Gaming machine

The gaming machine ensures continuous sound output through a speaker by controlling audio states, addressing the inconvenience of disconnecting sound devices in conventional systems.

JP2026104201APending Publication Date: 2026-06-25HEIWA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
HEIWA CORP
Filing Date
2024-12-13
Publication Date
2026-06-25

AI Technical Summary

Technical Problem

Conventional gaming machines face reduced convenience due to the risk of disconnecting sound output devices during specific states, which can hinder seamless audio output.

Method used

A gaming machine with a speaker and control mechanism that allows sound signal output to a sound output device even when connected, and restricts output to the device during specific states, ensuring uninterrupted audio through the speaker.

Benefits of technology

Improves convenience by allowing continuous sound output through the speaker without disconnecting the sound output device, enhancing user experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026104201000001_ABST
    Figure 2026104201000001_ABST
Patent Text Reader

Abstract

To improve convenience. [Solution] The pachinko machine 1 includes a speaker 22 and a performance control board 300 that can control the speaker 22 to be in a connection-disabled state where it cannot output sound signals to the earphones owned by the player, and to a connection-enabled state where it can output sound signals to the earphones. When the machine switches to inspection mode while the earphones are connected in the connection-enabled state, a sound signal is output to the speaker 22. This makes it possible to output sound from the speaker 22 without disconnecting the earphones during inspection mode, thereby improving convenience.
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of outputting a sound signal to a sound output device owned by a player.

Background Art

[0002] Conventionally, a gaming machine capable of outputting a sound signal to a sound output device (such as earphones) owned by a player has been known (see Patent Document 1). In this gaming machine, it is possible to output sound from earphones connected to a paired smartphone.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional gaming machine, there is a risk of reduced convenience. An object of the present invention is to improve convenience.

Means for Solving the Problems

[0005] In order to achieve the above object, a gaming machine according to a first invention includes a speaker, a first state in which a sound signal cannot be output to a sound output device owned by a player, a second state in which a sound signal can be output to the sound output device, and control means capable of controlling the states, and when a specific state is entered in a situation where the sound output device is connected during the second state, a sound signal is output to the speaker. In the gaming machine according to the first invention, when a specific state is reached, a sound signal is output to the speaker even if the sound output device is connected during the second state. This makes it possible to output sound from the speaker during the specific state without disconnecting the sound output device, thereby improving convenience.

[0006] The gaming machine according to the second invention is characterized in that, in the gaming machine according to the first invention, when the sound output device is connected during the second state, the output of a sound signal to the sound output device is restricted when the system transitions to a specific state. The gaming machine according to the second invention makes it possible to further improve convenience. [Effects of the Invention]

[0007] According to the present invention, it is possible to improve convenience. [Brief explanation of the drawing]

[0008] [Figure 1] This is a perspective view of pachinko machine 1. [Figure 2] This is a plan view of pachinko machine 1. [Figure 3] This is a cross-sectional view along line AA shown in Figure 2. [Figure 4] This is a perspective view of the front door unit 4. [Figure 5] This diagram shows the front of the game board, schematically illustrating the parts that are particularly necessary for explanation. [Figure 6] This is a front view of the circulation unit 500. [Figure 7] This figure shows the circulation unit 500 with some parts removed, as shown in Figure 6. [Figure 8] This is a block diagram showing the configuration of the control system for a pachinko machine. [Figure 9] This flowchart shows the processing when a frame control command is received. [Figure 10] This is a flowchart showing the ball count reduction notification and management process. [Figure 11] It is a flowchart showing the held ball number monitoring process. [Figure 12] It is a flowchart showing the held ball zero notification management process. [Figure 13] It is a flowchart showing the prize ball monitoring process. [Figure 14] It is a flowchart showing the held ball increase notification management process. [Figure 15] It is a block diagram showing the configuration of the sound circuit. [Figure 16] It is a diagram showing an example of the store manager menu screen G1. [Figure 17] It is a diagram showing an example of the display of the connection invalid icon ic1. [Figure 18] It is a diagram showing an example of the store manager menu screen G2 according to the modification example. [Figure 19] It is a diagram showing an example of the player menu screen G3 during the setting of the connection valid state. [Figure 20] It is a diagram showing an example of the player menu screen G3 during the setting of the connection invalid state. [Figure 21] It is a diagram showing an example of the warning image kg. [Figure 22] It is a diagram showing an example of the display during the connection state. [Figure 23] It is a diagram showing an example of the inspection mode screen G4. [Figure 24] It is a diagram showing the relationship between the custom volume value and the volume.

Mode for Carrying Out the Invention

[0009] 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 allows the game to proceed 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 using a predetermined number of gaming balls (45 balls in this form) that are circulated within 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.

[0010] (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.

[0011] (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).

[0012] (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.

[0013] (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.

[0014] (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.

[0015] 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.

[0016] 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.

[0017] 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 is 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.

[0018] 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.

[0019] 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 a short press operation 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 (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 a long press operation 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 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 to perform a "total counting" process 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.

[0020] 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.

[0021] 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 operation 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 or the wireless earphones. 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.

[0022] 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.

[0023] 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).

[0024] 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).

[0025] 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.

[0026] 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).

[0027] (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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] Furthermore, the pachinko machine 1 is equipped with detection sensors that can detect various abnormal conditions. In this embodiment, detection sensors such as a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, and a magnetic detection sensor 115 are provided. The glass frame release sensor 107 detects the opening of the front door unit 4 relative to the inner frame unit 3. The glass frame release sensor 107 then transmits a detection signal to the frame control board 400 in response to the opening of the front door unit 4 relative to the inner frame unit 3. The inner frame release sensor 108 detects the release of the inner frame unit 3 relative to the outer frame unit 2. In response to the release of the inner frame unit 3 relative to the outer frame unit 2, the inner frame release sensor 108 transmits a detection signal to the frame control board 400. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is installed on the game board 11. The vibration detection sensor 113 then transmits a detection signal to the main control board 200 in response to the detection of vibrations of the game board 11.

[0042] 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.

[0043] (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.

[0044] The storage tank 510 is capable of storing multiple game balls. The game balls stored in the storage tank 510 are guided to the lifting unit 520 located downstream of the storage tank 510. The storage tank 510 is equipped with a circulating ball excess sensor 573 and a circulating ball shortage sensor 574. The circulating ball excess sensor 573 outputs a detection signal to the frame control board 400 when it detects that the number of game balls stored in the storage tank 510 (i.e., game balls circulating within the pachinko machine 1) exceeds an upper limit (for example, 49 balls) (circulating ball excess state). The circulating ball shortage sensor 574 outputs a detection signal to the frame control board 400 when it detects that the number of game balls stored in the storage tank 510 is less than a lower limit (for example, 43 balls) (circulating ball shortage state). The storage tank 510 is equipped with a ball release lever 502. By operating the ball release lever 502, it is possible to discharge the game balls stored in the storage tank 510 to the outside.

[0045] The lifting unit 520 lifts the game balls, which have been brought in from the storage tank 510, to the ball passage 540. The lifting unit 520 consists of a screw conveyor 521 that lifts the game balls to the ball passage 540 and a lifting motor 522 that rotates the screw conveyor 521. When the lifting motor 522 is driven, the screw conveyor 521 rotates, and the game balls, which have been brought in from the storage tank 510, are lifted upward by the screw conveyor 521 and reach the ball passage 540. The cleaning unit 530 is positioned to the side of the screw conveyor 521. The cleaning unit 530 includes polishing rollers 531 that polish the game balls being lifted by the screw conveyor 521. The ball passage 540 is a sloping passage that is lower on the right side. A rectifier 550 is located downstream of the ball passage 540. A launching device 560 is located downstream of the rectifier 550. The rectifier 550 includes a rectifier solenoid 551 that sends game balls to the launching device 560. A rectifier inlet sensor 552 is located at the inlet of the rectifier 550. The rectifier inlet sensor 552 outputs a detection signal to the frame control board 400 in response to the detection of a game ball located at the inlet of the rectifier 550. A rectifier outlet sensor 553 (see Figure 8) is located at the outlet of the rectifier 550. The rectifier outlet sensor 553 outputs a detection signal to the frame control board 400 in response to the detection of a game ball located at the outlet of the rectifier 550. The launching device 560 includes a hammer (not shown) that launches the game balls sent from the rectifier 550, and a launching motor 561 (see Figure 8) that rotates the hammer. The game balls that reach the ball passage 540 flow down the ball passage 540 and reach the rectifier 550. When the launch handle is rotated, the rectifier solenoid 551 is driven, sending the game balls to the launching device 560, and the launching motor 561 is driven, causing the hammer to rotate and launch the game balls.

[0046] (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. Figure 15 is a block diagram showing the configuration of the sound circuit. 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.

[0047] (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.

[0048] (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 is composed of a microcomputer (one-chip microcomputer) and various external devices connected to the microcomputer. In this embodiment, the various external devices include ROM, RAM, input ports, output ports, a digital amplifier 305, and the like. In particular, the microcomputer of the performance control board 300 includes internal devices such as a CPU, CPU work memory, VDP, lamp controller, motor controller, and sound circuit 323, and these internal devices are connected to a data bus. 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 microcomputer of the performance control board 300 is an LSI that integrates a CPU core, registers, semiconductor memory, etc. The microcomputer of the performance control board 300 performs various calculations necessary to control the performance operations of various performance means, and control processing of internal devices according to the various calculations. At this time, the microcomputer of the performance control board 300 selects the performance (performance number) to be executed based on the control command received from the main control board 200, and selects and sets the performance scenario data corresponding to the selected performance number. It also generates command information (internal commands) to sequentially control various internal devices (VDP, lamp controller, motor controller, sound circuit 323, etc.) according to the selected and set performance scenario data. The VDP then controls the display of images on the image display device 31 according to the command information. The lamp controller controls the illumination of each lamp 20, 21 according to the command information. The motor controller controls the driving of each motor according to the command information. Furthermore, the sound circuit 323 controls the output of sound from the sound generator (speaker) 22, the output of sound from the wireless earphones (described later), and the output of sound from the wired earphones (described later) according to the command information. 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.

[0049] In particular, a Bluetooth module 28 is connected to the performance control board 300. The Bluetooth module 28 is a communication module compliant with the Bluetooth (registered trademark) short-range wireless communication standard. In this embodiment, by providing the Bluetooth module 28, the pachinko machine 1 is used as the central unit (master unit), and wireless communication compliant with Bluetooth is possible with wireless communication-enabled (Bluetooth-enabled) earphones (hereinafter referred to as "wireless earphones") owned by the player as peripheral units (slave units). In particular, the performance control board 300 is capable of outputting sound signals (voice data) to the wireless earphones via wireless communication compliant with Bluetooth. Furthermore, an earphone jack (not shown) is connected to the performance control board 300. The earphone plug of a wired earphone owned by the player (hereinafter referred to as "wired earphone") can be connected to the earphone jack. The performance control board 300 is capable of outputting an audio signal (voice data) to the wired earphone connected to the earphone jack. The earphone jack is located in the lower decorative unit 40. The performance control board 300 can detect whether or not a wired earphone is connected to the earphone jack based on the continuity state of the wiring that makes up the earphone jack. In the following explanation, both wireless earphones and wired earphones will be collectively referred to as "earphones." Specifically, the microcomputer on the performance control board determines the performance content to be executed based on the control commands received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The sound processor (not shown) on the performance control board 300 generates sound control data (sound control signals) according to the performance program (performance control table) set by the microcomputer, and outputs the generated sound control data to the digital amplifier 305, which will be described later. Furthermore, the digital amplifier 305 generates sound signals (analog signals) based on the sound control data input from the sound processor. The digital amplifier 305 is capable of outputting the generated sound signal (audio data) to the sound generator 22. This allows the sound generator 22 to output sound based on the input sound signal. Furthermore, the sound control board 300 can output the sound signal (audio data) generated by the digital amplifier 305 to the wireless earphones via Bluetooth-compliant wireless communication through the Bluetooth module 28 when wireless earphones are connected via wireless communication. This allows the wireless earphones to output sound based on the input sound signal (audio data). Furthermore, the sound control board 300 is capable of outputting the sound signal (audio data) generated by the digital amplifier 305 to the wired earphones via wired communication when wired earphones are connected to the earphone jack. This allows the wired earphones to output sound based on the input sound signal (audio data).

[0050] (Sound circuit 323) The sound circuit 323 (built-in sound source) controls the output (playback) of sound from various speakers 22 and the output (playback) of sound from wireless earphones. As shown in Figure 15, the sound circuit 323 is composed of 40 tracks (tracks 1 to 40), 8 audio buses (audio bus 1 to audio bus 8), 8 channels (channels 1 to channel 8), and control registers (not shown). In this embodiment, the various speakers 22 include a left-right speaker and a right-right speaker. Channels 1 and 2 are connected (electrically connected) to one speaker each via the digital amplifier 305. Specifically, the upper left speaker is connected to channel 1, and the upper right speaker is connected to channel 2. On the other hand, no speakers are connected to channels 3, 4, 5, and 6. On the other hand, channels 7 and 8 can be connected (electrically connected) to wireless earphones via the digital amplifier 305 and the Bluetooth module 28. The wireless earphones are connected wirelessly. In this case, the left earphone of the wireless earphones is connected to channel 7, and the right earphone of the wireless earphones is connected to channel 8. In addition, wired earphones can be connected (electrically connected) to channels 7 and 8 via the earphone jacks. The wired earphones are connected via wired communication. In this case, the left earphone of the wired earphones is connected to channel 7, and the right earphone of the wired earphones is connected to channel 8.

[0051] The sound circuit 323 is equipped with an independent sequencer (not shown) for each track. This makes it possible to independently control playback, stopping, volume, etc., of audio data for each track. Each track is equipped with a compressed audio decoder 351, a track volume control unit 352, a programmable pan 353, and the like. The compressed audio decoder 351 restores (decodes) the compressed audio data. The track volume control unit 352 sets the volume of the track. The programmable PAN 353 controls sound localization by outputting the audio data of a track to any audio bus.

