Gaming machine

The gaming machine addresses the lack of player engagement by notifying players of base value changes, enhancing game interest through visible ball count management and notification mechanisms.

JP2026052203APending Publication Date: 2026-03-24HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-11
Publication Date
2026-03-24

AI Technical Summary

Technical Problem

Conventional gaming machines do not allow players to confirm the base value, which can hinder the improvement of game interest.

Method used

A gaming machine with arithmetic means for calculating a base value that notifies players of an increase in held balls during a specific gaming state, enhancing player engagement.

Benefits of technology

Improves the enjoyment of games by allowing players to track and engage with the base value changes, thereby increasing gaming motivation.

✦ Generated by Eureka AI based on patent content.

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    Figure 2026052203000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] Pachinko machine 1 is equipped with a calculation means for calculating a base value that serves as an indicator of the increase or decrease in the number of balls held, and a notification means that can notify the player when the base value is a value indicating an increase in the number of balls held during a time-saving state. As a result, when the base value is a value indicating an increase in the number of balls held during a time-saving state, the player is notified that the base value is a value indicating an increase in the number of balls held. Therefore, it is possible to increase the player's motivation to play and enhance the enjoyment of the game.
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Description

Technical Field

[0001] The present invention relates to a gaming machine including arithmetic means for calculating a base value.

Background Art

[0002] Conventionally, a gaming machine including arithmetic means for calculating a base value has been known (see Patent Document 1). In this gaming machine, during the occurrence of the normal gaming state, a base value is calculated, and the calculated base value is displayed on the performance display device.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional gaming machine, a player cannot confirm the base value, and there is a risk that it may be difficult to improve the interest of the game. An object of the present invention is to improve the interest of the game.

Means for Solving the Problems

[0005] In order to achieve the above object, a gaming machine according to a first invention includes arithmetic means for calculating a base value serving as an index for increasing or decreasing held balls, and notification means capable of notifying that the base value is a value indicating an increase in held balls during the occurrence of a specific gaming state. In the gaming machine according to the first invention, when the base value is a value indicating an increase in held balls during the occurrence of a specific gaming state, the player is notified that the base value is a value indicating an increase in held balls. As a result, it becomes possible for the player to improve the gaming motivation and to improve the interest of the game. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view of pachinko machine 1. [Figure 2] This is a plan view of pachinko machine 1. [Figure 3] This is a cross-sectional view along line AA shown in Figure 2. [Figure 4] This is a perspective view of the front door unit 4. [Figure 5] This diagram shows the front of the game board, schematically illustrating the parts that are particularly necessary for explanation. [Figure 6] This is a front view of the circulation unit 500. [Figure 7] This figure shows the circulation unit 500 with some parts removed, as shown in Figure 6. [Figure 8] This is a block diagram showing the configuration of the control system for a pachinko machine. [Figure 9] This flowchart shows the processing when a frame control command is received. [Figure 10] This is a flowchart showing the ball count reduction notification and management process. [Figure 11] This is a flowchart showing the process for monitoring the number of balls held. [Figure 12] This is a flowchart showing the process for notifying and managing when a player has zero balls remaining. [Figure 13] This is a flowchart showing the prize ball monitoring process. [Figure 14] This is a flowchart showing the process for notifying and managing the increase in the number of balls held. [Figure 15] This figure shows an example of the base information i displayed on the display screen 31a. [Modes for carrying out the invention]

[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In this embodiment, the gaming machine according to the present invention is applied to a pachinko machine 1. The pachinko machine 1 uses a predetermined number (45 [balls] in this embodiment) of game balls circulated within the gaming machine to conduct the game without directly lending out game balls or paying out prize balls to the player (that is, without the player directly touching the game balls), and it is a gaming machine (so-called "managed gaming machine") that can progress the game. In the pachinko machine 1, the number of game balls owned by the player (hereinafter referred to as the "number of balls in hand") is managed as numerical data.

[0009] (Dedicated unit UN) A dedicated unit UN (see FIG. 8) is connected to the pachinko machine 1 as an external device. The dedicated unit UN includes a bill insertion slot, a card insertion slot, a display device, a lending button, etc. It is possible to insert bills into the bill insertion slot. It is possible to insert a storage medium (card) storing value information corresponding to the number of game balls into the card insertion slot. The display device can display the value information stored in the inserted storage medium, etc. After a bill or card is inserted, each time the lending button is pressed, the dedicated unit UN transmits a lending command to the pachinko machine 1 to specify the lending of a predetermined number of lent balls (125 [balls] in this embodiment). Then, each time the pachinko machine 1 receives a lending command from the dedicated unit UN, it adds the predetermined number of lent balls to the managed number of balls in hand. As a result, the player can launch the number of game balls corresponding to the managed number of balls in hand on the pachinko machine 1. Also, when the managed number of balls in hand is 1 [ball] or more and a counting operation described later is executed, the pachinko machine 1 converts the number of balls in hand into value information and stores it in the storage medium, and thus transmits a counting command described later to the dedicated unit UN.

[0010] (Overall configuration of the pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view of the pachinko machine 1. FIG. 2 is a plan view of the pachinko machine 1. FIG. 3 is a cross-sectional view taken along the line A-A shown in FIG. 2. FIG. 4 is a perspective view of the front door unit 4. Note that FIG. 1 shows a state in which the front door unit 4 is open. Also, in FIGS. 1 to 4, the display of the upper decoration unit included in the front door unit 4 is omitted. As shown in FIGS. 1 and 2, the pachinko machine 1 includes an outer frame unit 2, an inner frame unit 3, a front door unit 4, a game board unit 10 (see FIG. 5), and a circulation unit 500 (see FIG. 6).

[0011] (Outer frame unit 2) The outer frame unit 2, the inner frame unit 3, and the front door unit 4 are fixed to each other via a hinge mechanism. As a result, the inner frame unit 3 can be opened and closed with respect to the outer frame unit 2. Also, the front door unit 4 can be opened and closed with respect to each of the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 includes a rectangular frame body (outer frame). And the outer frame provided in the outer frame unit 2 is fixed to the island equipment in the game hall.

[0012] [ [ (Inner frame unit 3) [ The inner frame unit 3 includes a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2. [

[0013] [ [ (Front door unit 4) [ The front door unit 4 is formed in a rectangular door shape. The front door unit 4 includes a rectangular frame body, a transparent plate 4a disposed at a substantially central portion of the frame body, an upper decoration unit (not shown) and a lower decoration unit 40 disposed so as to surround the transparent plate 4a, and a firing handle unit 6 disposed on the right side of the lower decoration unit 40. [ The transparent plate 4a is formed in a flat plate shape from a transparent material such as resin or glass. [The upper decorative unit is positioned above the transparent plate 4a. The upper decorative unit has a bulging portion that protrudes toward the front. A sound generating device (speaker) 22 is positioned inside the upper decorative unit. In this embodiment, a first sound generating device 22 is positioned at the left corner of the upper decorative unit, and a second sound generating device 22 is positioned at the right corner of the upper decorative unit. A frame lamp 20 (see Figure 8) is provided on the upper decorative unit. The frame lamp 20 is composed of multiple light-emitting elements (LEDs) driven by dynamic lighting control. The lower decorative unit 40 is positioned below the transparent plate 4a. The lower decorative unit 40 has a bulging portion that protrudes toward the front. A sound generating device (speaker) 22 is positioned inside the lower decorative unit 40. In this embodiment, a third sound generating device 22 is positioned at the left end of the lower decorative unit 40, and a fourth sound generating device 22 is positioned at the right end of the lower decorative unit 40.

[0014] As shown in Figures 1 to 4, the lower decorative unit 40 is composed of a counting operation unit 41, a setting button unit 42, and a performance button unit 43. The counting operation unit 41 includes a ball count display unit 41a and a counting button 41b. Specifically, the counting operation unit 41 is formed in a box shape, and the ball count display unit 41a and the counting button 41b are provided on its upper surface (hereinafter referred to as the "display surface"). The ball count display unit 41a is composed of a predetermined number (6 in this embodiment) of 7-segment displays (light-emitting means) with decimal points arranged side by side, and is capable of displaying the number of balls managed by the frame control board 400. The ball count display unit 41a is located on the display surface of the counting operation unit 41. The display of the ball count display unit 41a is controlled by the frame control board 400. The counting button 41b can be pressed by the player. Inside the counting operation unit 41, there is a counting detection switch 23 (see Figure 8) that detects when the counting button 41b is pressed. The counting detection switch 23 outputs a detection signal to the frame control board 400 (see Figure 8) each time the counting button 41b is pressed. In this embodiment, the counting button 41b is formed in a cylindrical shape. The upper surface of the counting button 41b (hereinafter referred to as the "operating surface") is parallel to the display surface of the counting operation unit 41.

[0015] The display surface of the counting operation unit 41 is inclined toward the front. That is, the display surface of the counting operation unit 41 is inclined so that the front side is lower and the back side is higher. Accordingly, the operating surface of the counting button 41b is also inclined toward the front. That is, the operating surface of the counting button 41b is also inclined so that the front side is lower and the back side is higher. As a result, when pressing the counting button 41b, the direction in which the button is pressed is not vertical, but in a direction inclined toward the back (downward and diagonally toward the back). This makes it easier to press the counting buttons 41b compared to when the display surface of the counting operation unit 41 (the operating surface of the counting buttons 41b) is arranged horizontally, thereby improving the operability of the counting buttons 41b. Furthermore, compared to the case where the display surface of the counting operation unit 41 (the ball count display unit 41a) is arranged horizontally, the situation in which the light emitted from the frame lamp 20 and the board lamp 21 (described later) is reflected on the ball count display unit 41a is suppressed, and the situation in which the visibility of the ball count displayed on the ball count display unit 41a is reduced is suppressed. Furthermore, compared to the case where the display surface of the counting operation unit 41 (ball count display unit 41a) is arranged horizontally, the situation in which the ball count (light emission) displayed on the ball count display unit 41a is reflected on the transparent plate 4a is suppressed, and the light from the ball count display unit 41a is reflected off the transparent plate 4a and visible, which prevents the visibility of the game balls flowing down the game area 30 of the game board 11 from being obstructed from the player's perspective, and also prevents the illumination effect by the board lamps 21 from being obstructed, thereby preventing a decrease in the enjoyment of the game.

[0016] The counting operation unit 41 is located on the upper surface of the lower decorative unit 40. In the pachinko machine 1, the launch handle unit 6 (launch handle) is located to the right of the lower decorative unit 40 when viewed from the front. Therefore, in this embodiment, the counting operation unit 41 is located to the left of the center of the lower decorative unit 40 in the left-right direction (i.e., on the opposite side of the launch handle unit 6). This makes it possible for the player to operate the launch handle unit 6 (launch handle) with their right hand while operating the counting button 41b with their left hand, thereby improving operability when performing counting operations while playing the game. In particular, in this embodiment, the dedicated unit UN is located on the left side of the pachinko machine 1 when viewed from the front. By positioning the counting operation unit 41 to the left of the center of the lower decorative unit 40 in the left-right direction (i.e., on the side of the dedicated unit UN), it becomes possible to narrow the distance between the display device of the dedicated unit UN and the ball count display unit 41a compared to when the counting operation unit 41 is positioned to the right of the center of the lower decorative unit 40 in the left-right direction (i.e., on the opposite side of the dedicated unit UN), thereby shortening the distance the eyes have to move when performing counting and ball dispensing operations. Furthermore, in this embodiment, as will be described later, a game board 11 (game area 30) is equipped with a game board lamp 21 consisting of multiple light-emitting elements. In this case, when viewed from the front, if the front of the game board 11 (game area 30) is divided into two halves by a vertical line passing through the center in the left-right direction, the number of light-emitting elements (light-emitting elements constituting the game board lamp 21) located in the area to the left of the vertical line passing through the center in the left-right direction is less than the number of light-emitting elements (light-emitting elements constituting the game board lamp 21) located in the area to the right of the vertical line passing through the center in the left-right direction. In particular, when viewed from the front, if the front of the game board 11 (game area 30) is divided into four sections horizontally and vertically by a vertical line passing through the center in the left-right direction and a horizontal line passing through the center in the up-down direction, the number of light-emitting elements (light-emitting elements that make up the game board lamps 21) located to the left of the vertical line passing through the center in the left-right direction and below the horizontal line passing through the center in the up-down direction is less than the number of light-emitting elements (light-emitting elements that make up the game board lamps 21) located in each of the other areas (the area to the left of the vertical line passing through the center in the left-right direction and above the horizontal line passing through the center in the up-down direction, the area to the right of the vertical line passing through the center in the left-right direction and below the horizontal line passing through the center in the up-down direction, and the area to the right of the vertical line passing through the center in the left-right direction and above the horizontal line passing through the center in the up-down direction). Furthermore, the counting operation unit 41 is located to the left of the center in the left-right direction of the lower decorative unit 40 (i.e., on the side with fewer light-emitting elements that make up the game board lamps 21). This prevents the light from the panel lamp 21 from reflecting onto the ball count display unit 41a, thereby preventing a decrease in the visibility of the ball count displayed on the ball count display unit 41a.

[0017] A wall portion 44 is provided on the upper front side of the lower decorative unit 40. The wall portion 44 is formed to extend upward (rise) from the upper front side of the lower decorative unit 40 toward the rear. The wall portion 44 is provided to extend along the left-right direction at a position on the front side of the counting operation unit 41 and above the third sound generating device 22. In this case, the wall portion 44 is formed in a wall shape so as to face (block) the front side of the counting operation unit 41. The front surface of the wall section 44 is smoothly continuous with the front surface of the lower decorative unit 40 (the front surface of the third sound generating device 22). As shown in Figure 2, the back surface of the wall section 44 is composed of an inclined surface 44a and a vertical surface (not shown). The inclined surface 44a is an inclined surface that extends from the top of the wall section 44 toward the back and toward the downward. The vertical surface is a vertical surface that extends toward the downward from the lower end of the inclined surface 44a. In particular, the counting operation unit 41 is positioned so that the player can press the counting button 41b while their hand is resting on the wall portion 44 formed on the front side of the lower decorative unit 40 (with part of their palm in close contact). Specifically, the player can grip a part of the lower decorative unit 40 by placing each finger of their left hand on the inclined surface 44a or the vertical surface of the wall portion 44, and can firmly place their left hand on the lower decorative unit 40 while supporting the weight of their left hand. The counting operation unit 41 is positioned so that the player can press the counting button 41b simply by moving their fingers (especially their index finger) while their fingers are resting on the wall portion 44. At this time, the inclined surface 44a allows the fingertips to be positioned so that they extend toward the counting button 41b, while the vertical surface increases the gripping force of the fingertips on the wall portion 44, preventing hand tremors. As a result, the operability of the counting button 41b can be improved. Furthermore, in this embodiment, the top of the wall portion 44 is positioned higher than the top of the counting button 41b. This makes it easier to press the counting button 41b with a fingertip. Furthermore, in this embodiment, when viewed from the front, the top of the wall portion 44 is inclined such that the outer side in the left-right direction (the left side in this embodiment) is lower and the inner side in the left-right direction (the right side in this embodiment) is higher. This makes it easier for the player to place each finger of their left hand on the wall portion 44.

[0018] Here, when the player places each finger of their left hand on the wall 44, the palm of their left hand is positioned in front of the third sound generator 22 (covering the third sound generator 22). In this configuration, when the counting operation is performed, the third sound generator 22 may output a low-frequency sound (inaudible range). This makes it possible to feel a slight vibration in the player's left hand each time the counting operation is performed, thereby notifying the player that the counting operation has been performed. For example, in this embodiment, when the number of balls held is 1 or more, each time the counting button 41b is short-pressed (a counting operation in which the duration of pressing the counting button 41 is less than the reference time), the 1st predetermined number (1 in this embodiment) is subtracted from the number of balls held, and a counting command specifying the 1st predetermined number is sent from the frame control board 400 to the dedicated unit UN. On the other hand, when the number of balls held is 250 or more, each time the counting button 41b is long-pressed (a counting operation in which the duration of pressing the counting button 41 is equal to or greater than the reference time), the 2nd predetermined number is subtracted from the number of balls held, and a counting command specifying the 2nd predetermined number is sent from the frame control board 400 to the dedicated unit UN. Therefore, it is also possible to configure the system so that each time the counting button 41b is pressed and held, a deep bass sound (inaudible frequency range) is output from the third sound generator 22, and each time the counting button 41b is pressed and held, a deep bass sound (inaudible frequency range) is not output from the third sound generator 22. This makes it possible to cause a slight vibration in the player's left hand each time a second predetermined number of balls are transmitted from the frame control board 400 to the dedicated unit UN, thereby notifying the player that a second predetermined number of balls has been transmitted. Furthermore, if the counting button 41b is operated continuously for 4 seconds or more, even if the player releases their fingers from the counting button 41b, the system can be configured to treat the counting button 41b as having been pressed and held for the subsequent period, and a "total counting" process is performed in which all the balls are counted in second predetermined increments. It is preferable that the "total counting" process be configured so that it can be canceled by the player operating the counting button 41b while there are still balls remaining, thereby allowing the player to continue using some of their remaining balls for gameplay.

