Gaming Machines

The gaming machine addresses the issue of post-outage state ambiguity by implementing multiple notification modes to transparently convey the gaming state difference, enhancing convenience and security against unfair practices.

JP7604410B2Active Publication Date: 2024-12-23HEIWA CORP
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Patent Information

Application Number
JP2022005012
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-17
Publication Date
2024-12-23
Estimated Expiration
2042-01-17

AI Technical Summary

Technical Problem

Existing gaming machines face inconvenience due to the inability to accurately grasp the gaming state after a power outage, particularly regarding the difference in the number of gaming media used and awarded, which can be exploited for unfair advantage.

Method used

A gaming machine equipped with multiple notification modes that allow selective notification of the gaming state difference after power restoration, using a switch to choose between notification modes that either confirm or ignore the difference, ensuring transparency and preventing unauthorized manipulation.

Benefits of technology

Enhances convenience and security by allowing players and staff to verify the gaming state post-power outage, preventing unauthorized tampering and ensuring fair gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve convenience.SOLUTION: When a ball difference number before power interruption is in a range from minus to 50000, a performance control CPU does not execute dishonest power interruption notification, at the time, a game machine is restored in a normal restoration mode. In addition, when the ball difference number before power interruption is in a range from 50001 to 70000, the performance control CPU executes the dishonest power interruption notification by lighting a frame lamp. In addition, when the ball difference number before power interruption is in a range from 70001 to game stop state shift (namely, 950000 or larger), the performance control CPU executes the dishonest power interruption notification by outputting an alarm sound from a speaker and lighting the frame lamp.SELECTED DRAWING: Figure 18
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Description

[Technical field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Conventionally, there has been known amusement machines (e.g., pachinko machines) in which a gaming ball, which represents gaming value, is launched into a gaming area, and when the gaming ball enters a winning area such as a winning slot, a prize ball is paid out to the player, and further, the gaming state can be changed depending on the result of the variable display of identification information.

[0003] In addition, there is known a gaming machine (e.g., a slot machine) in which, after the number of bets for one game is set using the gaming value, a start operation is performed, which starts the display of the changing identification information, and a stop operation is performed after the start of the display, which stops the display of the changing identification information, and a win can be generated based on the display result derived at this time, and the gaming state can be changed depending on the type of win.

[0004] Among such gaming machines, there are known gaming machines that can transition to a game stop state based on the difference between the number of gaming media used in the game and the number of gaming media paid out (for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2020-81288 A [Patent Document 2] JP 2017-164390 A Summary of the Invention [Problem to be solved by the invention]

[0006] However, if the state including the difference after the power interruption and recovery cannot be accurately grasped, it will be inconvenient.

[0007] The present invention has been made in consideration of the above-mentioned circumstances, and an object of the present invention is to provide a gaming machine that can improve convenience. [Means for solving the problem]

[0008] In order to solve the above problems, the present invention provides a gaming machine that is equipped with a plurality of notification means and is capable of executing notifications of a plurality of types of notification modes using the plurality of notification means, the gaming machine further comprising a calculation means for calculating a difference between a reference value of the gaming media or the gaming value based on the number of gaming media or the gaming value that increases or decreases as a result of the execution of a game, the gaming machine being capable of setting a gaming stop state when the difference reaches a predetermined value, the gaming stop state being capable of being released by a power operation accompanied by an initialization operation, and the difference being capable of being erased by a power operation not accompanied by the initialization operation, the plurality of types of notification modes including a first notification mode that performs a predetermined notification that can identify the difference as a notification mode to be executed after power is restored, and a second notification mode that does not perform the predetermined notification, and the content of the predetermined notification that is executed after power is restored differs depending on the difference at the time when power is restored, A switch is provided for selecting one of a plurality of notification modes, and notification of the first notification mode or the second notification mode can be selectively performed in response to the selection made by the switch. . This allows the user to grasp the state after power is restored, improving convenience. Examples of numbers that increase or decrease as a result of playing a game include the number of gaming media (such as gaming balls or medals) and the number of gaming values ​​(such as credits). Examples of information regarding numbers that increase or decrease as a result of playing a game include the difference in the number of gaming media or the number of gaming values. The difference in the number of gaming media or the number of gaming values ​​is, for example, the difference in the number of gaming media or gaming values ​​from a reference value, or the difference between the number of gaming media or gaming values ​​used in a game and the number of gaming media or gaming values ​​granted to a player. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3]FIG. 2 is a front view showing the game board unit alone. [Figure 4] 2 is an enlarged front view showing a portion of the game board unit. FIG. [Diagram 5] FIG. 2 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 6] FIG. 4 is an explanatory diagram showing an example of mode selection of a dip switch. [Figure 7] 13 is a flowchart (1 / 2) illustrating an example of a procedure for a reset start process. [Figure 8] 13 is a flowchart (2 / 2) illustrating an example of a procedure for a reset start process. [Figure 9] 11 is a flowchart specifically illustrating an example of a procedure for a power interruption occurrence check process. [Figure 10] 13 is a flowchart illustrating an example of a procedure for an interrupt management process. [Figure 11] 13 is a flowchart showing an example of a procedure for a ball difference management process. [Figure 12] 13 is a flowchart showing an example of a procedure for a ball difference calculation process. [Figure 13] A diagram showing the relationship between the "actual ball difference," the "calculation ball difference," and the "transmission ball difference." [Figure 14] 13 is a flowchart showing an example of a procedure for managing a ball difference limiting device. [Figure 15] An explanatory diagram showing the timing for resuming the payout of interrupted prize balls when game play is stopped. [Figure 16] 13 is a flowchart showing an example of a procedure for a performance command management process. [Figure 17] 13 is a flowchart showing an example of the procedure for managing effects related to a ball difference limiting device. [Figure 18] FIG. 13 is an explanatory diagram of the manner in which unauthorized power interruption is notified. [Figure 19] This is a diagram showing examples of the first effect being executed alone, the second effect being executed alone, the third effect being executed alone, and the third effect and a payout error notification being executed simultaneously. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0011] FIG. 1 is a front view of a pachinko gaming machine (hereinafter, abbreviated as "pachinko machine") 1. FIG. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses game balls as a game medium, and a player borrows game balls from an amusement facility operator to play with the pachinko machine 1. In playing with the pachinko machine 1, each game ball is a medium having game value, and the privilege (profit) that the player enjoys as a result of playing can be converted into game value based on, for example, the number of game balls that the player has acquired. The overall configuration of the pachinko machine 1 will be described below with reference to FIG. 1 and FIG. 2.

[0012] The pachinko machine 1 of this embodiment transitions to a game stop state (also called a shot limit) when the difference obtained by subtracting the number of fired balls (game balls fired by the firing device) from the number of prize balls (game balls paid out by winning into a winning hole or the like) and foul balls (game balls fired by the firing device but returned without reaching the play area) exceeds a predetermined upper limit number (95,000 in this embodiment). Note that the prize balls are game balls paid out by winning into a winning hole or the like. The foul balls are game balls fired by the firing device but returned without reaching the play area. The fired balls are game balls fired by the firing device in response to handle operation.

[0013] [Overall configuration] The main body of the pachinko machine 1 mainly comprises an outer frame unit 2, an integrated door unit 4 (glass frame, window frame), and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the very front. The inner frame assembly 7 is located on the rear side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.

[0014] The outer frame unit 2 is a structure made by combining wood and metal materials into a vertically long rectangle, and this outer frame unit 2 is fixed to an island facility (not shown) in the playground using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used for the sections corresponding to the top and bottom short sides, and metal is used for the sections corresponding to the left and right long sides.

[0015] The integrated door unit 4 has a structure in which the tray unit 6 is integrated at its lower position. The integrated door unit 4 and the inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.

[0016] A unified lock unit 7a is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front in Fig. 1 (the left edge in Fig. 2). Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. As shown in Fig. 1, when the integrated door unit 4 and the inner frame assembly 7 are closed relative to the outer frame unit 2, the unified lock unit 7a on the back side, together with the locking device, disables the opening of the integrated door unit 4 and the inner frame assembly 7.

[0017] In addition, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an arcade manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 7a is activated, enabling the opening of the integrated door unit 4 together with the inner frame assembly 7. When the entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.

[0018] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, and in this state the manager of the game center can remove any obstacles such as balls getting stuck on the board. Also, when the integrated door unit 4 is opened, the receiving tray unit 6 is also opened to the front.

[0019] The pachinko machine 1 also includes the above-mentioned game board unit 8 as a game unit. The game board unit 8 is supported by the above-mentioned inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front side. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (without reference number) is attached inside this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to match the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting tool (not shown). A game area 9a (board surface, game board) is formed on the front side of the game board unit 8, and this game area 9a can be viewed by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow down.

[0020] The receiving tray unit 6 is generally shaped to protrude from the integral door unit 4 to the front side, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loan balls) lent to the player and game balls (prize balls) acquired by winning. In addition, a lower tray 6c is formed in the receiving tray unit 6 at a lower position of the upper tray 6b. This lower tray 6c stores game balls that are further paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a model that is connected to a card unit, and game balls borrowed by the player are paid out to the receiving tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side separately from prize balls.

[0021] A loan operation unit 14 is provided on the upper surface of the tray unit 6, and a ball loan button 10 and a return button 12 are arranged on the loan operation unit 14. When a player operates the ball loan button 10 with a valuable medium (e.g., a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a card unit (not shown), a number of game balls (e.g., 125 balls) corresponding to a predetermined degree unit (e.g., 5 degrees) are loaned. For this reason, a degree display unit (not shown) is arranged on the upper surface of the loan operation unit 14, and the remaining degree of the valuable medium inserted into the card unit is displayed on this degree display unit. Note that a player can receive the return of the valuable medium with remaining degree by operating the return button 12. In this embodiment, a gaming machine connected to a card unit is exemplified, but the pachinko machine 1 may be a cash machine (a gaming machine not connected to a card unit).

[0022] A handle unit 16 is installed at the lower right of the tray unit 6. A player can operate the launch control board set 174 by operating this handle unit 16, and launch (throw) a game ball (ball launching device) toward the play area 9a (see FIG. 3). The launched game ball rises from the lower edge of the play board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the play area 9a. A large number of obstacle nails and windmills (no reference numbers in the figure) are arranged in the play area 9a, and the thrown game ball flows down the play area 9a while being guided and guided by the obstacle nails and windmills. The configuration of the play area 9a (board surface, play board) will be described further below with reference to another drawing.

[0023] [Front frame configuration] A lens unit 47 and an upper right illumination unit 49 are installed as components for the performance in the integrated door unit 4. Of these, a frame lamp 46 is incorporated in the lens unit 47, and a right-side frame lamp 50 is incorporated in the upper right illumination unit 49.

[0024] The above-mentioned various frame lamps 46, 50 perform effects, for example, by emitting light (lighting or blinking, changing brightness gradation, changing color tone, etc.) from built-in LEDs. Also, speakers 54a to 54d are built into each integrated door unit 4. These speakers 54a to 54d output sound effects, background music, voices, etc. (general sound) to perform effects.

[0025] In addition, a performance button 45 is provided in front of the upper tray 6b in the center of the receiving tray unit 6. By pressing and operating this performance button 45, the player can switch the performance content (for example, the background screen displayed on the liquid crystal display 42), or generate some kind of performance (pre-notice performance, probability increase performance, promotion performance during a big win, etc.) during the change of the pattern, during the confirmation display of the big win, or during the big win game.

[0026] Furthermore, a jog dial 45a (operation input receiving means, rotary selector) is provided around the effect button 45 so as to surround the effect button 45. The player can change the effect content displayed on the liquid crystal display 42, for example, by rotating the jog dial 45a.

[0027] [Back side configuration] 2, the back side of the pachinko machine 1 is provided with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is provided with various electronic devices (including a control computer, not shown) that constitute the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connection wiring, etc., not shown.

[0028] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 toward the receiving tray unit 6 on the front side.

[0029] In addition, the external terminal board 160 is for connecting the pachinko machine 1 to external electronic equipment (e.g., a data display device, a hall computer, etc.), and various external information signals indicating the game progress status and maintenance status of the pachinko machine 1 (e.g., winning ball information, door opening information, number of pattern determination information, jackpot information, starting hole information, etc.) are output from this external terminal board 160 to the external electronic equipment.

[0030] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in an island facility of an amusement arcade, for example, to secure the power source (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island facility, to secure the earth (ground) of the pachinko machine 1.

[0031] [Game board unit configuration] 3 is a front view showing the game board unit 8 alone. The game board unit 8 has a game board 9 as a base, and a game area 9a is formed on the front side of this game board 9. The game board 9 is made of, for example, a transparent resin plate, and when the game board unit 8 is fixed to the inner frame assembly 7, the front surface of the game board 9 is parallel to the glass unit. On the front surface of the game board 9, the above-mentioned game area 9a is formed inside a launch rail (no reference number) installed in a substantially circular shape.

[0032] Also, within the game area 9a, a start gate 20, a normal winning port 22, a start winning port 26, a variable start winning device 28, a variable winning device 30, etc. are distributed and installed.

[0033] Among these, the normal winning hole 22 is located on the left side of the play area 9a. The start winning hole 26 is located in the center of the lower part of the play area 9a. The start gate 20, the variable start winning device 28, and the variable winning device 30 are located on the right side of the play area 9a.

[0034] As the game ball is launched into the game area 9a, it may enter the start winning port 26, the start winning port 28a, or the normal winning port 22 as it flows downstream, pass through the start gate 20, or enter the variable winning device 30 (i.e., the large winning port 30a) during the opening operation.

[0035] In addition, the entry (advancement) of a gaming ball into each winning port or winning device is also referred to as a "winning." In particular, a winning ball into a start winning port is also referred to as a start winning.