[0052] The 8 audio buses are equipped with switchers 354, duckers 355, channel routers 356, and other components. Switcher 354 assigns audio data from eight audio buses to eight audio buses. The Ducker 355 ducks (reduces) the volume of other audio buses based on the volume of audio data input from a designated audio bus among eight audio buses. The channel router 356 configures the association between each audio bus (audio bus 1 to audio bus 8) and each channel (channel 1 to channel 8). The channel router 356 can assign the audio data from each audio bus (audio bus 1 to audio bus 8) to one or more channels (channel 1 to channel 8). In addition, the channel router 356 can assign the audio data from one or more audio buses (audio bus 1 to audio bus 8) to a single channel (channel 1 to channel 8). In this case, the channel router 356 can set the volume (output ratio / volume ratio) of the audio data assigned to each channel (channel 1 to channel 8).

[0053] The 8 channels are comprised of components such as channel volume 357, equalizer 358, limiter 359, post-effector 360, master volume 361, and audio serial output 362. Channel Volume 357 sets the volume for each channel. Equalizer 358 allows you to set the emphasis or reduction of specific frequency bands for each channel (correcting frequencies). The Limiter 359 prevents clipping by compressing sounds that exceed the threshold for each channel. Post-Effector 360 allows you to set effects such as emphasizing or reducing specific frequency bands, adjusting volume, and delaying the timing of sound for each channel. The Master Volume 361 sets the volume for all channels at once. Audio serial output 362 performs conversion for serial transmission of audio data from each channel to the digital amplifier 305.

[0054] The microcomputer on the sound control board reads a command list from ROM according to the command information and sets it in the control register of the sound circuit 323. As a result, the sound circuit 323 operates according to the command list set in the control register. The "command list" contains information that specifies the operation of the sound circuit 323. In this embodiment, a command list corresponding to each sound effect control number is stored. In addition, the command list includes a command list that specifies the start of a sound effect, a command list that specifies the end of a sound effect, and so on. The command list that specifies the start of a sound effect includes information that specifies the compressed audio data to start playback, information that specifies the track to which the compressed audio data is assigned, information that specifies the number of times the compressed audio data is played, information that specifies the volume of the compressed audio data (audio data), information that specifies the pan-pot ratio of the compressed audio data (audio data), and information that specifies the preset data to be set on the track (the compressed audio data) (preset number), etc. The "pan-pot ratio" is information that specifies the audio bus (audio bus 1 to audio bus 8) to which the audio data is assigned. In other words, the pan-pot ratio is information that specifies the volume of each audio bus when assigning audio data to each audio bus. In this embodiment, the pan-pot ratio specifies the volume balance of the eight audio buses (audio bus 1 to audio bus 8). Specifically, the pan-pot ratio specifies the volume ratio of audio bus 1 to audio bus 8. On the other hand, the command list for specifying the end of sound effects includes information such as specifying the track to stop playback. As described above, in this embodiment, playback, stopping, volume adjustment, etc., of audio data are controlled for each track.

[0055] (Operation of channel router 356 and channel volume 357) In this implementation configuration, audio data for outputting sounds related to the performance is assigned to audio buses 1 and 2. Specifically, the audio data for sounds output from the upper left speaker is assigned to audio bus 1, and the audio data for sounds output from the upper right speaker is assigned to audio bus 2. In other words, of the audio data related to the performance, the audio data corresponding to the upper left speaker is assigned to audio bus 1, and the audio data corresponding to the upper right speaker is assigned to audio bus 2. Furthermore, in this embodiment, audio data for outputting error-related sounds is assigned to audio buses 1 and 2. In this case, the audio data for the sound output from the upper left speaker is assigned to audio bus 1, and the audio data for the sound output from the upper right speaker is assigned to audio bus 2. In other words, of the audio data for error-related sounds, the audio data corresponding to the upper left speaker is assigned to audio bus 1, and the audio data corresponding to the upper right speaker is assigned to audio bus 2. In this embodiment, the configuration ensures that the association state (assignment state) between each audio bus (audio bus 1 to audio bus 8) and each channel (channel 1 to channel 8) by the channel router 356 does not change whether the earphones are connected or not. Here, "earphones not connected" means the state in which a connection (wireless connection) of wireless earphones to the pachinko machine 1 (Bluetooth module 28) has not been established, and a connection (wired communication connection) of wired earphones to the earphone jack has not been established. On the other hand, "earphones connected" means the state in which at least one of the following is established: a connection (wireless connection) of wireless earphones to the pachinko machine 1 (Bluetooth module 28), and a connection (wired communication connection) of wired earphones to the earphone jack. In other words, in this embodiment, the channel router 356 connects audio bus 1 to channels 1 and 7, and audio bus 2 to channels 2 and 8. On the other hand, audio buses 3, 4, 5, 6, 7, and 8 are not connected to any channels. As a result, audio data assigned to audio bus 1 is assigned to channels 1 and 7, and audio data assigned to audio bus 2 is assigned to channels 2 and 8. On the other hand, audio data assigned to audio buses 3, 4, 5, 6, 7, and 8 is not assigned to any channels.

[0056] In particular, in this embodiment, the channel volume 357 can be used to set the volume of each channel to a silent state (mute state -∞ [dB]), thereby stopping the output of sound signals (audio data) to the devices connected to each channel (speaker 22, wireless earphones, and wired earphones). This configuration changes the output status of sound signals (audio data) to each channel (channels 1 to 8) depending on whether earphones are connected or not. In other words, normally, when earphones are not connected, a predetermined value (unmuted state, predetermined [dB]) is set as the volume value (output value / volume value) of the audio data assigned to channel 1, a predetermined value (unmuted state, predetermined [dB]) is set as the volume value (output value / volume value) of the audio data assigned to channel 2, a silent state (mute state) is set as the volume value (output value / volume value) of the audio data assigned to channel 7, and a silent state (mute state) is set as the volume value (output value / volume value) of the audio data assigned to channel 8. As a result, when earphones are not connected, the audio data assigned to channel 1 (audio data corresponding to the upper left speaker) is output to the upper left speaker at a predetermined volume, and the audio data assigned to channel 2 (audio data corresponding to the upper right speaker) is output to the upper right speaker at a predetermined volume. On the other hand, the audio data assigned to channel 7 (the audio data corresponding to the upper left speaker) is not output to the left earphone, and the audio data assigned to channel 8 (the audio data corresponding to the upper right speaker) is not output to the right earphone. Therefore, when earphones are not connected, it is possible to output sounds related to the performance from both the upper left and upper right speakers.

[0057] On the other hand, normally, when earphones are connected, the volume value (output value / volume value) of the audio data assigned to channel 1 is set to a silent state (mute state), the volume value (output value / volume value) of the audio data assigned to channel 2 is set to a silent state (mute state), the volume value (output value / volume value) of the audio data assigned to channel 7 is set to a predetermined value (unmuted state / predetermined [dB]), and the volume value (output value / volume value) of the audio data assigned to channel 8 is set to a predetermined value (unmuted state / predetermined [dB]). As a result, when earphones are connected, the audio data assigned to channel 7 (audio data corresponding to the upper left speaker) is output to the left earphone at a predetermined volume, and the audio data assigned to channel 8 (audio data corresponding to the upper right speaker) is output to the right earphone at a predetermined volume. On the other hand, the audio data assigned to channel 1 (the audio data corresponding to the upper left speaker) is not output to the upper left speaker, and the audio data assigned to channel 2 (the audio data corresponding to the upper right speaker) is not output to the upper right speaker. Therefore, when earphones are connected, it is possible to output sounds related to the performance from the earphones without outputting them from the upper left speaker or the upper right speaker.

[0058] (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.

[0059] (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.

[0060] 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.

[0061] (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.

[0062] "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.

[0063] 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.

[0064] 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.

[0065] "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.

[0066] "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.

[0067] "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.

[0068] "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.

[0069] (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 launching volume 410, the launching operation of the launching device 560 to launch game balls will not be performed.

[0070] 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.

[0071] 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.

[0072] (Regarding steering wheel operation signals) Next, we will explain the handle operation signals output from the frame control board 400 to the main control board 200. The frame control board 400 is configured to include a handle operation signal output IC (not shown). As described above, the touch sensor 411 outputs a touch signal to the frame control board 400 (turns the touch signal ON) when it detects contact with the launch handle by the player, and stops outputting the touch signal to the frame control board 400 (turns the touch signal OFF) when it does not detect contact with the launch handle by the player. At this time, the touch signal is input to the handle operation signal output IC. The steering wheel operation signal output IC then switches whether or not to output a steering wheel operation signal to the main control board 200 depending on the input status of the touch signal. Specifically, when the touch signal is ON, the steering wheel operation signal output IC outputs a steering wheel operation signal to the main control board 200 (the steering wheel operation signal output to the main control board 200 is set to the ON state). On the other hand, when the touch signal is OFF, the output of the steering wheel operation signal to the main control board 200 is stopped (the steering wheel operation signal output to the main control board 200 is set to the OFF state). This allows the main control board 200 to check the status of the touch signal input (i.e., whether or not the player has operated (contacted) the launch handle) based on the status of the handle operation signal input. As described above, when the firing volume 410 detects the rotation of the firing handle, it outputs a detection signal (hereinafter referred to as the "handle volume signal") corresponding to the detected angle of the firing handle to the frame control board 400. Therefore, the handle operation signal output IC may be configured to switch whether or not to output a handle operation signal to the main control board 200 depending on the input status of the handle volume signal. Specifically, the handle volume signal input to the handle operation signal output IC is ON when the rotation of the firing handle is detected, and OFF when the rotation of the firing handle is not detected. Therefore, the handle operation signal output IC is configured to output a handle operation signal to the main control board 200 when the handle volume signal is ON (the handle operation signal output to the main control board 200 is set to the ON state). On the other hand, when the handle volume signal is OFF, the output of the handle operation signal to the main control board 200 is stopped (the handle operation signal output to the main control board 200 is set to the OFF state). With this configuration, the main control board 200 can check the status of the handle volume signal input (i.e., whether or not the firing handle has been rotated) based on the status of the handle operation signal input.

[0073] (Control state managed by frame control board 400) Next, the control state managed by the frame control board 400 (hereinafter referred to as the "frame control state") will be explained. In pachinko machine 1, the frame control states are defined as a normal state and a ball-removal state. In the normal state, communication with the main control board 200 and the dedicated unit UN is possible. In the pachinko machine 1, gameplay can proceed when the game machine state is in a playable state and the frame control state is in the normal state. The ball removal state is a state in which it is possible to remove the game balls stored inside the pachinko machine 1 (a state in which game ball removal is in progress). Here, the frame control board 400 is equipped with a ball removal button (not shown) and a ball removal switch (not shown). The ball removal switch outputs a predetermined detection signal to the frame control board 400 when the ball removal button is pressed. Then, when power is turned on to the pachinko machine 1 while no detection signal is being received from the ball removal switch, the frame control state is set to the normal state. On the other hand, when the number of balls stored in the ball count memory area (described later) is 0 [balls], and a detection signal from the ball removal switch is input, and power is turned on to the pachinko machine 1, the frame control state is set to the ball removal state. During the ball removal state, a ball removal state notification image is displayed on the display screen 31a to inform (suggest) that the ball removal state is in progress. Furthermore, if the pachinko machine 1 is powered back on while the balls are being removed and no detection signal is received from the ball removal switch, the frame control state is set to the normal state.

[0074] (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 than a first predetermined number (in this embodiment, 1 ball), each time a short press operation 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 1 predetermined number is subtracted from the number of balls stored in the ball count storage area, and a counting command specifying the 1 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 than a second predetermined number (in this embodiment, 250 balls), each time a long press operation 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 2 predetermined number is subtracted from the number of balls stored in the ball count storage area, and a counting command specifying the 2 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.

[0075] (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.

[0076] 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.

[0077] (Notification of reduced number of balls remaining) Next, we will explain the notification of the decrease in the number of balls held by the pachinko machine 1. The performance control board 300 is capable of issuing a notification of decreasing ball count. The notification of decreasing ball count is a notification that the number of balls has decreased (that the number of balls is approaching 0). In this embodiment, only a display effect is executed as a notification of decreasing balls. That is, a notification image of decreasing balls is displayed on the display screen 31a. The notification image of decreasing balls is composed of information that notifies (suggests) that the number of balls has decreased (that the number of balls is approaching 0) (in this embodiment, the words "You are running low on balls. Please be careful."). Alternatively, the notification of decreasing balls may be configured to include both a display effect and an audible effect. That is, the notification of decreasing balls may be configured to include the display of a notification image of decreasing balls and the output of an audible message that notifies (suggests) that the number of balls has decreased (that the number of balls is approaching 0). In Pachinko Machine 1, the number of balls held is managed as numerical data, making it difficult for players to recognize a decrease in their ball count. Therefore, by incorporating a function to notify players of a decrease in their ball count, it becomes possible to easily recognize when the number of balls has decreased, preventing situations where players unknowingly run out of balls and are unable to continue playing.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] (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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] (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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] (Control of ball count reduction notification) Next, I will explain in detail how to control the notification of the number of balls remaining. First, we will explain the processing performed by the CPU of the main control board 200 when it receives a frame control command. Figure 9 is a flowchart showing the processing when a frame control command is received. As described above, the CPU of the main control board 200 transmits startup information (chip ID, manufacturer code, etc.) to the frame control board 400 in response to power being applied to the pachinko machine 1. Upon receiving the startup information, the CPU of the frame control board 400 sends back a frame control command to the main control board 200, which includes information indicating the number of balls stored in the ball count storage area. Furthermore, whenever the number of balls stored in the ball count storage area is changed (updated), the CPU of the frame control board 400 sends a frame control command to the main control board 200 that includes information indicating the number of balls stored in the ball count storage area after the update. Then, each time the CPU of the main control board 200 receives a frame control command, it executes the frame control command reception processing shown in Figure 9. When the frame control command reception processing starts, it first proceeds to step S1-1. In step S1-1, it is determined whether the number of balls specified by the frame control command (information on the number of balls held included in the frame control command) is less than or equal to the first reference number (in this embodiment, 30 [balls]). If it is determined that the number of balls specified by the frame control command is less than or equal to the first reference number (Yes), the process proceeds to step S1-2. If it is determined that the number of balls specified by the frame control command is not less than or equal to the first reference number (No), the process proceeds to step S1-5.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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. 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] (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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] Next, we will explain an example of how to control the notification of having zero balls remaining when no operation of the launch handle is detected for an extended period. The main control board 200 measures the time when the number of balls held is "0". When the time when the number of balls held is not held reaches a predetermined time, it sends a command to disable the notification of zero balls held to the performance control board 300. When the performance control board 300 receives a command to disable the notification of zero remaining balls, it sets the notification of the decrease in remaining balls to zero to be disabled. As a result, if the number of balls remaining is "0" and the time spent without operating the launch handle reaches a predetermined amount of time, the setting for notifying the player that their ball count has decreased to zero will be disabled.