[0019] The setting button unit 42 is located on the upper surface of the lower decorative unit 40. The setting button unit 42 includes a light intensity adjustment button 42a, a volume adjustment button 42b, and a directional pad button 42c. The light intensity adjustment button 42a consists of two operating parts (a first operating part and a second operating part) that can be pressed by the player. Inside the setting button unit 42, there is a light intensity adjustment switch 24 (see Figure 8) that detects the pressing operation of each operating part. The light intensity adjustment switch 24 outputs a first detection signal to the performance control board 300 each time the first operating part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operating part is pressed. The light intensity adjustment button 42a is used to adjust the light intensity of the frame lamp 20 and the panel lamp 21.

[0020] The volume adjustment button 42b consists of two operating parts (a third operating part and a fourth operating part) that can be pressed by the player. Inside the setting button unit 42, there is a volume adjustment switch 25 (see Figure 8) that detects the pressing of each operating part. The volume adjustment switch 25 outputs a third detection signal to the performance control board 300 each time the third operating part is pressed, and outputs a fourth detection signal to the performance control board 300 each time the fourth operating part is pressed. The volume adjustment button 42b is used to adjust the volume output from the sound generator 22. The directional pad buttons 42c consist of four control buttons (up key button, down key button, left key button, and right key button) that can be pressed by the player. Inside the setting button unit 42, there is a directional pad switch 26 (see Figure 8) that detects the pressing of each control button. The directional pad switch 26 outputs a fifth detection signal to the performance control board 300 each time the up key button is pressed, a sixth detection signal to the performance control board 300 each time the down key button is pressed, a seventh detection signal to the performance control board 300 each time the left key button is pressed, and an eighth detection signal to the performance control board 300 each time the right key button is pressed. The directional pad buttons 42c are used to set various effects on the menu screen.

[0021] The performance button unit 43 is located on the upper surface of the lower decorative unit 40. The performance button unit 43 includes a performance button 5b. The performance button 5b can be pressed by the player. Inside the performance button unit 43 is a performance button switch 27 (see Figure 8) that detects when the performance button 5b is pressed. The performance button switch 27 outputs a predetermined detection signal to the performance control board 300 (see Figure 8) each time the performance button 5b is pressed. The performance button 5b is used in button effects (effects that suggest the result of the special symbol lottery, which will be described later) that are performed during gameplay.

[0022] As described above, the front door unit 4 can be opened and closed relative to both the inner frame unit 3 and the outer frame unit 2. In this embodiment, the outer frame unit 2, the inner frame unit 3, and the front door unit 4 are provided with a hinge mechanism at the left end in the left-right direction, and are fixed to each other by this hinge mechanism. As a result, as shown in Figure 1, the front door unit 4 can be opened and closed (opened) on the right side in the left-right direction (hereinafter also referred to as the "open side") relative to the inner frame unit 3 and the outer frame unit 2. In this embodiment, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, directional key button 42c) and the effect button unit 43 (effect button 5b) are positioned on the open side (right side in this embodiment) in the left-right direction relative to the counting operation unit 41 (counting button 41b). Also, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, directional key button 42c) is positioned on the open side (right side in this embodiment) in the left-right direction relative to the effect button unit 43 (effect button 5b). Here, during the development and shipment of the pachinko machine 1, it is necessary to check the operation of the counting button 41b by pressing it with the front door unit 4 open. At this time, if either the setting button unit 42 or the performance button unit 43 overlaps the counting button 41b when viewed from the open side in the left-right direction (right side in this embodiment), it becomes difficult to operate the counting button 41b. In other words, if the counting button 41b is obscured by either the setting button unit 42 or the performance button unit 43 when viewed from the open side in the left-right direction (right side in this embodiment), it becomes difficult to operate the counting button 41b. Therefore, in the pachinko machine 1, when the counting button 41b is viewed from the open side in the left-right direction (the right side in this embodiment), the setting button unit 42 and the performance button unit 43 are configured not to overlap the counting button 41b (at least a part of the counting button 41b). In other words, when the counting button 41b is viewed from the open side in the left-right direction (the right side in this embodiment), the setting button unit 42 and the performance button unit 43 do not conceal the counting button 41b (at least a part of the counting button 41b).

[0023] Specifically, as shown in Figure 3, the height of the performance button unit 43 (performance button 5b) (the height of the top of the performance button 5b) is higher than the height of the counting operation unit 41 (counting button 41b) (the height of the top of the counting button 41b). Therefore, in terms of position in the front-to-back direction, the performance button unit 43 (performance button 5b) is positioned such that the position of the counting operation unit 41 (counting button 41b) is shifted towards the front relative to the position of the operation unit 41 (counting button 41b). In other words, the performance button unit 43 (performance button 5b) is positioned such that the rear end of the performance button unit 43 is located further forward than the front end of the counting operation unit 41 (counting button 41b). Furthermore, regarding the vertical position, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, directional pad button 42c) is positioned such that its position is shifted downward relative to the position of the operation unit 41 (counting button 41b). In other words, the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, directional pad button 42c) is positioned such that its height (the height of the tops of the light intensity adjustment button 42a, volume adjustment button 42b, and directional pad button 42c) is lower than the height of the counting operation unit 41 (counting button 41b).

[0024] In particular, in this embodiment, as shown in Figure 2, when viewing the pachinko machine 1 from above, if we define the first virtual line L1 as the virtual line extending along the left-right direction that passes through the upper end (rear end) of the operating surface of the counting button 41b, and the second virtual line L2 as the virtual line passing through the lower end (front end) of the operating surface of the counting button 41b, then the first virtual line L1 and the second virtual line L2 are configured so as not to overlap with the performance button unit 43 (performance button 5b). This makes it possible to prevent the performance button unit 43 from overlapping with the counting button 41b (at least a part of the counting button 41b) when viewed from the open side in the left-right direction (the right side in this embodiment). Furthermore, in this embodiment, when the pachinko machine 1 is viewed from above, the first virtual line L1 and the second virtual line L2 are configured to overlap with the setting button unit 42 (light intensity adjustment button 42a, volume adjustment button 42b, and directional key button 42c). This makes it possible to press the counting button 41b, light intensity adjustment button 42a, volume adjustment button 42b, and directional key button 42c simply by moving the hand linearly in the left-right direction (left-right direction as shown in Figure 2) during the development and shipment of the pachinko machine 1, thereby making it easy to verify the operation of each button.

[0025] The launch handle unit 6 comprises a launch handle (not shown), a touch sensor 411 (see Figure 8), and a launch stop button (not shown). The launch handle can be rotated by the player. Inside the launch handle unit 6 is a launch volume 410 (see Figure 8) that detects the angle at which the launch handle is rotated. The launch volume 410 outputs a detection signal corresponding to the detected angle to the frame control board 400 (see Figure 8). The touch sensor 411 detects contact (grasp) of the launch handle by the player based on changes in capacitance. When contact with the launch handle by the player is detected, the touch sensor 411 outputs a touch signal to the frame control board 400 (setting the touch signal to ON). On the other hand, when contact with the launch handle by the player is not detected, the touch sensor 411 stops outputting the touch signal to the frame control board 400 (setting the touch signal to OFF). The firing stop button can be pressed by the player. Inside the firing handle unit 6 is a firing stop switch 412 (see Figure 8) that detects when the firing stop button is pressed. When the firing stop button is not pressed, the firing stop switch 412 outputs a firing stop signal to the frame control board 400 (setting the firing stop signal to the ON state). On the other hand, when the firing stop button is pressed, the firing stop switch 412 stops outputting the firing stop signal to the frame control board 400 (setting the firing stop signal to the OFF state).

[0026] (Game board unit 10) Next, the configuration of the game board unit 10 will be explained. Figure 5 shows the front view of the game board, and schematically illustrates the parts that are particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is mounted inside the inner frame of the inner frame unit 3. As a result, the game board unit 10 is positioned on the rear side of the front door unit 4. The player can then see the game board 11 (game area 30), which will be described later, through the transparent plate 4a. In this embodiment, the game area 30, which will be described later, is formed between the back of the transparent plate 4a and the front of the game board 11. As shown in Figure 5, the game board unit 10 comprises a game board 11 and various display devices (image display device 31, board lamps 21, etc.) attached to the game board 11.

[0027] The game board 11 is formed from resin in a flat plate shape. The game board 11 has a game area 30 formed on its surface, through which game balls launched in response to the rotation of the launch handle flow down. In this embodiment, the front surface (board surface) of the game board 11 is formed as a game area 30, consisting of a left game area RL formed to the left of the image display device 31 (display screen 31a) and a right game area RR formed to the right of the image display device 31. The player can then launch (inject) game balls into the desired game areas RL and RR by adjusting the amount of rotation of the launch handle. Specifically, the front of the game board 11 has a launching passage r1 through which the game balls launched in response to the rotation of the launching handle pass, and a guidance passage r2 that guides the launched game balls to the right-side game area RR. Then, the game ball launched in response to the rotation of the launch handle passes through the launch passage r1 and flows into the game area. If the momentum of the launched game ball is weak, the game ball that passes through the launch passage r1 flows into the left game area RL. On the other hand, if the momentum of the launched game ball is strong, the game ball that passes through the launch passage r1 passes through the guidance passage r2 and flows into the right game area RR.

[0028] In the left-hand game area RL, multiple paths are formed as routes (passages) for the game balls to flow down. By adjusting the amount of rotation of the launch handle, the player can launch (direct) the game balls into the intended path. The left-side game area RL is provided with a first starting opening 51, an upper left other prize opening 55a, a left-center other prize opening 55b, and a lower left other prize opening 55c.

[0029] The first starting port 51 is formed in a pocket shape. The first starting port 51 is open upwards, allowing game balls to be inserted at all times. The first starting port 51 allows game balls to be inserted as they flow down the left game area RL. A special symbol 1 start port switch 101 (see Figure 8) is located on the back side of the game board 11. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (a game ball entering the first start port 51). The main control board 200 performs the first special symbol lottery in response to the detection signal input from the special symbol 1 start port switch 101.

[0030] Each of the other prize entry points 55a to 55c is formed in a pocket shape. Each of the other prize entry points 55a to 55c opens upwards, allowing game balls to be entered at all times. Each of the other prize entry points 55a to 55c allows game balls flowing down the left game area RL to be entered. A left prize slot switch 106 (see Figure 8) is located on the back side of the game board 11. The left prize slot switch 106 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the upper left prize slot 55a (entry of a game ball into the upper left prize slot 55a), a game ball entering the left middle prize slot 55b (entry of a game ball into the left middle prize slot 55b), and a game ball entering the lower left prize slot 55c (entry of a game ball into the lower left prize slot 55c). The main control board 200 sends a prize ball designation command to the frame control board 400 in response to the detection signal input from the left prize slot switch 106. In the left-hand game area RL, multiple pins (not shown) are arranged to guide the game balls to each of the winning slots 51, 55a to 55c.

[0031] The game board 11 is composed of an upper attacker unit 70 and a lower attacker unit 80. The upper attacker unit 70 and the lower attacker unit 80 are separate units. The lower attacker unit 80 is positioned below (downstream of) the upper attacker unit 70. In the game board 11, the upper attacker unit 70 and the lower attacker unit 80 form the right-side game area RR. In this case, the upper attacker unit 70 forms the upstream side of the right-side game area RR, and the lower attacker unit 80 forms the downstream side of the right-side game area RR. The upper attacker unit 70 is composed of a starting gate 41, a second starting opening 52, and a second large prize opening 54. The lower attacker unit 80 is composed of a first large prize opening 53 and other prize openings 56.

[0032] A starting gate 41 is located at the uppermost part of the right-side area RR. The starting gate 41 is designed to allow game balls to pass through at all times. The starting gate 41 allows game balls flowing down the right-side game area RR to pass through. A gate switch 104a (see Figure 8) is installed at the starting gate 41. The gate switch 104a outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the starting gate 41 (the game ball passing through the starting gate 41). The main control board 200 performs a normal symbol lottery in response to the input of the detection signal from the gate switch 104a.

[0033] A second starting port 52 is provided downstream of the starting gate 41 in the right-side area RR. The second starting port 52 allows game balls flowing down the right-side game area RR to enter. The second starting port 52 opens upward. The second starting port 52 is provided with a standard electric mechanism (standard electric mechanism) 52a that can be displaced between a closed state that makes it difficult (impossible) for game balls to enter the second starting port 52 and an open state that makes it easy (possible) for game balls to enter the second starting port 52. The standard electric mechanism 52a is opened and closed by the standard electric mechanism solenoid 64 (see Figure 8). Normally, the standard electric mechanism 52a is closed at the second start port 52, making it impossible for game balls to enter. However, when the standard symbol lottery is won, the standard electric mechanism 52a is opened, allowing game balls to enter. A special symbol 2 start port switch 102 (see Figure 8) is installed inside the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (the entry of a game ball into the second start port 52). The main control board 200 executes the second special symbol lottery in response to the detection signal input from the special symbol 2 start port switch 102.

[0034] Downstream of the second starting opening 52 in the right-side area RR, there is a second large prize opening 54. The second large prize opening 54 allows game balls flowing down the right-side game area RR to enter. The second large prize opening 54 opens upwards. The second large prize opening 54 is equipped with a second special electric mechanism (special electric mechanism) 54a that can be displaced between a closed state that makes it difficult (impossible) for game balls to enter the second large prize opening 54 and an open state that makes it easy (possible) for game balls to enter the second large prize opening 54. The second special electric mechanism 54a is opened and closed by the second large prize slot solenoid 66 (see Figure 8). Normally, the second special electric mechanism 54a is closed, making it impossible for game balls to enter the second large prize slot 54. However, when a jackpot is triggered, the second special electric mechanism 54a is opened, allowing game balls to enter. A second count switch 103b (see Figure 8) is installed inside the second large prize opening 54. The second count switch 103b outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second large prize opening 54 (the entry of a game ball into the second large prize opening 54). The main control board 200 sends a prize ball designation command to the frame control board 400 in response to the detection signal input from the second count switch 103b.

[0035] Downstream of the second large prize opening 54 in the right-side area RR, the first large prize opening 53 is located. The first large prize opening 53 allows game balls flowing down the right-side game area RR to enter. The first large prize opening 53 opens upwards. The first large prize opening 53 is equipped with a first special electric mechanism (special electric mechanism) 53a that can be displaced between a closed state that makes it difficult (impossible) for game balls to enter the first large prize opening 53 and an open state that makes it easy (possible) for game balls to enter the first large prize opening 53. The first special electric mechanism 53a is opened and closed by the first large prize slot solenoid 65 (see Figure 8). Normally, the first special electric mechanism 53a is closed, making it impossible for game balls to enter the first large prize slot 53. However, when a minor win occurs, the first special electric mechanism 53a is opened, allowing game balls to enter. A first count switch 103a (see Figure 8) is installed inside the first large prize opening 53. The first count switch 103a outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first large prize opening 53 (the entry of a game ball into the first large prize opening 53). In response to the detection signal input from the first count switch 103a, the main control board 200 sends a prize ball designation command to the frame control board 400. Furthermore, the first large prize opening 53 is provided with a V-region (not shown), a discharge region (not shown), and a distribution means 53b that distributes the game balls that enter the first large prize opening 53 to either the V-region or the discharge region. A V-region switch 105a (see Figure 8) is installed in the V-region. The V-region switch 105a outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the V-region (passage of a game ball through the V-region). The main control board 200 triggers a jackpot game state upon receiving the detection signal from the V-region switch 105a. A discharge area switch 105b (see Figure 8) is installed in the discharge area. The discharge area switch 105b outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the discharge area (passage of the game ball through the discharge area). The main control board 200 performs a determination of an improper prize entry error based on the detection signal input from the first count switch 103a, the detection signal input from the V area switch 105a, and the detection signal input from the discharge area switch 105b. The sorting means 53b can be displaced between a V-passing state, in which game balls that enter the first large prize opening 53 can be sorted into the V-area, and a non-V-passing state, in which game balls that enter the first large prize opening 53 can be sorted into the discharge area. That is, when the sorting means 53b is displaced into the V-passing state, all game balls that enter the first large prize opening 53 are sorted into the V-area. On the other hand, when the sorting means 53b is displaced into the non-V-passing state, all game balls that enter the first large prize opening 53 are sorted into the discharge area (making it impossible for game balls that enter the first large prize opening 53 to pass through the V-area). The distribution means 53b is displaced by the V distribution solenoid 67 (see Figure 8). Game balls that enter the first large prize opening 53 are first detected by the first count switch 103a, and then sorted by the sorting means 53b to one of the areas (passages) of the V area and the discharge area. After passing through that area (passage), they are discharged to the back side (out passage) of the game board 11.

[0036] Downstream of the first major prize-winning opening 53 in the right-side area RR, there is another prize-winning opening 56. The other prize-winning opening 56 allows game balls flowing down the right-side game area RR to enter. The other prize slot 56 is an upward-opening ball entry slot, allowing game balls to enter at all times. Above the other prize slot 56, several pins (not shown) are arranged, and the arrangement of these pins adjusts the ball entry rate into the other prize slot 56 (the ratio of the number of game balls that enter the other prize slot 56 to the number of game balls that pass through the first large prize slot 53). In this embodiment, the ball entry rate into the other prize slot 56 is adjusted to approximately 55 / 100. A right prize slot switch 104b (see Figure 8) is located inside the other prize slot 56. The right prize slot switch 104b outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the other prize slot 56 (a game ball entering the other prize slot 56). The main control board 200 sends a prize ball designation command to the frame control board 400 in response to the detection signal input from the right prize slot switch 104b.