[0036] When the game ball passes through the start gate 20, an activation lottery (regular symbol lottery) is held. The variable start winning device 28 operates when a predetermined activation condition is met (when the regular symbol lottery is won and the regular symbol is displayed in a winning state for a predetermined stop display time). When the variable start winning device 28 operates, it becomes possible to cause the game ball to win in the start winning hole 28a.

[0037] The variable winning device 30 is activated when a specified condition is met (when the special symbol is stopped and displayed in a jackpot mode). When the variable winning device 30 is activated, it becomes possible to cause a game ball to win a jackpot in the big winning hole 30a.

[0038] In this embodiment, when a game ball enters the normal winning hole 22, six prize balls are paid out. When a game ball enters the start winning hole 26 or the start winning hole 28a, one prize ball is paid out. When a game ball enters the big winning hole 30a, fifteen prize balls are paid out.

[0039] In addition, game balls that pass through the start gate 20 and game balls that enter the normal winning port 22, the starting winning port 26, the starting winning port 28a, and the large winning port 30a are collected on the back side of the game board unit 8 through through holes formed in the game board (the plywood material, transparent board, etc. that constitutes the game board unit 8).

[0040] Further, the game board unit 8 is provided with a liquid crystal display 42 (image display), and this liquid crystal display 42 displays various effect images, including effect symbols corresponding to special symbols.

[0041] For example, on the screen of the liquid crystal display 42, a plurality of types of performance patterns (such as patterns showing numbers, etc.) different from the special patterns are displayed in synchronization with the display of the first special pattern and the display of the second special pattern. Also, for example, on the screen of the liquid crystal display 42, a display area for displaying a reserved display corresponding to a variable display whose execution is reserved is provided.

[0042] A movable body 40 for performance purposes is provided in front of the liquid crystal display 42 and is movable. Specifically, the movable body 40 can be raised and lowered in the vertical direction between an initial position (position shown by a solid line in the figure) and a movable position (position shown by a dashed line in the figure) that is lowered from the initial position. The movable body 40 can be raised and lowered based on the result of an internal lottery that determines whether a big win or a small win will be obtained. By moving the movable body 40, the result of the internal lottery is suggested.

[0043] In addition, an outlet 32 ​​is formed in the game area 9a, and game balls that do not enter (win) any of the winning holes are eventually collected to the back side of the game board unit 8 through the outlet 32. Game balls that have passed through the start gate 20 are also collected to the back side of the game board unit 8.

[0044] FIG. 4 is an enlarged front view showing a part of the game board unit 8 (the lower right position within the window 4a).

[0045] The game board unit 8 is provided with, for example, a normal pattern display device 33 and a normal pattern operation memory lamp 33a in the lower right position within the window 4a, as well as a first special pattern display device 34, a second special pattern display device 35, a first special pattern operation memory lamp 34a, a second special pattern operation memory lamp 35a and a game status display device 38.

[0046] Among these, the normal pattern display device 33, for example, alternately lights two lamps (LEDs) to display normal patterns, and stops displaying normal patterns by lighting or turning off the lamps. In this embodiment, the probability of winning is 1 in 1, so the winning pattern always stops. The normal pattern operation memory lamp 33a displays the number of memories, for example, 0 to 4, by a combination of turning off, lighting, and blinking of the two lamps (LEDs). For example, in a display mode in which both lamps are turned off, the number of memories is 0, in a display mode in which one lamp is turned on, the number of memories is 1, in a display mode in which the same one lamp is blinked, the number of memories is 2, in a display mode in which one lamp is blinked and another lamp is turned on, the number of memories is 3, and in a display mode in which both lamps are blinked, the number of memories is 4. In this embodiment, two lamps (LEDs) are used, but the normal pattern operation memory lamp 33a may be configured using four lamps (LEDs). In this case, the number of operating memories can be indicated by the number of lit lamps.

[0047] Each time the game ball passes through the start gate 20, the normal symbol operation memory lamp 33a increases by one (up to a maximum of four) to remember that a pass has occurred, which triggers the operation lottery, and decreases by one each time the normal symbol starts to change due to the pass. In this embodiment, if the normal symbol operation memory lamp 33a is not lit (the number of memories is 0), the display mode does not change even if the game ball passes through the start gate 20 when the normal symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum of four) represented by the display mode of the normal symbol operation memory lamp 33a represents the number of passes in which the normal symbol has not yet started to change at that point in time.

[0048] In addition, the first special symbol display device 34 and the second special symbol display device 35 can display the change state and the stop state of the special symbol by, for example, a 7-segment LED (with dots) (symbol display means, first symbol display means, second symbol display means). In addition, the special symbol display devices 34, 35 may be in the form of a geometric (for example, circular) arrangement of a plurality of dot LEDs. In this embodiment, the first special symbol display device 34 is used to display the change of the special symbol, since the first special symbol and the second special symbol do not change simultaneously. And the second special symbol display device 35 is used to display the change of the normal symbol. And the normal symbol of the type determined by lottery is displayed as stopped by the second special symbol display device 35. The change display by the second special symbol display device 35 is performed in synchronization with the change display by the normal symbol display device 33.

[0049] In addition, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a each display a memory number of 0 to 4 by a display mode consisting of a combination of turning off, turning on, and blinking of two lamps (LEDs), for example (memory number display means). For example, a display mode in which both lamps are turned off displays a memory number of 0, a display mode in which one lamp is turned on displays a memory number of 1, a display mode in which the same one lamp is blinking displays a memory number of 2, a display mode in which one lamp is blinking and another lamp is turned on displays a memory number of 3, and a display mode in which both lamps are blinking displays a memory number of 4, and so on.

[0050] The first special symbol operation memory lamp 34a changes to a display state where the number of symbols increases by one each time a game ball enters the start winning hole 26 in order to remember that the ball has entered (up to a maximum of four symbols), and changes to a display state where the number of symbols decreases by one each time the special symbol starts to change in response to the ball entering. The second special symbol operation memory lamp 35a changes to a display state where the number of symbols increases by one each time a game ball enters the start winning hole 28a in order to remember that the ball has entered (up to a maximum of four symbols), and changes to a display state where the number of symbols decreases by one each time the special symbol starts to change in response to the ball entering. In this embodiment, if the first special symbol operation memory lamp 34a is not lit (the number of symbols stored is 0), the display state does not change even if a game ball enters the start winning hole 26 when the first special symbol is already in a state where it can start to change (when the stop display is displayed). In addition, when the second special symbol operation memory lamp 35a is not lit (the number of memories is 0), the display state does not change even if a game ball enters the start winning hole 28a when the second special symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum 4) represented by the display state of each special symbol operation memory lamp 34a, 35a represents the number of balls that have entered the hole before the first special symbol or the second special symbol has started to change at that point in time.

[0051] The game status display device 38 includes five LEDs corresponding to, for example, big win type display lamps 38a, 38b, small win display lamp 38c, time-saving state display lamp 38e, and launch position designation lamp 38f. In this embodiment, the above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are mounted on a single integrated display board 90 and attached to the game board unit 8.

[0052] In addition, the "variable display" of the special symbol means, for example, a display of multiple types of special symbols that can be changed (the same applies to the normal symbol). The changes include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the change of the special symbol or the normal symbol described below, multiple types of special symbols or normal symbols are updated and displayed. In the change of the performance symbol described below, multiple types of performance symbols are scrolled or updated, or one or more performance symbols are transformed or enlarged / reduced. In addition, the change also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described below). In addition, the variable display may be expressed as a variable display or a change.

[0053] [Outline of game progress] The game states of the pachinko machine 1 include a normal state (non-time-saving state) and a time-saving state in which the probability of winning is the same as in the normal state, but the variable efficiency of the special symbols is improved compared to the normal state. In this embodiment, the special symbols may be abbreviated as "special symbols" and the normal symbols may be abbreviated as "normal symbols." In addition, the first special symbol may be abbreviated as "special symbol 1," and the second special symbol may be abbreviated as "special symbol 2."

[0054] In the pachinko machine 1, when the game state is normal, it is advantageous for the player to perform a firing operation (so-called left-hit operation) aiming at the left of the game area 9a. The normal state is a state in which the pachinko machine 1 is controlled in the same manner as the initial setting state (for example, when a system reset is performed and a predetermined return process is not executed after power-on). In the normal state, when the player performs a left-hit operation by rotating the handle unit 16 provided in the pachinko machine 1 and the game ball enters the start winning hole 26, the first special symbol display device 34 starts to display the varying first special symbol.

[0055] In addition, if the game ball enters the start winning port during the period when the special pattern changing display is being executed, or during the period when the game is controlled to a big win game state or a small win game state (when a start winning occurs but the special pattern changing display based on the start winning cannot be executed immediately), the execution of the special pattern changing display based on the winning will be suspended up to a specified upper limit number (for example, 4).

[0056] If the winning symbol stops during the first special symbol display, it is a "jackpot". If the losing symbol stops during the first special symbol display, it is a "miss".

[0057] After the display result of the first special symbol variation display becomes "jackpot", the game is controlled to a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the player rotates the handle unit 16 of the pachinko machine 1 to perform a right-hit operation.

[0058] In the jackpot game state, the large prize winning opening 30a formed by the variable prize winning device 30 is opened in a predetermined manner. This open state continues until the timing of the passage of a predetermined period (e.g., 29 seconds) or the timing until the number of game balls entering the large prize winning opening 30a reaches a predetermined number (e.g., 10), whichever comes first. The predetermined period is the upper limit period during which the large prize winning opening 30a can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize winning opening 30a is opened is called a round (round game). In the jackpot game state, the round can be repeatedly executed until the predetermined upper limit number of times is reached.

[0059] In the jackpot gaming state, the player can get prize balls (for example, 15 balls) by making the game ball enter the big prize opening 30a. Therefore, the jackpot gaming state is advantageous for the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0060] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.

[0061] After the big win game state ends, the game state may be controlled to a time-saving state depending on the type of the big win. When the big win game ends and the game state is controlled to a time-saving state, it is advantageous for the player to perform a firing operation (right-hit operation) aiming at the right side of the game area. In the time-saving state, the execution of the time-saving control shortens the average special pattern variation time (in this embodiment, the second special pattern) compared to the normal state, and shortens the average normal pattern variation time compared to the normal state.

[0062] When the player rotates the handle unit 16 of the pachinko machine 1 to perform a right-hit operation and the game ball passes through the start gate 20, the normal pattern display device 33 starts displaying the normal pattern variations. If the game ball passes through the start gate 20 during the period when the previous normal pattern variation display is being executed (if the game ball passes through the start gate 20 but the normal pattern variation display based on the passing cannot be executed immediately), the normal pattern variation display based on the passing is suspended up to a predetermined upper limit number (for example, 4).

[0063] In this variable display of normal symbols, if a normal winning symbol is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a losing symbol) is displayed, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", control is performed to operate the variable start winning device 28 for a predetermined period of time.

[0064] In the normal state, only the short opening is performed even if a normal winning is obtained, but in the time-saving state, a long opening is performed when a normal winning is obtained. As a result, while it is impossible to enter the game ball into the start winning hole 28a in the normal state, it is possible to enter the game ball into the start winning hole 28a in the time-saving state.

[0065] The time-saving state continues until a predetermined end condition is met, such as the execution of a predetermined number of special symbol variable displays. The end condition, which is the execution of a predetermined number of special symbol variable displays, is also called a number-cut (number-cut probability change, etc.).

[0066] In addition, when the player rotates the handle unit 16 provided on the pachinko machine 1 to perform a right-hit operation and the game ball enters the starting winning hole 28a, the second special pattern display device 35 starts to display the second special pattern in a variable manner. If a big win pattern is displayed as a static display in the variable display of the second special pattern, it is a "big win". If a small win pattern is displayed as a static display in the variable display of the second special pattern, it is a "small win". Also, if a losing pattern different from the big win pattern is displayed as a static display, it is a "miss".

[0067] After the display result of the variable display of the second special symbol becomes "jackpot", the game state is controlled to a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the game is played in the same manner as described above.

[0068] In addition, after the display result of the variable display of the second special symbol becomes "small win", the game state is controlled to a small win game state, which is an advantageous state for the player.

[0069] In the small win game state, the large prize opening 30a formed by the variable prize winning device 30 is opened in a predetermined manner. The open state continues until either a predetermined period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening 30a reaches a predetermined number (e.g., 10), whichever comes first. In the small win game state, only one round can be played.

[0070] When the game ball that entered the big prize winning hole 30a passes through a specific area in the small win game state, the game state is controlled to the big win game state after the small win game state ends. At this time, the small win game state is the first round, and the big win game state starts from the second round.

[0071] On the other hand, when the gaming ball that has entered the big winning opening 30a passes through the non-specific area, the small win gaming state ends without progressing to a big win gaming state.

[0072] After the small win game state ends without being controlled to the big win game state, the game state is not changed, and the game state is continuously controlled to the game state before the display result of the variable display of the special pattern becomes "small win".

[0073] In this embodiment, when the first special symbol becomes a jackpot in the normal state, the game transitions to the time-saving state A. Also, when the game is in the time-saving state A and there is a jackpot or a time-saving miss, the game transitions to the time-saving state B. Note that a time-saving miss is a type of miss, and a time-saving miss can be used to transition to the time-saving state without going through the jackpot game state.

[0074] [Progress of the production, etc.] In the pachinko machine 1, various effects are executed according to the progress of the game. The effects are executed by displaying various effect images on the liquid crystal display .

[0075] As an effect executed according to the progress of the game, in the "left", "center", and "right" effect pattern display areas provided on the liquid crystal display 42, the effect pattern change display starts in response to the start of the first special pattern change display or the second special pattern change display, or the normal pattern change display. At the timing when the display result (also called the fixed special pattern) is displayed in a static manner in the first special pattern change display or the second special pattern change display, the fixed effect pattern (combination of three effect patterns) which is the display result of the effect pattern change display is also displayed in a static manner. Similarly, at the timing when the display result (also called the fixed normal pattern) is displayed in a static manner in the normal pattern change display, the fixed effect pattern (combination of three effect patterns) which is the display result of the effect pattern change display is also displayed in a static manner.