[0107] (Control of notification of increasing ball count) Next, I will explain in detail how to control the notification of an increase in the number of balls held. First, let's explain the prize ball monitoring process performed by the CPU of the main control board 200. Figure 13 is a flowchart showing the prize ball monitoring process. The CPU of the main control board 200 executes timer interrupt processing at predetermined intervals based on the generation of clock pulses by the clock generation circuit. The prize ball monitoring process is included in the timer interrupt processing. When the prize ball monitoring process starts, the system first proceeds to step S5-1. In step S5-1, it is determined whether or not a prize ball has been awarded. If it is determined that a prize ball has been awarded (Yes), the process proceeds to step S5-2. If it is determined that no prize ball has been awarded (No), the prize ball monitoring process ends. At this time, the CPU of the main control board 200 determines that a prize ball has been awarded if a game ball enters any of the prize entry slots 51 to 55. In step S5-2, it is determined whether the number of balls stored in the ball count memory area is within a specific range (specifically, within a range that exceeds the first reference number and is equal to or equal to the third reference number). If it is determined that the number of balls is within the specific range (Yes), the process proceeds to step S5-3. If it is determined that the number of balls is not within the specific range (No), the current ball count monitoring process is terminated. In step S5-3, the process of sending a command to specify the notification of increased ball count is executed, and the current ball count monitoring process is terminated. In the process of sending a command to specify the notification of increased ball count, a command to specify the start of the notification of increased ball count is sent to the performance control board 300.

[0108] 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.

[0109] 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.

[0110] (Control state managed by the performance control board 300) Next, we will explain the control state related to the earphones managed by the performance control board 300 (hereinafter referred to as the "earphone connection state"). Figure 16 shows an example of the store administrator menu screen G1. Figure 17 shows an example of the display of the connection disabled icon ic1. Figure 18 shows an example of the store administrator menu screen G2, which is a modified example. In Pachinko machine 1, the earphone connection state is defined as either an enabled connection state or an disabled connection state. The RAM of the performance control board 300 is provided with an earphone connection status flag area as a memory area. The earphone connection status flag area stores (sets) an earphone connection status flag, which is either a value corresponding to the connection enabled state (in this embodiment, "1") or a value corresponding to the connection disabled state (in this embodiment, "0"). The pachinko machine 1 is then controlled to the earphone connection status corresponding to the value stored in the earphone connection status flag area. That is, if the value corresponding to the connection enabled state (in this embodiment, "1") is set in the earphone connection status flag area, the machine is controlled to the connection enabled state. On the other hand, if the value corresponding to the connection disabled state (in this embodiment, "0") is set in the earphone connection status flag area, the machine is controlled to the connection disabled state. The connection enabled state means that the system is in a state where it can output sound signals (audio data) to the earphones. In other words, in the connection enabled state, the connection of wireless earphones to the pachinko machine 1 (Bluetooth module 28) (pairing, as described later) is permitted (made possible), and the transmission of sound signals (audio data) from the performance control board 300 (sound circuit 323) to the Bluetooth module 28 (wireless earphones connected to the Bluetooth module 28) is permitted (made possible). In particular, in the connection enabled state, communication is established (made possible) between the performance control board 300 (sound circuit 323) and the Bluetooth module 28. Also, in the connection enabled state, the transmission of sound signals (audio data) from the performance control board 300 (sound circuit 323) to the earphone jack (wired earphones connected to the earphone jack) is permitted (made possible). The disabled connection state means that sound signals (audio data) cannot be output to the earphones. In other words, in the disabled connection state, the connection of wireless earphones to the pachinko machine 1 (Bluetooth module 28) (pairing described later) is prohibited (impossible), and the transmission of sound signals (audio data) from the performance control board 300 (sound circuit 323) to the Bluetooth module 28 (wireless earphones connected to the Bluetooth module 28) is prohibited (impossible). In particular, in the disabled connection state, communication between the performance control board 300 (sound circuit 323) and the Bluetooth module 28 is blocked. Also, in the disabled connection state, the transmission of sound signals (audio data) from the performance control board 300 (sound circuit 323) to the earphone jack (wired earphones connected to the earphone jack) is prohibited (impossible).

[0111] The administrator of pachinko machine 1 can set (change) the earphone connection status (connection enabled / connection disabled) on the store administrator menu screen G1. The store administrator menu G1 is displayed on the display screen 31a when a specific operation is performed by the administrator. Here, specific operations can be, for example, turning on the power while pressing a designated button (cross key button 42c, effect button 5b, etc.), switching the administrator volume setting switch (described later) to a designated state, or pressing a designated button (cross key button 42c, effect button 5b, etc.) while the front door unit 4 is open. The store administrator menu screen G1 displays various menus for administrators. For example, as shown in Figure 16, the store administrator menu screen G1 displays various menus such as power saving mode settings, error history list, standby animation settings, and earphone settings. The store administrator menu screen G1 displays icons corresponding to each menu. The administrator can then execute the menu corresponding to the selected icon by operating the directional key button 42c. In the energy-saving mode settings, it is possible to select and set whether to enable or disable the energy-saving mode. The energy-saving mode is a function that reduces the brightness of the light-emitting means (backlight of the display screen 31a, frame lamp 20, panel lamp 21, etc.) according to the elapsed time from the start of the customer waiting state. Here, the customer waiting state is a state in which no special game is being played and no special prize state (jackpot game state or minor prize game state) has occurred. The error history list allows you to view a history of errors that have occurred in the past. In the standby animation settings, it is possible to select and set the lighting mode (lighting pattern) of the lighting means (frame lamp 20, panel lamp 21, etc.) while the machine is in a waiting state. The earphone settings allow the user to select and configure whether to enable or disable the earphone connection. In this embodiment, the store administrator menu screen G1 displays information indicating the currently set earphone connection status (connection enabled / connection disabled). When the administrator selects and configures the earphone connection to enable, the earphone connection status flag area is set to a value corresponding to the enabled connection status (in this embodiment, "1") (resulting in the enabled connection status). On the other hand, when the administrator selects and configures the earphone connection to disable, the earphone connection status flag area is set to a value corresponding to the disabled connection status (in this embodiment, "0") (resulting in the disabled connection status).

[0112] Here, the performance control board 300 executes a power-on initialization process in response to power-on (receiving a control command from the main control board 200 to specify power-on). The power-on initialization process initializes (clears to 0) the information stored in a predetermined area of ​​the RAM memory (hereinafter referred to as the "initialization target area"). In particular, in this embodiment, the earphone connection status flag area is not included in the initialization target area. That is, the earphone connection status flag area is not initialized by the power-on initialization process. As a result, if a value corresponding to the connection valid state (in this embodiment, "1") is set in the earphone connection status flag area, it is no longer necessary to reset the value corresponding to the connection valid state (in this embodiment, "1") in the earphone connection status flag area when the power is turned on, thereby improving convenience. On the other hand, in the performance control board 300, if a specific initialization condition (abnormality) occurs, an abnormal initialization process is executed. Then, the abnormal initialization process initializes (clears to 0) all memory areas of the RAM, including the earphone connection status flag area. Here, specific initialization conditions (abnormalities) include the interruption of the backup power supply to the performance control board 300 (RAM of the performance control board 300), and the occurrence of a backup abnormality in the RAM of the performance control board 300 (specifically, an abnormality in the backup flag or an abnormality in the checksum). As a result, if a specific initialization condition (abnormality) occurs, the abnormal initialization process sets "0" in the earphone connection status flag area (clears to 0). In this embodiment, if "0" is set in the earphone connection status flag area, the connection is controlled to a disabled state. That is, "0" corresponds to the disabled connection state. As a result, even if a cheater intentionally causes a specific initialization situation (abnormality) when the earphone connection status flag area is set to "0", the connection will not be enabled, and communication between the performance control board 300 (sound circuit 323) and the Bluetooth module 28 will not be enabled. Therefore, it is possible to suppress cheating that utilizes communication between the performance control board 300 (sound circuit 323) and the Bluetooth module 28.

[0113] While the connection is disabled, information indicating that the connection is disabled (i.e., the earphones are not connected) is displayed on the display screen 31a. For example, during the period when the connection is disabled, the connection disabled icon ic1, which indicates that the connection is disabled (i.e., the earphones are not connected), is displayed on the display screen 31a. Conversely, during the period when the connection is enabled, the connection disabled icon ic1 is not displayed on the display screen 31a. Thus, the presence or absence of the connection disabled icon ic1 on the display screen 31a indicates (suggests) the earphone connection status (connection enabled or connection disabled). That is, when the connection invalid state is set, even during the execution of a special game, the connection invalid icon ic1 is displayed on the display screen 31a. At this time, during the execution of the special game, except for a specific period, it may be configured such that the connection invalid icon ic1 is displayed on the display screen 31a. That is, even when the connection invalid state is set, it may be configured such that the connection invalid icon ic1 is not displayed during a specific period. The specific period can be, for example, the period during which a full-screen preview is executed. The full-screen preview is a preview effect that suggests the result of a special symbol lottery and is a preview effect including a display effect executed in substantially the entire area (substantially the entire screen) of the display screen 31a. Examples of the full-screen preview include a blackout effect in which the display screen 31a is entirely displayed in black, most of the frame lamp 20 and the panel lamp 21 are turned off (or dimmed), and the entire pachinko machine 1 is darkened, or conversely, a whiteout effect in which the entire display screen 31a is displayed in white and the frame lamp 20 and the panel lamp 21 emit white light, and a moving body operation effect in which an effect screen (effect) such as a rainbow color or a gold color is displayed on the display screen 31a in accordance with the movement of a moving body. Also, when the connection invalid state is set, even during the customer waiting state, the connection invalid icon ic1 is displayed on the display screen 31a. That is, during the customer waiting state, a predetermined demo image (moving image) is displayed on the display screen 31a. At this time, as shown in FIG. 17, when the connection invalid state is set, the connection invalid icon ic1 is displayed in a layer above (front side) the layer in which the demo image is displayed.

[0114] In this embodiment, on the store manager menu screen G1, it is possible to collectively set the earphone connection state (connection valid state · connection invalid state) for wireless earphones and wired earphones. However, in the earphone setting, it may also be configured such that the earphone connection state (connection valid state · connection invalid state) can be individually set for wireless earphones and wired earphones. In other words, when the wireless earphones are set to a connection enabled state, communication is established (made possible) between the performance control board 300 (sound circuit 323) and the Bluetooth module 28, allowing (making possible) the connection of the wireless earphones to the pachinko machine 1 (Bluetooth module 28) (pairing described later), and allowing (making possible) the transmission of sound signals (audio data) from the performance control board 300 (sound circuit 323) to the Bluetooth module 28 (wireless earphones connected to the Bluetooth module 28). On the other hand, if the wireless earphones are set to be disabled, communication between the performance control board 300 (sound circuit 323) and the Bluetooth module 28 is interrupted, preventing (making impossible) the connection of the wireless earphones to the pachinko machine 1 (Bluetooth module 28) (pairing, as described later), and also preventing (making impossible) the transmission of sound signals (audio data) from the performance control board 300 (sound circuit 323) to the Bluetooth module 28 (wireless earphones connected to the Bluetooth module 28). On the other hand, if the wired earphones are set to be enabled, the performance control board 300 (sound circuit 323) is permitted to transmit sound signals (audio data) to the earphone jack (wired earphones connected to the earphone jack). On the other hand, if the wired earphones are set to be disabled, the performance control board 300 (sound circuit 323) is prohibited from transmitting sound signals (audio data) to the earphone jack (wired earphones connected to the earphone jack).

[0115] Furthermore, in this embodiment, it is possible to set (change) the earphone connection status (connection enabled / connection disabled) on the store manager menu screen G1. In this case, the store manager menu screen G1 may be configured to allow setting the connection to be enabled or disabled for a limited period of time. For example, in situations where it is desirable to appeal to surrounding players, if the output of the sound effects is to be limited to speaker 22, even if "1" is set in the earphone connection status flag area, or even if the earphone connection status switch described later is in the connection enabled state, the connection may be disabled for a limited period of time (for example, until the next power cut-off, or until a specific date set in the software) by performing a predetermined input on the store manager menu screen G1, or by performing a specific operation such as pressing the directional key button 42c while turning on the power.