[0037] To the right of the other prize-winning openings 56 in the right-side area RR, an out-out opening 57 is provided. The out-out opening 57 allows game balls flowing down the right-side game area RR to enter. Outlet 57 opens to the right, allowing game balls to be inserted at all times. Furthermore, at the downstream end of the game area 30, there is an outlet 58 for discharging game balls that did not enter (win) any of the winning pockets 51-56. Here, the inner frame unit 3 includes an out passage (not shown) through which the game balls discharged from the game area 30 pass. Specifically, the out passage is attached to the back side of the inner frame of the inner frame unit 3. In the pachinko machine 1, all game balls launched into the game area 30 (all game balls discharged from the game area 30) are configured to pass through the out passage. That is, game balls launched into the game area 30 are discharged from the game area 30 and flow into the out passage by entering any of the winning holes 51-56 or by passing through the out holes 57 and 58. Specifically, game balls that enter each prize slot 51-56 are detected by switches 101, 102, 103a, 103b, 104b, 105a, 105b, and 106 located within the prize slot, and then guided to the out passage. Game balls discharged from the out slots 57 and 58 are also guided to the out passage. The inner frame unit 3 is equipped with an out-ball switch 571 (see Figure 8). The out-ball switch 571 outputs a detection signal to the frame control board 400 in response to the detection of game balls passing through the out passage (game balls discharged from the game area 30). As a result, all game balls discharged from the game area 30 are detected by the out-ball switch 571. Furthermore, multiple pins (not shown) are arranged in the game area 30 to guide the game balls into each of the winning slots 51-56.

[0038] A game lamp 21 (see Figure 8) is provided in the game area 30 of the game board 11. The game lamp 21 is composed of a light-emitting element (LED) that is driven by dynamic lighting control. The image display device 31 is composed of a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The image display device 31 has a display screen 31a capable of displaying performance images. The display of the image display device 31 is controlled by the performance control board 300. The display screen 31a can be configured with three first-effect symbol display areas a1 to a3 (not shown) on which the first-effect symbol z1 (not shown) is displayed, and one second-effect symbol display area a4 (not shown) on which the second-effect symbol z2 (not shown) is displayed. The first display symbol z1 is composed of identification information (symbols) such as numbers, letters, symbols, and characters. Each of the first display symbol display areas a1 to a3 allows for the display of the first display symbol z1 changing and stopping. The second display symbol z2 is composed of a color bar. The second display symbol display area a4 allows for the display of the second display symbol z2 changing and stopping. The display of changing symbols z1 and z2 refers to a display in which, in each of the first symbol display areas a1 to a3, the first symbol z1 moves (scrolls), and the type of the second symbol z2 displayed in the second symbol display area a4 changes (the color represented by the color bar changes sequentially). The display of stopped symbols z1 and z2 refers to a display in which one type of first symbol z1 is stopped at the lottery result display position in each first symbol display area a1 to a3, and one type of second symbol z2 is displayed in the second symbol display area a4 (the color bar represents a predetermined color). Then, the result of the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is displayed based on the combination of the first symbol z1 that is stopped and displayed in the three first symbol display areas a1 to a3, and the second symbol z2 that is stopped and displayed in the second symbol display area a4. Furthermore, the display screen 31a can be configured to include reserved symbol display areas b1 and b2 (not shown) where reserved symbol Hz (not shown) is displayed. The reserved symbol display area b1 displays the reserved symbol Hz corresponding to the start information during the notification display (special symbol variation display and stop display). The reserved symbol display area b2 displays the reserved symbol Hz corresponding to the start information for which the notification display is pending.

[0039] The game board 11 is equipped with a main display unit 60. The main display unit 60 is composed of multiple lighting elements (segments). Each lighting element is composed of a light-emitting element (LED in this embodiment). The display of the main display unit 60 is controlled by the main control board 200. The main display unit 60 displays information related to the game. Specifically, the main display unit 60 is composed of a special figure 1 display device, a special figure 2 display device, a general figure display device, and a status display device. Specifically, the main display unit 60 is composed of 32 lighting elements (LED1 to LED32). In the main display unit 60, LED1 to LED8 are the display devices for Feature Drawing 1, LED7 to LED16 are the display devices for Feature Drawing 2, LED17 to LED24 are the display devices for General Feature Drawing, and LED25 to LED32 are the display devices for Status.

[0040] The Special Symbol 1 display device is capable of displaying the fluctuations and stops of the first special symbol, which consists of numbers and symbols. The Special Symbol 1 display device then displays the result of the first special symbol lottery based on the first special symbol that is stopped. The Special Symbol 2 display device is capable of displaying the fluctuations and stops of the second special symbol, which consists of numbers and symbols. The Special Symbol 2 display device then displays the result of the second special symbol lottery based on the second special symbol that has stopped. Here, the display of special symbols (first special symbol or second special symbol) in the special symbol display device and the display of performance symbols z1 and z2 in the performance symbol display areas a1 to a4 are associated with the timing of when the variable display starts, when the stop display starts, and the lottery result indicated by the stopped display. Furthermore, if the first special symbol (stopped symbol) displayed on the special symbol 1 display device becomes a specific symbol (minor win symbol), or if the second special symbol (stopped symbol) displayed on the special symbol 2 display device becomes a specific symbol (minor win symbol), a minor win game state, which is advantageous to the player, is created.

[0041] The regular symbol display device is capable of displaying the fluctuations and stops of regular symbols, which consist of numbers, patterns, etc. The regular symbol display device then displays the result of the regular symbol lottery based on the regular symbols that have stopped. When the regular symbols displayed on the regular symbol display device become a specific symbol (a regular symbol winning symbol), a regular symbol winning game state, which is advantageous to the player, is created. The status display device shows the number of times the results of the first special symbol lottery are pending (Special Symbol 1 pending), the number of times the results of the second special symbol lottery are pending (Special Symbol 2 pending), the number of times the results of the regular symbol lottery are pending (Regular Symbol pending), and instructions to launch game balls into the right-side game area RR.

[0042] Furthermore, the pachinko machine 1 is equipped with detection sensors that can detect various abnormal conditions. In this embodiment, detection sensors such as a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, and a magnetic detection sensor 115 are provided. The glass frame release sensor 107 detects the opening of the front door unit 4 relative to the inner frame unit 3. The glass frame release sensor 107 then transmits a detection signal to the frame control board 400 in response to the opening of the front door unit 4 relative to the inner frame unit 3. The inner frame release sensor 108 detects the release of the inner frame unit 3 relative to the outer frame unit 2. In response to the release of the inner frame unit 3 relative to the outer frame unit 2, the inner frame release sensor 108 transmits a detection signal to the frame control board 400. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is installed on the game board 11. The vibration detection sensor 113 then transmits a detection signal to the main control board 200 in response to the detection of vibrations of the game board 11.

[0043] The radio wave detection sensor 114 detects radio waves generated around the game board 11. In this embodiment, two radio wave detection sensors 114 are installed in the game board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of radio waves. The magnetic detection sensor 115 detects the magnetic field generated around the game board 11. In this embodiment, the magnetic detection sensor 115 is installed on the game board 11. The magnetic detection sensor 115 then transmits a detection signal to the main control board 200 in response to the detection of a magnetic field.

[0044] (Circulation unit 500) Next, we will explain the configuration of the circulation unit 500. Figure 6 is a front view of the circulation unit 500. Figure 7 shows the circulation unit 500 with some parts removed, as shown in Figure 6. The circulation unit 500 is supported by the inner frame unit 3. Specifically, the circulation unit 500 is mounted inside the inner frame of the inner frame unit 3. In this case, the circulation unit 500 is mounted on the underside of the game board unit 10. As a result, the circulation unit 500 is positioned on the rear side of the front door unit 4. As shown in Figures 6 and 7, the circulation unit 500 is composed of a storage tank 510, a lifting unit 520, a cleaning unit 530, a ball passage 540, a rectifier 550, and a discharge device 560. As described above, all game balls launched into the game area 30 (all game balls discharged from the game area 30) flow into the out passage. That is, game balls launched into the game area 30 are discharged from the game area 30 and flow into the out passage by entering any of the prize winning openings 51 to 56, or by passing through the out openings 57 and 58. After the game balls that have flowed into the out passage are detected by the out ball switch 571, they flow into the storage tank 510 via the discharge opening 501. Furthermore, among the game balls launched by the launching device 560, those that do not reach the game area 30 (hereinafter referred to as "foul balls") flow into the foul passage 501. The circulation unit 500 is equipped with a foul ball switch 572 (see Figure 8). The foul ball switch 572 outputs a detection signal to the frame control board 400 in response to the detection of game balls passing through the foul passage 501. After the game balls that have flowed into the foul passage 501 are detected by the foul ball switch 572, they flow into the storage tank 510.

[0045] The storage tank 510 is capable of storing multiple game balls. The game balls stored in the storage tank 510 are guided to the lifting unit 520 located downstream of the storage tank 510. The storage tank 510 is equipped with a circulating ball excess sensor 573 and a circulating ball shortage sensor 574. The circulating ball excess sensor 573 outputs a detection signal to the frame control board 400 when it detects that the number of game balls stored in the storage tank 510 (i.e., game balls circulating within the pachinko machine 1) exceeds an upper limit (for example, 49 balls) (circulating ball excess state). The circulating ball shortage sensor 574 outputs a detection signal to the frame control board 400 when it detects that the number of game balls stored in the storage tank 510 is less than a lower limit (for example, 43 balls) (circulating ball shortage state). The storage tank 510 is equipped with a ball release lever 502. By operating the ball release lever 502, it is possible to discharge the game balls stored in the storage tank 510 to the outside.

[0046] The lifting unit 520 lifts the game balls, which have been brought in from the storage tank 510, to the ball passage 540. The lifting unit 520 consists of a screw conveyor 521 that lifts the game balls to the ball passage 540 and a lifting motor 522 that rotates the screw conveyor 521. When the lifting motor 522 is driven, the screw conveyor 521 rotates, and the game balls, which have been brought in from the storage tank 510, are lifted upward by the screw conveyor 521 and reach the ball passage 540. The cleaning unit 530 is positioned to the side of the screw conveyor 521. The cleaning unit 530 includes polishing rollers 531 that polish the game balls being lifted by the screw conveyor 521. The ball passage 540 is a sloping passage that is lower on the right side. A rectifier 550 is located downstream of the ball passage 540. A launching device 560 is located downstream of the rectifier 550. The rectifier 550 includes a rectifier solenoid 551 that sends game balls to the launching device 560. A rectifier inlet sensor 552 is located at the inlet of the rectifier 550. The rectifier inlet sensor 552 outputs a detection signal to the frame control board 400 in response to the detection of a game ball located at the inlet of the rectifier 550. A rectifier outlet sensor 553 (see Figure 8) is located at the outlet of the rectifier 550. The rectifier outlet sensor 553 outputs a detection signal to the frame control board 400 in response to the detection of a game ball located at the outlet of the rectifier 550. The launching device 560 includes a hammer (not shown) that launches the game balls sent from the rectifier 550, and a launching motor 561 (see Figure 8) that rotates the hammer. The game balls that reach the ball passage 540 flow down the ball passage 540 and reach the rectifier 550. When the launch handle is rotated, the rectifier solenoid 551 is driven, sending the game balls to the launching device 560, and the launching motor 561 is driven, causing the hammer to rotate and launch the game balls.

[0047] (Control system configuration) Next, the configuration of the control system in pachinko machine 1 will be explained. Figure 8 is a block diagram showing the configuration of the control system of a pachinko machine. Pachinko machine 1 is equipped with various control boards. As shown in Figure 8, the pachinko machine 1 is composed of a main control board 200, a performance control board 300, a frame control board 400, and a power supply circuit 600 that supplies power to each of the control boards 200, 300, 400, etc. Each control board 200, 300, and 400 is a microcomputer comprising a CPU (Central Processing Unit), a ROM (Read Only Memory) that stores programs related to the progress of the game and data necessary for the progress of the game, and a RAM (Random Access Memory) that serves as a temporary storage area used by the CPU to carry out processing based on the programs stored in the ROM.

[0048] (Main control board 200) The main control board 200 controls the progress of the game. The main control board 200 is composed of a CPU, ROM, RAM, input ports, output ports, etc. The input ports of the main control board 200 receive detection signals from the vibration detection sensor 113, the radio wave detection sensor 114, and the magnetic detection sensor 115. Furthermore, the input ports of the main control board 200 receive a RAM clear signal from the RAM clear switch, a detection signal from the key rotation detection switch 111, and a detection signal from the set value selection switch 112. Furthermore, the input ports of the main control board 200 receive detection signals from the first count switch 103a, the second count switch 103b, the V-area switch 105a, the discharge area switch 105b, the left prize slot switch 106, the Feature 1 start slot switch 101, the Feature 2 start slot switch 102, and the gate switches 104a and 104b. Furthermore, control commands from the frame control board 400 are input to the input port of the main control board 200. The output ports of the main control board 200 output signals for controlling the display of the main display unit 60, signals for controlling the display of the performance display device 61, and signals for controlling the display of the set value display device 62. Furthermore, the output ports of the main control board 200 output control signals for controlling the drive of the ordinary electric prize solenoid 64, the first large prize solenoid 65, the second large prize solenoid 66, and the V distribution solenoid 67. Furthermore, the output port of the main control board 200 transmits control commands to the performance control board 300 and also transmits control commands to the frame control board 400.

[0049] (Performance control board 300) The performance control board 300 controls the performance. Specifically, based on control commands received from the main control board 200, the performance control board 300 controls the display of performance images on the image display device 31, the lighting of each lamp 20, 21, the output of sound from the sound generator 22, the driving of motors that drive various movable parts (not shown), and so on. The performance control board 300 consists of a CPU, ROM, RAM, input ports, output ports, etc. The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, etc. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for calculation processing, etc. The CPU of the performance control board 300 determines the content of the performance to be executed based on the control commands received from the main control board 200. Then, according to the performance program (performance control table) corresponding to the determined content of the performance, it generates display control data, sound control data, lamp control data, motor control data, etc. Then, it outputs control signals based on each of the generated control data to the image display device 31, sound generator 22, each lamp 20, 21, each motor, etc. The input ports of the performance control board 300 receive detection signals from the light intensity adjustment switch 24, the volume adjustment switch 25, the directional key switch 26, and the performance button switch 27.

[0050] (Frame control board 400) The frame control board 400 controls the circulation and launch of game balls and manages the number of balls held. The frame control board 400 is composed of a CPU, ROM, RAM, input ports, output ports, etc. The input ports of the frame control board 400 receive detection signals from the glass frame release sensor 107, the inner frame release sensor 108, the firing volume 410, and the counting detection switch 23. Furthermore, the input ports of the frame control board 400 receive detection signals from the out ball switch 571, the foul ball switch 572, the excessive number of circulating balls sensor 573, the insufficient number of circulating balls sensor 574, the rectifier inlet sensor 552, and the rectifier outlet sensor 553. Furthermore, control commands from the main control board 200 are input to the input ports of the frame control board 400. The output ports of the frame control board 400 output control signals for controlling the drive of the lifting motor 522, control signals for controlling the drive of the rectifier solenoid 551, control signals for controlling the drive of the launching motor 561, and signals for controlling the display of the ball count display unit 41a. Furthermore, the output port of the frame control board 400 transmits control commands to the main control board 200 and also transmits control commands to the dedicated unit UN.

[0051] (Regarding the game state) Next, we will explain the game state defined in pachinko machine 1. In Pachinko Machine 1, it is possible to implement a time-saving control as an auxiliary control that is advantageous to the player. In the following explanation, the game state when the time-saving control is stopped will be referred to as the "normal state." The game state when the time-saving control is running will be referred to as the "time-saving state" or the "high base state." During normal gameplay (excluding the jackpot gameplay state described later), the right-hand play display device shows information designating the left-hand play area RL as the area from which the game balls should be launched. During normal gameplay, the game progresses by launching game balls into the left-hand play area RL. During the shortened play time state (high base state), the right-hand play display device displays information designating the right-hand play area RR as the area from which the game balls should be launched. During the shortened play time state, the game progresses by launching the game balls into the right-hand play area RR. During the time-saving state, compared to the normal state, the probability of the "long opening pattern" described later being selected as the opening pattern for the normal electric mechanism 52a when a "normal symbol win" is achieved through the normal symbol lottery is higher. Also, during the time-saving state, the base value is configured to be higher compared to the normal state. In particular, during the time-saving state, the game board and other components are configured so that the base value is a value indicating an increase in the number of balls held (specifically, a value exceeding 100%). On the other hand, during the normal state, the game board and other components are configured so that the base value is a value indicating a decrease in the number of balls held (specifically, a value less than 100%).

[0052] (Regarding various lotteries) Next, we will explain the various lotteries performed in Pachinko Machine 1.

