Gaming Machines

By introducing storage and operation devices into the gaming machine, the problem of inaccurate number management of game balls is solved, reliable management in case of errors or power interruptions is achieved, the accuracy and reliability of game balls is ensured, and the gaming experience is improved.

JP7627497B2Active Publication Date: 2025-02-06NEWGIN KK
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Patent Information

Application Number
JP2022044411
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-18
Publication Date
2025-02-06
Estimated Expiration
2042-03-18

AI Technical Summary

Technical Problem

In gaming machines, it is difficult for the prior art to effectively manage and transmit the number of gaming balls, resulting in the storage and use of gaming balls being unreliable, especially when power interruptions or errors occur, there are problems with the counting and management of gaming balls.

Method used

By introducing storage devices and operating devices into the gaming machine, counting, generating, transmitting and receiving processing of the number of gaming balls is realized, and the accuracy and reliability of the number of gaming balls is ensured when errors occur, including detection and correction mechanisms for errors, such as electromagnetic management and external communications.

Benefits of technology

Improve the management reliability of game balls, ensure the accuracy and reliability of game balls in case of errors or power interruptions, prevent the number of game balls from being accidentally reduced or lost, and improve the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve certainty in the management of game balls.SOLUTION: A Pachinko game machine 10 can store the number of game balls as data. A CPU 81 executes a transmission / reception process to transfer the number of game balls counted by operating a counting switch 18 to the outside. The number of game balls counted by operating the counting switch 18 can be adjusted by the mode in which the counting switch 18 is operated. The transmission / reception process is executed at regular cycles. After transmitting counting information during the transmission / reception process cycle, if the power supply to the Pachinko game machine 10 is not cut off, the CPU 81 causes the number of game balls indicated by the counting information at the time of the elapse of the cycle to be subtracted from the number of game balls. On the other hand, after transmitting the counting information during the transmission / reception process cycle, if the power supply to the Pachinko game machine 10 is cut off, the CPU 81 does not cause the number of game balls indicated by the counting information to be subtracted from the number of game balls.SELECTED DRAWING: Figure 8
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Description

[Technical field]

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

[0002] Conventionally, in gaming machines, such as pachinko gaming machines, gaming balls supplied from a supply device are launched by a launching device, and when the gaming balls flowing down the gaming area enter a winning hole, prize balls are paid out (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-57751 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, in gaming machines that circulate gaming balls internally, the number of gaming balls can be stored as data, and a game can be played based on that data. The gaming machine counts the number of gaming balls depending on whether the number of balls a player has increases or decreases. The number of balls a player has that is counted by the gaming machine can be managed externally by transmitting the number to the outside. The operation of transmitting the number to the outside can be performed by the player operating a predetermined means provided in the gaming machine at a timing such as when the player ends a game. The number of balls a player has is required to be managed reliably, since it is directly linked to the player's profits. [Means for solving the problem]

[0005] A gaming machine that solves the above problem is capable of storing the number of gaming balls as data in a storage means, and is configured to enable a game to be played based on the data, and is equipped with an operation means and a processing means for executing a predetermined process, and the processing means is capable of executing a counting process for counting the number of gaming balls, a generation process for generating count information corresponding to a predetermined number of the counted number of gaming balls, and a transmission and reception process for transmitting and receiving gaming ball information related to the gaming balls to and from the outside, and the storage means stores counted number information indicating the number of counted gaming balls, and post-transfer number information indicating the number of gaming balls when a number of gaming balls corresponding to the predetermined number have been transferred to the outside, and the predetermined number corresponding to the counting information is set to a number greater than 0 by operating the operation means, and the number can be adjusted depending on the operation mode of the operation means, and the operation of the operation means is Specific It is valid even when an error occurs, The specific error is at least one of an illegal radio wave detection error, which is conditioned on the detection of an abnormal radio wave, a sensor abnormality error, which is conditioned on the detection of a supply inlet sensor provided at the inlet of a supply passage that supplies game balls, and an open error, which is conditioned on the protection frame being open for a mounting frame for mounting various game parts, The gaming ball information includes the counting information, the processing means transmits and receives the gaming ball information with an external device at every predetermined period, and when the processing means receives the predetermined information from an external device, it counts so as to subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted, the processing means is capable of receiving the predetermined information within the predetermined period after transmitting the counting information, and if the power supply to the gaming machine is cut off after transmitting the counting information and before receiving the predetermined information, the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted.

[0006] A gaming machine that solves the above problem is capable of storing the number of gaming balls as data in a storage means, and is configured to enable a game to be played based on the data, and is equipped with an operation means and a processing means for executing a predetermined process, and the processing means is capable of executing a counting process for counting the number of the gaming balls, a generation process for generating count information corresponding to a predetermined number of the counted number of the gaming balls, and a transmission / reception process for transmitting / receiving gaming ball information regarding the gaming balls to / from an outside source, and the predetermined number corresponding to the counting information is set to a number greater than 0 by operating the operation means, and the number can be adjusted depending on the operation mode of the operation means, and the operation of the operation means is Specific It is valid even when an error occurs, The specific error is a ball count error that occurs when the number of balls exceeds a predetermined number. The gaming ball information includes the counting information, the processing means transmits and receives the gaming ball information to and from an external device at every predetermined cycle, and when the processing means receives the predetermined information from an external device, the processing means counts so as to subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted, the processing means is capable of receiving the predetermined information within the predetermined cycle after transmitting the counting information, and if power supply to the gaming machine is cut off after transmitting the counting information and before receiving the predetermined information, the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted, and the gaming machine The above When the specified number is exceeded, an over-number state is reached and a specific notification can be executed to prompt the user to operate the operating means or to end the game, and if, after the counting information is sent in the over-number state, the power supply to the gaming machine is cut off before the specified number corresponding to the counting information is subtracted, the specific notification will be executed even after the power supply to the gaming machine is restored. Effect of the Invention

[0009] According to the present invention, it is possible to improve the reliability of management of game balls. [Brief description of the drawings]

[0010] [Figure 1]FIG. 2 is a front view of the pachinko gaming machine and the card unit. [Diagram 2] FIG. 2 is a front view of the game board of a pachinko game machine. [Diagram 3] 2 is an enlarged view of the counting switch, counting lamp, and game ball number display device of a pachinko game machine. [Figure 4] 1 is a schematic diagram showing the circulation path of game balls in a pachinko game machine. [Diagram 5] 1 is a schematic diagram showing a supply device of a pachinko game machine. [Figure 6] 1 is a schematic diagram showing a supply device of a pachinko game machine. [Figure 7] FIG. 2 is a schematic diagram showing a launch device of a pachinko game machine. [Figure 8] FIG. 1 is a block diagram of a pachinko game machine. [Figure 9] FIG. 1 is a block diagram of a pachinko game machine. [Figure 10] 13 is a table showing the number of balls counted according to the operation mode of the counting switch. [Figure 11] 13 is a timing chart illustrating an error state when the number of game balls exceeds the limit. [Figure 12] 13 is a timing chart for explaining the transmission and reception processing of the frame control board. [Figure 13] 1 is a timing chart illustrating changes in the number of game balls managed by a pachinko gaming machine. [Figure 14] 1 is a timing chart illustrating changes in the number of game balls managed by a pachinko gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] An embodiment embodied in a pachinko gaming machine will be described below with reference to Figs. As shown in Fig. 1, in an island facility (game island), pachinko gaming machines 10, which are an example of gaming machines, and card units 100, which are an example of management devices, are installed in an alternating manner. That is, the card units 100 are provided in association with the pachinko gaming machines 10. In one example of the present embodiment, one card unit 100 is connected to one pachinko gaming machine 10, but this is not limiting, and a configuration in which multiple card units 100 are connected to one pachinko gaming machine 10, or a configuration in which one card unit 100 is connected to multiple pachinko gaming machines 10, may be used.

[0012] The card unit 100 will now be described. As shown in FIG. 1, the card unit 100 includes a card insertion section 101 for inserting a management card, which is an example of a storage medium. The management card can store at least the remaining amount of cash, which is an example of a value that enables a game, and the number of game balls owned by the player (hereinafter referred to as the number of owned balls), as data. The management card may also be capable of storing personal information of the player as data. The management card may be configured to store a balance paid in advance (prepaid balance) instead of the remaining amount of cash.

[0013] The card unit 100 includes a bill insertion section 102 into which bills can be inserted as an example of cash. When a bill is inserted into the bill insertion section 102 in the card unit 100, the bill is added to the remaining amount stored in the inserted management card or the initialized management card. The card unit 100 may be configured to allow coins to be inserted as an example of cash.

[0014] The card unit 100 includes an operation panel 104. The operation panel 104 includes a ball loan button 104a, a payout button 104b, a return button 104c, a ball count display section 104d, and a balance display section 104e. The ball loan button 104a is operated to increase the number of game balls (the number of game balls equivalent to the player's balls) managed by the pachinko gaming machine 10 based on the balance stored in the management card. The player can play with the number of game balls equivalent to the number of game balls managed by the pachinko gaming machine 10 as his / her own balls. The number of game balls managed by the pachinko gaming machine 10 increases or decreases as the game progresses, as will be explained in detail later.

[0015] The payout button 104b is operated to increase the number of game balls managed by the pachinko gaming machine 10 based on the number of balls stored in the management card. The return button 104c is operated to receive the return of the management card inserted in the card unit 100. The ball count display section 104d displays information (Arabic numerals, for example) that can identify the number of balls stored in the management card. The balance display section 104e displays information (Arabic numerals, for example) that can identify the balance stored in the management card.

[0016] In addition, when the number of game balls managed by the pachinko game machine 10 becomes zero, the player cannot continue playing even if the number of balls remaining in the management card is still available. In other words, the player cannot continue playing unless he / she increases the number of game balls managed by the pachinko game machine 10 to one or more. The number of game balls managed by the pachinko game machine 10 can be increased by operating the ball lending button 104a to lend a predetermined number of game balls. The minimum number of game balls that can be lent by operating the ball lending button 104a is 25 balls, which is equivalent to a value of 100 yen. In addition, the number of game balls managed by the pachinko game machine 10 can be increased by operating the payout button 104b to pay out the number of game balls stored in the management card to the pachinko game machine 10, with the upper limit being the number of balls. The minimum number of game balls that can be paid out by operating the payout button 104b is the same as the minimum number of game balls that a player can borrow, which is 25 balls. The minimum number of game balls that a player can borrow and the minimum number of game balls that a player can pay out may be 125 balls, and the minimum numbers of both may be the same or different.

[0017] The card unit 100 includes a card unit control board 105 (hereinafter, referred to as a CU control board). The CU control board 105 includes a CPU 105a, a ROM 105b, and a RAM 105c. The CPU 105a executes a card unit control program to perform a predetermined process. The ROM 105b stores the card unit control program. The RAM 105c stores various information that is rewritten during operation of the card unit 100. For example, the information stored in the RAM 105c includes a flag, a counter, and a timer. The card unit 100 includes a communication terminal 105d that is connected to the pachinko game machine 10 so as to be able to communicate bidirectionally.

[0018] The CU control board 105 is connected to the card insertion unit 101. The CPU 105a is configured to be capable of rewriting the memory contents of the management card inserted in the card insertion unit 101. The CU control board 105 is connected to the bill insertion unit 102. The CPU 105a is configured to be capable of inputting a bill signal that is output when a bill is inserted in the bill insertion unit 102. The bill signal is a signal that can identify the amount of the bill inserted in the bill insertion unit 102 (hereinafter referred to as the inserted cash amount).

[0019] The CU control board 105 is connected to the operation panel 104. The CPU 105a is configured to be capable of inputting a ball loan signal that is output when the ball loan button 104a is operated. The CU control board 105 is configured to be capable of inputting a payout signal that is output when the payout button 104b is operated. The CPU 105a is configured to be capable of inputting a return signal that is output when the return button 104c is operated. The CPU 105a is configured to be capable of controlling the display contents of the ball count display unit 104d. The CPU 105a is configured to be capable of controlling the display contents of the balance display unit 104e.

[0020] The CU control board 105 is connected to the pachinko gaming machine 10 via the communication terminal 105d. The CPU 105a is configured to be able to input various control signals (control information) output by the pachinko gaming machine 10. The CPU 105a is configured to be able to output various control signals (control information) to the pachinko gaming machine 10. The card unit 100 outputs a connection signal from the communication terminal 105d to the pachinko gaming machine 10. The connection signal may be a command or a message generated by the CU control board 105 (CPU 105a), or may be a signal generated by an output circuit (e.g., a power supply circuit) different from the CPU 105a.

[0021] The card unit 100 includes an external communication terminal (not shown) for connecting to an external device. As an example, the external device is a hall computer 110 installed in the gaming facility. The external device is a management computer capable of communicating with server equipment installed in a data center outside the gaming facility via a network. In this case, it is preferable that the management computer and the card unit 100 are connected so as to be able to communicate with each other.

[0022] The processing performed by the card unit 100 will now be described. When a management card is inserted into the card insertion unit 101, the CPU 105a reads out the remaining amount and the number of balls stored in the management card and stores them in the RAM 105c. When the management card is inserted, the CPU 105a performs the process described below.