[0076] During the period from when the display of the performance symbols starts to end, the display of the performance symbols may be in a predetermined reach mode. Here, the reach mode refers to a mode in which the display of the performance symbols that have not yet been stopped and displayed continues to be changed when the performance symbols that have been stopped and displayed on the screen of the liquid crystal display 42 constitute a part of the big win combination or small win combination described later.

[0077] In addition, a reach performance is executed in response to the above-mentioned reach state being reached during the display of the varying performance symbols. In the pachinko machine 1, a plurality of types of reach performance are executed, which have different rates of "big win" (also called big win reliability or big win expectation rate) or "small win" (also called small win reliability or small win expectation rate) of the display result (the display result of the varying display of the special symbol or the display result of the varying display of the performance symbol) depending on the performance state. The reach performance includes, for example, a normal reach and a super reach, which has a higher big win reliability than a normal reach.

[0078] In this embodiment, the first special symbol and the second special symbol can be displayed simultaneously in parallel, but in the normal state, the first special symbol is displayed corresponding to the first special symbol, and in the time-saving state, the second special symbol is displayed corresponding to the second special symbol. Also, the mini symbol and the fourth symbol are displayed regardless of the game state.

[0079] When the display result of the special symbol variation display is "jackpot", a confirmed performance symbol that is a predetermined jackpot combination is derived as the display result of the performance symbol variation display on the screen of the liquid crystal display 42 (the display result of the performance symbol variation display is "jackpot"). For example, the same performance symbol (for example, "7") is displayed stopped on a predetermined effective line in the performance symbol display area 4 of "left", "center", and "right".

[0080] When the display result of the special symbol variation display is a "small win", a fixed performance pattern (for example, "1 3 5") that is a predetermined small win combination is derived as the display result of the performance symbol variation display on the screen of the liquid crystal display 42 (the display result of the performance symbol variation display is a "small win"). For example, performance patterns that constitute chance eyes are displayed stopped on predetermined effective lines in the "left", "center", and "right" performance symbol display areas 42L, 42C, and 42R.

[0081] When the display result of the special symbol changing display is a "miss," the mode of the changing display of the performance symbol does not become a reach mode, and the display result of the changing display of the performance symbol may display a fixed performance symbol of a non-reach combination (also called a "non-reach miss") (the display result of the changing display of the performance symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the changing display of the performance symbol becomes a reach mode, the display result of the changing display of the performance symbol may display a fixed performance symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination (the display result of the changing display of the performance symbol becomes a "reach miss").

[0082] The effects that the pachinko machine 1 can execute include displaying a reserved display or a display during a variable display. In addition, as other effects, for example, a preview effect that predicts the reliability of a big win is executed during the variable display of the effect pattern. The preview effects include a preview effect that predicts the reliability of a big win in the variable display being executed, and a look-ahead preview effect that predicts the reliability of a big win in the variable display before execution (variable display whose execution is pending). As a look-ahead preview effect (hereinafter, sometimes referred to as a look-ahead effect), an effect that changes the display mode of the variable display corresponding display (reserved display or active display) to a mode different from the normal mode may be executed.

[0083] In addition, in the liquid crystal display 42, a pseudo consecutive performance may be executed in which a single changing display appears to be multiple changing displays by temporarily stopping the changing display of the performance pattern and then resuming the changing display.

[0084] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.

[0085] Also, for example, when the variable display of the special symbols is not being executed, a demo (demonstration) image is displayed on the liquid crystal display 42.

[0086] [Control configuration] Next, the configuration relating to the control of the pachinko machine 1 will be described. Fig. 5 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 is equipped with a main control device 70 (main control computer) which is the center of control operations, and this main control device 70 mainly has the function of controlling the progress of the game in the pachinko machine 1. The main control device 70 is built into the main control board unit 170.

[0087] The main control device 70 is also equipped with a circuit board (main control board) on which the main control CPU 72, which is a central processing unit, is mounted, and the main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and a register (not shown). The main control device 70 is also equipped with a random number generator 75 and a sampling circuit 77. Of these, the random number generator 75 generates hardware random numbers (for example, 0 to 65535 in decimal notation) for determining whether or not a special symbol lottery is a big win and for determining whether or not a normal symbol lottery is a win, and the random numbers generated here are input to the main control CPU 72 through the sampling circuit 77. In addition, the main control device 70 is equipped with an input / output (I / O) port 79 and peripheral ICs such as a clock generating circuit and a counter / timer circuit (CTC) (not shown), which are mounted on the circuit board together with the main control CPU 72. Signal transmission paths, power supply paths, control buses, and the like are formed as wiring patterns on the circuit board (or on the inner layer portion).

[0088] The above-mentioned start gate 20 is integrally provided with a gate switch 78 for detecting the passage of a game ball. The game board unit 8 is also provided with a first start winning port switch 80 corresponding to the start winning port 26, a second start winning port switch 82 corresponding to the start winning port 28a, a large winning port switch 83 corresponding to the variable winning device 30, a specific area switch 85a corresponding to the specific area of ​​the variable winning device 30, and a non-specific area switch 85b corresponding to the non-specific area of ​​the variable winning device 30.

[0089] The first start winning hole switch 80 detects the entry of a game ball into the start winning hole 26, and the second start winning hole switch 82 detects the entry of a game ball into the start winning hole 28a. When a game ball is detected by the first start winning hole switch 80 or the second start winning hole switch 82, a predetermined number of game balls (1 ball) are paid out as prize balls based on the detection information.

[0090] In addition, the large prize opening switch 83 is for counting the number of balls that enter the variable prize winning device 30 (large prize opening 30a). When the large prize opening switch 83 detects a game ball, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls based on the detection information.

[0091] The specific area switch 85a is for detecting that a gaming ball has entered a specific area of ​​the variable winning device 30. The non-specific area switch 85b is for detecting that a gaming ball has entered the variable winning device 30.

[0092] Similarly, the game board unit 8 is provided with a normal winning hole switch 81 that detects the entry of a game ball into the normal winning hole 22. When a game ball is detected by the normal winning hole switch 81, a predetermined number (6) of game balls are paid out as prize balls based on this detection information.

[0093] When detection signals are input from the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, and the large winning port switch 83, the main control CPU 72 sets (stores) the prize balls corresponding to the various winning ports in the RAM 76. When multiple signals are input, the total value is set as the number of prize balls.

[0094] The winning detection signals of these switches are input to the main control CPU 72 via an input / output driver (not shown). Due to the configuration of the game board unit 8, in this embodiment, the detection signals from the gate switch 78, the normal winning port switch 81, the big winning port switch 83, the specific area switch 85a, and the non-specific area switch 85b are transmitted via a panel relay terminal board 87, and the panel relay terminal board 87 is provided with wiring patterns, connection terminals, etc. for relaying the winning detection signals.

[0095] The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are controlled in display operation based on a control signal from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, and controls the lighting state of each LED. In addition, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are installed in the game board unit 8 in a state where they are mounted on one integrated display board 90 as described above, and a control signal is transmitted from the main control CPU 72 to this integrated display board 90 via the panel relay terminal board 87.

[0096] The game board unit 8 is also provided with a normal electric accessory solenoid 88 corresponding to the variable start winning device 28, and a large winning port solenoid 89 corresponding to the variable winning device 30. These solenoids 88, 89 operate (excite) based on control signals from the main control CPU 72, and respectively open and close (operate) the variable start winning device 28 and the variable winning device 30. Note that control signals are also transmitted from the main control CPU 72 to these solenoids 88, 89 via the panel relay terminal board 87.

[0097] In addition, a glass frame opening switch 91 is provided on the integrated door unit 4, and a plastic frame opening switch 93 is provided on the inner frame assembly 7. When the integrated door unit 4 is closed alone, a contact signal (close signal) from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame assembly 7 is closed from the outer frame unit 2, a contact signal (close signal) from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the closed state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals (close signals).

[0098] When the main control CPU 72 detects that either the integrated door unit 4 or the inner frame assembly 7 is open without receiving a close signal, it generates a door open information signal as an external information signal, and generates an open command to be sent to the performance control CPU 126. When the main control CPU 72 detects that both the integrated door unit 4 and the inner frame assembly 7 are closed due to receiving a close signal, it generates a door close information signal as an external information signal, and generates a close command to be sent to the performance control CPU 126.

[0099] In addition, a magnetic sensor 86 is connected to the main control CPU 72. The magnetic sensor 86 of this embodiment detects the strength of the magnetic field around the pachinko machine 1, and when the strength of the detected magnetic field exceeds an initially set threshold, the main control CPU 72 detects that so-called magnet cheating (a fraudulent act of manipulating game balls using a magnet) has occurred.

[0100] In this embodiment, the magnetic sensor 86 is provided on the back side of the game board 9. When the magnetic sensor 86 is provided on the back side of the game board 9, it is arranged in the vicinity of the plate material (e.g., plywood or acrylic plate) constituting the game board 9, so that it is easy to detect magnetism from a magnet or the like brought close to the game board 9. For example, when the magnetic sensor 86 is provided on the back side of the game board 9, it is easy to detect magnetism on the front side of the game board 9 by providing the magnetic sensor 86 directly on the plate material constituting the game board 9, compared to the case where the magnetic sensor 86 is provided at a predetermined distance away from the plate material constituting the game board 9.

[0101] In the magnetic sensor 86 of this embodiment, the main control CPU 72 executes the initial setting when the power is turned on, and sets a reference value (for example, "0") that takes into account the surrounding magnetic field. If the value that has changed from this reference value exceeds a certain value (threshold value), an error is generated. Therefore, the surrounding magnetic field environment at the time of turning on the power affects the setting of the reference value that is set in the initial setting. For this reason, as described later, the initial setting is performed in a constant state of the surrounding magnetic field environment (for example, geomagnetism, motor, solenoid). Specifically, when the state in which both the integrated door unit 4 and the inner frame assembly 7 are closed continues for a predetermined time (2.5 s in this example), the initial setting is performed and the reference value is set. In addition, when 0.5 s has elapsed after the initial setting of the magnetic sensor 86 has been completed, that is, when the state in which both the integrated door unit 4 and the inner frame assembly 7 are closed continues for a specific time (3.0 s in this example), the performance control CPU 126 performs the initial operation of the movable body 40.

[0102] A reset switch 73 is connected to the main control CPU 72. The main control CPU 72 clears the RAM when the power is turned on with the reset switch 73 pressed, and does not clear the RAM when the power is turned on with the reset switch 73 not pressed.

[0103] In addition, the main control CPU 72 is connected to a foul ball sensor 71a, an out switch 71b, and a shot ball sensor 71c.

[0104] The foul ball sensor 71a detects a game ball that has been shot by the launching device but has returned without reaching the play area. Such a returning game ball is called a foul ball (returned ball).

[0105] The out switch 71b is disposed in an out passage on the back side of the game board 9, and game balls that enter various winning holes or the out hole 32 are guided to the out passage and detected by the out switch 71b.

[0106] The shot ball sensor 71c detects the game ball shot by the shot device.

[0107] A payout control device 92 is provided on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is provided with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as ROM 96 and RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as an external information signal together with the prize ball instruction command.

[0108] A payout motor 102 (e.g., a stepping motor, a payout means) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on the payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the designated number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the receiving tray unit 6 through a payout flow path in the flow path unit 173. If an error occurs during payout and payout is interrupted, the payout control CPU 94 holds the number of game balls that have not been paid out, and pays out the remaining game balls when the error is released.

[0109] In addition, for example, a payout path ball out switch 104 is installed at the upstream position of the prize ball case, and a payout counting switch 106 is installed at the downstream position of the payout motor 102. Whenever a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. In addition, when a ball out occurs at the upstream position of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100.

[0110] In addition, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear position when viewed from the front of the pachinko machine 1). The prize balls (game balls) that are actually dispensed are discharged to the upper tray 6b through the flow path unit 173, but when the upper tray 6b is filled with game balls, the game balls dispensed beyond that flow into the lower tray 6c as described above. Furthermore, when the lower tray 6c is filled with game balls, the full tank switch 161 is turned ON, and a full tank detection signal is input to the main control CPU72. Then, in response to the full tank detection signal, the main control CPU72 inputs a full tank detection command to the payout control CPU94. In response to this, even if the payout control CPU94 receives a prize ball instruction command from the main control CPU72, it temporarily suspends any further prize ball operation and stores the remaining number of unpaid prize balls in the RAM98. Furthermore, the memory in RAM 98 can be backed up even when the power is turned off, so even if a power outage (including a momentary power outage) occurs during play, information on the remaining number of unpaid prize balls will not be lost.

[0111] In addition, a launch solenoid 110 is installed together with a launch control board 108 on the back side of the pachinko machine 1. In addition, a ball feed solenoid 111 is provided in the receiving tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the above-mentioned launch control board set 174, and among them, the launch control board 108 is provided with a drive circuit for the launch solenoid 110 and the ball feed solenoid 111. Among them, the ball feed solenoid 111 performs an operation of sending out the game balls stored in the receiving tray unit 6 one by one to a predetermined launch position in the launcher case. In addition, the launch solenoid 110 strikes the game balls sent out to the launch position, and performs an operation of continuously (intermittently) shooting out the game balls one by one toward the game area 9a as described above. The launch interval of the game balls is, for example, about 0.6 seconds (within 100 balls per minute).

[0112] Meanwhile, the handle unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle by the player (so-called stroke). The touch sensor 114 detects that the player's body is touching the handle unit 16 (firing handle) from a change in capacitance, and outputs a detection signal. And the firing stop switch 116 generates a firing stop signal (contact signal) in response to the player's operation.