[0053] (Regular design lottery) In pachinko machine 1, a regular symbol lottery is performed when a game ball passes through the starting gate 41. In this embodiment, only "regular symbol win" is defined as a result of the regular symbol lottery. However, it is also acceptable to have a configuration in which both "regular symbol win" and "loser" are defined as results of the regular symbol lottery. In the regular symbol lottery, the probability of winning a "regular symbol win" is 1 / 1. In this embodiment, the probability of winning a "regular symbol win" through the regular symbol lottery does not change depending on the game state. However, it is also acceptable to configure the system so that the probability of winning a "regular symbol win" through the regular symbol lottery performed during the time-saving state is higher than the probability of winning a "regular symbol win" through the regular symbol lottery performed during the normal state.

[0054] In Pachinko Machine 1, when a "regular symbol win" is achieved through the regular symbol lottery, the types of winning symbols ("regular symbol win symbols") selected are defined as "Regular Symbol Win Symbol 1" and "Regular Symbol Win Symbol 2". In the regular symbol lottery (regular symbol stop symbol determination), if you win a "regular symbol win," the probability of winning "regular symbol win symbol 1" is 65000 / 65536, and the probability of winning "regular symbol win symbol 2" is 536 / 65536. If you win with "Normal Winning Symbol 1," the normal symbol display will stop and display the normal symbol corresponding to "Normal Winning Symbol 1." On the other hand, if you win with "Normal Winning Symbol 2," the normal symbol display will stop and display the normal symbol corresponding to "Normal Winning Symbol 2."

[0055] If a "Normal Symbol Win" ("Normal Symbol Win Symbol 1" or "Normal Symbol Win Symbol 2") is won, the Normal Symbol Win game state is activated. In the Normal Symbol Win game state, the normal electric mechanism 52a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the second start opening 52. In this embodiment, the types of opening patterns (opening modes / opening and closing modes) of the ordinary electric mechanism 52a during the occurrence of a normal winning game state are defined as "short opening pattern" and "long opening pattern". The "short opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it difficult for game balls to enter the second start opening 52 while a normal win game state is occurring. In the "short opening pattern," compared to the "long opening pattern," the time during which the normal electric mechanism 52a is open while a normal win game state is occurring is shorter. Specifically, in the "short opening pattern," the number of times the normal electric mechanism 52a opens is set to 1, and the opening time of the normal electric mechanism 52a in each opening is set to 0.1 seconds. The "long opening pattern" is an opening pattern (opening mode / opening / closing mode) that facilitates the entry of game balls into the second start opening 52 while a normal win game state is occurring. In the "long opening pattern," compared to the "short opening pattern," the time during which the normal electric mechanism 52a is open while a normal win game state is occurring is longer. Specifically, in the "long opening pattern," the number of times the normal electric mechanism 52a opens is set to 1, and the opening time of the normal electric mechanism 52a for each time is set to 5.0 seconds.

[0056] If the "Normal Symbol Winning Symbol 1" is won based on the normal symbol lottery performed during the normal state, the "Short Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a during the normal symbol winning game state. On the other hand, if the "Normal Symbol Winning Symbol 2" is won based on the normal symbol lottery performed during the normal state, the "Short Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a during the normal symbol winning game state. As a result, if a "Normal Symbol Win" is won based on the normal symbol lottery performed during the normal state, the "Short Opening Pattern" is selected and set with a probability of 1 / 1. On the other hand, if the player wins "Normal Symbol Winning Symbol 1" based on the normal symbol lottery conducted during the time-saving state, the "Long Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a during the normal symbol win game state. On the other hand, if the player wins "Normal Symbol Winning Symbol 2" based on the normal symbol lottery conducted during the time-saving state, the "Long Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a during the normal symbol win game state. As a result, if the player wins "Normal Symbol Winning" based on the normal symbol lottery conducted during the time-saving state, there is a 1 / 1 probability that the "Long Opening Pattern" will be selected and set.

[0057] (Special design lottery) In addition, in pachinko machine 1, the entry of a game ball into the first starting port 51 triggers the first special symbol lottery, and the entry of a game ball into the second starting port 52 triggers the second special symbol lottery. In this embodiment, the results of the first special symbol lottery are defined as "Big Win" and "Loss". On the other hand, the results of the second special symbol lottery are defined as "Big Win", "Small Win", and "Loss". In the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), the probability of winning a "jackpot" is 1 / 300. In the second special symbol lottery, the probability of winning a "minor prize" is 1 / 10.

[0058] In Pachinko Machine 1, when a "jackpot" is won through the first special symbol lottery, the winning type (type of "jackpot symbol") selected is defined as "jackpot symbol 1" and "jackpot symbol 2". In the first special symbol lottery, if you win a "jackpot," the probability of winning "jackpot symbol 1" is 50 / 100, and the probability of winning "jackpot symbol 2" is 50 / 100. If you win with "Winning Symbol 1," the stop symbols corresponding to "Winning Symbol 1" will be displayed on the Special Symbol 1 display device. If you win with "Winning Symbol 2," the stop symbols corresponding to "Winning Symbol 2" will be displayed on the Special Feature 1 display device.

[0059] In Pachinko Machine 1, "Winning Symbol 3" is specified as the type of winning symbol (type of "winning symbol") selected when a "jackpot" is won through the second special symbol lottery. In the second special symbol lottery, if you win a "jackpot," the probability of winning "jackpot symbol 3" is 100 / 100. If you win with "Winning Symbol 3," the stop symbols corresponding to "Winning Symbol 3" will be displayed on the Special Feature 2 display device. Furthermore, in Pachinko Machine 1, "Small Win Symbol 1" is defined as the type of winning symbol (type of "small win symbol") selected when a "small win" is achieved through the second special symbol lottery. In the second special symbol lottery, if you win a "minor prize," the probability of winning "minor prize symbol 1" is 100 / 100. If you win with "Small Win Symbol 1," the stop symbol corresponding to "Small Win Symbol 1" will be displayed on the Special Feature 2 display device.

[0060] If you win with "Winning Symbol 1" to "Winning Symbol 3", a jackpot game state is activated. In the jackpot game state, the second special electric mechanism 54a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the second large prize entry opening 54. During a jackpot state, a predetermined number of rounds of gameplay are performed. If you win with "Jackpot Symbol 1" or "Jackpot Symbol 2," the number of rounds of gameplay is set to 5. On the other hand, if you win with "Jackpot Symbol 3," the number of rounds of gameplay is set to 10. Furthermore, if the player wins "Winning Symbol 1" to "Winning Symbol 3", the maximum opening time of the second special electric mechanism 54a in each round of gameplay is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when either of the following conditions is met: (1) the maximum open time has elapsed since the second special electric mechanism 54a was opened, or (2) the number of game balls that have entered the second large prize pocket 54 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment).

[0061] When the jackpot game state ends, a predetermined number of time-saving rounds is set. Then, in response to the end of the jackpot game state, time-saving control is started according to the set number of time-saving rounds. As a result, the time-saving state begins in response to the end of the jackpot game state. In this embodiment, the following time-saving control termination conditions (hereinafter referred to as "time-saving termination conditions") are defined: "Time-saving termination condition 1", "Time-saving termination condition 2", "Time-saving termination condition 3", and "Time-saving termination condition 4".

[0062] "Time-saving termination condition 1" is a condition based on the second special symbol lottery (special symbol win determination based on special symbol 2 game information). In other words, time-saving termination condition 1 is a condition based on the number of times the second special symbol is displayed in a variation. In this embodiment, time-saving termination condition 1 is met when the number of times special symbol 2 is varied during time-saving reaches the first time-saving number (predetermined number) set at the end of the big win game state. "Number of Special Symbol 2 Variations During Time Reduction" refers to the number of times the second special symbol variation is displayed during time reduction control. "Time-saving termination condition 2" is a condition based on the special symbol lottery (special symbol win / loss determination). In other words, time-saving termination condition 2 is a condition based on the number of times the special symbol is displayed in a variation. In this embodiment, time-saving termination condition 2 is met when the number of special symbol variations during time-saving reaches the second time-saving count set at the end of the jackpot game state. The "Number of Special Symbol Variations During Time-Saving Mode" is the sum of the number of times the first special symbol was displayed during time-saving control (time-saving control 1 or time-saving control 2) and the number of times the second special symbol was displayed during the same time-saving control (time-saving control 1 or time-saving control 2).

[0063] "Time-saving termination condition 3" is a condition based on winning a "jackpot" (jackpot game state). In this embodiment, time-saving termination condition 3 is met when a "jackpot" is won (when the jackpot game state occurs). If the third condition for ending the time-saving feature is met, the time-saving control (time-saving control 1 or time-saving control 2) will end when the display of the "jackpot symbol" stops. As a result, the time-saving control will be stopped while the jackpot game state is active. However, it is also acceptable for the time-saving control to be stopped even while the jackpot game state is active.

[0064] "Time-saving termination condition 4" is a condition based on the occurrence of a minor win failure. "Minor win failure" means that the passage of the game ball through the V area was not detected during the occurrence of the minor win game state (i.e., the big win game state could not be generated after the end of the minor win game state). In this embodiment, time-saving termination condition 4 is met when a minor win failure occurs.

[0065] If you win either "Big Win Symbol 1" or "Big Win Symbol 3," at the end of the big win game state, 100 rounds will be set as the first round of time-saving measures, and 105 rounds will be set as the second round of time-saving measures. Then, time-saving control will begin according to the end of the big win game state. On the other hand, if the "Big Win Symbol 2" is won, at the end of the big win game state, the first number of time-saving rounds is set to 0, and the second number of time-saving rounds is also set to 0. As a result, time-saving control is not started in response to the end of the big win game state, and the game state after the end of the big win game state returns to the normal state.

[0066] If the "minor win symbol 1" is hit, a minor win game state is activated. In the minor win game state, the first special electric mechanism 53a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the first large prize entry opening 53. During a minor win state, a predetermined number of minor win games are played. If the "minor win symbol 1" is hit, the number of minor win games is set to 1. Furthermore, if the "minor win symbol 1" is won, the maximum opening time of the first special electric mechanism 53a in each minor win game is set to a predetermined time (29.0 [s] in this embodiment). Each minor win game is terminated when either of the following conditions is met: (1) the maximum open time has elapsed since the first special electric mechanism 53a was opened, or (2) the number of game balls that have entered the first large prize pocket 53 during the execution of the minor win game has reached a predetermined upper limit (10 balls in this embodiment). Furthermore, during each minor win game, the distribution means 53b is displaced from a non-V-passing state to a V-passing state. In this case, during each minor win game, the distribution means is displaced from a non-V-passing state to a V-passing state in such a manner that it becomes easy (possible) for the game balls that enter the first major prize pocket 53 during the execution of the minor win game to pass through the V-area. As a result, if the "minor win symbol 1" is won, it becomes easy (possible) for the game balls to pass through the V-area while the minor win game state is occurring. Note that there may also be types of "minor win symbols" that make it difficult (impossible) for the game balls to pass through the V-area while the minor win game state is occurring.

[0067] If a game ball is detected passing through the V-area while a minor win game is in progress (i.e., if a game ball that entered the first major prize pocket 53 is detected passing through the V-area during the execution of a minor win game), a major win game state is triggered in accordance with the end of the minor win game state. In this case, if the "minor win symbol 1" is hit and the passage of the game ball through the V area is detected while the minor win game state is active, the number of rounds of gameplay will be set to 9. As a result, the minor win game will be treated as the first round of gameplay, and 10 rounds will be executed. Furthermore, if the "minor win symbol 1" is won and the passage of the game ball through the V area is detected while the minor win game state is occurring, the maximum opening time of the second special electric mechanism 54a in each round of game is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when either of the following conditions is met: (1) the maximum open time has elapsed since the second special electric mechanism 54a was opened, or (2) the number of game balls that have entered the second large prize pocket 54 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment). On the other hand, if the passage of a game ball through the V-area is not detected while a minor win game is in progress (if the passage of a game ball that entered the first major prize pocket 53 through the V-area is not detected during the execution of a minor win game = when a minor win failure occurs), the major win game state will not occur.

[0068] If the "minor win symbol 1" is hit and the passage of the game ball through the V area is detected while the minor win state is active, then at the end of the big win state, 100 rounds will be set as the first time-saving round and 105 rounds as the second time-saving round. Then, time-saving control will start in accordance with the end of the big win state. As a result, the game state after the end of the big win state will be the time-saving state.

[0069] (Regarding the progress of the game) Next, we will explain the progression of the game in pachinko machine 1. In pachinko machine 1, when a "jackpot" is won through a special symbol lottery (first special symbol lottery or second special symbol lottery), a jackpot game state is created in which it becomes possible (easy) for game balls to enter the second large prize entry point 54. Furthermore, if a "minor win" is achieved through the second special symbol lottery, a minor win game state is created in which it becomes possible (easy) for the game ball to enter the first major prize opening 53. Moreover, if it is detected that the game ball that entered the first major prize opening 53 has passed through the V area while the minor win game state is active, a major win game state is created in which it becomes possible (easy) for the game ball to enter the second major prize opening 54. Then, by getting the game balls into the second large prize slot 54, the player can win a large number of prize balls. In particular, in pachinko machine 1, the probability of a jackpot game state occurring based on the second special symbol lottery is higher than the probability of a jackpot game state occurring based on the first special symbol lottery. Specifically, in the first special symbol lottery, there is no "minor win" option as a result, so the jackpot game state is only triggered when a "jackpot" is won. The probability of winning a "jackpot" in the first special symbol lottery is set at 1 / 300. On the other hand, in the second special symbol lottery, the lottery results are set to either a "big win" or a "minor win." If a "big win" is achieved, the big win game state is activated. Conversely, if a "minor win" is achieved and the passage of a game ball through the V area is detected while the minor win game state is active, the big win game state is activated. In particular, the probability of winning a "big win" or a "minor win" in the second special symbol lottery is set to 31 / 300. Thus, in the second special symbol lottery, it is possible to trigger a big win game state via a minor win game state, and therefore the probability of triggering a big win game state is higher compared to the first special symbol lottery. As a result, in pachinko machine 1, obtaining the opportunity to draw the second special symbol is more likely to result in a jackpot than obtaining the opportunity to draw the first special symbol, making it more advantageous for the player.

[0070] In order to win the second special symbol lottery, it is necessary to win a "regular symbol win" in the regular symbol lottery, and while the regular symbol game state is occurring, to put a game ball into the second start opening 52 when the regular electric mechanism 52a is in the open state. In the pachinko machine 1, two opening patterns for the normal electric mechanism 52a during a normal winning game state are defined: a "short opening pattern" and a "long opening pattern." When the "short opening pattern" is selected, it becomes difficult for game balls to enter the second start port 52 during a normal winning game state. On the other hand, when the "long opening pattern" is selected, it becomes easy for game balls to enter the second start port 52 during a normal winning game state. In particular, during normal operation, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "short opening pattern" will be selected. As a result, during normal operation, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that it will be difficult for the game ball to enter the second starting opening 52 (making it difficult to obtain an opportunity for the second special symbol lottery). On the other hand, when the time-saving state (high base state) occurs, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "long opening pattern" will be selected. As a result, when the time-saving state occurs, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that it will be easier for the game ball to enter the second starting opening 52 (making it easier to obtain the opportunity for the second special symbol lottery).

[0071] Thus, during normal gameplay, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "short opening pattern" will be selected. As a result, even if a "regular symbol win" is achieved through the regular symbol lottery, it becomes virtually impossible to obtain an opportunity for the second special symbol lottery. Therefore, players will proceed with the game aiming to obtain an opportunity for the first special symbol lottery in order to transition the game state to the time-saving state. In other words, the game will proceed by shooting game balls towards the left-hand path with the aim of getting the game balls into the first starting opening 51. On the other hand, during the shortened time state (high base state), if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "long opening pattern" will be selected. This makes it easier to obtain an opportunity for the second special symbol lottery if a "regular symbol win" is achieved through the regular symbol lottery. Therefore, players will proceed with the game aiming to win the "long opening pattern" based on the regular symbol lottery in order to obtain an opportunity for the second special symbol lottery. In other words, the game will proceed by shooting the game balls towards the right-hand path with the aim of passing the game balls through the starting gate 41.

[0072] Specifically, if the "Big Win Symbol 1" is won in the first special symbol lottery performed during the normal state, the first number of time-saving rounds will be set to 100 rounds and the second number of time-saving rounds to 105 rounds, and the time-saving state (high base state) will start in accordance with the end of the big win game state. On the other hand, if the "Big Win Symbol 2" is won based on the first special symbol lottery performed during the normal state, the first time-saving rounds will be set to 0, and the second time-saving rounds will be set to 0, and the game state after the end of the big win game state will be the normal state. On the other hand, if the "Big Win Symbol 3" is won in the second special symbol lottery conducted during the time-saving state, the first number of time-saving rounds will be set to 100 rounds and the second number of time-saving rounds to 105 rounds, and the time-saving state (high base state) will start in accordance with the end of the big win game state. On the other hand, if the "minor win symbol 1" is won based on the second special symbol lottery performed during the shortened time state, and if the passage of the game ball through the V area is detected during the minor win game state, the first shortened time rounds will be set to 100 rounds and the second shortened time rounds to 105 rounds, and the shortened time state (high base state) will start in accordance with the end of the big win game state. On the other hand, if, while in a time-saving state (high base state), a jackpot game state is not triggered and the second special symbol variation display for the first time-saving round (specifically, 100 rounds) is executed, the game will revert to the normal state accordingly. In the following explanation, the jackpot game state that occurs when a "jackpot" ("jackpot symbol 1") is won through the first special symbol lottery performed during the normal state is referred to as the "first jackpot." The period from the start of the "first jackpot" until the game returns to the normal state is referred to as the "consecutive win period." Furthermore, among the fluctuation displays of the second special symbol performed during the execution of the time-saving control, the fluctuation display of the second special symbol on the first time-saving round (specifically, the 100th round) is referred to as the "final time-saving fluctuation." That is, in accordance with the execution of the final time-saving fluctuation, time-saving termination condition 1 is met, and the time-saving control ends. Also, when the time-saving control ends in accordance with the consumption of the first time-saving round, the second special symbol lottery that is held in reserve at the end of the time-saving control is referred to as the "remaining reserved special symbol 2."