[0023] When the CPU 105a receives a bill signal from the bill insertion unit 102, it adds the inserted cash amount, which can be determined from the bill signal, to the remaining balance. When the remaining balance is not 0, the CPU 105a receives a ball lending signal from the ball lending button 104a, it subtracts a specified amount from the remaining balance and outputs grant information, which can determine the grant of the number of game balls corresponding to the specified amount, to the pachinko game machine 10. Note that when the remaining balance is 0, the CPU 105a does not transmit the grant information even if it receives a ball lending signal.

[0024] When the number of balls held is 0 or more, the CPU 105a, upon inputting a payout signal from the payout button 104b, subtracts a prescribed number from the number of balls held and outputs grant information capable of identifying the grant of the prescribed number of game balls to the pachinko gaming machine 10. Note that when the number of balls held is 0, the CPU 105a does not transmit grant information even if a payout signal is input. In this way, the grant information is capable of identifying the number of balls granted. When the CPU 105a receives counting information from the pachinko gaming machine 10, it adds the number of game balls that can be identified from the counting information to the number of balls held. Although details will be described later, the counting information is control information transmitted from the pachinko gaming machine 10, and is capable of identifying the number of game balls to be transferred to the card unit 100. Circumstances when a player transfers management to the card unit 100 include when the player ends play on the pachinko game machine 10, or when the player continues playing but, for example, the number of game balls managed by the pachinko game machine 10 becomes too large and the player wishes to transfer some of the management to the card unit 100.

[0025] CPU 105a controls ball count display unit 104d and updates the display content to display information that can identify the number of balls held at any given time. That is, CPU 105a causes ball count display unit 104d to display the number of balls held in real time. The display content of ball count display unit 104d can be changed when the number of balls held is subtracted by a payout signal, or when counting information is received and the number of balls held is added. CPU 105a controls balance display unit 104e and updates the display content to display information that can identify the balance at any given time. That is, CPU 105a causes balance display unit 104e to display the balance in real time.

[0026] When the CPU 105a inputs a return signal from the return button 104c, the CPU 105a stores the remaining amount and the number of balls stored in the RAM 105c in the management card, and initializes the remaining amount and the number of balls stored in the RAM 105c. The CPU 105a controls the card insertion unit 101 so that the management card is ejected from the card insertion unit 101.

[0027] The pachinko gaming machine 10 will be described. As shown in Fig. 1, a pachinko gaming machine 10, which is an example of a gaming machine, is configured as an enclosed gaming machine (a so-called managed gaming machine) in which a specified number of gaming balls are enclosed as gaming media inside the machine and the specified number of gaming balls are circulated inside the machine. The pachinko gaming machine 10 does not have a portion for storing gaming balls (upper tray and lower tray). In other words, the pachinko gaming machine 10 is structured so that the player cannot touch the gaming balls.

[0028] The pachinko gaming machine 10 electromagnetically manages the number of gaming balls owned by the player (hereinafter referred to as the number of gaming balls) based on the number of gaming balls lent to the player (hereinafter referred to as the number of lent balls), the number of gaming balls acquired by the player (hereinafter referred to as the number of acquired balls), and the number of gaming balls fired by the player (hereinafter referred to as the number of fired balls). The number of possessed balls mentioned above is the number of gaming balls managed by the card unit 100, and is data different from the number of gaming balls managed by the pachinko gaming machine 10. The number of gaming balls managed by the pachinko gaming machine 10 corresponds to the balls held by the player. In this way, the pachinko gaming machine 10 as a management gaming machine is configured to be able to store the number of gaming balls as data and to be able to play based on the data. The number of gaming balls managed by the pachinko gaming machine 10 is the number of balls managed by data.

[0029] The pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, a mounting frame 11b for mounting various game components, and a protective frame 11c. The mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. The protective frame 11c is supported by the mounting frame 11b so as to be openable and closable. The protective frame 11c has a protective glass (not shown) that protects the game components mounted on the mounting frame 11b. The protective frame 11c is a so-called front frame or glass frame. The pachinko gaming machine 10 includes a locking device (not shown) that locks the frames 11b and 11c. The pachinko gaming machine 10 is configured so that the frames 11b and 11c cannot be opened from the outer frame 11a unless they are unlocked using a key that fits the locking device.

[0030] The pachinko gaming machine 10 includes a sound effect device 12, an example of which is a speaker. The sound effect device 12 is disposed on the front side of the mounting frame 11b. The sound effect device 12 can execute a performance that outputs a predetermined sound (hereinafter referred to as sound effect) and a notification that outputs a predetermined sound (hereinafter referred to as sound notification). For example, the predetermined sound is music, sound effects, etc. The pachinko gaming machine 10 includes a notification sound device 13, an example of which is a speaker. The notification sound device 13 can execute a sound notification. In one example of this embodiment, each of the sound effect device 12 and the notification sound device 13 is disposed in the mounting frame 11b.

[0031] The pachinko gaming machine 10 is equipped with a performance light-emitting device 14. The performance light-emitting device 14 can perform a performance (hereinafter referred to as a light-emitting performance) by turning on, blinking, and turning off a light-emitting body (not shown), an example of which is an LED. The performance light-emitting device 14 can perform a notification (hereinafter referred to as a notification light-emitting) by turning on, blinking, and turning off a light-emitting body (not shown). In one example of this embodiment, the performance light-emitting device 14 is disposed in the mounting frame 11b. Without being limited to this, the performance light-emitting device 14 may be disposed in the game board 20 described later.

[0032] The pachinko gaming machine 10 includes a launch handle 15, which is an example of a launch operation means capable of launching game balls. The launch handle 15 is disposed on the front side of the mounting frame 11b. As will be described in detail later, the pachinko gaming machine 10 is configured to drive a launch device 50 so as to launch game balls with a launch strength according to the operation of the launch handle 15. The launch device 50 constitutes an example of a launch means for launching game balls. The launch handle 15 includes a handle lever 15a supported so as to be able to be rotated, a touch sensor D01, a launch stop switch D02, and a handle volume D03.

[0033] The touch sensor D01 is connected to an energized ring 15b arranged to surround the side of the firing handle 15. The touch sensor D01 outputs a touch signal when a player holds the firing handle 15 and the player's fingers touch the energized ring 15b. The touch signal is in an ON state when the player's fingers are touching the energized ring 15b, and is in an OFF state when the player's fingers are not touching the energized ring 15b. The touch sensor D01 is an example of a means for detecting that a player is touching the firing handle 15.

[0034] The launch stop switch D02 outputs a stop signal when the launch stop button 15c protruding toward the side of the launch handle 15 is pressed. The stop signal is turned on when the launch stop button 15c is operated, and turned off when it is not operated. The launch stop button 15c is an example of a stop operation means capable of stopping the launch of game balls. When the handle lever 15a is rotated, the handle volume D03 outputs a volume signal of a voltage corresponding to the amount of rotation. The pachinko game machine 10 is equipped with a performance operation device 16 as an example of a means by which a player can operate for performance. The performance operation device 16 may be a button type that can be pressed, a touch sensor type that also serves as a display device, or a lever type. The performance operation device 16 is an example of a game operation means operated by a player when playing a game. The launch device 50 is also an example of a game operation means.

[0035] The pachinko gaming machine 10 is equipped with a game ball number display device 17 that displays information that can identify the number of game balls managed internally as data. In one example of this embodiment, the game ball number display device 17 is configured with multiple (e.g., six) seven-segment displays arranged, and can display multiple (e.g., six-digit) numbers. The game ball number display device 17 can notify predetermined information (hereinafter, referred to as notification display) by displaying predetermined characters. The game ball number display device 17 is one example of a number notifying means, number display means, and notifying means that notify the number of game balls stored as data.

[0036] As shown in FIG. 1 and FIG. 3, the pachinko game machine 10 includes a counting switch 18. The counting switch 18 can be operated by a player. The player operates the counting switch 18 when he / she wants to end the game with the pachinko game machine 10, or when he / she wants to continue the game but transfer some of the management to an external party because the number of game balls managed by the pachinko game machine 10 has become too large. The operation of the counting switch 18 can be said to be an operation for managing the number of game balls held, which is the number of game balls equivalent to the number of game balls managed by the pachinko game machine 10. Although the details will be described later, when the counting switch 18 is in a predetermined counting allowable state, a counting operation using the counting switch 18 is allowed. When the counting switch 18 is pressed, it outputs a counting signal. The pachinko game machine 10 includes a counting lamp 18a, which is an example of a means for notifying whether or not the counting allowable state is in effect. In one example of this embodiment, the performance operation device 16, the game ball number display device 17, the counting switch 18, and the counting lamp 18a are arranged together in a position that can be operated by the player on the front side of the mounting frame 11b. The counting switch 18 is an example of an operation means that can be operated by the player, and an operation means for management that the player operates when managing the balls he has.

[0037] As shown in FIG. 2, the pachinko game machine 10 includes a game board 20. The game board 20 is mounted on a mounting frame 11b. A game area 20a having a substantially circular shape in a front view is defined on the front surface of the game board 20. A display window 20b is formed in the approximate center of the game area 20a. A launch passage 20c that guides game balls launched by the launching device 50 to the game area 20a is formed on the left side of the game area 20a. The game area 20a and the launch passage 20c are covered by a protective glass (not shown) of a protective frame 11c. The pachinko game machine 10 of this embodiment is a game machine in which a game is played by launching game balls into the game area 20a defined on the game board 20.

[0038] The game board 20 is provided with a main display device 21 constituting an example of a means for displaying various information. The main display device 21 is a display device controlled by the main control board 60, which will be described in detail later. The main display device 21 includes at least a first special symbol display device 21a, a second special symbol display device 21b, a first reserved display device 21c, a second reserved display device 21d, a normal symbol display device 21e, and a normal reserved display device 21f. In one example of this embodiment, the multiple display devices constituting the main display device 21 are arranged together in a part visible to the player, but this is not limited to this, and some or all of them may be arranged in different parts.

[0039] The first special symbol display device 21a can execute a first special symbol changing game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and a special symbol is finally displayed in a stationary manner. The second special symbol display device 21b can execute a second special symbol changing game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and a special symbol is finally displayed in a stationary manner. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning special symbol). Hereinafter, the first special game and the second special game are collectively referred to as a "special game." The special symbols include at least a winning symbol as a winning display result and a losing symbol as a losing display result. In the pachinko game machine 10, when a winning jackpot is won in a lottery for a winning special symbol, a winning symbol is displayed in a stationary manner in a special game, and a winning game is awarded after the special game for the winning jackpot is finished. The winning game will be described later.

[0040] The first reserved display device 21c displays information that can identify the number of first special games whose execution has been suspended because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first reserved number). The second reserved display device 21d displays information that can identify the number of second special games whose execution has been suspended because the reserved conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second reserved number).

[0041] The normal symbol display device 21e can execute a normal game in which a predetermined symbol is displayed in a variable manner and a normal symbol is finally displayed in a stationary manner. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes at least a normal winning symbol and a normal losing symbol. In this embodiment, when a winning lottery for a winning normal symbol is won, a normal winning symbol is displayed in a stationary manner in the normal game, and a normal winning game is awarded after the normal game ends. The normal hold display device 21f displays information that can specify the number of normal games whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The main display device 21 may include a right-hit display device that displays information instructing a right hit and a round display device that notifies the upper limit number of round games.

[0042] The pachinko game machine 10 is equipped with a performance display device 19 having an image display area capable of displaying an image. The performance display device 19 is attached to the game board 20 so that the image display area 19a can be viewed through the display window 20b. For example, the performance display device 19 is a liquid crystal device. The performance display device 19 can execute a performance (hereinafter, referred to as a display performance) that displays a predetermined image. For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, and a symbol. In the following description, when the character, etc. is simply described as "displaying", it means that the character, etc. is displayed as an image. The performance display device 19 can execute a notification display in a manner that displays a predetermined image.

[0043] The performance sound device 12, the performance light emitting device 14, and the performance display device 19 are all performance devices capable of executing a predetermined performance, and constitute a performance device group ES consisting of a plurality of performance devices. As described above, the performance sound device 12, the performance light emitting device 14, and the performance display device 19 are all capable of executing a predetermined notification, so the performance device group ES can also be understood as a notification device group. The performance devices (notification devices) included in the performance device group ES are not limited to the performance sound device 12, the performance light emitting device 14, and the performance display device 19, and may be configured with some of these performance devices omitted. In addition to these performance devices, or instead of one or more that can be selected arbitrarily, the performance device group ES may be equipped with a performance movable device that executes a movable performance, or a performance vibration device that executes a vibration performance.

[0044] For example, the display performance in the performance display device 19 includes a performance pattern change game (hereinafter referred to as a performance game) using multiple rows of performance patterns (decorative patterns). In the performance game, multiple rows of performance patterns are displayed in a changing manner, and finally a combination of performance patterns (hereinafter referred to as a pattern combination) is displayed stationary. The performance patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display performance. For example, the performance game of this embodiment is performed by changing (scrolling) the performance patterns of the left pattern row, the center pattern row, and the right pattern row in a predetermined direction. The performance game may include a reach performance that is performed by forming a reach.

[0045] The presentation game is started together with the special game and is ended together with the special game. In the presentation game, a symbol combination corresponding to the special symbol displayed in the special game is displayed. When a big win symbol is displayed in the special game, the big win symbol combination is displayed in the presentation game. When a losing symbol is displayed in the special game, the losing symbol combination is displayed in the presentation game. In the following description, the special game and the presentation game executed together with the special game are collectively referred to as "variable games".