[0113] A launch relay terminal board 118 is installed in the tray unit 6, and each signal from the launch lever volume 112, the touch sensor 114, and the launch stop switch 116 is sent to the launch control board 108 via the launch relay terminal board 118. In addition, the drive signal from the launch control board 108 is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When a player operates the launch handle, an analog signal (which may be an encoded digital signal) is generated in the launch lever volume 112 according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength of the game ball to be shot according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a gaming ball etc. lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if a card unit is not connected to this gaming ball etc. lending device connection terminal board 120, the drive circuit of the launch control board 108 also stops driving the launch solenoid 110.

[0114] The tray unit 6 also has a built-in point display board 122 and a lending and return switch board 123. The point display board 122 is provided with a display (three-digit seven-segment LED) for the point display section. The lending and return switch board 123 is also equipped with a switch module connected to the ball lending button 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, the operation signal is transmitted from the lending and return switch board 123 to the card unit via the game ball etc. lending device connection terminal board 120. The card unit also transmits a point signal indicating the remaining points of the valuable medium to the point display board 122 via the game ball etc. lending device connection terminal board 120. A display circuit (not shown) on the point display board 122 drives the display based on the point signal and numerically displays the remaining points of the valuable medium. In addition, if no valuable medium is inserted into the card unit, or if the remaining points of the inserted valuable medium become zero, the display circuit of the point display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).

[0115] The pachinko machine 1 also includes a performance control device 124 (performance control computer) as a control configuration. This performance control device 124 controls the performance associated with the progress of the game in the pachinko machine 1. The performance control device 124 is also equipped with a circuit board (composite sub-control board) on which a performance control CPU 126, which is a central processing unit, is mounted. The performance control CPU 126 includes a CPU core (not shown) and semiconductor memories such as ROM 128 and RAM 130 as main memories. The performance control device 124 is provided at the rear of the pachinko machine 1 in a position covered by a rear cover unit 178.

[0116] The performance control device 124 is also equipped with input / output drivers and various peripheral ICs (not shown), as well as a lamp drive circuit 132 and an audio drive circuit 134. The performance control CPU 126 controls the performance based on performance commands sent from the main control CPU 72, and issues commands to the lamp drive circuit 132 and the audio drive circuit 134 to light up the frame lamps 46, 50 and to actually output sound effects, voices, and the like from the speakers 54a to 54d.

[0117] The performance control device 124 and main control device 70 are connected to each other, for example, via a communication harness (not shown). However, communication between them is only one-way, from the main control device 70 to the performance control device 124, and communication in the opposite direction is not performed. Note that the communication harness may adopt a parallel format according to the bus width of the various commands sent from the main control device 70 to the performance control device 124, or a serial format may be used according to the hardware configuration of each driver IC (I / O).

[0118] The lamp driving circuit 132 includes switching elements such as a PWM (pulse width modulation) IC and a MOSFET (not shown), and switches (or changes the duty) the driving voltage applied to various lamps including LEDs to manage their operation such as lighting, blinking, etc. The various lamps include frame lamps 46 and 50.

[0119] The audio driving circuit 134 is, for example, a sound generator incorporating a sound ROM, an audio control IC, an amplifier, and the like (not shown), and this audio driving circuit 134 drives the speakers 54a to 54d to perform audio output.

[0120] In this embodiment, a glass frame illumination board 136 is installed on the inner surface of the integrated door unit 4, and drive signals from the lamp drive circuit 132 and the sound drive circuit 134 are applied to various frame lamps 46, 50 and speakers 54a to 54d via the glass frame illumination board 136. In addition, a performance button 45 is connected to the glass frame illumination board 136, and when a player operates the performance button 45, the contact signal is input to the performance control device 124 through the glass frame illumination board 136. In addition, a jog dial 45a is connected to the glass frame illumination board 136, and when a player rotates the jog dial 45a, the rotation signal is input to the performance control device 124 through the glass frame illumination board 136. Note that, although an example in which the performance button 45 and the jog dial 45a are connected to the glass frame illumination board 136 is given here, when a receiving plate illumination board is installed, the performance button 45 and the jog dial 45a may be connected to the receiving plate illumination board.

[0121] In addition, a panel illumination board 138 is installed in the game board unit 8, and a movable body motor 57 is connected to this panel illumination board 138. The movable body motor 57 drives the movable body 40 (see FIG. 2) via a link mechanism (not shown), for example. A drive signal from the performance control CPU 126 is applied to the movable body motor 57 via the panel illumination board 138.

[0122] The liquid crystal display 42 is installed on the back side of the game board unit 8, and the display screen can be seen through a substantially rectangular opening formed in the game board unit 8. An inverter board 158 is installed on the back side of the game board unit 8, and this inverter board 158 generates AC power to be applied to the backlight (for example, a cold cathode fluorescent lamp) of the liquid crystal display 42. A performance display control device 144 is installed on the back side of the game board unit 8, and the display operation by the liquid crystal display 42 is controlled by the performance display control device 144. The performance display control device 144 is equipped with a circuit board (performance display control board) on which a display processor VDP 152 is mounted, together with a display control CPU 146 which is a general-purpose central processing unit. Of these, the display control CPU 146 is configured as an LSI in which semiconductor memories such as ROM 148 and RAM 150 are integrated with a CPU core (not shown). The VDP 152 is configured as an LSI in which semiconductor memories such as image ROM 154 and VRAM 156 are integrated with a processor core (not shown). It should be noted that the VRAM 156 can use a part of its storage area as a frame buffer.

[0123] A basic program for controlling the performance is stored in ROM 128 of the performance control CPU 126, and the performance control CPU 126 executes the control of the performance in accordance with this program. The control of the performance includes the control of the performance using the frame lamps 46, 50 and the speakers 54a-54d as described above, as well as the control of the performance by image display using the liquid crystal display 42. The performance control CPU 126 transmits basic information regarding the performance (e.g., a performance number) to the display control CPU 146, and the display control CPU 146 that receives this transmits control to display specific images for the performance based on the basic information.

[0124] The display control CPU 146 outputs a more detailed control signal to the VDP 152. The VDP 152, which has received this, accesses the image ROM 154 based on the control signal, reads out the necessary image data from there, and transfers it to the VRAM 156. Furthermore, the VDP 152 expands the image data on the VRAM 156 into a frame buffer for each frame (still image per unit time), and individually drives each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.

[0125] In addition, a dip switch 84 is connected to the performance control CPU 126 .

[0126] 6, the DIP switch 84 can be switched on and off to select one of four modes 1 to 4. In this embodiment, modes 3 and 4 are not used, and only modes 1 and 2 are used.

[0127] When mode 1 is selected, the security mode is turned off, and when mode 2 is selected, the security mode is turned on. When either mode 1 or mode 2 is selected, the difference ball is cleared by cutting off the power, but when mode 2 is selected, a notification is made according to the difference ball before the power cut after the power is restored (i.e., after the power is turned on again).

[0128] In this embodiment, if the RAM is cleared when the power is turned on, the game state is also reset, but if the RAM is not cleared when the power is turned on, the game state is not reset. Therefore, when the limit approaches during a game that is advantageous to the player (i.e., when the difference ball approaches the upper limit), there is a risk of an illegal act of trying to continue the advantageous game with the difference ball cleared by illegally cutting off the power.

[0129] Therefore, when the mode 2 security mode is set, an alarm (hereinafter referred to as an unauthorized power interruption alarm) is issued after the power is restored in a manner that corresponds to the ball difference before the power interruption, making it possible to check whether an unauthorized power interruption has occurred.

[0130] In other words, based on the notification mode of the illegal power interruption notification, it becomes possible to identify whether or not a power interruption has occurred when the ball is close to the limit, thereby making it possible to determine that there is a high possibility that an illegal power interruption has occurred.

[0131] Examples of advantageous play include play in a time-saving state, play between multiple sets of jackpot play states, play in a special state during a winning streak, and play in a state in which the play pins are adjusted to make it easier to win (particularly pachinko machines that can develop from a small jackpot play state to a jackpot play state, as in this embodiment).

[0132] In this embodiment, because of the above configuration, it is known to the arcade staff who will not perform unauthorized power cuts that power cuts will be performed with the security mode off in mode 1, and when the arcade staff performs a power cut, the power cut is performed with mode 1 selected. Then, after a staff member in a gaming state turns on the power, mode 2 is selected, and the arcade is set to the security mode on state while the arcade is open.

[0133] Returning to FIG. 5, the back side of the inner frame assembly 7 is equipped with a power supply control unit 162 (power supply control means). This power supply control unit 162 has a built-in switching power supply circuit, and when it takes in external power (e.g., AC 24 V, etc.) from the island equipment through a power cord 164, it can generate the necessary power (e.g., DC +34 V, +12 V, etc.) from it. The power generated by the power supply control unit 162 is distributed to the main control device 70, the payout control device 92, the performance control device 124, and the inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control device 92, and power is supplied to the card unit via the game ball etc. lending device connection terminal board 120. Note that low-voltage power (e.g., DC +5 V) for logic is generated by a power supply IC (e.g., a three-terminal regulator, etc.) built into each device. Also, as described above, the power supply control unit 162 is earthed (grounded) to the island equipment through a ground wire 166.

[0134] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output from the external terminal board 160 to the outside via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are collected, for example, by a hall computer (not shown) in the game center. Note that, although a configuration in which signals are output via the payout control device 92 is given here as an example, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 may also be used.

[0135] The above is an example of the configuration regarding the control of the pachinko machine 1. Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.

[0136] [Reset start processing] When the power is turned on to the pachinko machine 1, the main control CPU 72 starts the reset start process. The reset start process is a process for adjusting the initial state of the pachinko machine 1 by restoring the game state based on the backup information saved at the time of the previous power cut (so-called power recovery) or, conversely, clearing the backup information. The reset start process is also positioned as the main process (main control program) for ensuring stable game operation of the pachinko machine 1 after adjusting the initial state.

[0137] 7 and 8 are flow charts showing an example of the procedure of the reset start process. Each step of the process performed by the main control CPU 72 will be described below.

[0138] Step S101: The main control CPU 72 first sets the top address of the stack area in the stack pointer.

[0139] Step S102: Next, the main control CPU 72 sets the vector-based interrupt mode (mode 2) and modifies the default RST-based interrupt mode (mode 0). This allows the main control CPU 72 to subsequently refer to any address (where the least significant bit is 0) as an interrupt vector and execute a specified interrupt handler.

[0140] Step S103: The main control CPU 72 executes standby processing at reset time. This processing is for securing a certain amount of standby time (for example, about several thousand ms) at the time of reset start (for example, power-on) and checking the main power cutoff detection signal during that time. Specifically, the main control CPU 72 sets a loop counter for the standby time, and performs a bit check on the input port of the main power cutoff detection signal while decrementing the value of the loop counter. The main power cutoff detection signal is input from, for example, a power supply monitoring IC, which is a peripheral device. Then, if the main control CPU 72 confirms the input of the main power cutoff detection signal before the loop counter becomes 0, it resumes processing from the beginning. This makes it possible to protect the system when, for example, the operation of turning on and off the main power switch (not shown) is repeated within a short time (about 1 to 2 seconds).

[0141] Step S104: Next, the main control CPU 72 permits access to the work area of ​​the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). As a result, access to the work area of ​​the RAM 76 is permitted thereafter.

[0142] Step S105: The main control CPU 72 also initializes a mask register to set an interrupt mask. Specifically, a value that enables the CTC interrupt is stored in the mask register.

[0143] Step S106: The main control CPU 72 refers to the input signal from the RAM clear switch that was saved earlier, and checks whether the RAM clear switch has been operated (switched ON). If the RAM clear switch has not been operated (No), the main control CPU 72 executes step S107.

[0144] Step S107: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, that is, whether the backup validity determination flag is set. If the backup ended normally in the previous power cut-off process and the backup validity determination flag (e.g., "A55AH") is set (Yes), the main control CPU 72 then executes step S108.

[0145] Step S108: The main control CPU 72 executes a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 executes a sum check on all areas of the work area (user work area including the prohibited area and stack area) of the RAM 76, excluding the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S109.

[0146] Step S109: The main control CPU 72 resets the backup validity determination flag (for example, to "0000H").

[0147] Step S110: The main control CPU 72 also clears any commands that were waiting to be sent immediately before the previous power outage occurred.

[0148] Step S111: Next, the main control CPU 72 executes a performance control return process. In this process, the main control CPU 72 transmits a return command (e.g., a machine type designation command, a special symbol probability state designation command, a performance command when the number of operation memories increases, a performance command when the number of operation memories decreases, a number of times counter remaining command, a special game state designation command, etc.) to the performance control device 124. In response to this, the performance control device 124 can return the performance state (e.g., the internal probability state, the display mode of the performance symbol, the performance display mode of the number of operation memories, the sound output contents, the light emission state of various lamps, etc.) that was being executed at the time of the previous power cut.

[0149] Step S112: The main control CPU 72 executes a state restoration process. In this process, the main control CPU 72 sets various values ​​in the work area of ​​the RAM 76 based on the backup information, and restores the game state (for example, the display mode of the special symbol, the internal probability state, the operation memory contents, the various flag states, the random number update state, etc.) that was being executed at the time of the previous power cut. In addition, the main control CPU 72 restores the backed up value of the PC register.

[0150] On the other hand, if the RAM clear switch was operated when the power was turned on (step S106: Yes), if the backup validity determination flag was not set (step S107: No), or if the backup information was not normal (step S108: No), the main control CPU 72 proceeds to step S113.

[0151] Step S113: The main control CPU 72 clears the contents stored in the RAM 76 other than the prohibited area. As a result, the work area and stack area of ​​the RAM 76 are all initialized, and even if valid backup information is stored therein, the contents are erased. Step S114: The main control CPU 72 also performs initial settings for the RAM 76.

[0152] Step S115: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 outputs a command (a command necessary for performance control) to be sent to the performance control device 124 after the initial setting.