[0073] (Control status managed by the main control board 200) Next, we will explain the control state managed by the main control board 200 (hereinafter referred to as the "game machine state"). In Pachinko Machine 1, the following game machine states are defined: playable state, setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, backup abnormal state, and complete function activated state. The RAM of the main control board 200 is provided with a game machine state flag area. The game machine state flag area stores (sets) values ​​corresponding to one of the six game machine states (specifically, playable state, setting change state, setting confirmation state, setting error state, RAM error state, and backup error state) as game machine state flags. Then, in the pachinko machine 1, a game machine state corresponding to the value stored in the game machine state flag area is generated.

[0074] "Game-ready state" means the game machine is in a state where gameplay can proceed. While the game-playable state is active, the execution of various processes (hereinafter referred to as "game progression processes") necessary to advance the game (special games and regular games) is permitted. This makes it possible to advance the game (regular games and special games). Furthermore, while the game is playable, the base value is displayed on the performance display device 61. In addition, information related to the game is displayed on the main display device 60.

[0075] The "setting change state" is a state in the gaming machine where it is possible to change the setting values ​​stored in the setting value area of ​​the RAM of the main control board 200. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when, at power-on, a detection signal is received from the inner frame open sensor 108, a detection signal is received from the key rotation detection switch 111, and a detection signal is received from the RAM clear switch (not shown). That is, when, at power-on, the inner frame unit 3 is open, the key rotation switch 111 is rotated to the ON position, and the RAM clear switch is pressed, the setting change state occurs. While the settings change state is active, the execution of game progression processing is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while the setting change state is active, the performance display device 61 displays the setting value stored in the setting value area. Also, all the lighting elements constituting the main display device 60 are turned off. In addition, security information (external information) is output to an external device. Furthermore, while the setting change state is active, the setting value stored in the setting value area can be changed by pressing the setting value selection switch 112. Then, while the setting change state is active, if the key rotation switch 111 is rotated to the OFF position, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.

[0076] The "settings confirmation state" is a gaming machine state in which the settings stored in the setting value area of ​​the RAM of the main control board 200 can be checked. The setting confirmation state occurs when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are met when, at power-on, a detection signal is received from the inner frame opening sensor 108, a detection signal is received from the key rotation switch 111, and no detection signal is received from the RAM clear switch. That is, when, at power-on, the inner frame unit 3 is open, the key rotation switch 111 is rotated to the ON position, and the RAM clear switch is not pressed, the setting confirmation state occurs. While the settings confirmation state is active, the execution of the game progression process is prohibited. As a result, the game (specifically, regular gameplay and special gameplay) is stopped. Furthermore, while the setting confirmation state is active, the performance display device 61 displays the setting value stored in the setting value area. This makes it possible to confirm the setting value stored in the setting value area. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. Furthermore, while the settings confirmation state is active, it is not possible to change the settings stored in the settings value area. Then, if the key rotation switch 111 is rotated to the OFF position while the setting confirmation state is active, the game-ready state is activated instead of the setting confirmation state.

[0077] "Setting Abnormal State" indicates that the gaming machine is in a state where a setting abnormality has occurred. The setting error state occurs when, while the game is playable, it is determined that the setting value set in the setting value range is not within the specified range. While an abnormal setting condition occurs, the execution of game progression processing is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a setting error occurs, the performance display device 61 displays an error code indicating the occurrence of a setting error. In addition, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a configuration error state, it is necessary to shut off and then power on the system to create a configuration change state.

[0078] "RAM abnormal state" indicates that the gaming machine is in a state where a RAM abnormality has occurred. A RAM abnormality condition occurs when a read / write abnormality in the RAM of the main control board 200 is detected upon power-up. While a RAM abnormality occurs, the execution of game progression processing is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a RAM abnormality occurs, the performance display device 61 displays an error code indicating the occurrence of a RAM abnormality. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a RAM abnormal state, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.

[0079] "Backup Anomaly State" indicates that a gaming machine is in a state where a backup anomaly has occurred. A backup error occurs when a backup error in the RAM of the main control board 200 (specifically, an error in the backup flag or an error in the checksum) is detected at power-on. While a backup error occurs, the execution of game progression processing is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a backup failure occurs, the performance display device 61 displays an error code indicating the occurrence of a backup failure. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a backup failure, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.

[0080] "Complete Function Activated" refers to the state of the gaming machine where the complete function, described later, is activated. While the complete function is activated, the execution of game progression processing is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped.

[0081] (Regarding the complete function) Next, I will explain the complete function installed in Pachinko Machine 1. Pachinko machine 1 is equipped with a complete function. The "Complete Function" is a function that makes it impossible to continue playing the game (restricts the progress of the game) when the number of balls remaining after the power has been turned on to the pachinko machine 1 reaches a predetermined number (95,000 balls in this embodiment). Specifically, the main control board 200 is configured with a ball count counter that counts the difference in the number of balls. When power is turned on to the pachinko machine 1, a predetermined initial value (100,000 [balls] in this modified example) is set in the ball count counter. Furthermore, the ball count counter continues to count the difference in the number of balls while the pachinko machine 1 is powered on. That is, each time a detection signal is input from each switch 101, 102, 103a, 103b, 104b, 106, the number of prize balls dispensed according to the number of game balls that enter the ball entry opening corresponding to that switch is added to the value of the ball count counter. Also, each time a detection signal is input from the out ball switch 571, "1" is subtracted from the value of the ball count counter. When the value of the ball count counter reaches a predetermined threshold (195,000 [balls] in this modified example), the game operation stop state is set. The "game operation stopped state" is a state in which it is impossible to continue playing the game using the pachinko machine 1 (a state in which the progress of the game is restricted). In this embodiment, both the complete function activated state and the firing stopped state are set as the game operation stopped state. Alternatively, the game operation stopped state may be configured so that at least one of the complete function activated state and the firing stopped state is set. The "launch stop state" is a state in which the launching operation of the launching device 560 to launch game balls is stopped (restricted) (made impossible). In other words, while the launch stop state is set, even if a detection signal is input from the launching volume 410, the launching operation of the launching device 560 to launch game balls will not be performed.

[0082] In this embodiment, if the value of the ball difference counter reaches a predetermined threshold while the special prize state (jackpot game state or minor prize game state) is not occurring (during the period when the special prize state is not occurring), the game operation stop state is immediately set. On the other hand, if the value of the ball difference counter reaches a predetermined threshold while the special prize state (jackpot game state or minor prize game state) is occurring (during the period when the special prize state is occurring), the game operation stop state is set after the end of the special prize state (the period during which the special prize state is occurring). Furthermore, in this embodiment, when a predetermined game operation stop state release condition is met, the game operation stop state is released, and the game becomes playable. At this time, the game operation stop state release condition is met when at least one of the above-mentioned setting change condition (when the RAM is cleared via the setting change state) and normal RAM clear condition (when the RAM is cleared without going through the setting change state) is met. As described above, the setting change conditions are met when, at power-on, a detection signal is received from the inner frame release sensor 108, a detection signal is received from the key rotation switch 111, and a detection signal is received from the RAM clear switch. Furthermore, the normal RAM clear condition is met when, at power-on, no detection signal is received from the inner frame release sensor 108, no detection signal is received from the key rotation switch 111, and a detection signal is received from the RAM clear switch.

[0083] In this embodiment, at a predetermined timing before the value of the ball difference counter reaches a predetermined threshold (before the number of ball differences reaches a specified number (95,000 balls in this modified example)), information indicating that the number of ball differences is approaching the specified number is displayed on the display screen 31a. For example, when the value of the ball difference counter reaches 190,000 balls (the number of ball differences reaches 90,000 balls), the message "5,000 balls remaining until the complete function is activated!" is displayed. This informs the remaining number of ball differences until the complete function is activated. Furthermore, in this embodiment, when the value of the ball difference counter reaches a predetermined threshold (the number of ball differences reaches a specified number (95,000 [balls] in this modified example)) while a special prize state (jackpot game state or minor prize game state) is occurring, information indicating (notifying) that the complete function will be activated upon the end of the special prize state will be displayed on the display screen 31a along with the display of the jackpot (minor prize) performance. For example, while the special prize state is occurring, the words "The complete function will be activated and the game will stop after the win ends" are displayed over the display of the jackpot (minor prize) performance. This notifies the player that the complete function will be activated upon the end of the special prize state. Furthermore, in this embodiment, when the complete function is activated (started), a notification image indicating that the complete function is activated is displayed on the display screen 31a.

[0084] (Regarding steering wheel operation signals) Next, we will explain the handle operation signals output from the frame control board 400 to the main control board 200. The frame control board 400 is configured to include a handle operation signal output IC (not shown). As described above, the touch sensor 411 outputs a touch signal to the frame control board 400 (turns the touch signal ON) when it detects contact with the launch handle by the player, and stops outputting the touch signal to the frame control board 400 (turns the touch signal OFF) when it does not detect contact with the launch handle by the player. At this time, the touch signal is input to the handle operation signal output IC. The steering wheel operation signal output IC then switches whether or not to output a steering wheel operation signal to the main control board 200 depending on the input status of the touch signal. Specifically, when the touch signal is ON, the steering wheel operation signal output IC outputs a steering wheel operation signal to the main control board 200 (the steering wheel operation signal output to the main control board 200 is set to the ON state). On the other hand, when the touch signal is OFF, the output of the steering wheel operation signal to the main control board 200 is stopped (the steering wheel operation signal output to the main control board 200 is set to the OFF state). This allows the main control board 200 to check the status of the touch signal input (i.e., whether or not the player has operated (contacted) the launch handle) based on the status of the handle operation signal input. As described above, when the firing volume 410 detects the rotation of the firing handle, it outputs a detection signal (hereinafter referred to as the "handle volume signal") corresponding to the detected angle of the firing handle to the frame control board 400. Therefore, the handle operation signal output IC may be configured to switch whether or not to output a handle operation signal to the main control board 200 depending on the input status of the handle volume signal. Specifically, the handle volume signal input to the handle operation signal output IC is ON when the rotation of the firing handle is detected, and OFF when the rotation of the firing handle is not detected. Therefore, the handle operation signal output IC is configured to output a handle operation signal to the main control board 200 when the handle volume signal is ON (the handle operation signal output to the main control board 200 is set to the ON state). On the other hand, when the handle volume signal is OFF, the output of the handle operation signal to the main control board 200 is stopped (the handle operation signal output to the main control board 200 is set to the OFF state). With this configuration, the main control board 200 can check the status of the handle volume signal input (i.e., whether or not the firing handle has been rotated) based on the status of the handle operation signal input.

[0085] (Control state managed by frame control board 400) Next, the control state managed by the frame control board 400 (hereinafter referred to as the "frame control state") will be explained. In pachinko machine 1, the frame control states are defined as a normal state and a ball-removal state. In the normal state, communication with the main control board 200 and the dedicated unit UN is possible. In the pachinko machine 1, gameplay can proceed when the game machine state is in a playable state and the frame control state is in the normal state. The ball removal state is a state in which it is possible to remove the game balls stored inside the pachinko machine 1 (a state in which game ball removal is in progress). Here, the frame control board 400 is equipped with a ball removal button (not shown) and a ball removal switch (not shown). The ball removal switch outputs a predetermined detection signal to the frame control board 400 when the ball removal button is pressed. Then, when power is turned on to the pachinko machine 1 while no detection signal is being received from the ball removal switch, the frame control state is set to the normal state. On the other hand, when the number of balls stored in the ball count memory area (described later) is 0 [balls], and a detection signal from the ball removal switch is input, and power is turned on to the pachinko machine 1, the frame control state is set to the ball removal state. During the ball removal state, a ball removal state notification image is displayed on the display screen 31a to inform (suggest) that the ball removal state is in progress. Furthermore, if power is restored to the pachinko machine 1 while it is in the ball removal state and no detection signal is received from the ball removal switch, the frame control state will be set to the normal state.

[0086] (Regarding managing the number of balls held) Next, we will explain the management of the number of balls held, which is performed on the frame control board 400. The number of balls held is stored as numerical data in a predetermined area of ​​the RAM of the frame control board 400 (hereinafter referred to as the "ball count storage area"). The ball count display unit 41a then displays the number of balls stored in the ball count storage area. In pachinko machine 1, when a new game is started, the number of balls stored in the ball count memory area is normally 0. When a banknote or card is inserted into the dedicated unit UN and the dispensing button is pressed (each time a ball dispensing operation is performed), a dispensing command is sent from the dedicated unit UN to the frame control board 400. Whenever the frame control board 400 receives a dispensing command, a predetermined number of balls to be dispensed (125 in this configuration) is added to the number of balls stored in the ball count memory area. Furthermore, in the frame control board 400, 1 ball is subtracted from the number of balls stored in the ball count storage area each time a game ball is launched. In this embodiment, each time the detection signal from the rectifier outlet sensor 553 switches from the ON state to the OFF state, it is assumed that a game ball has been launched, and 1 ball is subtracted from the number of balls stored in the ball count storage area. Also, in the frame control board 400, each time a detection signal from the foul ball switch 572 is input (each time a foul ball is detected), 1 ball is added to the number of balls stored in the ball count storage area. Furthermore, when a game ball enters one of the prize slots 51-56, the main control board 200 detects the ball's entry via a corresponding switch and sends a prize ball specification command to the frame control board 400, specifying the number of prize balls corresponding to the prize slot into which the game ball entered. Upon receiving the prize ball specification command, the frame control board 400 adds the number of prize balls specified by the command to the number of balls stored in the ball count memory area. Furthermore, in the frame control board 400, when the number of balls stored in the ball count storage area is 1 or more, a short press of the counting button 41b (a counting operation in which the duration of pressing the counting button 41 is less than the reference time) is performed, the 1st predetermined number is subtracted from the number of balls stored in the ball count storage area, and a counting command specifying the 1st predetermined number is sent to the dedicated unit UN. On the other hand, when the number of balls stored in the ball count storage area is 250 or more, a long press of the counting button 41b (a counting operation in which the duration of pressing the counting button 41 is equal to or greater than the reference time) is performed, the 2nd predetermined number is subtracted from the number of balls stored in the ball count storage area, and a counting command specifying the 2nd predetermined number is sent to the dedicated unit UN. Then, when the dedicated unit UN receives a counting command, the number of balls specified by that counting command is added to the number of balls stored on the card. Here, the frame control board 400 is equipped with a ball count clear button (not shown) and a ball count clear switch (not shown). The ball count clear switch outputs a predetermined detection signal to the frame control board 400 when the ball count clear button is pressed. When the pachinko machine 1 is powered on while the detection signal is input from the ball count clear switch, the frame control board 400 clears the ball count stored in the ball count storage area (setting the initial value of the ball count to 0 [balls]). In the following description, the process of clearing the ball count stored in the ball count storage area will be referred to as the "ball count clear process". When the ball count clear process is executed, a ball count clear notification image is displayed on the display screen 31a to indicate that the ball count has been cleared.

[0087] (Frame control command) Next, we will explain the frame control commands transmitted from the frame control board 400 to the main control board 200. In this embodiment, a frame control command is provided as a control command transmitted from the frame control board 400 to the main control board 200. The frame control command is composed of information indicating the number of balls stored in the ball count memory area (hereinafter referred to as "ball count information"), information indicating whether or not a ball dispensing operation has been performed (hereinafter referred to as "ball dispensing information"), information indicating whether or not a counting operation has been performed (hereinafter referred to as "counting information"), and information indicating the status of the frame control board 400 (hereinafter referred to as "status information"). As described above, the main control board 200 transmits startup information (chip ID, manufacturer code, etc.) to the frame control board 400 in response to power being supplied to the pachinko machine 1. Upon receiving the startup information, the frame control board 400 then sends a frame control command back to the main control board 200. For frame control commands sent when the power is turned on, the number of balls held, as stored in the ball count memory area at the time of power-on, is set as the ball count information included in the frame control command. If the frame control state at power-on is the normal state, the status information included in the frame control command is set to indicate the normal state. On the other hand, if the frame control state at power-on is the ball-removal state, the status information included in the frame control command is set to indicate the ball-removal state. Furthermore, if a ball count clear process is executed when the power is turned on, the status information included in the frame control command is set to indicate that a ball count clear has occurred.

