Gaming machine
By monitoring the operating time of a specific motor in game ball transfer, the gaming machine effectively detects and notifies abnormalities, addressing the challenge of inappropriate detection in conventional systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2024-11-05
- Publication Date
- 2026-05-19
AI Technical Summary
Conventional gaming machines face challenges in appropriately detecting abnormalities during game ball circulation, particularly when a predetermined time elapses without detection by sensors.
The gaming machine is equipped with a mechanism to detect abnormalities by monitoring the operating time of a specific motor related to game ball transfer, allowing for timely notifications when the motor's operation is outside an appropriate range.
This approach enables accurate detection of abnormalities, ensuring the machine can identify and address issues promptly, thereby enhancing operational reliability.
Smart Images

Figure 2026081684000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of detecting the occurrence of an abnormality.
Background Art
[0002] Conventionally, during the execution of a conveyance operation, when a predetermined time has elapsed after the conveyance outlet sensor has not detected a game ball and the conveyance inlet sensor has detected a game ball, a gaming machine that detects a game ball circulation mechanism passage abnormality error is known (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in a conventional gaming machine, there is a risk that an abnormality cannot be appropriately detected. An object of the present invention is to appropriately detect the occurrence of an abnormality.
Means for Solving the Problems
[0005] In order to achieve the above object, a gaming machine according to a first invention is characterized in that it is capable of performing a predetermined notification when it is determined that the operating time of a specific motor is outside an appropriate range. In the gaming machine according to the first invention, by detecting the occurrence of an abnormality based on the operating time of the specific motor, it becomes possible to appropriately detect the occurrence of an abnormality.
[0006] A gaming machine according to a second invention is characterized in that, in the gaming machine according to the first invention, the specific motor is a motor related to the transfer of game balls. In the gaming machine according to the second invention, it becomes possible to appropriately detect the occurrence of abnormalities during the transportation of the gaming machine.
[0007] The gaming machine according to the third invention is characterized in that, in the gaming machine according to the first or second invention, it is possible to perform the predetermined notification according to the frequency at which it is determined that the operating time of the specific motor is outside the appropriate range. In the gaming machine according to the third invention, it becomes possible to detect the occurrence of abnormalities more appropriately.
[0008] The game machine according to the fourth invention is characterized in that, in the game machine according to the second invention, it is equipped with a detection means capable of detecting game balls transported by the drive of the specific motor, and the drive of the specific motor is controlled according to the detection status of game balls by the detection means. In the gaming machine according to the fourth invention, it becomes possible to appropriately detect the occurrence of abnormalities related to the gaming balls transported by the drive of a specific motor. [Effects of the Invention]
[0009] According to the present invention, it becomes possible to appropriately detect the occurrence of an abnormality. [Brief explanation of the drawing]
[0010] [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] It is a flowchart showing the processing when a frame control command is received. [Figure 10] It is a flowchart showing the management process of notifying a decrease in the number of balls in hand. [Figure 11] It is a flowchart showing the monitoring process of the number of balls in hand. [Figure 12] It is a flowchart showing the management process of notifying that the number of balls in hand is zero. [Figure 13] It is a flowchart showing the monitoring process of prize balls. [Figure 14] It is a flowchart showing the management process of notifying an increase in the number of balls in hand. [Figure 15] It is a diagram showing an example of the screen G1 during an error. [Figure 16] It is a diagram showing an example of the screen G2 during insertion. [Figure 17] It is a diagram showing an example of the screen G3 after insertion is completed. [Figure 18] It is a diagram showing an example of the screen G4 when over. [Figure 19] It is a diagram showing the relationship between the rotation speed and the driving time of the lifting motor 522 during normal operation. [Figure 20] It is a timing chart showing the operation of the lifting motor 522 during normal times. [Figure 21] It is a timing chart showing the operation of the lifting motor 522 during abnormal times.
Mode for Carrying Out the Invention
[0011] 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 the pachinko machine 1. Pachinko machine 1 is a gaming machine (a so-called "managed gaming machine") that can play games without directly lending out gaming balls or paying out prize balls to the player (i.e., without the player directly touching the gaming balls) by circulating a predetermined number of gaming balls (45 balls in this form) sealed inside the gaming machine. In pachinko machine 1, the number of gaming balls owned by the player (hereinafter referred to as "number of balls held") is managed as numerical data.
[0012] (Dedicated Unit UN) A dedicated unit UN (see Figure 8) is connected to the pachinko machine 1 as an external device. The dedicated unit UN consists of a banknote slot, a card slot, a display device, a lending button, and the like. The banknote slot allows for the insertion of banknotes. The card slot allows for the insertion of a storage medium (card) that stores value information corresponding to the number of game balls. The display device can display the value information stored on the inserted storage medium. Each time a banknote or card is inserted and the dispensing button is pressed, the dedicated unit UN sends a dispensing command to the pachinko machine 1 specifying the dispensing of a predetermined number of game balls (125 in this embodiment). Each time the pachinko machine 1 receives a dispensing command from the dedicated unit UN, it adds the predetermined number of dispensing balls to the number of balls it has managed to hold. This allows the player to play with the pachinko machine 1 using the number of game balls it has managed to hold. Furthermore, when the number of balls being managed by the pachinko machine 1 is 1 or more, and the counting operation described later is performed, the machine sends a counting command described later to the dedicated unit UN in order to convert the number of balls into value information and store it in the storage medium.
[0013] (Overall configuration of Pachinko machine 1) First, let me explain the overall configuration of Pachinko Machine 1. Figure 1 is a perspective view of the pachinko machine 1. Figure 2 is a plan view of the pachinko machine 1. Figure 3 is a cross-sectional view along line AA shown in Figure 2. Figure 4 is a perspective view of the front door unit 4. Note that Figure 1 shows the front door unit 4 in the open position. Also, the upper decorative unit included in the front door unit 4 is not shown in Figures 1 to 4. As shown in Figures 1 and 2, the pachinko machine 1 is composed of an outer frame unit 2, an inner frame unit 3, a front door unit 4, a game board unit 10 (see Figure 5), and a circulation unit 500 (see Figure 6).
[0014] (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. This allows the inner frame unit 3 to open and close relative to the outer frame unit 2. The front door unit 4 can also open and close relative to both the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 is composed of a rectangular frame (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the amusement arcade.
[0015] (Inner frame unit 3) The inner frame unit 3 is composed of a rectangular frame (inner frame). The inner frame unit 3 is positioned inside the outer frame unit 2.
[0016] (Front door unit 4) The front door unit 4 is formed in the shape of a rectangular door. The front door unit 4 is composed of a rectangular frame, a transparent plate 4a disposed approximately in the center of the frame, an upper decorative unit (not shown) and a lower decorative unit 40 arranged to surround the transparent plate 4a, and a launch handle unit 6 located to the right of the lower decorative unit 40. The transparent plate 4a is formed in a flat 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.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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. 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.