[0153] Step S116: The main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs an instruction command to the payout control device 92 to start paying out the winning balls.

[0154] Step S117: The main control CPU 72 executes a CTC initial setting process to initialize the CTC (counter / timer circuit), which is a peripheral device. In this process, the main control CPU 72 sets an interrupt vector register and also sets an interrupt count value (e.g., 4 ms) in the CTC. This allows the main control CPU 72 to continue processing from the program address of the backed up PC register when the next CTC interrupt occurs.

[0155] When the above-mentioned procedures are executed in the reset start processing, the main control CPU 72 moves to the main loop shown in FIG. 8 (connection symbol A→A).

[0156] Step S118, Step S119: The main control CPU 72 prohibits interrupts and then executes a power interruption occurrence check process. In this process, the main control CPU 72 performs a bit check on the input port of the main power interruption detection signal to monitor the occurrence of a power interruption (a drop in the driving voltage). When a power interruption occurs, the main control CPU 72 clears the output port buffers corresponding to the normal electric role solenoid 88 and the large winning port solenoid 89, etc., backs up the entire contents of the work area of ​​the RAM 76 except for the backup validity determination flag and the sum check buffer, and saves the sum result value in the sum check buffer. Then, the main control CPU 72 stores the above-mentioned valid value (for example, "A55AH") in the backup validity determination flag area, prohibits access to the RAM 76, and stops the process (NOP). On the other hand, if a power interruption does not occur, the main control CPU 72 next executes step S120. There is also a known programming example in which the CPU executes such a process at the time of a power interruption as a non-maskable interrupt (NMI) process.

[0157] Step S120: The main control CPU 72 executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values ​​of various software random numbers. In this embodiment, various random numbers (for example, jackpot pattern random numbers, reach judgment random numbers, variation pattern determination random numbers, etc.) except for the jackpot determination random numbers (hardware random numbers) and the jackpot determination random numbers (hardware random numbers) corresponding to normal patterns are generated on the program. These software random numbers are updated by a loop counter within a predetermined range in another interrupt process (step S201 in FIG. 9), and in this process, the initial value of the loop counter (not all random numbers may be the target) is changed every time the random number value goes around once. The initial value update random numbers are used to randomly change these initial values, and in step S120, the initial value update random numbers are updated. The reason why step S120 is executed after the interrupt is prohibited in step S118 is to prevent overlap (conflict) with another interrupt management process (step S202 in FIG. 9) that executes the same process. As described above, in this embodiment, the jackpot determination random number and the win determination random number are hardware random numbers generated by the random number generator 75, and the update period is faster (e.g., several μs) than the timer interrupt period (e.g., several ms), so there is no need to update the initial values ​​of the jackpot determination random number and the win determination random number.

[0158] Step S121, Step S122: The main control CPU 72 permits an interrupt and executes other random number update processing. The random numbers updated in this processing are software random numbers that are not related to the determination of the type of winning (win type) (reach determination random numbers, fluctuation pattern determination random numbers, etc.). This processing is performed in the remaining time when a timer interrupt occurs during the execution of the main loop and the main control CPU 72 executes another interrupt management processing (Figure 9). The contents of the interrupt management processing will be described later.

[0159] [Power outage check process] FIG. 9 is a flowchart specifically illustrating an example of the procedure of the power interruption occurrence check process. Step S130: First, the main control CPU 72 sets a condition for checking whether a power interruption has occurred. This check condition can be set, for example, as an on-counter value for checking that the main power interruption detection signal is being continuously output.

[0160] Step S132: Next, the main control CPU 72 reads the main power interruption detection switch input port and checks whether or not a main power interruption detection signal is being output (checks a specific bit). Although not shown in the figure, the main power interruption detection switch is implemented in the main control device 70, for example, and this main power interruption detection switch monitors the drive voltage supplied from the power supply control unit 162, and outputs a main power interruption detection signal when the voltage level falls below a reference voltage. The main power interruption detection switch may be built into the power supply control unit 162. When the main control CPU 72 checks that the main power interruption detection signal is not being output at the moment (No), it exits this process and returns to the reset start process (main). On the other hand, when it checks that the main power interruption detection signal is being output (Yes), the main control CPU 72 proceeds to the next step S134.

[0161] Step S134: The main control CPU 72 checks whether the above check conditions are met. Specifically, the on-counter value set in the previous step S130 is decremented by, for example, 1, and whether the result is 0 is checked. If the on-counter value is not yet 0 at this point (No), the main control CPU 72 returns to step S132 and checks the main power interruption detection switch input port again. Then, the loop from step S134 to step S132 is repeated, and when the check conditions are met (step S134: Yes), the main control CPU 72 proceeds to step S135a.

[0162] Step S135a: The main control CPU 72 generates a pre-power-off difference ball command indicating the difference ball before the power-off based on the count value of the difference ball storage counter. The generated command is transmitted to the performance control device 124 in a command transmission process (for example, step S212 in FIG. 10) not shown.

[0163] When the performance control CPU 126 receives a difference ball command before the power is cut, the performance control CPU 126 stores the difference ball before the power is cut contained in the difference ball command before the power is cut in the RAM 130, and retains the difference ball before the power is cut even after the power is cut.

[0164] Step S135b: The main control CPU 72 clears the count value of the difference ball storage counter that stores the difference ball. As a result, when the power is cut off, the difference ball is cleared.

[0165] Step S136: The main control CPU 72 clears the output port buffers corresponding to the test signal terminal and the command control signal in addition to the output ports corresponding to the normal electric role solenoid 88 and the big prize opening solenoid 89 as described above.

[0166] Steps S138 and S140: Next, the main control CPU 72 adds up the entire contents of the work area of ​​the RAM 76, excluding the backup validity determination flag and the checksum buffer, in units of one byte, and repeats this process until the addition is completed for the entire area.

[0167] Step S142: When the calculation of the sums for all the regions is completed (Step S140: Yes), the main control CPU 72 stores the sum result values ​​in the sum check buffer.

[0168] Step S144: Next, the main control CPU 72 stores a valid value in the backup validity determination flag area as described above.

[0169] Step S146: The main control CPU 72 also stores "01H", which indicates that access is prohibited, in the protection value of the RAM 76, and prohibits access to the work area of ​​the RAM 76 (including the prohibited area and stack area).

[0170] Step S148: Then, the main control CPU 72 enters a standby loop and stops all other processing in preparation for the interruption of the main power supply. After the occurrence of the main power supply interruption, backup power is supplied from a backup power supply circuit (not shown, for example, a circuit including a capacitive element mounted on the main control device 70), so that the contents stored in the RAM 76 are retained without being lost even after the main power supply is interrupted. The backup power supply circuit may be built into the power supply control unit 162, for example.

[0171] Through the above process, all information that was stored in the work area of ​​the RAM 76 and is to be backed up (subject to sum addition) is retained as memory in the RAM 76 even after the main power is turned off. In addition, the retained memory is restored as backup information at the time of power failure after the checksum is confirmed to be normal in the previous reset start process (main) (FIGS. 7 and 8).

[0172] [Interrupt management process (timer interrupt process)] Next, the interrupt management process (timer interrupt process) will be described. Fig. 10 is a flowchart showing an example of the procedure of the interrupt management process. The main control CPU 72 executes the interrupt management process at predetermined time intervals (e.g., several ms) based on an interrupt request signal from the counter / timer circuit. Each procedure will be described below.

[0173] Step S200: First, the main control CPU 72 writes the values ​​of the registers (the accumulator A, the flag register F, and each pair of general-purpose registers B to L) used during the execution of the main loop to R. The values ​​are saved in the save area of ​​the AM76. After the values ​​are saved, other values ​​can be written to the registers (A to L) during the interrupt management process.

[0174] Step S201: Next, the main control CPU 72 executes a lottery random number update process. In this process, the main control CPU 72 updates the counter values ​​for generating various random numbers for lottery. The values ​​of each counter are incremented in the counter area of ​​the RAM 76, and each loops within a specified range. The various random numbers include, for example, a jackpot pattern random number.

[0175] Step S202: The main control CPU 72 also executes the initial value update random number update process. The contents of the process are the same as those described above.

[0176] Step S203: The main control CPU 72 executes input processing. In this processing, the main control CPU 72 inputs various switch signals from the input / output (I / O) port 79. Specifically, it reads the input state (ON / OFF) of the passing detection signal from the gate switch 78, and the winning detection signal from the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, the large winning port switch 83, the specific area switch 85a, and the non-specific area switch 85b.

[0177] Step S204a: Next, the main control CPU 72 executes a switch input event process. In this process, among the switch signals input in the previous input process, the gate switch 78, the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, the large winning port switch 83, the specific area switch 85a, and the non-specific area switch 85b are used to determine the event that occurred during the game based on the winning detection signal or the passing detection signal, and further executes another process according to each of the events that occurred.

[0178] In addition, in this process, the main control CPU72 determines whether or not a full tank detection signal has been input from the full tank switch 161, and executes a payout error process if a full tank detection signal has been input. Specifically, it transmits a full tank detection command to the payout control CPU94. In response to this, the payout control CPU94 suspends the payout of prize balls. In addition, the main control CPU72 generates a payout error command in response to the full tank detection signal from the full tank switch 161, and transmits it to the performance control CPU126. In response to this, the performance control CPU126 executes a payout error notification.

[0179] In addition, even if the game has been stopped, when the full tank detection signal is input, the main control CPU 72 transfers a full tank detection command to the payout control CPU 94, generates a payout error command, and transmits it to the performance control CPU 126. In response to this, the payout control CPU 94 suspends the payout of the winning balls, and the performance control CPU 126 executes a payout error notification.

[0180] Furthermore, when ball removal is performed to discharge the game balls in the lower tray 6c to the outside and the full tank switch 161 is turned off to release the error, the main control CPU72 transmits a payout resume command to the payout control CPU94 and also transmits a prize ball information signal as an external information signal. The payout control CPU94 then resumes the payout of the prize balls that were interrupted in response to the payout resume command, and resumes the payout of the prize balls that were interrupted even when the game is stopped. In this way, the payout control device 92 is in the same control state as in normal times (when play is possible) even when the game is stopped.

[0181] In this embodiment, when a winning detection signal (ON) is input from the first start winning port switch 80 or the second start winning port switch 82, the main control CPU 72 determines that an event that triggers an internal lottery (lottery trigger) corresponding to the first special symbol or the second special symbol has occurred. Also, when a passing detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event that triggers a lottery corresponding to a normal symbol has occurred. When it is determined that either of the events has occurred, the main control CPU 72 executes processing according to the respective event that has occurred.

[0182] Step S204b: Next, the main control CPU 72 executes a ball difference management process. In this process, the main control CPU 72 executes a process for transitioning to a game stop state when the ball difference (difference) obtained by subtracting the number of game balls shot (hereinafter also referred to as shot balls) from the number of game balls paid out (prize balls and foul balls) exceeds 95,000.

[0183] Step S204c: Next, the main control CPU 72 executes a ball difference related performance command management process. In this process, the main control CPU 72 executes a process of transmitting a command for executing a performance according to the number of ball difference.

[0184] Step S205, Step S206: The main control CPU 72 executes the special symbol game process and the normal symbol game process during the interruption management process. These processes are for specifically progressing the game in the pachinko machine 1. Among these, in the special symbol game process (step S205), the main control CPU 72 controls the execution of the internal lottery corresponding to the first special symbol or the second special symbol described above, controls the variable display and the stop display by the first special symbol display device 34 and the second special symbol display device 35, and controls the operation of the variable winning device 30 according to the display result. The details of the special symbol game process will be described later using another flowchart.

[0185] In the normal symbol game process (step S206), the main control CPU 72 controls the variable display and stop display by the normal symbol display device 33 described above, and controls the operation of the variable start winning device 28 according to the display result. For example, the main control CPU 72 stores a random number (normal symbol winning determination random number) acquired in the previous switch input event process (step S204) as a trigger of passing through the start gate 20, reads the random number value from the memory in this normal symbol game process, and judges whether it falls within a predetermined winning range (operation lottery execution means). If the random number value falls within the winning range, the normal symbol is variably displayed by the normal symbol display device 33, and the normal symbol is stopped and displayed in a predetermined winning manner, and then the main control CPU 72 excites the normal electric role solenoid 88 to operate the variable start winning device 28 (movable piece operating means). On the other hand, if the random number value is outside the winning range, the main control CPU 72 performs a stopped display of the normal symbol in a losing mode after the varying display.

[0186] Step S207: Next, the main control CPU 72 executes a prize ball payout process. In this process, based on the winning detection signal input from the various switches 81 to 83 in the previous input process (step S203), a prize ball instruction command is output to the payout control device 92 to instruct the number of prize balls.

[0187] Step S208: Next, the main control CPU 72 executes external information processing. In this processing, the main control CPU 72 stores the above-mentioned external information signals (e.g., winning ball information, door opening information, symbol determination number information, big win information, starting hole information, etc.) in the port output request buffer to the hall computer of the game center through the external terminal board 160.

[0188] In this embodiment, various kinds of jackpot information can be provided to external electronic devices (data display device and hall computer) connected to the pachinko machine 1 by outputting, for example, "jackpot 1" to "jackpot 5" from among various external information signals to the outside as jackpot information (external information signal output means). In other words, by outputting the jackpot information divided into a plurality of "jackpot 1" to "jackpot 5", it is possible to count and manage the type of jackpot (winning type) from these combinations in a hall computer (not shown), recognize changes in the internal probability state (low probability state or high probability state) and the shortened state of the pattern change time, and count and manage the occurrence of small wins (wins in which the condition device does not operate) that are not classified as "jackpots" even if they are not non-wins. In addition, based on the jackpot information, for example, a data display device (not shown) can count and display the number of jackpot occurrences within the past few business days for each machine of the pachinko machine 1, recognize whether or not each machine is currently in a jackpot, or recognize whether or not each machine is currently in a shortened state of the pattern change time. In this external information processing, the main control CPU 72 controls the output states (set of ON or OFF) of each of "BIG WIN 1" to "BIG WIN 5" in detail.