[0046] In the game area 20a, a plurality of winning holes (ball winning holes) into which game balls can enter are formed. The winning holes include at least a first starting hole 23, a second starting hole 24, a big winning hole 25, and a normal winning hole 27. The first starting hole 23 is a winning hole into which game balls enter when the conditions for awarding prize balls and the conditions for reserving the first special game are satisfied. The first starting hole 23 is located below the performance display device 19, and is always open so that game balls can enter. The game board 20 is provided with a first starting sensor D11 that detects game balls that have entered the first starting hole 23 (see FIG. 9).

[0047] The second starting hole 24 is a winning hole through which the game ball enters when the conditions for awarding the prize ball and the reservation conditions for the second special game are satisfied. The second starting hole 24 is located to the right of the first starting hole 23. The second starting hole 24 is provided with a normal opening and closing piece 24a, which is, for example, in the form of a door, and is closed so that the game ball cannot enter or is difficult to enter when a normal winning game is not awarded. When a normal winning game is awarded, the second starting hole 24 is opened so that the game ball can enter or is easy to enter. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second starting hole 24 (see FIG. 9). The game board 20 is also provided with a second starting sensor D12 for detecting the game ball that has entered the second starting hole 24 (see FIG. 9). The normal opening and closing piece 24a is a so-called "normal electric device."

[0048] The big prize opening 25 is an opening through which the game ball enters when the conditions for awarding the prize ball are met. The big prize opening 25 is located at the lower right of the performance display device 19. The big prize opening 25 is provided with a special opening and closing piece 25a, for example, in the form of a door, and is closed so that the game ball cannot enter or is difficult to enter when the big prize game is not awarded. When the big prize game is awarded, the big prize opening 25 is opened so that the game ball can enter or is easy to enter. The game board 20 is provided with a special solenoid SL2 as a means for opening the big prize opening 25 (see FIG. 9). The game board 20 is also provided with a count sensor D13 for detecting the game ball that has entered the big prize opening 25 (see FIG. 9).

[0049] The normal winning opening 27 is a winning opening through which a game ball enters when the conditions for awarding a prize ball are met. The normal winning openings 27 are located at the lower left of the performance display device 19 and at the lower right of the performance display device 19. The normal winning openings 27 are always open so that game balls can enter. The game board 20 is equipped with a normal sensor D14 that detects a game ball that enters the normal winning opening 27 (see FIG. 9).

[0050] A gate 28 is provided in the game area 20a. The gate 28 is located in the right area of ​​the game area 20a, above the second start opening 24 and the big prize opening 25. The gate 28 has a gate opening 28a that is always open so that game balls can enter. A gate sensor D15 that detects game balls that enter and pass through is provided in the gate opening 28a (see FIG. 9). The gate 28 is an entrance through which game balls enter when the starting condition of the normal game is satisfied. Even if a game ball enters the gate 28, the condition for awarding a prize ball is not satisfied. At the bottom of the game area 20a, an outlet 29 is formed for discharging game balls that have not entered any of the first start opening 23, the second start opening 24, the big prize opening 25, and the normal prize opening 27 from the game area 20a. The outlet 29 can also be understood as an outlet or return outlet from the play area 20a.

[0051] Furthermore, the mounting frame 11b is equipped with a radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 8). When the radio wave sensor D16 detects abnormal radio waves, it outputs a radio wave detection signal. In addition to the radio wave sensor D16 in the mounting frame 11b, the game board 20 may be equipped with a radio wave sensor so that abnormal radio waves can be detected on the game board 20. Note that the pachinko game machine 10 may be equipped with a magnetic sensor on one or both of the mounting frame 11b and the game board 20 so that it can detect the approach of a magnet.

[0052] The mounting frame 11b is equipped with a first door opening switch D17 that detects that the protective frame 11c is open relative to the mounting frame 11b (see FIG. 8). The first door opening switch D17 outputs a first door opening signal when it detects that the protective frame 11c is open. The mounting frame 11b is equipped with a second door opening switch D18 that detects that the mounting frame 11b is open relative to the outer frame 11a (see FIG. 8). The second door opening switch D18 outputs a second door opening signal when it detects that the mounting frame 11b is open.

[0053] The player operates the launch handle 15 to adjust the launch strength of the game ball and shoot the game ball into the left area to the left of the display window 20b and into the right area to the right of the display window 20b. For example, if the game ball is shot with a strong launch strength (hereinafter referred to as a right shot), the game ball is likely to flow down to the right area and may enter the second starting hole 24, the big prize hole 25, the normal prize hole 27, or the gate 28. Since a right shot requires the game ball to be shot with force to reach the right area, the launch strength is adjusted to the maximum strength or a strength slightly weaker than the maximum strength. On the other hand, if the game ball is shot with a weak launch strength (hereinafter referred to as a left shot), the game ball is likely to flow down to the left area and may enter the first starting hole 23 or the normal prize hole 27. When hitting from the left, the game ball does not need to be launched as vigorously as when hitting from the right, so the strength is adjusted so that the launched game ball does not reach the right area. In this embodiment, when hitting from the right, a flow path for the game ball is formed by game parts such as game nails so that the game ball cannot enter the first starting hole 23. The game parts may be arranged to restrict the ball from entering the first starting hole 23 when hitting from the right, or may be arranged to make it more difficult for the ball to enter the first starting hole 23 compared to when hitting from the left.

[0054] The left region in this embodiment is a region located to the left of the center line CL that bisects the game area 20a to the left and right when the game board 20 is viewed from the front. The right region in this embodiment is a region located to the right of the center line CL when the game board 20 is viewed from the front. The game ball launched by operating the launch handle 15 is guided to the launch passage 20c on the left side of the game area 20a and reaches the game area 20a. For this reason, the left region is also a region closer to the launch passage 20c, and the right region is also a region farther from the launch passage 20c. The game ball guided down the left region passes to the left of the performance display device 19 located in the center of the game area 20a in the front view, and heads toward the outlet 29 located at the bottom of the game area 20a. On the other hand, the game ball guided down the right region passes to the right of the performance display device 19 located in the center of the game area 20a in the front view, and heads toward the outlet 29.

[0055] As shown in FIG. 4, the pachinko game machine 10 has a recovery passage 30 that recovers game balls that are shot into the game area 20a and used in a game and then discharged from the game board 20, and a lifting mechanism 36 equipped with a maintenance device 35. The pachinko game machine 10 also has a supply device 40 that supplies game balls that have been subjected to maintenance so as to be cut out one by one, and a launching device 50 that launches the game balls supplied from the supply device 40. The lifting mechanism 36 transfers the game balls recovered through the recovery passage 30 to the supply device 40 located downstream and above the lifting mechanism 36. The maintenance device 35 constitutes a part of the lifting mechanism 36. The supply device 40 constitutes an example of a supply means that supplies balls to the launching device 50. In this embodiment, the launching mechanism that performs the launching operation of the game balls is constituted by the launching device 50 and the supplying device 40. The pachinko game machine 10 has the above-mentioned shot passage 20c and a foul passage 20f for collecting foul balls (returned balls). A foul ball is a game ball that has been shot by the launching device 50 but has not reached the play area 20a. In one example of this embodiment, the supplying device 40, the launching device 50, and the lifting mechanism 36 are disposed below the play area 20a. However, the supplying device 40 and the launching device 50 may be disposed in the upper left part of the play area 20a.

[0056] The recovery passage 30 has a winning passage 31 that merges and recovers the game balls that have won the first start port 23, the second start port 24, the big winning port 25, and the normal winning port 27, and a non-winning passage 32 that recovers the game balls that have passed through the out port 29. The recovery passage 30 has a first junction 33a where the winning passage 31 and the non-winning passage 32 merge. The recovery passage 30 has a second junction 33b where the winning passage 31, the non-winning passage 32, and the foul passage 20f merge. The recovery passage 30 has a supply passage 34 that connects the second junction 33b and a lifting mechanism 36 having a maintenance device 35. The game balls that have reached the game area 20a flow down the game area 20a. When a gaming ball enters any of the first start opening 23, the second start opening 24, the big prize opening 25, the normal prize opening 27, and the out opening 29, it flows through the prize winning passage 31 or the non-prize winning passage 32, merges at the first merging section 33a, and then passes through the supply passage 34 to reach the maintenance device 35. The outlet area of ​​the supply passage 34 is large enough for one gaming ball to pass through. Therefore, the gaming balls are aligned in a line by passing through the supply passage 34.

[0057] The maintenance device 35 is a device that performs polishing as an example of a predetermined maintenance. The maintenance device 35 includes a polishing belt (not shown) arranged so as to come into contact with the game balls. When the game balls pass through the maintenance device 35, they come into contact with the polishing belt and are polished. In one example of the present embodiment, the maintenance device 35 is configured as a unit in which the polishing belt and a mechanism for driving the polishing belt are integrated. The maintenance device 35 is assembled to the mounting frame 11b so that it can be replaced as a unit when the time for replacement arrives, such as when the use of the polishing belt is completed. As an example, the maintenance device 35 is arranged at a position accessible from the back side of the mounting frame 11b when the mounting frame 11b is opened. The game balls that have undergone maintenance by the maintenance device 35 are supplied to the supply device 40 while still lined up in a row.

[0058] The pachinko game machine 10 is equipped with a ball passage clogging monitoring sensor D27 that detects game balls passing through the supply passage 34. The ball passage clogging monitoring sensor D27 outputs a ball clogging detection signal when it detects a game ball passing through the supply passage 34. The ball clogging detection signal is in an ON state when a game ball passing through the ball passage is detected, and is in an OFF state when no game ball is detected.

[0059] The supply device 40 and the launch device 50 are adjacent to each other so as to be lined up in a predetermined direction (for example, the front-rear direction). The supply device 40 and the launch device 50 will be described in detail later. Game balls supplied one by one from the supply device 40 flow into the launch device 50. The launch passage 20c connects the launch device 50 and the play area 20a. The launch passage 20c is formed on the front side of the game board 20 so as to extend in the up-down direction along the left edge of the play area 20a. The game balls launched by the launch device 50 pass through the launch passage 20c and are guided to the play area 20a.

[0060] The foul passage 20f is a passage that connects a middle part of the shot passage 20c and any part of the recovery passage 30. The game ball that flows from the shot passage 20c into the foul passage 20f is returned to the recovery passage 30 and is supplied again to the supply device 40 from the supply passage 34. The game ball shot by the launch device 50 flows into the shot passage 20c and is guided thereto, and reaches the play area 20a. Here, the ball may lose speed due to insufficient shooting strength by the launch device 50, and may flow back (fall) down the shot passage 20c without reaching the play area 20a.

[0061] The pachinko gaming machine 10 includes a foul sensor D21 that detects a game ball (foul ball) passing through the foul passage 20f. The foul sensor D21 is provided upstream of the second junction 33b of the recovery passage 30 and adjacent to the foul passage 20f. When the foul sensor D21 detects a game ball passing through the foul passage 20f, it outputs a foul signal. The foul signal is in an ON state when a game ball passing through the foul passage 20f is detected, and is in an OFF state when the game ball is not detected.

[0062] The pachinko game machine 10 includes a winning passage count sensor D25 that detects a game ball passing through the winning passage 31. The winning passage count sensor D25 is provided upstream of the first junction 33a of the recovery passage 30 and adjacent to the winning passage 31. When the winning passage count sensor D25 detects a game ball passing through the winning passage 31, it outputs a winning passage signal. The winning passage signal is in an ON state when a game ball passing through the winning passage 31 is detected, and is in an OFF state when no game ball is detected.

[0063] The pachinko gaming machine 10 includes a non-winning passage count sensor D26 that detects a gaming ball passing through the non-winning passage 32. The non-winning passage count sensor D26 is provided upstream of the first junction 33a of the recovery passage 30 and adjacent to the non-winning passage 32. When the non-winning passage count sensor D26 detects a gaming ball passing through the non-winning passage 32, it outputs a non-winning passage signal. The non-winning passage signal is in an ON state when a gaming ball passing through the non-winning passage 32 is detected, and is in an OFF state when no gaming ball is detected.

[0064] The pachinko game machine 10 includes an out sensor D30 that detects a game ball passing through the first junction 33a of the recovery passage 30. The out sensor D30 is provided between the first junction 33a and the second junction 33b of the recovery passage 30 and adjacent to the recovery passage 30. When the out sensor D30 detects a game ball passing through the recovery passage 30, it outputs an out signal. The out signal is in an on state when a game ball passing through the recovery passage 30 is detected, and is in an off state when no game ball is detected. The game ball detected by the out sensor D30 is a game ball that has passed through either the winning passage 31 or the non-winning passage 32. Hereinafter, the game ball detected by the out sensor D30 may be referred to as an out ball.