[0023] 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.
[0024] 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).
[0025] 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).
[0026] 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.
[0027] 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).
[0028] (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.
[0029] 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.
[0030] 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. 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. 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 device 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 and a second large prize opening 54. The lower attacker unit 80 is composed of a first large prize opening 53, a second starting opening 52 and an operating opening 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 first gate switch 104a (see Figure 8) is installed at the start gate 41. The first gate switch 104a outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the start gate 41 (passage of the start gate 41 by a game ball). The main control board 200 performs a normal symbol lottery in response to the input of the detection signal from the first gate switch 104a.
[0033] A second large prize opening 54 is located downstream of the starting gate 41 in the right-side area RR. 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 towards the front. 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). In response to the detection signal input from the second count switch 103b, the main control board 200 sends a prize ball designation command to the frame control device 400.
[0034] 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 device 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 distribution means 53b can be switched between a V-passing state, in which game balls that enter the first large prize opening 53 can be distributed to the V region (the first branching passage Ra described later), and a non-V-passing state, in which game balls that enter the first large prize opening 53 can be distributed to the discharge region (the second branching passage Rb described later). That is, when the distribution means 53b is switched to the V-passing state, all game balls that enter the first large prize opening 53 are distributed to the V region (the first branching passage Ra). On the other hand, when the distribution means 53b is switched to the non-V-passing state, all game balls that enter the first large prize opening 53 are distributed to the discharge region (the second branching passage Rb) (it becomes impossible for game balls that enter the first large prize opening 53 to pass through the V region). 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 two regions (passages) of region V (first branch passage Ra) and discharge region (second branch passage Rb). After passing through the region (passage), the game balls are discharged to the back side (out passage) of the game board 11.
[0035] A second starting opening 52 is provided downstream of the first large prize winning opening 53 in the right-side area RR. The second starting opening 52 allows game balls flowing down the right-side game area RR to enter. The second starting opening 52 opens toward the right. The second starting opening 52 is equipped with a standard electric mechanism (standard electric mechanism) 52a (a so-called "electric tulip") which can be displaced between a closed state that makes it difficult (impossible) for game balls to enter the second starting opening 52 and an open state that makes it easy (possible) for game balls to enter the second starting opening 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.
[0036] Downstream of the second starting port 52 in the right-side area RR, an operating port 56 is provided. The operating port 56 allows game balls flowing down the right-side game area RR to enter. The operating port 56 is an upward-facing ball entry port, allowing game balls to be inserted at all times. A second gate switch 104b (see Figure 8) is located inside the operating port 56. The second gate switch 104b outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the operating port 56 (entry of a game ball into the operating port 56). The main control board 200 performs a normal symbol lottery in response to the input of the detection signal from the second operating port switch 104b.
[0037] To the right of the operating port 56 in the right-side area RR, an out port 57 is provided. The out port 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. The inner frame release sensor 108 then transmits a detection signal to the frame control board 400 in response to the release of the inner frame unit 3 relative to the outer frame unit 2. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is 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 sensor 573 for an excess of circulating balls and a sensor 574 for an insufficient number of circulating balls. The circulating ball count 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 the upper limit (for example, 49 balls) (circulating ball count excess state). When the detection signal is input from the circulating ball count excess sensor 573 to the frame control board 400, the occurrence of a circulating ball count excess error is determined (detected), and the occurrence of the circulating ball count excess error is notified. The circulating ball count shortage sensor 574 outputs a detection signal to the frame control board 400 in response to the detection of a state in which the number of game balls stored in the storage tank 510 falls below a lower limit (for example, 43 balls) (circulating ball shortage state). When the detection signal is input from the circulating ball count shortage sensor 574 to the frame control board 400, the occurrence of a circulating ball shortage error is determined (detected), and the occurrence of the circulating ball shortage error is notified. 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 lifting motor 522 is a motor involved in the transfer (lifting) of game balls from the storage tank 510 to the ball passage 540. The lifting motor 522 is equipped with a lifting motor origin detection sensor (not shown). The lifting motor origin detection sensor detects the origin of the lifting motor 522 (the origin in the rotational position of the rotation axis). Specifically, the lifting motor origin detection sensor is composed of a rotating plate mounted coaxially with respect to the rotation axis of the lifting motor 522, and a slit sensor (photomicrosensor) capable of detecting slits provided on the rotating plate. The lifting motor origin detection sensor outputs a detection signal to the frame control board 400 (setting the detection signal to High) when the slit sensor does not detect a slit (when the origin of the lifting motor 522 is not detected), and stops outputting the detection signal to the frame control board 400 (setting the detection signal to Low) when the slit sensor detects a slit (when the origin of the lifting motor 522 is detected). 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. In the normal operating state of the pachinko machine 1, multiple game balls are stored in the ball passage 540. A ball storage detection sensor 554 is located at a predetermined position upstream of the ball passage 540. The ball storage detection sensor 554 detects whether or not a predetermined number of game balls are stored in the ball passage 540. That is, the ball storage detection sensor 554 outputs a detection signal to the frame control board 400 in response to the detection of game balls located at the predetermined position upstream of the ball passage 540. 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] (Operation of the lifting motor) Next, we will explain how the lifting motor 522 is driven. The frame control board 400 starts driving the lifting motor 522 when the duration of the state in which no detection signal is input from the retained ball detection sensor 554 (the state in which the retained ball detection sensor 554 does not detect game balls) reaches a predetermined time (300 [ms] in this embodiment). When the lifting motor 522 is driven, the screw conveyor 521 rotates, and the game balls guided from the storage tank 510 are transported (lifted) to the ball passage 540. Subsequently, the frame control board 400 terminates (stops) the drive of the lifting motor 522 when the duration of the state in which a detection signal from the retained ball detection sensor 554 is being input (the state in which the retained ball detection sensor 554 is detecting a game ball) reaches a predetermined time (300 [ms] in this embodiment). At this time, after the frame control board 400 determines that the duration of the state in which a detection signal from the retained ball detection sensor 554 is being input (the state in which the retained ball detection sensor 554 is detecting a game ball) has reached a predetermined time (300 [ms] in this embodiment), it continues to drive the lifting motor 522 until the input of a detection signal from the lifting motor origin detection sensor is stopped (until the origin of the lifting motor 522 is detected). Therefore, the frame control board 400 terminates (stops) the drive of the lifting motor 522 when the duration of the state in which a detection signal from the retained ball detection sensor 554 is being input (the state in which the retained ball detection sensor 554 is detecting a game ball) reaches a predetermined time (300 [ms] in this embodiment), and the input of a detection signal from the lifting motor origin detection sensor stops (the origin of the lifting motor 522 is detected). As described above, when the number of game balls remaining in the ball passage 540 decreases as game balls are launched, the lifting motor 522 is driven, and game balls are replenished from the storage tank 510 into the ball passage 540.
