Gaming Machines

The gaming machine system addresses issues of player engagement, processing load, and security by using ball detection and value imparting mechanisms with secure processing and detection features, enhancing user experience and operational efficiency.

JP7609232B2Active Publication Date: 2025-01-07SANYO BUSSAN KK
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Patent Information

Application Number
JP2023178990
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-17
Publication Date
2025-01-07
Estimated Expiration
2037-07-23

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in maintaining player interest, reducing processing load, optimizing control and structure, preventing defects, and ensuring user-friendly operations while deterring fraudulent actions and unauthorized modifications.

Method used

The gaming machine incorporates a system with detection means for game balls, a gaming value imparting mechanism, a prize ball granting mechanism, and a processing execution system that utilizes reference information storage and transmission to manage game processes, ensuring secure and efficient operation without direct rewriting of stored information, and includes features like cylinder locks and detection sensors to prevent unauthorized access.

Benefits of technology

This system enhances player engagement, simplifies control and structure, reduces processing load, and prevents malfunctions, while maintaining security and player-friendliness, thereby improving the overall gaming experience and operational efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of easily adding a new program without affecting an existing program.SOLUTION: A CPU equipped in a game machine executes first processing, executes storage processing for storing a value of a flag register in a first stack area or a first data storage area, stores a first stack area reference address stored in a stack pointer in a second data storage area, stores a second stack area reference address in the stack pointer, executes evacuation processing for storing each value of a plurality of registers in the second data storage area, executes second processing, sets each value of a plurality of registers to a value stored in the second data storage area by evacuation processing, executes restoration processing for storing the first stack area reference address stored in the second data storage area in the stack pointer by evacuation processing, and executes change processing for changing a value of a flag register from among a plurality of registers to which a value is set by restoration processing to a value stored in the first stack area or the first data storage area by storage processing.SELECTED DRAWING: Figure 42
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] In gaming machines such as pachinko machines and slot machines, technical improvements are being made from various perspectives, such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, simplifying the structure, improving the efficiency of gaming machine development, providing gaming machines that are less prone to malfunctions, and providing gaming machines that are considerate of the player (for example, Patent Document 1).

[0003] Additionally, various technical improvements have been made with the aim of improving the soundness of gaming, such as by detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2011-172988 A Summary of the Invention [Problem to be solved by the invention]

[0005] With regard to gaming machines such as those described above, further technological improvements are desired with the aim of increasing the enjoyment of the game, reducing the processing load of gaming machines, optimizing processing, simplifying control, simplifying structure, improving the efficiency of gaming machine development, providing gaming machines that are less prone to malfunctions, providing gaming machines that take players into consideration, and providing a more wholesome experience. [Means for solving the problem]

[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following forms.

[0007] [form] A plurality of predetermined detection means for detecting game balls that have passed through a predetermined area; a game value providing means electrically connected to the plurality of predetermined detection means and executing a process for providing a game value for a game; A prize ball providing means electrically connected to the game value providing means and executing a prize ball providing process for providing prize balls as the game value; The game value providing means is electrically connected to the game value providing means by a signal line capable of transmitting various signals, and at least a specific process related to the output of predetermined numerical information related to the game, which is a process different from the prize ball providing process. However, no information is transmitted to the prize ball awarding means. A processing execution means; A gaming machine comprising: The game value providing means includes: a first reference information storage means for storing reference information used in a process for awarding a game value to the game, the reference information being referenced in response to detection by the predetermined detection means; a first transmitting means for transmitting a reference information signal corresponding to the reference information stored in the first reference information storage means to the process executing means after a predetermined supply of power to the gaming machine is started and before the start of execution of a predetermined game process that is periodically repeated at least to progress a game; A second transmitting means for transmitting a predetermined information signal based on the ball-entering information, which is information acquired based on the detection by the predetermined detecting means, to the processing executing means; Equipped with The process execution means includes: A second reference information storage means for storing reference information corresponding to the reference information signal transmitted from the game value providing means; an execution means for executing the specific process based on the predetermined information signal transmitted from the second transmission means and the reference information stored in the second reference information storage means; a processing result information storage means for storing processing result information which is information regarding a processing result of the specific processing performed by the execution means; Equipped with 、 the game value providing means and the processing execution means are operated by the same power source for the gaming machine; The processing execution means is configured to make the reference information stored in the first reference information storage means of the game value providing means non-rewritable, the game value providing means cannot directly change the processing result information stored in the processing result information storage means; When a front body of the gaming machine is opened and a predetermined state occurs, opening information corresponding to the opening of the front body of the gaming machine is transmitted from the gaming value providing means, and information corresponding to the opening information is stored in the processing execution means; The plurality of predetermined detection means include at least a predetermined detection means which provides different game values ​​based on the detection of a game ball, The execution means includes a means for executing the specific process based on the predetermined information signal based on the predetermined detection means, in which the game value is different, and the reference information stored in the second reference information storage means. A gaming machine characterized by:

[0008] According to the above aspect, a new program can be easily added without affecting existing programs. [Brief description of the drawings]

[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. [Figure 4] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Diagram 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] An explanatory diagram showing the contents of various counters used in jackpot lotteries, etc. [Figure 7] An explanatory diagram showing the contents of a win / lose table. [Figure 8] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 9] An explanatory diagram showing the contents of a winning / losing table for the lottery for opening electric gimmicks. [Figure 10] FIG. 2 is a block diagram showing in detail the configuration of a main control device and the configuration of an inspection machine. [Figure 11] 1 is an explanatory diagram showing a schematic diagram of the processing contents in a game history management chip and an inspection machine. FIG. [Figure 12] 13 is a flowchart showing main processing executed by a main MPU. [Figure 13] 13 is a flowchart showing a timer interrupt process executed by a main MPU. [Figure 14]FIG. 2 is an explanatory diagram illustrating the configuration of an input port provided in a main MPU. [Figure 15] This is an explanatory diagram explaining the ball entry detection process performed by the main MPU. [Figure 16] 13 is a flowchart showing the goal determination process executed by the main MPU. [Figure 17] FIG. 13 is an explanatory diagram illustrating how the presence or absence of a goal is detected. [Figure 18] 13 is a flowchart showing main processing executed by a CPU of the game history management chip. [Figure 19] A block diagram showing in detail the configuration of a main control device and the configuration of an inspection machine provided in a pachinko machine of aspect 6 of the first embodiment. [Figure 20] FIG. 13 is an explanatory diagram showing a schematic diagram of the processing contents in the game history management chip and inspection machine of aspect 6 of the first embodiment. [Figure 21] A block diagram showing in detail the configuration of a main control device and the configuration of an inspection machine provided in a pachinko machine of aspect 7 of the first embodiment. [Figure 22] FIG. 13 is an explanatory diagram showing a schematic overview of the processing in the game history management chip and inspection machine of aspect 7 of the first embodiment. [Diagram 23] FIG. 11 is a block diagram showing the electrical configuration of a pachinko machine in aspect 11 of the first embodiment. [Figure 24] FIG. 13 is an explanatory diagram showing a schematic overview of the processing in the main MPU in aspect 11 of the first embodiment. [Diagram 25] A block diagram showing the electrical configuration of a pachinko machine in aspect 12 of the first embodiment. [Figure 26] A block diagram showing the electrical configuration of a pachinko machine in aspect 23 of the first embodiment. [Figure 27] 13 is a flowchart showing a timer interrupt process executed by a master MPU (master CPU) in aspect 23 of the first embodiment. [Figure 28] A flowchart showing the ball entry detection process executed by the main MPU (main CPU) in aspect 23 of the first embodiment. [Figure 29]13 is a flowchart showing a game history process executed by a master MPU (master CPU) in aspect 23 of the first embodiment. [Diagram 30] FIG. 11 is an explanatory diagram showing an example of specific processing executed by a master MPU (master CPU) in aspect 23 of the first embodiment. [Diagram 31] A block diagram showing the electrical configuration of a pachinko machine in aspect 37 of the first embodiment. [Diagram 32] 13 is a flowchart showing an example of a main process executed by a master MPU (master CPU) in aspect 46 of the first embodiment. [Diagram 33] 1 is an explanatory diagram showing a schematic diagram of a part of the electrical configuration of a pachinko machine in aspect 50 of the first embodiment. FIG. [Diagram 34] 13 is a flowchart showing an example of a main process executed by a master MPU (master CPU) in aspect 56 of the first embodiment. [Diagram 35] FIG. 2 is an explanatory diagram showing a configuration of an information display unit. [Diagram 36] 11 is an explanatory diagram showing the manner in which game history information is displayed on the information display unit. FIG. [Figure 37] 11 is an explanatory diagram showing a state in which setting information is displayed on the information display unit in a setting change mode. FIG. [Figure 38] 11 is an explanatory diagram showing a state in which setting information is displayed on the information display unit in a setting change mode. FIG. [Figure 39] 11 is an explanatory diagram showing a state in which setting information is displayed on the information display unit in a setting change mode. FIG. [Diagram 40] 11 is an explanatory diagram showing a state in which setting information is displayed on the information display unit in a setting change mode. FIG. [Diagram 41] 11 is an explanatory diagram showing a state in which setting information is displayed on the information display unit in a setting change mode. FIG. [Diagram 42] A block diagram showing the electrical configuration of a pachinko machine 10 in aspect 74 of the first embodiment. [Diagram 43] FIG. 2 is an explanatory diagram showing the configuration of a main ROM. [Diagram 44]FIG. 2 is an explanatory diagram showing the configuration of a main RAM. [Diagram 45] FIG. 2 is a schematic diagram showing an example of a memory map of a main control device. [Diagram 46] 13 is a flowchart showing a timer interrupt process executed by a master CPU in aspect 74 of the first embodiment. [Figure 47] 13 is a flowchart showing a timer interrupt process executed by a master CPU in aspect 75 of the first embodiment. [Figure 48] 13 is a flowchart showing a timer interrupt process executed by the master CPU in aspect 76 of the first embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. A. First embodiment: B. Application to other configurations: C. Regarding inventions extracted from the above embodiments:

[0011] A. First embodiment: A1. Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko game machine (hereinafter, also referred to as a "pachinko machine") in the first embodiment. The pachinko machine 10 has a wooden outer frame 11 assembled into a substantially rectangular shape. When the pachinko machine 10 is installed in a game hall, the outer frame 11 is fixed to the island equipment of the game hall. The pachinko machine 10 also has a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 has an inner frame 13 and a front door frame 14 arranged in front of the inner frame 13. The inner frame 13 is rotatably supported by a metal hinge 15 relative to the outer frame 11. The front door frame 14 is rotatably supported by a metal hinge 16 relative to the inner frame 13. On the back of the inner frame 13, control devices for controlling the pachinko machine main body 12, such as a main control device, a sound and light emission control device, and a display control device, are arranged. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has a function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and a function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.

[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin parts and electric parts for decorating the pachinko machine 10 are provided around the window 18 of the front door frame 14. The electric parts are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means plays a role in enhancing the presentation effect by lighting or blinking each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. In addition, a glass unit 19 consisting of two sheets of glass is arranged on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board described later is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.

[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loan balls loaned from a loaning machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the operation of the operation handle 25 by the player, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 for discharging the game balls stored in the lower tray 21 is formed on the bottom surface of the lower tray 21. A lever 23 is provided below the discharge port 22, and the player can switch the discharge port 22 between a closed state and an open state by operating the lever 23. When the player operates the lever 23 to open the discharge port 22, the game balls fall from the discharge port 22 and are discharged from the lower tray 21 to the outside.

[0014] A performance operation button 24 is provided in front of the periphery of the upper tray 20 as an operation receiving means. The performance operation button 24 is an operation unit that allows the player to perform input operations for the game performance performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.

[0015] Furthermore, an operating handle 25 for the player to operate is provided on the right side of the front door frame 14 as viewed from the front. When the player operates the operating handle 25, game balls are launched from the game ball launching mechanism to the front of the game board in conjunction with the operation. Inside the operating handle 25, a touch sensor 25a for permitting the operation of the game ball launching mechanism, a wait button 25b for stopping the launch of game balls by the game ball launching mechanism when pressed by the player, and a variable resistor 25c for detecting the rotation operation amount of the operating handle 25 by a change in electrical resistance are provided. When the player grips the operating handle 25, the touch sensor 25a is turned on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes corresponding to the rotation operation amount, and game balls are launched from the game ball launching mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.

[0016] Next, there will be described the configuration of the rear surface of the pachinko machine 10. On the rear surface of the pachinko machine 10, a control device for controlling the operation of the pachinko machine 10 is arranged.

[0017] 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 includes a first control unit 51, a second control unit 52, and a third control unit 53. Specifically, these mechanical parts are provided on the rear surface of the inner frame 13.

[0018] The first control unit 51 includes a main control device 60. The main control device 60 has a main control board that has a function of controlling the main game and a function of monitoring the power supply. The main control board is housed in a board box made of a transparent resin material. This board box is configured so that traces of opening and closing (also called traces of opening or unsealing) remain. For example, a seal sticker is affixed to an openable portion, and the word "unsealed" appears when the board box is opened.

[0019] The second control unit 52 includes an audio / light emission control device 90 and a display control device 100. The audio / light emission control device 90 controls light emission means such as speakers and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the pattern display device based on commands sent from the audio / light emission control device 90. The pattern display device includes a liquid crystal display that displays patterns and images for performances.

[0020] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for paying out prize balls. When an instruction to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launch mechanism to launch game balls with a strength corresponding to the amount of rotation of the operation handle 25 by the player. In addition, on the back side of the inner frame 13, a tank 54 to which game balls supplied from the island equipment of the game hall are sequentially replenished, a tank rail 55 connected below the tank 54 and having a gently inclined slope so that the game balls flow downstream, a case rail 56 connected vertically to the downstream side of the tank rail 55, and a payout device 71 that receives the supply of game balls from the case rail 56 and pays out a predetermined number of game balls according to an instruction from the payout control device 70 are provided.

[0021] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.

[0022] FIG. 3 is a front view of the game board 30. The game board 30 is made of plywood, and a game area PA is formed on the front surface of the game board 30. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a part of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. The game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. In the game area PA, a plurality of nails 42 are planted substantially perpendicular to the game board 30, and various accessories such as windmills are arranged. These nails 42 and windmills disperse and organize the falling direction of the game balls flowing down the game area PA.

[0023] The game board 30 is provided with a general winning port 32, a first starting port 33, a second starting port 34, a through gate 35, and a variable winning device 36. The game board 30 is also provided with a variable display unit 40 and a main display section 45. The main display section 45 has a special chart unit 37, a general chart unit 38, and a round display section 39.

[0024] The general winning opening 32 is an entry opening into which a game ball can enter, and a plurality of general winning openings 32 are provided on the game board 30. In this embodiment, when a game ball enters the general winning opening 32, 10 game balls are paid out as prize balls from the payout device 71. In this embodiment, three general winning openings 32a, 32b, and 32c are provided as the general winning openings 32. Hereinafter, the general winning opening 32a will also be referred to as the first winning opening 32a, the general winning opening 32b will also be referred to as the second winning opening 32b, and the general winning opening 32c will also be referred to as the third winning opening 32c.

[0025] The first starting hole 33 is an entrance into which a game ball can enter. The first starting hole 33 is provided at the center lower part of the game board 30. In this embodiment, when a game ball enters the first starting hole 33, three game balls are paid out as prize balls, and a big win lottery, which will be described later, is executed.

[0026] The second starting hole 34 is an entrance into which a game ball can enter, and is provided on the right side of the game board 30. In this embodiment, when a game ball enters the second starting hole 34, three game balls are paid out as prize balls, and a jackpot lottery, which will be described later, is executed. In addition, the second starting hole 34 is provided with an electric device 34a as a normal electric device.

[0027] The through gate 35 has a through hole that penetrates vertically. The through gate 35 is a through gate that triggers a lottery to open the electric role 34a. Specifically, when a game ball passes through the through gate 35, the main control device 60 uses the passing as a trigger to perform an internal lottery (electric role opening lottery). If the electric role opening is selected as a result of the internal lottery, the electric role 34a transitions to an electric role opening state in which the electric role 34a is opened in a predetermined manner. Since the through gate 35 is disposed upstream of the second start port 34 in the flow direction of the game ball, the game ball that has passed through the through gate 35 can flow down the game area PA after passing through and enter the second start port 34. In this embodiment, even if the game ball passes through the through gate 35, the prize ball is not paid out.

[0028] The variable winning device 36 includes a large winning opening 36a that leads to the back side of the game board 30, and an opening / closing door 36b that opens and closes the large winning opening 36a. The opening / closing door 36b is normally in a closed state in which a game ball cannot enter the large winning opening 36a. When a game ball enters the first starting opening 33 or the second starting opening 34, the main control device 60 executes a large winning lottery (internal lottery). When a large winning lottery or a small winning lottery is won as a result of the large winning lottery, the pachinko machine 10 transitions to an opening / closing execution mode. The opening / closing execution mode is a mode in which an opening / closing process of the opening / closing door 36b of the variable winning device 36 is executed. Specifically, when the opening / closing door 36b of the variable winning device 36 transitions to the opening / closing execution mode, it transitions from a closed state in which a game ball cannot enter to an open state in which a game ball can enter, and transitions again to a closed state after a predetermined condition is satisfied. In this embodiment, when a gaming ball enters the large winning opening 36a of the variable winning device 36, the payout device 71 pays out 15 gaming balls as prize balls.

[0029] In addition, an outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the various ball inlets are discharged from the game area PA through the outlet 43.

[0030] In this embodiment, the game balls that enter the first start hole 33, the second start hole 34, the first winning hole 32a, the second winning hole 32b, the third winning hole 32c, the big winning hole 36a, and the out hole 43 are configured to merge into a discharge passage provided on the back surface of the game board 30, and a discharge passage detection sensor that detects the game balls is provided in the discharge passage. As described later, in this embodiment, it is possible to grasp the number of game balls that have been shot to the game board 30 by detecting the game balls with the discharge passage detection sensor.

[0031] The special symbol unit 37 includes a first symbol display section 37a and a second symbol display section 37b. The first symbol display section 37a and the second symbol display section 37b are each configured by a segment display device in which a plurality of segment light emitting sections are arranged in a predetermined manner.

[0032] The first pattern display unit 37a is a display unit for displaying a first pattern. The first pattern refers to a pattern that is displayed variably or stationarily based on a jackpot lottery triggered by a game ball entering the first starting hole 33. When a jackpot lottery triggered by a game ball entering the first starting hole 33 is performed, the first pattern display unit 37a causes the segment display device to display a variably or predetermined first pattern as a display mode until a display corresponding to the lottery result is performed. When the lottery is completed, the first pattern display unit 37a causes the segment display device to display a stationary first pattern corresponding to the lottery result. Hereinafter, a game round in which a jackpot lottery is performed triggered by a game ball entering the first starting hole 33 is also referred to as a game round for the first starting hole.

[0033] The second symbol display unit 37b is a display unit for displaying a second symbol. The second symbol refers to a symbol that is displayed variably or stationarily based on a jackpot lottery triggered by the entry of a game ball into the second starting hole 34. When a jackpot lottery is triggered by the entry of a game ball into the second starting hole 34, the second symbol display unit 37b causes the segment display device to display a variable or predetermined second symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second symbol display unit 37b causes the segment display device to display a stationary second symbol corresponding to the lottery result. Hereinafter, a game round in which a jackpot lottery is executed triggered by the entry of a game ball into the second starting hole 34 is also referred to as a game round for the second starting hole.

[0034] Here, the time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to when it stops is also called the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the second change time.

[0035] The special symbol unit 37 further includes a first hold display unit 37c and a second hold display unit 37d, each consisting of an LED lamp, located adjacent to the first pattern display unit 37a and the second pattern display unit 37b.

[0036] The first reservation display unit 37c displays the number of reserved balls in the first start hole 33 by the color and combination of the LED lamps that are turned on. In this embodiment, up to four game balls that enter the first start hole 33 are reserved.

[0037] The second reservation display unit 37d displays the number of reserved balls in the second start hole 34 by the color and combination of the LED lamps that are turned on. In this embodiment, up to four game balls that enter the second start hole 34 are reserved.

[0038] The general map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery for opening an electric role is held triggered by passing through the through gate 35, the general map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery for opening an electric role is completed, the general map unit 38 displays in a predetermined manner corresponding to the lottery result.

[0039] The round display unit 39 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner, and displays the number of rounds of play occurring in the open / close execution mode, or a display corresponding thereto. A round game is a game in which the open / close door 36b continues to be open until one of the following conditions is met: a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls have entered the variable winning device 36. The number of rounds of play varies depending on the type of big win that triggered the transition. The round display unit 39 starts displaying the number of rounds of play when the open / close execution mode is started, and ends when the open / close execution mode is ended.

[0040] In addition, the special chart unit 37, the general chart unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, and may be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT or a dot matrix display.

[0041] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a pattern display device 41. The pattern display device 41 includes a liquid crystal display. The display content of the pattern display device 41 is controlled by the display control device 100. Note that the configuration of the display device included in the variable display unit 40 is not limited to the pattern display device 41, and may be configured with various display devices such as a plasma display device, an organic EL display device, or a CRT.

[0042] When the first pattern display unit 37a performs a variable display or a predetermined display based on the entry of a game ball into the first start hole 33, the pattern display unit 41 performs a variable display or a predetermined display of the pattern accordingly. When the second pattern display unit 37b performs a variable display or a predetermined display based on the entry of a game ball into the second start hole 34, the pattern display unit 41 performs a variable display or a predetermined display of the pattern accordingly. The pattern display unit 41 is not limited to performing a variable display or a predetermined display of the pattern triggered by the entry of a game ball into the first start hole 33 or the second start hole 34, but also performs a performance display during the opening and closing execution mode to which the game is shifted when a jackpot is won. Details of the pattern display unit 41 will be described below.

[0043] Fig. 4 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 4(a) is an explanatory diagram showing the patterns variably displayed on the pattern display device 41. As shown in Fig. 4(a), patterns showing the numbers 1 to 8 are variably displayed on the pattern display device 41. Note that as the patterns variably displayed, patterns in which the patterns showing the numbers 1 to 8 are each provided with an image of a character or the like may be adopted.

[0044] FIG. 4(b) is an explanatory diagram showing the display surface 41a of the pattern display device 41. As shown in the figure, three pattern columns Z1, Z2, and Z3, left, center, and right, are displayed on the display surface 41a. In each of the pattern columns Z1 to Z3, the numbers 1 to 8 shown in FIG. 4(a) are arranged in ascending or descending order of the numbers, and each pattern column is displayed in a variable display in which it scrolls from top to bottom or bottom to top with periodicity. As shown in FIG. 4(b), after the variable display by scrolling, one pattern is displayed in a stopped state on the pay line L for each pattern column. Specifically, when a game ball enters the first start hole 33 or the second start hole 34, a variable display is started in which the patterns of each pattern column Z1 to Z3 are scrolled in a predetermined direction with periodicity. Then, the scrolling symbols are switched from variable display to standby display in the order of symbol row Z1, symbol row Z3, and symbol row Z2, and finally, each symbol row Z1 to Z3 is in a state where a predetermined symbol is displayed stationary. When the variable display of the symbols ends and the state where the symbols are displayed stationary is reached, if the result of the big win lottery by the main control device 60 is a big win, a predetermined combination of symbols is formed on the effective line L. For example, a combination of the same symbols is formed on the effective line L. Note that the manner of the variable display of the symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various manners of the variable display of the symbols can be adopted, such as the number of symbol rows, the number of effective lines, the direction of the variable display of the symbols in the symbol rows, and the number of symbols in each symbol row.

[0045] Here, a game round is one unit of processing for notifying a player of the lottery result of a jackpot lottery for special information acquired based on winning in either the first start hole 33 or the second start hole 34. In other words, the pachinko machine 10 notifies a player of the lottery result of one jackpot lottery for one special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on winning in either the first start hole 33 or the second start hole 34, it displays the segment display in either the first result display unit 37a or the second result display unit 37b for each game round, and then stops the segment display so that the display corresponds to the lottery result of the acquired special information. In addition, when the pachinko machine 10 of this embodiment acquires special information based on winning either the first start hole 33 or the second start hole 34, it variably displays a predetermined pattern sequence on the pattern display device 41 for each game, and then stops and displays the pattern sequence so as to display a display corresponding to the lottery result of the acquired special information. The time required for one game is also called the unit game time. The unit game time is composed of the variable time, which is the time from when the variable display starts to when the predetermined lottery result is stopped and displayed, and the stop time, which is the time during which the predetermined lottery result is stopped and displayed.

[0046] Furthermore, as shown in Fig. 4(b), a first reserved display area Ds1 and a second reserved display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first reserved display area Ds1 displays the number of reserved balls based on winning at the first start hole 33. The second reserved display area Ds2 displays the number of reserved balls based on winning at the second start hole 34. In this embodiment, as described above, the number of reserved game balls that have won at the first start hole 33 and the second start hole 34 is a maximum of four each.

[0047] A2.Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be described using a block diagram.

[0048] 5 is a block diagram showing the electrical configuration of the pachinko machine 10 of the first embodiment. The pachinko machine 10 is mainly composed of a main control device 60, and also includes a sound and light emission control device 90 and a display control device 100.

[0049] The main control device 60 includes a main control board 61 that mainly controls the game. The main control board 61 includes an MPU 62 that is composed of elements having multiple functions. The MPU 62 includes a CPU 62x that executes various control programs, a ROM 63 that records various control programs and fixed value data, a RAM 64 that is a memory for temporarily storing various data and the like when the CPU 62x executes the programs recorded in the ROM 63, and an input / output port 62a. The MPU 62 further includes a game history management chip 300 and an inspection terminal 65.