[0065] The pachinko game machine 10 includes a lift inlet sensor D28 that detects game balls that have passed through the supply passage 34 and reached the lift mechanism 36, and a lift outlet sensor D29 that detects game balls that have passed through the lift mechanism 36 and are transported. The lift inlet sensor D28 is provided adjacent to a passage leading to an inlet that receives game balls before maintenance by the maintenance device 35 in the lift mechanism 36. The lift outlet sensor D29 is provided adjacent to a passage leading to an outlet that discharges game balls after maintenance by the maintenance device 35 in the lift mechanism 36. When the lift inlet sensor D28 detects a game ball, it outputs a lift inlet signal. The lift inlet signal is in an ON state when a game ball is detected, and is in an OFF state when a game ball is not detected. When the lift outlet sensor D29 detects a game ball, it outputs a lift outlet signal. The lift outlet signal is in an ON state when a game ball is detected, and is in an OFF state when a game ball is not detected.

[0066] The pachinko game machine 10 includes an outlet (not shown) for discharging game balls from the supply passage 34 to the outside of the machine, an opening / closing piece (not shown) for opening and closing the outlet, and an opening / closing lever (not shown) that is operated to open and close the opening / closing piece. In this embodiment, the outlet is opened by operating the opening / closing lever to displace the opening / closing piece, and game balls can be discharged to the outside of the machine from the open opening. Note that when the opening / closing lever is not operated, the outlet is closed by the opening / closing piece.

[0067] The supply device 40 will now be described. 5 and 6, the supply device 40 has a receiving section 41 that receives game balls after maintenance by the maintenance device 35 through the lifting mechanism 36, a movable piece 42 that operates to dispense the game balls received in the receiving section 41 one by one, a supply solenoid 43 that drives the movable piece 42, and a supply section 44 that guides the dispensed game balls to the launch device 50. The supply device 40 has a supply inlet sensor D22 and a supply outlet sensor D23.

[0068] The receiving section 41 is formed with a receiving passage 41a through which the game balls discharged from the maintenance device 35 can proceed in a line. The supply section 44 is formed with a supply passage 44a through which the game balls cut out from the line of game balls K by the movable piece 42 proceed to the launching device 50. The movable piece 42 is disposed at the boundary between the receiving passage 41a and the supply passage 44a.

[0069] The movable piece 42 has a holding portion 42a capable of holding (accommodating) one game ball K, and a rotating shaft 42b. The movable piece 42 is an example of a locking portion capable of locking a game ball. The movable piece 42 is supported so as to be displaceable around the rotating shaft 42b as a rotation center between a stop position 42P1 and a supply position 42P2 rotated downward from the stop position 42P1. The stop position 42P1 is a position that allows the game ball K to flow from the receiving passage 41a to the holding portion 42a and restricts the flow of the game ball K from the holding portion 42a to the supply passage 44a. The supply position 42P2 is a position that restricts the flow of the game ball K from the receiving passage 41a to the holding portion 42a and allows the flow of the game ball K from the holding portion 42a to the supply passage 44a.

[0070] When the movable piece 42 is displaced from the stop position 42P1 to the supply position 42P2, the game ball K in the receiving passage 41a is blocked by the movable piece 42, while the game ball K held in the holding portion 42a is released to the supply passage 44a. When the movable piece 42 is displaced from the supply position 42P2 to the stop position 42P1, the game ball K in the receiving passage 41a flows into the holding portion 42a, while the game ball K does not flow out from the holding portion 42a to the supply passage 44a. The supply solenoid 43 is turned on by energization, and the movable piece 42 is displaced to the stop position 42P1. The movable piece 42 is held at the stop position 42P1 because the supply solenoid 43 is on. On the other hand, the supply solenoid 43 is turned off by de-energization, and the movable piece 42 is displaced to the supply position 42P2 by gravity. The movable piece 42 is held at the supply position 42P2 by the supply solenoid 43 being in the off state. The supply solenoid 43 is an example of a supply actuator that releases the engagement by the movable piece 42 and drives the game balls to be supplied to the launching device 50.

[0071] The supply inlet sensor D22 is provided adjacent to the receiving passage 41a, and outputs a supply inlet signal when it detects a game ball K passing through the receiving passage 41a. The supply inlet signal is turned on when a game ball K passing through the receiving passage 41a is detected, and is turned off when it is not detected. The supply outlet sensor D23 is provided adjacent to the supply passage 44a, and outputs a supply outlet signal when it detects a game ball K passing through the supply passage 44a. The supply outlet signal is turned on when a game ball K passing through the supply passage 44a is detected, and is turned off when it is not detected.

[0072] The launch device 50 will now be described. 7, the launching device 50 is disposed below the game board 20 in a front view. The launching device 50 has a launching section 51 that receives game balls K supplied from the supplying device 40, a launching hammer 52 that launches the game balls K in the launching section 51, and a launching solenoid 53 that drives the launching hammer 52 to strike the game balls. The launching device 50 has a receiving section 55 that receives foul balls (game balls K) that flow back (fall) from the launching passage 20c, and a foul passage section 56 that forms the foul passage 20f.

[0073] The launching section 51 is formed with a launching position 51a for holding the game ball K. The game ball K flows down the supply passage 44a and is held at the launching position 51a. The launching hammer 52 has a rotation shaft 52a at the base end and a ball-hitting section 52b at the tip end. The launching hammer 52 is supported so as to be displaceable around the rotation shaft 52a between a ball-hitting position 52P1 where the game ball K is hit by the ball-hitting section 52b and a retracted position 52P2 rotated downward from the ball-hitting position 52P1. The launching hammer 52 is an example of a hitting section for hitting the game ball.

[0074] The launch solenoid 53 is turned on by energization, and the launch hammer 52 is displaced to the ball striking position 52P1. As shown by the arrow Y1, when the launch hammer 52 is displaced to the ball striking position 52P1, the striking part 52b strikes the game ball K at the launch position, and the game ball K is launched toward the launch passage 20c. The game ball K launched with sufficient strength passes through the launch passage 20c and reaches the game area 20a. When the launch solenoid 53 is deenergized, the launch hammer 52 is displaced to the retracted position 52P2 by gravity. The launch hammer 52 is held at the retracted position 52P2 because the launch solenoid 53 is in the off state. The launch solenoid 53 is an example of a launch actuator that drives the launch hammer 52 to strike the game ball. The launch actuator may be a motor.

[0075] The receiving portion 55 forms a receiving space 55a that opens below the shot passage 20c. The lower end of the receiving portion 55 is connected to a passage member that forms the foul passage 20f. In other words, the lower end of the receiving space 55a is connected to the foul passage 20f. As shown by the arrows Y2 and Y3, the foul ball flows from the shot passage 20c into the receiving space 55a, passes through the foul passage 20f, and is returned to the supply device 40. Also, as described above, the foul sensor D21 is provided adjacent to the foul passage 20f.

[0076] The pachinko game machine 10 of this embodiment is an enclosed type game machine that circulates game balls. As shown in FIG. 4, such a pachinko game machine 10 has a passage that transports game balls (including foul balls) shot onto the game board 20 back to the launching device 50. Specifically, the above-mentioned transport passage includes a recovery passage 30 consisting of a winning passage 31, a non-winning passage 32, and a supply passage 34, a passage of a lifting mechanism 36 that receives game balls transported through the supply passage 34, a passage connecting the lifting mechanism 36 and the supplying device 40, and a passage connecting the supplying device 40 and the launching device 50. The above-mentioned transport passage also includes a foul passage 20f that connects to the recovery passage 30 at the second junction 33b. In addition, the above-mentioned transport passage is provided with a plurality of sensors as detection means for detecting game balls transported through the passage. Specifically, the aforementioned sensors include a foul sensor D21, a supply inlet sensor D22, a supply outlet sensor D23, a winning passage count sensor D25, a non-winning passage count sensor D26, a ball passage ball clogging monitoring sensor D27, a lift inlet sensor D28, a lift outlet sensor D29, and an out sensor D30.

[0077] Next, the big win game will be described. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 25 is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition in which a predetermined upper limit number of game balls enter the hole is met, or a time condition in which a predetermined upper limit time has elapsed is met. In the round game, the large prize winning hole 25 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the end of the ending time.

[0078] The pachinko gaming machine 10 is equipped with a probability variation function (hereinafter, referred to as a probability variation function). The probability fluctuation function is a function for fluctuating the probability of winning a jackpot in a jackpot lottery (hereinafter referred to as jackpot probability). That is, the pachinko gaming machine 10 has a low probability state in which the probability fluctuation function does not operate, and a high probability state in which the probability fluctuation function operates, as states in which the jackpot probability can differ. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an extremely advantageous state for the player. The high probability state is what is known as a "probability fluctuation state (probability fluctuation state)."

[0079] The pachinko gaming machine 10 is equipped with a ball entry assistance function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 24 by assisting winning into the second starting hole 24. That is, the pachinko game machine 10 has a low ball entry rate state in which the ball entry assist function does not operate, and a high ball entry rate state in which the ball entry assist function operates, as states in which the ball entry rate into the second starting hole 24 can be different. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 24 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 24 increases, making it easier for the game ball to enter the second starting hole 24, and it becomes an advantageous state (easy ball entry state) for the player. The high ball entry rate state is a so-called "electric support state", and the low ball entry rate state is a so-called "non-electric support state".

[0080] For example, the high ball entry rate state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 24 in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of openings of the second start port 24 in one normal winning game compared to the low ball entry rate state, and a control that makes the opening time of the second start port 24 in one normal winning game longer than the low ball entry rate state. The high ball entry rate state may be realized by combining a fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0081] In the pachinko gaming machine 10, a gaming state is created by a combination of whether or not the probability variation function is activated and whether or not the ball entry assist function is activated. In the following explanation, a gaming state that is a low probability state and a low ball entry rate state is referred to as a "low probability low ball entry rate state," and a gaming state that is a high probability state and a low ball entry rate state is referred to as a "high probability low ball entry rate state." In addition, a gaming state that is a low probability state and a high ball entry rate state is referred to as a "low probability high ball entry rate state," and a gaming state that is a high probability state and a high ball entry rate state is referred to as a "high probability high ball entry rate state."

[0082] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 8, the pachinko gaming machine 10 has a main control board 60 and a performance control board (sub-control board) 70 on the back side of the machine. The main control board 60 is an example of a main control unit. The main control board 60 and the performance control board 70 are connected so that control information (such as control commands) can be output in one direction from the main control board 60 to the performance control board 70. The main control board 60 executes a predetermined process and outputs the control information to the performance control board 70. The performance control board 70 executes a predetermined process based on the control information input from the main control board 60.

[0083] The pachinko gaming machine 10 includes a frame control board 80 and a launch control board 90 on the back side of the machine. The frame control board 80 and the launch control board 90 constitute an example of a control means for performing a predetermined control. The frame control board 80 is an example of a supply control unit and a frame control unit that at least controls the supply device 40, and the launch control board 90 is an example of a launch control unit that controls the launch device 50. The main control board 60 and the frame control board 80 are connected so as to be able to output control information (e.g., electronic messages) in both directions. The frame control board 80 and the launch control board 90 are connected so as to be able to output control information in both directions. The frame control board 80 of the pachinko gaming machine 10 and the CU control board 105 of the card unit 100 are connected so as to be able to output control information (e.g., electronic messages) in both directions via a connection terminal board 98 provided in the pachinko gaming machine 10.

[0084] The pachinko gaming machine 10 is provided with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from the outside, converts the input voltage into a predetermined voltage, and supplies it to the performance control board 70 and the frame control board 80. The power supplied to the frame control board 80 is further supplied to the main control board 60 and the launch control board 90. The power supply unit 99 supplies power to the supply solenoid 43, the launch solenoid 53, various sensors, and switches. The power supply unit 99 is provided with a main switch 99a. The pachinko gaming machine 10 is configured to be powered on by starting the power supply to the power supply unit 99 with the main switch 99a in the on state, or by turning on the main switch 99a while the power is being supplied.

[0085] The main control board 60 will now be described. As shown in FIG. 9, the main control board 60 includes a CPU 61, a ROM 62, a RAM 63, and a random number generating circuit 64. The CPU 61 executes a main control program to execute processing related to the progress of the game. The ROM 62 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The ROM 62 stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of the special game. The variation pattern is information that can specify the variation content (performance content) of the performance game performed during the execution of the special game. The variation patterns include a big win variation pattern and a miss variation pattern. The performance game based on the big win variation pattern has variation content in which a big win pattern combination is stopped and displayed after a reach performance or without a reach performance. The performance game based on the miss variation pattern has variation content in which a miss pattern combination is stopped and displayed after a reach performance or without a reach performance.

[0086] The RAM 63 stores various information that is rewritten according to the processing results of the CPU 61. For example, the information stored in the RAM 63 is a flag, a counter, a timer, etc. The RAM 63 is an example of a storage means capable of storing information. The random number generation circuit 64 generates hardware random numbers. The main control board 60 may be configured to be capable of generating software random numbers by the random number generation process by the CPU 61.

[0087] The main control board 60 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 61 can input detection signals output by each of the sensors D11-D15 upon detecting a game ball. The main control board 60 is connected to each of the display devices 21a-21f. The CPU 61 can control the display contents of each of the display devices 21a-21f. The main control board 60 is connected to each of the solenoids SL1, SL2. The CPU 61 can control the opening state of the second start port 24 and the large prize port 25 by controlling the operation of each of the solenoids SL1, SL2.