[0088] Furthermore, the frame control board 400 sends a frame control command to the main control board 200 each time the number of balls stored in the ball count storage area is changed (updated). The timing at which the number of balls stored in the ball count memory area is changed (updated) is as follows: when a ball dispensing operation is performed (when a dispensing command is received), when a game ball is launched (when the detection signal from the rectifier outlet sensor 553 switches from the ON state to the OFF state), when a foul ball is detected (when a detection signal from the foul ball switch 572 is input), when a prize ball is awarded (when a prize ball designation command is received), and when a counting operation is performed (when the operation of pressing the counting button 41 is detected). For frame control commands sent when updating the number of balls held, the frame control command includes information indicating the number of balls stored in the updated ball count memory area as ball count information. Furthermore, for frame control commands sent when performing a ball lending operation (when receiving a lending command), the frame control command includes information specifying the execution of the ball lending operation as ball lending information. Finally, for frame control commands sent when performing a counting operation (when detecting the press operation of the counting button 41), the frame control command includes information specifying the execution of the counting operation as counting information.

[0089] (Notification of reduced number of balls remaining) Next, we will explain the notification of the decrease in the number of balls held by the pachinko machine 1. The performance control board 300 is capable of issuing a notification of decreasing ball count. The notification of decreasing ball count is a notification that the number of balls has decreased (that the number of balls is approaching 0). In this embodiment, only a display effect is executed as a notification of decreasing balls. That is, a notification image of decreasing balls is displayed on the display screen 31a. The notification image of decreasing balls is composed of information that notifies (suggests) that the number of balls has decreased (that the number of balls is approaching 0) (in this embodiment, the words "You are running low on balls. Please be careful."). Alternatively, the notification of decreasing balls may be configured to include both a display effect and an audible effect. That is, the notification of decreasing balls may be configured to include the display of a notification image of decreasing balls and the output of an audible message that notifies (suggests) that the number of balls has decreased (that the number of balls is approaching 0). In Pachinko Machine 1, the number of balls held is managed as numerical data, making it difficult for players to recognize a decrease in their ball count. Therefore, by incorporating a function to notify players of a decrease in their ball count, it becomes possible to easily recognize when the number of balls has decreased, preventing situations where players unknowingly run out of balls and are unable to continue playing.

[0090] In the pachinko machine 1, a menu button (not shown) is provided in the lower decorative unit 40. When the menu button is pressed while the machine is waiting for a customer or during gameplay, a menu screen (not shown) is displayed on the display screen 31a accordingly. The player can also enable (ON) or disable (OFF) various notifications on the menu screen by operating the directional key buttons 42c. In this embodiment, among the various notifications that can be enabled or disabled on the menu screen, there is a notification of decreasing ball count. That is, it is possible to enable or disable the notification of decreasing ball count on the menu screen. When the notification of decreasing ball count is enabled, the notification is executed as the number of balls decreases. On the other hand, when the notification of decreasing ball count is disabled, the notification is not executed even if the number of balls decreases. Thus, in this embodiment, players can arbitrarily select and set whether to enable or disable the notification of decreasing ball count. This allows players who always keep track of their ball count while playing to reduce the annoyance of notifications by setting the notification of decreasing ball count to disabled.

[0091] The notification of decreasing ball count is initiated when the number of balls stored in the ball count memory area decreases to a first reference number (30 balls in this embodiment) or less. In particular, in this embodiment, the notification of decreasing ball count is initiated only when the number of balls stored in the ball count memory area decreases to a first reference number or less, and the notification permission state is set. In other words, in this embodiment, the main control board 200 can be set to either a notification permission state in which the start (execution) of the notification of decreasing ball count is permitted, or a notification prohibition state in which the start (execution) of the notification of decreasing ball count is prohibited. Then, when the number of balls stored in the ball count memory area decreases to below the first reference number, if the notification permission state is set, the ball count decrease notification is started, and the notification prohibition state is set instead of the notification permission state. Furthermore, while the notification prohibition state is set, even if the number of balls stored in the ball count memory area decreases to below the first reference number, the ball count decrease notification is not started. Moreover, while the notification prohibition state is set, if the number of balls increases to above the second reference number (100 [balls] in this embodiment), the notification prohibition state is released and the notification permission state is set. Here, the second reference number is a number greater than the first reference number. As a result, if, after a notification of decreasing ball count is issued, the number of balls increases to a number greater than the first baseline, and then decreases again to the first baseline or below without increasing to the second baseline or above, the notification of decreasing ball count will not be issued. On the other hand, if, after a notification of decreasing ball count is issued, the number of balls increases to a number greater than the first baseline, and then increases to the second baseline or above, and then decreases again to the first baseline or below, the notification of decreasing ball count will be issued. In other words, once a notification of decreasing ball count is issued, unless the number of balls increases to or above the second threshold, the notification will not be issued again even if the number of balls decreases to or below the first threshold. This makes it possible to prevent the notification of decreasing ball count from being repeatedly issued when the number of balls increases or decreases around the first threshold.

[0092] The notification of the decrease in the number of balls remaining is terminated when either of the following conditions is met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since its start, or (2) a ball dispensing operation has been performed. With this configuration, if a ball dispensing operation is not performed within a predetermined period of time from the start of the ball reduction notification, the ball reduction notification will be terminated in accordance with the elapsed time. On the other hand, if a ball dispensing operation is performed before the predetermined period of time from the start of the ball reduction notification is elapsed, the ball reduction notification will be terminated in accordance with the execution of the ball dispensing operation. When a ball dispensing operation is performed, a sound effect (for example, an output of a "jarajara" sound) is performed to notify (suggest) the dispensing of balls, a predetermined number of balls to be dispensed (125 in this embodiment) is added to the number of balls stored in the ball count memory area, and the predetermined number of balls to be dispensed is added to the number of balls displayed on the ball count display unit 41a. In this case, if the notification of ball loss is to be terminated in response to the execution of a ball dispensing operation, it is preferable that the notification of ball loss be terminated before the sound effect suggesting the dispensing of balls is started and before the predetermined number of balls to be dispensed is added to the number of balls displayed on the ball count display unit 41a. This makes it possible to prevent the player from mistakenly believing that the ball dispensing operation (pressing the dispensing button) has not been properly detected and unintentionally performing the ball dispensing operation repeatedly. By ending the ball count reduction notification after a predetermined duration (10 seconds in this embodiment) has elapsed since the start of the notification, it is possible to prevent players who intend to end the game when their ball count reaches 0 from finding the notification bothersome. Furthermore, in the pachinko machine 1, when a player changes, it is possible to prevent the ball count reduction notification from being in progress when the new player starts playing, thereby preventing a decrease in the new player's motivation to play. Furthermore, the notification of the decrease in the number of balls remaining may be configured to terminate when any of the following conditions are met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since its start; (2) the number of balls stored in the ball count memory area has reached or exceeded the second reference number (100 balls in this embodiment); or (3) a ball lending operation has been performed.

[0093] (Reported to have zero pitches remaining) Next, I will explain the notification that the number of remaining balls is zero, which is performed in Pachinko Machine 1. The performance control board 300 is capable of executing a notification that the player has run out of balls. The notification that the player has run out of balls (the number of balls remaining has become 0). In this embodiment, the notification of having zero balls is performed through a display and an audible effect. Specifically, as a display effect, the notification of having zero balls is shown on the display screen 31a, displaying an image indicating that the player has run out of balls (that the number of balls is 0). The notification of having zero balls is composed of information (in this embodiment, the words "You have no balls") that indicates that the player has run out of balls (that the number of balls is 0). In addition, as an audible effect, the notification of having zero balls is shown, outputting an audio message (in this embodiment, the audio message "You have no balls") from the sound generator 22 that indicates that the player has run out of balls (that the number of balls is 0). As described above, in pachinko machine 1, the number of balls held is managed as numerical data, making it difficult for players to recognize a decrease in their ball count. Therefore, by providing a function to notify players when they have run out of balls, it becomes possible to easily recognize when they have run out of balls. In particular, in this embodiment, the notification of running out of balls includes sound effects, so even players who are playing while looking at the screen of their mobile communication terminal can be made aware that they have run out of balls.

[0094] In this embodiment, among the various notifications that can be enabled or disabled on the menu screen, there is a notification that the player has run out of balls. That is, it is possible to enable or disable the notification that the player has run out of balls on the menu screen. When the notification that the player has run out of balls is enabled, the notification is executed when the player runs out of balls. On the other hand, when the notification that the player has run out of balls is disabled, the notification is not executed even when the player runs out of balls. Thus, in this embodiment, players can arbitrarily select and set whether to enable or disable the notification of having zero balls remaining. This allows players who always keep track of their remaining ball count to disable the notification of having zero balls remaining, thereby reducing the inconvenience of the notification.

[0095] The notification of having zero balls is initiated when the number of balls stored in the ball count memory area decreases to 0. In particular, in this embodiment, the notification of having zero balls is initiated only when the number of balls stored in the ball count memory area decreases to 0 and the player is operating the launch handle (or there is a possibility that the player will operate the launch handle). In this embodiment, if contact with the launch handle by the player is detected (when the touch signal input from the touch sensor 411 is in the ON state), it is determined that the player has operated the launch handle. If contact with the launch handle by the player is not detected (when the touch signal input from the touch sensor 411 is in the OFF state), it is determined that the player has not operated the launch handle. Furthermore, if rotation of the launch handle is detected (when the handle volume signal is ON), it may be determined that the player has operated the launch handle, and if rotation of the launch handle is not detected (when the handle volume signal is OFF), it may be determined that the player has not operated the launch handle. In other words, in this embodiment, the main control board 200 can determine the status of the touch signal input (i.e., whether or not the player has operated the launch handle) based on the status of the handle operation signal input. Furthermore, if the number of balls stored in the ball count memory area is 0, and the player's operation of the launch handle is detected, the "zero balls remaining" notification will be initiated. On the other hand, even if the number of balls stored in the ball count memory area is 0, if the player's operation of the launch handle is not detected, the "zero balls remaining" notification will not be initiated. This makes it possible to notify players who intend to continue playing that they have run out of balls, while preventing players who do not intend to continue playing from being notified that they have run out of balls.

[0096] In this embodiment, when the zero balls notification is enabled, and the number of balls stored in the ball count memory area is 0, if the duration of the period during which no operation of the launch handle by the player has been detected reaches a predetermined time (60 seconds in this embodiment), the zero balls notification is disabled. This makes it possible to prevent the situation in pachinko machine 1 where, when a player changes, the operation of the launch handle by the new player is detected, resulting in the notification of having zero balls remaining. This helps to prevent a decrease in the new player's motivation to play.

[0097] The notification of having zero balls remaining is terminated when either of the following conditions is met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since its start, or (2) a ball dispensing operation has been performed. With this configuration, if a ball dispensing operation is not performed within a predetermined period of time from the start of the zero-balls notification, the zero-balls notification will be terminated in accordance with the elapsed time. On the other hand, if a ball dispensing operation is performed before the predetermined period of time from the start of the zero-balls notification is elapsed, the zero-balls notification will be terminated in accordance with the execution of the ball dispensing operation. Here, as described above, when a ball dispensing operation is performed, a sound effect indicating the dispensing of balls (for example, the output of a "jarajara" sound) is performed, a predetermined number of balls to be dispensed (125 [balls] in this embodiment) is added to the number of balls stored in the ball count memory area, and the predetermined number of balls to be dispensed is added to the number of balls displayed on the ball count display unit 41a. In this case, if the notification of zero remaining balls is to be terminated in response to the execution of the ball dispensing operation, it is preferable that the notification of zero remaining balls be terminated before the sound effect indicating the dispensing of balls is started and before the predetermined number of balls to be dispensed is added to the number of balls displayed on the ball count display unit 41a. This makes it possible to prevent situations in which the player mistakenly believes that the ball dispensing operation (pressing the dispensing button) has not been properly detected and unintentionally performs the ball dispensing operation repeatedly. By ending the notification of the decrease in the number of balls after a predetermined duration (10 seconds in this embodiment) has elapsed since the start of the notification of zero balls remaining, it is possible to prevent the situation in the pachinko machine 1 where the notification of zero balls remaining is still running when the new player starts playing after a change of players, thereby preventing a decrease in the new player's motivation to play. Furthermore, the notification of having zero balls remaining may be configured to terminate when any of the following conditions are met: (1) a predetermined duration (10 seconds in this embodiment) has elapsed since its start; (2) the number of balls stored in the ball count memory area has reached a second reference number (100 balls in this embodiment) or more; or (3) a ball lending operation has been performed.

[0098] (Notification of increased ball count) Next, we will explain the notification of increased ball count that is performed in pachinko machine 1. The performance control board 300 is capable of executing a notification of an increase in the number of balls held. The notification of an increase in the number of balls held is a notification regarding an increase in the number of balls held (winning a prize ball). In particular, the notification of an increase in the number of balls held is an indirect notification regarding a decrease in the number of balls held (approaching 0 balls). More specifically, the notification of an increase in the number of balls held is a notification regarding an increase in the number of balls held (winning a prize ball) when the number of balls held is decreasing (approaching 0 balls). In this embodiment, only sound effects are performed as notification of an increase in the number of balls held. That is, as notification of an increase in the number of balls held, the sound generator 22 outputs an audio (in this embodiment, an audio "Chinchirorin") that notifies (suggests) that the number of balls held has increased (a prize ball has been won). However, it is also possible to configure the system so that both a display effect and an audio effect are performed as notification of an increase in the number of balls held. That is, it is also possible to configure the system so that an image indicating that the number of balls held has increased (a prize ball has been won) is displayed on the display screen 31a, and an audio output from the sound generator 22 indicating that the number of balls held has increased (a prize ball has been won) is performed as notification of an increase in the number of balls held. In Pachinko Machine 1, the number of balls held is managed as numerical data, making it difficult for players to recognize an increase in their ball count. Therefore, by providing a function to notify players of an increase in their ball count, it becomes possible to easily recognize when the number of balls held has increased.

[0099] In this embodiment, among the various notifications that can be enabled or disabled on the menu screen, there is a notification for increasing the number of balls held. That is, it is possible to enable or disable the notification for increasing the number of balls held on the menu screen. When the notification for increasing the number of balls held is enabled, the notification is executed as the number of balls held increases. On the other hand, when the notification for increasing the number of balls held is disabled, the notification is not executed even if the number of balls held increases. Thus, in this embodiment, players can arbitrarily select and set whether to enable or disable notifications for increasing their number of balls. This allows players who always keep track of their number of balls while playing to reduce the annoyance of notifications by setting the notifications for increasing their number of balls to disabled.

[0100] The notification of an increase in the number of balls held is initiated when the number of balls stored in the ball count memory area increases. In particular, in this embodiment, the notification of an increase in the number of balls held is initiated only when the number of balls stored in the ball count memory area increases while the number of balls stored in the ball count memory area is within a specific range. In this case, the "specific range" is a range that exceeds the first reference number (30 balls in this embodiment) and is 50 balls or less in this embodiment. Here, the third reference number is a number that is greater than the first reference number and less than the second reference number. In other words, in this embodiment, when the number of balls stored in the ball count storage area is within a specific range, a notification of an increase in the number of balls held is started when a prize ball is paid out. That is, when the number of balls stored in the ball count storage area is within a specific range, a notification of an increase in the number of balls held is started each time a prize ball is paid out. The notification of the increase in the number of balls held is terminated when a predetermined duration (1 second in this embodiment) has elapsed since its start. In particular, in this embodiment, the upper limit of the specific range is set to a number greater than the first reference number, which is the starting condition for notifying the decrease in the number of balls (specifically, the third reference number). This makes it possible to notify (suggest) the player that the number of balls has decreased to near the number at which the decrease in the number of balls is triggered, by executing the ball increase notification. Furthermore, the lower limit of the specific range is set to the first reference number, which is the starting condition for notifying the decrease in the number of balls. This makes it possible to notify (suggest) the player that there are two stages in the decrease in the number of balls: the stage at which the ball increase notification is executed (the stage at which the number of balls has decreased somewhat) and the stage at which the ball decrease notification is executed (the stage at which the number of balls has decreased considerably), thus enabling notification of the decrease in the number of balls in stages.

[0101] In this embodiment, a lower limit is set for a specific range. However, a configuration without a lower limit for the specific range is also acceptable. That is, a configuration in which the notification of an increase in the number of balls held is started when a prize ball is paid out while the number of balls held stored in the ball count storage area is less than or equal to the third reference number. This makes it possible to start the notification of an increase in the number of balls held each time a prize ball is paid out while the number of balls held stored in the ball count storage area is less than or equal to the third reference number.