[0050] The game history management chip 300 calculates various game history information, which will be described later, based on ball entry information of game balls into the starting hole, the winning hole, and the gate (hereinafter, these are collectively referred to as "ball entry holes"). The inspection terminal 65 is a terminal for transmitting the game history information stored in the game history management chip 300 to an inspection machine, which will be described later. The game history management chip 300 and the inspection terminal 65 will be described in detail later.

[0051] The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit serving as a random number generator. Some of the functions of the MPU 62 may be provided by other elements.

[0052] The input side of the MPU 62 is connected to the dispensing control device 70 and a power failure monitoring circuit 86 provided in the power supply device 85. The main control board 61 receives a stable 24V DC power supply from the power supply device 85 via the power failure monitoring circuit 86. The power supply device 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. In this embodiment, the power supply device 85 is equipped with a capacitor 87, and when a power failure occurs or the power switch is turned off, it continues to supply power to each device for a predetermined period of time.

[0053] In addition, the input side of the MPU 62 is connected to the ball entry detection sensors provided at each ball entry port. Specifically, the large prize entry port detection sensor 44a for detecting a game ball that has entered the large prize entry port 36a, the first start port detection sensor 44b for detecting a game ball that has entered the first start port 33, the second start port detection sensor 44c for detecting a game ball that has entered the second start port 34, the first prize entry port detection sensor 44d for detecting a game ball that has entered the first prize entry port 32a, the second prize entry port detection sensor 44e for detecting a game ball that has entered the second prize entry port 32b, the third prize entry port detection sensor 44f for detecting a game ball that has entered the third prize entry port 32c, the through gate detection sensor 44g for detecting a game ball that has passed through the through gate 35, and the discharge passage detection sensor 44h for detecting a game ball that has passed through the discharge passage described above are connected. Based on the signals from these detection sensors, the MPU 62 judges whether the game ball flowing down the game area PA has entered the start port or the winning port, and judges whether the game ball has passed through the through gate or the discharge passage. Furthermore, the MPU 62 executes a big win lottery based on the game ball entering the first start port 33 and the second start port 34.

[0054] The output side of the MPU 62 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric role drive unit 34b that opens and closes the electric role 34a of the second starting port 34, and the main display unit 45. Various driver circuits are provided on the main control board 61, and the MPU 62 executes drive control of various drive units through the driver circuits.

[0055] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 44b so that the electric role 34a is opened. Furthermore, in each game, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45, and in the opening / closing execution mode, executes display control of the round display unit 39 in the main display unit 45.

[0056] The payout control device 70 and the sound and light emission control device 90 are connected to the transmission side of the MPU 62. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the ball entry determination result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 refers to the command information storage area of ​​the ROM 63. Specifically, when the entry of a game ball into the general winning hole 32 is identified, a prize ball command corresponding to the payout of 10 game balls is transmitted from the main control device 60, when the entry of a game ball into the first starting hole 33 is identified, a prize ball command corresponding to the payout of 3 game balls is transmitted from the main control device 60, and when the entry of a game ball into the second starting hole 34 is identified, a prize ball command corresponding to the payout of 1 game ball is transmitted from the main control device 60. The payout control device 70 controls the payout device 71 to pay out the prize balls based on the prize ball command received from the main control device 60.

[0057] The payout control device 70 is connected to the launch control device 80. The launch control device 80 controls the launch of the game ball launch mechanism 81. The game ball launch mechanism 81 is driven when a predetermined launch condition is met. The launch control device 80 is also connected to the operation handle 25. As described above, the operation handle 25 includes a touch sensor 25a, a weight button 25b, and a variable resistor 25c. When the player grips the operation handle 25, the touch sensor 25a is turned on. When the player rotates the operation handle 25, the resistance value of the variable resistor 25c changes in response to the amount of rotation, and the game ball is launched from the game ball launch mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.

[0058] The audio and light emission control device 90 receives various commands transmitted from the main control device 60 and executes processing corresponding to the various commands received. Specifically, the audio and light emission control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100, based on the various commands received from the main control device 60. In addition, the performance operation button 24 is connected to the audio and light emission control device 90, and when the performance operation button 24 is operated by the player at a predetermined timing, the audio and light emission control device 90 controls the various lamps 47, the speaker 46, the display control device 100, etc. to perform a game performance that reflects the operation.

[0059] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the sound and light emission control device 90. Specifically, the display control device 100 grasps the variation time of the symbols on the symbol display device 41 and the type of the combination of symbols to be finally stopped and displayed based on various commands received from the sound and light emission control device 90, and grasps the presence or absence of a reach, the content of the reach performance, and the content of the performance executed while the first liquid crystal symbol or the second liquid crystal symbol is displaying a variation. In this embodiment, the stop time, which is the time during which the first liquid crystal symbol or the second liquid crystal symbol is displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.

[0060] 6 is an explanatory diagram showing the contents of various counters used for the big win lottery and the like. The various counters are provided in various counter areas of the RAM 64, and are used when the MPU 62 performs the big win lottery, the display setting of the main display unit 45, and the setting of the pattern display of the pattern display device 41. Specifically, the big win random number counter C1 is used for the big win lottery. The big win type counter C2 is used when allocating the big win type. The reach random number counter C3 is used for reach judgment as to whether or not a reach is generated when the pattern sequence displayed on the pattern display device 41 is changed to an off-target state.

[0061] A random number initial value counter CINI is used to set the initial value of the jackpot random number counter C1. A variation type counter CS is used to determine the variation time in the first and second symbol display sections 37a and 37b of the main display section 45 and the symbol display device 41. An electric role opening counter C4 is used for the electric role opening lottery to determine whether the electric role 34a of the second starting hole 34 is opened or not.

[0062] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the counter value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of ​​the RAM 64.

[0063] The RAM 64 is provided with a reserved information storage area 64b and a judgment processing execution area 64c. The reserved information storage area 64b is provided with a first reserved area Ra and a second reserved area Rb. In this embodiment, when a game ball enters the first start hole 33, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the first reserved area Ra of the reserved information storage area 64b. When a game ball enters the second start hole 34, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the second reserved area Rb of the reserved information storage area 64b.

[0064] The jackpot random number counter C1 will now be described in detail. The jackpot random number counter C1 is used for the jackpot lottery as described above. The jackpot random number counter C1 is configured to increment by 1 in sequence within the range of 0 to 1199, for example, and return to 0 after reaching a maximum value. When the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 1199).

[0065] The jackpot random number counter C1 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.

[0066] The value of the jackpot random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the judgment process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area of ​​the ROM 63 to determine whether or not it will be a jackpot. Also, the value of the jackpot random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the judgment process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area of ​​the ROM 63 to determine whether or not it will be a jackpot.

[0067] In the pachinko machine 10 of this embodiment, the value of the jackpot random number counter C1 stored in the first reserve area Ra or the second reserve area Rb is moved to the execution area AE of the judgment process execution area 64c in the order obtained by the game ball entering the first start hole 33 or the second start hole 34. Then, the jackpot random number counter C1 moved to the execution area AE is checked against the hit / miss table stored in the hit / miss table storage area of ​​the ROM 63 to determine whether or not a jackpot will be obtained.

[0068] Next, the details of the big win type counter C2 will be described. The big win type counter C2 is used when determining the big win type. The big win type counter C2 is configured to be incremented by 1 in the range of 0 to 39 and to return to 0 after reaching the maximum value.

[0069] The jackpot type counter C2 is updated periodically, and the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time when the game ball enters the first starting hole 33, and is stored in the second holding area Rb of the holding information storage area 64b at the time when the game ball enters the second starting hole 34.

[0070] As described above, the MPU 62 performs a jackpot lottery using the value of the jackpot random number counter C1 stored in the judgment process execution area 64c, and when the result of the jackpot lottery is a jackpot, it judges the type of jackpot using the value of the jackpot type counter C2 stored in the judgment process execution area 64c. Furthermore, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this decision, the stop result table stored in the stop result table storage area of ​​the ROM 63 is referenced.

[0071] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether or not a reach occurs when the result of the big win lottery is not a big win. The reach random number counter C3 is configured to increment by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value.

[0072] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when the game ball enters the first start hole 33, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when the game ball enters the second start hole 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the judgment process execution area 64c, and then compared with the reach judgment table stored in the reach judgment table storage area of ​​the ROM 63, and it is determined whether or not a reach occurs. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the judgment process execution area 64c, and then compared with the reach judgment table stored in the reach judgment table storage area of ​​the ROM 63, and it is determined whether or not a reach occurs. However, when the result of the big win lottery is a big win and the mode is shifted to the opening and closing execution mode, the MPU 62 determines that a reach occurs regardless of the value of the reach random number counter C3.

[0073] The term "reach" refers to a display state in which some combinations of symbols that may form a combination of symbols corresponding to a jackpot are displayed in a static state in some of the symbol rows among the multiple symbol rows displayed on the display screen of the symbol display device 41, and in this state, the remaining symbol rows are displayed in a variable state. In the pachinko machine 10 of this embodiment, the combination of symbols corresponding to a jackpot refers to a combination of the same symbols on a predetermined effective line. As a specific example, in the main display area MA of the display surface 41a of FIG. 4(b), a symbol is first displayed in the symbol row Z1, and then the same symbol as Z1 is displayed in the symbol row Z3 to form a reach line, and when the reach line is formed, the symbol is displayed in a variable state in the symbol row Z2, resulting in a reach. When a jackpot occurs, the same symbol as the symbol forming the reach line is displayed in the symbol row Z2.

[0074] The reach also includes a reach performance in which, when a reach line is formed, the remaining symbol rows are displayed in a variable manner and a predetermined character or the like is displayed as a moving image on the background screen, and a reach performance in which a combination of symbols on which a reach line is formed is displayed in a reduced size or is hidden and a predetermined character or the like is displayed as a moving image on substantially the entire display surface 41a. In addition, when a reach performance is being performed or before a reach display, a decision as to whether or not to display a notice using a predetermined image such as a predetermined character may be made using the reach random number counter C3 or other counters.

[0075] Next, the details of the variation type counter CS will be described. The variation type counter CS is used when the MPU 62 determines the variation time in the first and second symbol display units 37a and 37b, and the variation time of the symbol in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 in sequence within the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.

[0076] The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated during the remaining time in the normal processing. The buffer value of the variation type counter CS is acquired when the variation display in the first symbol display section 37a or the second symbol display section 37b starts and when the variation pattern is determined when the symbol display device 41 starts varying the symbol. When the variation time in the first symbol display section 37a and the second symbol display section 37b is determined, the variation time table stored in the variation time table storage area of ​​the ROM 63 is used.

[0077] Next, the details of the electric role opening counter C4 will be described. The electric role opening counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 465, and to return to 0 after reaching the maximum value. The electric role opening counter C4 is periodically updated, and is stored in the electric role holding area 64d of the RAM 64 at the timing when the game ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role opening counter C4 stored in the electric role holding area 64d is moved to the electric role execution area 64e, and then a lottery is performed in the electric role execution area 64e to determine whether or not to control the electric role 34a to an open state using the value of the electric role opening counter C4. For example, if C4=0, 1, the electric role 34a is controlled to an open state, and if C4=2 to 465, the electric role 34a is maintained in a closed state.

[0078] At least one of the acquired values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric role opening counter C4, and the variation type counter CS corresponds to the special information in the present invention. At least one of the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.

[0079] Next, the hit / miss table will be explained. The hit / miss table is table data for checking against the jackpot random number counter C1 when a jackpot lottery is performed based on the jackpot random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for the jackpot lottery, and when a jackpot lottery is performed in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a jackpot lottery is performed in the high probability mode, the hit / miss table for the high probability mode is referenced.

[0080] Fig. 7 is an explanatory diagram showing the contents of the winning / losing table. Fig. 7(a) shows the winning / losing table for the low probability mode (for the low probability mode), and Fig. 7(b) shows the winning / losing table for the high probability mode.

[0081] As shown in FIG. 7(a), five values ​​from 0 to 4 are set as the value of the jackpot random number counter C1 that results in a jackpot in the low probability mode win / lose table. Among the values ​​from 0 to 1199, values ​​other than the five values ​​from 0 to 4 (5 to 1199) are misses. On the other hand, as shown in FIG. 7(b), sixteen values ​​from 0 to 15 are set as the value of the jackpot random number counter C1 that results in a jackpot in the win / lose table for the high probability mode. Among the values ​​from 0 to 1199, values ​​other than the sixteen values ​​from 0 to 15 are misses. In this way, the high probability mode has a higher probability of winning a jackpot in the jackpot lottery than the low probability mode.

[0082] In this embodiment, the value group of the jackpot random number counter C1 set as the jackpot in the win / loss table for the low probability mode is included in the value group of the jackpot random number counter C1 set as the jackpot in the win / loss table for the high probability mode. However, as long as the probability of winning the jackpot is higher in the high probability mode than in the low probability mode as a result of the jackpot lottery, the number and value of the random numbers set as the jackpot are arbitrary.

[0083] Although not adopted in the hit / miss table in this embodiment, a "small hit" may be provided as a result of the big hit lottery.

[0084] A "small win" is a result that triggers a transition to the opening and closing execution mode in which the variable winning device 36 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "miss" is a result that does not trigger a transition to the opening and closing execution mode, and further does not trigger a transition to the lottery mode or the support mode.

[0085] Next, the types of big wins will be explained. Multiple types of big wins can be set in the pachinko machine 10. Specifically, multiple types of big wins can be set by providing differences in the following three aspects or modes, for example. (1) The number of times the opening / closing door 36b of the variable winning device 36 is opened / closed (number of rounds) in the opening / closing execution mode (2) Aspects of opening and closing control of the variable winning device 36 in the opening and closing execution mode (3) A lottery mode for the big win lottery after the opening / closing execution mode ends (low probability mode or high probability mode)

[0086] As the above-mentioned (2) aspect of the opening and closing control of the variable winning device 36 in the opening and closing execution mode, a high frequency winning mode and a low frequency winning mode can be set so that the frequency of game balls entering (winning) the variable winning device 36 from the start to the end of the opening and closing execution mode is relatively high and low. For example, in the high frequency winning mode, it can be set so that one opening of the opening and closing door 36b in the opening and closing execution mode continues until 30 seconds have elapsed or until the number of game balls entering the opening and closing door 36b reaches 10. On the other hand, in the low frequency winning mode, it can be set so that one opening of the opening and closing door 36b in the opening and closing execution mode continues until 1.6 seconds have elapsed or until the number of balls entering the opening and closing door 36b reaches 10.

[0087] The opening mode of the opening / closing door 36b may be any mode as long as the frequency of balls entering the variable winning device 36 during the period from the start to the end of the opening / closing execution mode is higher in the high frequency winning mode than in the low frequency winning mode. Specifically, the opening time limit for one opening may be set longer or the number of balls entered may be set larger in the high frequency winning mode than in the low frequency winning mode. In order to clarify the difference between the high frequency winning mode and the low frequency winning mode, the opening / closing execution mode of the low frequency winning mode may be configured such that the variable winning device 36 does not actually win.

[0088] In this embodiment, the opening and closing execution mode does not include multiple types of winning modes, and the opening and closing execution mode is the high frequency winning mode described above. That is, the opening and closing door 36b is set to continue opening once in the opening and closing execution mode until 30 seconds have elapsed or until the number of game balls entering the opening and closing door 36b reaches 10.

[0089] In this embodiment, when a jackpot is selected as a result of the jackpot lottery, the jackpot type counter C2 is used to allocate the jackpot type. The allocation of the jackpot type corresponding to the value of the jackpot type counter C2 is stored in the allocation table storage area of ​​the ROM 63 as an allocation table.

[0090] Fig. 8 is an explanatory diagram showing the contents of the distribution table. Fig. 8(a) shows the distribution table for the first start port, and Fig. 8(b) shows the distribution table for the second start port. The distribution table for the first start port is referred to when a jackpot lottery is drawn based on the entry of a game ball into the first start port 33, and the distribution table for the second start port is referred to when a jackpot lottery is drawn based on the entry of a game ball into the second start port 34.

[0091] As shown in the allocation table for the first starting hole in Figure 8 (a), in the pachinko machine 10 of this embodiment, the jackpot types based on the first starting hole 33 are set to be a 16R special jackpot, an 8R special jackpot, a 16R regular jackpot, and an 8R regular jackpot.

[0092] The 16R certain variable jackpot and 8R certain variable jackpot are jackpots in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is a high frequency winning mode, the win / lose lottery mode after the opening and closing execution mode ends is a high probability mode, and the support mode after the opening and closing execution mode ends is a high frequency support mode.

[0093] The 16R normal jackpot and 8R normal jackpot are jackpots in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is a high-frequency winning mode, the win / lose lottery mode after the opening and closing execution mode ends is a low-probability mode, and the support mode after the opening and closing execution mode ends is a high-frequency support mode.

[0094] In the distribution table for the first starting port, of the values ​​of the jackpot type counter C2, which are "0-39", "0-13" corresponds to a 16R special jackpot, "14-27" corresponds to an 8R regular jackpot, "28-33" corresponds to a 16R regular jackpot, and "34-39" corresponds to an 8R regular jackpot.

[0095] As described above, in the pachinko machine 10 of this embodiment, four types of jackpots are set as the types of jackpots. Therefore, the form of the jackpot is diversified. When comparing these four types of jackpots, the 16R variable jackpot is the most advantageous to the player, followed by the 8R variable jackpot, then the 16R normal jackpot, and finally the 8R normal jackpot. By setting multiple types of jackpots with different advantages to the player in this way, monotony of the game is suppressed and it is possible to increase the attention to the game.

[0096] As shown in the distribution table for the second starting hole in Fig. 8(b), in the pachinko machine 10 of this embodiment, a 16R variable probability jackpot and an 8R normal jackpot are set as jackpot types based on the second starting hole 34. In the distribution table for the second starting hole, of the jackpot type counter C2 values ​​of "0 to 39", "0 to 27" corresponds to a 16R variable probability jackpot, and "28 to 39" corresponds to an 8R normal jackpot.

[0097] In this way, in the pachinko machine 10 of this embodiment, the allocation manner of the jackpot type when a jackpot is obtained differs between a case where the jackpot is obtained based on a game ball entering the first starting hole 33 and a case where the jackpot is obtained based on a game ball entering the second starting hole 34, and a clear difference is provided in the advantage to the player.

[0098] As described above, the MPU 62 performs a jackpot lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE, but further, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first result display section 37a and the second result display section 37b. When making this determination, the stop result table stored in the stop result table storage area of ​​the ROM 63 is referenced.

[0099] In the pachinko machine 10, as the support mode of the electric device 34a of the second starting hole 34 after the above-mentioned (3) opening / closing execution mode ends, a high-frequency support mode and a low-frequency support mode can be set so that the frequency with which the electric device 34a of the second starting hole 34 opens per unit time is relatively high or low when compared with a situation in which the launch of game balls into the game area PA continues in a similar manner.

[0100] Specifically, in the pachinko machine 10 of this embodiment, the probability of winning the electric role opening lottery using the electric role opening counter C4 is different between the high frequency support mode and the low frequency support mode. The probability of winning the electric role opening lottery in the electric role opening lottery is made higher in the high frequency support mode than in the low frequency support mode. Also, in the high frequency support mode, the opening time of the electric role 34a is set longer when the electric role opening lottery is won than in the low frequency support mode.

[0101] Although not adopted in this embodiment, in the case where the electric role opening is won in the high frequency support mode and the open state of the electric role 34a occurs multiple times, the closing time from the end of one open state to the start of the next open state may be set shorter than one open time. Furthermore, in the high frequency support mode, the time secured from the one electric role opening lottery to the next electric role opening lottery may be set relatively shorter than in the low frequency support mode.

[0102] As described above, in the high frequency support mode, the probability of the game ball entering the second starting hole 34 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in the establishment of the conditions for acquiring special information.

[0103] FIG. 9 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for electric role opening lottery) used when executing an electric role opening lottery.

[0104] FIG. 9(a) shows a winning / losing table for the electric role opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 9(a), the winning / losing table for the electric role opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric role opening counter C4 that is a winning for the electric role opening. 464 values, from 2 to 465, are set as the value of the electric role opening counter C4 that is a losing result. That is, when the game ball passes through the through gate 35 in the low-frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the low-frequency support mode, the electric role opening is opened once, and the opening time is 1.4 seconds.

[0105] FIG. 9(b) shows a winning / losing table for the electric role opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 9(b), 462 values ​​from 0 to 461 are set as the value of the electric role opening counter C4 that is a winning win for the electric role opening in the winning / losing table for the electric role opening lottery (for high frequency support mode). Four values ​​from 462 to 465 are set as the value of the electric role opening counter C4 that is a losing win. That is, when the game ball passes through the through gate 35 in the high frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the high frequency support mode, the electric role opening is opened once, and the opening time is 1.6 seconds.

[0106] In this way, the winning / losing table for the electric role opening lottery is set so that the high frequency support mode has a higher probability of causing the game ball to enter the second starting hole 34 than the low frequency support mode.

[0107] 10 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection device 320 provided in the pachinko machine 10 of the first embodiment. In the following, the MPU 62, the CPU 62x, the ROM 63, and the RAM 64 are also referred to as the main MPU 62, the main CPU 62x, the main ROM 63, and the main RAM 64, respectively.

[0108] The main ROM 63 of the main MPU 62 is provided with a prize ball number data storage area and a calculation execution condition storage area.

[0109] The number of game balls (number of game balls data) that are paid out as prize balls when a game ball enters each ball entrance is stored in the number of game balls data storage area. In this embodiment, the following number of game balls data is stored in the number of game balls data storage area. The number of game balls that are paid out as prize balls when a game ball enters the first starting hole 33 (number of first starting hole prize balls P 1 ):3 The number of game balls that are paid out as prize balls when a game ball enters the second starting hole 34 (number of second starting hole prize balls P 2 ):3 The number of game balls paid out as prize balls when a game ball enters the first winning port 32a (the number of first winning port prize balls P N1 ):10 The number of game balls paid out as prize balls when a game ball enters the second winning port 32b (the number of second winning port prize balls P N2 ):10 The number of game balls paid out as prize balls when a game ball enters the third winning hole 32c (the number of third winning hole prize balls P N3 ):10 The number of game balls paid out as prize balls when a game ball enters the big prize opening 36a (the number of big prize opening balls P S ):15

[0110] The main MPU 62 determines the number of game balls to be paid out as prize balls when a game ball enters each ball entrance by referring to the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63.

[0111] Furthermore, in this embodiment, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power supply of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the prize ball number data set in the pachinko machine 10.

[0112] The calculation execution condition storage area stores a calculation execution condition that is a condition for the game history management chip 300 to start a calculation for calculating game history information. In this embodiment, the calculation execution condition is stored as the number of game balls that have passed through the discharge passage reaching 500. The calculation execution condition stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process that is executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the calculation execution condition set in this pachinko machine 10.

[0113] The game history management chip 300 is a semiconductor chip that calculates various game history information based on the ball entry information of game balls into each ball entry port and stores the calculated game history information. The game history management chip 300 includes a buffer 302 that acquires ball entry information of game balls into each ball entry port from the CPU 62x, a register 304 that stores the number of game balls that enter each ball entry port, a prize ball number data storage memory 306 that stores prize ball number data acquired from the main ROM 63, a calculation execution condition storage memory 307 that stores the calculation execution condition acquired from the main ROM 63, a CPU 308 that controls the entire game history management chip 300 and calculates game history information based on the number of game balls that enter each ball entry port and the number of prize balls set for each ball entry port when the calculation execution condition is established, and a calculation result storage memory 309 that stores the calculated game history information.

[0114] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this embodiment, the game history information stored in the calculation result storage memory 309 is transmitted to the inspection machine 320 via the inspection terminal 65.

[0115] The inspection machine 320 is equipped with a CPU 321 that executes various control programs, a ROM 324 that records various control programs and fixed value data, etc., a RAM 326 which is a memory for temporarily storing various data, a display unit 328 that displays the game history information received from the game history management chip 300, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.

[0116] FIG. 11 is an explanatory diagram showing a schematic diagram of the processing contents in the game history management chip 300 and the inspection machine 320. As shown in FIG.

[0117] The buffer 302 is provided between the CPU 62x of the main MPU 62 and the register 304, and acquires ball entry information at each ball entry port from the CPU 62x. Specifically, the buffer 302 is provided with a plurality of bits corresponding to each ball entry port, and the CPU 62x turns ON ("1") a bit corresponding to the ball entry port through which it is determined that a game ball has entered. For example, when the CPU 62x determines that a game ball has entered the first start port 33, it turns ON ("1") a bit in the buffer 302 corresponding to the first start port 33.

[0118] The buffer 302 is also provided with bits for grasping the game mode and the state of the pachinko machine 10 (hereinafter also referred to as the game state) when the game ball enters each ball entrance. In this embodiment, a bit for determining whether or not the normal mode is in (a mode that is not in the high probability mode, the high frequency support mode, or the open / close execution mode), a bit for determining whether or not the high probability mode is in, a bit for determining whether or not the high frequency support mode is in, a bit for determining whether or not the open / close execution mode is in, a bit for determining whether or not the first reserved number is in the upper limit, a bit for determining whether or not the second reserved number is in the upper limit, a bit for determining whether or not the front door frame 14 is open, and a bit for determining whether or not the pachinko machine 10 is in an error state where a trouble such as a malfunction occurs are provided. For example, when the CPU 62x determines that the normal mode is in progress at the timing when the game ball enters the first start opening 33, it turns ON ("1") the bit for determining whether or not the normal mode is in the buffer 302.