[0088] The performance control board 70 will now be described. The performance control board 70 includes a CPU 71, a ROM 72, and a RAM 73. The CPU 71 executes a sub-control program to perform processing related to the performance. The ROM 72 stores the sub-control program and a judgment value used in a predetermined lottery. The ROM 72 stores display performance data used for display performance, light emission performance data used for light emission performance, and audio performance data used for audio performance. The RAM 73 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 73 includes a flag, a counter, and a timer. The performance control board 70 is configured to be able to generate software random numbers by the random number generation process by the CPU 71. The performance control board 70 may include a random number generation circuit and be able to generate hardware random numbers.

[0089] The performance control board 70 is connected to the performance display device 19. The CPU 71 is capable of controlling the display contents in the image display area 19a of the performance display device 19. The performance control board 70 is connected to the performance sound device 12. The CPU 71 is capable of controlling the output contents of the performance sound device 12. The performance control board 70 is connected to the performance light emitting device 14. The CPU 71 is capable of controlling the light emitting mode of the performance light emitting device 14.

[0090] The frame control board 80 will now be described. As shown in Fig. 8, the frame control board 80 includes a CPU 81, a ROM 82, a RAM 83, a performance display monitor 84, a ball removal switch 85, an error release switch 86, a game ball clear switch 87, a RAM clear switch 88, a backup power supply 89, a backup circuit 89a, and a launch permission circuit 89b. The CPU 81 executes a frame control program to perform processing related to the operation of the mounted components of the mounting frame 11b. The ROM 82 stores the frame control program and the like. The RAM 83 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 83 includes flags, counters, and timers.

[0091] The performance display monitor 84 displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of valid balls during normal play. Normal play is a game in which the probability of winning is low and the ball entry rate is low, and no jackpot game is being played. A valid ball is a game ball that has reached the play area 20a among the game balls shot from the launching device 50. The base value is calculated based on the assumption that no jackpot game is being played, using the formula "total number of winning balls during normal play ÷ total number of valid balls during normal play × 100". The performance display monitor 84 is an example of a base display means capable of displaying information related to the base of a game ball.

[0092] The ball removal switch 85 is a switch that is operated when a ball removal state is generated in which game balls enclosed inside the pachinko game machine 10 can be discharged to the outside of the machine. The ball removal switch 85 outputs a ball removal signal when pressed. The ball removal signal is turned on when the ball removal switch 85 is pressed, and is turned off when the ball removal switch 85 is not pressed. The ball removal signal is output to the CPU 81. In this embodiment, the ball removal state can be generated for a predetermined time after power is turned on. In other words, the operation of the ball removal switch 85 is valid for a predetermined time after power is turned on, and operation outside the predetermined time after power is turned on is invalid.

[0093] The error reset switch 86 is a switch that is operated when a specific error occurs and the cause of the error is removed to reset the error state. When the error reset switch 86 is pressed, it outputs an error reset signal. The error reset signal is turned on when the error reset switch 86 is pressed, and is turned off when the error reset switch 86 is not pressed. The error reset signal is output to the CPU 81.

[0094] The game ball clear switch 87 is a switch that is operated when initializing the number of game balls (hereinafter referred to as game ball number information) stored as data in the RAM 83 to 0. The game ball clear switch 87 outputs a game ball clear signal when pressed. The game ball clear signal is in an ON state when the game ball clear switch 87 is pressed, and is in an OFF state when the game ball clear switch 87 is not pressed. The game ball clear signal is output to the CPU 81. When the game ball clear switch 87 is operated, a state in which the game ball number information is initialized to 0 is generated. In this embodiment, the state in which the game ball number information is initialized to 0 can be generated when the power is turned on. In other words, the operation of the game ball clear switch 87 is considered to be a valid operation when the power is turned on, and operation at any time other than when the power is turned on is considered to be invalid.

[0095] The RAM clear switch 88 is a switch that is operated when initializing the main information stored in the RAM 63 and the information stored in the RAM 83 (hereinafter referred to as RAM clear). The RAM clear switch 88 outputs a RAM clear signal when pressed. The RAM clear signal is turned on when the RAM clear switch 88 is pressed, and is turned off when the switch is not pressed. The RAM clear signal is output to the CPU 81 and also to the main control board 60 (CPU 61).

[0096] The backup power supply 89 supplies backup power to the main control board 60 (RAM 63) as well as the RAM 83 even when the power supply from the outside is cut off. The RAM 63, 83 can retain the stored contents of the RAM 63, 83 at the time of power cut even after the power cut by receiving backup power from the backup power supply 89. In other words, the pachinko gaming machine 10 of this embodiment is equipped with a backup function. Not limited to this, one or both of the RAM 63, 83 may be a non-volatile memory capable of retaining stored contents even when the power supply is stopped, so that the stored information can be retained even after the power supply is cut off.

[0097] As an example, the backup power supply 89 may be a power storage device that stores power when power is being supplied from an external source. Even when the power supply from the outside is cut off, the backup power supply 89 supplies backup power to the launch control board 90 (launch control circuit 91) and the launch solenoid 53 at least until a predetermined time (hereinafter referred to as the supply time) required for the launch control board 90 and the launch solenoid 53 to complete a predetermined operation has elapsed. The supply time is related to the power capacity stored to supply to the launch control board 90 and the launch solenoid 53, and may be the time required to release the power, or may be a time specified by a predetermined circuit.

[0098] The information that can be stored in the RAM 63 and is the subject of backup includes main information. The main information is information about the progress of the game. As an example, the main information includes information about the jackpot state (including the number of rounds of play), information about the game state, information about the number of reserved games, information about normal symbols and special symbols, and information about the error state.

[0099] The information that can be stored in the RAM 83 and is the subject of backup includes game ball number information, game information, and performance information. Game ball number information is information that can identify the number of game balls. Game information is information that is notified from the main control board 60 according to the progress of the game. As an example, the game information includes information that can identify the occurrence of a start port winning, the occurrence of a normal winning, the occurrence of a big winning port winning in a big winning game, passing through a gate, confirmation of a special pattern (end of a variable game), the occurrence of a big winning, and the current game state. The performance information is information related to a base value and the calculation of the base value. Information related to the calculation of the base value includes the total number of winning balls during a normal game, and the total number of effective balls during a normal game.

[0100] The backup circuit 89a outputs a power interruption detection signal to the CPU 81 when the power supply voltage supplied from the power supply unit 99 falls below a specified voltage, and also outputs a power interruption detection signal to the CPU 61 of the main control board 60. The launch permission circuit 89b is a circuit for outputting a signal (hereinafter referred to as a launch permission signal) that can specify that the launch control board 90 is in a launch permission state that allows the launch of game balls. The output conditions of the launch permission signal will be described later.

[0101] The frame control board 80 is connected to the counting switch 18. The CPU 81 is configured to be able to input the counting signal output by the counting switch 18. The frame control board 80 is connected to the radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, the foul sensor D21, the supply inlet sensor D22, the supply outlet sensor D23, the winning passage count sensor D25, the non-winning passage count sensor D26, and the ball passage ball clogging monitoring sensor D27. The frame control board 80 is also connected to the lift inlet sensor D28, the lift outlet sensor D29, and the out sensor D30. The CPU 81 is configured to be able to input the radio wave signal, the first door opening signal, the second door opening signal, the foul signal, the supply inlet signal, the supply outlet signal, the winning passage signal, the non-winning passage signal, the ball clogging detection signal, the lift inlet signal, the lift outlet signal, and the out signal output by these sensors and switches. Of these signals, the frame control board 80 outputs a first door open signal and a second door open signal to the main control board 60.

[0102] The frame control board 80 is connected to the notification sound device 13. The CPU 81 can control the output contents of the notification sound device 13. The frame control board 80 is connected to the game ball number display device 17. The CPU 81 is configured to be able to control the display contents of the game ball number display device 17.

[0103] The frame control board 80 is connected to the maintenance device 35. The CPU 81 is configured to be able to control the maintenance operation of the maintenance device 35. The frame control board 80 is connected to the lifting mechanism 36. The CPU 81 is configured to be able to control the lifting operation of the lifting mechanism 36. The frame control board 80 is connected to the supply solenoid 43. The CPU 81 can displace the movable piece 42 by controlling the supply of electricity to the supply solenoid 43. In other words, the CPU 81 is configured to be able to control the supply operation of the game balls by the supply device 40.

[0104] As described above, the frame control board 80 is connected to the card unit 100. The CPU 81 is configured to be able to receive various telegrams transmitted by the CU control board 105. The connection signal output by the card unit 100 is input from the connection terminal board 98 to the launch permission circuit 89b without passing through the CPU 81. As will be described in detail later, the launch permission circuit 89b also receives a launch stop signal output by the main control board 60 and an error signal output by the CPU 81.

[0105] The launch control board 90 includes a launch control circuit 91 for controlling the operation of the launch device 50. The launch control circuit 91 outputs a drive signal to the launch solenoid 53 based on a control signal input from the frame control board 80 and signals input from sensors and switches.

[0106] The launch control board 90 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 91 is configured to be able to input the touch signal, the stop signal, and the volume signal output by these switches and sensors. The launch control board 90 is connected to the launch solenoid 53. When the launch control circuit 91 outputs a drive signal to the launch solenoid 53, the launch solenoid 53 is driven and the launch hammer 52 is displaced to the ball hitting position 52P1. In other words, the launch control board 90 is configured to be able to control the launching operation of the launching device 50 to launch the game ball.

[0107] The launch control circuit 91 has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, a holding circuit, and a solenoid drive unit. The operation determination unit outputs an operation signal to the timing pulse generation unit when the operation enabling condition is satisfied because the launch permission signal from the frame control board 80 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not output an operation signal to the timing pulse generation unit when the operation enabling condition is not satisfied because some or all of the following are not satisfied: the launch permission signal from the frame control board 80 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state.

[0108] When the timing pulse generating unit inputs an operation signal, the timing pulse generating unit synthesizes the operation signal and the pulse signal input from the pulse clock generating unit, and outputs a launch timing pulse to the solenoid driving unit. The solenoid driving unit supplies (outputs) a drive current of a voltage corresponding to the volume signal (voltage) input from the handle volume D03 to the launch solenoid 53 every time the launch timing pulse is input. As a result, the launch solenoid 53 is driven with a strength corresponding to the rotation operation amount of the handle lever 15a, and the game ball is launched. The launch control circuit 91 outputs a subtraction reference signal to the frame control board 80 at a predetermined timing. When the drive current is output when the operable condition is established, the holding circuit holds the voltage (voltage value) of the volume signal at that time. The holding circuit also holds the voltage (voltage value) of the volume signal. The holding circuit constitutes an example of information holding means for holding information. The voltage value that the holding circuit can hold is an example of operation amount information generated according to the operation amount of the launch handle 15 (handle lever 15a).

[0109] The processing executed by the frame control board 80 (CPU 81) will be described. The frame side power cut-off process will be described. When the CPU 81 receives a power-off detection signal output by the backup circuit 89a when the power supply voltage drops below a specified voltage, the CPU 81 executes a power-off process. In the power-off process, the CPU 81 calculates a checksum value of the RAM 83 and stores the calculated checksum value in the RAM 83. The CPU 81 also stores information (hereinafter, referred to as a backup flag) capable of identifying that the power-off process has been executed normally in the RAM 83. The CPU 81 then waits until the power is completely turned off. The various pieces of information stored in the RAM 83 when the power is turned off are retained even after the power is turned off by the backup function described above.

[0110] The frame side power-on process will now be described. When the voltage supplied to the frame control board 80 reaches a voltage required for the operation of the CPU 81 and the CPU 81 starts up with power-on, the CPU 81 judges whether the backed-up information is normal or not. Specifically, the CPU 81 judges whether a backup flag is stored in the RAM 83. The CPU 81 also calculates a checksum value of the RAM 83 and judges whether the calculated checksum value matches the checksum value calculated in the power-off process. The CPU 81 judges that the information is normal when the backup flag is stored and the checksum values ​​match, and judges that the information is abnormal when they do not. When the backed-up information is judged to be abnormal, the CPU 81 initializes the game ball number information and game information stored in the RAM 83. At this time, the CPU 81 does not initialize the performance information. After that, the CPU 81 proceeds to a communication check process described later.

[0111] If the backed up information is determined to be normal, the CPU 81 determines whether the game ball clear switch 87 is operated based on whether the game ball clear signal is in the on state. When the game ball clear switch 87 is operated, the CPU 81 initializes the game ball count information stored in the RAM 83. At this time, the CPU 81 does not initialize the game information and performance information. When the game ball clear switch 87 is not operated, the CPU 81 does not initialize the game ball count information.

[0112] The CPU 81 determines whether the RAM clear switch 88 is operated based on whether the RAM clear signal is in the ON state. When the RAM clear switch 88 is operated, the CPU 81 initializes the game information stored in the RAM 83. At this time, the CPU 81 does not initialize the game ball number information and the performance information. When the RAM clear switch 88 is not operated, the CPU 81 does not initialize the game information. In this embodiment, the performance information is not initialized in either the situation where the game ball number information is initialized in response to the operation of the game ball clear switch 87 or the situation where the game information is initialized in response to the operation of the RAM clear switch 88. After that, the CPU 81 proceeds to a communication check process.

[0113] In the communication check process, the CPU 81 determines whether or not startup information has been received from the main control board 60. In one example of this embodiment, the startup information is gaming machine installation information. As an example, the gaming machine installation information is information capable of identifying the type of gaming machine, the ID number of the CPU 61, the manufacturer of the CPU 61, and the like. When the CPU 81 successfully receives the startup information, it transmits response information to the main control board 60. Thereafter, the CPU 81 ends the communication check process, returns based on the initialized or backed up game ball count information, game information, and performance information, and executes the frame side normal process described later.

