the game-stopped state when the difference in the number of balls reaches a specific number, the game balls corresponding to the unpaid prize balls can be paid out sequentially after the power is turned on. In other words, while initializing information such as the win / lose lottery mode restricts further acquisition of prize balls, the information corresponding to the unpaid prize balls can be stored and retained, allowing the player to appropriately pay out the prize balls that they should have received.
[0484] In this embodiment, a backup function for information stored in RAM when power is cut off is provided in the main RAM 314 of the main control device 162, but not in the payout RAM 384 of the payout control device 181, and when power is cut off, the prize ball information for paying out prize balls is stored and held in the main RAM 314. Based on this, the configuration is such that the prize ball information is not erased from the main RAM 314 during the second initialization process when power is restored, but if a backup function is provided for the payout RAM 384 and prize ball information is stored and held in the payout RAM 384 when power is cut off, it is preferable to prevent the stored prize ball information from being erased.
[0485] Regardless of whether the number of differential balls is equal to or greater than a specific number, the supply of operating power to MPU 312 is stopped, and when the supply of operating power to MPU 312 is subsequently started, a partial clear process is executed to initialize the information on the number of differential balls and the values of each of counters 502a-502e. In this case, the power to pachinko machine 10 is turned off when the gaming hall closes and then turned on when the pachinko machine 10 opens the next day, in that order, so that the information on the number of differential balls and the like can be naturally erased. This prevents games from being played with the number of differential balls and the like based on the gaming results of the previous day carried over, and prevents transition to a gaming suspension state from being caused by the influence of the gaming results of the previous day.
[0486] Furthermore, because the partial clear process requires no operations other than power-off and power-on, the work of hall employees can be significantly reduced when opening amusement halls. For example, if information such as the difference in ball counts is erased by pressing the reset button 166c and starting the supply of operating power to the MPU 312, such an operation would have to be performed for each pachinko machine installed in the hall, which could be a very time-consuming task for hall employees. In this regard, with this configuration, information such as the difference in ball counts is automatically erased when the pachinko machine 10 is powered on, significantly reducing the work requ...
Claims
[Claim 1] an information storage means that requires a supply of power to store and hold information; a means for executing specific control based on predetermined information when the predetermined information is stored in the information storage means; a means for supplying power for storing and holding information to the information storage means when the supply of operating power is stopped, thereby enabling the information to be stored and held in the information storage means; a specifying means for erasing the predetermined information from the information storage means when the supply of operating power is started, or for starting the supply of operating power in a state where the predetermined information has been erased from the information storage means; A gaming machine characterized by comprising:
Citation Information
Patent Citations
Game machine
JP2017080048A
Game machine
JP2004081853A