[0119] The register 304 stores the number of game balls that have entered each entrance. Specifically, the register 304 is composed of a plurality of counters corresponding to each entrance, and when it is determined that there is ball entry information in the bit of the buffer 302 (i.e., when the bit is ON), 1 is added to the counter value corresponding to the bit determined to have ball entry information. In this embodiment, the register 304 is composed of a non-volatile register that can retain memory even when the power supply is cut off.

[0120] In this embodiment, the register 304 stores the following values ​​by means of counters corresponding to the respective entrances: Number of game balls entering the big prize opening 36a = Number of balls entering the big prize opening N S Number of game balls entering the first starting hole 33 = Number of balls entering the first starting hole N 1 Number of game balls entering the second starting hole 34 = Number of balls entering the second starting hole N2 Number of game balls entering the first winning opening 32a = Number of balls entering the first winning opening N N1 Number of game balls entering the second winning opening 32b = Number of balls entering the second winning opening N N2 Number of game balls entering the third winning hole 32c = Number of balls entering the third winning hole N N3 Number of balls passing through the through gate 35 = Number of balls passing through the through gate N G Number of balls passing through the discharge passage = Number of balls passing through the discharge passage N OUT As described above, the number of passing through the discharge passage N OUT corresponds to the number of game balls launched onto the game board 30.

[0121] Furthermore, in this embodiment, the register 304 stores the number of game balls that have entered each ball entrance for each game state. Number of balls that entered each entrance during normal mode The number of balls that entered each entrance during high probability mode Number of balls entering each entrance during high frequency support mode Number of balls that entered each entrance during open / close mode The number of game balls that entered the first start port 33 during the period when the first reserved number is at the upper limit during the normal mode. The number of game balls that entered the second start port 34 during the period when the normal mode is in effect and the second reserved number is at the upper limit. The number of balls that entered each ball entry port while the front door frame 14 was open The number of balls that entered each entry hole during an error

[0122] For example, if it is determined that there is ball entry information in the bit corresponding to the first start port 33 of the buffer 302 (the bit is ON) and also that there is information in the bit that determines whether or not the normal mode is in progress (the bit is ON), then 1 is added to the value of the first start port ball entry number counter, which is a counter that stores the number of game balls that have entered the first start port 33, and 1 is added to the value of the first start port ball entry number counter during normal mode, which is a counter that stores the number of game balls that have entered the first start port 33 during normal mode.

[0123] The prize ball number data storage memory 306 is a memory for storing prize ball number data set in the pachinko machine 10. In this embodiment, when the power supply of the pachinko machine 10 is turned on, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the prize ball number data storage memory 306. Therefore, the contents of the prize ball number data stored in the prize ball number data storage memory 306 are the same as the contents of the prize ball number data stored in the main ROM 63.

[0124] The calculation execution condition storage memory 307 is a memory for storing the calculation execution condition set in the pachinko machine 10. As described above, the calculation execution condition is a condition for starting the calculation for calculating the game history information. In the pachinko machine 10 of this embodiment, it is set to start the calculation for calculating the game history information every time the number of game balls that have passed through the discharge passage reaches 500. When the power of the pachinko machine 10 is turned on, the calculation execution condition stored in the main ROM 63 is transmitted to the game history management chip 300 by the CPU 62x and stored in the calculation execution condition storage memory 307. Therefore, the content of the calculation execution condition stored in the calculation execution condition storage memory 307 is the same as the content of the calculation execution condition stored in the main ROM 63. Note that, as the calculation execution condition, the number of game balls that have passed through or entered other than the discharge passage may be stored as a criterion, or a number other than 500 may be stored as a criterion.

[0125] The CPU 308 judges whether or not the calculation execution conditions stored in the calculation execution condition storage memory 307 are satisfied, and when it judges that the calculation execution conditions are satisfied, calculates various pieces of game history information based on the prize ball number data stored in the prize ball number data storage memory 306 and the number of game balls entering each ball entrance stored in the register 304. In this embodiment, the CPU 308 calculates the number N of balls passing through the discharge passage stored in the register 304. OUT Each time the value reaches 500, the following values ​​are calculated as gaming history information.

[0126] · Role-playing ratio = Number of game balls paid out as prize balls by the operation of the special feature (number of special feature prize balls) / total number of game balls paid out as prize balls (total number of prize balls) =(N 2 ×P 2 +N S ×P S ) / (N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N 1 ×P 1 +N 2 ×P 2 +N S ×P S ) Continuous feature ratio = Number of game balls paid out as prize balls by consecutive feature operation (number of consecutive feature prize balls) / total number of game balls paid out as prize balls (total number of prize balls) =(N S ×P S ) / (N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N 1 ×P 1 +N 2 ×P 2 +N S ×P S ) · Payout rate (total) = Total number of game balls paid out as prize balls (total number of prize balls) / Number of game balls shot onto the game board 30 =(N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N 1 ×P 1 +N 2 ×P 2 +N S ×P S ) / N OUT

[0127] The above values ​​are calculated based on the following criteria. The number of game balls paid out as prize balls by the operation of the gambling device (number of prize balls) = The number of game balls paid out as prize balls by the operation of the electric device 34a as a normal electric device and the variable winning device 36 as a special electric device = The number of game balls paid out as prize balls based on the game balls entering the second start hole 34 and the big prize hole 36a =N 2 ×P 2 +N S ×P S The number of game balls paid out as prize balls by the operation of consecutive features (number of consecutive feature prize balls) = The number of game balls paid out as prize balls by the operation of the variable winning device 36 as a special electric device = The number of game balls paid out as prize balls based on the game balls entering the big prize opening 36a =N S ×P S The number of game balls paid out as prize balls based on the game balls entering the first to third winning holes 32a to 32c =N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 Total number of winning balls (total number of winning balls) = The number of game balls paid out as prize balls based on the game balls entering the first to third winning holes 32a to 32c, the first starting hole 33, the second starting hole 34, and the big winning hole 36a =N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N 1 ×P 1 +N 2 ×P 2 +N S ×P S

[0128] Furthermore, in this embodiment, the following game history information is calculated based on the number of game balls that enter each entrance port counted for each game state.

[0129] Payout ratio (in normal mode) = Number of game balls paid out as prize balls based on game balls entering the first starting port 33 during normal mode / Number of game balls paid out as prize balls based on game balls entering the first starting port 33 during normal mode + Number of game balls paid out as prize balls based on game balls entering the first to third winning ports 32a to 32c during normal mode - Payout rate (in normal mode) = Total number of game balls paid out as prize balls during normal mode / Number of game balls shot onto the game board 30 during normal mode Payout rate (high frequency support mode) = Total number of game balls paid out as prize balls during the high frequency support mode / Number of game balls shot onto the game board 30 during the high frequency support mode ·BY (in normal mode) = Number of game balls paid out as prize balls based on game balls entering the first to third winning slots 32a to 32c during normal mode + Number of game balls paid out as prize balls based on game balls entering the first starting slot 33 during the period in normal mode when the first reserved number is at the upper limit + Number of game balls paid out as prize balls based on game balls entering the second starting slot 34 during the period in normal mode when the second reserved number is at the upper limit / Number of game balls shot onto the game board 30 during normal mode ·BY MIN (in normal mode) = Number of game balls paid out as prize balls based on game balls entering the first to third winning slots 32a to 32c during normal mode / Number of game balls shot onto the game board 30 during normal mode ·Ball entry rate when the front door frame is open = Number of game balls that entered each ball entry port while the front door frame 14 was open / Number of game balls that were shot onto the game board 30 -Percentage of balls scored during errors = Number of balls that entered each entry hole during an error / Number of balls that were shot onto the game board 30 The above gaming history information is merely an example, and other gaming history information may be calculated.

[0130] After calculating the various pieces of game history information, the CPU 308 stores the calculated pieces of game history information in the calculation result storage memory 309, and resets the values ​​of the counters in the register 304 to "0." Note that, hereinafter, the various pieces of game history information calculated each time 500 game balls are launched onto the game board 30 are collectively referred to as a "short-term game history information group."

[0131] The calculation result storage memory 309 is a memory that stores the game history information calculated by the CPU 308, and in this embodiment, it is configured as a non-volatile memory that can retain the memory even if the power supply is cut off. The calculation result storage memory 309 also stores information on the order in which the short-term game history information group was written, and when there is no free area to write the calculated short-term game history information group, the CPU 308 stores the calculated short-term game history information group in the area in which the short-term game history information group with the oldest written order is stored. In other words, the calculation result storage memory 309 is configured to overwrite the short-term game history information group in order from the oldest (first-in first-out method), and the most recent short-term game history information group is always stored.

[0132] In this embodiment, the calculation result storage memory 309 has a capacity capable of storing 1200 sets of short-term gaming history information calculated every time 500 gaming balls are shot onto the gaming board 30. For example, when gaming balls are shot continuously for 10 hours in one day, 60000 gaming balls are shot in one day, and therefore 120 sets of short-term gaming history information per day are stored in the calculation result storage memory 309. Therefore, the calculation result storage memory 309 is capable of storing sets of short-term gaming history information for the most recent 10 days.

[0133] When the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command requesting transmission of the game history information to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the game history information stored in the calculation result storage memory 309 to the inspection machine 320 via the inspection terminal 65. As a result, the inspection machine 320 acquires the game history information stored in the calculation result storage memory 309, and causes the display unit 328 to display the acquired game history information.

[0134] In this manner, in this embodiment, every time the number of game balls passing through the discharge passage reaches 500, that is, every time 500 game balls are shot onto the game board 30, game history information such as the ratio of game devices is calculated and stored in the calculation result storage memory 309. Then, the calculated game history information is displayed on the display unit 328 of the inspection machine 320.

[0135] A3. Details of various processes executed in the gaming machine: Next, each process executed by the MPU 62 (CPU 62x in this embodiment) will be described. The process of the MPU 62 is roughly divided into a main process that is started when the power is turned on, and a timer interrupt process that is started periodically (every 4 msec in this embodiment).

[0136] First, the main process will be described with reference to the flowchart of FIG.

[0137] FIG. 12 is a flowchart showing the main processing executed by the master MPU 62. In step S10101, an initial setting process is executed. Specifically, the initial setting of each control device when the power is turned on and the validity of the data stored and held in the RAM 64 are determined. Furthermore, in this embodiment, in the initial setting process, a process of transmitting calculation data to the game history management chip 300 is executed. Specifically, the calculation data (number of prize balls data and calculation execution conditions) stored in the master ROM 63 are transmitted to the game history management chip 300. As described later, the game history management chip 300 that has received the calculation data stores the number of prize balls data and the calculation execution conditions in the number of prize balls data storage memory 306 and the calculation execution condition storage memory 307, respectively, and transmits a setting completion command indicating that the storage has been completed to the master MPU 62. After executing step S10101, the process proceeds to step S10102.

[0138] In step S10102, it is determined whether or not a setting completion command has been received. If it is determined in step S10102 that a setting completion command has been received (S10102: YES), the process proceeds to step S10103, where interrupt permission is set to permit occurrence of timer interrupt processing. On the other hand, if it is determined in step S10102 that a setting completion command has not been received (S10102: NO), the process of step S10102 is executed again. In other words, until the setting completion command is received, the process does not proceed to step S10103, and interrupt permission is not set to permit occurrence of timer interrupt processing.

[0139] After executing step S10103, the process proceeds to the remaining process of steps S10104 to S10107. That is, the main MPU 62 is configured to periodically execute timer interrupt processing as described below, but there will be a remaining time between one timer interrupt processing and the next timer interrupt processing. This remaining time will vary depending on the processing completion time of each timer interrupt processing, but this irregular time is utilized to repeatedly execute the remaining process of steps S10104 to S10107. In this respect, the remaining process of steps S10104 to S10107 can be said to be non-periodic processing that is executed non-periodically.

[0140] In the remaining process, first, in step S10104, interrupt inhibition is set to inhibit occurrence of timer interrupt processing. In the following step S10105, random number initial value update processing is performed to update the random number initial value counter CINI, and in step S10106, fluctuation counter update processing is performed to update the fluctuation type counter CS. In these update processing, the current numerical value information is read from the corresponding counter in the main RAM 64, and the read numerical value information is incremented by 1, and then the counter from which it was read is overwritten. In this case, when the counter value reaches the maximum value, each is cleared to "0". After that, in step S10107, interrupt permission is set to switch from a state in which the occurrence of timer interrupt processing is inhibited to a state in which it is permitted. After executing the processing of step S10107, the process returns to step S10104, and the processing of steps S10104 to S10107 is repeated.

[0141] Next, a timer interrupt process executed by the main MPU 62 (CPU 62x in this embodiment) will be described.

[0142] 13 is a flowchart showing the timer interrupt process executed in the main MPU 62. The timer interrupt process is started at a specific cycle (4 msec cycle in this embodiment).

[0143] In the timer interrupt process, first, in step S10201, a random number update process for lottery is executed. In the random number update process for lottery, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric device release counter C4 are updated. Specifically, the current numerical information is read out sequentially from the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric device release counter C4, and after executing a process of adding 1 to each of the read numerical information, a process of overwriting the counter from which it was read out is executed. In this case, when the counter value reaches the maximum value, each is cleared to "0". Then, proceed to step S10202.

[0144] In step S10202, the random number initial value counter CINI is updated in the random number initial value update process, and the process proceeds to step S10203, where the fluctuation type counter CS is updated in the fluctuation type counter update process. After that, the process proceeds to step S10204.

[0145] In step S10204, a port output process is executed. In the port output process, when the output information has been set in the previous timer interrupt process, a process is executed to output the output information to the various drive units 36c, 34b. For example, when the information to switch the large prize opening 36a to an open state is set, the output of the drive signal to the variable prize opening drive unit 36c is started, and when the information to switch to a closed state is set, the output of the drive signal is stopped. Also, when the information to switch the electric role 34a of the second start opening 34 to an open state is set, the output of the drive signal to the electric role drive unit 34b is started, and when the information to switch to a closed state is set, the output of the drive signal is stopped. Then, proceed to step S10205.

[0146] In step S10205, a read process is executed. In the read process, signals other than the ball-entering signal are read, and the read information is stored for use in the subsequent processes. After that, the process proceeds to step S10206.

[0147] In step S10206, the signal received from each of the scoring sensors 44a-44h is read, and a scoring detection process is executed to perform processing corresponding to the read information. The details of the scoring detection process will be explained later. Then, the process proceeds to step S10207.

[0148] In step S10207, the ball entry detection information is output to a bit of the buffer 302 of the game history management chip 300. Specifically, the bit corresponding to the ball entry port into which the game ball was determined to have entered in the ball entry detection process in step S10206 is turned ON ("1"), and the bit corresponding to the game status of the pachinko machine 10 is turned ON ("1"). Then, the process proceeds to step S10208.

[0149] In step S10208, a timer update process is executed to collectively update the numerical information of a predetermined timer counter provided in the main RAM 64. Then, the process proceeds to step S10209, where an output setting process of a prize ball command is executed. Then, the process proceeds to step S10210.

[0150] In step S10210, a ball entry process for the start port is executed in association with the entry of the gaming ball into the first start port 33 and the second start port 34. In the ball entry process for the start port, the values ​​of the jackpot random number counter C1, the jackpot type counter C2 and the reach random number counter C3 are obtained based on the determination that the gaming ball has entered the first start port 33 or the second start port 34, and the obtained counter values ​​are stored in the reserved information storage area 64b of the RAM 64. After executing step S10210, the process proceeds to step S10211.

[0151] In step S10211, a ball entry process for the through gate is executed in response to the entry (passage) of a gaming ball into the through gate 35. In the ball entry process for the through gate, the value of the variable type counter CS is acquired based on the determination that a gaming ball has entered (passed) the through gate 35, and the acquired counter value is stored in the electric role reservation area 64d of the RAM 64. After executing step S10211, the process proceeds to step S10212.

[0152] In step S10212, a game round control process is executed to control the game in each game round. In the game round control process, a big win lottery and display control of the first symbol display section 37a and the second symbol display section 37b are executed. After executing step S10212, the process proceeds to step S10213.

[0153] In step S10213, a game state transition process for transitioning the game state is executed. In the game state transition process, a process for transitioning the game state to an open / close execution mode, a high probability mode, a high frequency support mode, etc. is executed. After executing step S10213, the process proceeds to step S10214.

[0154] In step S10214, the process for supporting the electric role is executed to control the electric role 34a. In the process for supporting the electric role, a determination is made as to whether the electric role 34a is to be opened (electric role opening lottery), and if it is determined that the electric role 34a is to be opened, the electric role 34a is driven and controlled. After executing step S10214, the process proceeds to step S10215.

[0155] In step S10215, a game ball launch control process is executed. In the game ball launch control process, a process is executed for launching a game ball into the game area PA when the player operates the operation handle 25. After executing step S10215, the process proceeds to step S10216.

[0156] In step S10216, an external information setting process is executed to control the start and end of output of an external signal according to the results of various processes executed in this timer interrupt process. After executing step S10216, this timer interrupt process is terminated.

[0157] Next, the ball scoring detection process executed in step S10206 of the timer interrupt process (FIG. 13) will be described.

[0158] In the ball entry detection process, a process is executed to check the detection results of the ball entry detection sensors 44a to 44h, and during this check, the input port 62b of the input / output port 62a of the main MPU 62 is checked. Before describing the ball entry detection process, the configuration of the input port 62b provided in the main MPU 62 will be described with reference to FIG.

[0159] 14 is an explanatory diagram for explaining the configuration of the input port 62b provided in the main MPU 62. The input port 62b is configured as an 8-bit parallel interface so that it can handle eight types of signals simultaneously. An area in which information "0" or "1" is stored according to the voltage of each signal is provided in one-to-one correspondence with each terminal. That is, the area includes the 0th bit D0 to the 7th bit D7.

[0160] In addition, more than eight types of signals are input to the input port 62b, but in order to limit the number of signals that can be input simultaneously to eight, the signal groups to be input to the input port 62b are switched through switching control by the driver IC. In the ball entry detection process, the signal groups to be input to the input port 62b are set to the ball entry detection sensors 44a to 44h.

[0161] When such settings are made, the 0th bit D0 stores information corresponding to the ball entry signal from the large prize entry port detection sensor 44a, the first bit D1 stores information corresponding to the ball entry signal from the first start port detection sensor 44b, the second bit D2 stores information corresponding to the ball entry signal from the second start port detection sensor 44c, the third bit D3 stores information corresponding to the ball entry signal from the first prize entry port detection sensor 44d, the fourth bit D4 stores information corresponding to the ball entry signal from the second prize entry port detection sensor 44e, the fifth bit D5 stores information corresponding to the ball entry signal from the third prize entry port detection sensor 44f, the sixth bit D6 stores information corresponding to the ball entry signal from the through gate detection sensor 44g, and the seventh bit D7 stores information corresponding to the ball entry signal from the discharge passage detection sensor 44h.

[0162] In this case, when the ball entry detection sensors 44a-44h do not detect the passage of a game ball, they output a HI level signal indicating that the ball entry detection sensor is not detecting the ball entry detection sensor, and when the ball entry detection sensor detects the passage of a game ball, they output a LOW level signal indicating that the ball entry detection sensor is detecting the ball entry detection sensor. However, the main control board 151 is provided with an inversion circuit, and the state of the signal is inverted before the detection signals are input to the input port 62b. When the input port 62b receives a LOW level signal through the inversion circuit, it stores "0" information (data 0 or no information) in the corresponding bit, and when the input port 62b receives a HI level signal through the inversion circuit, it stores "1" information (data 1 or present information) in the corresponding bit.

[0163] In other words, when the passing of a game ball is not detected by the ball entry detection sensors 44a to 44h, the corresponding bit stores information "0" corresponding to information indicating no detection, and when the passing of a game ball is detected, the corresponding bit stores information "1" corresponding to information indicating detection.

[0164] Each of the ball entry detection sensors 44a to 44h may be configured to output a LOW level signal as a ball entry signal while not detecting the passage of a game ball, and output a HI level signal as a ball entry signal while detecting the passage of a game ball. In this case, the inversion circuit may be omitted.

[0165] FIG. 15 is an explanatory diagram for explaining the scoring detection process executed by the main MPU 62. FIG. 15(a) is a flowchart showing the scoring detection process executed by the main MPU 62. FIG. 15(b) is an explanatory diagram for diagrammatically showing the scoring determination area used in the scoring detection process. In the scoring detection process, as shown in the flowchart of FIG. 15(a), first, in step S10301, the information currently stored in the 0th to 7th bits D0 to D7 is transferred to the first scoring determination area WA1 in the register of the main MPU 62. The first scoring determination area WA1 is made up of 8 bits as shown in FIG. 15(b-1), and has a data capacity capable of storing all of the information stored in the 0th to 7th bits D0 to D7. In this case, the storage source bits in the 0th to 7th bits D0 to D7 and the storage destination bits in the first scoring determination area WA1 are predetermined in a one-to-one correspondence, and for example, the information of the 0th bit D0 is always stored in a specified bit in the first scoring determination area WA1.

[0166] In the next step S10302, a wait process for ball entry detection is executed. In this wait process, the main MPU 62 waits without executing any process until a predetermined wait time has elapsed. In this pachinko machine 10, the wait time is set to 10 μsec, but as long as the execution of periodic timer interrupt processing is not hindered and the action and effect of setting the wait process, which will be described later, can be sufficiently achieved, the specific wait time is arbitrary, but is preferably in the range of 2 μsec to 500 μsec, and more preferably in the range of 10 μsec to 100 μsec.

[0167] Incidentally, it takes at least 1.2 μsec to execute one step. Therefore, even if step S10302 is not set, a forced wait time of 1.2 μsec occurs between steps S10301 and S10303. In this regard, step S10302 sets not only the minimum time required to execute the process, but also an additional wait time between the process of step S10301 and the process of step S10303.

[0168] In the next step S10303, a process is executed to transfer the information currently stored in the 0th to 7th bits D0 to D7 to the second ball entry determination area WA2 in the register of the main MPU 62. Incidentally, since the information in the input port 62b is updated at intervals shorter than the time from the completion of step S10301 to the start of step S10303, the information transferred from the 0th to 7th bits D0 to D7 in step S10303 may be different from that in step S10301.

[0169] The second scoring judgment area WA2, like the first scoring judgment area WA1, is composed of 8 bits as shown in Fig. 15(b-2), and has a data capacity that can store all of the information stored in the 0th to 7th bits D0 to D7. In this case, the storage source bits in the 0th to 7th bits D0 to D7 and the storage destination bits in the second scoring judgment area WA2 are predetermined in one-to-one correspondence, and the relationship between the storage source bits and the storage destination bits is the same as in the first scoring judgment area WA1.

[0170] Thereafter, in step S10304, a process for determining whether or not a ball has been scored is executed, and then the process for detecting whether or not a ball has been scored is terminated. The process for determining whether or not a ball has been scored will be described with reference to the flowchart of FIG.

[0171] FIG. 16 is a flow chart showing the ball entry determination process executed by the main MPU 62. In the ball entry determination process, first, in step S10401, 8 is set in the ball entry determination counter provided in the main RAM 64. The numerical information of the ball entry determination counter corresponds to the bits of each of the eight ball entry ports. Specifically, in this embodiment, the numerical information of the ball entry determination counter, "8", corresponds to the 0th bit D0 of the large prize entry port 36a, "7", corresponds to the 1st bit D1 of the first start port 33, "6", corresponds to the 2nd bit D2 of the second start port 34, "5", corresponds to the 3rd bit D3 of the first prize entry port 32a, "4", corresponds to the 4th bit D4 of the second prize entry port 32b, "3", corresponds to the 5th bit D5 of the third prize entry port 32c, "2", corresponds to the 6th bit D6 of the through gate 35, and "1" corresponds to the 7th bit D7 of the discharge passage. In the next step S10402, each bit of information corresponding to the current numerical information of the scoring judgment counter in the first scoring judgment area WA1 and the second scoring judgment area WA2 is obtained. Each piece of information obtained in this case is information read from the same bit in the input port 62b.

[0172] In the next step S10403, the AND process is performed on each piece of information grasped in step S10402, and the AND process result is stored in a register. In step S10404, the AND process result is stored in the corresponding bit of the first post-operation area WA3 and the second post-operation area WA4 on the side different from the side where the information of the AND process result was stored in the ball entry detection process in the previous timer interrupt process. The first post-operation area WA3 and the second post-operation area WA4 are composed of 8 bits as shown in Figures 15(b-3) and 15(b-4), and have a data capacity capable of storing all the information of the AND process result of each bit of the first entry ball determination area WA1 and each bit of the second entry ball determination area WA2. In this case, the order of the bits of the first entry ball determination area WA1 and the second entry ball determination area WA2 that are the subject of the AND process and the order of each bit in the first post-operation area WA3 and the second post-operation area WA4 are uniquely determined.

[0173] Then, in step S10405, the information of the bit corresponding to the current numerical information of the scoring determination counter is read from either the first post-calculation area WA3 or the second post-calculation area WA4, which is the side in which the information of the result of the AND process in the scoring determination process in the previous timer interrupt process was stored. Then, in step S10406, an inversion process is performed to invert the read information between "0" and "1".

[0174] Then, in step S10407, an AND process is performed on the information resulting from the AND process in step S10403 and the information resulting from the inversion process in step S10406, and in the following step S10408, it is determined whether the result of the AND process is "1" corresponding to the goal detection start information. If it is determined in step S10408 that the result of the AND process is "1", the process proceeds to step S10409 and subsequent steps.