[0114] When the CPU 81 does not receive the start-up information within a predetermined time (e.g., 3 minutes) after the start-up due to power-on, the CPU 81 stores a flag capable of identifying the occurrence of an internal communication abnormality error in the RAM 83. That is, the CPU 81 sets an internal communication abnormality in the gaming machine. After that, the CPU 81 waits until it receives the start-up information. When the CPU 81 normally receives the start-up information from the main control board 60 while the internal communication abnormality in the gaming machine is set, the CPU 81 cancels the setting of the internal communication abnormality in the gaming machine. After that, the CPU 81 ends the communication check process, returns based on the initialized or backed-up game ball number information, game information, and performance information, and executes the frame side normal process described later. Not limited to this, the CPU 81 may set an internal communication abnormality in the gaming machine when the reception of the start-up information and the transmission of the response information are not successful multiple times (e.g., three times). In this case, the first start-up information received multiple times may be the gaming machine installation information, and the second and subsequent times may be information different from the gaming machine installation information (e.g., gaming machine information).

[0115] The frame side normal processing of the frame control board 80 will be described. The game information storage process included in the frame-side normal process will be described below. The game information storage process is a process for storing game information input from the main control board 60 in the RAM 83. When the CPU 81 receives game information capable of identifying a game state, the CPU 81 stores the game information in the RAM 83. The CPU 81 can identify whether a jackpot game is being played, whether a high probability state is being played, and whether a high ball entry rate state is being played, by referring to the game information stored in the RAM 83. In addition, when the CPU 81 inputs various game information, the CPU 81 generates information capable of identifying the input game information and stores the information in the RAM 83. In addition, when the CPU 81 receives game information, the CPU 81 transmits a part or all of the received game information to an external device (such as a hall computer).

[0116] The performance information generation process of the frame-side normal process will be described. The performance information generation process is a process for calculating a base value as the performance information. The CPU 81 refers to the game state flag and judges whether or not the game is not in a jackpot game and the current game state is in a low probability low ball entry rate state (i.e., whether or not the game is in a normal game). When the game is in a normal game, the CPU 81 adds up the total number of winning balls during the normal game when it receives game information that can specify the occurrence of a start port winning (hereinafter referred to as start port winning information) or game information that can specify the occurrence of a normal winning (hereinafter referred to as normal winning information). The total number of winning balls is stored in the RAM 83 as one of the performance information. When the CPU 81 inputs a winning passage signal or a non-winning passage signal, it adds up the total number of effective balls during the normal game. The total number of effective balls is stored in the RAM 83 as one of the performance information. The CPU 81 calculates the base value by the calculation formula of "total number of winning balls during normal game ÷ total number of effective balls during normal game × 100". The CPU 81 may count the total number of winning balls and the total number of valid balls in one-minute intervals, and calculate the base value every minute. The CPU 81 may count the total number of winning balls in one-minute intervals, and calculate the base value every time the total number of valid balls reaches a specified number. As an example, the specified number may be 60,000 balls, or may be the maximum number (e.g., 100 balls) that can be fired by the firing device 50 per minute. The CPU 81 controls the performance display monitor 84 to display information that can identify the calculated base value.

[0117] The CPU 81 may be configured to calculate the ratio of the role and the ratio of the consecutive role as the performance information and display them on the performance display monitor 84. The ratio of the role is the ratio of the total number of winning balls acquired by the operation of the electric role to the total number of winning balls acquired throughout all game states. The total number of winning balls acquired by the operation of the electric role is the sum of the total number of winning balls acquired by winning the second start port 24 in a normal winning game (normal electric role operation) and the total number of winning balls acquired by winning the large winning port 25 in a big winning game (special electric role operation). The ratio of the consecutive role is the ratio of the total number of winning balls acquired by the operation of the consecutive role to the total number of winning balls acquired throughout all game states. The total number of winning balls acquired by the operation of the consecutive role is the total number of winning balls acquired by winning the large winning port 25 in a big winning game.

[0118] The game ball count information generation process, which is part of the normal frame-side processing, will be described below. The game ball number information generation process is a process for generating (managing) the game ball number. When the CPU 81 receives the acquired prize ball number information from the main control board 60, it adds the acquired prize ball number that can be specified from the acquired prize ball number information to the game ball number. The acquired prize ball number information is control information that the main control board 60 outputs when the condition for awarding prize balls is met in response to a winning entry into a specific winning opening, and is configured to be able to specify the number of prize balls set in the winning opening. When the CPU 81 receives the award information from the card unit 100, it adds the awarded ball number indicated in the award information to the game ball number. In other words, the CPU 81 adds the number of loaned balls equivalent to the number of game balls loaned by the player by operating the ball loan button 104a to the game ball number.

[0119] When the CPU 81 detects that one game ball has been supplied to the launching device 50 based on the supply inlet signal output by the supply inlet sensor D22, it subtracts the number of game balls. As an example, when the supply inlet signal transitions from an off state to an on state, the CPU 81 detects that one game ball has been supplied when the supply inlet signal becomes an on state. This can be said to convert the number of game balls managed electromagnetically into actual game balls. The game ball detected by the supply inlet sensor D22 is the game ball supplied to the launching device 50. The game ball is a game ball that is launched into the game area 20a by the operation of the launching device 50, and can also be considered as a game ball launched by the player on the premise that it is not a foul ball.

[0120] When the CPU 81 detects that one game ball has returned to the supply device 40 based on the foul signal output by the foul sensor D21, the CPU 81 increments the number of game balls. As an example, the CPU 81 detects that one game ball has returned when the foul signal transitions from ON state to OFF state to ON state. The pachinko game machine 10 is configured to increment the number of game balls stored as data when it detects a game ball (a foul ball) that has not reached the game area 20a even after the launching operation by the launching device 50 has been performed.

[0121] In this embodiment, the game ball number information generation process corresponds to a counting process that counts the number of game balls according to an increase or decrease in the number of game balls held. Also, the CPU 81 that executes the game ball number information generation process functions as a processing means.

[0122] The CPU 81 may subtract the number of game balls by driving the launch solenoid 53, or may be configured to provide a sensor in the launch passage 20c and subtract the number of game balls when the sensor detects a game ball launched from the launch device 50. In this embodiment, the number of game balls is subtracted as an example of the number of game balls stored as data in relation to at least one of the launch operation by the launch device 50 and the supply operation by the supply device 40. When the number of game balls stored as data becomes "0", which is an example of a number less than a predetermined number, the CPU 81 outputs a zero game ball number signal to the launch permission circuit 89b. The CPU 81 may also be configured to detect that one game ball has been supplied and subtract the number of game balls when the supply outlet signal transitions from an on state to an off state to an on state.

[0123] When the CPU 81 is in a countable state, upon inputting a counting signal from the counting switch 18, the CPU 81 transmits counting information capable of identifying the number of counted balls to the card unit 100. The CPU 81 subtracts the number of counted balls, which can be identified from the counting information, from the number of game balls. As an example, the countable state is a state in which the necessary power is supplied and the number of game balls is not 0. When the CPU 81 is in a countable state, the CPU 81 controls the light emitter built into the counting lamp 18a so that the counting lamp 18a is lit. In one example of this embodiment, the management of the number of game balls is transferred to the card unit 100 by transmitting the counting information to the card unit 100.

[0124] Then, the CPU 81 controls the game ball number display device 17 to display information that can identify the updated game ball number after the addition or subtraction. In one example of this embodiment, the CPU 81 can be understood as a means for adding the game ball number stored as data, a means for subtracting the game ball number stored as data, and a means for displaying the game ball number stored as data. As will be described in detail later, the game ball number display device 17 is also used as a device that can display information that can identify an error state set (detected) by the frame control board 80. In this embodiment, the CPU 81 functions as a processing means that can execute a reception process that receives the operation of the counting switch 18, which is an operating means, a generation process that generates counting information, and a transmission process that transmits the counting information to the card unit 100, which is an external device. The counting information generated in this embodiment will be described in detail later.

[0125] The error setting process and the error notification process of the frame side normal process will be described below. The error setting process is a process for detecting the occurrence of an error state and setting the error state. In one example of this embodiment, the error states that the frame control board 80 (CPU 81) can detect include at least the above-mentioned abnormality in communication within the gaming machine, detection of unauthorized radio waves, abnormality in the supply inlet sensor, clearing of the number of game balls, exceeding the number of game balls, and opening of the door. The error notification process is a process for notifying an error in a predetermined notification manner when an error state is detected in the error setting process.

[0126] The error state of the communication abnormality in the gaming machine is determined as an error detection condition when the communication between the main control board 60 and the frame control board 80 is not performed normally. The error state of the illegal radio wave detection is determined as an error detection condition when an abnormal radio wave is detected. The error state of the supply inlet sensor abnormality is determined as an error detection condition when the next game ball is shot without the supply inlet signal, which is the input signal of the sensor, changing from the previous shot. The error state of the game ball number clear is determined as an error detection condition when the number of game balls stored as data in the RAM 83, which is the number counted in the game ball number information generation process included in the frame side normal processing, is initialized to 0 (0 cleared). The error state of the game ball number over is determined as an error detection condition when the number of game balls counted in the game ball number information generation process included in the frame side normal processing exceeds a predetermined number of balls (for example, 40,000 balls). The error state of the door opening is determined as an error detection condition when the off state of either the first door opening switch D17 or the second door opening switch D18 is detected.

[0127] Next, various processes performed by the main control board 60 (CPU 61) will be described. The main power supply cut-off process will now be described. When the CPU 61 receives a power-off detection signal from the frame control board 80 (backup circuit 89a), it executes power-off processing. In the power-off processing, the CPU 61 outputs a firing stop signal to the frame control board 80. The CPU 61 calculates a checksum value for the RAM 63 and stores the calculated checksum value in the RAM 63. The CPU 61 also stores information (hereinafter referred to as a backup flag) capable of identifying that the power-off processing has been executed normally in the RAM 63. The CPU 61 then waits until the power is completely cut off. The various pieces of information stored in the RAM 63 when the power is cut off are retained even after the power is cut off by the backup function described above.

[0128] The main power-on process will now be described. When the voltage supplied to the main control board 60 reaches a voltage required for the operation of the CPU 61 upon power-on, the CPU 61 inhibits timer interrupt processing. Subsequently, the CPU 61 transmits start-up information to the frame control board 80. When a predetermined time (108 ms, for example) has elapsed since the CPU 61 transmitted the start-up information without receiving any response information, the CPU 61 transmits the start-up information to the frame control board 80. Thereafter, if the CPU 61 does not receive any response information from the frame control board 80, the CPU 61 transmits the start-up information to the frame control board 80 every time a predetermined time has elapsed. Note that the start-up information transmitted multiple times may be the same information, or may be different information so that the number of transmissions can be specified. When the number of transmissions of the start-up information reaches a specified number (10 times, for example), the CPU 61 detects an abnormality in the communication within the gaming machine, and stores information capable of specifying the occurrence of the abnormality in the communication within the gaming machine in the RAM 63. That is, the CPU 61 sets an error related to the abnormality in the communication within the gaming machine. When the CPU 61 sets the communication abnormality in the gaming machine, it outputs control information capable of identifying the occurrence of an error related to the communication abnormality in the gaming machine (hereinafter, referred to as a communication abnormality command in the gaming machine) to the performance control board 70. After that, the CPU 61 waits until the power is turned off. In this embodiment, the time required for the frame control board 80 to detect the communication abnormality in the gaming machine (3 minutes as an example) is longer than the time required for the main control board 60 to detect the communication abnormality in the gaming machine (1080 ms as an example).

[0129] When the CPU 61 receives the response information to the startup information, it determines that the communication line is normal. If the communication line is normal, the CPU 61 determines whether the backed up information is normal or not. Specifically, the CPU 61 determines whether a backup flag is stored in the RAM 63. The CPU 61 also calculates a checksum value of the RAM 63 and determines whether the calculated checksum value matches the checksum value calculated in the power off process. If the backup flag is stored and the checksum values ​​match, the CPU 61 determines that the communication line is normal, and if not, it determines that the communication line is abnormal.

[0130] If it is determined that the backed up information is abnormal, the CPU 61 initializes the main information stored in the RAM 63. The CPU 61 outputs a control command (hereinafter, referred to as an initialization command) capable of identifying that various information has been initialized to the performance control board 70. After that, the CPU 61 ends the main power-on process.

[0131] If the backed up information is determined to be normal, the CPU 61 determines whether or not a RAM clear signal has been input from the frame control board 80 (RAM clear switch 88). If a RAM clear signal has been input, the CPU 61 initializes the main information stored in the RAM 63. The CPU 61 outputs an initialization command to the performance control board 70. On the other hand, if a RAM clear signal has not been input, the CPU 61 outputs to the performance control board 70 a control command (hereinafter referred to as a power restoration command) that can specify restoration based on the backed up main information.