[0189] Step S209: The main control CPU 72 also executes test signal processing. In this processing, the main control CPU 72 generates various test signals that indicate its own internal state (for example, normal symbol game management state, special symbol game management state, jackpot, probability fluctuation function in operation, time reduction function in operation) and stores them in the port output request buffer. By using these test signals, for example, the internal state of the main control CPU 72 can be tested outside the main control device 70.

[0190] Step S210: Next, the main control CPU 72 executes a display output management process. In this process, the main control CPU 72 controls the lighting state of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, the game status display device 38, and the like. Specifically, the drive signal stored in the port output request buffer in the previous special symbol game process (step S205) or normal symbol game process (step S206) is output to the port. The drive signal is stored in the port output request buffer as byte data to be applied to each LED. As a result, each LED is driven in a predetermined display mode (a mode in which the variable display or stop display of the symbol, the operation memory number display, the game status display, etc. are performed).

[0191] Step S211: The main control CPU 72 also executes output management processing. In this processing, the main control CPU 72 outputs the external information signal (byte data) stored in the port output request buffer in the previous external information processing (step S208) to the port. The main control CPU 72 also outputs the drive signals, test signals, etc. of the normal electric role solenoid 88 and the big prize opening solenoid 89 stored in the port output request buffer to the port.

[0192] Step S212: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 checks whether there are any commands (commands necessary for performance control) in the command buffer that should be sent by the main control CPU 72 to the performance control device 124, and if there are any unsent commands, the command to be output is output to the port.

[0193] Step S213: Then, the main control CPU 72 clears the port output request buffer stored in the current CTC interrupt.

[0194] In this embodiment, an example is given in which the processes (game control program module) from step S205 to step S212 are executed as timer interrupt processes, but there are also known programming examples in which these processes are incorporated into the main loop of a CPU and executed.

[0195] Step S214: After completing the above processes, the main control CPU 72 stores a value (01H) designating the end of the interrupt in the interrupt program counter, and ends the CTC interrupt.

[0196] Steps S215 and S216: The main control CPU 72 restores the saved values ​​of the registers (A to L) and permits the next CTC interrupt. After this, the main control CPU 72 returns to the main loop (the program address indicated by the stack pointer).

[0197] [Difference in ball management] FIG. 11 is a flowchart showing an example of the procedure of the ball difference management process executed in step S204b of FIG.

[0198] Step S300: The main control CPU 72 checks, based on the detection signals of the winning port switches 80-83, whether or not a payout of winning balls has occurred.

[0199] As a result, when it is confirmed that the prize balls have been paid out (Yes), the main control CPU 72 executes step S302. On the other hand, when it is not confirmed that the prize balls have been paid out (No), the main control CPU 72 executes step S304.

[0200] Step S302: The main control CPU 72 executes a process of storing the number of winning balls determined based on the detection signals of the winning port switches 80 to 83 in a winning ball number counter.

[0201] Step S304: The main control CPU 72 executes a process of checking whether or not there are any shot balls based on the detection signal of the shot ball sensor 71c.

[0202] As a result, if it is confirmed that there are balls to be shot (Yes), the main control CPU 72 executes step S306. On the other hand, if it is not confirmed that there are balls to be shot (No), the main control CPU 72 executes step S308.

[0203] Step S306: The main control CPU 72 executes a process of storing the number of shot balls in the shot ball counter. For example, when one shot is detected, the shot ball counter stores "1", and when two shots are detected, the shot ball counter stores "2".

[0204] Step S308: The main control CPU 72 executes a process of checking whether or not there are any foul balls based on the detection signal of the foul ball sensor 71a.

[0205] As a result, if it is confirmed that there are foul balls (Yes), the main control CPU 72 executes step S310. On the other hand, if it is not confirmed that there are foul balls (No), the main control CPU 72 executes step S312.

[0206] Step S310: The main control CPU 72 executes a process of storing the number of foul balls in the foul ball counter. For example, if one foul ball is detected, the foul ball counter stores "1", and if two foul balls are detected, the foul ball counter stores "2".

[0207] Step S312: The main control CPU 72 executes a ball difference calculation process. The ball difference calculation process is a process for calculating a ball difference based on the number of winning balls, the number of shot balls, the number of foul balls, etc. The ball difference calculation process will be described in detail later.

[0208] Step S314: The main control CPU 72 executes a ball difference limit management process. The ball difference limit management process is a process for transitioning to a game stop state based on the ball difference calculated in the ball difference calculation process. The ball difference calculation process will be described in detail later. Once the above processing is completed, the program returns to the caller.

[0209] [Difference in ball calculation process] FIG. 12 is a flowchart showing an example of the procedure of the ball difference calculation process executed in step S312 of FIG.

[0210] Step S320: The main control CPU 72 executes a process to check whether or not this is the first process after power-on. Whether or not this is the first process after power-on can be checked by a power-on flag. The power-on flag is turned off when the power is turned on, and turns on after this process is executed once.

[0211] As a result, if it is confirmed that this is the first process since power-on (Yes), the main control CPU 72 executes steps S326 and S328. On the other hand, if it is not confirmed that this is the first process since power-on (No), the main control CPU 72 executes step S322.

[0212] Step S322: The main control CPU 72 executes a process of storing "100000 (100,000 shots)" in the calculation difference ball. The reason why the calculation difference ball is set to "100000 (100,000 shots)" instead of "0" is that the game starts with the shot, so if "0" is set, it becomes a negative number, which complicates the program processing.

[0213] Step S324: The main control CPU 72 executes a process of calculating the calculation ball difference by the following first arithmetic formula. (First formula) Calculation difference ball = Calculation difference ball + Prize ball counter - Shot ball counter + Foul ball counter For example, if the "difference in balls for calculation" is "100,000", the "number of winning balls counter" is "10", the "number of shots counter" is "1", and the "number of foul balls counter" is "2", the calculated "difference in balls for calculation" is "100011 (=100,000+10-1+2)".

[0214] Step S326: The main control CPU 72 executes a process of storing the calculated value of the "calculation ball difference" in the ball difference storage counter. Once the above processing is completed, the program returns to the caller.

[0215] By executing such processing, the main control CPU 72 can calculate the difference in balls based on the number of winning balls (first information), the number of shot balls (second information) and the number of foul balls (second information), which are information necessary for calculating the difference in balls and differ from the number of winning balls (first information).

[0216] [Relationship between "actual ball difference" and "calculated ball difference"] FIG. 13 is a diagram showing the relationship between the "actual ball difference" and the "calculation ball difference."

[0217] If the "actual ball difference" is "0 balls", the "calculation ball difference" will be "100,000 balls".

[0218] If the "actual ball difference" is "1,000 balls," the "calculated ball difference" will be "101,000 balls."

[0219] If the "actual ball difference" is "2,000 balls," the "calculated ball difference" will be "102,000 balls."

[0220] If the "actual ball difference" is "3,000 balls," the "calculated ball difference" will be "103,000 balls."

[0221] If the "actual ball difference" is "10,000 balls", the "calculated ball difference" will be "110,000 balls".

[0222] If the "actual ball difference" is "90,000 balls", the "calculated ball difference" will be "190,000 balls".

[0223] If the "actual ball difference" is "95,000 balls", the "calculated ball difference" will be "195,000 balls".

[0224] If the "actual ball difference" is "100,000 balls", the "calculation ball difference" is "200,000 balls" "

[0225] Here, the "difference in balls" is the value obtained by subtracting the "out balls (the number of balls used by shooting, etc.)" from the "safe balls (the number of balls acquired by winning balls, etc.)." The "difference in balls" can also be the value obtained by subtracting the "safe balls" from the "out balls," but the value of the difference in balls itself does not change; it just reverses the plus and minus.

[0226] In this way, the difference in balls is calculated based on the relationship between "safe balls" and "out balls," so even if you win 95,000 shots, you may not be able to stop. For example, if you have already shot 5,000 shots at the beginning of the game, you will be stopped when you win 100,000 shots (difference in balls 95,000 = -5,000 + 100,000).

[0227] [Difference ball limit device management process] FIG. 14 is a flowchart showing an example of the procedure of the ball difference limiting device management process executed in step S314 of FIG.

[0228] Step S340: The main control CPU 72 executes a process to check whether the value of the difference ball saving counter is equal to or greater than 195000. If the value of the difference ball saving counter is 195000, it means that the difference ball has reached 95000 shots.

[0229] As a result, when it is confirmed that the value of the difference ball saving counter is 195000 or more (Yes), the main control CPU72 executes step S342. On the other hand, when it is not confirmed that the value of the difference ball saving counter is 195000 or more (No), the main control CPU72 executes step S346.

[0230] Step S342: The main control CPU 72 executes a process to check whether the game state is a big win or a small win. The game state can be checked by the game state flag (0: normal state, 1: big win, 2: small win). The main control CPU 72 sets the value of the game state flag according to the game state.

[0231] As a result, when it is confirmed that the game state is a big win or a small win (Yes), the main control CPU 72 executes step S344. On the other hand, when it is not confirmed that the game state is a big win or a small win (No), the main control CPU 72 executes step S346.

[0232] Step S344: The main control CPU 72 executes a process to activate the ball difference limiting device. The ball difference limiting device is not a physical device but a control flag. Specifically, the main control CPU 72 executes a process to turn on the ball difference limiting device flag.

[0233] Here, if the game state is a big win or a small win (step S342: Yes), the difference ball limiting device does not operate, but the big win or small win will end eventually, and the difference ball limiting device will operate at that point. That is, by executing the processing of steps S342 and S344, if the game state is a big win or a small win, the difference ball limiting device can be operated after the big win or small win ends. Note that, in the case of a game that leads from a small win to a big win (a game that becomes a big win by passing through a specific area during a small win), the difference ball limiting device can be operated after the big win ends, not after the small win ends.

[0234] The ball difference limiting device flag will not be turned off simply by turning the power back on after a power outage; it can be turned off by clearing the RAM.

[0235] Step S346: The main control CPU 72 executes a process to check whether the difference ball limiting device is operating. If the difference ball limiting device flag is on, it can be determined that the difference ball limiting device is operating, and if the difference ball limiting device flag is off, it can be determined that the difference ball limiting device is not operating.

[0236] As a result, if it is confirmed that the difference ball limiting device is in operation (Yes), the main control CPU 72 executes step S348. On the other hand, if it is not confirmed that the difference ball limiting device is in operation (No), the main control CPU 72 returns to the caller and continues processing.

[0237] Step S348: The main control CPU 72 executes a process for transitioning to a game stop state. By transitioning to the game stop state, the game will come to an end. In the game stop state, the game will be stopped (there will be no change in the pattern, no reserved balls will be consumed, and no winning balls will be generated) and the balls will be stopped from being fired (the game balls cannot be fired). In the game stop state, the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, and the game status display device 38 will all be turned off.

[0238] Step S350: The main control CPU 72 executes a process to check whether or not a full tank error has occurred.

[0239] As a result, if it is confirmed that a full tank error has occurred (Yes), the main control CPU 72 executes step S352. On the other hand, if it is not confirmed that a full tank error has occurred (No), the main control CPU 72 returns to the caller.

[0240] Step S352: The main control CPU 72 executes a process to check whether the full tank error has been cleared or not.

[0241] As a result, if it is confirmed that the full tank error has been released (Yes), the main control CPU 72 executes step S354. On the other hand, if it is not confirmed that the full tank error has been released (No), the main control CPU 72 returns to the caller.

[0242] Step S354: The main control CPU 72 executes a process for generating a dispensing resume command. The generated command is transmitted to the dispensing control device 92 in a command transmission process (not shown) (for example, S207 in FIG. 10). Once the above processing is completed, the program returns to the caller.

[0243] When the payout resume command generated in step S354 is received, the payout control CPU 94 resumes the payout of the prize balls that was interrupted due to the occurrence of the full tank error. The number of prize balls that were not paid out due to the interruption is stored in the RAM 98 of the payout control device 92, and the payout control CPU 94 refers to the RAM 98 and pays out the unpaid prize balls.

[0244] In the ball difference calculation process shown in FIG. 12, the ball difference is calculated based on the detection signals of the winning port switches 80-83, so the game is stopped regardless of whether the winning balls have actually been paid out. However, if a full tank error occurs before the game is stopped and continues after the game is stopped, or if a full tank error occurs after the game is stopped, the game is stopped with the payout of the winning balls suspended. Therefore, in this embodiment, even when the game is stopped, the process of steps S350-S354 is executed, making it possible to pay out the suspended winning balls even after the game is stopped.

[0245] Specifically, as shown in Fig. 15(a), assume that a full tank error occurs before the game stops, and then the difference balls reach 95,000 and the game stops. If the full tank error continues even after the game stops, the prize balls that were interrupted will be paid out by canceling the error even after the game stops.

[0246] Also, as shown in Figure 15 (b), suppose that the difference balls reaches 95,000 and the game is stopped. If a full tank error occurs after the game is stopped, the prize balls that were interrupted will be paid out by canceling the error even after the game is stopped.

[0247] With this configuration, winning balls can be accurately paid out even when the game is stopped.

[0248] In addition, even if the power is cut off while the payout is suspended, the number of unpaid prize balls is held, and the unpaid prize balls are paid out when the error is cleared after the power is turned back on. In this case, if the payout control device 92 cannot hold the number of unpaid prize balls at the time of the power outage, the main control CPU 72 can hold the number of unpaid prize balls, and after the power is turned back on, the main control CPU 72 can send a payout resume command to the payout control device 92 that can specify the number of unpaid prize balls.