[0175] In step S10409, it is determined whether the numerical information of the current ball entry determination counter is information indicating a bit corresponding to either the first start hole 33 or the second start hole 34. If it corresponds to either the first start hole 33 or the second start hole 34, in step S10410, the start hole ball entry flag provided in the main RAM 64 is set to "1", and in step S10411, the numerical information of the three prize ball counter provided in the main RAM 64 is incremented by 1.

[0176] The start hole ball entry flag is a flag for the main MPU 62 to specify the entry of a game ball into the first start hole 33 or the second start hole 34, and for the main MPU 62 to specify that a process other than the execution of a prize ball should be executed in response to the entry of a game ball into the first start hole 33 or the second start hole 34. Incidentally, since the ball entry detection sensors 44b and 44c are provided in the first start hole 33 and the second start hole 34, respectively, the entry of a ball into the first start hole 33 and the entry of a ball into the second start hole 34 may be grasped simultaneously within one processing of the timer interrupt processing. Therefore, in order to deal with this, the start hole ball entry flag is provided corresponding to the number of start holes 33 and 34, and specifically, two are provided. In addition, the three prize ball counter is a counter for the main MPU 62 to specify the number of times that a three prize ball command instructing the execution of three prize balls should be output.

[0177] If a negative determination is made in step S10409, then in step S10412 it is determined whether the numerical information of the current ball entry determination counter is information indicating a bit corresponding to the special prize opening 36a (variable prize opening 36). If it corresponds to the variable prize opening 36, then in step S10413 the special prize opening ball entry flag provided in the main RAM 64 is set to "1", and in step S10414 the numerical information of the 15 prize ball counter provided in the main RAM 64 is incremented by 1.

[0178] The large prize winning hole ball entry flag is a flag for the main MPU 62 to specify the entry of a game ball into the variable prize winning device 36, and for the main MPU 62 to specify that a process other than the execution of a prize ball should be executed in response to the entry of a game ball into the variable prize winning device 36. The 15 prize ball counter is a counter for the main MPU 62 to specify the number of times that a 15 prize ball command instructing the execution of 15 prize balls should be output.

[0179] If a negative determination is made in step S10412, then in step S10415 it is determined whether or not the numerical information of the current ball entry determination counter is information indicating a bit corresponding to the through gate 35. If it corresponds to the through gate 35, then in step S10416 the through pass flag provided in the main RAM 64 is set to "1".

[0180] The through-pass flag is a flag that allows the main MPU 62 to determine that a gaming ball has passed through the through gate 35, and also to determine that the main MPU 62 is in a state in which processing corresponding to the gaming ball entering the through gate 35 should be executed.

[0181] If a negative determination is made in step S10415, then in step S10417 it is determined whether the numerical information of the current winning ball determination counter is information indicating a bit corresponding to any one of the first winning opening 32a, the second winning opening 32b, and the third winning opening 32c. If it corresponds to any one of the first winning opening 32a, the second winning opening 32b, and the third winning opening 32c, then in step S10418 the general winning opening ball entry flag provided in the main RAM 64 is set to "1", and in step S10419 the numerical information of the three winning ball counter provided in the main RAM 64 is incremented by one.

[0182] The general winning hole ball entry flag is a flag for specifying the entry of a game ball into the first winning hole 32a, the second winning hole 32b, or the third winning hole 32c by the main MPU 62. Incidentally, since the first winning hole 32a, the second winning hole 32b, and the third winning hole 32c are provided with the ball entry detection sensors 44d, 44e, and 44f, respectively, the entry of a ball into the first winning hole 32a, the entry of a ball into the second winning hole 32b, and the entry of a ball into the third winning hole may be simultaneously grasped within one processing of the timer interrupt processing. Therefore, in order to deal with this, the general winning hole ball entry flag is provided corresponding to the number of the general winning holes 32a, 32b, and 32c, and specifically, three are provided. In addition, the 10-ball counter is a counter for specifying the number of times that the 3-ball command, which instructs the execution of 10 winning balls, should be output in the main MPU 62.

[0183] If a negative determination is made in step S10417, this means that the ball entry this time corresponds to the discharge passage, so in step SAD20, the discharge passage passing flag provided in the main RAM 64 is set to "1". The discharge passage passing flag is a flag for the main MPU 62 to identify that the game ball has passed through the discharge passage.

[0184] If a negative determination is made in step S10408, or after any of the processes in steps S10411, S10414, S10416, S10419, and S10420 has been executed, the process proceeds to step S10421. In step S10421, the scoring determination counter is decremented by 1, and then in step S10422, it is determined whether the scoring determination counter is "0" or not.

[0185] If the goal determination counter is not "0", steps S10402 to S10420 are executed for the bit corresponding to the numerical information of the goal determination counter updated in step S10421. If steps S10402 to S10420 have been executed the number of times equal to the numerical information set in step S10401, a positive determination is made in step S10422, and this goal determination process ends.

[0186] Next, with reference to Figure 17, we will explain how the ball entry detection process (Figure 15) is executed to detect whether or not a ball has entered the general entry port 32, the variable entry device 36, the first start port 33, the second start port 34, the through gate 35, and the discharge passage.

[0187] Fig. 17 is an explanatory diagram for explaining how the presence or absence of a goal is detected. First, the timing for monitoring the detection results (hereinafter, also referred to as goal information) of the goal detection sensors 44a to 44h will be explained with reference to Fig. 17(A). Fig. 17(A) is a timing chart for explaining the timing for monitoring each goal information.

[0188] As shown in Fig. 17(A), in a configuration in which the timer interrupt process (Fig. 13) is started at a cycle of T1 (specifically, 4 msec), the process of monitoring the scoring information is performed twice (steps S10301 and S10303) in each processing of the timer interrupt process. The process of monitoring each set of scoring information is executed with different timings, but the process of monitoring the scoring information of the front side (step S10301) is executed when a time T2 has elapsed from the timing when the timer interrupt process was started.

[0189] In this case, the timing of the ball entry detection process in the timer interrupt process is executed before processes whose processing time is likely to fluctuate, such as the game play control process and the electric support process, and further, the process executed before the ball entry detection process in the timer interrupt process is a process whose processing time is relatively unlikely to fluctuate. Therefore, the period until the process of monitoring the ball entry information on the first side is started in the timer interrupt process of each processing time is the same, approximately the same, or similar at T2. Therefore, among the processes of monitoring a set of ball entry information included in each processing time of the timer interrupt process, the process of monitoring the ball entry information on the first side is executed periodically.

[0190] Furthermore, among the processes for monitoring each set of scoring information, a wait process for detecting scoring (step S10302) is executed between the process for monitoring the leading scoring information (step S10301) and the process for monitoring the trailing scoring information (step S10303), but this wait process does not execute any process but simply waits until a certain wait time T3 has elapsed. Therefore, among the processes for monitoring a set of scoring information included in each processing round of the timer interrupt process, the process for monitoring the trailing scoring information is executed periodically.

[0191] Next, the content of the calculation executed when the ball goes in determination will be described with reference to Fig. 17(B). Fig. 17(B) is an explanatory diagram for explaining the content of the calculation executed when the ball goes in determination. Note that, in reality, various calculations are performed in units of 1 bit, but in the following explanation, the content of the calculation is explained in units of 1 byte. However, the configuration may be such that the calculation is actually performed in units of 1 byte as described below.

[0192] In the case of Fig. 17(B), first, in the process of monitoring the ball entry information of the first side in the n-th timer interrupt process, as shown in Fig. 17(B1), "00100000" is set in the first ball entry judgment area WA1. In this case, the ball entry information of the third winning hole detection sensor 44f among the ball entry detection sensors 44a-44h is information that a game ball is detected (hereinafter, also referred to as ball entry information), and the ball entry information of the other sensors is information that a game ball is not detected (hereinafter, also referred to as ball entry information).

[0193] In addition, in the process of monitoring the subsequent ball entry information in the n-th timer interrupt process, as shown in Fig. 17 (B2), "10100000" is set in the second ball entry judgment area WA2. In this case, among the ball entry detection sensors 44a to 44h, the discharge passage detection sensor 44h and the third winning hole detection sensor 44f each indicate ball entry information, and the other sensors indicate no ball entry information.

[0194] When the information of the first scoring judgment area WA1 and the second scoring judgment area WA2 are set as described above, the AND processing result becomes "00100000" as shown in FIG. 17(B3), and the information is set in the first post-computation area WA3 as the scoring information monitoring result in the nth processing timer interrupt processing. If the scoring information monitoring result in the n-1th timer interrupt processing is set in the first post-computation area WA3, the scoring information monitoring result in the nth timer interrupt processing is set in the second post-computation area WA4. In addition, the scoring judgment processing is executed using the scoring information monitoring result in the n-1th time and the scoring information monitoring result in the nth time, but the calculation content of this processing is omitted here.

[0195] Next, in the process of monitoring the ball entry information of the first side in the n+1th timer interrupt process, as shown in Fig. 17 (B4), "10100110" is set in the first ball entry judgment area WA1. In this case, among the ball entry detection sensors 44a to 44h, the discharge passage detection sensor 44h, the third winning hole detection sensor 44f, the second starting hole detection sensor 44c, and the first starting hole detection sensor 44b each indicate ball entry information, and the other sensors indicate no ball entry information.

[0196] In addition, in the process of monitoring the subsequent ball entry information in the n+1th timer interrupt process, as shown in Fig. 17 (B5), "10100010" is set in the second ball entry judgment area WA2. In this case, among the ball entry detection sensors 44a-44h, the discharge passage detection sensor 44h, the third winning hole detection sensor 44f, and the first starting hole detection sensor 44b each indicate ball entry information, and the other sensors indicate no ball entry information.

[0197] When the information of the first scoring judgment area WA1 and the second scoring judgment area WA2 is set as described above, the result of the AND process becomes "10100010" as shown in Figure 17 (B6), and this information is set in the second post-calculation area WA4 as the result of monitoring the scoring information in the timer interrupt processing of the n+1th processing round.

[0198] After that, in the ball entry determination process (FIG. 16) in the n+1 timer interrupt process, the monitoring result of the ball entry information in the n-th timer interrupt process is first read from the first post-calculation area WA3, and an inversion process is performed on the information of the monitoring result that has been read. As a result, as shown in FIG. 17(B7), it becomes "11011111". Then, the information resulting from the inversion process is ANDed with the monitoring result of the ball entry information in the n+1 timer interrupt process. As a result, as shown in FIG. 17(B8), it becomes "10000010". In this case, in the ball entry determination process, it is determined that the discharge passage detection sensor 44h has detected the entry of a game ball, and it is determined that the first start hole detection sensor 44b has detected the entry of a game ball.

[0199] Also, as shown in FIG. 17(B4), in the process of monitoring the ball-entering information on the front side in the n+1th timer interruption process, the second start hole detection sensor 44c indicates that a ball has been entered, but this is due to electrical noise. In this case, even if the change from no-ball-entering information to ball-entering information is confirmed, it is not immediately determined that a ball has been entered, but rather that a ball has been entered if the ball-entering information is confirmed multiple times. Therefore, as shown in FIG. 17(B5), in the process of monitoring the ball-entering information on the rear side in the n+1th timer interruption process, the second start hole detection sensor 44c indicates that a ball has not been entered, and the occurrence of electrical noise is not treated as a game ball entering.

[0200] In addition, the third winning hole detection sensor 44f has ball entry information in both the process of monitoring one set of ball entry information in the nth timer interrupt process and the process of monitoring one set of ball entry information in the n+1th timer interrupt process, which indicates that the game ball whose entry has already been detected is still being detected. In this case, the occurrence of a ball entry is determined on the condition that the monitoring result of the ball entry information in the nth timer interrupt process is "0", so one game ball entry is not treated as multiple ball entries.

[0201] By executing the ball entry detection process as described above, the detection results of each ball entry detection sensor 44a to 44h are monitored, and when a ball entry corresponding to the award of a game ball occurs, an increment process is executed for the 3 prize ball counter, the 10 prize ball counter, and the 15 prize ball counter according to the location of the ball entry. If any of these counters is "1" or more, a prize ball command is set in the prize ball command output setting process (step S10209) in the timer interrupt process (FIG. 13), and the set prize ball command is transmitted to the payout control device 70. In this case, the output setting of the prize ball command is performed only once in one processing of the timer interrupt process. Therefore, for example, even if the 15 prize ball counter is "2" or more, the 15 prize ball command is transmitted only once in one processing. However, this is not limited to this, and a configuration in which a predetermined number of prize ball commands (for example, 2 or 3) are transmitted in one processing may be used.

[0202] Also, it is possible that the 3 prize ball counter, 10 prize ball counter, and 15 prize ball counter are all greater than or equal to "1," but in this case, the output of the prize ball command with the greater number of prize balls is prioritized. In other words, the output of the 15 prize ball command is prioritized over the output of the 10 prize ball command and the output of the 3 prize ball command, and the output of the 10 prize ball command is prioritized over the output of the 3 prize ball command.

[0203] When the 15 prize ball counter is "1" or more and a 15 prize ball command is set as the output target, the 15 prize ball counter is decremented by 1. Also, when the 10 prize ball counter is "1" or more and a 10 prize ball command is set as the output target, the 10 prize ball counter is decremented by 1. Also, when the 3 prize ball counter is "1" or more and a 3 prize ball command is set as the output target, the 3 prize ball counter is decremented by 1.

[0204] Next, a description will be given of the processing executed by the CPU 308 of the game history management chip 300. In this embodiment, the CPU 308 of the game history management chip 300 executes the following main processing when the power of the pachinko machine 10 is turned on.

[0205] FIG. 18 is a flowchart showing the main processing executed by the CPU 308 of the game history management chip 300.

[0206] In step S10501, it is determined whether or not calculation data including prize ball number data and calculation execution conditions has been received. If it is determined in step S10501 that calculation data has been received (S10501: YES), the process proceeds to step S10502. On the other hand, if it is determined in step S10501 that calculation data has not been received (S10501: NO), the process of this step S10501 is executed again. In other words, until calculation data is received, the process continues in an infinite loop without proceeding to the next step S10502.

[0207] In step S10502, the received prize ball number data is stored in prize ball number data storage memory 306. Then, the process proceeds to step S10503, where the received calculation execution conditions are stored in calculation execution condition storage memory 307. Then, the process proceeds to step S10504.

[0208] In step S10504, a setting completion command is sent to the main CPU 62x, which means that the storage of the prize ball number data in the prize ball number data storage memory 306 is completed, and the storage of the calculation execution conditions in the calculation execution condition storage memory 307 is completed. Then, proceed to step S10505.

[0209] In step S10505, it is determined whether or not the bit of buffer 302 contains ball entry information received from the main CPU 62x (a "1" is stored in the bit). In step S10505, if it is determined that the bit of buffer 302 contains ball entry information received from the main CPU 62x (S10505: YES), the process proceeds to step S10506, where 1 is added to the counter of the register corresponding to the bit of buffer 302. Specifically, for example, if the bit corresponding to the first start hole ball entry information in buffer 302 is "1" and the bit corresponding to during normal mode is "1", the number of balls entering the large prize hole N in register 304 is "1".S The counter corresponding to the number of balls entering the special prize opening during normal mode is incremented by 1, and the counter corresponding to the number of balls entering the special prize opening during normal mode is incremented by 1. Then, the process proceeds to step S10507. On the other hand, in step S10505, if it is determined that there is no ball entry information received from the main CPU 62x in the bit of the buffer 302 (S10505: NO), the process proceeds to step S10507 without executing step S10506.

[0210] In step S10507, it is determined whether or not the calculation execution condition stored in the calculation execution condition storage memory 307 is satisfied. OUT It is determined whether the value is 500, that is, whether the number of game balls released onto the game board 30 has reached 500. In step S10507, if it is determined that the calculation execution condition stored in the calculation execution condition storage memory 307 is satisfied (S10507: YES), the process proceeds to step S10508.

[0211] In step S10508, calculation processing is performed to calculate various pieces of game history information based on the prize ball number data stored in prize ball number data storage memory 306 and the number of game balls entering each entrance stored in register 304. Then, the process proceeds to step S10509, where the calculated various pieces of game history information are stored in calculation result storage memory 309. Then, the process proceeds to step S10510, where the number of game balls entering each entrance stored in register 304 is cleared to 0. Then, the process proceeds to step S10511.

[0212] On the other hand, if it is determined in step S10507 that the calculation execution condition stored in calculation execution condition storage memory 307 is not satisfied (S10507: NO), the process proceeds to step S10511 without executing steps S10508 to S10510.

[0213] In step S10511, it is determined whether or not a transmission request command for game history information has been received from the inspection machine 320. If it is determined that a transmission request command has been received (S10511: YES), the process proceeds to step S10512, where the game history information stored in the calculation result storage memory 309 is transmitted to the inspection machine 320. The inspection machine 320 displays the received game history information on the display unit 328. After executing step S10512, the process returns to step S10505, and the processes from step S10505 onward are repeated. On the other hand, if it is determined in step S10511 that a transmission request command for game history information has not been received from the inspection machine 320 (S10511: NO), the process returns to step S10505 without executing the process of step S10512, and the processes from step S10505 onward are repeated.

[0214] As described above, according to this embodiment, the game history management chip 300 can calculate game history information that is information that has a correlation with the behavior of the game ball in the executed game. If the game machine is illegally modified, the calculated game history information may become an unnatural value different from the expected value. Therefore, an inspector of the pachinko machine 10 can determine whether the pachinko machine 10 has been illegally modified by checking the game history information. As a result, the soundness of the game can be improved.

[0215] Furthermore, according to this embodiment, the game history management chip 300 includes a calculation result storage memory 309 that stores the calculated game history information in a non-volatile manner. Since the game history information is information that has a correlation with the behavior of the game ball in the executed game, the game history information is different for each pachinko machine 10 and is information specific to the pachinko machine 10. That is, the game history information is information that reflects the characteristics of the pachinko machine 10. According to this embodiment, the game history information that reflects the characteristics of the pachinko machine 10 is stored in the calculation result storage memory 309 of the game history management chip 300 stored inside the housing of the pachinko machine 10 main body. Therefore, for example, when inspecting the characteristics of the pachinko machine 10, the characteristics of the pachinko machine 10 can be inspected by acquiring the game history information from the pachinko machine 10 main body itself. When the pachinko machine 10 is installed in a game hall, information on the characteristics of the pachinko machine 10 can be acquired by a hall computer installed in the game hall. However, since the pachinko machine 10 is circulated from one place to another, it may be left in a state where it is not connected to the hall computer. In this case, the conventional pachinko machine 10 cannot hold information about the characteristics of the pachinko machine 10. The pachinko machine 10 of this embodiment stores the game history information, which is information reflecting the characteristics of the pachinko machine 10, in the calculation result storage memory 309 of the game history management chip 300 stored inside the housing of the pachinko machine 10 main body, so that even if the pachinko machine 10 is not connected to the hall computer, the game history information can be obtained from the pachinko machine 10 main body. In other words, the pachinko machine 10 of this embodiment can always keep the pachinko machine 10 and the game history information in a one-to-one relationship regardless of the state (state installed in a game hall or state of circulation) of the pachinko machine 10, and can manage and inspect the characteristics of the pachinko machine 10. As a result, the soundness of the game can be improved.

[0216] Furthermore, in this embodiment, the game history management chip 300 and the main CPU 62x are both mounted on the main MPU 62, and are configured to operate with the same power source. Therefore, for example, when the pachinko machine 10 is installed in a game hall, and the game history information of the pachinko machine 10 is calculated by a hall computer, even if a malfunction occurs in the power supply system of the hall computer or a malfunction occurs in the processing of the hall computer, the game history information can be calculated as long as power is supplied to the pachinko machine 10. If the main CPU 62x and the game history management chip 300 are operated by different power sources, and there is a malfunction in the power supply of the game history management chip 300, a malfunction occurs in which the game history information cannot be calculated even though the game is being executed by the pachinko machine 10. In contrast, according to this embodiment, since the main CPU 62x and the game history management chip 300 are operated by the same power source, the game history information can always be calculated as long as the game can be executed. Therefore, the reliability of the game history information can be improved.

[0217] Furthermore, according to this embodiment, the calculation result storage memory 309 is stored inside the board box, which is a space that leaves traces of opening and closing (also called traces of opening or unsealing). Therefore, if there is physical contact with the calculation result storage memory 309, a trace of opening the board box remains. Therefore, if the game history information stored in the calculation result storage memory 309 is altered through physical contact with the calculation result storage memory 309, it is possible to grasp the alteration from the trace on the board box. Therefore, it is possible to prevent unauthorized alteration of the game history information. Since some pachinko machines 10 are circulated from one place to another, various external contacts are made during the course of distribution, but since the calculation result storage memory 309 is stored inside the board box, which leaves traces of opening and closing, unauthorized alteration of the game history information by someone can be suppressed even in a situation where the pachinko machine 10 is circulated from one place to another. In addition, since the game history information is information acquired based on the game that has been executed, it is possible to manage and inspect the characteristics related to the game of the pachinko machine 10 using the game history information. Therefore, according to this embodiment, it is possible to properly manage and inspect the pachinko machine 10 by preventing unauthorized alteration of the game history information that reflects the characteristics of the game of the pachinko machine 10. As a result, it is possible to improve the soundness of the game.

[0218] Furthermore, according to this embodiment, the game history management chip 300 acquires the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63, so that the characteristics of the pachinko machine 10 related to the paid-out prize balls can be calculated. Furthermore, even if different prize ball number data is set for each type (model) of the pachinko machine 10, the game history management chip 300 can calculate correct game history information using the prize ball number data set for each type of the pachinko machine 10. If the game machine is illegally modified, the calculated game history information may be an unnatural value different from the expected value. Therefore, by checking the correct game history information, the inspector of the pachinko machine 10 can appropriately determine whether the pachinko machine 10 is illegally modified. As a result, the soundness of the game can be improved.

[0219] Furthermore, according to this embodiment, the main CPU 62x transmits a signal including the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63 to the game history management chip 300, so that even if the game history management chip 300 is configured in such a way that it cannot access the prize ball number data storage area of ​​the main ROM 63 or the game history management chip 300 is configured in such a way that it cannot grasp the storage location (memory address) of the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63, the game history management chip 300 is able to obtain the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63.

[0220] Furthermore, according to this embodiment, in the main processing of the master CPU 62x, the timer interrupt processing is not permitted to be interrupted until the setting completion command is received, and the game ball launch control processing included in the timer interrupt processing is not executed. That is, since the game balls are not launched until the storage of the prize ball number data in the prize ball number data storage memory 306 is completed, it is possible to prevent the game balls from being omitted from the calculation target of the game history information by the game history management chip 300.

[0221] Furthermore, according to this embodiment, since the game history information for each period until 500 game balls are detected by the discharge passage detection sensor 44h is calculated and stored, even if there is variation in the time until 500 game balls are detected by each pachinko machine 10, game history information that is not affected by the variation in time can be calculated and stored. In other words, even if there is a difference in the frequency at which game balls are shot, it is possible to calculate and store highly accurate game history information that is not easily affected by the difference. In addition, the required storage capacity can be reduced compared to a configuration in which the ball entry information for each ball entry port is stored as it is.

[0222] If the type (model) of the pachinko machine 10 is different, the characteristics of the game will also be different, and therefore the optimal conditions for executing the calculation to calculate the game history information will also be different. For this reason, the calculation execution conditions are stored differently for each type (model) of the pachinko machine 10. According to this embodiment, the game history management chip 300 acquires the calculation execution conditions stored in the calculation execution condition storage area of ​​the main ROM 63, and therefore can execute the calculation to calculate the game history information when the calculation execution conditions set for each type (model) of the pachinko machine 10 are established.

[0223] Furthermore, according to this embodiment, after the CPU 308 of the game history management chip 300 executes the calculation for calculating the game history information, the number of game balls entering each entrance (counter value) stored in the register 304 is erased, so that it becomes possible to store information on the number of game balls entering again in the register 304. Therefore, the storage capacity required for the register 304 can be reduced.

[0224] Furthermore, according to this embodiment, the game history information of the pachinko machine 10 is transmitted to the inspection machine 320, so that the inspection machine 320 can display the game history information of the pachinko machine 10. Then, the inspector of the pachinko machine 10 can check the game history information displayed on the inspection machine 320.

[0225] A4. Other aspects of the first embodiment: <Aspect 1> In the first embodiment, the calculation execution condition stored in the calculation execution condition storage area of ​​the main ROM 63 was set to the number of game balls detected by the discharge passage detection sensor 44h reaching 500, but the calculation execution condition may be set to a time interval for executing the calculation. For example, the time interval for executing the calculation may be set to one hour, and the CPU 308 of the game history management chip 300 may calculate the game history information every time one hour passes. The inspector of the pachinko machine 10 can check the detailed game history information calculated every hour, and can appropriately determine whether the pachinko machine 10 has been illegally modified. As a result, the soundness of the game can be improved.

[0226] In addition, when the type (model) of the pachinko machine 10 is different, the characteristics of the game are different, and therefore the optimal conditions (time intervals) for executing the calculation to calculate the game history information are also different. For this reason, the calculation execution conditions are stored differently for each type (model) of the pachinko machine 10. Therefore, even in this mode 1, the game history management chip 300 acquires the calculation execution conditions stored in the calculation execution condition storage area of ​​the main ROM 63, and can execute the calculation when the calculation execution conditions set for each type (model) of the pachinko machine 10 are established.