[0048] (Abnormal error in the game ball circulation mechanism pathway) Next, we will explain the game ball circulation mechanism pathway abnormality error. The game ball circulation mechanism pathway abnormality error indicates an error related to an abnormality in the circulation of game balls in the circulation unit 500. The frame control board 400 determines that a game ball circulation mechanism pathway abnormality error has occurred when the duration of the state in which no detection signal is input from the rectifier inlet sensor 552 (the state in which no game balls located at the inlet of the rectifier 550 are detected) reaches a predetermined time (1.5 [s] in this embodiment). The frame control board 400 then performs a predetermined error notification while the game ball circulation mechanism pathway abnormality error is occurring and sets a launch stop state, which will be described later. In this embodiment, as a predetermined error notification, the light-emitting element (LED) located on the upper decorative unit that corresponds to the game ball circulation mechanism pathway abnormality error is lit up, and a display screen 31a is displayed to indicate that a game ball circulation mechanism pathway abnormality error is occurring. Subsequently, the frame control board 400 determines that the game ball circulation mechanism passage abnormality error has been cleared, based on the detection signal received from the rectifier inlet sensor 552 (i.e., the detection of a game ball located at the inlet of the rectifier 550). Then, upon clearing the game ball circulation mechanism passage abnormality error, the frame control board 400 terminates the predetermined error notification and clears the launch stop state. In this case, if foreign matter or dirt is present in the circulation unit 500, the driving of the lifting motor 522 may be obstructed by such foreign matter or dirt, or the flow of game balls in the ball passage 540 may be obstructed, potentially leading to the detection of a game ball circulation mechanism passage abnormality error. In particular, if the cause of the detection of a game ball circulation mechanism passage abnormality error is foreign matter or dirt present in the circulation unit 500, the game ball circulation mechanism passage abnormality error may be repeatedly detected and cleared, and consequently, the launch stop state may be repeatedly set and cleared, which may cause the player to feel uncomfortable. Therefore, in pachinko machine 1, by providing a game ball circulation mechanism passage inspection error as described later, if foreign matter or dirt is present in the circulation unit 500, the manager of pachinko machine 1 is prompted to inspect the circulation unit 500 before the occurrence of a game ball circulation mechanism passage abnormality error is determined, thereby suppressing the frequency of game ball circulation mechanism passage abnormality errors.
[0049] (Gaming ball circulation mechanism passage inspection error) Next, we will explain the game ball circulation mechanism passage inspection error. Figure 19 shows the relationship between the rotational speed and operating time of the lifting motor 522 during normal operation. Figure 20 is a timing chart showing the operation of the lifting motor 522 during normal operation. Figure 21 is a timing chart showing the operation of the lifting motor 522 during abnormal operation. Figures 20 and 21 show the relationship between the drive state of the lifting motor 522 and the drive state of various sensors. In particular, Figure 20 shows the relationship between the drive state of the lifting motor 522 and the drive state of various sensors when the game balls are launched continuously for a predetermined time when there is no abnormality in the circulation unit 500 (normal operation). On the other hand, Figure 21 shows the relationship between the drive state of the lifting motor 522 and the drive state of various sensors when the game balls are launched continuously for a predetermined time when there is an abnormality in the circulation unit 500 (abnormal operation).
[0050] The game ball circulation mechanism passage inspection error is an error related to an abnormality in the circulation of game balls in the circulation unit 500. In particular, the game ball circulation mechanism passage inspection error is an error related to an abnormality in the circulation of game balls in either the lifting motor 522 or the ball passage 540 of the circulation unit 500. In this embodiment, the occurrence of a game ball circulation mechanism passage inspection error is determined based on the rotational speed during operation of the lifting motor 522, or the driving time (operating time) of the lifting motor 522. In other words, as described above, the frame control board 400 starts driving the lifting motor 522 when the duration of no detection signal input from the stagnant ball detection sensor 554 reaches a predetermined time (300 ms in this embodiment), and then stops driving the lifting motor 522 when the input of a detection signal from the lifting motor origin detection sensor stops after the duration of a detection signal input from the stagnant ball detection sensor 554 reaches a predetermined time (300 ms in this embodiment). In the following explanation, the operation of the lifting motor 522 from the start to the end of each lifting motor 522 operation will be referred to as a "unit operation." The period from the start to the end of each lifting motor 522 operation (i.e., the period from the start to the end of each unit operation) will be referred to as the "unit operation period." The time from the start to the end of each lifting motor 522 operation (i.e., the time from the start to the end of each unit operation) will be referred to as the "unit operation time." The number of rotations of the lifting motor 522's rotating shaft during the period from the start to the end of each lifting motor 522 operation (= unit operation period) (i.e., the number of rotations of the lifting motor 522's rotating shaft from the start to the end of each unit operation) will be referred to as the "number of rotations during unit operation."
[0051] In particular, in the pachinko machine 1, when there is no abnormality in the circulation unit 500 (normal operation), the rotation speed and unit operation time for each unit operation are approximately constant. Specifically, when normal operation, the rotation speed for each unit operation is 8 [rotations]. Here, as shown in Figure 19(a), when the lifting motor 522 (rotating shaft) is operating normally, the driving time (operating time) required for one rotation (one cycle) is 348 [ms]. In this case, the driving time required for one rotation (one cycle) is the time from when the on-edge of each cycle is detected to when the on-edge of the next cycle is detected, based on the detection signal from the lifting motor origin detection sensor. Therefore, as shown in Figure 19(b), when the lifting motor 522 (rotating shaft) is operating normally, the driving time (operating time) required for 8 rotations (8 cycles) is 2784 [ms]. In other words, for the lifting motor 522 (rotating shaft), if it is operating normally, the unit operation time for each unit operation is 2784 [ms]. Therefore, in this embodiment, for each unit operation, a predetermined appropriate range (hereinafter referred to as the "appropriate rotation speed range") is set based on a rotation speed of 8 [revolutions] during the unit operation, and the frame control board 400 is configured to determine the occurrence of a game ball circulation mechanism passage inspection error when it is determined that the rotation speed during the unit operation for each unit operation is not within the appropriate rotation speed range (outside the appropriate rotation speed range). Alternatively, for each unit operation, a predetermined appropriate range (hereinafter referred to as the "appropriate drive time range") is set based on a unit operation time of 2784 [ms], and the frame control board 400 is configured to determine the occurrence of a game ball circulation mechanism passage inspection error when it is determined that the unit operation time for each unit operation is not within the appropriate drive time range (outside the appropriate drive time range).