[0116] Furthermore, in this embodiment, it is possible to set (change) the earphone connection status (connection enabled / connection disabled) on the store manager menu screen G1. However, the performance control board 300 may also be configured to include an earphone connection status switch (such as a DIP switch), which allows the earphone connection status (connection enabled or disabled) to be set (changed) by switching the earphone connection status switch. In such a configuration, as shown in Figure 18, it is preferable that the store manager menu screen G2 is in a state where the icon corresponding to the earphone settings cannot be selected, and that information is displayed indicating that the setting (change) of the earphone connection status (connection enabled / connection disabled) can be performed by toggling the earphone connection status switch. Alternatively, the administrator volume setting switch, described later, may be configured to allow setting the initial value of the custom volume value (upper limit of the custom volume value) and the earphone connection status (connection enabled / connection disabled). Alternatively, the store administrator menu screen G1 may be configured to allow setting (changing) the earphone connection status (connection enabled / connection disabled), and if it is not possible to set (change) the earphone connection status (connection enabled / connection disabled) on the store administrator menu screen G1 due to a malfunction, the system may be configured to provide an alternative means (for example, the earphone connection status switch described above) that allows setting (changing) the earphone connection status (connection enabled / connection disabled). In particular, if the performance control board 300 is configured to include an earphone connection status switch, and the earphone connection status (connection enabled / connection disabled) can be set (changed) by switching the earphone connection status switch, the timing for reflecting the earphone connection status (connection enabled / connection disabled) in response to the switching of the earphone connection status switch can be set as appropriate. For example, the performance control board 300 can be configured to check the state of the earphone connection status switch only in the process executed when the power is turned on (for example, the power-on initial setup process described later), and to set (reflect) the earphone connection status (connection enabled state / connection disabled state) corresponding to the checked state of the earphone connection status switch. With such a configuration, even if the earphone connection status switch is switched during gameplay, the earphone connection status (connection enabled state / connection disabled state) corresponding to the switched state will not be changed immediately, but will be changed to the earphone connection status (connection enabled state / connection disabled state) corresponding to the switched state of the earphone connection status switch the next time the power is turned on. As a result, even if the earphone connection status switch is switched to the state corresponding to the connection enabled state through fraudulent activity when the connection disabled state is set, the connection enabled state will not be set immediately, and fraudulent activity using communication between the performance control board 300 (sound circuit 323) and the Bluetooth module 28 can be suppressed. Alternatively, the performance control board 300 can be configured to check the state of the earphone connection status switch in an interrupt process that is executed at predetermined intervals, and to set (reflect) the earphone connection status (connection enabled or connection disabled) corresponding to the checked state of the earphone connection status switch. With such a configuration, if the earphone connection status switch is switched during gameplay, it is possible to immediately change to the earphone connection status (connection enabled or connection disabled) corresponding to the state after the earphone connection status switch has been switched.

[0117] Furthermore, in this embodiment, the presence or absence of the connection disabled icon ic1 on the display screen 31a indicates (suggests) the earphone connection status (connection enabled state / connection disabled state). However, the configuration may also be configured to notify (indicate) the earphone connection status (connection enabled / connection disabled) by other means. For example, a configuration may be used in which a performance lamp (light-emitting element) is provided on the game board 11 (outside the game area 30) and the performance lamp is turned on when the connection is enabled, and turned off when the connection is disabled. Alternatively, the earphone jack may be configured to include an indicator lamp (light-emitting element) on its side, such that the indicator lamp lights up when the connection is enabled and turns off when the connection is disabled.

[0118] (How to connect wireless earphones) Next, we will explain how to connect wireless earphones to pachinko machine 1. Figure 19 shows an example of the player menu screen G3 while the connection is enabled. Figure 20 shows an example of the player menu screen G3 while the connection is disabled. Figure 21 shows an example of the warning image kg. In Pachinko machine 1, it is possible to connect wireless earphones while the connection is enabled. To connect wireless earphones to Pachinko machine 1, it is necessary to set the pairing mode on both Pachinko machine 1 and the wireless earphones. In this case, the wireless earphone (slave unit) can be set to pairing mode by performing a predetermined operation (such as pressing the pairing button). While the wireless earphone is in pairing mode, a connection waiting signal is output via broadcast communication at predetermined intervals. This connection waiting signal contains information for identifying the wireless earphone (hereinafter referred to as "identification information").

[0119] For Pachinko machine 1 (the main unit), the player can set the pairing mode through their own operation. In this embodiment, while the system is in a waiting state (only when the connection enabled state is set), it is possible to pair wireless earphones on the player menu screen G3. The player menu screen G3 is displayed on the display screen 31a when a specific operation is performed by the player while the machine is in a waiting state. Here, the specific operation can be, for example, pressing a designated button (such as the performance button 5b). The player menu screen G3 displays various menus for the player. For example, as shown in Figure 19, the player menu screen G3 displays various menus such as performance customization settings and earphone settings. The player menu screen G3 displays icons corresponding to each menu. The player can then execute the menu corresponding to the selected icon by operating the directional pad button 42c. The performance customization settings allow you to select and configure various performance customizations. The earphone settings allow for pairing of wireless earphones. Specifically, when earphone settings are selected, pairing mode is set, and a pairing screen (not shown) is displayed on the player menu screen G3. In this embodiment, pairing mode can only be set when the connection enabled state is set. While pairing mode is being set, a search (scan) for connection waiting signals is performed, and the identification information contained in the searched connection waiting signals is displayed on the pairing screen. In this case, if there are multiple wireless earphones emitting connection waiting signals around the pachinko machine 1, the identification information corresponding to each connection waiting signal is displayed on the pairing screen for all the searched connection waiting signals. On the pairing screen, it is possible to select one or more of the displayed identification information by operating the directional key button 42c. When the player selects the identification information corresponding to the wireless earphone they wish to connect from among the one or more displayed identification information, pairing between the pachinko machine 1 and the selected wireless earphone is performed, and upon completion of the pairing, the connection of the selected wireless earphone to the pachinko machine 1 is established. This enables the performance control board 300 to output audio data to the wireless earphones with which a connection has been established. Here, "pairing" refers to the process of generating encryption information (keys) used for encrypting and decrypting data (such as audio data) to be transmitted and received, and exchanging and storing the generated encryption information. In particular, the performance control board 300 (Bluetooth module) stores connection information, which includes the encryption information generated by pairing, destination information indicating the destination (paired wireless earphones) to which the data (such as audio data) is sent, and identification information of the paired wireless earphones, in a predetermined memory area. Based on the stored connection information, it becomes possible to transmit audio data to the wireless earphones. Here, "connection information" is the information used for outputting audio data to wireless earphones with established connections.

[0120] While the connection is disabled, it becomes impossible to select the icon corresponding to the earphone settings on the player menu screen G3. For example, as shown in Figure 20, when the connection is disabled, the icon corresponding to the earphone setting on the player menu screen G3 is grayed out or hidden, making it impossible to select it by operating the directional pad button 42c. Furthermore, while the connection is disabled, if the player selects the icon corresponding to the earphone setting by operating the directional button 42c on the player menu screen G3, the warning image kg described later may be displayed as a pop-up.

[0121] Furthermore, in this embodiment, it is possible to pair wireless earphones even while a special game is being played (only when the connection enabled state is set). In other words, when a specific operation is performed by the player during the execution of a special game, the pairing mode is set and the pairing screen is displayed on the display screen 31a. Here, the specific operation can be, for example, pressing a predetermined button (such as the directional key button 42c). In this embodiment, the pairing mode can be set only when the connection enabled state is set. When the player selects the identification information corresponding to the wireless earphone they wish to connect from among the one or more identification pieces of information displayed on the pairing screen, pairing between the pachinko machine 1 and the selected wireless earphone is performed accordingly, and upon completion of the pairing, the connection of the selected wireless earphone to the pachinko machine 1 is established. As a result, the performance control board 300 can output audio data to the wireless earphone with which the connection has been established. In this case, if the connection of the wireless earphones to the pachinko machine 1 is established immediately upon completion of pairing, the sound output from the speaker 22 will stop immediately upon completion of pairing, which could be used for fraudulent activities. Therefore, it is also acceptable to configure the system so that the connection of the wireless earphones to the pachinko machine 1 is established only after a predetermined waiting time has elapsed since the completion of pairing. In such a configuration, upon completion of pairing, the display screen 31a will display information indicating that the connection of the wireless earphones to the pachinko machine 1 will be established after the predetermined waiting time has elapsed (i.e., the system will switch to sound output from the wireless earphones). Furthermore, by configuring the system so that one of several times (for example, 30 [sec], 1 [min], 3 [min], and 5 [min]) is selected as the predetermined waiting time by lottery, the predetermined waiting time can be randomized, making it difficult to grasp the timing of the switch and thus preventing fraudulent activities. Furthermore, if a predetermined waiting time is added to establish a wireless earphone connection, this would be an inconvenient feature for honest players who do not engage in fraudulent activities. Therefore, conditions may be set for determining whether a predetermined waiting time is added. For example, conditions could be set for when the same wireless earphone is connected as the previous connection and the time until reconnection is short, or for the first connection after power-on, or for a specific number of connections. Alternatively, even in situations where honest players are presumed, a method may be adopted in which the predetermined waiting time is determined by lottery within a short range (maximum 5 seconds). While the connection is disabled, if a specific operation is performed by the player during the execution of a special game, a warning image kg will pop up as shown in Figure 21. The warning image kg indicates that the connection is disabled (the earphone connection is disabled). In this embodiment, the warning image kg displays text indicating that the connection is disabled (the earphone connection is disabled) (the text "Earphone connection is disabled").

[0122] In this embodiment, when the connection of the wireless earphone to the pachinko machine 1 is established, a predetermined notification sound (a sound that notifies that the connection of the wireless earphone to the pachinko machine 1 has been established) is output from the sound generator 22. Also, when the connection of the wireless earphone to the pachinko machine 1 is established, a predetermined notification sound (a sound that notifies that the connection of the wireless earphone to the pachinko machine 1 has been established) is output from the wireless earphone. Furthermore, in this embodiment, the pairing mode is canceled when the connection of the wireless earphones to the pachinko machine 1 is established.

[0123] (How to connect wired earphones) Next, we will explain how to connect wired earphones to pachinko machine 1. Players can connect wired earphones to the pachinko machine 1 by physically connecting the earphone plug of the wired earphones to the earphone jack. During the connection activation process, the sound control board 300 (sound circuit 323) is permitted to transmit sound signals (audio data) to the wired earphones connected to the earphone jack. Therefore, when the wired earphones are physically connected to the earphone jack, the connection between the wired earphones and the pachinko machine 1 is established. In this case, if the wired earphones are physically connected to the earphone jack and the connection to the pachinko machine 1 is immediately established, the sound output from the speaker 22 will immediately stop, which could be used for fraudulent activities. Therefore, while the connection is being enabled, if the wired earphones are physically connected to the earphone jack, a confirmation screen will first be displayed on the display screen 31a, allowing the user to select whether or not to switch the sound output destination to the earphones. The connection to the wired earphones to the pachinko machine 1 will only be established if the user selects to switch the sound output destination to the earphones by operating the control means (such as the directional key buttons 42c). On the other hand, while the connection is disabled, the transmission of sound signals (audio data) from the performance control board 300 (sound circuit 323) to the wired earphones connected to the earphone jack is prohibited (made impossible). Therefore, even if wired earphones are physically connected to the earphone jack, the connection of the wired earphones to the pachinko machine 1 is not established. While the connection is disabled, if a physical connection of wired earphones to the earphone jack is detected, a warning image (kg) will pop up (see Figure 21). In the following explanation, the state in which an earphone connection to the pachinko machine 1 is established (a state in which at least one of the wireless earphones and wired earphones is connected) will be referred to as the "connected state." The state in which an earphone connection to the pachinko machine 1 is not established (a state in which neither the wireless earphones nor the wired earphones are connected) will be referred to as the "disconnected state."

[0124] (Control during connection) Next, we will explain the control during the connection state. Figure 22 shows an example of the display while connected. In the pachinko machine 1, when a connection is established, the system notifies that a connection is established (that the earphones are connected). In this embodiment, when a connection is established, connection notification information is displayed on the display screen 31a. On the other hand, when a connection is not established, connection notification information is not displayed on the display screen 31a. Here, "connection notification information" is information that notifies that a connection is established. As shown in Figure 22, in this embodiment, a connected icon ic2 is displayed as connection notification information to indicate that a connection is established. Alternatively, the system may display identification information (symbol) of the connected wireless earphones as connection information. Furthermore, during the connection status setup, information is displayed indicating the elapsed time since the earphone connection was established (for wireless earphones = elapsed time since pairing was completed, for wired earphones = elapsed time since physical connection to the earphone jack). In particular, during the connection status setup, a break message prompting the player to take a break from listening to sound through the earphones is displayed as a pop-up at predetermined intervals after the earphone connection is established. This helps to prevent hearing loss for the player. In this case, if the timing for displaying the break message as a pop-up occurs during a specific period (such as when a special prize state (jackpot game state / minor prize game state) is occurring, or during a period when the player's interest is high), the system may be configured to display the break message as a pop-up after the specific period has elapsed. In other words, the system may be configured to display the break message as a pop-up, avoiding specific periods. Furthermore, the system may be configured such that the notification lamp (light-emitting element) is lit when the system is connected and turned off when the system is disconnected. In this case, the notification lamp can be a predetermined lamp included in the frame lamp 20, a predetermined lamp included in the panel lamp 21, or the like.

[0125] As described above, in this embodiment, audio data for outputting sounds related to the performance is assigned to audio buses 1 and 2. In this case, of the audio data related to the performance, the audio data corresponding to the upper left speaker is assigned to audio bus 1, and the audio data corresponding to the upper right speaker is assigned to audio bus 2. In this embodiment, audio data for outputting error-related sounds is assigned to audio buses 1 and 2. Of the error-related audio data, the audio data corresponding to the upper left speaker is assigned to audio bus 1, and the audio data corresponding to the upper right speaker is assigned to audio bus 2. Furthermore, in this embodiment, the channel router 356 connects audio bus 1 with channels 1 and 7, and connects audio bus 2 with channels 2 and 8. As a result, audio data assigned to audio bus 1 is assigned to channels 1 and 7, and audio data assigned to audio bus 2 is assigned to channels 2 and 8. In particular, when disconnected (while connected), the audio data assigned to channel 1 (the audio data corresponding to the upper left speaker) is output to the upper left speaker at a predetermined volume, and the audio data assigned to channel 2 (the audio data corresponding to the upper right speaker) is output to the upper right speaker at a predetermined volume. On the other hand, when disconnected (while connected), the audio data assigned to channel 7 (the audio data corresponding to the upper left speaker) is not output to the left earphone, and the audio data assigned to channel 8 (the audio data corresponding to the upper right speaker) is not output to the right earphone. This makes it possible to output sounds related to the performance from the upper left speaker and the upper right speaker when disconnected. On the other hand, while connected (connection active), the audio data assigned to channel 7 (the audio data corresponding to the upper left speaker) is output to the left earphone at a predetermined volume, and the audio data assigned to channel 8 (the audio data corresponding to the upper right speaker) is output to the right earphone at a predetermined volume. On the other hand, the audio data assigned to channel 1 (the audio data corresponding to the upper left speaker) is not output to the upper left speaker, and the audio data assigned to channel 2 (the audio data corresponding to the upper right speaker) is not output to the upper right speaker. Therefore, while connected, it is possible to output sounds related to the performance from the earphones without outputting from the upper left speaker and the upper right speaker.