[0227] Also, the CPU 308 of the game history management chip 300 may measure the elapsed time since the calculation is executed, and may determine whether or not the player is playing, and may suspend the measurement of the elapsed time during the period during which it is determined that the player is not playing. Specifically, for example, when there is no ball-winning information in the bit of the buffer 302 for a predetermined time (e.g., 3 minutes), it may determine that the game is not being played and suspend the measurement of the elapsed time, and when ball-winning information is confirmed in the bit of the buffer 302, it may determine that the game has been resumed and resume the measurement of the elapsed time. With this configuration, the game history information can be calculated only for the period during which the game is actually being played.

[0228] The measurement of the elapsed time may be performed using a timer counter, or may be performed using the date and time information of a real-time clock (RTC).Furthermore, the game history information may be calculated at each predetermined time.

[0229] <Aspect 2> In the first embodiment, the calculation execution condition stored in the calculation execution condition storage area of ​​the main ROM 63 is set to the number of game balls detected by the discharge passage detection sensor 44h reaching 500, but the calculation execution condition may be set to the detection of a power interruption. Specifically, when the power failure monitoring circuit 86 detects a power interruption, it outputs a signal indicating that a power interruption has occurred to the game history management chip 300. The CPU 308 of the game history management chip 300 that receives the signal determines that a power interruption has occurred and calculates the game history information. In this configuration, the register 304 is composed of a volatile memory, and the ball number information is erased. According to this configuration, the game history information can be calculated based on the number of game balls detected during the period from when the supply of power to the pachinko machine 10 is started to when the power interruption occurs. That is, the game history information is calculated for each period from when the business of the game hall starts to when it ends, so that the game history information is calculated for each business day of the game hall. Therefore, the inspector of the pachinko machine 10 can easily grasp whether there has been a change in the characteristics of the game history information across the business days of the game hall, and can appropriately determine whether the pachinko machine 10 has been illegally modified. As a result, the soundness of the game can be improved.

[0230] Furthermore, if the configuration is provided with a capacitor 87 that supplies power to the game history management chip 300 even after a power interruption occurs, calculation of the game history information by the CPU 308 and storage of the game history information in the memory 309 for storing the calculation results can be reliably completed.

[0231] <Aspect 3> In the first embodiment, the master CPU 62x may be configured to be able to access the calculation result storage memory 309, and the game history information stored in the calculation result storage memory 309 may be displayed on the symbol display device 41. According to this configuration, the game history information is displayed on the symbol display device 41 of the pachinko machine 10, so that an inspector of the pachinko machine 10 can check the game history information of the pachinko machine 10 without using a dedicated device (inspection device 320, etc.) for checking the game history information. It is preferable that the master CPU 62x is configured to be able to access the calculation result storage memory 309 but not able to change data, etc. According to such a configuration, it is possible to prevent the game history information from being destroyed or the contents from being rewritten due to noise, program bugs, etc.

[0232] <Aspect 4> In the first embodiment, the main CPU 62x may be configured to be able to access the calculation result storage memory 309, and an LED lamp for notifying that the game history information stored in the calculation result storage memory 309 does not satisfy a predetermined condition may be provided on the front side of the pachinko machine 10 (for example, a predetermined location on the main display unit 45). For example, the LED lamp may be configured to be illuminated when a specific value included in the game history information (for example, a role ratio, a consecutive role ratio, a payout ratio (in normal mode)) is no longer included in a predetermined range. With this configuration, an inspector of the pachinko machine can easily find a pachinko machine 10 in which a specific value included in the game history information is no longer included in the predetermined range. Then, by checking the game history information of the pachinko machine 10, it becomes possible to determine whether the pachinko machine 10 has been illegally modified. As a result, the soundness of the game can be improved. In particular, if the nails near the first starting hole 33 or the general winning holes (the first to third winning holes 32a to 32c) are tampered with, the payout ratio (in normal mode) will be outside the predetermined range (e.g., 0.60 to 0.70) assumed when the pachinko machine was designed. Therefore, by configuring the LED lamp to light up when the payout ratio (in normal mode) is no longer within the predetermined range (e.g., 0.60 to 0.70), it is possible to properly determine whether the nails near the first starting hole 33 or the general winning holes (the first to third winning holes 32a to 32c) are tampered with.

[0233] Furthermore, the light emission mode (color) of the LED lamp may be determined according to the degree of deviation of a specific value (for example, a role ratio, a consecutive role ratio, a payout ratio (in normal mode)) included in the game history information from a predetermined range. For example, when the role ratio is within a predetermined range (0.70 or less), the first LED lamp may emit blue light, when the role ratio is 0.71 to 0.80, the first LED lamp may emit purple light, and when the role ratio is 0.81 to 1.00, the first LED lamp may emit red light. When the consecutive role ratio is within a predetermined range (0.60 or less), the second LED lamp may emit blue light, when the consecutive role ratio is 0.61 to 0.70, the second LED lamp may emit purple light, and when the consecutive role ratio is 0.71 to 1.00, the second LED lamp may emit red light. Also, the third LED lamp may be configured to emit blue light when the payout ratio (in normal mode) is within a predetermined range (0.60 to 0.70), emit purple light when the payout ratio (in normal mode) is 0.71 to 0.80, and emit red light when the payout ratio (in normal mode) is 0.81 to 1.00. With this configuration, an inspector of the pachinko machine 10 can easily grasp how much a specific value included in the game history information deviates from the predetermined range. It is preferable that the main CPU 62x is configured to be able to access the calculation result storage memory 309 but not to be able to change data. With such a configuration, it is possible to prevent the game history information from being destroyed or the contents from being rewritten due to noise, program bugs, etc.

[0234] <Aspect 5> In the first embodiment, the calculation data (number of prize balls data and calculation execution conditions) stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed by the main MPU 62 (CPU 62x), but the game history management chip 300 may be configured to be able to access the number of prize balls data storage area and the calculation execution condition storage area of ​​the main ROM 63, and the game history management chip 300 may access the main ROM 63 immediately after the power supply of the pachinko machine 10 is turned on to obtain the calculation data (number of prize balls data and calculation execution conditions), and store the obtained calculation data in the number of prize balls data storage memory 306 and the calculation execution condition storage memory 307. With such a configuration, the processing load of the main MPU 62 can be reduced.

[0235] <Aspect 6> In the first embodiment, the game history management chip 300 is configured to calculate the game history information such as the ratio of the winning combinations, but the number of winning balls per 500 balls stored in the register may be stored as is, and the inspection machine 320 may calculate the game history information. With such a configuration, the processing load of the game history management chip 300 can be reduced. Details of the sixth aspect will be described below, focusing on the differences from the first embodiment.

[0236] FIG. 19 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection machine 320 provided in the pachinko machine 10 of the sixth aspect of the first embodiment.

[0237] The main ROM 63 of the main MPU 62 is provided with a prize ball number data storage area and a storage execution condition storage area.

[0238] In the prize ball number data storage area, the number of game balls (prize ball number data) that are paid out as prize balls when a game ball enters each ball entrance is stored, as in the first embodiment. Also, as in the first embodiment, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the prize ball number data set in this pachinko machine 10.

[0239] The memory execution condition memory area stores a memory execution condition that is a condition for the game history management chip 300 to execute a memory process described later. In this mode 6, the memory execution condition is stored as the memory execution condition that the number of game balls that have passed through the discharge passage reaches 500. The memory execution condition stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the memory execution condition set in this pachinko machine 10.

[0240] The game history management chip 300 includes a buffer 302 that acquires ball entry information of game balls into each entry port from the CPU 62x, a register 304 that stores the number of game balls that enter each entry port, a prize ball number data storage memory 306 that stores prize ball number data acquired from the main ROM 63, a storage execution condition storage memory 307a that stores storage execution conditions acquired from the main ROM 63, a CPU 308 that controls the entire game history management chip 300, and a ball number storage memory 309a that sequentially stores the number of game balls that enter each entry port stored in the register 304. The above-mentioned storage process is a process of storing the number of game balls that enter each entry port stored in the register 304 in the ball number storage memory 309a.

[0241] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this embodiment 6, the winning ball number information stored in the winning ball number storage memory 309a and the winning ball number data stored in the winning ball number data storage memory 306 are transmitted to the inspection machine 320 via the inspection terminal 65.

[0242] The inspection machine 320 is equipped with a CPU 321 that executes various control programs, a ROM 324 that records various control programs and fixed value data, etc., a RAM 326 which is a memory for temporarily storing various data, a display unit 328 that displays various information, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.

[0243] In this embodiment 6, when the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command requesting transmission of the number of winning balls information and the number of winning balls data to the game playing history management chip 300. When the CPU 308 of the game playing history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the number of winning balls information stored in the number of winning balls storage memory 309a and the number of winning balls data stored in the number of winning balls data storage memory 306 to the inspection machine 320 via the inspection terminal 65. Then, the inspection machine 320 calculates the game playing history information based on the received number of winning balls information and the number of winning balls data, and displays the calculated game playing history information on the display unit 328.

[0244] FIG. 20 is an explanatory diagram that illustrates the processing contents of the game history management chip 300 and the inspection machine 320 in the sixth aspect of the first embodiment.

[0245] The contents of the processing in the buffer 302 and the register 304 are the same as those in the first embodiment described above, and therefore a description thereof will be omitted.

[0246] The prize ball number data storage memory 306 is a memory for storing prize ball number data set in the pachinko machine 10. In this embodiment 6, when the power supply of the pachinko machine 10 is turned on, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the prize ball number data storage memory 306. Therefore, the contents of the prize ball number data stored in the prize ball number data storage memory 306 are the same as the contents of the prize ball number data stored in the main ROM 63.

[0247] The memory for storing stored execution conditions 307a is a memory for storing stored execution conditions set in the pachinko machine 10. When the power supply of the pachinko machine 10 is turned on, the stored execution conditions stored in the main ROM 63 are transmitted to the game history management chip 300 by the CPU 62x and stored in the memory for storing stored execution conditions 307a. Therefore, the contents of the stored execution conditions stored in the memory for storing stored execution conditions 307a are the same as the contents of the stored execution conditions stored in the main ROM 63.

[0248] The CPU 308 judges whether the stored execution condition stored in the memory 307a for storing stored execution conditions is satisfied, and if it judges that the stored execution condition is satisfied, stores information on the number of game balls entering each entrance stored in the register 304 in the memory 309a for storing the number of entering balls, and resets the value of each counter in the register 304 to "0". In this embodiment 6, the CPU 308 stores the number N of balls passing through the discharge passage stored in the register 304 in the memory 309a for storing the number of entering balls. OUT Each time the value of reaches 500, information on the number of game balls entering each entrance stored in the register 304 is stored in the entering ball number storage memory 309a. Note that, hereinafter, information on the number of game balls entering each entrance counted while 500 game balls are shot to the game board 30 is also referred to as a "short-term entering ball number information group."

[0249] The memory 309a for storing the number of entering balls is a memory that sequentially stores information on the number of entering balls stored in the register 304 (short-term entering ball number information group), and in this embodiment, it is configured by a non-volatile memory that can retain its memory even if the power supply is cut off. The memory 309a for storing the number of entering balls also stores information on the order in which the short-term entering ball number information group was written, and when there is no free area to write the short-term entering ball number information group, the CPU 308 stores the short-term entering ball number information group in the area in which the short-term entering ball number information group with the oldest written order is stored. In other words, the memory 309a for storing the number of entering balls is configured to overwrite the short-term entering ball number information group in order from the oldest (first-in first-out method), and the most recent short-term entering ball number information group is always stored.

[0250] In this embodiment 6, the memory 309a for storing the number of entering balls has a capacity capable of storing 1200 short-term entering ball number information groups, which are information on the number of entering balls into each entry port counted while 500 game balls are shot onto the game board 30. For example, when game balls are shot continuously for 10 hours in one day, 60,000 game balls are shot in one day, so that 120 short-term entering ball number information groups are stored in the memory 309a for storing the number of entering balls in one day. Therefore, the memory 309a for storing the number of entering balls can store short-term entering ball number information groups for the most recent 10 days.

[0251] As described above, when the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command to the game playing history management chip 300. When the CPU 308 of the game playing history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the short-term winning ball number information group and the winning ball number data to the inspection machine 320 via the inspection terminal 65. Then, the inspection machine 320 calculates game playing history information such as the ratio of the role based on the short-term winning ball number information group and the winning ball number data, and causes the display unit 328 to display the calculated game playing history information.

[0252] Specifically, in this aspect 6, the inspection machine 320, like the CPU 308 in the first embodiment, is capable of calculating one short-term game history information group for one short-term ball entry number information group, and is also capable of adding up the number of game balls entering each entry port stored in each of the multiple short-term ball entry number information groups, and calculating long-term game history information (long-term game history information group) using the added number of game balls. That is, the inspection machine 320 in this aspect 6 is capable of calculating not only a short-term game history information group based on the number of game balls entering each entry port in a short period in which 500 game balls were shot, but also a long-term game history information group based on the number of game balls entering each entry port in a long period in which, for example, 600,000 game balls (about 10 days' worth) were shot.

[0253] In addition, in this sixth aspect, the following configuration may be adopted.

[0254] The inspection machine 320 may be configured to display the received short-term ball number information group on the display unit 328. The inspection machine 320 may also be configured to receive each counter value stored in the register 304 and display each received counter value on the display unit 328.

[0255] In addition, instead of the configuration in which the game history management chip 300 transmits the prize ball number data stored in the prize ball number data storage memory 306 to the inspection machine 320, the master CPU 62x may transmit the prize ball number data stored in the master ROM 63 to the inspection machine 320. With such a configuration, the prize ball number data storage memory 306 can be omitted, and the manufacturing cost of the game history management chip 300 can be reduced.

[0256] Also, a time interval for executing the storage process may be set as the storage execution condition stored in the storage execution condition storage area of ​​the main ROM 63. For example, one hour may be set as the time interval for executing the storage process, and the CPU 308 of the game history management chip 300 may execute the storage process every time one hour has passed.

[0257] Also, the detection of a power interruption may be set as the storage execution condition stored in the storage execution condition storage area of ​​the main ROM 63. Specifically, the power failure monitoring circuit 86 may be configured to output a signal indicating the occurrence of a power interruption to the game history management chip 300 when it detects the occurrence of a power interruption, and the CPU 308 of the game history management chip 300 that receives the signal may determine that a power interruption has occurred and execute storage processing.

[0258] In addition, in aspect 6, the calculation for calculating the gaming history information is performed by the CPU 321 of the inspection machine 320, but it is also possible to configure the CPU 308 of the gaming history management chip 300 to perform some or all of the calculation, and to transmit the gaming history information resulting from the calculation to the inspection machine 320.

[0259] <Aspect 7> In the above-mentioned first embodiment, the gaming history management chip 300 is configured to calculate the gaming history information such as the ratio of the winning combinations, but the winning ball information in the buffer may be stored as is, and the inspection machine 320 may calculate the gaming history information based on the winning ball information. With such a configuration, the processing load of the gaming history management chip 300 can be reduced. Details of the seventh aspect will be described below, focusing on the differences from the above-mentioned first embodiment.

[0260] FIG. 21 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection machine 320 provided in the pachinko machine 10 of aspect 7 of the first embodiment.

[0261] In this embodiment 7, the main MPU 62 is provided with an RTC 96 (RTC: Real-Time Clock) that outputs date information and time information to the game history management chip 300. The RTC 96 has a backup power supply, and can update the date information and time information even when the power to the pachinko machine 10 is cut off.

[0262] The master ROM 63 of the master MPU 62 is provided with a prize ball number data storage area. In this embodiment 7, a calculation start condition storage area is not provided.

[0263] In the prize ball number data storage area, the number of game balls (prize ball number data) that are paid out as prize balls when a game ball enters each ball entrance is stored, as in the first embodiment. Also, as in the first embodiment, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the prize ball number data set in this pachinko machine 10.

[0264] The game play history management chip 300 includes a buffer 302 which acquires information on game balls entering each entry port from the CPU 62x, a prize ball number data storage memory 306 which stores prize ball number data acquired from the main ROM 63, a CPU 308 which controls the entire game play history management chip 300, and a ball entry information storage memory 309b which sequentially stores information on game balls entering each entry port stored in the buffer 302.

[0265] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this embodiment 7, when the inspection machine 320 is connected to the inspection terminal 65, the winning ball information stored in the winning ball information storage memory 309b and the winning ball number data stored in the winning ball number data storage memory 306 are transmitted to the inspection machine 320.

[0266] The inspection machine 320 is equipped with a CPU 321 that executes various control programs, a ROM 324 that records various control programs and fixed value data, etc., a RAM 326 which is a memory for temporarily storing various data, a display unit 328 that displays various information, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.

[0267] In this embodiment 7, when the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command requesting transmission of winning ball information and the number of winning balls data to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the winning ball information stored in the winning ball information storage memory 309b and the winning ball number data stored in the winning ball number data storage memory 306 to the inspection machine 320 via the inspection terminal 65. Then, the inspection machine 320 calculates the game history information based on the received winning ball information and the winning ball number data, and displays the calculated game history information on the display unit 328.

[0268] FIG. 22 is an explanatory diagram that illustrates an overview of the processing in the game history management chip 300 and the inspection machine 320 in aspect 7 of the first embodiment.

[0269] The contents of the process in the buffer 302 are the same as those in the first embodiment described above, and therefore a description thereof will be omitted.

[0270] The memory for storing ball entry information 309b is a memory that sequentially stores the entry ball information stored in the buffer 302 and information on the game state when the game ball entered the game, and in this embodiment, it is configured by a non-volatile memory that can retain memory even if the power supply is cut off. Furthermore, in this embodiment, when the entry ball information and information on the game state are stored, the date and time information on the game ball entering each entry hole is added and stored. In addition, the memory for storing ball entry information 309b also stores information on the order in which the entry ball information, etc. were written, and when there is no free area to write the entry ball information, etc., the CPU 308 stores the entry ball information, etc. in the area in which the entry ball information, etc., that was written the oldest is stored. In other words, the memory for storing ball entry information 309b is configured to overwrite the oldest entry ball information, etc. in order (first-in, first-out method), and the most recent entry ball information, etc. is always stored.

[0271] The prize ball number data storage memory 306 is a memory for storing prize ball number data set in the pachinko machine 10. In this embodiment 7, when the power supply of the pachinko machine 10 is turned on, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the prize ball number data storage memory 306. Therefore, the content of the prize ball number data stored in the prize ball number data storage memory 306 is the same as the content of the prize ball number data stored in the main ROM 63. Furthermore, in this embodiment 7, when the inspection device 320 is connected to the inspection terminal 65, the prize ball number data stored in the prize ball number data storage memory 306 is transmitted to the inspection device 320.

[0272] As described above, when the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command requesting transmission of winning ball information and winning ball number data to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the winning ball information, information on the game state, and date and time information stored in the winning ball information storage memory 309b, and the winning ball number data stored in the winning ball number data storage memory 306 to the inspection machine 320 via the inspection terminal 65. Then, the inspection machine 320 calculates the game history information based on these received information, and displays the calculated game history information on the display unit 328.

[0273] Specifically, the inspection machine 320 of this embodiment 7 can calculate not only game history information (short-term game history information group) based on the number of balls entering each entrance during a short period in which 500 game balls are shot, but also game history information (long-term game history information group) based on the number of balls entering each entrance during a long period in which, for example, 600,000 game balls (about 10 days' worth) are shot. In other words, it is possible to calculate game history information for any period.

[0274] Furthermore, in this embodiment 7, since date and time information (date information and time information) is added to the winning ball information, etc., the inspection machine 320 can calculate the game history information by specifying the range of dates and times to be calculated for the game history information within the range of the date and time information added to the received winning ball information, etc. Therefore, the inspector of the pachinko machine 10 can perform a detailed inspection based on the game history information with the specified date and time range.

[0275] In addition, in this seventh aspect, the following configuration may be adopted.

[0276] The inspection machine 320 may be configured to display the received ball entry information, etc., on the display unit 328. With such a configuration, the inspector of the pachinko machine 10 can also know the date and time when the game ball was detected by each ball entry detection sensor.

[0277] In addition, instead of the configuration in which the game history management chip 300 transmits the prize ball number data stored in the prize ball number data storage memory 306 to the inspection machine 320, the master CPU 62x may transmit the prize ball number data stored in the master ROM 63 to the inspection machine 320. With such a configuration, the prize ball number data storage memory 306 can be omitted, and the manufacturing cost of the game history management chip 300 can be reduced.

[0278] In addition, in aspect 7, the calculation for calculating the gaming history information is performed by the CPU 321 of the inspection machine 320, but it is also possible to configure the CPU 308 of the gaming history management chip 300 to perform some or all of the calculation, and to transmit the gaming history information resulting from the calculation to the inspection machine 320.

[0279] <Aspect 8> In the first embodiment and other aspects described above, the calculation execution conditions or storage execution conditions are stored in the main ROM 63, and the game history management chip 300 acquires these conditions from the main ROM 63. However, the game history management chip 300 may be configured to initially store these conditions in non-volatile memory. With this configuration, it is possible to prevent the occurrence of a situation in which an inappropriate calculation execution condition or storage execution condition is stored in the main ROM 63, making it impossible to properly store game history information or ball number information. For example, a calculation execution condition or storage execution condition that is set to a value that is within an extremely short period of time (for example, the number of balls passing through the discharge passage N) may be set to a value that is within an extremely short period of time (for example, the number of balls passing through the discharge passage N). OUT =5), it is possible to prevent a situation in which only game history information or ball count information for an extremely short period (for example, about one hour) is stored in the calculation result storage memory 309 or the ball count storage memory 309a.

[0280] <Aspect 9> In the first embodiment and the other aspects described above, the gaming history management chip 300 is configured to have a function for storing the number of game balls entering each entrance, a function for calculating gaming history information such as the ratio of game balls, and a function for storing the calculated gaming history information. However, the main CPU 62x (the main MPU 62 excluding the gaming history management chip 300) may have some of these functions. Also, the main CPU 62x (the main MPU 62 excluding the gaming history management chip 300) may have all of these functions without providing the gaming history management chip 300. According to such a configuration, it is not necessary to provide a separate gaming history management chip 300, so that the manufacturing cost can be reduced. However, according to the configuration in which the gaming history management chip 300 is provided, the processing load of the main CPU 62x can be reduced.

[0281] <Aspect 10> In the first embodiment and other aspects described above, the gaming history management chip 300 may be configured to have some or all of the functions of a functional unit other than the gaming history management chip 300 (for example, the inspection machine 320 or the main CPU 62x), or some or all of the functions of the gaming history management chip 300 may be configured to be provided by a functional unit other than the gaming history management chip 300. For example, if the gaming history management chip 300 is configured to have some of the functions of the inspection machine 320, the processing load and manufacturing cost of the inspection machine 320 can be further reduced, and if the inspection machine 320 is configured to have some of the functions of the gaming history management chip 300, the processing load and manufacturing cost of the gaming history management chip 300 can be further reduced.

[0282] <Aspect 11> In the above-mentioned first embodiment, the gaming history management chip 300 is configured to calculate the gaming history information such as the ratio of the bonus items, but the gaming history management chip 300 may not be provided and the master CPU 62x may calculate the gaming history information. Details of the eleventh aspect will be described below, focusing on the differences from the above-mentioned first embodiment.

[0283] 23 is a block diagram showing the electrical configuration of the pachinko machine 10 in the aspect 11 of the first embodiment. This aspect 11 is different from the first embodiment (FIG. 5) in that the game history management chip 300 is not provided and the main RAM 64 is provided with a ball number storage area and a calculation result storage area.

[0284] The main CPU 62x updates the number of game balls entering each entrance stored in the ball number storage area of ​​the main RAM 64 based on the game ball entry information received from the input / output port 62a. When the calculation execution condition stored in the calculation execution condition storage area of ​​the main ROM 63 is satisfied, the main CPU 62x performs calculation based on the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63 and the number of game balls entering each entrance stored in the ball number storage area of ​​the main RAM 64 to calculate game history information, and stores the game history information in the calculation result storage area of ​​the main RAM 64. A specific description will be given below.

[0285] FIG. 24 is an explanatory diagram showing a schematic overview of the processing in the main MPU 62 in aspect 11 of the first embodiment. The main CPU 62x judges whether or not the calculation execution condition stored in the calculation execution condition storage area of ​​the main ROM 63 is satisfied, and if it is judged that the calculation execution condition is satisfied, stores information on the number of game balls entering each entrance stored in the cache of the main CPU 62x in the entering ball number storage area of ​​the main RAM 64. In this aspect 11, the main CPU 62x stores the number N of balls passing through the discharge passage stored in the cache of the main CPU 62x. OUT Each time the value of reaches 500, information on the number of game balls entering each entrance is stored in the entrance ball number storage area of ​​the main RAM 64. As described above, the information on the number of game balls entering each entrance, counted while 500 game balls are shot to the game board 30, is also called a "short-term entrance ball number information group."

[0286] The number of entering balls storage area of ​​the main RAM 64 is an area that sequentially stores information on the number of entering balls (short-term entering ball number information group). The number of entering balls storage area of ​​the main RAM 64 also stores information on the order in which the short-term entering ball number information group was written, and when there is no free area to write the short-term entering ball number information group, the main CPU 62x stores the newly written short-term entering ball number information group in the area in which the short-term entering ball number information group with the oldest written order is stored. In other words, the number of entering balls storage area of ​​the main RAM 64 is configured to be overwritten in order starting from the oldest short-term entering ball number information group (first-in first-out method), and the most recent short-term entering ball number information group is always stored.