[0249] In addition, in this embodiment, an example has been described in which payout is suspended and then resumed in a game-stopped state when a full tank error occurs. However, for example, the payout path ball out switch 104 may be connected to the main control unit 70, and payout may be suspended upon detection of the payout path ball out switch 104 and then resumed in a game-stopped state, or game balls may be loaned in response to a signal from the card unit, and the payout of game balls may be suspended due to an error during the loan and then payout may be resumed in a game-stopped state. In this way, it is possible to resume a payout that was suspended for a different reason than in the above embodiment.

[0250] [Ball difference related performance command management process] FIG. 16 is a flowchart showing an example of the procedure of the performance command management process executed in step S204c of FIG.

[0251] Step S380: The main control CPU 72 executes a process to check whether the value of the difference ball saving counter is 190000. If the value of the difference ball saving counter is 190000, it means that the difference ball has reached 90000 shots.

[0252] As a result, when it is confirmed that the value of the difference ball saving counter is 190000 (Yes), the main control CPU 72 executes step S382. On the other hand, when it is not confirmed that the value of the difference ball saving counter is 190000 (No), the main control CPU 72 executes step S384.

[0253] Step S382: The main control CPU 72 executes a first performance command generation process. The generated command is transmitted to the performance control device 124 in a command transmission process (not shown).

[0254] Step S384: The main control CPU 72 executes a process of checking whether the value of the difference ball saving counter is 195,000 or more and the game state is a big win or a small win.

[0255] As a result, if it is confirmed that the value of the difference ball saving counter is 195000 or more and the game state is a big win or a small win (Yes), the main control CPU72 executes step S386. On the other hand, if it is not confirmed that the value of the difference ball saving counter is 195000 or more and the game state is a big win or a small win (No), the main control CPU72 executes step S388.

[0256] Step S386: The main control CPU 72 executes a second performance command generation process. The generated command is transmitted to the performance control device 124 in a command transmission process (not shown).

[0257] Step S388: The main control CPU 72 executes a process to check whether the value of the difference ball saving counter is 195000 or more and the game state is normal. Note that the normal state is a state other than during a big win or a small win.

[0258] As a result, when it is confirmed that the value of the difference ball saving counter is 195000 or more and the game state is normal (Yes), the main control CPU72 executes step S390. On the other hand, when it is not confirmed that the value of the difference ball saving counter is 195000 or more and the game state is normal (No), the main control CPU72 returns to the caller and continues processing.

[0259] Step S390: The main control CPU 72 executes a third performance command generation process. The generated command is transmitted to the performance control device 124 in a command transmission process (not shown). Once the above processing is completed, the program returns to the caller.

[0260] [Gap Limit Device-related Performance Management Processing] 17 is a flowchart showing an example of the procedure of the ball difference limiting device related performance management process executed by the performance control CPU 126. This process is executed within the interrupt process executed by the performance control CPU 126.

[0261] Step S360a: The performance control CPU 126 checks whether the difference ball before the power failure is stored by referring to the RAM 130. Note that the difference ball before the power failure is stored in the RAM 130 at the start-up timing of the performance control device 124 (in other words, the timing when the power is turned on, the performance control device 124 starts up, and an interrupt is permitted).

[0262] As a result, if it is confirmed that the difference ball before the power failure is stored (Yes), the performance control CPU 126 executes step S360b. On the other hand, if it is not confirmed that the difference ball before the power failure is stored (No), the performance control CPU 126 executes step S364.

[0263] Step S360b: The performance control CPU 126 refers to the difference ball before the power cut by referring to the RAM 130. In this embodiment, when the power cut is performed, the performance control CPU 126 stores the difference ball before the power cut in the RAM 130 based on the difference ball command before the power cut from the main control CPU 72 (see step S135a in FIG. 9).

[0264] Step S360c: The performance control CPU 126 checks whether the security mode is on (i.e., whether the dip switch 84 is set to mode 2). If the performance control CPU 126 checks that the security mode is on (Yes), it proceeds to step S362. If the performance control CPU 126 cannot check that the security mode is on (No), it clears the difference ball before the power failure and proceeds to step S364.

[0265] Step S362: The performance control CPU 126 executes a process to execute an illegal power interruption error notification. The illegal power interruption error notification is, for example, a notification in the form shown in FIG. 18, and the notification form differs depending on the difference ball before the power interruption. Then, the performance control CPU 126 clears the difference ball before the power interruption and proceeds to step S364.

[0266] Step S364: The performance control CPU 126 executes a process of checking whether or not the first performance command has been received.

[0267] As a result, if it is confirmed that the first performance command has been received (Yes), the performance control CPU 126 executes step S366. On the other hand, if it is not confirmed that the first performance command has been received (No), the performance control CPU 126 executes step S368.

[0268] Step S366: The performance control CPU 126 executes a process for executing the first performance. The first performance is, for example, the performance shown in FIG.

[0269] Step S368: The performance control CPU 126 executes a process of checking whether or not the second performance command has been received.

[0270] As a result, if it is confirmed that the second performance command has been received (Yes), the performance control CPU 126 executes step S370. On the other hand, if it is not confirmed that the second performance command has been received (No), the performance control CPU 126 executes step S372.

[0271] Step S370: The performance control CPU 126 executes a process to execute the second performance. The second performance is, for example, the performance shown in FIG.

[0272] Step S372: The performance control CPU 126 executes a process of checking whether or not the third performance command has been received.

[0273] As a result, if it is confirmed that the third performance command has been received (Yes), the performance control CPU 126 executes step S374. On the other hand, if it is not confirmed that the third performance command has been received (No), the performance control CPU 126 executes step S376.

[0274] Step S374: The performance control CPU 126 executes a process to execute the third performance. The third performance is, for example, the performance shown in FIG.

[0275] Step S376: The performance control CPU 126 executes a process to check whether or not a payout error command has been received. The payout error command is a command that the main control CPU 72 transmits to the performance control CPU 126 by a command transmission process (not shown) when the main control CPU 72 detects that a full tank detection signal has been input from the full tank switch 161 in S204a of FIG. 10.

[0276] As a result, if it is confirmed that a payout error command has been received (Yes), the performance control CPU 126 executes step S378. On the other hand, if it is not confirmed that a payout error command has been received (No), the performance control CPU 126 returns to the caller and continues processing.

[0277] Step S378: The performance control CPU 126 executes a process to execute a payout error notification. The payout error notification is, for example, the notification shown in Fig. 19(d). Note that Fig. 19(d) is an example in which the third performance and the payout error notification are executed simultaneously.

[0278] The illegal power failure error notification is executed when the difference in balls is 0 after the power is turned on, the first performance is executed when the difference in balls is 90,000, the second performance is executed when the difference in balls is 95,000 or more and a big win or small win is occurring, and the third performance is executed when the difference in balls is 95,000 or more and the normal state is being reached, so they are executed at different times. However, the payout error notification is executed regardless of the difference in balls, so it may be executed simultaneously with the illegal power failure error notification, the first performance, the second performance, and the third performance. Once the above processing is completed, the program returns to the caller.

[0279] [Regarding the notification mode of unauthorized power outage] Next, a manner in which the unauthorized power interruption notification is performed while the security mode is on will be described with reference to FIG.

[0280] As shown in Fig. 18, if the number of balls difference before the power failure is within the range of minus to 50,000, the performance control CPU 126 does not execute the illegal power failure notification. In this case, the system returns to the normal recovery mode (the normal state notification mode without the illegal power failure notification). Also, if the number of balls difference before the power failure is within the range of 50,001 to 70,000, the performance control CPU 126 executes the illegal power failure notification by lighting the frame lamps 46, 50. Also, if the number of balls difference before the power failure is within the range of 70,001 to the transition to the game stop state (i.e., 950,000 or more), the performance control CPU 126 executes the illegal power failure notification by lighting the frame lamps 46, 50 and outputting a warning sound from the speakers 54a to 54d.

[0281] In this way, in this embodiment, when the security mode is on, the notification mode of the illegal power cut notification differs depending on the difference in the ball before the power cut. And, as the difference in the ball before the power cut increases, the number of means for executing the notification increases. This makes it easier to discover that an illegal power cut has been made. Therefore, it is possible to prevent illegal power cuts.

[0282] In this embodiment, the performance control CPU 126 ends the unauthorized power interruption notification when a predetermined time has elapsed since the unauthorized power interruption notification was executed, but the trigger for ending the unauthorized power interruption notification may be set appropriately. For example, it is possible to end the unauthorized power interruption notification by the passage of time when the DIP switch 84 is set to the unused mode 3, and to end it by clearing the RAM when the DIP switch 84 is set to mode 4.

[0283] In this embodiment, the unauthorized power interruption notification may be performed using the liquid crystal display 42, not limited to the lighting of the frame lamps 46, 50 and the speakers 54a to 54d. Also, the notification mode of the notification after the power interruption may be different in a manner different from the above embodiment. For example, if the difference in the number of balls before the power interruption is within the range of minus to 50,000, the performance control CPU 126 returns to the normal return screen after the power interruption is restored, but if the difference in the number of balls before the power interruption is 950,000 or more and the game is stopped, and the third performance (a performance that can identify the transition to the game stop state, see FIG. 19(c)) is being executed, the performance control CPU 126 can return to the performance screen of the third performance after the power interruption is restored. In this case, too, the notification mode of the notification after the power interruption is restored is different.

[0284] In addition, in this embodiment, an example has been described in which the dip switch 84 is connected to the performance control device 124, but the dip switch 84 may be connected to the main control device 70, and at startup the main control CPU 72 may send a command to the performance control device 124 that can identify the difference in balls before the power was cut off, and the performance control CPU 126 may identify the difference in balls before the power was cut off from this command and issue an alert for an unauthorized power cut.

[0285] [Specific examples of production] FIG. 19 is a diagram showing a specific example of simultaneous execution of the first effect, the second effect, the third effect, and the third effect and an error notification.

[0286] In FIG. 19(a), the first round of the big win is being performed. The screen also displays the number of rounds, text information encouraging right-hand hits, and an arrow image. At this point, the difference in balls has reached 90,000. In this case, the first performance is being performed.

[0287] As shown in Fig. 19(a), the first effect is an effect in which a first image E1 is displayed at the bottom of the display screen of the liquid crystal display 42. The first image E1 is an image including text information such as "5000 shots remaining until the limit is reached."

[0288] In FIG. 19(b), the fifth round of the big win is being performed. This fifth round is not the fifth round of the big win in FIG. 19(a), but the fifth round of a different big win. The screen also displays the number of rounds, text information encouraging right-hand hits, and an image of an arrow. At this point, the difference in balls has reached 95,000. In this case, the second performance is performed.

[0289] As shown in Fig. 19(b), the second effect is an effect in which a second image E2 is displayed at the bottom of the display screen of the liquid crystal display 42. The second image E2 is an image including text information such as "Play will end after the winning game ends."

[0290] In FIG. 19(c), the normal state is displayed. At this point, the difference in balls reaches 95,000, or the difference in balls reaches 95,000 during the jackpot, the jackpot game ends, and the state transitions to the normal state. In this case, the third effect is executed.

[0291] As shown in Fig. 19(c), the third effect is an effect in which a third image E3 is displayed at the top of the display screen of the liquid crystal display 42. The third image E3 is an image including text information such as "The upper limit has been reached, so the game will stop." The left effect pattern, the center effect pattern, and the right effect pattern are displayed on the display screen of the liquid crystal display 41 ("4"-"6"-"7"), but the patterns (special pattern, normal pattern, effect pattern) do not change because the game is stopped. In addition, the fourth pattern and the mini pattern are also displayed in a stopped state.

[0292] Furthermore, the markers M1 and M2, which indicate the number of memories (reserved) of the first special symbol and the second special symbol displayed in the pre-change display area X1, are not consumed. Therefore, the markers M1 and M2 do not move to the change display area X2 and are not displayed.

[0293] In addition, if the difference in balls reaches 95,000 while the patterns are changing, the change can be forcibly ended at that point and the game can be stopped.

[0294] The first image E1 and the second image E2 are images displayed during gameplay, and therefore are displayed in a small size so as not to interfere with the game, whereas the third image E3 is an image displayed when gameplay is stopped, and therefore is displayed in a larger size than the first image E1 and the second image E2.

[0295] FIG. 19(d) shows a case where a full tank error occurs when the third performance is being performed. In this case, a payout error notification is also performed at the same time as the third performance is being performed.

[0296] As shown in Fig. 19(d), the third effect is an effect in which a third image E3 is displayed at the top of the display screen of the liquid crystal display 42, as described above. The payout error notification is an effect in which a payout error notification image E4 is displayed at the bottom of the display screen of the liquid crystal display 42. The payout error notification image E4 is an image including text information such as "Full tank error has occurred! Please remove balls." This prompts the player to remove the balls to resolve the error.

[0297] The first, second and third effects and payout error notification can be not only displayed as an image on the liquid crystal display 42, but also outputted as a warning sound from the speakers 54a to 54d and / or turned on the frame lamps 46 and 50.

[0298] In this embodiment, the third effect and the payout error notification are executed simultaneously, but the payout error notification may be executed first. In this case, the payout error notification may be executed first, and when the full tank error is resolved, the payout error notification may be terminated and the execution of the third effect may be started.

[0299] In this embodiment, when the performance control CPU 126 is powered off while simultaneously executing the third performance and the payout error notification, if the power is turned back on, the performance control CPU 126 continues to execute the third performance and the payout error notification even after the power is restored. Then, when the error is cleared and the unpaid prize balls are paid out, the third performance and the payout error notification are terminated. This makes it possible to accurately notify the user that the prize balls that were unpaid before the power outage have been paid out, even if the power is cut off. Note that the prize balls in this case are the number of prize balls used to calculate the difference balls before the power outage, and are therefore not used to calculate the difference balls after the power outage.

[0300] In this embodiment, the third performance and the payout error notification are executed simultaneously, but, for example, the payout error notification may be executed first, and the third performance may be executed after the error is cleared.