[0052] In this embodiment, under normal circumstances, approximately one game ball is sent from the screw conveyor 521 to the ball passage 540 with each rotation of the lifting motor 522 (rotating shaft). However, due to structural reasons, when the lifting motor 522 (rotating shaft) rotates twice, one game ball may be sent from the screw conveyor 521 to the ball passage 540. Also, when the lifting motor 522 (rotating shaft) rotates once, two game balls may be sent from the screw conveyor 521 to the ball passage 540. Therefore, in this embodiment, the appropriate rotational speed range is set to include an increase or decrease of one rotation, based on a unit rotational speed of 8 rotations. That is, the appropriate rotational speed range is set so that both the case where the unit rotational speed is 7 rotations and the case where the unit rotational speed is 9 rotations are included within the appropriate rotational speed range. Specifically, the appropriate rotational speed range is set to the range of 7 to 9 rotations per unit rotation. As a result, for each unit operation, if the unit rotational speed is within the range of 7 to 9 rotations, it is determined to be appropriate, and if the unit rotational speed is outside the range of 7 to 9 rotations (less than 7 rotations or 10 rotations or more), it is determined to be inappropriate. Furthermore, the appropriate range for drive time is set to include the increase or decrease in drive time for one rotation, based on a unit operating time of 2784 [ms]. In other words, the appropriate range for drive time is set so that both a unit operating time of 2436 [ms] and a unit operating time of 3132 [ms] fall within the appropriate range. Specifically, the appropriate range for drive time is set to a unit operating time of 2100 to 3400 [ms]. As a result, for each unit operation, if the unit operating time is within the range of 2100 to 3400 [ms], it is judged as appropriate, and if the unit operating time is outside the range of 2100 to 3400 [ms] (less than 2100 [ms] or more than 3400 [ms]), it is judged as inappropriate.
[0053] Specifically, as shown in Figure 20, if there is no abnormality in the circulation unit 500 (normal operation), when the game balls are continuously launched, the unit operation is performed regularly, and for each unit operation, the rotation speed during the unit operation is within the appropriate range of rotation speed, and the unit operation time is within the appropriate range of drive time. On the other hand, as shown in Figure 21, if there is an abnormality in the circulation unit 500 (foreign matter or dirt present in the circulation unit 500) (abnormality), if the launching of game balls continues, the drive of the lifting motor 522 will be obstructed by the foreign matter or dirt, or the flow of game balls down the ball passage 540 will be obstructed, causing the unit operation to become irregular. For each unit operation, the rotation speed during the unit operation will be outside the appropriate range of rotation speed, and the unit operation time will be outside the appropriate range of drive time. In this case, depending on the situation in which the drive of the lifting motor 522 is obstructed, or the flow of game balls down the ball passage 540 is obstructed, for each unit operation, the rotation speed during the unit operation will be less than or more than the appropriate range of rotation speed. Also, depending on the situation in which the drive of the lifting motor 522 is obstructed, or the flow of game balls down the ball passage 540 is obstructed, for each unit operation, the unit operation time will be shorter than or longer than the appropriate range of drive time.
[0054] In particular, in this embodiment, the occurrence of a game ball circulation mechanism passage inspection error is determined according to the frequency at which the rotation speed during a unit operation is determined to be outside the appropriate range of rotation speed during a predetermined period (frequency at which it is determined to be inappropriate). Alternatively, the occurrence of a game ball circulation mechanism passage inspection error is determined according to the frequency at which the unit operation time is determined to be outside the appropriate range of drive time during a predetermined period (frequency at which it is determined to be inappropriate). In this case, the "predetermined period" can be set based on time, the number of out balls, etc. Here, the number of out balls refers to the number of game balls detected by the out ball switch 571. For example, the system can be configured so that when the number of times the rotation speed during a unit operation is determined to be outside the appropriate range of rotation speed (the number of times it is determined to be inappropriate) reaches a predetermined number (for example, 10 times) during the period until a predetermined number (for example, 1000 balls) of out balls is detected, the occurrence of a game ball circulation mechanism passage inspection error is determined. Alternatively, the system can be configured so that when the number of times the unit operation time is determined to be outside the appropriate range of drive time (the number of times it is determined to be inappropriate) reaches a predetermined number (for example, 10 times) during the period until a predetermined number (for example, 1000 balls) of out balls is detected, the occurrence of a game ball circulation mechanism passage inspection error is determined. Alternatively, the system can be configured such that, within a predetermined time (e.g., 10 mins), the number of times the rotation speed during a unit operation is determined to be outside the appropriate range of rotation speed (the number of times it is determined to be inappropriate) reaches a predetermined number (e.g., 10 times), thereby determining the occurrence of a game ball circulation mechanism passage inspection error. Alternatively, the system can be configured such that, within a predetermined time (e.g., 10 mins), the number of times the unit operation time is determined to be outside the appropriate range of drive time (the number of times it is determined to be inappropriate) reaches a predetermined number (e.g., 10 times), thereby determining the occurrence of a game ball circulation mechanism passage inspection error.
[0055] The frame control board 400 executes a predetermined error notification when a game ball circulation mechanism passage inspection error occurs. Note that the launch stop state is not set when a game ball circulation mechanism passage inspection error occurs. In this embodiment, as a predetermined error notification, the light-emitting element (LED) located on the upper decorative unit that corresponds to the game ball circulation mechanism passage inspection error is lit up, and a display screen 31a is displayed to indicate that a game ball circulation mechanism passage inspection error is occurring. As a result, the manager of the pachinko machine 1 can understand that a game ball circulation mechanism passage inspection error has occurred by checking the predetermined error notification, and can inspect the circulation unit 500 and remove any foreign matter or dirt present in the circulation unit 500. In this embodiment, the game ball circulation mechanism passage inspection error is cleared when the power is cut off. Alternatively, the game ball circulation mechanism passage inspection error may be cleared when the normal RAM clear condition described later is met (RAM clear without going through the setting change state). Alternatively, the game ball circulation mechanism passage inspection error may be cleared when a predetermined time has elapsed since the occurrence of the game ball circulation mechanism passage inspection error.
[0056] Specifically, the frame control board 400 is configured with an improper detection count counter. The improper detection count counter counts the number of times the rotational speed during a unit operation is determined to be outside the appropriate range (number of times it is determined to be improper). Alternatively, the improper detection count counter counts the number of times the unit operation time is determined to be outside the appropriate range (number of times it is determined to be improper). The value of the improper detection counter is cleared (initialized) each time a predetermined number of out balls (e.g., 1000 balls) are detected. Alternatively, the value of the improper detection counter is cleared (initialized) every predetermined time (e.g., 10 minutes). Then, when the value of the improper detection counter reaches a predetermined number of times (for example, 10 times), it is determined that a game ball circulation mechanism passage inspection error has occurred. Furthermore, the value of the improper detection counter may be cleared (initialized) when an error in the game ball circulation mechanism passage inspection is detected. Alternatively, the value of the improper detection counter may be cleared (initialized) when it is not determined that the number of rotations during a unit operation is outside the appropriate range for a predetermined period of time. Alternatively, the value of the improper detection counter may be determined at predetermined intervals to see if it has reached a predetermined number of times (for example, 10 times), and after each determination, the value of the improper detection counter may be cleared (initialized).