[0287] In this embodiment 11, the entering ball number storage area of ​​the main RAM 64 has a capacity capable of storing 1200 short-term entering ball number information groups, which are information on the number of entering balls into each entry port counted while 500 game balls are shot onto the game board 30. For example, when game balls are shot continuously for 10 hours in one day, 60,000 game balls are shot in one day, so that 120 short-term entering ball number information groups are stored in the entering ball number storage area of ​​the main RAM 64 in one day. Therefore, the entering ball number storage area of ​​the main RAM 64 can store short-term entering ball number information groups for the most recent 10 days.

[0288] Then, the main CPU 62x newly calculates one short-term game history information group for one newly stored short-term ball entry number information group every time the calculation execution condition is satisfied. Furthermore, the main CPU 62x adds the number of game balls entering each entry port stored in each of the multiple short-term ball entry number information groups including the newly stored short-term ball entry number information group every time the calculation execution condition is satisfied, and calculates long-term game history information (long-term game history information group) using the added number of balls. That is, the main CPU 62x of this mode 11 can calculate not only a short-term game history information group based on the number of balls entering each entry port in a short period in which 500 game balls were shot, but also a long-term game history information group based on the number of balls entering each entry port in a long period in which, for example, 600,000 game balls (about 10 days' worth) were shot. Then, the calculated game history information is stored in the calculation result storage area of ​​the main RAM 64.

[0289] The calculation result storage area of ​​the main RAM 64 is composed of an area for sequentially storing short-term game history information groups and an area for storing long-term game history information groups. The area for sequentially storing short-term game history information groups also stores information on the order in which the short-term game history information groups were written, and when there is no free area for writing the short-term game history information groups, the main CPU 62x stores the newly calculated short-term game history information groups in the area in which the short-term game history information groups with the oldest written order are stored. That is, the area for sequentially storing short-term game history information groups of the main RAM 64 is configured to be overwritten in order starting from the oldest short-term game history information group (first-in first-out method), and the most recent short-term game history information group is always stored. The area for storing the long-term game history information groups is overwritten with the newly calculated long-term game history information group every time the calculation execution condition is satisfied. In other words, the area for storing long-term gaming history information groups will store the latest long-term gaming history information groups calculated based on multiple short-term ball scoring number information groups including the latest short-term ball scoring number information group.

[0290] When the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command to the main CPU 62x. When the main CPU 62x receives the transmission request command from the inspection machine 320, it transmits the game history information stored in the main RAM 64 to the inspection machine 320. Then, the inspection machine 320 displays the received game history information on the display unit 328.

[0291] In addition, in this embodiment 11, when a specified operation is executed to display the game history information on the pattern display device 41, the game history information stored in the main RAM 64 is output to the audio and light control device 90 via the input / output port 62x and displayed on the pattern display device 41.

[0292] In addition, in this embodiment 11, even if the power supply to the pachinko machine 10 is cut off, the backup power supplied from the capacitor 87 is configured to retain the short-term ball count information group and game history information stored in the main RAM 64 for several days.

[0293] According to this configuration, the main CPU 62x, which is a single processing unit, executes processes for progressing the game, such as the jackpot lottery process, and processes for calculating and storing the game history information, so there is no need to provide a dedicated game history management chip 300 for calculating and storing the game history information, and the manufacturing costs of the pachinko machine 10 can be reduced.

[0294] Furthermore, the main RAM 64 is configured to store a short-term ball entry number information group, which is information regarding the number of game balls that enter each entry port counted while 500 game balls are launched onto the game board 30.Therefore, compared to a configuration in which the game ball entry information is stored in its original format (for example, a configuration in which the information is stored in the format of the entry information stored in the entry information storage memory 309b of Figure 22), it is possible to calculate the most recent short-term game history information group and long-term game history information group while significantly reducing the memory capacity required for the main RAM 64.

[0295] The master CPU 62x is not limited to a configuration in which it calculates both a short-term gaming history information group and a long-term gaming history information group as the gaming history information, and may be configured to calculate only one of them.

[0296] <Aspect 12> Fig. 25 is a block diagram showing the electrical configuration of the pachinko machine 10 in the aspect 12 of the first embodiment. The difference from the above-mentioned aspect 11 (Fig. 23) is that the main MPU 62 is provided with a flash memory 64x, which is a non-volatile memory that can be rewritten and can retain its memory even if the power supply is cut off. This flash memory 64x is provided with a ball entry number storage area for storing the short-term ball entry number information group in the above-mentioned aspect 11, and a calculation result storage area for storing the short-term game history information group and the long-term game history information group in the above-mentioned aspect 11.

[0297] The master CPU 62x in this embodiment 12 is configured to store the short-term winning ball number information group and the calculated game history information in the flash memory 64x every time the calculation execution condition is satisfied.

[0298] According to such a configuration, the manufacturing cost of the pachinko machine 10 can be reduced compared to a configuration including the game history management chip 300. Furthermore, even if the power supply to the pachinko machine 10 is cut off for a long period of time, the short-term ball entry number information group and the game history information are retained, so that the pachinko machine 10 and the game history information can always be linked one-to-one no matter what state the pachinko machine 10 is in (for example, a distribution state in which the pachinko machine 10 is not supplied with power for a long period of time, etc.), and the characteristics of the pachinko machine 10 can be managed and inspected.

[0299] In addition, since there is no need to provide an area in the main RAM 64 for storing the short-term ball entry number information group and game history information, the storage capacity of the main RAM 64 can be reduced, and the manufacturing cost of the pachinko machine 10 can be reduced.

[0300] <Aspect 13> In the first embodiment and other aspects, the main control device 60 may be configured to be able to switch between a game mode in which a game progress process, which is a process for progressing a game, can be executed, and an inspection mode in which game history information is output to the inspection machine 320. The game progress process is a process executed based on the detection of a game ball by the ball entry detection sensors 44a to 44h, and includes a jackpot lottery process, an electric role release lottery process, a prize ball payout process, a variable display process of the symbols on the main display unit 45, an opening and closing process of the opening and closing door 36b and the electric role 34a, and the like.

[0301] In the inspection mode, the game progress process may not be executed even if the game ball passes through the area detected by the ball entrance detection sensors 44a to 44h.

[0302] Specifically, for example, when the mode is shifted to the inspection mode, the inspection mode flag for determining whether or not the main control device 60 is in the inspection mode is turned ON. Then, the main control device 60 determines whether or not the inspection mode flag is ON, and if it determines that the inspection mode flag is ON, it does not proceed to a process flow for executing a normal game progress process, but proceeds to a process flow for the inspection mode. As a result, even if the main control device 60 receives a signal indicating that a game ball has been detected from the ball entrance detection sensors 44a to 44h, it is configured not to execute a process based on the reception of the signal (for example, a process for acquiring the value of the jackpot random number counter C1, a process for paying out prize balls, a process for sending a command to the sound and light emission control device 90, etc.).

[0303] According to such a configuration, it is possible to execute in the inspection mode processes that are not preferable to execute in parallel with game progress processing, processes that are likely to cause malfunctions when executed in parallel with game progress processing, etc. Also, according to such a configuration, since game progress processing is not executed in the inspection mode, when developing a program for a process to be executed in the inspection mode, it is not necessary to consider measures for when game progress processing is executed in parallel, and therefore it is possible to significantly improve the development efficiency of a program for a process to be executed in the inspection mode.

[0304] In addition, the game history information is information whose contents change when a game ball is detected and a game progress process is executed. Therefore, if a configuration is adopted in which a process of outputting the game history information is executed in parallel with the game progress process, the game progress process is executed while an inspector of the pachinko machine 10 is inspecting the characteristics of the pachinko machine 10 using the game history information, and the contents of the game history information change from time to time, which may make it difficult to smoothly carry out the inspection. In contrast, according to the configuration of this aspect 13, even if a game ball passes through a predetermined area, the game history information is output in an inspection mode in which the game progress process is not executed, so that it is possible to suppress the contents of the game history information from changing while the game history information is being output. As a result, an inspector of the pachinko machine 10 can smoothly carry out the inspection.

[0305] In addition, the manner in which the game history information is output in the inspection mode is not limited to the manner in which the game history information is output to the inspection machine 320 and displayed, and may be other manners. For example, the game history information may be configured to be output to the pattern display device 41 and displayed.

[0306] In addition, the information output in the inspection mode is not limited to the game history information, and may be other information. For example, it may be other information based on the detection of game balls by the ball entry detection sensors 44a to 44h, such as ball entry information and ball number information.

[0307] <Aspect 14> In the first embodiment and other aspects described above, in a configuration in which the main control device 60 is capable of switching between a game mode and an inspection mode, if an inspector performs a specified operation (hereinafter also referred to as a "mode switching operation") to transition from the game mode to the inspection mode while the game progress processing in the game mode is being executed, the configuration may be such that the game mode transitions to the inspection mode when the game progress processing being executed is completed up to a predetermined processing stage.

[0308] Specifically, for example, when a mode switching operation is performed by pressing the power button while pressing the mode switching button during execution of a game progress process in a game mode, the game progress processes being executed (big win lottery process, electric role release lottery process, prize ball payout process, variable display process of the symbols in the main display unit 45, opening and closing process of the opening and closing door 36b and the electric role 34a, etc.) are completed up to a predetermined processing stage. Then, when the game progress process is completed up to a predetermined processing stage, the process after that processing stage is not executed and the game goes into a standby state. Then, when all of the game progress processes being executed are completed up to the predetermined processing stage, the game mode is switched to the inspection mode.

[0309] With this configuration, the occurrence of processing malfunctions when transitioning to the inspection mode can be suppressed compared to a configuration in which the game mode is transitioned to the inspection mode immediately after a mode switching operation is executed, regardless of whether the ongoing game progress processing has been completed up to a predetermined processing stage.

[0310] For example, if a configuration is adopted in which the game mode is switched to the inspection mode immediately after a mode switching operation is performed, regardless of whether the game progress processing being performed has been completed up to a predetermined processing stage, if a mode switching operation is performed during the period in which the variable display processing of the pattern is being performed on the main display unit 45 as the game progress processing in the game mode, the game mode will be switched to the inspection mode in the middle of the variable display of the pattern on the main display unit 45, making it difficult to control the timing of the stop of the pattern and the variable time of the pattern. In contrast, according to the configuration of this aspect 14, for example, if a mode switching operation is performed during the period in which the variable display processing of the pattern is being performed in the game mode, the game mode will be switched to the inspection mode at the timing when the variable display processing of the pattern is completed and the pattern is stopped. Therefore, it is possible to suppress the occurrence of processing malfunctions such as the difficulty in controlling the timing of the stop of the pattern and the variable time of the pattern.

[0311] In addition, when the inspection mode is switched (returned) to the game mode, the remaining game progress processing steps that were scheduled to be executed before the switch to the inspection mode may be executed. With such a configuration, it is possible to prevent the player from feeling uncomfortable that the game progress processing that he or she expected ends in an incomplete state.

[0312] In addition, when a mode switching operation is performed during execution of a game progress process in a game mode, the game mode may be switched to the inspection mode at the timing when all of the game progress processes being executed are completed. With such a configuration, it is possible to suppress the occurrence of processing errors when restarting the game progress process.

[0313] Also, when a mode switching operation is performed during execution of a game progress process in a game mode, the game execution process is interrupted, and information enabling the interrupted game progress process to be resumed is stored in the main RAM 64, and when the storage is completed, the game mode may be switched to the inspection mode. With such a configuration, the pachinko machine 10 quickly switches from the game mode to the inspection mode, making it possible to inspect many pachinko machines 10 in a short period of time.

[0314] In addition, the mode switching operation for switching from the game mode to the inspection mode is not limited to the operation of pressing the power button while pressing the mode switching button, and may be in other forms. For example, it may be a single operation of pressing the mode switching button. In addition, when the inspection device 320 is connected to the inspection terminal 65, a configuration may be adopted in which the same processing as when the mode switching operation is performed is executed.

[0315] <Aspect 15> In the first embodiment and other aspects described above, in a configuration in which the main control device 60 is capable of switching between a game mode and an inspection mode, if an automatic return condition is met during the inspection mode, that is, 10 minutes have passed since the transition to the inspection mode, the configuration may be such that the inspection mode will transition to the game mode even if a specified operation for transitioning from the inspection mode to the game mode (for example, an operation of pressing the power button while pressing the mode switching button) has not been performed.

[0316] According to this configuration, when 10 minutes have passed since the time of transition to the inspection mode, even if a predetermined operation for transitioning from the inspection mode to the game mode has not been performed, the inspection mode is configured to transition to the game mode, so that it is possible to reliably prevent a situation in which the predetermined operation is not performed and the game mode is not returned to. For example, even if an inspector of the pachinko machine 10 forgets to perform a predetermined operation after inspecting the characteristics of the pachinko machine 10 using the game history information output in the inspection mode, the game mode is returned to when 10 minutes have passed since the time of transition to the inspection mode, so that it is possible to prevent the occurrence of a situation in which the pachinko machine 10 does not return to a game mode in which game progress processing can be performed and the player is unable to play the pachinko machine 10.

[0317] The automatic recovery condition is not limited to the condition that 10 minutes have passed since the mode was changed to the inspection mode, and may be other conditions. For example, the automatic recovery condition may be the condition that 5 minutes have passed since the mode was changed to the inspection mode, or the condition may be the condition that 10 minutes have passed since the inspection device 320 was removed from the terminals for inspection 65.

[0318] In addition, the predetermined operation for switching from the inspection mode to the game mode is not limited to the operation of pressing the power button while pressing the mode switching button, and may be another operation. For example, it may be a single operation of pressing the mode switching button.

[0319] <Aspect 16> In the first embodiment and other aspects described above, a RAM clear button for initializing the main RAM 64 may be provided on the main control device 60, and when an operation of pressing the power button while pressing the RAM clear button (hereinafter also referred to as an "erase operation") is performed, the information stored in the main RAM 64 may be erased (initialized).

[0320] Furthermore, the main control device 60 may be configured to be able to switch between the game mode and the inspection mode. In a state after transition to the inspection mode but before transition to the game mode, for example, in a state during the inspection mode, or in a state in which the power is turned off after transition to the inspection mode, the information stored in the main RAM 64 may not be erased even if an erasing operation is performed by pressing the power button while pressing the RAM clear button.

[0321] According to this configuration, even if an erasure operation is executed to erase information stored in the main RAM 64 after transition to the inspection mode but before transition to the game mode, the information stored in the main RAM 64 is not erased. Therefore, even if an erasure operation is executed by mistake in an attempt to transition to the game mode after transition to the inspection mode but before transition to the game mode, the information can be prevented from being erased by mistake.

[0322] For example, in a configuration in which the operation for erasing information stored in the main RAM 64 is the operation of pressing the power button while pressing the RAM clear button, and the operation for switching between the game mode and the inspection mode is the operation of pressing the power button while pressing the mode switching button, there is a risk that the user will mistakenly press the power button while pressing the RAM clear button when intending to press the power button while pressing the mode switching button to switch from the inspection mode to the game mode. However, according to the configuration of this aspect 16, even if the operation for erasing is performed by mistake, that is, pressing the power button while pressing the RAM clear button, after switching to the inspection mode but before switching to the game mode, it is possible to prevent the information from being mistakenly erased.

[0323] More specifically, for example, when a configuration is adopted in which the game progress processing being executed in the game mode is temporarily stopped when transitioning from the game mode to the inspection mode, and information for resuming the stopped game progress processing after returning to the inspection mode is stored in the main RAM 64, if a player intends to press the power button while pressing the mode switching button to return from the inspection mode to the game mode, but accidentally presses the power button while pressing the RAM clear button, the information for resuming the game progress processing is erased, and the game progress processing cannot be resumed after returning to the inspection mode, which may cause a disadvantage to the player. In contrast, according to the configuration of this aspect 16, even if the player accidentally presses the power button while pressing the RAM clear button to transition to the game mode after transition to the inspection mode but before transition to the game mode, it is possible to prevent the information stored in the main RAM 64 from being erroneously erased, and therefore it is possible to prevent a disadvantage from being caused to the player.

[0324] The game history information may be stored in the main RAM 64. With such a configuration, it is not necessary to provide a dedicated memory for storing the game history information, so that the manufacturing cost of the pachinko machine 10 can be reduced.

[0325] Also, when an erasing operation is executed, the game history information stored in the main RAM 64 is not erased regardless of the state of the pachinko machine 10 (power on / off state, game mode / inspection mode, etc.), and only information other than the game history information stored in the main RAM 64 (information stored to resume game progress processing, etc.) may be erased (initialized). With such a configuration, it is possible to prevent intentional erasure of game history information that deviates from a predetermined specified range.

[0326] The operation for erasing is not limited to the operation of pressing the power button while pressing the RAM clear button, and may be another mode, for example, a single operation of pressing the RAM clear button.

[0327] <Aspect 17> In the above-mentioned first embodiment and other aspects, in a configuration in which the main control device 60 can switch between a game mode and an inspection mode, when the main control device 60 transitions from the game mode to the inspection mode, a game stop command, which is a command indicating that the game progress processing will be temporarily stopped by transitioning to the inspection mode, may be transmitted to the voice and light-emitting control device 90, and the game progress processing that was being executed may be temporarily stopped in the inspection mode. Specifically, for example, when transitioning to the inspection mode while executing the display of the variation of the pattern on the main display unit 45, the display on the main display unit 45 is turned off, and the count of the variation time of the pattern on the main display unit 45 is stopped. In addition, when the main control device 60 transitions from the inspection mode to the game mode, a game resume command, which is a command indicating that the game mode will be transitioned to and the game progress processing will be resumed, may be transmitted to the voice and light-emitting control device 90.

[0328] The audio and light emitting control device 90 is configured to temporarily stop the currently executing presentation when it receives a game stop command, and then resume the temporarily stopped presentation when it receives a game restart command. With this configuration, even when the main control device 60 transitions between the game mode and the inspection mode, it is possible to synchronize the game progress processing (e.g., the pattern variation display processing in the main display unit 45) executed by the main control device 60 with the presentation (e.g., the pattern variation display processing in the pattern display device 41) controlled by the audio and light emitting control device 90, and it is possible to suppress the player from feeling strange after transitioning to the game mode.

[0329] The sound and light emission control device 90 may be configured not to stop the performance being performed even when a game stop command is received. Specifically, for example, when a game stop command is received during the variable display of the pattern on the pattern display device 41, the control of the variable display of the pattern on the pattern display device 41 is continued, and a layer of another image (for example, a black image) is displayed on the layer of the variable display of the pattern. However, since the control of the variable display of the pattern on the pattern display device 41 is continued, the variable display of the pattern continues under the layer of the black image. Then, when the variable display time of the pattern on the pattern display device 41 has elapsed, the variable display of the pattern ends under the layer of the black image, but the pattern does not stop but sways slightly.

[0330] Then, when a game resume command is received from the main control device 60, the black image layer that was displayed above the layer of the varying symbol display is removed, and the symbol layer is displayed again. At this time, the main control device 60 transitions (returns) from the inspection mode to the game mode, and resumes the stopped game progress process (variable display of symbols on the main display unit 45).

[0331] Then, the main control device 60 resumes the varying display of the patterns on the main display unit 45 where the counting of the varying time had been stopped, and when the remaining varying time has elapsed, that is, when it is time to stop the varying of the patterns on the main display unit 45, it transmits a pattern stop command to the sound and light emission control device 90. The sound and light emission control device 90 that has received the pattern stop command transmits a pattern stop command to the display control device 100, and the display control device 100 completely stops the patterns that have been displayed in a slightly swaying manner on the pattern display device 41.

[0332] According to this configuration, when the main control device 60 is in the inspection mode, the display on the main display unit 45 is turned off, and the display on the pattern display device 41 is a black image. Then, when the main control device 60 transitions from the inspection mode to the game mode, the variable display of the patterns on the main display unit 45, which had stopped counting the variable time, is resumed, and the patterns on the pattern display device 41 are displayed in a variable display mode or in a small swinging display mode. Then, the patterns on the pattern display device 41 are stopped at the timing when the patterns on the main display unit 45 are stopped. That is, it is possible to synchronize the variable display of the patterns on the main display unit 45 and the variable display of the patterns on the pattern display device 41. In addition, since the control of the currently executed performance is not stopped even when a game stop command is received, it is possible to suppress the occurrence of malfunctions caused by temporarily stopping the control of the currently executed performance. Examples of malfunctions include, for example, when the control of the performance is resumed from a state in which the control of the performance has been temporarily stopped, a shift occurs in the timing of the multiple performances when multiple performances are being executed, or a shift occurs between the video displayed on the pattern display device 41 and the sound output from the speaker 46.

[0333] Furthermore, if a configuration is adopted in which the main control unit 60 does not send a pattern stop command to the audio and light emission control unit 90 even when it is time to stop the pattern change on the main display unit 45, the display of the changing pattern on the pattern display device 41 will continue to be in a small shaking state, and the pattern on the pattern display device 41 will then stop when it receives a change command sent from the main control unit 60 or a standby command sent when no hold information is stored.

[0334] <Aspect 18> In the first embodiment and the other aspects, the game history information stored in the pachinko machine 10 may be displayed on the symbol display device 41 when a predetermined time is reached. Specifically, for example, the game mode may be switched to the inspection mode when it is 11:10 p.m., and the game history information of the pachinko machine 10 may be displayed on the symbol display device 41. According to this configuration, the game history information of each pachinko machine 10 is displayed on the symbol display device 41 at about 11:10 p.m. after the game hall closes, so that an inspector of the pachinko machine 10 can quickly inspect and check the game history information of many pachinko machines 10 after the game hall closes, without having to take the time to switch each pachinko machine 10 from the game mode to the inspection mode.

[0335] Also, the configuration may be such that upon receipt of a predetermined signal from the hall computer, the game history information stored in the pachinko machine 10 is displayed on the symbol display device 41. With such a configuration, for example, all the pachinko machines 10 installed in a gaming hall can be simultaneously switched to the inspection mode, and the game history information of each pachinko machine 10 can be displayed on each symbol display device 41, so that an inspector of the pachinko machines 10 can quickly inspect and check the game history information of many pachinko machines 10 without having to go through the trouble of switching each pachinko machine 10 from the game mode to the inspection mode.

[0336] <Aspect 19> In the first embodiment and other aspects, the game history information may be configured to be always displayed on the symbol display device 41. With such a configuration, the player or inspector can always check the game history information, so that if an abnormality occurs, such as the game history information deviating from a predetermined range, the abnormality can be noticed immediately. As a result, the soundness of the game can be quickly ensured.

[0337] <Aspect 20> In the first embodiment and other aspects described above, a seven-segment display constituted by seven light-emitting diodes may be provided on the back of the pachinko machine 10, and the seven-segment display may display information related to the game history information stored in the pachinko machine 10. For example, when the main control device 60 transitions from the above-mentioned game mode to the inspection mode, the seven-segment display may display whether the role ratio, payout ratio (in normal mode), etc. stored in the pachinko machine 10 are within a predetermined range.

[0338] More specifically, for example, when the main control device 60 shifts from the game mode to the inspection mode, a "1" indicating that a display regarding the role ratio is to be made is displayed on the seven-segment display, and then if the role ratio is within a predetermined range (specifically, if the role ratio is 0.700 or less), an "O" indicating OK is displayed on the seven-segment display, while if the role ratio is not within the predetermined range, an "E" indicating an error is displayed on the seven-segment display. After the role ratio is displayed, a "2" indicating that a display regarding the consecutive role ratio is to be made is displayed on the seven-segment display, and if the consecutive role ratio is within a predetermined range (specifically, if the consecutive role ratio is 0.600 or less), an "O" indicating OK is displayed on the seven-segment display, while if the consecutive role ratio is not within the predetermined range, an "E" indicating an error is displayed on the seven-segment display. After the continuous feature ratio has been displayed, the seven-segment display may display "2", indicating that the payout ratio (in normal mode) will be displayed, and if the payout ratio (in normal mode) is within a specified range (specifically, if the payout ratio (in normal mode) is within the range of 0.60 to 0.70), the seven-segment display may display "O", indicating OK, whereas if the payout ratio (in normal mode) is not within the specified range, the seven-segment display may display "E", indicating an error.

[0339] This configuration allows for quick and easy inspection of game history information such as the ratio of winning combinations. In addition, because the seven-segment display consumes little power, it is possible to inspect game history information using only a small amount of power from a capacitor, battery, etc. installed inside the pachinko machine 10, even when the power to the pachinko machine 10 is turned off.

[0340] Also, the seven-segment display may be configured to always display information related to the game history information stored in the pachinko machine 10. With this configuration, it is possible to simply and quickly inspect the game history information such as the ratio of the handicap items, without switching from the game mode to the inspection mode. Also, even in a pachinko machine 10 that does not have an inspection mode, it is possible to simply and quickly inspect the game history information such as the ratio of the handicap items. Furthermore, if the seven-segment display is configured to be provided on the back of the pachinko machine 10, the seven-segment display is not within the player's field of vision, so that it is possible to prevent the player from being distracted by the display of the seven-segment display and being unable to concentrate on the game. On the other hand, when an inspector of the pachinko machine 10 inspects the game history information of the pachinko machine 10, he or she only needs to rotate the pachinko machine main body 12 supported by the hinge 15 forward and check the display of the seven-segment display provided on the back of the pachinko machine main body 12, so that it is possible to simply and quickly inspect the game history information such as the ratio of the handicap items. It should be noted that instead of the seven-segment display, other displays capable of displaying the game history information in a recognizable manner, such as a segment display configured with a number of light-emitting diodes other than seven, may be used.