[0102] (Control of ball count reduction notification) Next, I will explain in detail how to control the notification of the number of balls remaining. First, we will explain the processing performed by the CPU of the main control board 200 when it receives a frame control command. Figure 9 is a flowchart showing the processing when a frame control command is received. As described above, the CPU of the main control board 200 transmits startup information (chip ID, manufacturer code, etc.) to the frame control board 400 in response to power being applied to the pachinko machine 1. Upon receiving the startup information, the CPU of the frame control board 400 sends back a frame control command to the main control board 200, which includes information indicating the number of balls stored in the ball count storage area. Furthermore, whenever the number of balls stored in the ball count storage area is changed (updated), the CPU of the frame control board 400 sends a frame control command to the main control board 200 that includes information indicating the number of balls stored in the ball count storage area after the update. Then, each time the CPU of the main control board 200 receives a frame control command, it executes the frame control command reception processing shown in Figure 9. When the frame control command reception processing starts, it first proceeds to step S1-1. In step S1-1, it is determined whether the number of balls specified by the frame control command (information on the number of balls held included in the frame control command) is less than or equal to the first reference number (in this embodiment, 30 [balls]). If it is determined that the number of balls specified by the frame control command is less than or equal to the first reference number (Yes), the process proceeds to step S1-2. If it is determined that the number of balls specified by the frame control command is not less than or equal to the first reference number (No), the process proceeds to step S1-5.

[0103] In step S1-2, it is determined whether or not the notification permission state is being set. If it is determined that the notification permission state is being set (Yes), the process proceeds to step S1-3. If it is determined that the notification permission state is not being set (the notification prohibition state is being set) (No), the process proceeds to step S1-5. At this time, the CPU of the main control board 200 determines that the notification permission state is being set if the value set in the notification status flag area of ​​the RAM corresponds to the notification permission state (in this embodiment, "1"), and determines that the notification permission state is not being set if the value set in the notification status flag area of ​​the RAM corresponds to the notification prohibition state (in this embodiment, "0"). The CPU of the main control board 200 sets the value corresponding to the notification permission state (in this embodiment, "1") in the notification status flag area of ​​the RAM in response to the power being turned on to the pachinko machine 1. In step S1-3, the process of sending a command to specify the notification of decreasing ball count is executed, and the process proceeds to step S1-4. In the process of sending a command to specify the notification of decreasing ball count, a command to specify the start of the notification of decreasing ball count is sent to the performance control board 300. In step S1-4, the notification disable state setting process is executed, and the process proceeds to step S1-5. In the notification disable state setting process, the notification disable state is set in place of the notification allow state. Specifically, in the notification disable state setting process, a value corresponding to the notification disable state (in this embodiment, "0") is set in the notification state flag area of ​​RAM.

[0104] In step S1-5, it is determined whether the number of balls specified by the frame control command (information on the number of balls held included in the frame control command) is equal to or greater than the second reference number (in this embodiment, 100 [balls]). If it is determined that the number of balls specified by the frame control command is equal to or greater than the second reference number (Yes), the process proceeds to step S1-6. If it is determined that the number of balls specified by the frame control command is not equal to or greater than the second reference number (No), the process proceeds to step S1-8. In step S1-6, it is determined whether or not the notification is currently disabled. If it is determined that the notification is currently disabled (Yes), the process proceeds to step S1-7. If it is determined that the notification is not currently disabled (i.e., the notification is currently enabled) (No), the process proceeds to step S1-8. At this time, the CPU of the main control board 200 determines that the notification is currently disabled if the value set in the notification status flag area of ​​the RAM corresponds to the notification disabled state (in this embodiment, "0"). If the value set in the notification status flag area of ​​the RAM corresponds to the notification enabled state (in this embodiment, "1"), the CPU determines that the notification is not currently disabled. In step S1-7, the notification permission state setting process is executed, and the process proceeds to step S1-8. In the notification permission state setting process, the notification permission state is set in place of the notification prohibition state. Specifically, in the notification permission state setting process, a value corresponding to the notification permission state (in this embodiment, "1") is set in the notification state flag area of ​​RAM.

[0105] In step S1-8, it is determined whether the frame control command (the ball rental information included in the frame control command) specifies "execute ball rental operation". If it is determined that the frame control command specifies "execute ball rental operation" (Yes), the process proceeds to step S1-9. If it is determined that the frame control command does not specify "execute ball rental operation" (No), the processing for receiving this frame control command is terminated. In step S1-9, the process of sending the ball dispensing specification command is executed, and the processing upon receiving the frame control command for this time is terminated. In the ball dispensing specification command sending process, the ball dispensing specification command is sent to the performance control board 300.

[0106] Next, we will explain the ball reduction notification management process executed by the CPU of the performance control board 300. Figure 10 is a flowchart showing the ball count reduction notification and management process. The CPU of the performance control board 300 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generation circuit. The ball reduction notification management processing is included in the timer interrupt processing. When the ball reduction notification management processing starts, the process first proceeds to step S2-1. In step S2-1, it is determined whether or not a ball count reduction notification command has been received. If it is determined that a ball count reduction notification command has been received (Yes), the process proceeds to step S2-2. If it is determined that a ball count reduction notification command has not been received (No), the process proceeds to step S2-4. In step S2-2, it is determined whether or not the ball count reduction notification is enabled. If it is determined that the ball count reduction notification is enabled (Yes), the process proceeds to step S2-3. If it is determined that the ball count reduction notification is not enabled (i.e., the ball count reduction notification is disabled) (No), the process proceeds to step S2-4. In step S2-3, the process to start the ball count reduction notification is executed, and the process proceeds to step S2-4. In the ball count reduction notification start process, the ball count reduction notification is initiated. Specifically, the display screen 31a starts displaying the ball count reduction notification image. Here, the performance control board 300 is configured to include a ball count reduction notification timer. The ball count reduction notification timer measures the duration of the ball count reduction notification. Then, in the ball count reduction notification start process, the value of the ball count reduction notification timer is set to 10[s], and the measurement (countdown) of the duration of the ball count reduction notification is started. The value of the ball count reduction notification timer is updated (subtracted) by a process not shown.

[0107] In step S2-4, it is determined whether or not the ball count reduction notification is currently being executed. If it is determined that the ball count reduction notification is currently being executed (Yes), the process proceeds to step S2-5. If it is determined that the ball count reduction notification is not currently being executed (No), the ball count reduction notification management process for this step is terminated. In step S2-5, it is determined whether the ball count reduction notification timer has timed out (whether the value of the ball count reduction notification timer is 0[s] or less). If it is determined that the ball count reduction notification timer has not timed out (No), the process proceeds to step S2-6. If it is determined that the ball count reduction notification timer has timed out (Yes), the process proceeds to step S2-7. In step S2-6, it is determined whether or not a ball lending command has been received. If it is determined that a ball lending command has been received (Yes), the process proceeds to step S2-7. If it is determined that a ball lending command has not been received (No), the current ball loss notification management process is terminated. In step S2-7, the ball count reduction notification termination process is executed, ending the current ball count reduction notification management process. The ball count reduction notification termination process ends the ball count reduction notification. Specifically, the display of the ball count reduction notification image on display screen 31a is terminated.

[0108] Next, we will specifically explain an example of controlling the notification of the number of balls remaining. First, we will explain an example of controlling the notification of the decrease in the number of game balls held when the game balls are launched. When a game ball is launched, the frame control board 400 subtracts 1 ball from the number of balls stored in the ball count memory area, and then sends a frame control command to the main control board 200 that includes information indicating the number of balls after the subtraction. The main control board 200 transmits a ball reduction notification specification command to the performance control board 300 if the number of balls specified in the received frame control command is less than or equal to the first reference number and the notification permission state is set. When the performance control board 300 receives a command to specify a ball reduction notification, if the ball reduction notification is enabled, it starts the ball reduction notification. As a result, if the number of balls held falls below the first standard number due to the release of game balls, the ball reduction notification will only be activated if the notification is enabled and the ball reduction notification is set to be enabled.

[0109] Next, we will explain an example of controlling the notification of the decrease in the number of balls held when a ball dispensing operation is performed. When the frame control board 400 performs a ball dispensing operation, it adds a predetermined number of balls to the number of balls stored in the ball count storage area, (in this embodiment, 125 balls), and then transmits a frame control command to the main control board 200 that includes information indicating the number of balls after the addition, and ball dispensing information indicating the execution of the ball dispensing operation. The main control board 200, if the number of balls held specified by the received frame control command is equal to or greater than the second reference number, and if the notification is currently disabled, will change the notification to a notification enabled state. Furthermore, if the received frame control command specifies the execution of a ball dispensing operation, the main control board 200 sends a ball dispensing specification command to the performance control board 300. When the performance control board 300 receives a command to specify the issuance of a ball, if it is currently performing a ball reduction notification, it terminates the ball reduction notification.

[0110] Next, we will explain an example of controlling the notification of the decrease in the number of balls held when awarding prize balls. When a game ball enters any of the prize-winning slots 51-56, the main control board 200 sends a prize ball designation command to the frame control board 400, specifying the number of prize balls corresponding to the prize-winning slot into which the game ball entered. Upon receiving the prize ball designation command, the frame control board 400 adds the number of prize balls specified in the command to the number of game balls stored in the game ball storage area, and sends a frame control command to the main control board 200 that includes information indicating the number of game balls after the addition. The main control board 200, if the number of balls held specified by the received frame control command is equal to or greater than the second reference number, and if the notification is currently disabled, will change the notification to a notification enabled state.

[0111] Therefore, once a notification of a decrease in the number of balls remaining is issued, the notification will not be issued again even if the number of balls remaining decreases to the first standard number or below, unless the number of balls remaining falls to the second standard number or above.

[0112] (Control of notification of having zero balls remaining) Next, I will explain in detail how to control the notification of having zero balls remaining. First, let's explain the ball count monitoring process performed by the CPU of the main control board 200. Figure 11 is a flowchart showing the process for monitoring the number of balls held. The CPU of the main control board 200 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generation circuit. The ball count monitoring process is included in the timer interrupt processing. When the ball count monitoring process starts, the system first proceeds to step S3-1. Furthermore, the ROM of the main control board 200 is provided with a ball count storage area that can store the number of balls held. The CPU of the main control board 200 updates the number of balls stored in the ball count storage area to the number of balls specified by the frame control command (the ball count information included in the frame control command) each time it receives a frame control command. In step S3-1, it is determined whether the number of balls stored in the ball count memory area is "0". If it is determined that the number of balls is "0" (Yes), the process proceeds to step S3-2. If it is determined that the number of balls is not "0" (No), the ball count monitoring process ends.

[0113] In step S3-2, it is determined whether or not the player has operated (contacted) the launch handle. If it is determined that the player has operated the launch handle (Yes), the process proceeds to step S3-3. If it is determined that the player has not operated the launch handle (No), the process proceeds to step S3-5. At this time, the main control board 200 determines whether or not the player has operated (contacted) the launch handle based on the input status of the handle operation signal. In step S3-3, the process of sending a command to specify the notification of having zero balls remaining is executed, and the process proceeds to step S3-4. In the process of sending a command to specify the notification of having zero balls remaining, a command to specify the start of the notification of having zero balls remaining is sent to the performance control board 300. In step S3-4, the launch handle inactivity time reset process is executed, and the process proceeds to step S3-5. The launch handle inactivity time reset process resets the launch handle inactivity time. Specifically, the main control board 200 is configured to include a launch handle inactivity time timer. The launch handle inactivity time timer measures the duration of time during which no operation of the launch handle by the player is detected (= launch handle inactivity time). Then, in the launch handle inactivity time reset process, the value of the launch handle inactivity time timer is reset (the value of the launch handle inactivity time timer is set to 0 [s]). The value of the launch handle inactivity time timer is updated (incremented) by a process not shown in the diagram.

[0114] In step S3-5, it is determined whether the time the firing handle has not been operated, as measured by the firing handle non-operation time timer, has reached a predetermined time (60 seconds in this embodiment). If it is determined that the time the firing handle has not been operated has reached the predetermined time (Yes), the process proceeds to step S3-6. If it is determined that the time the firing handle has not been operated has not reached the predetermined time (No), the current ball count monitoring process is terminated. In step S3-6, the process of sending a command to disable the notification of zero remaining balls is executed, and the current ball count monitoring process is terminated. In the process of sending a command to disable the notification of zero remaining balls, the command to disable the notification of zero remaining balls is sent to the performance control board 300.

[0115] Next, we will explain the ball retention notification management process executed by the CPU of the performance control board 300. Figure 12 is a flowchart showing the process for notifying the player that they have zero balls remaining. The CPU of the performance control board 300 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generation circuit. The ball retention zero notification management processing is included in the timer interrupt processing. When the ball retention zero notification management processing starts, the process first proceeds to step S4-1. In step S4-1, it is determined whether or not a command to notify that the player has zero balls remaining has been received. If it is determined that a command to notify that the player has zero balls remaining has been received (Yes), the process proceeds to step S4-2. If it is determined that a command to notify that the player has zero balls remaining has not been received (No), the process proceeds to step S4-5. In step S4-2, it is determined whether or not the "no balls remaining" notification is enabled. If it is determined that the "no balls remaining" notification is enabled (Yes), the process proceeds to step S4-3. If it is determined that the "no balls remaining" notification is not enabled (i.e., the "no balls remaining" notification is disabled) (No), the process proceeds to step S4-5. In step S4-3, it is determined whether or not the "no balls remaining" notification is currently being performed. If it is determined that the "no balls remaining" notification is not being performed (No), the process proceeds to step S4-4. If it is determined that the "no balls remaining" notification is being performed (Yes), the process proceeds to step S4-5. In step S4-4, the process to start the "no balls remaining" notification is executed, and the process proceeds to step S4-5. In the "no balls remaining" notification start process, the notification of having no balls remaining is initiated. Specifically, the display screen 31a starts displaying the "no balls remaining" notification image, and the sound generator 22 starts outputting an audio message indicating that the player has run out of balls. Here, the performance control board 300 is configured to include a "no balls remaining" notification timer. The "no balls remaining" notification timer measures the duration of the "no balls remaining" notification. Then, in the "no balls remaining" notification start process, the value of the "no balls remaining" notification timer is set to 10[s], and the measurement (countdown) of the duration of the "no balls remaining" notification is started. The value of the "no balls remaining" notification timer is updated (subtracted) by a process not shown.

[0116] In step S4-5, it is determined whether or not the "no balls remaining" notification is currently being performed. If it is determined that the "no balls remaining" notification is currently being performed (Yes), the process proceeds to step S4-6. If it is determined that the "no balls remaining" notification is not currently being performed (No), the process proceeds to step S4-9. In step S4-6, it is determined whether the zero ball remaining notification timer has timed out (whether the value of the zero ball remaining notification timer is 0[s] or less). If it is determined that the zero ball remaining notification timer has not timed out (No), the process proceeds to step S4-7. If it is determined that the zero ball remaining notification timer has timed out (Yes), the process proceeds to step S4-8. In step S4-7, it is determined whether or not a ball lending command has been received. If it is determined that a ball lending command has been received (Yes), the process proceeds to step S4-8. If it is determined that a ball lending command has not been received (No), the process proceeds to step S4-9. In step S4-8, the process to terminate the notification of having no balls remaining is executed, and the process proceeds to step S4-9. In the process to terminate the notification of having no balls remaining, the notification of having no balls remaining is terminated. Specifically, the display of the notification image of having no balls remaining is terminated on the display screen 31a, and the output of the sound from the sound generator 22 that notifies that the player has run out of balls is terminated. In step S4-9, it is determined whether or not a command to disable the notification of having zero balls remaining has been received. If it is determined that the command to disable the notification of having zero balls remaining has been received (Yes), the process proceeds to step S4-10. If it is determined that the command to disable the notification of having zero balls remaining has not been received (No), the current zero balls remaining notification management process is terminated. In step S4-10, the process to disable the zero-balls notification is executed, and the current zero-balls notification management process is terminated. The zero-balls notification disable process sets the zero-balls notification to be disabled.

[0117] Next, we will specifically explain an example of control for notifying the player that they have zero balls remaining. First, we will explain an example of control for notifying the player that they have zero balls remaining when a game ball is launched. When a game ball is launched, the frame control board 400 subtracts 1 ball from the number of balls stored in the ball count memory area, and then sends a frame control command to the main control board 200 that includes information indicating the number of balls after the subtraction. If the main control board 200 receives a frame control command and the number of balls it has held is "0", and it has detected operation of the launch handle, it sends a command to the performance control board 300 to indicate that it has zero balls. When the performance control board 300 receives a command to specify zero balls remaining, if zero balls remaining notification is enabled and is not currently being performed, it starts the zero balls remaining notification. As a result, if the number of remaining balls becomes "0" due to the launch of a game ball, the "zero remaining balls" notification will only be activated if the operation of the launch handle is detected and the "zero remaining balls" notification is enabled.

[0118] Next, we will explain an example of controlling the notification of having zero balls remaining when a ball dispensing operation is performed. When the frame control board 400 performs a ball dispensing operation, it adds a predetermined number of balls to the number of balls stored in the ball count storage area, (in this embodiment, 125 balls), and then transmits a frame control command to the main control board 200 that includes information indicating the number of balls after the addition, and ball dispensing information indicating the execution of the ball dispensing operation. If the received frame control command specifies the execution of a ball dispensing operation, the main control board 200 sends a ball dispensing specification command to the performance control board 300. When the performance control board 300 receives a command to specify the issuance of a ball, if it is currently performing a notification that the player has zero balls remaining, it terminates the notification that the player has zero balls remaining.