[0132] Then, when the CPU 61 finishes the main power-on process, it permits the timer interrupt process. That is, the CPU 61 becomes able to execute a process for progressing the game (hereinafter, referred to as the main normal process). If the main information has been initialized, the main normal process is executed based on the main information after initialization. That is, the CPU 61 executes various processes included in the main normal process based on a state in which the first special reserved number and the second special reserved number are both zero, neither the first special game nor the second special game is being executed, and no big win game has been awarded. If the main information has not been initialized, the main normal process is executed based on the backed-up main information. That is, if the first special reserved number and the second special reserved number are the reserved numbers at the time of power off, and either the first special game or the second special game is being executed, the CPU 61 returns to a process for executing the special game, and if a big win game is being awarded, the CPU 61 returns to a process for awarding the big win game.

[0133] The CPU 61 executes a special symbol input process, a special symbol start process, etc. as a timer interrupt process performed every predetermined control period (for example, 4 ms). The special symbol input process and the special symbol start process are both main normal processes.

[0134] The special symbol input process will be described. The CPU 61 judges whether or not the game ball has entered the first start hole 23 based on whether or not a detection signal has been input from the first start sensor D11. When the game ball has entered the first start hole 23, the CPU 61 judges whether or not the first reserved number stored in the RAM 63 is less than the upper limit number (4 in this embodiment). When the first reserved number is less than the upper limit number, the CPU 61 adds 1 to the first reserved number to update it. Then, the CPU 61 controls the first reserved display device 21c to display information that can identify the updated first reserved number. In this embodiment, the reserved condition of the first special game is met when the game ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

[0135] Next, the CPU 61 acquires the random numbers generated by the random number generating circuit 64, and stores random number information based on the acquired random numbers in the RAM 63. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used in determining winning symbols, and variation pattern random numbers used in determining variation patterns. The CPU 61 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the RAM 63, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is satisfied.

[0136] When the random number information for the first special game is stored in the RAM 63, if the game ball has not entered the first start hole 23 and if the first reserved number is not less than the upper limit number, the CPU 61 judges whether the game ball has entered the second start hole 24 based on whether a detection signal has been input from the second start sensor D12. If the game ball has entered the second start hole 24, the CPU 61 judges whether the second reserved number stored in the RAM 63 is less than the upper limit number (4 in this embodiment). If the second reserved number is less than the upper limit number, the CPU 61 adds 1 to the second reserved number to update it. The CPU 61 controls the second reserved display device 21d to display information that can identify the second reserved number after the addition. In this embodiment, the reserved condition for the second special game is met when the game ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.

[0137] Next, the CPU 61 acquires random numbers generated in the main control board 60, and stores random number information based on the acquired random numbers in the RAM 63. The CPU 61 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the order in which the random number information is stored. By storing the random number information used for the second special game in the RAM 63, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the RAM 63, if the game ball has not entered the second start hole 24, and if the second reserved number is not less than the upper limit number, the CPU 61 ends the special symbol input process.

[0138] The special symbol start process will be described. First, the CPU 61 judges whether or not the start condition of the special game is established. The CPU 61 judges positively when neither a jackpot game nor a special game is being played, whereas it judges negatively when a jackpot game or a special game is being played. When the start condition of the special game is not established, the CPU 61 ends the special symbol start process. When the start condition of the special game is established, the CPU 61 judges whether or not the second reserved number is greater than zero. When the second reserved number is zero, the CPU 61 judges whether or not the first reserved number is greater than zero. When the first reserved number is zero, the CPU 61 ends the special symbol start process.

[0139] If the first reserved number is greater than zero, the CPU 61 executes a process to execute a first special game. Specifically, the CPU 61 updates the first reserved number by subtracting 1. The CPU 61 controls the first reserved display device 21c to display information that can identify the first reserved number after subtraction. Next, the CPU 61 acquires the random number information stored first from the random number information for the first special game from the RAM 63. Next, the CPU 61 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a winning lottery for a special symbol. The CPU 61 performs a jackpot lottery with a jackpot probability according to the current probability state (whether or not the special jackpot function is activated).

[0140] When a jackpot is won, the CPU 61 performs a jackpot variation process. In the jackpot variation process, the CPU 61 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines a jackpot pattern to be stopped and displayed in the first special game. The CPU 61 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the CPU 61 ends the special pattern start process.

[0141] If the jackpot is not won, the CPU 61 performs a loss variation process. In the loss variation process, the CPU 61 determines a loss symbol to be stopped and displayed in the first special game. The CPU 61 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. After that, the CPU 61 ends the special symbol start process.

[0142] If the second reserved number is greater than zero, the CPU 61 performs a process for executing a second special game. The process for executing the second special game is the process for executing the first special game, except that the "first special game" is replaced with the "second special game" and the "first reserved number" is replaced with the "second reserved number," and therefore a detailed description thereof will be omitted. In other words, the CPU 61 performs subtraction of the second reserved number, a jackpot lottery, and any of the variation processes based on the result of the jackpot lottery, and then ends the special symbol start process.

[0143] The CPU 61 outputs a variation start command and a special symbol command to the performance control board 70 in the jackpot variation process and the loss variation process. The variation start command is a control command capable of specifying the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command capable of specifying the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0144] When the special symbol start process is completed, the CPU 61 executes the first special game or the second special game by a process separate from the special symbol start process. Specifically, when the CPU 61 executes the first special game, it controls the first special symbol display device 21a to start the variable display of a predetermined symbol. The CPU 61 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the CPU 61 controls the first special symbol display device 21a to stop displaying the special symbol determined in the special symbol start process. In addition, when the variable time set in the variable pattern has elapsed, the CPU 61 outputs a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game to the performance control board 70.

[0145] On the other hand, when the CPU 61 executes the second special game, it controls the second special symbol display device 21b to start the variable display of a predetermined symbol. The CPU 61 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the CPU 61 controls the second special symbol display device 21b to stop displaying the special symbol determined in the special symbol start process. When the variable time determined in the variable pattern has elapsed, the CPU 61 outputs a variable end command to the performance control board 70. As described above, the pachinko game machine 10 is configured such that the CPU 61 executes the special symbol input process and the special symbol start process, so that a winning lottery is held when a game ball enters the start hole, and a symbol variable game can be executed based on the result of the winning lottery.

[0146] The jackpot game processing will now be described. The jackpot game process is a process for awarding a jackpot game. When the CPU 61 stops and displays a jackpot symbol in a special game, the CPU 61 executes the jackpot game process after the end of the jackpot special game. The CPU 61 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The CPU 61 awards the specified type of jackpot game.

[0147] First, the CPU 61 outputs a control command (hereinafter, referred to as an opening command) capable of specifying the start of the opening time to the performance control board 70. When the opening time has elapsed, the CPU 61 performs a process for executing a round game. That is, the CPU 61 controls the special solenoid SL2 using the specified opening control data for the big win game to open the big win opening 25. When the number of game balls detected by the count sensor D13 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the CPU 61 controls the special solenoid SL2 to close the big win opening 25, thereby ending the round game. The CPU 61 repeats such a process for executing a round game until the upper limit number of round games set for the big win game is ended. The CPU 61 outputs a control command (hereinafter, referred to as a round command) capable of specifying the start of the round game to the performance control board 70 every time a round game is started. When the final round of play ends, the CPU 61 outputs a control command capable of identifying the start of the ending time (hereinafter, referred to as an ending start command) to the performance control board 70. When the ending time has elapsed, the CPU 61 ends the big win game. The CPU 61 outputs a control command capable of identifying the elapse of the ending time (hereinafter, referred to as an ending end command) to the performance control board 70.

[0148] The state transition process will now be described. When the CPU 61 ends the jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 63. That is, the CPU 61 controls to a high probability state. After the jackpot game based on the first jackpot symbol ends, the CPU 61 does not erase the probability flag until the next jackpot game is awarded. On the other hand, when the CPU 61 ends the jackpot game based on the second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 63. That is, the CPU 61 controls to a low probability state. When the CPU 61 starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the CPU 61 controls to a low probability state during the jackpot game.

[0149] When the jackpot game based on the first jackpot symbol or the second jackpot symbol is ended, the CPU 61 sets an operation flag in the RAM 63. That is, the CPU 61 controls to a high ball entry rate state. After the jackpot game based on the second jackpot symbol is ended, the CPU 61 counts the number of times the special game is executed after the jackpot game is ended by updating the value of the execution counter stored in the RAM 63 every time the special game is started after the jackpot game based on the second jackpot symbol is ended. When the special game in which the number of times the special game is executed after the jackpot game is ended reaches the number of times of operation, the CPU 61 erases the operation flag stored in the RAM 63. That is, after the jackpot game based on the second jackpot symbol is ended, the CPU 61 controls to a low ball entry rate state when the special game of the operation number is ended. Note that the CPU 61 does not erase the operation flag until the next jackpot game is awarded after the jackpot game based on the first jackpot symbol is ended. When the CPU 61 starts a big win game and the activation flag is set, the CPU 61 clears the activation flag. That is, the CPU 61 controls the big win game to a low ball entry rate state.

[0150] The various processes executed by the performance control board 70 (CPU 71) will be described. The power restoration process will now be described. When the CPU 71 inputs an initialization command, it controls some or all of the performance devices constituting the performance device group ES to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification is executed in a manner in which a sound capable of identifying the execution of a RAM clear, such as a sound reading out the character string "RAM clear", is output from the performance sound device 12. As an example, the RAM clear notification is executed in a manner in which the performance light-emitting device 14 is illuminated in a light-emitting pattern dedicated to RAM clear. As an example, the RAM clear notification is executed in a manner in which an image capable of identifying the execution of a RAM clear, such as the character string "RAM clear", is displayed on the performance display device 19. When a predetermined time has elapsed since the start of the RAM clear notification, the CPU 71 controls the performance device group ES to end the RAM clear notification. Also, when the CPU 71 inputs an initialization command, it controls the performance display device 19 to display a combination of a predetermined background image and a predetermined performance pattern.

[0151] When the CPU 71 inputs a power restoration command, it controls some or all of the performance devices constituting the performance device group ES to execute a power restoration notification. As an example, the power restoration notification is executed in a manner in which a sound capable of identifying the execution of RAM clear, such as a sound reading out the character string "power restoration in progress", is output from the performance sound device 12. As an example, the power restoration notification is executed in a manner in which the performance light-emitting device 14 is illuminated in a light-emitting pattern dedicated to power restoration. As an example, the power restoration notification is executed in a manner in which an image capable of identifying the execution of RAM clear, such as the character string "power restoration in progress", is displayed on the performance display device 19. The CPU 71 controls the performance device group ES to end the power restoration notification when a predetermined time has elapsed since the start of the power restoration notification. Not limited to this, the CPU 71 may be configured not to execute the power restoration notification. In addition, when the CPU 71 inputs a power restoration command, it controls the performance display device 19 to display a predetermined background image and a combination of performance patterns different from the combination of predetermined performance patterns.

[0152] The big win presentation process will now be described. The jackpot performance process is a process for executing a performance during a jackpot game (hereinafter referred to as a jackpot performance). When the CPU 71 receives an opening command, it controls the performance device group ES to execute an opening performance. When the CPU 71 receives a round command, it controls the performance device group ES to execute a round performance. When the CPU 71 receives an ending start command, it controls the performance device group ES to execute an ending performance. When the CPU 71 receives an ending end command, it controls the performance device group ES to end the ending performance.

[0153] The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 71 receives a variation start command and a special symbol command, it controls the effect device group ES including the effect display device 19 so as to execute an effect game. Specifically, when the CPU 71 receives a variation start command, it selects an effect pattern (effect content) of the effect game based on a variation pattern that can be specified from the command. Also, when the CPU 71 receives a special symbol command, it determines a symbol combination to be stopped and displayed in the effect game based on a special symbol that can be specified from the command. When a jackpot symbol can be specified from the special symbol command, the CPU 71 determines a jackpot symbol combination. When a losing symbol can be specified from the special symbol command, the CPU 71 determines a losing symbol combination. When a reach effect is executed, the CPU 71 determines a losing symbol combination including a reach.

[0154] Then, the CPU 71 controls the effect display device 19 so as to start the variable display of the effect symbols in each symbol row upon input of the variation start command. That is, the CPU 71 starts the effect game. Also, when the CPU 71 executes a predetermined effect in relation to the effect game, it controls the effect device group ES including the effect display device 19 so as to execute the effect. When a predetermined timing arrives after starting the effect game, the CPU 71 causes the symbol combination to be temporarily stopped and displayed, and upon input of the variation end command, causes the symbol combination to be fixed and stopped. The CPU 71 may also cause the symbol combination to be fixed and stopped upon the passage of a variation time set for the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.

[0155] Next, an error notification executed under the control of the CPU 81 of the frame control board 80 when an error state occurs will be described. The CPU 81 of the frame control board 80 controls the display contents of the game ball number display device 17 so as to display an error code, which is an example of information that can identify the error state being set, while the error state is being set. The error code is information unique to each error. For example, an error code is set for each error, such as [E10] for detection of unauthorized radio waves, [E13] for an abnormality in communication within the gaming machine, and [E14] for an abnormality in the supply inlet sensor. The CPU 81 alternates between displaying the error code and displaying the number of game balls every predetermined time. In addition, when multiple types of errors are set, the CPU 81 sequentially displays the error code and the number of game balls of the error state with the highest priority among the multiple types of error states for a predetermined time. The priority corresponds to the priority order for notifying the error. In addition, when multiple types of error states are set, the CPU 81 may be configured to sequentially display the multiple types of error codes and the number of game balls for a predetermined time. Alternatively, the CPU 81 may be configured to display the error code and not to display the number of game balls. When the error state being set is released, the CPU 81 controls the game ball number display device 17 to end the display of the error code corresponding to the released error. In one example of this embodiment, all error states that can be detected by the frame control board 80 are subject to display of an error code on the game ball number display device 17. The game ball number display device 17 also serves as a means for notifying an error.