[0057] In this configuration, in addition to monitoring errors in the game ball circulation mechanism passage, errors in the lifting motor inspection are also monitored. The lifting motor inspection error indicates an error related to a malfunction in lifting motor 522. In the following explanation, the operation of the lifting motor 522 (rotating shaft) completing one rotation (one cycle) will be referred to as "one cycle operation." That is, one cycle operation is the operation of the lifting motor 522 from the detection of the on-edge of each cycle to the detection of the next on-edge of the detection signal from the lifting motor origin detection sensor. The driving time (operating time) required for one cycle operation will be referred to as "one cycle driving time." That is, one cycle driving time is the time from the detection of the on-edge of each cycle to the detection of the next on-edge of the detection signal from the lifting motor origin detection sensor. The lifting motor inspection error is determined based on the one-cycle drive time. That is, as described above, for the lifting motor 522 (rotating shaft), when it is operating normally, the one-cycle drive time is 348 [ms]. Therefore, for each one-cycle operation, a predetermined appropriate range (hereinafter referred to as the "one-cycle appropriate range") is set based on the one-cycle drive time = 348 [ms], and the frame control board 400 determines that the one-cycle drive time for each one-cycle operation is not within the one-cycle appropriate range (outside the one-cycle appropriate range), and determines that a lifting motor inspection error has occurred. Alternatively, the system may be configured so that the occurrence of a lifting motor inspection error is determined according to the frequency with which the one-cycle drive time is determined to be outside the one-cycle appropriate range (outside the one-cycle appropriate range) during a predetermined period. The frame control board 400 performs a predetermined error notification when a lifting motor inspection error occurs. Note that the firing stop state is not set when a lifting motor inspection error occurs. In this embodiment, as a predetermined error notification, the light-emitting element (LED) located on the upper decorative unit that corresponds to the lifting motor inspection error is lit, and a display indicating that a lifting motor inspection error is occurring is displayed on the display screen 31a. This allows the manager of the pachinko machine 1 to understand that a lifting motor inspection error has occurred by checking the predetermined error notification, and to inspect the lifting motor 522 to remove any foreign objects or dirt. In this embodiment, the lifting motor inspection error is cleared when the power is cut off. Alternatively, the lifting motor inspection error may be cleared when the normal RAM clear condition described later is met (RAM clear without going through the setting change state). Alternatively, the lifting motor inspection error may be cleared when a predetermined time has elapsed since the occurrence of the lifting motor inspection error. As described above, by adding a lifting motor inspection error in addition to the game ball circulation mechanism passage inspection error, it becomes possible to narrow down the cause of the abnormality in the circulation of game balls in the circulation unit 500. In other words, if both a game ball circulation mechanism passage inspection error and a lifting motor inspection error occur, it can be determined that the abnormality in the circulation of game balls is occurring in the lifting motor 522 of the circulation unit 500. On the other hand, if a game ball circulation mechanism passage inspection error occurs but a lifting motor inspection error does not occur, it can be determined that the abnormality in the circulation of game balls is occurring in the ball passage 540 of the circulation unit 500.
[0058] (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.
[0059] (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.
[0060] (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.
[0061] (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.
[0062] (Regarding various lotteries) Next, we will explain the various lotteries performed on the main control board 200. On the main control board 200, a regular symbol lottery is performed when a game ball passes through the start gate 41. In this embodiment, the results of the regular symbol lottery are defined as "regular symbol win" and "lose". When a "regular symbol win" is achieved in the regular symbol lottery, the regular symbol win game state is activated. In the regular symbol win game state, the regular electric mechanism 52a is displaced (opened) from a closed state to an open state, allowing game balls to enter the second start opening 52. In pachinko machine 1, time-saving control can be implemented as an auxiliary control that is advantageous to the player. When time-saving control is in operation, the time for displaying the special symbols (hereinafter referred to as "variation time") is shortened compared to when time-saving control is stopped. In this embodiment, when time-saving control is in operation, the probability of winning the regular symbol lottery is improved and the time for displaying the regular symbols is shortened compared to when time-saving control is stopped. In addition, when time-saving control is in operation, the number of times the regular electric mechanism 52a opens is increased and the opening time of the regular electric mechanism 52a is extended compared to when time-saving control is stopped. If a "regular win" is achieved, the number of times the regular electric mechanism 52a opens is set to 1 or 3, and the opening time of the regular electric mechanism 52a for each time is set to 0.5 seconds or 2.0 seconds. In this case, while the time-saving control is in operation, the number of times the regular electric mechanism 52a opens is set to 3, and the opening time of the regular electric mechanism 52a for each time is set to 2.0 seconds. On the other hand, while the time-saving control is stopped, the number of times the regular electric mechanism 52a opens is set to 1, and the opening time of the regular electric mechanism 52a for each time is set to 0.5 seconds.
[0063] Furthermore, the main control board 200 executes a first special symbol lottery when a game ball enters the first start port 51, and a second special symbol lottery when a game ball enters the second start port 52. In this embodiment, the results of the first special symbol lottery are set to "minor win" and "loss". Also, the results of the second special symbol lottery are set to "minor win" and "loss". In particular, the probability of winning the second special symbol lottery (in this embodiment, the probability of winning a "minor prize") is higher than the probability of winning the first special symbol lottery. Furthermore, the probability of winning each special symbol lottery is set according to a specified value. If a "minor win" is achieved through the first special symbol lottery or the second special symbol lottery, a minor win game state is activated. In the minor win game state, a minor win game is performed in which the first special electric mechanism 53a is displaced from a closed state to an open state, making it possible for game balls to enter the first large prize entry opening 53. Furthermore, if a game ball that has entered the first large prize slot 53 is detected to have passed 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. On the other hand, if a game ball that has entered the first large prize slot 53 is not detected to have passed through the V area during the execution of a minor win game, a major win game state is not triggered. During a jackpot, a round of play is performed in which the second special electric mechanism 54a is displaced from a closed state to an open state, allowing game balls to enter the second large prize entry point 54. Then, upon the end of the jackpot, a time-saving control is initiated.
[0064] (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 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.
[0065] "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 ratio is displayed on the performance display device 61. In addition, information related to the game is displayed on the main display device 60.
[0066] 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.
[0067] 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.
[0068] "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.
[0069] "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.
[0070] "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.
[0071] "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.
[0072] (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, 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 launch volume 410, the launching operation of the launching device 560 to launch game balls will not be performed. In this embodiment, the drive of the rectifier solenoid 551 is stopped while the launch stop state is set.