[0119] Next, we will explain an example of how to control the notification of having zero balls remaining when no operation of the launch handle is detected for an extended period. The main control board 200 measures the time when the number of balls held is "0". When the time when the number of balls held is not held reaches a predetermined time, it sends a command to disable the notification of zero balls held to the performance control board 300. When the performance control board 300 receives a command to disable the notification of zero remaining balls, it sets the notification of the decrease in remaining balls to zero to be disabled. As a result, if the number of balls remaining is "0" and the time spent without operating the launch handle reaches a predetermined amount of time, the setting for notifying the player that their ball count has decreased to zero will be disabled.

[0120] (Control of notification of increasing ball count) Next, I will explain in detail how to control the notification of an increase in the number of balls held. First, let's explain the prize ball monitoring process performed by the CPU of the main control board 200. Figure 13 is a flowchart showing the prize ball monitoring process. The CPU of the main control board 200 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generation circuit. The prize ball monitoring process is included in the timer interrupt processing. When the prize ball monitoring process starts, the system first proceeds to step S5-1. In step S5-1, it is determined whether or not a prize ball has been awarded. If it is determined that a prize ball has been awarded (Yes), the process proceeds to step S5-2. If it is determined that no prize ball has been awarded (No), the prize ball monitoring process ends. At this time, the CPU of the main control board 200 determines that a prize ball has been awarded if a game ball enters any of the prize entry slots 51 to 55. In step S5-2, it is determined whether the number of balls stored in the ball count memory area is within a specific range (specifically, within a range that exceeds the first reference number and is equal to or equal to the third reference number). If it is determined that the number of balls is within the specific range (Yes), the process proceeds to step S5-3. If it is determined that the number of balls is not within the specific range (No), the current ball count monitoring process is terminated. In step S5-3, the process of sending a command to specify the notification of increased ball count is executed, and the current ball count monitoring process is terminated. In the process of sending a command to specify the notification of increased ball count, a command to specify the start of the notification of increased ball count is sent to the performance control board 300.

[0121] Next, we will explain the ball increase notification management process executed by the CPU of the performance control board 300. Figure 14 is a flowchart showing the ball count increase notification and management process. The CPU of the performance control board 300 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generation circuit. The ball increase notification management processing is included in the timer interrupt processing. When the ball increase notification management processing starts, the process first proceeds to step S6-1. In step S6-1, it is determined whether or not a ball increase notification command has been received. If it is determined that a ball increase notification command has been received (Yes), the process proceeds to step S6-2. If it is determined that a ball increase notification command has not been received (No), the ball increase notification management process for this step is terminated. In step S6-2, it is determined whether or not the ball count increase notification is enabled. If it is determined that the ball count increase notification is enabled (Yes), the process proceeds to step S6-3. If it is determined that the ball count increase notification is not enabled (i.e., the ball count increase notification is disabled) (No), the ball count increase notification management process ends. In step S6-3, the process for starting the notification of the increase in the number of balls held is executed, and the current ball increase notification management process is terminated. The process for starting the notification of the increase in the number of balls held begins the notification of the increase in the number of balls held. Specifically, the sound generator 22 starts outputting an audio message notifying that the number of balls held has increased. At this point, the notification of the increase in the number of balls held is terminated when the output of the audio message notifying that the number of balls held has increased is completed.

[0122] Next, we will specifically explain an example of controlling the notification of an increase in the number of balls held. When the main control board 200 detects that a game ball has entered any of the prize-winning slots 51 to 55, and the number of balls held (the number of balls held before any prize balls resulting from that entry are added) is within a specific range (specifically, within a range that exceeds the first reference number and is equal to or equal to the third reference number), it sends a ball increase notification command to the performance control board 300. When the performance control board 300 receives a command to specify a ball increase notification, if the ball increase notification is enabled, it starts the ball increase notification. As a result, when the number of balls held (the number of balls held before any prize balls awarded for that ball are added) is within a specific range (specifically, within the range of exceeding the first standard number and being equal to or equal to the third standard number), and a prize ball is awarded, the ball increase notification will be activated only if the ball increase notification is enabled.

[0123] (Notification of base value) Next, we will explain the notification of the base value performed in pachinko machine 1. Figure 15 shows an example of the base information i displayed on the display screen 31a. The "base value" is a value that serves as an indicator of the increase or decrease in the number of balls held. The base value is calculated based on the number of game balls launched into the game area 30 and the number of prize balls dispensed according to the number of game balls entering the predetermined entry points (in this embodiment, the first starting point 51, the second starting point 52, and the other prize entry points 55a, 55b, 55c, 56). For example, the base value can be the ratio (percentage) of the number of prize balls won (paid out) to the number of game balls launched into the game area 30. Alternatively, the base value can be the number of prize balls that can be won (paid out) when 100 game balls are launched. Or, the base value can be the number of prize balls that can be won (paid out) per minute, provided that the system is configured to launch 100 game balls per minute. This means that if the base value exceeds 100 ([%] or [balls]), it indicates that the number of balls held is increasing. On the other hand, if the base value is less than 100 ([%] or [balls]), it indicates that the number of balls held is decreasing. On the other hand, if the base value is 100 ([%] or [balls]), it indicates that there is no increase or decrease in the number of balls held. In this embodiment, an example is described in which the base value is the ratio (percentage) of the number of prize balls won (paid out) to the number of game balls launched into the game area 30. That is, in this embodiment, the base value is the ratio (percentage) of the number of paid out to the number of out balls. Here, "number of out balls" refers to the number of out balls. "Out balls" refers to game balls discharged from the game area 30. Specifically, out balls are game balls detected by the out ball switch 571. "Number of paid out" refers to the total number of prize balls paid out in accordance with the entry of game balls into the first start port 51, the second start port 52, and other prize ports 55a, 55b, 55c, 56.

[0124] As described above, in pachinko machine 1, the game board and other components are configured such that, during the time-saving state (high base state), the base value becomes a value that indicates an increase in the number of balls held (i.e., a value exceeding 100%). In this case, it is preferable that the game board and other components are configured so that the base value is within the range of 105% to 120% during the time-saving state. That is, if the base value falls below 105% during the time-saving state, the feeling of an increase in the number of balls held will be diminished, and the gameplay may deteriorate. On the other hand, if the base value exceeds 120% during the time-saving state, the advantage of the jackpot game state will be diminished, and the gameplay may deteriorate. Therefore, by setting the base value within the range of 105% to 120% during the time-saving state, it is possible to improve the gameplay. In this embodiment, the game board and other components are configured such that the base value is 110% during the time-saving state. That is, during the time-saving state, game balls are launched into the right-side game area RR, and the launched game balls can enter the second starting port 52 or the other prize port 56. With the number of game balls that can be launched per minute set to 100, the game board is designed such that during the time-saving state, 70 game balls enter the second starting port 52 per minute, and 20 game balls enter the other prize port 56 per minute. In addition, the number of prize balls paid out when 1 game ball enters the second starting port 52 is 1, and the number of prize balls paid out when 1 game ball enters the other prize port 56 is 2. As a result, during the shortened time state, the number of game balls that can be acquired per minute (when 100 game balls are launched) is 110 balls (1 ball (prize ball corresponding to the second starting port 52) ​​× 70 balls (number of game balls that enter the second starting port 52 per minute) + 2 balls (prize ball corresponding to the other prize ports 56) × 20 balls (number of game balls that enter the other prize ports 56 per minute) = 110 balls). In other words, the base value is 110% (110 balls (prize balls that can be acquired per minute) / 100 balls (number of game balls launched into the game area 30 per minute) = 110 balls).

[0125] The performance control board 300 calculates the base value while a time-saving state (high base state) is occurring. In this embodiment, the calculation of the base value starts when each time-saving state begins and ends when the time-saving state ends. As a result, during each time-saving state, a base value specific to that time-saving state is calculated. That is, during each time-saving state, the base value is calculated based on the number of out balls and the number of balls dispensed detected during that time-saving state. Furthermore, for multiple time-saving states (multiple time-saving states that occur through a jackpot game state) included in a winning streak, the base value may be calculated by summing up these multiple time-saving states. In other words, the base value may be calculated based on the total number of balls that go out and the number of balls that are paid out during these multiple time-saving states. Specifically, the main control board 200 transmits a prize ball specification command to the performance control board 400, specifying the number of prize balls to be dispensed, in response to the input of detection signals from switches 101, 102, 104b, and 106. This enables the performance control board 300 to count the number of prize balls dispensed. In addition, the frame control board 400 transmits an out ball specification command to the performance control board 300 via the main control board 200, in response to the input of a detection signal from the out ball switch 571. This enables the performance control board 300 to count the number of out balls. Then, the CPU of the performance control board 300 starts counting (accumulating) the number of payouts and counting (accumulating) the number of balls out, and starts calculating a base value based on the number of payouts and the number of balls out, in response to the start of each time-saving state. In this embodiment, the base value is calculated in real time (as needed) while the time-saving state is occurring. Alternatively, the base value may be calculated at predetermined intervals (at predetermined time intervals, or each time the number of balls out reaches a predetermined number) while the time-saving state is occurring. Furthermore, the CPU of the performance control board 300 stops counting the number of payouts and the number of balls out, and stops calculating a base value based on the number of payouts and the number of balls out, in response to the end of the current time-saving state.

[0126] In particular, the performance control board 300 notifies the player of information (hereinafter referred to as "base information i") indicating the base value calculated during the occurrence of each time-saving state. Specifically, during each time-saving state, the base information i is displayed on the display screen 31a. As shown in Figure 15, in this embodiment, the base information i is displayed along with the words "Current Base" and a number indicating the calculated base value. Here, it is preferable to display the base information i at a position near the base-affected prize entry point on the display screen 31a. The "base-affected prize entry point" is a prize entry point that affects the base value when the time-saving state occurs (specifically, the second start entry point 52 or other prize entry points 56). On the other hand, the "base-influenced prize entry point" is a prize entry point that does not affect the base value when the time-saving state occurs (specifically, the first start entry point 51 or other prize entry points 55a, 55b, 55c). In this embodiment, the display position of the base information i on the display screen 31a is set such that the distance from the base-affected prize entry point to the base information i is shorter than the distance from the base-influenced prize entry point to the base information i.

[0127] In this embodiment, base information i is always displayed while the time-saving state is active. During the time-saving state, the ball-retention animation is executed when the calculated base value (the base value indicated by base information i) is a value indicating an increase in the number of balls (specifically, a value exceeding 100%). Conversely, during the time-saving state, the ball-retention animation is executed when the calculated base value (the base value indicated by base information i) is a value indicating a decrease in the number of balls (specifically, a value less than 100%). The "Increased Ball Count" animation is an animation that suggests (notifies) that the current base value is a value that indicates an increase in the number of balls (specifically, a value exceeding 100%). In other words, the Increased Ball Count animation is an animation that suggests (notifies) that the number of balls is increasing. For example, the Increased Ball Count animation may include a predetermined display animation (for example, a display animation that shows the words "Increased Ball Count"), a predetermined sound animation (for example, a sound animation that emits a celebratory sound), a predetermined light animation (for example, a light animation that makes a predetermined lamp flash red), or a predetermined movable body animation (for example, a movable body animation that displaces a movable body to its appearance position). The "decreasing ball count" animation is an animation that suggests (notifies) that the current base value is a value that indicates a decrease in the number of balls (specifically, a value less than 100%). In other words, the decreasing ball count animation is an animation that suggests (notifies) that the number of balls is decreasing. For example, the decreasing ball count animation may include a predetermined display animation (for example, a display animation that shows the words "decreasing ball count"), a predetermined sound animation (for example, a sound animation that emits a warning sound), a predetermined light animation (for example, a light animation that makes a predetermined lamp flash blue), or a predetermined movable body animation (for example, a movable body animation that displaces a movable body to a concealed position). Furthermore, during the shortened time state, the base information i may be displayed only during the period when the calculated base value (the base value indicated by base information i) is a value indicating an increase in the number of balls (specifically, a value exceeding 100%). In other words, during the shortened time state, the base information i may be displayed during the period when the calculated base value (the base value indicated by base information i) is a value indicating an increase in the number of balls (specifically, a value exceeding 100%), and the base information i may not be displayed during the period when the calculated base value (the base value indicated by base information i) is a value indicating a decrease in the number of balls (specifically, a value less than 100%).

[0128] In Pachinko Machine 1, the winning game state (minor win game state and major win game state) is presented as a series of winning game states during the winning streak period. That is, the one or more winning game states (minor win game state and major win game state) that occur during the winning streak period, and the one or more time-saving states that occur during the same winning streak period are presented as a series of winning game states. In this embodiment, bonus sequences are executed continuously during the winning streak period. The bonus sequences then present the winning game states (minor win state and major win state) and time-saving state that occur during the winning streak period as a series of winning game states. The bonus sequence includes a display that indicates the total number of balls won. This information is displayed on screen 31a. The information is a number indicating the total number of balls won. In particular, in this embodiment, the total number of balls acquired is the sum of the number of balls acquired during a win and the number of balls acquired during the time-saving mode. The "number of balls acquired during a win" is the total number of prize balls paid out in accordance with the number of game balls entering the large prize pockets 53 and 54 during the winning game state (minor win game state or major win game state) during the current winning streak period. The "number of balls acquired during time-saving mode" is the number of balls that exceeded the base value of 100% during the time-saving mode during the current winning streak period. In other words, the number of balls acquired during time-saving mode is the number of balls that increased during the time-saving mode during the current winning streak period. In other words, at the start of a winning streak, "0" is displayed as the total number of balls acquired indicated by the total number of balls acquired information. During the winning streak, whenever a winning game state (minor win game state or major win game state) occurs, and a ball is detected entering the major prize pockets 53 and 54, an additional bonus animation is performed, and the number of prize balls corresponding to the major prize pockets 53 and 54 (for example, 10 balls) is added to the total number of balls acquired indicated by the total number of balls acquired information. Also, during the winning streak, when a time-saving state occurs, at predetermined intervals (at predetermined time intervals, or whenever the number of out balls reaches a predetermined number), an additional bonus animation is performed, and the number of balls acquired during that interval is added to the total number of balls acquired indicated by the total number of balls acquired information. The "bonus feature" is a feature that suggests (notifies) an increase in the total number of balls acquired. In this embodiment, as a bonus feature, a bonus image (moving image) is displayed on the display screen 31a. In particular, by performing the same bonus feature during winning game states (minor win game state and major win game state) and during the time-saving state, it is possible to present a series of winning game states throughout the winning streak period.

[0129] Furthermore, in Pachinko Machine 1, if the result of the second special symbol lottery related to the remaining reserves of Special Symbol 2 is a "miss" (i.e., the winning streak period ends), a result animation is performed while the second special symbol based on the remaining reserves of Special Symbol 2 is being displayed. The "results display" is a display that suggests (notifies) the end of a winning streak period, as well as suggesting (notifying) the results of the gameplay during that winning streak period. The result presentation consists of displaying a result notification image on display screen 31a. The result notification image consists of displaying the total number of balls acquired during the winning streak period. In other words, the result notification image suggests (notifies) the sum of the number of prize balls acquired based on all winning game states (minor win game state and major win game state) that occurred during the winning streak period, and the number of balls acquired through all time-saving states that occurred during the winning streak period.

[0130] (The function of Pachinko machine 1) Next, I will explain the operation of pachinko machine 1. Pachinko machine 1 includes a calculation means (performance control board 300) that calculates a base value which serves as an indicator of the increase or decrease in the number of balls held, and a notification means (performance control board 300) that can notify when the base value has reached a value indicating an increase in the number of balls held during a time-saving state. In other words, in pachinko machine 1, when the time-saving state occurs and the base value is a value that indicates an increase in the number of balls held, the player is notified that the base value is a value that indicates an increase in the number of balls held. This makes it possible to increase the player's motivation to play and enhance the enjoyment of the game.

[0131] (modified version) Although embodiments of the present invention have been described above, various modifications can be made to the above embodiments. For example, in the above embodiment, the configuration may be such that two types of time-saving states can be implemented: a low-base time-saving state and a high-base time-saving state in which the base value is larger compared to the low-base time-saving state. In particular, when the low-base time-saving state occurs, the game board and the like are configured so that the base value is a value indicating a decrease in the number of balls held (specifically, a value less than 100%). On the other hand, when the high-base time-saving state occurs, the game board and the like are configured so that the base value is a value indicating an increase in the number of balls held (specifically, a value greater than 100%). Furthermore, when a high base time reduction state occurs, the performance control board 300 performs calculation of the base value and displays the base information i, while when a low base time reduction state occurs, the performance control board 300 does not perform calculation of the base value and the base information i is not displayed.

[0132] (Note) Here, the correspondence between each configuration according to the present invention and the configurations described in the embodiments is described. An example of the calculation means according to the first invention is the performance control board 300. An example of the specific game state according to the first invention is the time-saving state. An example of the notification according to the first invention is the display of base information i. An example of the notification means according to the first invention is the performance control board 300. [Explanation of Symbols]

[0133] 1 Pachinko machine 200 Main control board 300 Performance control board

Claims

[Claim 1] A calculation means for calculating a base value that serves as an indicator for the increase or decrease in the number of balls held, A gaming machine characterized by comprising: a notification means capable of notifying that the base value has become a value indicating an increase in the number of balls held while a specific gaming state is occurring.

Citation Information

Patent Citations

  • Game machine

    JP2023117414A