[0301] [Other configurations] It is preferable that the first effect is ended after a certain period of time (for example, 30 seconds). The reason for ending the first effect after a certain period of time is as follows. (1) If the game is not ended within a certain time, it may be misleading to the player, i.e., it may be difficult for the player to judge how many more shots there are to be before the game ends. (2) If the error priority of the first effect is set lower than other error notifications (such as a door open error), the display of the first effect will disappear if another error occurs. (3) It is possible to set the error priority of the first effect high so that it continues to be displayed, but then a display cancellation command would also be required, which would increase the capacity of the main control device 70. The second performance continues to be executed until the big win or small win ends, and the third performance continues to be executed until the power is turned off.

[0302] [Variations] The above-described embodiment can be modified as follows. (1) The calculation of the difference balls has been explained as an example of being performed by a normal pachinko machine, but it may be configured to be performed by a managed gaming machine. A managed gaming machine is equipped with a managed gaming machine game board and a managed gaming machine frame, and is an enclosed gaming machine that circulates a certain number of gaming balls within the machine alone, eliminating the need for gaming balls to be used in games or for directly paying out gaming balls to players. A managed gaming machine can be played by connecting it to a dedicated unit (IC card unit) dedicated to managed gaming machines.

[0303] For example, the number of shot balls and the number of foul balls are managed in the managed gaming machine frame, and information on the number of prize balls is sent from the main control CPU 72 to the managed gaming machine frame, which calculates the difference in balls based on the number of prize balls, the number of shot balls, and the number of foul balls. In addition, an example of a managed gaming machine is a slot machine that receives information on game value from a dedicated unit (IC card unit) and plays a game according to the increase or decrease in the received game value.

[0304] [Test signal] (2) The following configurations can be adopted for the test signal: (a) A test signal configuration may be provided that outputs a signal indicating the status of the gaming machine through a jig when a jig is attached from the outside to the main control device 70. In this case, the main control device 70 may store a program for the test signal output configuration.

[0305] (b) As test signals, multiple output pins output game states (normal state, time-saving state, etc.) and special symbol fluctuation states (fluctuating / stopped), etc. A configuration may be provided in which some of the multiple output pins output a specific signal when the difference balls reach a specific number of balls (a specific value that is the number before the game is stopped). With this configuration, for example, it is possible to accurately notify through the jig that the game stop condition is close to being met before the difference balls reach the game stop condition.

[0306] For example, when the value of the difference ball saving counter reaches 190000 [balls] (the difference ball count reaches 90000 [balls]), a test signal may be output to notify that the difference ball count is approaching a specified number (notifying that the setting of the game stop state is approaching). Also, for example, the test signal may be continuously output during the period when the value of the difference ball saving counter is 190000 to 195000 (the difference ball count is 90000 to 95000). In other words, when performing a test to measure the ball rate, if the difference ball count reaches the specified number (95000 [balls] in this example), the game stop state is set and the game is interrupted, making it difficult to measure the ball rate accurately. In this case, as a countermeasure, if the power supply of the pachinko machine 1 is cut off before the number of difference balls reaches a specified number (95000 [balls] in this example) and the value of the counter for saving difference balls is reset, it becomes possible to continue the measurement test of the ball rate while avoiding the setting of the game stop state. Therefore, by outputting a test signal that notifies that the number of difference balls is approaching the specified number, it becomes possible to easily grasp the timing to cut off the power supply of the pachinko machine 1. In particular, since the first performance for notifying that there are 5000 [balls] remaining until the game stops at the same time as the output of the test signal is also performed, it becomes possible to more accurately notify that the setting of the game stop state is approaching. As a result, it becomes possible to increase the efficiency of testing during development. Note that the test signal may be configured to be output when a dedicated jig is attached, and the test signal may not be output in the mass-produced machine (pachinko machine 1) that is on the market, and the test signal may be configured to have only a program related to the processing of the test signal.

[0307] (c) When actually operating a gaming machine to test the ball output rate, if the difference in balls becomes too large, the game will stop and the test will not be able to be performed in the middle of the process. In such a case, if the specific test signal is output, the power of the gaming machine will be turned off once and then turned back on (power on without clearing the RAM), and the game state of the main control (the change state of the game being changed / changed, the memory of the reserved game already acquired, the game state of normal / time-saving / probable change, etc., the memory of whether or not a jackpot is being hit) will be maintained while the difference in ball count is cleared, so the test can be resumed from the state before the power was cut off. This makes it possible to avoid a situation where the game stops in the middle of testing the ball output rate of the gaming machine, making it impossible to check the accurate ball output rate.

[0308] (d) The program for executing the above configuration may be configured to be executed only when the jig is attached, or may be configured to be executed as a process even when the jig is not attached. In either case, it is sufficient that the program is configured to output a specific signal during testing when the jig is attached.

[0309] (e) During the timing of outputting the specific signal, the display screen of the liquid crystal display may be configured to be capable of executing a suggestive effect or a notification effect related to the ball difference limiting device. For example, by configuring the display screen of the liquid crystal display to be capable of outputting displays and sounds such as "The ball difference will soon reach the upper limit", "When the ball difference reaches the upper limit, the game will be stopped", and "A ball difference limiting device is installed" at the same time as the output of the specific signal, more accurate notification can be made during testing. In this case, the output period of the specific signal and the execution period of the suggestive effect or the notification effect related to the ball difference limiting device may be made different. Also, the output period of the specific signal may be set to the period when the ball difference is 90,000 to 95,000, and the suggestive effect or the notification effect is executed when the ball difference reaches 95,000, so that the specific signal and the suggestive effect or the notification effect are notified in stages.

[0310] (3) The present invention is also applicable to slot machines, that is, to slot machines that include a main control board that controls the execution and stopping of games, and a medal count control board that controls the payout of medals. In this case, the main control board transmits information on the number of medals consumed in a game and the number of medals won in a game to the medal count control board, which calculates the difference in the number of medals. The medal count control board then transmits the calculated difference in the number of medals to the main control board, which then transmits the received difference in the number of medals to the main control board. A game stop state may be set based on the number of coins information. The main control board may transmit information on the number of medals won in a game to the medal count control board, and the medal count control board may calculate the difference in number based on the information on the number of medals won in a game and the information on the number of medals consumed in a game. The medal count control board may then transmit the calculated difference in number information to the main control board, and the main control board may set a game stop state based on the received difference in number information.

[0311] (4) Although an example was explained in which the difference in balls was calculated by the main control device 70, it may be the payout control device 92 or the medal count control board. Although an example was explained in which the gaming medium was a gaming ball, it may be a gaming medal, or electronic data corresponding to a gaming ball or a gaming medal. Although an example was explained in which the difference in balls was used, the difference may be the difference in sheets. The difference in sheets can be calculated by "difference in sheets = number of sheets acquired - number of sheets consumed." Furthermore, the difference may be calculated based on addition information (number of balls issued, number of sheets acquired) of only the number of prize balls and number of sheets acquired, or may be calculated based on subtraction information (number of sheets consumed) of only the number of balls fired and number of sheets consumed.

[0312] (5) In the above embodiment, during the game stop state, the normal pattern display device 33, the normal pattern operation memory lamp 33a, the first special pattern display device 34, the second special pattern display device 35, the first special pattern operation memory lamp 34a, the second special pattern operation memory lamp 35a and the game status display device 38 are all turned off. However, if various LEDs (e.g., right hit lamp, number of reserved lamps, normal pattern change lamp, special pattern change lamp) are connected to the performance control device 124, these LEDs can be maintained in the state they were in before the game stopped state was entered.

[0313] For example, if the game is stopped in the following state (right hit lamp -> on, number of reserved lamp -> on in a state indicating 1, normal chart fluctuation lamp -> off in a state indicating a loss, special chart fluctuation lamp -> flashing during fluctuation), this state is maintained even during the transition to the game stopped state. Specifically, the special chart fluctuation lamp executes one of the patterns of a loss stop state / a win stop state / a flashing state indicating a fluctuation, and is maintained in one of these states. As a result, when the game is stopped in the game stopped state, the liquid crystal display 42 switches to the display screen of the third performance, but the situation immediately before can be grasped.

[0314] Furthermore, when the game is stopped while the movable body 40 is in motion, the performance control CPU 126 executes an operation to return the movable body 40 in motion to its initial position. This returns the movable body 40 overlapping the liquid crystal display 42 to its initial position, ensures visibility of the display screen of the third performance on the liquid crystal display 42, and prevents the notification of the game being stopped from being obstructed.

[0315] At this time, performing a series of initial operations on all movable bodies 40 would actually hinder the notification, so it is preferable to perform an operation to return only movable bodies 40 that are in motion (movable bodies whose origins cannot be detected) or a predetermined portion of movable bodies 40 to their initial positions.

[0316] Also, when the game is stopped, the display on the liquid crystal display 42 may be made non-displayable. For example, the performance symbols, reserved icons, mini symbols, etc., that have been displayed on the liquid crystal display 42 up until that point may be made non-displayable. For example, if "777", which indicates a jackpot, is displayed and maintained during the game is stopped, this may mislead the player, but this can be prevented.

[0317] In addition, when game play is stopped, the normal pattern display device 33, normal pattern operation memory lamp 33a, first special pattern display device 34, second special pattern display device 35, first special pattern operation memory lamp 34a, second special pattern operation memory lamp 35a and game status display device 38 are turned off, and the LCD display 42 is set not to display any information, so that the player is not misled and can check the previous status only through the various LEDs (e.g., right hit lamp, reserved number lamp, normal pattern change lamp, special pattern change lamp).

[0318] Also, the ball difference may be configured so that the initial value is 0 and the minimum value is 0 (so that it cannot become a negative value).

[0319] Also, although the game is stopped based on the difference in balls, it may be based only on the number of winning balls generated regardless of the difference in balls, or based on the number of winning balls generated per a predetermined unit time. In other words, since the purpose is to prevent the number of winning balls from becoming too large, it may be set appropriately within the scope of that purpose.

[0320] In addition, the count value of the difference ball saving counter is cleared when the power is cut off, but this is not limited to the above. For example, if any of the following (1) to (3) is satisfied as a specific condition, the count value may not be cleared even after the power is cut off.

[0321] (1) When the power is cut off while the inner frame assembly 7 or the integrated door unit 4 is open (in an amusement park, when working with the inner frame assembly 7 open, there is a possibility of maintenance being performed, so the ball difference counter is not cleared each time maintenance is performed.)

[0322] (2) If the power is cut off when the difference ball counter has reached a certain number (for example, 92,000 balls) or more (this prevents such a situation from occurring because if the difference ball counter were cleared after being counted to a certain extent, the number of balls that can actually be won would increase significantly).

[0323] (3) When the power is cut off while a specific error is occurring (this prevents a problem in which the ball difference counter is cleared when a player forcibly causes an error and the hall staff turns off the power to cancel the error).

[0324] [Effects of the above embodiment] (a1) In the above embodiment, in a gaming machine (in this example, a pachinko machine 1) capable of paying out gaming media (in this example, gaming balls), A calculation means (in this example, FIG. 12) for calculating a difference in the number of game media; A transition means (in this example, FIG. 13) capable of transitioning to a game stop state based on the calculation result of the calculation means, It is possible to pay out game media during the transition to the game stop state (in this example, FIG. 14 and FIG. 15). This makes it possible to pay out game media as necessary even when the game is stopped, thereby improving convenience.

[0325] (a2) Furthermore, if the game transitions to the game stop state while the payout of game media is interrupted, it is possible to resume the interrupted payout of game media when the game transitions to the game stop state (in this example, FIG. 15). This makes it possible to pay out gaming media that have remained unpaid due to the interruption of payout, thereby improving convenience.

[0326] (b) In addition, in a gaming machine (in this example, a pachinko machine 1) capable of executing notifications in a plurality of different notification modes, A calculation means (in this example, FIG. 12) is provided for calculating information regarding the number that increases or decreases as a result of the execution of a game; The plurality of types of notification modes include a notification mode that can specify the calculation result of the calculation means (in this example, FIG. 18 ), The notification mode of the notification executed after power recovery differs depending on the calculation result when power interruption occurs (in this example, step S362 in FIG. 17 and FIG. 18). This allows the user to grasp the state after power is restored, improving convenience. Examples of numbers that increase or decrease as a result of playing a game include the number of gaming media (such as gaming balls or medals) and the number of gaming values ​​(such as credits). Examples of information regarding numbers that increase or decrease as a result of playing a game include the difference in the number of gaming media or the number of gaming values. The difference in the number of gaming media or the number of gaming values ​​is, for example, the difference in the number of gaming media or gaming values ​​from a reference value, or the difference between the number of gaming media or gaming values ​​used in a game and the number of gaming media or gaming values ​​granted to a player. [Explanation of symbols]

[0327] 1. Pachinko Machines 70 Main Control Unit 72 Main control CPU 124 Production control device 126 Production Control CPU

Claims

[Claim 1] A gaming machine having a plurality of notification means and capable of performing notification of a plurality of types of notification modes using the plurality of notification means, a calculation means for calculating a difference between a reference value of the game media or the game value and a number of the game media or the game value that increases or decreases as a result of the execution of a game; When the difference reaches a predetermined value, a game stop state can be set; The game stop state can be released by a power operation accompanied by an initialization operation, the difference can be erased by a power supply operation that does not involve the initialization operation, The plurality of types of notification modes include a first notification mode in which a predetermined notification capable of identifying the difference is performed as a notification mode to be executed after power recovery, and a second notification mode in which the predetermined notification is not performed, The predetermined notification differs in content to be executed after power recovery depending on the difference when power failure occurs, a switch for selecting one of the plurality of notification modes, The notification in the first notification manner or the notification in the second notification manner can be selectively performed in response to a selection made by the switch. A gaming machine characterized by:

Citation Information

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