[0126] (Volume control) Next, I will explain how to control the volume. Figure 24 shows the relationship between custom volume values ​​and volume. Pachinko machine 1 is equipped with separate functions: one that adjusts (sets / changes) the volume of sound output from speaker 22 or earphones based on operations by the administrator of pachinko machine 1, and another that allows the player to adjust (sets / changes) the volume of sound output from speaker 22 or earphones based on operations by the player. In other words, the performance control board 300 is equipped with an administrator volume setting switch (not shown). The administrator volume setting switch can be operated by the administrator of the pachinko machine 1, but cannot be operated by the player. By operating the administrator volume setting switch, it is possible to set the initial value of the custom volume value and the upper limit of the custom volume value, which will be described later. In this embodiment, the administrator volume setting switch is configured as a rotary switch. Specifically, the administrator volume setting switch allows any of the 10 contacts (contacts 0 to 9) to be turned ON by rotating the operating part. The administrator volume setting switch then outputs a switch value (detection signal) to the performance control board 300 corresponding to the contact that is turned ON. When contact 0 is ON, a switch value of "0" is output. When contact 1 is ON, a switch value of "1" is output. When contact 2 is ON, a switch value of "2" is output. When contact 3 is ON, a switch value of "3" is output. When contact 4 is ON, a switch value of "4" is output. When contact 5 is ON, a switch value of "5" is output. When contact 6 is ON, a switch value of "6" is output. On the other hand, if contact 7 is in the ON state, the switch value = "7" is output. On the other hand, if contact 8 is in the ON state, the switch value = "8" is output. On the other hand, if contact 9 is in the ON state, the switch value = "9" is output.

[0127] The RAM of the performance control board 300 is provided with a custom volume value setting area where a custom volume value can be set (stored), and a custom volume upper limit setting area where an upper limit of the custom volume value can be set. In this embodiment, one of the values ​​from "0" to "9" is set as the custom volume value in the custom volume value setting area. The digital amplifier 305 then sets the volume of the sound output from channels 1 and 2 (upper left speaker and upper right speaker) according to the custom volume value set in the custom volume value setting area when the device is not connected. The digital amplifier 305 also sets the volume of the sound output from channels 7 and 8 (left earphone and right earphone) according to the custom volume value set in the custom volume value setting area when the device is connected. On the performance control board 300, in response to power-on (receiving a control command from the main control board 200 to specify power-on), the power-on initialization process described above is executed, followed by the power-on initial setting process. Here, the custom volume value setting area is included in the area to be initialized. As a result, the execution of the power-on initialization process initializes (clears to 0) the custom volume value set in the custom volume value setting area. During the power-on initial setup process, the initial value of the custom volume value is set in the custom volume value setting area. At this time, the initial value of the custom volume value is set according to the state of the administrator volume setting switch (the contact that is in the ON state among settings 1 to 9). Specifically, during the power-on initial setup process, if the switch value input from the administrator volume setting switch = "0", the custom volume value = "0" is set. On the other hand, if the switch value input from the administrator volume setting switch = "1", the custom volume value = "1" is set. On the other hand, if the switch value input from the administrator volume setting switch = "2", the custom volume value = "2" is set. On the other hand, if the switch value input from the administrator volume setting switch = "3", the custom volume value = "3" is set. On the other hand, if the switch value input from the administrator volume setting switch = "4", the custom volume value = "4" is set. On the other hand, if the switch value input from the administrator volume setting switch = "5", the custom volume value = "5" is set. On the other hand, if the switch value input from the administrator volume setting switch is "6", the custom volume value will be set to "6". On the other hand, if the switch value input from the administrator volume setting switch is "7", the custom volume value will be set to "7". On the other hand, if the switch value input from the administrator volume setting switch is "8", the custom volume value will be set to "8". On the other hand, if the switch value input from the administrator volume setting switch is "9", the custom volume value will be set to "9". Furthermore, during the power-on initial setup process, the upper limit of the custom volume value is set in the custom volume upper limit setting area. At this time, the upper limit of the custom volume value is set according to the state of the administrator volume setting switch (the contact that is in the ON state among settings 1 to 9). In other words, during the power-on initial setup process, if the switch value input from the administrator volume setting switch is "0" to "3", the upper limit of the custom volume is set to "5". On the other hand, if the switch value input from the administrator volume setting switch is "4" to "6", the upper limit of the custom volume is set to "8". On the other hand, if the switch value input from the administrator volume setting switch is "7" to "9", the upper limit of the custom volume is set to "9". The upper limit of the custom volume value may also be set to the same value as the switch value. For example, if the switch value is "5", the upper limit of the custom volume can be set to "5", and if the switch value is "8", the upper limit of the custom volume can be set to "8".

[0128] Furthermore, as described above, the pachinko machine 1 is provided with a volume control button 42b in the lower decorative unit 40. The volume control button 42b can be operated by the player. By operating the volume control button 42b, it is possible to adjust the volume of the sound output from the speaker 22 or the earphones. In other words, while the game is playable, the custom volume value set in the custom volume value setting area can be changed by operating the volume adjustment button 42b. On the performance control board 300, each time a third detection signal is input from the volume adjustment switch 25 (each time the third operation part of the volume adjustment button 42b is pressed), a value obtained by adding "1" to the currently set custom volume value is set as the new custom volume value in the custom volume value setting area. At this time, it is possible to change the custom volume value set in the custom volume value setting area, with the upper limit of the custom volume value set in the custom volume upper limit value setting area as the upper limit. On the other hand, each time a fourth detection signal is input from the volume adjustment switch 25 (each time the fourth operation part of the volume adjustment button 42b is pressed), a value obtained by subtracting "1" from the currently set custom volume value is set as the new custom volume value in the custom volume value setting area. When the volume adjustment button 42b is operated, a volume adjustment interface image (not shown) is displayed in a predetermined area of ​​the display screen 31a. The volume adjustment interface image is an image that shows the current volume. Specifically, the volume adjustment interface image displays a meter with a 10-step scale. The volume adjustment interface image indicates the current volume by pointing to the scale corresponding to the custom volume value set in the custom volume setting area. In this embodiment, the volume adjustment interface image displayed when the device is not connected (a volume adjustment interface image that shows the volume of sound output by the speaker 22) and the volume adjustment interface image displayed when the device is connected (a volume adjustment interface image that shows the volume of sound output by the earphones) are the same image.

[0129] In this embodiment, when the custom volume value set in the custom volume value setting area is set to "0" to "4", the volume of sound output from the speaker 22 when disconnected and the volume of sound output from the earphones when connected are approximately the same when each custom volume value is set. That is, when the same custom volume value is set, the volume of sound output from the speaker 22 when disconnected and the volume of sound output from the earphones when connected are approximately the same. On the other hand, when the custom volume value set in the custom volume value setting area is set to "5" to "9", the volume of the sound output from the earphones when connected is lower than the volume of the sound output from the speaker 22 when disconnected. In other words, when the same custom volume value is set, the volume of the sound output from the earphones when connected is lower than the volume of the sound output from the speaker 22 when disconnected. This makes it possible to suppress hearing loss in the player. As shown in Figure 24, when disconnected, if the custom volume value is "0", the volume of sound output from speaker 22 is set to 30 [dB], if the custom volume value is "1", the volume of sound output from speaker 22 is set to 35 [dB], if the custom volume value is "2", the volume of sound output from speaker 22 is set to 40 [dB], if the custom volume value is "3", the volume of sound output from speaker 22 is set to 45 [dB], and if the custom volume value is "4", the volume of sound output from speaker 22 is set to 5 [dB]. If the custom volume value is set to 0[dB] and the custom volume value is "5", the volume of sound output from speaker 22 will be 60[dB]. If the custom volume value is "6", the volume of sound output from speaker 22 will be 70[dB]. If the custom volume value is "7", the volume of sound output from speaker 22 will be 80[dB]. If the custom volume value is "8", the volume of sound output from speaker 22 will be 90[dB]. If the custom volume value is "9", the volume of sound output from speaker 22 will be 100[dB]. On the other hand, while connected, if the custom volume value is "0", the volume of sound output from the earphones will be 30 [dB], if the custom volume value is "1", the volume of sound output from the earphones will be 35 [dB], if the custom volume value is "2", the volume of sound output from the earphones will be 40 [dB], if the custom volume value is "3", the volume of sound output from the earphones will be 45 [dB], and if the custom volume value is "4", the volume of sound output from the earphones will be 50 [dB]. If the custom volume value is set to "5", the volume of sound output from the earphones will be 55 [dB]. If the custom volume value is set to "6", the volume of sound output from the earphones will be 60 [dB]. If the custom volume value is set to "7", the volume of sound output from the earphones will be 65 [dB]. If the custom volume value is set to "8", the volume of sound output from the earphones will be 70 [dB]. If the custom volume value is set to "9", the volume of sound output from the earphones will be 75 [dB]. As a result, if the volume indicated by the volume control interface image is between "0" and "4", and the volume indicated by the volume control interface image displayed when the device is disconnected and the volume indicated by the volume control interface image displayed when the device is connected appear to be the same, then the volume of sound output from speaker 22 when the device is disconnected and the volume of sound output from earphones when the device is connected will be approximately the same. On the other hand, if the volume indicated by the volume control interface image is between "5" and "9", even if the volume indicated by the volume control interface image displayed when disconnected and the volume indicated by the volume control interface image displayed when connected appear to be the same volume, the volume of sound output from the earphones when connected will be lower than the volume of sound output from speaker 22 when disconnected.

[0130] In this embodiment, when the earphone connection is established (when the state changes from disconnected to connected), the volume of the sound output from the earphone (initial volume) is set to the volume corresponding to the custom volume value set in the custom volume value setting area when the earphone connection is established. For example, when the pachinko machine 1 is powered on while the contact 4 of the volume setting switch for the administrator is in the on state during the non-connected state, in the custom volume value setting area, the custom volume value (initial value) = "4" is set. As a result, in the volume adjustment interface image, the scale corresponding to the custom volume value = "4" is indicated, and as the volume of the sound output from the speaker 22, 50 [dB] is set, and the output of the effect sound by the speaker 22 is started. Then, when the custom volume value set in the custom volume value setting area is changed to "6" in accordance with the operation of the volume adjustment button 42b by the player, in the volume adjustment interface image, the scale corresponding to the custom volume value = "6" is indicated, and the volume of the sound output from the speaker 22 is changed to 70 [dB]. Then, when the connection of the earphone to the pachinko machine 1 is established, as the volume of the sound output from the earphone (initial volume), 60 [dB], which is the volume corresponding to the custom volume value = "6", is set, and the output of the effect sound by the earphone is started. At this time, in the volume adjustment interface image, the state where the scale corresponding to the custom volume value = "6" is indicated is maintained. Then, when the custom volume value set in the custom volume value setting area is changed to "5" in accordance with the operation of the volume adjustment button 42b by the player, in the volume adjustment interface image, the scale corresponding to the custom volume value = "5" is indicated, and the volume of the sound output from the earphone is changed to 55 [dB]. Then, when the connection of the earphone to the pachinko machine 1 is released, as the sound output from the speaker 22 (initial volume), 60 [dB], which is the volume corresponding to the custom volume value = "5", is set, and the output of the effect sound by the speaker 22 is started. At this time, in the volume adjustment interface image, the state where the scale corresponding to the custom volume value = "5" is indicated is maintained. As described above, in this embodiment, for the speaker 22 and the earphone, the volume is controlled based on a common custom volume value. Also, for the speaker 22 and the earphone, the set volume is set and notified by a common volume adjustment interface image. As a result, it becomes possible to reduce the control load.