[0341] <Aspect 21> In the first embodiment and the other aspects, the voice and light emitting control device 90 may be configured to calculate the game history information. Specifically, for example, the main CPU 62x of the main control device 60 may transmit a signal including the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63 in the initial setting process to the voice and light emitting control device 90, and the voice and light emitting control device 90 may calculate the game history information based on the acquired prize ball number data and the ball entry information of the game ball transmitted from the main control device 60, and display the calculated game history information on the pattern display device 41.

[0342] According to such a configuration, even if the voice and light emitting control device 90 cannot access the prize ball number data storage area of ​​the main ROM 63 or cannot grasp the storage location (memory address) of the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63, the voice and light emitting control device 90 can obtain the prize ball number data stored in the prize ball number data storage area of ​​the main ROM 63, and can calculate the game history information. In addition, since the voice and light emitting control device 90 calculates the game history information instead of the main control device 60, the processing load of the main control device 60 can be significantly reduced.

[0343] <Aspect 22> The first embodiment and the other aspects described above can be applied not only to the pachinko machine 10 that can switch from the game mode to the inspection mode, but also to a game machine that can switch from the game mode to another mode. For example, the first embodiment and the other aspects can be applied to a game machine having a game status display mode that can display the status of the game-related processing, such as the status of the high probability mode flag or the high frequency support mode flag, the contents of the stored reserved information, etc.

[0344] <Aspect 23> FIG. 26 is a block diagram showing an electrical configuration of the pachinko machine 10 in aspect 23 of the first embodiment. In this aspect 23, the game history management chip 300 is not provided, and the main CPU 62x is configured to calculate the above-mentioned game history information. The main RAM 64 is divided into two areas (a first area and a second area), and the first area of ​​the main RAM 64 is used as an area for expanding programs and the like for executing processing related to the progress of a game, and the second area of ​​the main RAM 64 is used as an area for expanding programs and the like for executing processing for calculating and displaying game history information (hereinafter also referred to as game history processing). The main CPU 62x writes information only to the first area of ​​the main RAM 64 when executing processing related to the progress of a game (processing other than game history processing), and writes information only to the second area of ​​the main RAM 64 when executing processing for game history.

[0345] The first area of ​​the main RAM 64 is also used as an 8-bit ball entry detection information storage area, a stack area, etc., which will be described later. The second area of ​​the main RAM 64 is also used as an 8-bit buffer area, a winning ball tally buffer, a calculation buffer, a calculation result buffer, a stack area, etc., which will be described later in detail.

[0346] In addition, the input / output port 62a is connected to a game history information display unit 45z. The game history information display unit 45z is composed of four 7-segment displays, and is provided on the back of the pachinko machine 10. As will be described later, the game history information calculated by the master CPU 62x is displayed on this game history information display unit 45z.

[0347] FIG. 27 is a flowchart showing the timer interrupt processing executed by the main MPU 62 (main CPU 62x) in the mode 23 of the first embodiment. In this mode, the timer interrupt processing is started at a 4 msec cycle, as in the first embodiment. The difference from the timer interrupt processing of the first embodiment (FIG. 13) described above is that the contents of the ball entry detection processing shown in step S10606 are different, that a game history processing for calculating and displaying game history information is added as the last processing (step S10616) of this timer interrupt processing, and that the ball entry detection information output processing (processing of step S10207 in FIG. 13), which is a processing for outputting the ball entry detection information to the game history management chip, is omitted. The other processing is the same as the processing described in the timer interrupt processing of the first embodiment (FIG. 13) described above. The ball entry detection processing of step S10606 shown in FIG. 27 and the game history processing shown in step S10616 will be described below.

[0348] Fig. 28 is a flow chart showing the ball entry detection process executed by the main MPU 62 (main CPU 62x) in the mode 23 of the first embodiment. In the ball entry detection process in the mode 23, if the previous (one time before) timer interrupt process determines that there is no information ("0") in the bit of the input port 62b, the current timer interrupt process determines that there is information ("1") in the bit, and the timer interrupt process subsequently determines that there is information ("1") in the bit, then it is determined that a game ball has entered the ball entry hole corresponding to the bit. An example of the ball entry detection process will be described below.

[0349] In step S10701, the information currently stored in the 0th to 7th bits D0 to D7 (FIG. 14) of the input port 62b is read (hereinafter, also referred to as "scoring ball determination information"), and in step S10702, the read-in information for scoring ball determination is stored in the first buffer, which is an 8-bit buffer. That is, the first buffer is a buffer for storing the scoring ball determination information read from each bit of the input port 62b in the current timer interrupt process. The second buffer, which will be described later, is an 8-bit buffer for storing the scoring ball determination information read from each bit of the input port 62b in the previous timer interrupt process. In this embodiment, the first buffer and the second buffer are provided in the first area of ​​the main RAM 64. After executing step S10702, the process proceeds to step S10703.

[0350] In step S10703, 8 is set in the winning ball determination counter provided in the main RAM 64. Then, proceed to 10704. The numerical information of the winning ball determination counter corresponds to the bits of each of the eight winning ball ports, similar to the winning ball determination counter (step S10401) used in the winning ball determination process (FIG. 16) of the first embodiment described above. Specifically, in this embodiment, the numerical information of the winning ball determination counter, "8", corresponds to the 0th bit D0 of the large winning port 36a, "7" corresponds to the 1st bit D1 of the first starting port 33, "6" corresponds to the 2nd bit D2 of the second starting port 34, "5" corresponds to the 3rd bit D3 of the first winning port 32a, "4" corresponds to the 4th bit D4 of the second winning port 32b, "3" corresponds to the 5th bit D5 of the third winning port 32c, "2" corresponds to the 6th bit D6 of the through gate 35, and "1" corresponds to the 7th bit D7 of the discharge passage.

[0351] In step S10704, it is determined whether or not there is scoring determination information in the bit in the second buffer corresponding to the numerical information of the scoring determination counter, i.e., whether or not the scoring determination information stored in that bit is "1." If it is determined in step S10704 that the scoring determination information is not "1" (S10704: NO), the process proceeds to step S10705. On the other hand, if it is determined in step S10704 that the scoring determination information is "1" (S10704: YES), the process proceeds to step S10710 without executing the processes from step S10705 to step S10709 described below.

[0352] In step S10705, it is determined whether or not there is scoring determination information in the bit in the first buffer corresponding to the numerical information of the scoring determination counter, i.e., whether or not the scoring determination information stored in that bit is "1". In step S10705, if it is determined that the scoring determination information is "1" (S10705: YES), the process proceeds to step S10706. On the other hand, in step S10705, if it is determined that the scoring determination information is not "1" (S10705: NO), the process proceeds to step S10710 without executing the processes from step S10706 to step S10709 described below.

[0353] In step S10706, it is determined whether or not there is scoring determination information in the bit corresponding to the numerical information of the scoring determination counter in the current input port 62b, i.e., whether or not the scoring determination information stored in that bit is "1." In step S10706, if it is determined that the scoring determination information is "1" (S10706: YES), the process proceeds to step S10707. On the other hand, in step S10706, if it is determined that the scoring determination information is not "1" (S10706: NO), the process proceeds to step S10710 without executing the processes from step S10707 to step S10709 described below.

[0354] In step S10707, it is determined whether the current numerical information of the ball entry judgment counter indicates a bit corresponding to which type of ball entry port, and a ball entry flag indicating that the game ball has entered the ball entry port corresponding to the bit is turned ON. Specifically, for example, when it is determined that the current numerical information of the ball entry judgment counter indicates a bit corresponding to the large prize entry port 36a, a large prize entry port ball entry flag indicating that the game ball has entered the large prize entry port 36a is turned ON. Also, for example, when it is determined that the current numerical information of the ball entry judgment counter indicates a bit corresponding to the second start port 34, a second start port ball entry flag indicating that the game ball has entered the second start port 34 is turned ON. After executing step S10707, the process proceeds to step S10708.

[0355] In step S10708, the numerical information of the prize ball counter corresponding to the ball entry port where the ball entry flag was turned ON in step S10707, i.e., where it was determined that the game ball entered, is incremented by 1. Specifically, for example, when the big prize entry port ball entry flag is turned ON, the 15 prize ball counter is incremented by 1, and when the second start port ball entry flag is turned ON, the 3 prize ball counter is incremented by 1. After executing step S10708, the process proceeds to step S10709.

[0356] In step S10709, the scoring determination counter is decremented by 1, and then in step S10710, it is determined whether the scoring determination counter is "0" or not.

[0357] In step S10710, if it is determined that the scoring counter is not "0" (S10710: NO), the processing of steps S10704 to S10708 is executed for the bit corresponding to the numerical information of the scoring counter updated in step S10709. If the processing of steps S10704 to S10708 has been executed the number of times equal to the numerical information set in step S10703, the scoring counter becomes "0", an affirmative determination is made in step S10710 (S10710: YES), and the process proceeds to step S10711.

[0358] In step S10711, the 8-bit scoring determination information stored in the first buffer is stored (copied) in the second buffer. As a result, the scoring determination information acquired from the input port 62b in the current timer interrupt process is referenced in the scoring detection process in the next timer interrupt process. After executing step S10711, proceed to step S10712.

[0359] In step S10712, the ball entry detection information indicating that the game ball entry has been detected in the ball entry detection process of the current timer interrupt process is stored in the ball entry detection information storage area capable of storing 8-bit information. Specifically, the ball entry detection information storage area stores "1" as ball entry detection information for each bit corresponding to each of the above-mentioned eight ball entry ports when the ball entry flag is ON, and "0" when the ball entry flag is OFF. For example, as a result of executing the ball entry detection process in the current timer interrupt process, if the big prize entry port ball entry flag and the second start port ball entry flag are ON and the ball entry flags corresponding to the other ball entry ports are OFF, the ball entry detection information storage area stores 8-bit ball entry detection information of "00000101". The 8-bit ball entry detection information stored in the ball entry detection information storage area is referred to in the game history process described later. After executing step S10712, the ball entry detection process is terminated.

[0360] FIG. 29 is a flowchart showing the game history processing executed by the main MPU62 (main CPU62x) of the aspect 23 of the first embodiment. In this game history processing, the role ratio and the consecutive role ratio are calculated, and a process for displaying them on the game history information display unit 45z is executed. Specifically, the role ratio is calculated, and the calculated role ratio is displayed on the game history information display unit 45z for 5 seconds. After that, the consecutive role ratio is calculated, and the calculated consecutive role ratio is displayed on the game history information display unit 45z for 5 seconds. After that, the role ratio is calculated again, and the calculated role ratio is displayed on the game history information display unit 45z for 5 seconds. In this way, the role ratio and the consecutive role ratio are alternately displayed on the game history information display unit 45z. An example of a specific process will be described below.

[0361] In step S10801, a save process is executed to save information stored in the register in the main CPU 62x (hereinafter, also referred to as register information) to a stack area in the second area of ​​the main RAM 64. In this mode 23, in the timer interrupt process (FIG. 27), before the game history process (step S10616 in FIG. 27) is executed, a process related to the progress of the game (processing of steps S10601 to S10615 in FIG. 27), which is a process other than the game history process, is executed. Therefore, in the save process, the register information related to the progress of the game is saved to the stack area in the second area of ​​the main RAM 64. Specifically, the value of the stack pointer in the main CPU 62x (address value indicating the top of the stack area in the first area) is saved (pushed) to the bottom of the stack area in the second area of ​​the main RAM 64. Then, the address value indicating the top of the stack area in the second area of ​​the main RAM 64 is set to the stack pointer of the main CPU 62x. Thereafter, the register information stored in the registers in the master CPU 62x is sequentially saved (pushed) to the stack area (the top stage of the stack area of ​​the second area of ​​the master RAM 64) indicated by the stack pointer set in the master CPU 62x. By executing this saving process, the address value of the stack area of ​​the second area of ​​the master RAM 64 is set in the stack pointer of the master CPU 62x, so that the master CPU 62x can execute the process of calculating and displaying the game history information described below by using the second area of ​​the main RAM 64. After executing step S10801, the process proceeds to step S10802.

[0362] In step S10802, it is determined whether or not the abnormal flag stored in the second area of ​​the main RAM 64 is ON. The abnormal flag is a flag that is turned ON when the prize ball tally value described later is an abnormal value. If it is determined in step S10802 that the abnormal flag is ON (S10802: YES), the process proceeds to step S10803, where the prize ball tally value is cleared to 0. Then, the process proceeds to step S10804, where the abnormal flag is turned OFF. Then, the process proceeds to step S10805. On the other hand, if it is determined in step S10802 that the abnormal flag is not ON (S10802: NO), the process proceeds to step S10805 without executing the processes of steps S10803 and S10804.

[0363] In step S10805, an OR process is performed for each corresponding bit in the scoring detection information storage area and the buffer area, and the result of each OR process (logical sum) is stored (overwritten) in the corresponding bit in the buffer area. Details of this process will be described later. The buffer area is an area that can store the same 8-bit information as the scoring detection information storage area, and is provided in the second area of ​​the main RAM 64. After executing step S10805, proceed to step S10806.

[0364] In step S10806, it is determined whether or not there is ball-scoring detection information in at least one of the eight bits in the buffer area (whether or not "1" is stored in one or more bits). In step S10806, if it is determined that there is ball-scoring detection information in at least one bit in the buffer area (S10806: YES), the process proceeds to step S10807.

[0365] In step S10807, a target setting process is executed to set the bits to be the target of the prize ball counting process, which will be described later, among the eight bits in the buffer area. In this embodiment, in one target setting process, two consecutive bits are set as the target of the prize ball counting process. Also, as described later, when the target setting process is executed in the next or subsequent timer interruption process, two consecutive bits located next to the two bits set in the previous target setting process are set as the target of the prize ball counting process. In this way, the two bits to be the target of the prize ball counting process are shifted to the adjacent bits in sequence. After the last two bits of the eight bits are set as the target of the prize ball counting process, the first two bits are set again as the target of the prize ball counting process in the next target setting process. In this way, in this embodiment, the order of the two bits to be set as the target of the prize ball counting process among the eight bits in the buffer area is predetermined. After executing step S10807, the process proceeds to step S10808, and the prize ball counting process corresponding to the set bits is executed. Here, a specific example of the processing from step S10805 to step S10808 will be described with reference to FIG.

[0366] 30 is an explanatory diagram showing an example of a specific process executed by the main MPU 62 (main CPU 62x) in the aspect 23 of the first embodiment. As described above, the ball entry detection information storage area is an 8-bit storage area provided in the first area of ​​the main RAM 64, and each bit corresponds to each ball entry port. Specifically, in this aspect, the 0th bit D0 of the ball entry detection information storage area corresponds to the large prize entry port 36a, the 1st bit D1 corresponds to the first start port 33, the 2nd bit D2 corresponds to the second start port 34, the 3rd bit D3 corresponds to the first prize entry port 32a, the 4th bit D4 corresponds to the second prize entry port 32b, the 5th bit D5 corresponds to the third prize entry port 32c, the 6th bit D6 corresponds to the through gate 35, and the 7th bit D7 corresponds to the discharge passage.

[0367] The buffer area is an 8-bit storage area provided in the second area of ​​the main RAM 64, and each bit corresponds to each ball entry port. Specifically, in this embodiment, the 0th bit D0 of the buffer area corresponds to the large prize entry port 36a, the 1st bit D1 corresponds to the first start port 33, the 2nd bit D2 corresponds to the second start port 34, the 3rd bit D3 corresponds to the first prize entry port 32a, the 4th bit D4 corresponds to the second prize entry port 32b, the 5th bit D5 corresponds to the third prize entry port 32c, the 6th bit D6 corresponds to the through gate 35, and the 7th bit D7 corresponds to the discharge passage. That is, each bit of the buffer area corresponds to each bit of the ball entry detection information storage area.

[0368] In the ball entry detection process (Figure 28) described above, when it is determined that a game ball has entered an entry port such as the large prize entry port 36a, one of the eight bits in the ball entry detection information storage area corresponding to the entry port through which it has been determined that the game ball has entered is turned ON ("1").

[0369] FIG. 30(A1) shows an example of processing when the n-th timer interrupt processing is executed. In this n-th timer interrupt processing, it is determined that game balls have entered the second start hole 34 and the first winning hole 32a in the ball entry detection processing, and the values ​​of the eight bits of the ball entry detection information storage area are "00001100". In addition, the values ​​of the eight bits of the buffer area before the OR processing are executed are "00000000". Therefore, the values ​​of the eight bits of the buffer area after the OR processing are executed are "00001100". As a result, the ball entry detection information in the ball entry detection information storage area, which is updated every time the timer interrupt processing is executed, is set as a processing target of the prize ball counting processing described later, and is held in the buffer area until the processing is executed.

[0370] In the nth timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the 0th bit D0 and the 1st bit D1, are set as the processing targets for the prize ball counting process.

[0371] In the prize ball tallying process, if the 0th bit D0 (the bit corresponding to the large prize opening 36a) set as the processing target of the prize ball tallying process is "1", "15" is added to the total number of prize balls and the number of consecutive prize balls stored in the prize ball tallying buffer. On the other hand, if the 0th bit D0 is "0", the addition is not performed. In this embodiment, the prize ball tallying buffer is configured as a ring buffer, and is configured to store the number of prize balls paid out in the most recent predetermined period. In addition, the number of consecutive prize balls is the number of game balls paid out as prize balls by the operation of the consecutive prize opening, and means the number of game balls paid out as prize balls based on the entry of game balls into the large prize opening 36a.

[0372] Furthermore, in the prize ball counting process, if the first bit D1 (the bit corresponding to the first start hole 33) set as the processing target of the prize ball counting process is "1", "3" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the first bit D1 is "0", the addition is not performed.

[0373] In the example shown in FIG. 30(A1), the 0th bit D0 is "0" and the 1st bit D1 is also "0", so the above-mentioned addition is not performed.

[0374] After the prize ball counting process is executed, the two bits (the 0th bit D0 and the 1st bit D1) set as targets for the prize ball counting process in the buffer area are cleared to 0.

[0375] FIG. 30(A2) shows an example of processing when the n+1th timer interrupt processing is executed. In this n+1th timer interrupt processing, it is determined in the ball entry detection processing that a game ball has entered the second winning hole 32b, and the values ​​of the eight bits of the ball entry detection information storage area are "00010000". In addition, the values ​​of the eight bits of the buffer area before the OR processing are executed are "00001100", which is the same as the buffer area after the prize ball counting processing in the above-mentioned nth timer interrupt processing. Therefore, the values ​​of the eight bits of the buffer area after the OR processing are executed are "00011100".

[0376] In the (n+1)th timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the second bit D2 and the third bit D3, are set as the processing targets for the prize ball counting process.

[0377] In the prize ball tallying process, if the second bit D2 (the bit corresponding to the second start port 34) set as the processing target of the prize ball tallying process is "1", "3" is added to the total number of prize balls and the number of special prize balls stored in the prize ball tallying buffer. On the other hand, if the second bit D2 is "0", the addition is not performed. The number of special prize balls is the number of game balls paid out as prize balls by the operation of the special device, and means the number of game balls paid out as prize balls based on the entry of game balls into the second start port 34 and the large prize port 36a.

[0378] Furthermore, in the prize ball counting process, if the third bit D3 (the bit corresponding to the first winning slot 32a) set as the processing target of the prize ball counting process is "1", "10" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the third bit D3 is "0", the addition is not performed.

[0379] In the example shown in Fig. 30(A2), since the second bit D2 is "1", "3" is added to the total number of winning balls and the number of special winning balls. Also, since the third bit D3 is "1", "10" is added to the total number of winning balls.

[0380] After the prize ball counting process is executed, the two bits (the second bit D2 and the third bit D3) set as targets for the prize ball counting process in the buffer area are cleared to 0.

[0381] FIG. 30(A3) shows an example of processing when the n+2th timer interrupt processing is executed. In this n+2th timer interrupt processing, it is determined in the ball entry detection processing that a game ball has entered (passed) through gate 35, and the values ​​of the eight bits of the ball entry detection information storage area are "01000000". In addition, the values ​​of the eight bits of the buffer area before the OR processing are executed are "00010000", which is the same as the buffer area after the prize ball counting processing in the above-mentioned n+1th timer interrupt processing. Therefore, the values ​​of the eight bits of the buffer area after the OR processing are executed are "01010000".

[0382] In the (n+2)th timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the fourth bit D4 and the fifth bit D5, are set as the processing targets for the prize ball counting process.

[0383] In the prize ball counting process, if the fourth bit D4 (the bit corresponding to the second winning slot 32b) set as the processing target of the prize ball counting process is "1", "10" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the fourth bit D4 is "0", the addition is not performed.

[0384] Furthermore, in the prize ball counting process, if the fifth bit D5 (the bit corresponding to the third winning slot 32c) set as the processing target of the prize ball counting process is "1", "10" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the fifth bit D5 is "0", the addition is not performed.

[0385] In the example shown in Fig. 30(A3), since the fourth bit D4 is "1", "10" is added to the total number of winning balls. Also, since the fifth bit D5 is "0", the above-mentioned addition is not performed.

[0386] After the prize ball counting process is executed, the two bits (the fourth bit D4 and the fifth bit D5) set as targets for the prize ball counting process in the buffer area are cleared to 0.

[0387] FIG. 30(A4) shows an example of processing when the n+3th timer interrupt processing is executed. In this n+3th timer interrupt processing, it is determined in the ball entry detection processing that a game ball has entered the large prize entrance 36a, and the values ​​of the eight bits of the ball entry detection information storage area are "00100001". In addition, the values ​​of the eight bits of the buffer area before the OR processing are executed are "01000000", which is the same as the buffer area after the prize ball counting processing in the above-mentioned n+2th timer interrupt processing. Therefore, the values ​​of the eight bits of the buffer area after the OR processing are executed are "01100001".

[0388] In the (n+3)th timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the sixth bit D6 and the seventh bit D7, are set as the processing targets for the prize ball counting process.

[0389] However, in this embodiment, the sixth bit D6 corresponds to the through gate 35, and the seventh bit D7 corresponds to the discharge passage. And, no prize balls are set in the through gate 35 and the discharge passage. Therefore, in this embodiment, when the sixth bit D6 and the seventh bit D7 are set as the target of the prize ball counting process, they are not added to the total number of prize balls in the prize ball counting process. After that, the two bits (the sixth bit D6 and the seventh bit D7) set as the target of the prize ball counting process in the buffer area are cleared to 0.

[0390] After that, in the n+4th timer interrupt process, the 0th bit D0 and the 1st bit D1 are again set as the processing target of the prize ball counting process. Thereafter, the same process is repeatedly executed. However, as described later, if there is no ball entry detection information in the bits of the buffer area (all bits are "0"), the target setting process (step S10807) and the prize ball counting process (step S10808) are not executed. Also, in this embodiment, from a state in which there is no ball entry detection information in the bits of the buffer area (all bits are "0"), a state in which there is ball entry detection information in at least one bit of the buffer area again occurs, and when the target setting process is executed, the two bits set as the processing target of the prize ball counting process in the previous target setting process are stored, and the two consecutive bits located next to the two bits are set as the processing target of the prize ball counting process. In addition, if the two bits set as the processing targets for the prize ball counting process in the previous target setting process are the sixth bit D6 and the seventh bit D7, the two consecutive bits, the zeroth bit D0 and the first bit D1, are set as the processing targets for the prize ball counting process.

[0391] As described above, in this embodiment, in one timer interrupt process, two of the eight bits in the buffer area are set as the target for prize ball tallying process, so if there is ball detection information in at least one bit in the buffer area, the timer interrupt process will be executed four times, and the prize ball tallying process will be executed for all eight bits in the buffer area.

[0392] Returning to the description of Fig. 29, after the prize ball counting process is executed in step S10808, the process proceeds to step S10809.

[0393] In step S10809, a calculation result display control process is executed. Specifically, a control is executed to display a value (a combination ratio or a continuous combination ratio, which is the calculated game history information) stored in a calculation result buffer described later on the game history information display unit 45z. After executing step S10809, the process proceeds to step S10810.

[0394] In step S10810, it is determined whether it is time to execute a calculation process to calculate game history information. Specifically, when a predetermined time (30 minutes in this embodiment) has elapsed since the power supply of the pachinko machine 10 was turned on, or when 5 seconds have elapsed since the previous execution of the calculation process, it is determined that it is time to execute the calculation process. In step S10810, if it is determined that it is time to execute the calculation process (S10810: YES), the process proceeds to step S10811. On the other hand, in step S10810, if it is determined that it is not time to execute the calculation process (S10810: NO), the process proceeds to step S10813 without executing the processes of steps S10811 and S10812 described later.

[0395] In step S10811, the type of gaming history information to be calculated in the calculation process (task 1 and task 2 described later) is set. In this embodiment, the combination ratio and the continuous combination ratio are alternately set as the type of gaming history information to be calculated. Thereafter, the process proceeds to step S10812, and task 1 is specified as the next task to be executed in the task process (step S10814) described later. After executing step S10812, the process proceeds to step S10813.