[0073] 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.
[0074] 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.
[0075] (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 input status of the handle volume signal (i.e., whether or not the firing handle has been rotated) based on the input status of the handle operation signal.
[0076] (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 (normal mode), a ball removal state (ball removal mode), and a ball insertion state (ball insertion mode).
[0077] (Normal state) First, let's explain the normal state (normal mode). 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. 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. Furthermore, the frame control board 400 is equipped with an error release button (not shown) and an error release switch (not shown). The error release switch outputs a predetermined detection signal to the frame control board 400 when the error release button is pressed. In this embodiment, when power is turned on to the pachinko machine 1 while no detection signal is received from the ball removal switch and no detection signal is received from the error clearing switch, the frame control state is set to the normal state.
[0078] (Ball removed) Next, we will explain the ball removal state (ball removal mode). The ball removal state is a state in which it is possible to remove the game balls stored (inserted / sealed) inside the pachinko machine 1 (a state in which game ball removal is being performed). In this embodiment, the ball removal state can be set (transitioned) on the condition that the number of balls stored in the ball count storage area described later is 0 [balls] (the number of balls = "0"). Specifically, when the number of balls stored in the ball count storage area 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 ball removal state is set as the frame control state. That is, the ball removal state can be set by turning on the power to the pachinko machine 1 while pressing the ball removal button while the number of balls stored in the ball count storage area is 0 [balls]. Alternatively, the ball removal state can be set by turning on the power to the pachinko machine 1 while pressing both the ball count clear button and the ball removal button described later. Furthermore, if the power to the pachinko machine 1 is turned on while both the ball count clear button and the ball removal button are pressed, the frame control board 400 clears the ball count stored in the ball count memory area to "0" and then sets the ball removal state. During the ball removal state, a ball removal state notification image is displayed on the display screen 31a to indicate (suggest) that the ball removal state is in progress. In particular, the execution of the above-mentioned game progression process is prohibited during the ball removal state. As a result, the game (specifically, normal game and special game) is stopped during the ball removal state. On the other hand, the launching operation of the game ball by the launching device 560 is permitted (allowed) during the ball removal state. As a result, during the ball removal state, the launching operation of the game ball by the launching device 560 is executed in response to the detection signal input from the launching volume 410. Furthermore, the lifting motor 522 is stopped during the ball removal state. The manager of the gaming machine can remove the game balls sealed inside the pachinko machine 1 by operating the ball removal lever 502 and rotating the launch handle while the machine is in the ball removal state. In other words, by rotating the launch handle, the game balls that have accumulated between the lifting unit 520 and the launching device 560 can be made to flow into the storage tank 510. At this time, because the ball removal lever 502 is operated, the game balls stored in the storage tank 510 are discharged to the outside. The ball removal state is terminated by the power being cut off. That is, if the power is cut off while the ball removal state is active, and no detection signal is received from the ball removal switch, and no detection signal is received from the error clear switch, and the power is then restored to the pachinko machine 1, the frame control state will be set to the normal state.
[0079] (Ball insertion status) Next, we will explain the ball insertion state (ball insertion mode). Figure 15 shows an example of the error screen G1. Figure 16 shows an example of the insertion screen G2. Figure 17 shows an example of the insertion complete screen G3. Figure 18 shows an example of the overload screen G4. The ball insertion status indicates that it is possible to insert (replenish) game balls into the pachinko machine 1 (the state in which game ball insertion (replenishment) is being performed). As described above, in the pachinko machine 1 (managed gaming machine), the game balls are sealed (enclosed) inside the machine so that players cannot directly touch them. Furthermore, if no game balls are loaded into the pachinko machine 1, the machine cannot launch game balls even if the power is turned on. For this reason, by loading a specified number of game balls (45 in this embodiment) into the pachinko machine 1 while setting the ball loading state, the game balls circulate inside the machine, making it possible to launch game balls. In this embodiment, the ball insertion state can be set (transitioned) on the condition that the number of balls stored in the ball count storage area is 0 (the number of balls is "0"). Specifically, when the number of balls stored in the ball count storage area is 0 and a detection signal from the error release switch is input, and power is turned on to the pachinko machine 1, the ball insertion state is set as the frame control state. That is, the ball insertion state can be set by turning on the power to the pachinko machine 1 while pressing the error release button when the number of balls stored in the ball count storage area is 0. Alternatively, the ball insertion state can be set by turning on the power to the pachinko machine 1 while pressing both the ball count clear button and the error release button. Note that when the power to the pachinko machine 1 is turned on while pressing both the ball count clear button and the error release button, the frame control board 400 clears the number of balls stored in the ball count storage area to "0" and then sets the ball insertion state. In other words, in this embodiment, the condition for transitioning to the ball insertion state includes the number of balls held being 0. This makes it possible to suppress situations where the game transitions to the ball insertion state while the player is playing, thereby preventing situations that may cause the player to feel uncomfortable.
[0080] In this embodiment, during the ball insertion state, the following screens are displayed (configured) on the display screen 31a: an error screen G1 (see Figure 15), an insertion screen G2 (see Figure 16), an insertion complete screen G3 (see Figure 17), and an over-insertion screen G4 (see Figure 18). During the ball insertion state, the displayed screen switches based on the occurrence of remaining ball errors (described later) and the number of game balls inserted during the ball insertion state. In this embodiment, all screens displayed during the ball insertion state show information indicating that the ball insertion state is being set (for example, the words "Ball Insertion Mode"). While the ball is being inserted, the execution of the above-mentioned game progression process is prohibited. As a result, the game (specifically, normal game and special game) is stopped while the ball is being inserted. In this embodiment, the above-mentioned launch stop state is set while the ball is being inserted. As a result, even if a detection signal is input from the launch volume 410 while the ball is being inserted, the launching device 560 will not perform the launching operation of the game ball. In addition, the hoisting motor 522 is stopped while the ball is being inserted.