[0131] In this embodiment, for the speaker 22 and the earphone, the volume is controlled based on a common custom volume value. However, the speaker 22 and the earphone may be configured such that the volume is controlled based on individual custom volume values. That is, in the RAM of the effect control board 300, a first custom volume value setting area corresponding to the speaker 22, a second custom volume setting area corresponding to the earphone, and a custom volume upper limit value setting area are provided. In the first custom volume setting area, a first custom volume value corresponding to the speaker 22 is set. In the first custom volume setting area, any value from "0" to "9" is set as the first custom volume value. On the other hand, in the second custom volume setting area, a second custom volume value corresponding to the earphone is set. In the second custom volume setting area, any value from "0" to "9" is set as the second custom volume value. And, during the setting of the non-connected state, the digital amplifier 305 sets the volume of the sound output from channels 1 and 2 (the upper left speaker and the upper right speaker) according to the first custom volume value set in the first custom volume value setting area. On the other hand, during the setting of the connected state, the digital amplifier 305 sets the volume of the sound output from channels 7 and 8 (the left ear earphone and the right ear earphone) according to the second custom volume value set in the second custom volume value setting area. In the effect control board 300, in response to power-on (receiving a control command specifying power-on from the main control board 200), after the above power-on initialization process is executed, the power-on initial setting process is executed. Here, each custom volume value setting area is included in the initialization target area. As a result, by executing the power-on initialization process, the custom volume values set in each custom volume value setting area are initialized (cleared to 0). During the power-on initial setup process, the initial value of the first custom volume value is set in the first custom volume value setting area, and the initial value of the second custom volume value is set in the second custom volume value setting area. At this time, the initial value of the first custom volume value is set to a value corresponding to the state of the administrator volume setting switch (the contact that is set to ON among settings 1 to 9). Similarly, the initial value of the second custom volume value is set to a value corresponding to the state of the administrator volume setting switch (the contact that is set to ON among settings 1 to 9). In other words, during the power-on initial setup process, if the switch value input from the administrator volume setting switch is "0", the first custom volume value is set to "0", and the second custom volume value is set to "0". On the other hand, if the switch value input from the administrator volume setting switch is "1", the first custom volume value is set to "1", and the second custom volume value is set to "1". On the other hand, if the switch value input from the administrator volume setting switch is "2", the first custom volume value will be set to "2", and the second custom volume value will be set to "2". On the other hand, if the switch value input from the administrator volume setting switch is "3", the first custom volume value will be set to "3", and the second custom volume value will be set to "3". On the other hand, if the switch value input from the administrator volume setting switch is "4", the first custom volume value will be set to "4", and the second custom volume value will be set to "4". On the other hand, if the switch value input from the administrator volume setting switch is "5", the first custom volume value will be set to "5", and the second custom volume value will be set to "5". On the other hand, if the switch value input from the administrator volume setting switch is "6", the first custom volume value will be set to "6", and the second custom volume value will be set to "6". On the other hand, if the switch value input from the administrator volume setting switch is "7", then the first custom volume value will be set to "7", and the second custom volume value will also be set to "7".On the other hand, if the switch value input from the administrator volume setting switch is "8", the first custom volume value will be set to "8", and the second custom volume value will also be set to "8". On the other hand, if the switch value input from the administrator volume setting switch is "9", the first custom volume value will be set to "9", and the second custom volume value will also be set to "9". Furthermore, during the power-on initial setup process, the upper limit of the custom volume value is set in the custom volume upper limit setting area. At this time, the upper limit of the custom volume value is set according to the state of the administrator volume setting switch (the contact that is in the ON state among settings 1 to 9). In other words, during the power-on initial setup process, if the switch value input from the administrator volume setting switch is "0" to "3", the upper limit of the custom volume is set to "5". On the other hand, if the switch value input from the administrator volume setting switch is "4" to "6", the upper limit of the custom volume is set to "8". On the other hand, if the switch value input from the administrator volume setting switch is "7" to "9", the upper limit of the custom volume is set to "9". When the device is disconnected, operating the volume adjustment button 42b displays a first volume adjustment interface image corresponding to the speaker 22 in a predetermined area of ​​the display screen 31a. The first volume adjustment interface image indicates the current volume of sound output from the speaker 22 by pointing to the scale corresponding to the first custom volume value set in the first custom volume setting area, out of a scale with 10 steps. When the device is disconnected, it is possible to change the first custom volume value set in the first custom volume value setting area by operating the volume adjustment button 42b. In this case, it is possible to change the first custom volume value set in the first custom volume value setting area, with the upper limit of the custom volume value set in the custom volume upper limit value setting area as the upper limit. On the other hand, when the connection is active, if the volume adjustment button 42b is operated, a second volume adjustment interface image corresponding to the earphones is displayed in a predetermined area of ​​the display screen 31a. In the second volume adjustment interface image, the current volume of sound output from the earphones is indicated by pointing to the scale corresponding to the second custom volume value set in the second custom volume setting area, out of 10 scales. Furthermore, when the connection is active, the second custom volume value set in the second custom volume value setting area can be changed by operating the volume adjustment button 42b. In this case, the second custom volume value is not limited by the upper limit of the custom volume value set in the custom volume upper limit setting area. That is, it is possible to change the second custom volume value set in the second custom volume value setting area regardless of the upper limit of the custom volume value set in the custom volume upper limit setting area. As a result, it is possible to change the second custom volume value set in the second custom volume value setting area beyond the upper limit of the custom volume value set in the custom volume upper limit setting area. In particular, when the earphone connection is established (when the state changes from disconnected to connected), the second custom volume value is set in the second custom volume value setting area to a value corresponding to the state of the administrator volume setting switch (the contact that is set to ON) (the initial value of the second custom volume value set when the power is turned on). As a result, when the earphone connection is established (when the state changes from disconnected to connected), the volume of the sound output from the earphones (initial volume) is set to a volume corresponding to the state of the administrator volume setting switch (the contact that is set to ON) (the volume corresponding to the initial value of the second custom volume value set when the power is turned on). For example, when the administrator volume setting switch is in the ON position while the device is disconnected, and power is turned on to the pachinko machine 1, the first custom volume value (initial value) = "4" is set in the first custom volume value setting area, and the second custom volume value (initial value) = "4" is set in the second custom volume value setting area. As a result, the scale corresponding to the first custom volume value = "4" is indicated in the first volume adjustment interface image, the volume of the sound output from speaker 22 is set to 50 [dB], and the output of the sound effects from speaker 22 begins. Subsequently, when the player operates the volume adjustment button 42b and the first custom volume value set in the first custom volume value setting area is changed to "6", the scale corresponding to the first custom volume value = "6" is indicated in the first volume adjustment interface image, and the volume of the sound output from speaker 22 is changed to 70 [dB]. Subsequently, once the earphone connection to the pachinko machine 1 is established, the second custom volume value is set in the second custom volume value setting area to a value corresponding to the state of the administrator volume setting switch (the contact set to the ON state) (in this example, "4"). As a result, once the earphone connection to the pachinko machine 1 is established, the volume of the sound output from the earphone (initial volume) is set to 50 [dB], which corresponds to the second custom volume value = "4", and the output of the sound effects through the earphone begins. At this time, the scale corresponding to the second custom volume value = "4" is indicated in the second volume adjustment interface image. Subsequently, when the second custom volume value set in the second custom volume value setting area is changed to "5" by the player operating the volume adjustment button 42b, the scale corresponding to the second custom volume value = "5" is indicated in the second volume adjustment interface image, and the volume of the sound output from the earphone is changed to 55 [dB]. Subsequently, when the wireless earphones are disconnected from the pachinko machine 1, the sound output from speaker 22 (initial volume) is set to 70 [dB], which corresponds to the current first custom volume value (in this example, "6"), and speaker 22 begins outputting the sound effects.In this case, the first volume control interface image will show a scale corresponding to a custom volume value of "6". As described above, in this modified version, the volume of speaker 22 and earphones is controlled based on individual custom volume values. Furthermore, the set volume for speaker 22 and earphones is set and displayed via individual volume adjustment interface images. This makes it possible to adjust the volume of speaker 22 and earphones individually, thereby improving convenience. In particular, each time an earphone connection is established to the pachinko machine 1, the second custom volume value is set in the second custom volume value setting area to a value corresponding to the state of the administrator volume setting switch (the contact set to the ON state) (the initial value of the second custom volume value set when the power is turned on). As a result, each time an earphone connection is established to the pachinko machine 1, the volume of the sound output from the earphones (initial volume) is set to a volume corresponding to the state of the administrator volume setting switch (the contact set to the ON state) (the initial value of the second custom volume value set when the power is turned on). This makes it possible to prevent the volume of the sound output from the earphones from becoming unexpectedly loud when the earphone connection is established. Furthermore, each time an earphone connection is established to the pachinko machine 1, a predetermined value (fixed) may be set as the second custom volume value in the second custom volume value setting area, regardless of the state of the administrator volume setting switch (the contact set to the ON state). This ensures that each time an earphone connection is established to the pachinko machine 1, the volume corresponding to the predetermined value (fixed) is set as the sound output from the earphone (initial volume). This configuration also prevents situations where the volume of the sound output from the earphone becomes unexpectedly loud when the earphone connection is established.

[0132] Furthermore, in the above embodiment, the volume can be adjusted by operating the volume adjustment button 42b, regardless of the state of the administrator volume setting switch (the contact that is set to the ON state). However, the administrator volume setting switch may be configured such that when contacts 1 to 6 are in the ON state, the volume can be adjusted by operating the volume adjustment button 42b (permission granted), and when contacts 7 to 9 are in the ON state, it is not possible to adjust the volume by operating the volume adjustment button 42b (prohibition granted).

[0133] (Disconnecting wired earphones) Next, we will explain how to disconnect wired earphones. In the case of wired earphones, the connection to the pachinko machine 1 is disconnected when the plug of the wired earphones is removed from the earphone jack. In this embodiment, when the connection to the pachinko machine 1 is disconnected, a predetermined notification sound (a sound that notifies that the connection to the pachinko machine 1 has been disconnected) is output from the speaker 22. Furthermore, if the configuration is such that the wired earphones are disconnected from the pachinko machine 1 when the plug of the wired earphones is removed from the earphone jack, there is a risk that if the wired earphones are broken off as a prank and the broken plug remains inside the earphone jack, the wired earphones will not be disconnected from the pachinko machine 1, and the system will not be able to switch to sound output from speaker 22. Therefore, even if the plug of the wired earphones is plugged into the earphone jack, the system may be configured so that the wired earphones can be disconnected and the system can switch to sound output from speaker 22 through an operation by the player or the administrator (operation via the store administrator menu). In particular, as will be described later, in this embodiment, when the number of balls stored in the ball count memory area becomes "0" due to the counting operation, the frame control board 400 sends a counting completion command to the performance control board 300 to indicate the completion of the counting operation. When the performance control board 300 receives the counting completion command, if a wired earphone connection has been established, it monitors the elapsed time from the receipt of the counting completion command (the timing when the number of balls becomes "0") until the wired earphone connection is disconnected. If the elapsed time exceeds a specified time (for example, 10 [min]), the display screen 31a displays a connection notification image indicating that a wired earphone is connected. The connection notification image displays information indicating that a wired earphone is connected (for example, the words "Wired earphone is connected") and information indicating the elapsed time since the timing when the number of balls became "0". This will prevent wired earphones from being left unattended, and will also prevent pranks such as breaking the plugs of wired earphones. As a countermeasure against pranks such as breaking the plugs of wired earphones, the configuration will be such that the plug of the wired earphones is connected to the earphone jack via an intermediate cable provided by the store (provided as an accessory). In the event of such a prank, the intermediate cable will only need to be replaced, thus minimizing damage. Furthermore, the connection notification image may be configured to interrupt the timer and not display the notification after the specified time if the next player, or a player who has left their seat, starts (resumes) the game and performs a ball dispensing operation to increase the number of balls held, or if the game is played a predetermined number of times (X times (for example, 1 time))). In addition, the system may be configured to display information indicating that wired earphones are connected to the earphone jack or that a broken plug remains when a ball dispensing operation is performed.

[0134] (Disconnecting wireless earphones) Next, we will explain how to disconnect wireless earphones from a wired connection. Wireless earphones are equipped with both a manual disconnection function and an automatic disconnection function for disconnecting.

[0135] (Manual release function) First, let's explain the manual release function. The manual release function allows the player to manually disconnect the device. In other words, the manual release function allows the player to disconnect the device in accordance with a predetermined operation. In this embodiment, the manual release function is activated when (1) the player performs a disconnection operation, or (2) the player sets the pairing mode, etc. In other words, in this embodiment, while connected, it is possible to select to disconnect (hereinafter referred to as "disconnection operation") by operating the directional key button 42c in the earphone settings of the player menu screen G3. When disconnection is selected in the earphone settings of the player menu screen G3, the connection of the wireless earphone to the pachinko machine 1 is disconnected, and the connection information stored in a predetermined memory area of ​​the performance control board 300 is erased. In this embodiment, the player can always perform a disconnection operation while the connection is active. However, the system may also be configured so that the player cannot perform a disconnection operation during a predetermined period while the connection is active (for example, while a jackpot is occurring). Furthermore, in this embodiment, while connected, the player can select "Setting (Starting) Pairing Mode" in the earphone settings of the player menu screen G3 by operating the directional key button 42c. When "Setting (Starting) Pairing Mode" is selected in the earphone settings of the player menu screen G3, the connection of the wireless earphone to the pachinko machine 1 is disconnected, and the connection information stored in a predetermined memory area of ​​the performance control board 300 is erased. In this embodiment, the player can always select to set (start) the pairing mode while the connection is active. However, it is also acceptable to configure the system so that the player cannot select to set (start) the pairing mode during a predetermined period while the connection is active (for example, while a jackpot is occurring). In this embodiment, when the wireless earphones are disconnected from the pachinko machine 1, a predetermined notification sound (a sound indicating that the wireless earphones have been disconnected from the pachinko machine 1) is output from the sound generator 22.

[0136] (Automatic deactivation function) Next, I will explain the automatic deactivation function. The automatic disconnection function automatically disconnects the connection without manual intervention from the player. In other words, the automatic disconnection function automatically disconnects the connection when certain automatic disconnection conditions are met. In this embodiment, the automatic release conditions include conditions related to the number of balls held and conditions related to the launch handle. In particular, the automatic release conditions include the fact that the number of balls being managed has become "0" and that no contact or operation of the launch handle by the player has been detected. Specifically, in this embodiment, when the number of balls held becomes "0" while connected, monitoring of the input of a detection signal from the touch sensor 411 begins. Then, when the number of balls held remains "0" and no detection signal is input from the touch sensor 411, a predetermined waiting time (e.g., 120 seconds) is maintained, the automatic disconnection condition is met. At this time, when a predetermined time (e.g., 60 seconds) has elapsed from the start of the waiting time, an audio message (e.g., "The wireless earphones will be automatically disconnected in 60 seconds") is output to inform that the connection will be automatically disconnected after the predetermined time, and information (e.g., "The wireless earphones will be automatically disconnected in 60 seconds") is displayed on the display screen 31a to inform that the connection will be automatically disconnected after the predetermined time. At this time, the display screen 31a may also be configured to display a countdown of the remaining time until the connection is automatically disconnected.

[0137] Alternatively, the automatic release conditions may include conditions related to the number of balls held, conditions related to the launch handle, and conditions related to the state in which the game is not being played (hereinafter referred to as "non-playing state"). In particular, the automatic release conditions may include the following: the number of balls being managed has become "0", no contact or operation of the launch handle by the player has been detected, and the state in which the game is not being played. Specifically, when the number of balls held becomes "0" while connected, monitoring of the input of a detection signal from the touch sensor 411 and the execution (progress) status of the game is initiated. The system is configured such that the automatic disconnection condition is met when the number of balls held is "0", no detection signal is input from the touch sensor 411, and the game is not being played, and this state continues for a predetermined waiting time (e.g., 120 seconds). At this time, when a predetermined time (e.g., 60 seconds) has elapsed from the start of the waiting time, an audio message (e.g., "The wireless earphones will be automatically disconnected in 60 seconds") is output to inform that the connection will be automatically disconnected after the predetermined time, and information (e.g., "The wireless earphones will be automatically disconnected in 60 seconds") is displayed on the display screen 31a to inform that the connection will be automatically disconnected after the predetermined time. At this time, the display screen 31a may also display a countdown of the remaining time until the connection is automatically disconnected.