[0396] In step S10813, a process is executed to restore the register information saved in the stack area of ​​the second area of ​​the main RAM 64 in the above-mentioned saving process to the register of the main CPU 62x. Specifically, the saved register information is restored (popped) to the register in the main CPU 62x in sequence, starting from the stack area (the top stage of the stack area of ​​the second area of ​​the main RAM 64) indicated by the stack pointer set in the main CPU 62x. Thereafter, the value of the stack pointer saved at the bottom of the stack area of ​​the second area (the address value indicating the top stage of the stack area of ​​the first area) is restored (popped) to the stack pointer of the main CPU 62x. By executing this restoration process, the address value of the stack area of ​​the first area of ​​the main RAM 64 is set in the stack pointer of the main CPU 62x, so that the main CPU 62x can execute a process related to the progress of the game again by using the first area of ​​the main RAM 64. Thereafter, the game history process is terminated.

[0397] Returning to the description of step S10806, if it is determined in step S10806 that there is no ball-scoring detection information in the bits of the buffer area (all bits are "0") (S10806: NO), the process proceeds to step S10814.

[0398] In step S10814, any one of the following three tasks that has been specified is executed. If no task is specified, task 3 is executed. In other words, instead of executing the three tasks sequentially in one timer interrupt processing, only one of the three tasks that has been specified is executed in one timer interrupt processing.

[0399] [Task 1] The dividend and divisor required to calculate the game history information set as the calculation target are stored in the calculation buffer. Specifically, for example, when it is set to calculate the ratio of the accessory, the number of accessory prize balls is stored as the dividend, and the total number of prize balls is stored as the divisor in the calculation buffer. Also, for example, when it is set to calculate the ratio of consecutive accessory, the number of consecutive accessory prize balls is stored as the dividend, and the total number of prize balls is stored as the divisor in the calculation buffer. After that, task 2 is specified as the next task to be executed when the process proceeds to step S10806 in the timer interrupt process from the next time onwards.

[0400] [Task 2] The dividend stored in the buffer for calculation is divided by the divisor, and the calculation result (quotient) is stored in the buffer for calculation result. After that, task 3 is specified as the next task to be executed when the process proceeds to step S10806 in the next or subsequent timer interrupt processing.

[0401] [Task 3] It is determined whether the prize ball tally values ​​(number of accessory prize balls, number of consecutive accessory prize balls, total number of prize balls) are valid, and if it is determined that they are not valid, the abnormal flag is turned ON, and then task 3 is designated as the next task to be executed when proceeding to the processing of step S10806 in the next or subsequent timer interrupt processing. On the other hand, if it is determined that the prize ball tally values ​​are valid, the abnormal flag is not turned ON, and task 3 is designated as the next task. Here, a case where the prize ball tally value is invalid is when there is a contradiction in the prize ball tally value, such as when the number of accessory prize balls exceeds the total number of prize balls, when the number of consecutive accessory prize balls exceeds the total number of prize balls, or when the number of consecutive accessory prize balls exceeds the number of accessory prize balls.

[0402] After executing a specified task among the above three tasks, the process proceeds to step S10809 described above, and executes a process of displaying the value (role ratio or continuous role ratio) stored in the calculation result buffer on the game history information display unit 45z. In this embodiment, the first 7-segment display constituting the game history information display unit 45z displays information indicating the type of game history information, and the remaining three 7-segment displays display the value of the game history information.

[0403] In the pachinko machine 10 of the present embodiment described above, the processing related to the progress of the game included in the timer interrupt processing (processing other than the processing for the game history) is programmed to end in a time shorter than the time until the next timer interrupt processing is started (4 msec in this embodiment), but the time required for the processing related to the progress of the game to end varies depending on the situation of the progress of the game. On the other hand, since the processing for the game history is a processing unrelated to the progress of the game, it is preferable to secure the time for executing the processing related to the progress of the game in one timer interrupt processing in priority over the time for executing the processing for the game history. In addition, even if the various processing included in the processing for the game history (for example, the winning ball counting processing and the calculation processing for each bit, etc.) are not configured to be continuously executed and completed in one timer interrupt processing, there is no influence on the progress of the game. Therefore, in this embodiment, even if the execution time of the process related to the game progress becomes maximum according to the state of the game progress, the execution time of one timer interrupt process (execution time of the process related to the game progress + execution time of the process for the game history) is shorter than the time until the next timer interrupt process is started, so that various processes included in the process for the game history are divided into multiple processes, and the divided processes are executed in one timer interrupt process, and various processes are completed by executing the timer interrupt process multiple times. As a result, according to this embodiment, it is possible to execute the process for the game history while securing the time required to execute the process related to the game progress in one timer interrupt process.

[0404] Specifically, according to this embodiment, in one execution of the timer interrupt process, one of two tasks (task 1 and task 2) constituting the arithmetic process, which is the process of calculating the game history information, can be executed, and by executing the timer interrupt process twice, all of the two tasks constituting the arithmetic process are executed, so the time required for one execution of the timer interrupt process can be shortened compared to a configuration in which both of the two tasks are executed in one execution of the timer interrupt process. As a result, it is possible to prevent the time required for one execution of the timer interrupt process from becoming longer than 4 msec, which is the interval for starting the execution of the timer interrupt process (hereinafter also referred to as the interrupt interval), and thus preventing the timer interrupt process from being executed at 4 msec intervals.

[0405] According to this embodiment, a series of processes whose execution order is determined is divided into a plurality of tasks, and in one execution of the timer interrupt process, one of the tasks is executed, and then the task to be executed next to the one task is specified. Therefore, even if a series of processes whose execution time is longer than the interrupt interval of the timer interrupt process when incorporated into the timer interrupt process is incorporated into the timer interrupt process, the series of processes can be incorporated into the timer interrupt process and executed. Specifically, according to this embodiment, even in a gaming machine whose configuration is such that the time required for one execution of the timer interrupt process is longer than 4 msec when the arithmetic process for calculating the game history information is incorporated into the timer interrupt process executed at intervals of 4 msec, the arithmetic process can be incorporated into the timer interrupt process executed at intervals of 4 msec. Furthermore, since the arithmetic process for calculating the game history information does not affect the progress of the game even if all tasks are not executed in one execution of the timer interrupt process, the time required for one execution of the timer interrupt process can be allocated to the execution time of other processes included in the timer interrupt process, and the degree of freedom in designing the gaming machine can be improved.

[0406] According to this embodiment, in one execution of the timer interrupt process, two bits out of the eight bits D0 to D7 in the buffer area are set as the processing target of the prize ball tallying process, and the prize ball tallying process can be executed for the set processing target bits, and by executing the timer interrupt process multiple times, the prize ball tallying process is executed for all of the eight bits D0 to D7 in the buffer area. Therefore, the time required for one execution of the timer interrupt process can be shortened compared to a configuration in which the prize ball tallying process is executed for all of the eight bits D0 to D7 in one execution of the timer interrupt process. As a result, it is possible to suppress the time required for the execution of the timer interrupt process becoming longer than 4 msec, which is the interval for starting the execution of the timer interrupt process, and the timer interrupt process being unable to be executed at intervals of 4 msec.

[0407] In addition, according to this embodiment, when two bits out of the eight bits D0 to D7 in the buffer area are set as the processing target of the prize ball counting process, they are set in a predetermined order, so there is no need to perform a judgment process to determine which bit is to be set as the processing target of the prize ball counting process, and the process can be simplified, thereby improving the processing speed. Furthermore, the memory capacity for storing information such as programs and parameters required to execute the judgment process can be reduced.

[0408] According to this embodiment, the main CPU 62x can execute the timer interrupt process four times in a time shorter than the shortest interval (about 18 msec in this embodiment) at which two game balls are successively detected entering one ball entrance, and therefore can execute the prize ball tallying process (step S10808 in FIG. 29) for all eight processing target candidates (bits D0 to D7 in the buffer area) in a time shorter than the shortest interval. Therefore, even if two game balls successively enter the same ball entrance, even if the entry detection information updated based on the entry of the first game ball being detected at the ball entrance is set as the processing target and the prize ball tallying process is executed, and then the entry detection information corresponding to the remaining ball entrances is set as the processing target and the prize ball tallying process is executed, the prize ball tallying process can be completed for all of these entry detection information before the entry of the next second game ball is detected at the ball entrance. In other words, when the entry detection information updated based on the detection of the second game ball entering the ball entrance is set as the processing target and the prize ball counting process is executed, the prize ball counting process for the entry detection information updated based on the detection of the first game ball entering the ball entrance has already been completed. The effects of this configuration are explained below.

[0409] In the configuration in which the binary information of "0" or "1" indicating the presence or absence of a game ball entering is adopted as the ball entry detection information as in the present embodiment, if the prize ball counting process is not executed for the ball entry detection information updated from "0" to "1" based on the entry of the first game ball into a ball entry port until the entry of the second game ball into the ball entry port is detected at the ball entry port, the ball entry detection information corresponding to the ball entry port is still "1" at the time the entry of the second game ball is detected at the ball entry port, and the entry of the second game ball cannot be recorded. In other words, even though the ball entry port is in a situation where two game balls have entered consecutively, the ball entry detection information corresponding to the ball entry port cannot be distinguished from a situation where only one game ball has entered the ball entry port, and the ball entry detection process treats the ball entry port as a situation where one game ball has entered the ball entry port. As a result, the ball entry detection process may not be able to record the exact number of prize balls.

[0410] In contrast, according to the present embodiment, the prize ball counting process is executed on the ball entry detection information that has already been updated by the entry of the first game ball into the ball entry port at the time when the entry of the second game ball is detected at the ball entry port, and since the ball entry detection information is "0", it is possible to record the entry of the second game ball. As a result, it is possible to record an accurate number of prize balls in the prize ball counting process. This makes it possible to adopt binary information of "0" or "1" indicating the presence or absence of a game ball as the ball entry detection information while ensuring the accuracy of the prize ball counting process, thereby making it possible to reduce the storage capacity for storing the ball entry detection information and improve the processing speed of the prize ball counting process.

[0411] According to this embodiment, the game history process (FIG. 29) includes a save process (step S10801 in FIG. 29) in which information held in the register in the main CPU 62x and used for executing the process related to the progress of a game is written to a stack region in the second area of ​​the main RAM 64. Therefore, when the main CPU 62x starts the game history process, if the register in the main CPU 62x holds information for executing the process related to the progress of a game that was executed immediately before the start of the game history process, the information can be temporarily moved (saved) by writing the information to the stack region in the second area of ​​the main RAM 64. Thus, the information for executing the process related to the progress of a game held in the register in the main CPU 62x is erased, and when the game history process is executed by the main CPU 62x, the information for executing the game history process can be held in the register in the main CPU 62x.

[0412] Furthermore, according to this embodiment, the game history processing (Figure 29) includes a return process (step S10813 in Figure 29) that causes the information written to the stack region of the second area of ​​the main RAM 64 in the save process to be retained in a register of the main CPU 62x. Therefore, when the game history processing is terminated, the information for executing the processing related to the progress of the game is again retained in the register of the main CPU 62x, and the processing related to the progress of the game that was being executed before the start of the game history processing can be executed again from the state immediately before the start of the game history processing.

[0413] In addition, according to this embodiment, since the save process and the return process are included in the game history process, it is possible to provide a gaming machine in which processes related to the progress of a game other than the game history process can be executed without any problem even if only the program for executing the game history process is deleted. In other words, it is possible to easily delete only the program for executing the game history process without modifying the program for executing processes related to the progress of a game other than the game history process. As a result, for example, when improving the gaming machine so that it does not execute the game history process, or when developing a new gaming machine based on the gaming machine that does not execute the game history process, it is possible to minimize design changes.

[0414] Furthermore, according to this embodiment, the master CPU 62x executes writing of information in the game history process only to the second area of ​​the master RAM 64, so it is possible to prevent information written in the first area of ​​the master RAM 64 from being rewritten by execution of the game history process. Therefore, in a configuration in which the process related to the progress of a game is executed using the first area of ​​the master RAM 64, it is possible to prevent the game history process from affecting the process related to the progress of a game.

[0415] Furthermore, according to this embodiment, the master CPU 62x executes writing of information in the process related to the progress of a game only to the first area of ​​the master RAM 64, so it is possible to prevent information written in the second area of ​​the master RAM 64 from being rewritten by the execution of the process related to the progress of a game. Therefore, in a configuration in which the process for the game history is executed using the second area of ​​the master RAM 64, it is possible to prevent the process for the game history from being influenced by the process for the progress of a game.

[0416] In addition, according to the present embodiment, an 8-bit buffer area capable of storing ball entry detection information is provided, so that the ball entry detection information in the ball entry detection information storage area, which is updated each time the timer interrupt processing is executed, can be set as the processing target for the prize ball counting processing and retained until the processing is executed.

[0417] Also, according to this embodiment, as shown in FIG. 29, when the prize ball counting process (step S10808) is executed in one timer interruption process, the calculation process (task 1 and task 2 in step S10814) is not executed. In other words, since both the prize ball counting process and the calculation process are not executed in one timer interruption process, the time required for one execution of the timer interruption process can be shortened. As a result, it is possible to prevent the time required for one execution of the timer interruption process from becoming longer than the interrupt interval of the timer interruption process, and the timer interruption process from being unable to be executed at the interrupt interval. Furthermore, according to this embodiment, the prize ball counting process in which the ball entry status of the game balls and the processing load are correlated is executed in preference to the calculation process in which the ball entry status of the game balls and the processing load are not correlated, so that the interval between the execution of the prize ball counting process is prevented from becoming long, and as a result, it is possible to prevent the prize ball count value, which is the processing result of the prize ball counting process, from being unable to accurately reflect the ball entry status of the game balls. Specifically, for example, it is possible to prevent the next game ball from entering the ball entry port corresponding to a bit in the buffer area before the prize ball counting process is executed for that bit, resulting in two game balls entering the bit being treated as one game ball.

[0418] Also, according to this embodiment, as shown in FIG. 29, when the prize ball tallying process (step S10808) is not executed and it is determined that it is time to execute the calculation process (step S10810: YES), the calculation process (task 1 and task 2 in step S10814) is executed. Therefore, neither the prize ball tallying process nor the calculation process is executed in one timer interrupt process, and in this situation, instead of the prize ball tallying process and the calculation process, another process independent of these processes (in this embodiment, a process for determining the validity of the prize ball tally value (task 3 in step S10814)) can be executed. Furthermore, in this embodiment, when either the prize ball tallying process or the calculation process is executed in one timer interrupt process, the time required for one execution of the timer interrupt process is configured to be shorter than the interrupt interval. Therefore, in a situation where neither the prize ball tallying process nor the calculation process is executed, by executing a process with a shorter processing time than the prize ball tallying process and the calculation process, it is possible to reliably prevent the time required for one execution of the timer interrupt process from becoming longer than the interrupt interval.

[0419] In addition, according to this embodiment, although it is possible to calculate two types of game history information, the ratio of the bonus features and the ratio of consecutive bonus features, in the calculation process in one timer interrupt process, the calculation process for either the ratio of the bonus features or the ratio of consecutive bonus features is executed, so that the time required for one execution of the timer interrupt process can be shortened compared to a configuration in which the calculation process for the calculation of two types of game history information is executed in the calculation process in one timer interrupt process. As a result, it is possible to prevent the time required for one execution of the timer interrupt process from becoming longer than the interrupt interval, making it impossible to execute the timer interrupt process at a predetermined interrupt interval. In addition, the storage capacity of the main RAM 64 for temporarily storing the calculated game history information can be reduced.

[0420] Furthermore, according to the present embodiment, in the ball entry detection process, when the ball entry determination information of the bit corresponding to each ball entry port changes from "0" to "1" to "1", it is determined that a game ball has entered the ball entry port corresponding to that bit, so that, as in the first embodiment described above, the occurrence of erroneous detections due to electrical noise can be suppressed.

[0421] <Aspect 24> In the above-mentioned aspect 23, the game history information is calculated by calculating the ratio of the game features and the ratio of the consecutive game features, but the game history information to be calculated is not limited to these, and various game history information shown in the first embodiment can be calculated. For example, the ball output rate and the payout ratio shown in the first embodiment may be calculated. In this case, the number of game balls that have passed through the discharge passage (the number of game balls that have been shot onto the game board 30) may also be calculated in the same manner as in the above-mentioned prize ball counting process (step S10808 in FIG. 29).

[0422] <Aspect 25> In the game history processing of the above-mentioned mode 23 (Figure 29), if it is determined in step S10802 that the abnormal flag is ON, the prize ball tally value is cleared (step S10803) and the abnormal flag is turned OFF (step S10804). However, if the abnormal flag is turned ON a predetermined number of times within a predetermined period, information indicating that an abnormality has occurred may be displayed on the game history information display unit 45z.

[0423] <Aspect 26> In the above-mentioned embodiment 23, the computation process which is the process of calculating the game history information is divided into a plurality of tasks for execution, but the type of the process to be divided into a plurality of tasks is not limited to the computation process, and various processes can be divided into a plurality of tasks for execution. For example, in a configuration in which the content of the performance to be executed is set by the sound and light side MPU 92 of the sound and light emission control device 90, the process of setting the content of the performance may be divided into a plurality of tasks for execution.

[0424] <Aspect 27> In the above-mentioned aspect 23, two bits out of eight bits in the buffer area are set as processing targets for the prize ball counting process, but the number of bits to be processed is not limited to two and may be other numbers. For example, five bits may be set as processing targets in one timer interrupt processing. Also, all eight bits may be set as processing targets in one timer interrupt processing. Also, only predetermined bits out of the eight bits (for example, six bits from the 0th bit D0 to the 5th bit D5 in which the prize balls are set) can be set as processing targets, and two bits may be set as processing targets in one timer interrupt processing.

[0425] <Aspect 28> In the above-mentioned embodiment 23, the first area of ​​the main RAM 64 is assigned as a memory area for executing processing related to the progress of the game, and the second area of ​​the main RAM 64 is assigned as a memory area for executing processing for the game history, but the second area of ​​the main RAM 64 may also be assigned as a memory area for executing processing other than the processing for the game history.

[0426] The main RAM 64 may be divided into three or more areas. For example, a third area of ​​the main RAM 64 may be allocated as a storage area for executing a process for outputting the game history information to the outside.

[0427] <Aspect 29> In the above-mentioned embodiment 23, the game history process includes the save process and the restore process, but the save process and the restore process may be included in a process other than the game history process. For example, the save process and the restore process may be included in a process that is scheduled to be deleted when the design of the gaming machine is changed.

[0428] <Aspect 30> In the above-mentioned embodiment 23, the game history processing is incorporated in the timer interrupt processing (FIG. 27), but the game history processing may be incorporated in the main processing (FIG. 12). In the above-mentioned embodiment 23, the game history processing is incorporated in the timer interrupt processing (FIG. 27) as processing different from the processing related to the progress of the game, but the timer interrupt processing may be configured to incorporate processing other than the game history processing as processing different from the processing related to the progress of the game. For example, a transmission processing for transmitting information on the game status to a hall computer installed in a game hall at a predetermined timing may be configured to be incorporated in the timer interrupt processing as processing different from the processing related to the progress of the game. Also, various processing different from the processing related to the progress of the game may be configured to be incorporated in the main processing.

[0429] <Aspect 31> In the above-mentioned embodiment 23, the game history management chip 300 is not provided, and the main CPU 62x executes the game history process (FIG. 29) to calculate the game history information. However, the game history management chip 300 may be provided, and the main CPU 62x executes the game history process (FIG. 29) to calculate the game history information. With such a configuration, the game history information can be calculated in two systems, so that even if a malfunction occurs in one system, the game history information can be calculated. In addition, if the game history information calculated from the two systems is compared and a notification (display) is made as to whether or not these values ​​match, it becomes possible to check the reliability and accuracy of the calculated game history information.

[0430] Also, the game history management chip 300 may be configured to execute the game history process (FIG. 29) described in the above embodiment 23 to calculate the game history information.

[0431] <Aspect 32> In step S10805 of the game history processing (Figure 29) of the above-mentioned mode 23, the information stored in each bit of the ball entry detection information storage area (Figure 30) provided in the first area of ​​the main RAM 64 is read out by OR processing. However, instead of this configuration, an 8-bit storage area (hereinafter also referred to as the second ball entry detection information storage area) corresponding to the ball entry detection information storage area may be provided in the second area of ​​the main RAM 64, and the information stored in each bit of the ball entry detection information storage area provided in the first area of ​​the main RAM 64 may be duplicated (copied) to the second ball entry detection information storage area provided in the second area of ​​the main RAM 64, and the information of each duplicated bit may be read out by OR processing in step S10805.

[0432] In addition, the ball entry detection information storage area may be provided in the second area of ​​the main RAM 64.

[0433] <Aspect 33> In step S10814 of the game history processing (FIG. 29) of the above-mentioned mode 23, when the calculation processing (task 1 or task 2) for calculating the game history information is not executed, the processing for determining the validity of the prize ball tally value included in task 3 is always executed. However, the processing for determining the validity of the prize ball tally value may be executed only once each time the game history information is newly calculated. Specifically, for example, after the validity of the prize ball tally value is determined in task 3, a determined flag indicating that the determination has been performed is turned ON, and when the task 3 is executed next time, if the determined flag is ON, the processing for determining the validity of the prize ball tally value is not executed. Then, in the task 1 executed again, the determined flag may be turned OFF. With such a configuration, it is possible to further shorten the processing time required for one game history processing to be completed while determining the validity of the prize ball tally value that is the basis for calculating the game history information and ensuring the validity of the game history information.

[0434] <Aspect 34> In step S10810 of the game history process (FIG. 29) of the above-mentioned mode 23, when a predetermined time (e.g., 30 minutes) has elapsed since the power-on of the pachinko machine 10, or when 5 seconds have elapsed since the previous execution of the calculation process, it is determined that it is time to execute the calculation process, and the game history information is calculated. However, instead of this configuration, it may be determined that it is time to execute the first calculation process immediately after the power-on without waiting for the predetermined time to elapse from the power-on, and thereafter, it may be determined that it is time to execute the calculation process every time 5 seconds have elapsed since the previous execution of the calculation process. In this configuration, until the total number of prize balls in the prize ball tally value reaches 60,000, the calculated game history information may be displayed in a blinking manner when displayed on the game history information display unit 45z, and after the total number of prize balls reaches 60,000, the calculated game history information may be displayed in a lit manner when displayed on the game history information display unit 45z. With such a configuration, it is possible to easily grasp whether a sufficient amount of statistical data has been accumulated as the prize ball tally value that is the basis for the calculation of the displayed game history information. In addition, instead of the total number of winning balls, the flashing display may be switched to a lit display based on the aggregate value of the number of game balls that have passed through the discharge passage (the number of game balls that have been launched onto the game board 30).

[0435] <Aspect 35> In step S10807 of the game history processing (FIG. 29) of the above-mentioned embodiment 23, the multiple candidates for the prize ball counting process are configured to be pre-fixed as 8 bits in the buffer area, but the 8 bits in the buffer area may be divided into two groups of 4 bits each, one of the two groups may be selected as the multiple candidates for the prize ball counting process, and two bits from the 4 bits belonging to the selected group may be set as the target for the prize ball counting process. However, as in the above-mentioned embodiment 23, the multiple candidates for the prize ball counting process are configured to be pre-fixed as 8 bits in the buffer area, which makes it unnecessary to execute the process of selecting one of the two groups, and therefore simplifies the process, and as a result, the processing speed can be improved. Furthermore, the storage capacity for storing information such as programs and parameters required for selecting one of the two groups can be reduced.

[0436] <Aspect 36> In the game history process of the above-mentioned embodiment 23 (FIG. 29), the number and type of tasks (various processes) to be executed in the game history process in the current timer interrupt process may be determined based on the remaining time until the next timer interrupt proces...

Claims

[Claim 1] A plurality of predetermined detection means for detecting game balls that have passed through a predetermined area; a game value providing means electrically connected to the plurality of predetermined detection means and executing a process for providing a game value for a game; A prize ball providing means electrically connected to the game value providing means and executing a prize ball providing process for providing prize balls as the game value; a processing execution means that is electrically connected to the game value providing means by a signal line capable of transmitting various signals, and that executes at least a specific processing related to outputting predetermined numerical information related to the game, which is a processing different from the prize ball providing processing, but does not transmit information to the prize ball providing means; A gaming machine comprising: The game value providing means includes: a first reference information storage means for storing reference information used in a process for providing a game value to the game, the reference information being referenced in response to detection by the predetermined detection means; a first transmitting means for transmitting a reference information signal corresponding to the reference information stored in the first reference information storage means to the process executing means after a predetermined supply of power to the gaming machine is started and before the start of execution of a predetermined game process that is periodically repeated at least to progress a game; a second transmitting means for transmitting a predetermined information signal based on the ball-entering information, which is information acquired based on the detection by the predetermined detecting means, to the processing executing means; Equipped with The process execution means includes: a second reference information storage means for storing reference information corresponding to the reference information signal transmitted from the game value providing means; an execution means for executing the specific process based on the predetermined information signal transmitted from the second transmission means and the reference information stored in the second reference information storage means; a processing result information storage means for storing processing result information which is information regarding a processing result of the specific processing performed by the execution means; Equipped with the game value providing means and the processing execution means are operated by the same power source for the gaming machine; the processing execution means is configured to make the reference information stored in the first reference information storage means of the game value provision means non-rewritable; the game value providing means cannot directly change the processing result information stored in the processing result information storage means; When a front body of the gaming machine is opened and a predetermined state occurs, opening information corresponding to the opening of the front body of the gaming machine is transmitted from the gaming value providing means, and information corresponding to the opening information is stored in the processing execution means; The plurality of predetermined detection means include at least a predetermined detection means which provides different game values ​​based on the detection of a game ball, The execution means includes a means for executing the specific process based on the predetermined information signal based on the predetermined detection means, in which the game value is different, and the reference information stored in the second reference information storage means. A gaming machine characterized by:

Citation Information

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