[0081] In particular, in this embodiment, when the ball insertion state is set (started), it is possible to determine whether or not there are any game balls remaining inside the circulation unit 500. If there are game balls remaining inside the circulation unit 500, it is possible to remove the remaining game balls. In other words, when transitioning to a ball insertion state (at the start), if a predetermined number of game balls (45 in this embodiment) are inserted during the ball insertion state, the number of game balls inserted will exceed the predetermined number, and there is a risk that an error due to an excessive number of circulating balls will be detected. Therefore, by notifying the presence of game balls remaining inside the circulating unit 500 when the ball insertion state is set (started) and enabling their removal, it is possible to suppress the situation in which an error due to an excessive number of circulating balls is detected. Specifically, in this embodiment, the storage tank 510 is made of a transparent resin material, and it is possible to visually check from the outside whether or not there are any game balls remaining inside the storage tank 510 (hereinafter referred to as "tank remaining balls"). As a result, when the manager of the game machine sets (starts) the ball insertion state, if they visually confirm that there are tank remaining balls, they can operate the ball release lever 502 to discharge the tank remaining balls to the outside. On the other hand, game balls remaining inside the rectifier 550 or launching device 560 (hereinafter referred to as "remaining launched balls") cannot be visually confirmed from the outside. Therefore, in this embodiment, it is possible to detect whether or not there are remaining launched balls based on a predetermined sensor. When the presence of remaining launched balls is detected based on the predetermined sensor, the system is configured to notify that there are remaining launched balls (hereinafter referred to as "remaining ball error"). In this embodiment, a rectifier inlet sensor 552 is used as the predetermined sensor. Specifically, the frame control board 400 monitors whether a detection signal is input from the rectifier inlet sensor 552 while the balls are inserted. If it is determined that a detection signal is input from the rectifier inlet sensor 552, it determines that a remaining ball error has occurred. When it is determined that a remaining ball error has occurred, the error screen G1 is displayed. The error screen G1 is a screen that notifies that a remaining ball error is occurring (that there are remaining balls that have been launched). As shown in Figure 15, error information is displayed on the error screen G1. The "error information" is information that notifies that a remaining ball error is occurring. In this embodiment, the error information displayed is information that notifies that there are remaining balls that have been launched (for example, the words "There are remaining balls in the rectifier.") and information that prompts the removal of the remaining balls that have been launched (for example, the words "Please check the rectifier and launching device for game balls and remove them."). This allows the administrator of the gaming machine to manually remove game balls from inside the rectifier 550 or launching device 560 based on the information displayed on the error screen G1. After a remaining ball error occurs, the frame control board 400 determines that no detection signal has been input from the rectifier inlet sensor 552 (i.e., the game ball has been removed from inside the rectifier 550 or the launching device 560), and determines that the remaining ball error has been cleared. Once the remaining ball error has been cleared, the error screen G1 is removed and the ball insertion screen G2 is displayed.
[0082] Furthermore, in this embodiment, during the ball insertion process (excluding when a remaining ball error occurs), the number of inserted game balls is counted, and the number of inserted game balls is announced. In addition, if the number of inserted game balls exceeds a predetermined number (45 balls in this embodiment) during ball insertion, the number of game balls exceeding the predetermined number is announced. In other words, conventionally, when inserting game balls into a managed gaming machine, it was necessary to count the prescribed number of game balls using a dedicated counter, which was time-consuming. By notifying the number of game balls inserted while the machine is in the process of inserting balls, it becomes possible to eliminate the need for counting with a dedicated counter and reduce the amount of work involved. Furthermore, if the number of game balls inserted accidentally exceeds the prescribed number, notifying the number of excess game balls makes it easy to determine how many game balls need to be removed. Specifically, in this embodiment, the number of game balls inserted is counted using the out-ball switch 571 and the foul-ball switch 572 while the balls are being inserted. That is, the frame control board 400 is configured with an insertion count counter that counts the number of game balls inserted while the balls are being inserted. At the start of the ball insertion state, the value of the insertion count counter is set to an initial value (in this embodiment, "0"). Then, while the balls are being inserted (except when a remaining ball error occurs), "1" is added to the value of the insertion count counter each time a detection signal is input from the out-ball switch 571 (each time a game ball is detected by the out-ball switch 571), and "1" is added to the value of the insertion count counter each time a detection signal is input from the foul-ball switch 572 (each time a game ball is detected by the foul-ball switch 572). In this embodiment, considering the possibility that a game ball may be mistakenly inserted into the foul passage 501, the system is configured to count the number of inserted game balls using both the out ball switch 571 and the foul ball switch 572. However, it is also acceptable to configure the system to count the number of inserted game balls using only the out ball switch 571.
[0083] Furthermore, while the ball insertion state is being set (excluding when a remaining ball error occurs), one of the following screens will be displayed: the insertion screen G2, the insertion complete screen G3, and the over-insert screen G4. During this time, if the current number of balls inserted (the number of game balls inserted during the current ball insertion state setting) has not reached the specified number (45 balls in this embodiment), the insertion screen G2 will be displayed. On the other hand, if the current number of balls inserted is at the specified number, the insertion complete screen G3 will be displayed. On the other hand, if the current number of balls inserted exceeds the specified number, the over-insert screen G4 will be displayed. The "In-Place Balls" screen G2 is a screen that notifies the user that the number of game balls inserted during the ball insertion state has not reached the specified number (45 balls in this embodiment). As shown in Figure 16, the "In-Place Balls" screen G2 displays information indicating the number of balls inserted, along with information indicating the ball entry slot into which the game balls should be inserted. In this embodiment, the "In-Place Balls" information displays information indicating the current value of the ball count counter (=the number of game balls inserted during the current ball insertion state setting). Specifically, the "In-Place Balls" information displays a number indicating the specified number (45 balls in this embodiment) in the denominator, and a number indicating the current value of the ball count counter (=the number of game balls inserted during the current ball insertion state setting) (hereinafter referred to as "number of balls inserted in mode") in the numerator. This makes it easy to grasp whether the current number of balls inserted is too low or too high compared to the specified number. In this embodiment, the "Out" slot 58 is recommended as the ball entry slot into which the game balls are inserted. Therefore, information indicating which slot to use to insert the game balls is displayed, such as, "Please insert the balls from the out slot." The ball insertion completion screen G3 is a screen that notifies the player that the number of game balls inserted during the ball insertion state has reached the specified number (45 balls in this embodiment). As shown in Figure 17, the ball insertion completion screen G3 displays information indicating the number of inserted game balls, as well as information indicating that the number of inserted game balls has reached the specified number (for example, the text "The specified number has been reached.") and information indicating how to end the ball insertion state (for example, the text "Close the door and return to the normal state."). The over-screen G4 is a screen that notifies the player that the number of game balls inserted during the ball insertion state has exceeded the specified number (45 balls in this embodiment). As shown in Figure 18, the over-screen G4 displays information indicating the number of game balls inserted in excess of the specified number (hereinafter referred to as "over-insertion number"), along with information indicating how to remove the over-insertion number of game balls. In this embodiment, it is possible to remove the game balls from the storage tank 510 by operating the ball removal lever 502. Therefore, as information indicating how to remove the over-insertion number of game balls, for example, the following message is displayed: "Pull the ball removal lever, remove the over-insertion number of game balls, and press the error clear button."