[0138] Furthermore, in this embodiment, the automatic release condition includes a condition related to the counting operation described later. In particular, the automatic release condition includes the fact that the number of balls managed by the counting operation has become "0". In other words, in this embodiment, when a counting operation is performed, a predetermined number (the first predetermined number or the second predetermined number, described later) is subtracted from the number of balls stored in the ball count storage area, and a counting command specifying the subtracted predetermined number is sent from the frame control board 400 to the dedicated unit UN. At this time, the automatic release condition is met because the number of balls stored in the ball count storage area becomes "0" as a result of the counting operation. Specifically, the frame control board 400, upon receiving the counting operation and determining that the number of balls stored in the ball count memory area has become "0" (i.e., the automatic release condition has been met), sends a counting completion command to the performance control board 300, indicating that the counting operation has been completed. The performance control board 300 then disconnects the wireless earphones (pairing) upon receiving the counting completion command. Alternatively, in response to receiving a counting completion command, the performance control board 300 displays a release image (not shown) on the display screen 31a, asking the player whether or not to disconnect (pair) the wireless earphones. The release image displays a release icon to indicate that the wireless earphones should be disconnected, and a non-disconnection icon to indicate that the wireless earphones should not be disconnected. The player can select either the release icon or the non-disconnection icon by operating the directional key button 42c. In particular, the release icon is selected when the release image is first displayed. The selection of the icon is finalized when a predetermined time has elapsed since the start of the release screen display (or when the performance button 5b is pressed). That is, if the release icon is selected when a predetermined time has elapsed since the start of the release screen display (or when the performance button 5b is pressed), the selection of the release icon is finalized. On the other hand, if the non-disconnection icon is selected when a predetermined time has elapsed since the start of the release screen display (or when the performance button 5b is pressed), the selection of the non-disconnection icon is finalized. If the "Disconnect" icon is selected, the wireless earphones will be disconnected (paired). On the other hand, if the "Do Not Disconnect" icon is selected, the wireless earphones will remain connected (paired).

[0139] Furthermore, if the pachinko machine 1 is configured as a game machine that directly dispenses game balls and pays out prize balls to the player, the automatic release conditions may include conditions related to the balance of the deposited amount (cash balance) and conditions related to the launch handle. In particular, the automatic release conditions may include the conditions that the balance of the deposited amount has become "0" and that no contact or operation of the launch handle by the player has been detected. Specifically, in a pachinko machine 1 that directly dispenses game balls and pays out prize balls to the player, when cash is deposited into the ball dispensing machine, the remaining balance of the deposited amount is transmitted to the pachinko machine 1 and displayed on the balance display unit. Then, each time the ball dispensing button on the pachinko machine 1 is pressed, the remaining balance of the deposited amount decreases (the remaining balance of the deposited amount displayed on the balance display unit decreases), and a predetermined number of game balls are dispensed. Therefore, while connected, the system is configured to start monitoring the input of a detection signal from the touch sensor 411 when the balance of the deposit amount becomes "0". Then, when the balance of the deposit amount is "0" and no detection signal is input from the touch sensor 411, the automatic disconnection condition is met when a predetermined waiting time (e.g., 120 [s]) continues. At this time, when a predetermined time (e.g., 60 [s]) has elapsed from the start of the waiting time, an audio message (e.g., "The wireless earphones will be automatically disconnected in 60 [s]") is output informing that the connection will be automatically disconnected after the predetermined time, and information (e.g., "The wireless earphones will be automatically disconnected in 60 [s]") informing that the connection will be automatically disconnected after the predetermined time is displayed on the display screen 31a. At this time, the display screen 31a may also display a countdown of the remaining time until the connection is automatically disconnected.

[0140] Alternatively, if the pachinko machine 1 is configured as a game machine that directly dispenses game balls and pays out prize balls to the player, the automatic release conditions may include conditions related to the balance of the deposited amount, conditions related to the launch handle, and conditions related to the game not being played. In particular, the automatic release conditions may include the following: the balance of the deposited amount has become "0", no contact or operation of the launch handle by the player has been detected, and the game is not being played. Specifically, during the connection state, when the balance of the deposited amount becomes "0", monitoring of the input of the detection signal from the touch sensor 411 and the execution (progress) status of the game is started. Then, when the balance of the deposited amount is "0", no detection signal is input from the touch sensor 411, and the game is in a non-execution state, a configuration is adopted such that the automatic release condition is satisfied when a predetermined waiting time (for example, 120 [s]) continues. At this time, when a predetermined time (for example, 60 [s]) has elapsed since the start of the waiting time, a voice (for example, a voice saying "The connection of the wireless earphone will be automatically released after 60 [s]") notifying that the connection state will be automatically released after the predetermined time is output, and on the display screen 31a, information (for example, characters saying "The connection of the wireless earphone will be automatically released after 60 [s]") notifying that the connection state will be automatically released after the predetermined time is displayed. At this time, a configuration may also be adopted such that a display for counting down the remaining time until the connection state is automatically released is executed on the display screen 31a.

[0141] Alternatively, the automatic release condition may include conditions regarding the return of a storage medium (hereinafter referred to as "card") in which value information corresponding to the number of game balls is stored, and conditions regarding the firing handle. In particular, the automatic release condition may include that the card is returned (ejected) from the dedicated unit UN and that no contact or operation on the firing handle by the player is detected. Specifically, when the card is returned (ejected) from the dedicated unit UN while connected, a predetermined waiting time (e.g., 60 seconds) is measured, and monitoring of the detection signal input from the touch sensor 411 begins. After the card is returned (ejected) from the dedicated unit UN, if no detection signal is input from the touch sensor 411 for the predetermined waiting time, the automatic disconnection condition is met. At this time, when the card is returned (ejected) from the dedicated unit UN, information confirming whether or not to disconnect the wireless earphones (e.g., the text "Do you want to disconnect the wireless earphones?") is displayed on the display screen 31a, and it may be configured so that the user can select whether or not to disconnect the wireless earphones by operating the directional key button 42c. If the user selects to disconnect the wireless earphones by operating the directional key button 42c, the wireless earphones are disconnected from the pachinko machine 1, and the measurement of the predetermined waiting time (monitoring of the detection signal input from the touch sensor 411) is terminated.

[0142] Alternatively, the automatic release conditions may include conditions related to the return of the card, conditions related to the launch handle, and conditions related to the game not being played. In particular, the automatic release conditions may include the conditions that the card has been returned (discharged) from the dedicated unit UN, that no contact or operation of the launch handle by the player has been detected, and that the game is not being played. Specifically, when the card is returned (discharged) from the dedicated unit UN while connected, a predetermined waiting time (e.g., 60 seconds) is measured, and the input of a detection signal from the touch sensor 411 and the status of game execution (progress) are monitored. After the card is returned (discharged) from the dedicated unit UN, if no detection signal is input from the touch sensor 411 and the game is not being played, the predetermined waiting time is maintained, and the automatic disconnection condition is met. At this time, when the card is returned (discharged) from the dedicated unit UN, information confirming whether or not to disconnect the wireless earphones (e.g., the text "Do you want to disconnect the wireless earphones?") is displayed on the display screen 31a, and it may also be possible to select whether or not to disconnect the wireless earphones by operating the directional key button 42c. Furthermore, if the operation of the directional pad button 42c determines whether the wireless earphones are disconnected, the wireless earphones are disconnected from the pachinko machine 1, and the measurement of a predetermined waiting time (monitoring of the input of detection signals from the touch sensor 411 and monitoring of the game execution (progress) status) is terminated.

[0143] Furthermore, it is also acceptable to configure the system so that the automatic disconnection condition is immediately met when the card is returned (discharged) from the dedicated unit UN while the connection is active.

[0144] In this embodiment, when the automatic release condition is met, the connection of the wireless earphone to the pachinko machine 1 is released, and the connection information stored in a predetermined memory area of ​​the performance control board 300 is erased. Furthermore, in this embodiment, when the connection of the wireless earphones to the pachinko machine 1 is disconnected, a predetermined notification sound (a sound indicating that the connection of the wireless earphones to the pachinko machine 1 has been disconnected) is output from the sound generator 22, and information indicating that the connection of the wireless earphones to the pachinko machine 1 has been disconnected is displayed on the display screen 31a.

[0145] In this embodiment, when the wireless earphones are disconnected from the pachinko machine 1, the connection information stored in a predetermined memory area of ​​the performance control board 300 is erased. However, it is also acceptable to configure the system so that the connection information stored in the predetermined memory area of ​​the performance control board 300 is not erased when the wireless earphones are disconnected from the pachinko machine 1. Furthermore, it is also acceptable to configure the system so that the connection information stored in the predetermined memory area of ​​the performance control board 300 can be erased by the player's operation. For example, if the connection is terminated by the manual release function, the connection information stored in a predetermined memory area of ​​the performance control board 300 is erased as the connection of the wireless earphone to the pachinko machine 1 is terminated. On the other hand, if the connection is terminated by the automatic disconnection function, there is a possibility that the player may temporarily leave their seat. Therefore, the connection information stored in a predetermined memory area of ​​the performance control board 300 is not erased when the wireless earphone connection to the pachinko machine 1 is terminated. This makes it possible to automatically restore the connection status without performing pairing when the player returns to their seat. In other words, even if the connection of the wireless earphone to the pachinko machine 1 is disconnected, if the connection information is saved, when a predetermined signal is detected from the wireless earphone specified by the identification information contained in the saved connection information, it becomes possible to establish a connection of the wireless earphone to the pachinko machine 1 without performing pairing. In this case, when a predetermined signal is detected from the wireless earphone specified by the identification information contained in the saved connection information, the display screen 31a may be configured to display a screen asking whether or not to connect to the wireless earphone. Alternatively, if the connection is terminated by the manual termination function, the display screen 31a may be configured to display a screen asking whether or not to erase the connection information, in accordance with the termination of the wireless earphone connection to the pachinko machine 1. In this case, if the player selects to erase the connection information, the connection information stored in a predetermined memory area of ​​the performance control board 300 may be erased, and if the player does not select to erase the connection information, the connection information stored in a predetermined memory area of ​​the performance control board 300 may not be erased. Alternatively, if the connection is terminated by the automatic termination function, the connection information stored in a predetermined memory area of ​​the performance control board 300 may be erased after a predetermined time has elapsed since the wireless earphone connection to the pachinko machine 1 was terminated.

[0146] In this case, if the time during which the earphone connection is established is extremely short (less than a predetermined time (e.g., 1 min)), the system may be configured to notify the administrator of the pachinko machine 1 by leaving information (error information) in the error history, etc., indicating that a short-term earphone connection was detected.

[0147] (Control during inspection mode) Next, we will explain the control during inspection mode. Figure 23 shows an example of the inspection mode screen G4. In pachinko machine 1, if the RAM clear switch is pressed while the settings confirmation state is active, the machine will switch to inspection mode. In inspection mode, it is possible to inspect (test) whether the operation of various switches and sensors connected to the main control board 200 (special feature 1 start port switch 101, special feature 2 start port switch 102, first count switch 103a, second count switch 103b, first gate switch 104a, second gate switch 104b, V area switch 105a, discharge area switch 105b, left prize port switch 106, etc.), the operation of various special features connected to the main control board 200 (normal electric feature 52a, first special electric feature 53a, second special electric feature 54a, etc.), the operation of various switches and sensors connected to the frame control board 400 (out ball switch 571, foul ball switch 572), and the operation of various performance devices connected to the performance control board 300 (frame lamp 20, panel lamp 21, speaker 22, movable body, etc.) is normal. As shown in Figure 23, during inspection mode, the inspection mode screen G4 is displayed on the display screen 31a. The inspection mode screen G4 displays various inspection menus. For example, the inspection mode screen G4 displays various inspection menus such as switch inspection, movable body inspection, speaker inspection, and earphone inspection. The inspection mode screen G4 displays icons corresponding to each inspection menu. The administrator can then execute the inspection menu corresponding to the selected icon by operating the directional key buttons 42c. The switch inspection allows for testing whether various switches and sensors connected to the main control board 200 (such as the start port switch 101 in Figure 1, the start port switch 102 in Figure 2, the first count switch 103a, the second count switch 103b, the first gate switch 104a, the second gate switch 104b, the V-area switch 105a, the discharge area switch 105b, the left prize port switch 106, etc.) are functioning correctly. The movable body inspection allows for testing whether the movable body controlled by the performance control board 300 is functioning correctly. The speaker test allows for checking whether the speakers 22, controlled by the performance control board 300, are functioning correctly. In particular, during the speaker test, a predetermined test sound is output from each speaker, starting with the upper left speaker and then the upper right speaker. The earphone test allows for checking whether the earphones connected to the pachinko machine 1 are functioning correctly. Specifically, during the earphone test, a predetermined test sound is emitted from each earphone, in the order of left earphone, then right earphone.

[0148] In this configuration, during inspection mode, it is necessary to output sound effect (SE) sounds associated with the operation, guide sounds such as announcements regarding the device being inspected, from speaker 22. In particular, during speaker inspection, it is necessary to output a predetermined inspection sound from speaker 22. In the following description, the sounds output during inspection mode (SE sounds, guide sounds, predetermined inspection sounds, etc.) will be collectively referred to as "inspection mode audio". Therefore, in this embodiment, when the system switches to inspection mode while connected (connection enabled), the output of the inspection mode audio output during inspection mode is stopped from the earphones and output from speaker 22. In other words, as described above, when the device is disconnected, sounds related to the performance are output from speaker 22. Therefore, if the device switches to inspection mode while disconnected (while the connection is active), inspection mode sounds will be output from speaker 22 during that inspection mode. On the other hand, as described above, while connected, sounds related to the performance are output from the earphones and not from the speaker 22. Therefore, if the system switches to inspection mode while connected (connection enabled), the inspection mode audio will be output from the earphones and not from the speaker 22 during that inspection mode. However, if the inspection mode audio is not output from the speaker 22, the efficiency of the inspection may decrease. Therefore, in this embodiment, when the system switches to inspection mode while connected (connection enabled), the system maintains the connection state (connection enabled state) while the inspection mode audio is output from the speaker 22 and not from the earphones. However, in this case, only when earphone inspection is performed during the inspection mode, the predetermined inspection sound output during the earphone inspection is output from the earphones and not from the speaker 22. It is also possible to configure the system so that when the system switches to inspection mode while connected (connection enabled), the inspection mode audio is output from both the speaker 22 and the earphones. As a result, it becomes possible to improve the efficiency of the inspection process. Furthermore, in the earphone inspection in inspection mode, a predetermined inspection sound must be output from the earphones. Therefore, in this embodiment, when the system transitions to inspection mode while in a connection-disabled state (disconnected state), the connection state is changed from disabled to enabled only when the earphone inspection is performed within that inspection mode, and the predetermined inspection sound to be output during the earphone inspection is output from the earphones and not from the speaker 22. This eliminates the need to set the connection enabled state on the store manager menu screen G1 when it is desired to perform an earphone inspection while the connection state is disabled, thereby improving the convenience of the inspection. In this configuration, during inspection mode, the inspection mode audio output from speaker 22 is output at a predetermined volume, regardless of the custom volume value set in the custom volume value setting area. In particular, the volume of the inspection mode audio is fixed and cannot be adjusted. That is, the volume of the inspection mode audio does not depend on the custom volume value set in the custom volume value setting area. For example, the volume of the inspection mode audio can be set to the maximum value.