[0084] In this embodiment, the ball insertion state can be terminated by closing the front door unit 4 to the inner frame unit 3. At this time, the ball insertion state can be terminated only while the insertion completion screen G3 is displayed (only when the current number of balls inserted counter is a specified number (45 [balls] in this embodiment)). In other words, even if the front door unit 4 closes to the inner frame unit 3 while the ball insertion screen G2 is displayed, the ball insertion process does not end, and it is notified that the number of inserted game balls has not reached the specified number. At this point, when the front door unit 4 opens to the inner frame unit 3, the display returns to the ball insertion screen G2, and it becomes possible to continue inserting game balls. On the other hand, even if the front door unit 4 closes to the inner frame unit 3 while the over-time screen G4 is displayed, the ball insertion process does not end, and it is notified that the number of inserted game balls exceeds the specified number. In this case, when the front door unit 4 is opened to the inner frame unit 3, the over-time screen G4 is returned, and the process of removing the game balls can be continued. Furthermore, in this embodiment, if the error clear button is pressed while the over-time screen G4 is being displayed, the display of the over-time screen G4 will end and the display of the input completion screen G3 will begin.
[0085] As described above, the administrator of the gaming machine can start the ball insertion process by opening the front door unit 4 relative to the inner frame unit 3, pressing both the ball count clear button and the error clear button, and then turning on the power to the pachinko machine 1. At the start of the ball insertion process, if there are any remaining balls (if a detection signal is input from the rectifier inlet sensor 552), a remaining ball error is detected, and the error screen G1 is displayed. The error screen G1 then notifies the user that there are still remaining balls. This allows the gaming machine administrator to be aware of the presence of remaining balls and to remove them manually. After the remaining balls are removed (when no detection signal is input from the rectifier inlet sensor 552), the remaining ball error is cleared, and the insertion screen G2 is displayed instead of the error screen G1. On the other hand, if there are no remaining balls at the start of the ball insertion process (i.e., no detection signal is input from the rectifier inlet sensor 552), the occurrence of a remaining ball error is not detected, and the display of the insertion screen G2 begins. When the display of the "Input" screen G2 begins, the "Number of Balls Inserted During Mode" is set to 0. Then, each time a game ball is inserted into the output port 58 by the gaming machine administrator, the "Number of Balls Inserted During Mode" increases by 1. This allows the gaming machine administrator to determine the number of game balls inserted during the ball insertion state based on the displayed "Number of Balls Inserted During Mode." Subsequently, the insertion of game balls into the output slot 58 continues, and when the number of balls inserted during the mode equals the specified number (45 balls in this embodiment), the insertion completion screen G3 is displayed instead of the insertion in progress screen G2. The insertion completion screen G3 then notifies that the number of game balls inserted during the ball insertion state has reached the specified number. This allows the manager of the game machine to know when the number of game balls inserted during the ball insertion state has reached the specified number, eliminating the need for a counter when inserting game balls and reducing the amount of work involved. Subsequently, the insertion of game balls into the output port 58 continues, and when the number of balls inserted during the mode exceeds a predetermined number (45 balls in this embodiment), the display of the over-insertion screen G4 begins instead of the insertion completion screen G3. The number of over-insertions is then announced on the over-insertion screen G4. This allows the game machine administrator to grasp the number of over-insertions and easily determine the number of game balls that need to be removed. After the game machine administrator removes the number of over-insertions announced on the over-insertion screen G4 by operating the ball removal lever 502, the error clear button is pressed, and the display of the insertion completion screen G3 begins instead of the over-insertion screen G4. Furthermore, while the ball insertion completion screen G3 is displayed, the administrator of the gaming machine can end the ball insertion process and set the machine to the normal state by closing the front door unit 4 to the inner frame unit 3. As a result, in pachinko machine 1, it is possible to suppress situations in which the number of game balls inserted is either too few or too many compared to the prescribed number, and thus it is possible to suppress situations in which an error of insufficient or excessive number of circulating balls is detected.
[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 "number of balls stored area"). The number of balls held, as stored in the number of balls stored area, is then displayed on the number of balls display unit 41a. 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 51-55, 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 ball count) 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 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 updated number of balls stored in the ball count storage area. 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 51-55, the main control board 200 sends a prize ball specification 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 specification command, the frame control board 400 adds the number of prize balls specified in the prize ball specification 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 will start 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 remaining balls have 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 prize ball 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] (The function of Pachinko machine 1) Next, I will explain the operation of pachinko machine 1. The pachinko machine 1 is capable of executing a predetermined error notification (error notification related to an error in the game ball circulation mechanism passage inspection) because it has been determined that the operating time of the lifting motor 522 is outside the appropriate range for driving time. In other words, in the pachinko machine 1, the occurrence of an abnormality (game ball circulation mechanism passage inspection error) can be detected based on the operating time of the lifting motor 522, thereby enabling proper detection of the occurrence of an abnormality (game ball circulation mechanism passage inspection error). Furthermore, in pachinko machine 1, the lifting motor 522 is a motor involved in the transport of game balls. This makes it possible to appropriately detect the occurrence of abnormalities associated with the transport of the game machine. Furthermore, in the pachinko machine 1, a predetermined error notification (error notification related to game ball circulation mechanism passage inspection error) can be executed depending on the frequency with which the operating time of the lifting motor 522 is determined to be outside the appropriate range of operating time. This makes it possible to detect the occurrence of abnormalities (game ball circulation mechanism passage inspection errors) more appropriately. Furthermore, the pachinko machine 1 is equipped with a ball retention detection sensor 554 capable of detecting game balls transported by the drive of the lifting motor 522, and the drive of the lifting motor 522 is controlled according to the status of game ball detection by the ball retention detection sensor 554. This makes it possible to appropriately detect the occurrence of abnormalities (game ball circulation mechanism passage inspection errors) related to game balls transported by the drive of the lifting motor 522.
[0124] (Note) Here, the correspondence between each configuration according to the present invention and the configurations described in the embodiments is described. An example of a specific motor relating to the first invention is a lifting motor 522. An example of an appropriate range relating to the first invention is an appropriate range of driving time. An example of a predetermined notification relating to the first invention is an error notification relating to an error in the inspection of the game ball circulation mechanism passage. An example of a detection means relating to the fourth invention is a stagnant ball detection sensor 554. [Explanation of Symbols]
[0125] 1 Pachinko machine 200 Main control board 300 Performance control board 400 Frame Control Board 522 Lifting motor 554 Remaining Ball Detection Sensor
Claims
1. A gaming machine characterized by its ability to perform a predetermined notification when it is determined that the operating time of a specific motor is outside the appropriate range.
2. The gaming machine according to claim 1, characterized in that the specified motor is a motor involved in the transfer of game balls.
3. The gaming machine according to claim 1 or 2, characterized in that it can perform the predetermined notification according to the frequency at which it is determined that the operating time of the specified motor is outside the appropriate range.
4. The system includes a detection means capable of detecting game balls transported by the drive of the aforementioned specific motor, The gaming machine according to claim 2, characterized in that the drive of the specific motor is controlled according to the detection status of the game ball by the detection means.