[0149] (Control while the store administrator menu screen G1 is displayed) Next, we will explain the controls while the store administrator menu screen G1 is displayed. While the store manager menu screen G1 is displayed, it is necessary to output sound effects (SE) associated with the operation, guide sounds such as announcements regarding the menu, etc., from speaker 22. In the following description, the sounds (SE sounds, guide sounds, etc.) output while the store manager menu screen G1 is displayed will be collectively referred to as "manager menu audio". Therefore, in this embodiment, when the store manager menu screen G1 is displayed while the connection is active, the administrator menu audio output while the store manager menu screen G1 is displayed is configured to stop outputting from the earphones and output from speaker 22. In other words, as described above, when the device is disconnected, sounds related to the presentation are output from speaker 22. Therefore, if the store manager menu G1 is displayed while the device is disconnected (while the device is connected), the manager menu audio will be output from speaker 22 while the store manager menu screen G1 is displayed. On the other hand, as described above, while connected, sounds related to the presentation are output from the earphones and not from the speaker 22. Therefore, if the store manager menu screen G1 is displayed while connected (connection enabled), the manager menu audio will be output from the earphones and not from the speaker 22 while the store manager menu screen G1 is displayed. However, if the manager menu audio is not output from the speaker 22, the usability of various settings may decrease. Therefore, in this embodiment, when the store manager menu screen G1 is displayed while connected (connection enabled), the system is configured so that the manager menu audio is output from the speaker 22 and not from the earphones while the store manager menu screen G1 is displayed, while maintaining the connection (connection enabled). This makes it possible to improve the usability of various settings.

[0150] (Control when operating the administrator volume setting switch) Next, we will explain the control when operating the administrator volume setting switch. When the administrator volume setting switch is operated (switched), it is necessary to confirm the volume by outputting a predetermined confirmation sound from speaker 22 at a volume corresponding to the state of the administrator volume setting switch after the operation (after the switch) (the contact that is set to the ON state). Therefore, in this embodiment, when the administrator volume setting switch is operated while the connection is active (connection is enabled), the confirmation sound output in response to the operation is output from speaker 22 instead of from the earphone. In other words, as described above, when the system is disconnected, sounds related to the performance are output from speaker 22. Therefore, when the administrator volume setting switch is operated while the system is disconnected (while the connection is active), a confirmation sound corresponding to that operation will be output from speaker 22. On the other hand, as described above, while connected, sounds related to the performance are output from the earphones and not from speaker 22. Therefore, if the administrator volume setting switch is operated while connected (connection enabled), the confirmation sound that is output in response to that operation will be output from the earphones and not from speaker 22. However, if the confirmation sound is not output from speaker 22, the administrator will not be able to check the volume output from speaker 22. Therefore, in this embodiment, when the administrator volume setting switch is operated while connected (connection enabled), the connection state (connection enabled state) is maintained, and the confirmation sound that is output in response to that operation is output from speaker 22 and not from earphones. This makes it possible to improve the ease of checking the volume.

[0151] (Control of the output of counting-related sounds) Next, we will explain how to control the output of sounds related to counting (counting operations) (hereinafter referred to as "counting-related sounds"). As described above, in the pachinko machine 1, when a counting operation is performed, a predetermined number (the first predetermined number or the second predetermined number described later) is subtracted from the number of balls stored in the ball count memory area, and a counting command specifying the subtracted predetermined number is sent from the frame control board 400 to the dedicated unit UN. In this embodiment, a predetermined counting-related sound (short-press counting sound, long-press counting sound, and counting completion sound described later) is output in conjunction with the counting operation. In other words, when the number of balls held is 1 or more, the frame control board 400 subtracts 1 from the number of balls held and sends a counting command specifying the 1 predetermined number to the dedicated unit UN each time a short press operation of the counting button 41b is performed (a counting operation in which the duration of pressing the counting button 41 is less than the reference time). At this time, the frame control board 400 sends a short press operation specification command to the performance control board 300 each time a short press operation is performed (each time a counting command specifying the 1 predetermined number is sent). The performance control board 300 then outputs a short press counting sound each time it receives a short press operation specification command. Furthermore, when the number of balls held is 250 or more (in this embodiment, 250 balls), the frame control board 400 subtracts the 2nd predetermined number from the number of balls held and sends a counting command specifying the 2nd predetermined number to the dedicated unit UN each time a long press operation of the counting button 41b is performed (a counting operation in which the duration of pressing the counting button 41 is equal to or greater than the reference time). At this time, each time a long press operation is performed (each time a counting command specifying the 2nd predetermined number is sent), the frame control board 400 sends a long press operation specification command to the performance control board 300. The performance control board 300 then outputs a long press counting sound each time it receives a long press operation specification command. Furthermore, when the number of balls stored in the ball count memory area becomes "0" due to a counting operation (short press or long press), the frame control board 400 sends a counting completion command to the performance control board 300 to indicate the completion of the counting operation. The performance control board 300 then outputs a counting completion sound upon receiving the counting completion command.

[0152] As described above, when the device is disconnected, sounds related to the game's presentation are output from speaker 22. Therefore, when a counting operation (short press or long press) is performed while the device is disconnected, counting-related sounds (short press counting sound, long press counting sound, and counting completion sound) are output from speaker 22. In this case, the short press counting sound and the long press counting sound are output at a volume corresponding to the custom volume value set in the custom volume value setting area. This allows the player to adjust the volume of the short press counting sound and the long press counting sound. On the other hand, the counting completion sound is output at a predetermined volume (e.g., maximum volume) regardless of (and without depending on) the custom volume value set in the custom volume value setting area. This makes it impossible for the player to adjust the volume of the counting completion sound. On the other hand, as described above, while connected, sounds related to the performance are output from the earphones and not from speaker 22. Therefore, if a counting operation (short press or long press) is performed while connected (connection enabled), the counting-related sounds (short press counting sound, long press counting sound, and counting completion sound) will normally be output from the earphones. However, if the counting-related sounds are not output from speaker 22, there is a risk that the administrator of the pachinko machine 1 may not be able to detect fraudulent activity related to counting. Therefore, in this embodiment, when a counting operation (short press or long press) is performed while connected, the short press counting sound and the long press counting sound are output from the earphones (not from speaker 22), and the counting completion sound is output from speaker 22 (not from earphones). This makes it easier for the administrator of the pachinko machine 1 to detect fraudulent activity related to counting. In this case, the short-press and long-press counting sounds among the counting-related sounds are output at a volume corresponding to the custom volume value set in the custom volume value setting area. This allows the player to adjust the volume of the short-press and long-press counting sounds among the counting-related sounds. On the other hand, the counting completion sound among the counting-related sounds is output at a predetermined volume (for example, maximum volume), regardless of (and not dependent on) the custom volume value set in the custom volume value setting area. As a result, the player cannot adjust the volume of the counting completion sound among the counting-related sounds.

[0153] Furthermore, when a counting operation (short press or long press) is performed while the device is connected (connection is active), the counting-related sounds (short press counting sound, long press counting sound, and counting completion sound) may be output from both speaker 22 and earphones. Alternatively, when a counting operation (short press or long press) is performed while the device is connected (connection is active), all counting-related sounds (short press counting sound, long press counting sound, and counting completion sound) may be output from speaker 22 (and not from the earphones). Alternatively, when a counting operation (short press or long press) is performed while connected, the short press counting sound and the long press counting sound may be output from the earphones (not from speaker 22), while the counting completion sound may be output from both speaker 22 and earphones. Alternatively, when a counting operation (short press or long press) is performed while connected, the short press counting sound and the long press counting sound may be output from both speaker 22 and earphones, while the counting completion sound may be output from speaker 22 only (and not from earphones).

[0154] (Control of the output of sounds related to ball rental) Next, we will explain how to control the output of sounds related to ball dispensing (ball dispensing operation) (hereinafter referred to as "ball dispensing-related sounds"). As described above, in the dedicated unit UN, each time a banknote or card is inserted 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. In the frame control board 400, each time a dispensing command is received, 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 storage area. At this time, in this embodiment, a predetermined ball dispensing-related sound (dispensing sound described later) is output in conjunction with the ball dispensing operation. In other words, each time the frame control board 400 receives a lending command, it adds a predetermined number of lending balls (125 balls in this configuration) to the number of balls stored in the ball count memory area, and transmits a ball lending specification command to the performance control board 300. The performance control board 300 then outputs a ball lending sound each time it receives a ball lending specification command. As described above, when the system is disconnected, sounds related to the performance are output from speaker 22. Therefore, if a ball dispensing operation is performed while the system is disconnected, the sound of the ball being dispensed will be output from speaker 22. On the other hand, as described above, while connected, sounds related to the performance are output from the earphones, not from speaker 22. Therefore, if a ball dispensing operation is performed while connected (while the connection is active), the sound of the ball dispensing will normally be output from the earphones. However, if the sound of the ball dispensing is not output from speaker 22, there is a risk that the administrator of the pachinko machine 1 may not be able to detect fraudulent activity related to ball dispensing. Therefore, in this embodiment, when a ball dispensing operation is performed while connected, the sound of the ball dispensing is output from speaker 22 (not from the earphones). This makes it easier for the administrator of the pachinko machine 1 to detect fraudulent activity related to ball dispensing. Furthermore, if a ball dispensing operation is performed while the connection is active, the ball dispensing sound may be output from both speaker 22 and earphones.

[0155] (modified version) Although embodiments of the present invention have been described above, various modifications can be made to the above embodiments. For example, the above embodiment shows an example where earphones are used as the sound output device (sound output device owned by the player) connected to the pachinko machine 1. However, a speaker (a speaker owned by the player) may also be used as the sound output device connected to the pachinko machine 1.

[0156] Furthermore, in the above embodiment, the player may select and set the sound output from the earphones and the sound output from the speaker 22 while the connection is active. In other words, the player menu screen G3 may be configured to allow the player to select and set whether to output each type of sound effect sound during connection from the earphones or from the speaker 22. For example, even while connected, the system may be configured to allow selection and setting that the sound effects related to the use of deep bass vibrations are output from speaker 22 (and not from earphones).

[0157] Furthermore, in the above embodiment, the configuration may be such that the balance between the volume of sound effects related to a specific effect and the volume of sound effects related to other effects is changed depending on the type of earphones. For example, in bone conduction type earphones, the volume of the sound effects related to bone conduction (vibration) can be set to be louder than the volume of the sound effects related to other effects, while in non-bone conduction type earphones, the volume of the sound effects related to bone conduction (vibration) can be set to be quieter than the volume of the sound effects related to other effects.

[0158] Furthermore, in the above embodiment, the settings configured by the player in the performance customization settings (especially the customization settings related to the performance sounds) may be automatically reset when the earphones are disconnected. In this case, the player menu screen G3 may be configured to allow the player to select and set whether or not to automatically reset the settings they have made in the performance customization settings when the earphones are disconnected.

[0159] Furthermore, in the above embodiment, the elapsed time since the earphone connection was established is measured while the connection is active, and when the elapsed time reaches a predetermined time, the earphone connection is disconnected and the system switches to outputting sound from the speaker 22.

[0160] Furthermore, the above embodiment shows an example in which the present invention is applied to a pachinko machine 1. However, the present invention may also be applied to pachislot machines and the like.

[0161] (The function of Pachinko machine 1) Next, I will explain the operation of pachinko machine 1. The pachinko machine 1 includes a speaker 22 and a performance control board 300 that can control the speaker to either a connection disabled state in which it cannot output sound signals to the player's earphones, or a connection enabled state in which it can output sound signals to the earphones. When the machine switches to inspection mode while the earphones are connected in the connection enabled state, a sound signal is output to the speaker 22. In other words, in the pachinko machine 1, when it switches to inspection mode, an audio signal is output to the speaker 22 even if earphones are connected while the connection is active. This makes it possible to output sound from the speaker 22 without disconnecting the earphones while in inspection mode, thereby improving convenience. Furthermore, in pachinko machine 1, if the machine switches to inspection mode while earphones are connected during the connection activation state, the output of the sound signal to the earphones will be restricted. This will further improve convenience.

[0162] (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 speaker according to the first invention is speaker 22. An example of a sound output device according to the first invention is earphones. An example of a first state according to the first invention is a connection disabled state. An example of a second state according to the first invention is a connection enabled state. An example of a control means according to the first invention is the performance control board 300. [Explanation of Symbols]

[0163] 1 Pachinko machine 22. Sound generating device (speaker) 28 Bluetooth Modules 200 Main control board 300 Performance control board 400 Frame Control Board

Claims

1. Speakers and, The system includes a control means capable of controlling the system to a first state in which sound signals cannot be output to a sound output device owned by the player, and a second state in which sound signals can be output to the sound output device. A gaming machine characterized in that, while the sound output device is connected during the second state, when a specific state is reached, a sound signal is output to the speaker.

2. The gaming machine according to claim 1, characterized in that when the sound output device is connected during the second state, the output of a sound signal to the sound output device is restricted when the state transitions to a specific state.