[0156] The CPU 81 controls the display contents of the performance display monitor 84 so as to display an error code that can specify the error state being set. That is, the error code is displayed on both the game ball number display device 17 and the performance display monitor 84. The CPU 81 alternates between displaying the error code and displaying the base value (performance information) at predetermined time intervals. Furthermore, when a plurality of error states are set, the CPU 81 sequentially displays the error code and base value of the error state with the highest priority among the plurality of error states for a predetermined time interval. Not limited to this, when a plurality of error states are set, the CPU 81 may be configured to sequentially display the plurality of error codes and base values ​​for a predetermined time interval. Alternatively, the CPU 81 may be configured to display the error code and not display the base value. Furthermore, the CPU 81 may be configured to display the number of game balls in addition to the base value and error code on the performance display monitor 84. In this case, the CPU 81 may sequentially display these three types of information by switching them at predetermined time intervals. The CPU 81 controls the performance display monitor 84 to end the display of the error code when the error state being set is released. In one example of this embodiment, all error states that can be detected by the frame control board 80 are subject to display of an error code on the performance display monitor 84. The performance display monitor 84 of this embodiment also serves as a means for notifying an error. The CPU 81 starts displaying the error code on the performance display monitor 84 and on the game ball count display device 17 at the same or approximately the same timing. The performance display monitor 84 also serves as a means for notifying an error.

[0157] The CPU 81 controls the notification sound device 13 to output a notification sound in a sound pattern that can identify the error state being set. That is, the CPU 81 executes a sound notification (hereinafter, referred to as an error sound notification) that notifies the error state being set. For example, in one example of the present embodiment, the CPU 81 sets the detection of illegal radio waves, the supply inlet sensor abnormality, the number of game balls cleared, and the number of game balls over as notification objects, and executes the error sound notification when these error states are being set. The CPU 81 does not set the communication abnormality in the gaming machine and the door open as notification objects, and does not execute the error sound notification for notifying these error states. The sound pattern of the error sound notification has different contents for each type of error, and is the content that can identify the outline of the error state being set. As an example, in the case of the detection of illegal radio waves, the sound is a sound that reads out the character string "Error code E10 has occurred, please call an attendant". The notification sound device 13 is also used as a means for notifying an error.

[0158] Next, an error notification that is executed under the control of the CPU 61 of the main control board 60 when an error state occurs will be described. In one example of this embodiment, the error state that the CPU 61 of the main control board 60 can detect includes at least the door being open in addition to the above-mentioned abnormal communication within the gaming machine. The error state that the CPU 61 can detect may also include detection of unauthorized radio waves.

[0159] When the CPU 61 receives the first door opening signal or the second door opening signal from the frame control board 80, it stores in the RAM 63 a flag capable of identifying the occurrence of a door opening error state. That is, the CPU 61 sets a door opening error state in which the mounting frame 11b or the protective frame 11c is in an open state. When the CPU 61 sets the door opening error state, it outputs a door opening error occurrence command, which is control information capable of identifying the occurrence of the door opening error state, to the performance control board 70. When the CPU 61 stops receiving the first door opening signal or the second door opening signal, it cancels the setting of the door opening error state. When the CPU 61 cancels the setting of the door opening error state, it outputs a door opening error resolution command, which is control information capable of identifying the resolution of the door opening error state, to the performance control board 70.

[0160] Moreover, the CPU 61 performs control to restrict the launch of game balls while a predetermined error (in this embodiment, a supply inlet sensor abnormality or door open) is set among a plurality of types of errors. When an error state of a supply inlet sensor abnormality or door open occurs, the CPU 61 outputs a launch stop signal to the frame control board 80 (launch permission circuit 89b). That is, the launch stop signal is turned on. When the launch permission circuit 89b inputs the launch stop signal, the launch permission signal to the launch control board 90 is turned off, and the output is stopped. As described above, the output condition of the launch permission signal is satisfied when the launch of game balls is permitted in a launch permission state. That is, the output condition of the launch permission signal is not satisfied when the launch prohibition state is set. Note that, when the CPU 81 of the frame control board 80 sets an error state, it outputs a command, which is control information capable of identifying these error states, to the main control board 60. In the pachinko game machine 10 of this embodiment, control to restrict the launch of game balls is not performed while an error other than the above-mentioned predetermined error is set, and game balls can be launched.

[0161] The firing permitted state is a state in which the card unit 100 and the pachinko gaming machine 10 are normally connected, no specific error (e.g., door open) has occurred in the main control board 60, and no specific error (e.g., supply inlet sensor abnormality) has occurred in the frame control board 80. The firing prohibited state is a state in which one or more of the following has occurred: the card unit 100 and the pachinko gaming machine 10 are not normally connected, a specific error has occurred in the main control board 60, and a specific error has occurred in the frame control board 80. Note that even in the same door open error state, if a second door open signal is input, it does not fall under the above specific error, and the firing prohibited state may not be established depending on the occurrence of the error.

[0162] Next, an error notification that is executed under the control of the CPU 71 of the performance control board 70 when an error state occurs will be described. When the CPU 71 inputs the door open error occurrence command, it controls some or all of the performance devices constituting the performance device group ES to execute the door open error notification. As an example, the door open error notification is executed in a manner in which a sound capable of identifying the door open, such as a sound reading out the character string "The door is open", is output from the performance sound device 12. As an example, the door open error notification is executed in a manner in which the performance light emitting device 14 is made to emit light in a light emitting pattern dedicated to the door open error. As an example, the door open error notification is executed in a manner in which an image capable of identifying the door open, such as the character string "The door is open", is displayed on the performance display device 19. When the CPU 71 determines that all door open error states have been resolved (both the mounting frame 11b and the protection frame 11c are closed) by inputting the door open error resolution command, it controls the performance device group ES to end the door open error notification.

[0163] When the CPU 71 inputs the gaming machine communication abnormality command, it controls some or all of the performance devices constituting the performance device group ES to execute the gaming machine communication abnormality error notification. As an example, the gaming machine communication abnormality error notification is executed in a manner in which a sound capable of identifying the occurrence of the gaming machine communication abnormality error, such as a sound reading out the character string "A communication abnormality has occurred", is output from the performance sound device 12. As an example, the gaming machine communication abnormality error notification is executed in a manner in which the performance light-emitting device 14 is illuminated in a light-emitting pattern dedicated to the gaming machine communication abnormality error. As an example, the gaming machine communication abnormality error notification is executed in a manner in which an image capable of identifying the occurrence of the gaming machine communication abnormality error, such as the character string "A communication abnormality has occurred!", is displayed on the performance display device 19. Note that the setting of the error state of the gaming machine communication abnormality in the main control board 60 is not released until the power supply is restored after the power supply is cut off. In other words, when the CPU 71 starts notifying the game-machine internal communication abnormality error, it controls the performance device group ES so as to continue notifying the game-machine internal communication abnormality error until the power supply is cut off.

[0164] In addition, among the error states other than the above-mentioned abnormal communication in the gaming machine and the door open state, error notification is also performed for all or some of the error states under the control of the CPU 71. That is, when the CPU 81 of the frame control board 80 sets each error state, it outputs a command, which is control information capable of identifying these error states, to the main control board 60.

[0165] Also, the CPU 61 of the main control board 60 outputs a command capable of identifying the input error state to the performance control board 70. Then, the CPU 71 of the performance control board 70 controls some or all of the performance devices constituting the performance device group ES in response to the input command capable of identifying the error state, and causes them to execute an error notification. As an example, the supply inlet sensor abnormality error notification is executed in a manner in which a sound capable of identifying the occurrence of a supply inlet sensor abnormality is output from the performance sound device 12, such as a sound reading out the character string "A supply inlet sensor abnormality has occurred." As an example, the supply inlet sensor abnormality error notification is executed in a manner in which the performance light-emitting device 14 is caused to emit light in a light-emitting pattern dedicated to the supply inlet sensor abnormality error. As an example, the supply inlet sensor abnormality error notification is executed in a manner in which an image capable of identifying the occurrence of a supply inlet sensor abnormality, such as the character string "Supply inlet sensor abnormality has occurred!", is displayed on the performance display device 19. Note that the notification pattern of the error notification by the performance devices constituting the performance device group ES is determined for each type of error. In other words, the notification patterns are partially or entirely different so that the error type can be identified. The notification patterns that are partially or entirely different are created by using different presentation devices for notification, or by using the same presentation device for notification but with different notification contents, such as different sounds, different light emission times or colors, different images, etc.

[0166] The error notification by the rendering devices constituting the rendering device group ES is terminated when the release condition for the error that is the subject of the error notification is satisfied and the error is released. When the error notification is terminated, the released error can be recognized.

[0167] Hereinafter, with reference to FIG. 10, a detailed description will be given of the process in which the CPU 81 of the frame control board 80, upon receiving the operation of the counting switch 18, generates and transmits counting information based on the number of game balls managed by the pachinko gaming machine 10.

[0168] In this embodiment, the counting information is generated as control information corresponding to a predetermined number that differs depending on the operation mode of the counting switch 18. Specifically, when the operation mode of the counting switch 18 is the first operation mode, the counting information is generated as information that can specify [1] ball as the number of counted balls when the number of game balls is 1 or more. [1] ball is, for example, a number that is less than the number of prize balls when a ball enters the big winning opening 25 or the minimum number of balls that are lent to a player. In addition, when the operation mode of the counting switch 18 is the second operation mode, the counting information is generated as information that can specify

[0250] as the maximum number as the number of counted balls when the number of game balls is 1 or more. The first operation mode of this embodiment is an operation in which the operation time from the start of the operation of the counting switch 18 is less than "500 ms". On the other hand, the second operation mode of this embodiment is an operation in which the operation time from the start of the operation of the counting switch 18 is "500 ms" or more. Note that starting the operation of the counting switch 18 means starting the operation from a state in which the counting switch 18 is not operated. When the operation of the first operation mode is defined as a "short operation (single press operation)," the operation of the second operation mode can be defined as a "long operation (long press operation)" because the operation time is long. As described above, the predetermined number is set to a number greater than 0 (zero) by operating the counting switch 18, which is the operating means, and the number can be adjusted to [1] ball or

[0250] balls depending on the operation mode of the counting switch 18.

[0169] In order to transfer the number of game balls efficiently in a short time, it is desirable to transfer many counted balls with one short or long operation of the counting switch 18. However, the reason for enabling the operation of the first operation mode is to provide convenience so that the player can transfer fractional balls at his / her discretion, for example, by transferring the "2 balls" in the ones digit when the number of game balls is "1202 balls". In addition, the reason for not transferring all game balls with one short or long operation of the counting switch 18 is to prevent a situation in which all game balls are lost due to a communication failure or the like during the transmission of the counting information. In addition, it is considered that the player can easily feel the transfer is being made and feel at ease if the balls are transferred in stages.

[0170] The CPU 81 counts the operation time of the counting switch 18. If the operation time from the start of the operation of the counting switch 18 is less than "500 ms", the CPU 81 generates counting information capable of identifying the [1] ball and transmits the counting information to the card unit 100. If the operation time from the start of the operation of the counting switch 18 is "500 ms" or more, the CPU 81 generates counting information with the maximum number of

[0250] balls and transmits the counting information to the card unit 100. Specifically, if the number of game balls exceeds 250 balls, the CPU 81 generates counting information capable of identifying the

[0250] balls. On the other hand, if the operation time from the start of the operation of the counting switch 18 is "500 ms" or more, but the number of game balls is less than 250, the CPU 81 generates counting information capable of identifying the number. For example, even if the operation time from the start of the operation of the counting switch 18 is "500 ms" or more, if the number of game balls at that time is "1 ball", the CPU 81 generates counting information capable of identifying "1 ball" in the same manner as when the operation time is less than "500 ms". In addition, if the operation time from the start of the operation of the counting switch 18 exceeds "500 ms" and the counting switch 18 is operated continuously, the CPU 81 generates counting information with the maximum number of

[0250] balls each time the operation time reaches "300 ms". For example, when the number of game balls is

[0600] balls and the operation time of the counting switch 18 is "1000 ms", the CPU 81 generates counting information capable of identifying

[0250] balls twice, and transmits the counting information to the card unit 100 in sequence each time it is generated. In this example, since

[0500] balls are subtracted from the number of game balls,

[0100] balls remain as the number of game balls managed by the pachinko game machine 10.

[0171] As described above, by increasing the number of counted balls according to the increase in the operation time of the counting switch 18, the time to transfer the number of game balls to the card unit 100 is shortened. For example, assume that the number of game balls is 50,000. When the counting switch 18 is operated for a short length to transfer all of the 50,000 balls, the number of operations of the counting switch 18 is "50,000 times". If one short length operation is performed for a time less than "500 ms" but close to "500 ms", it will take about "2,500 seconds" to transfer all of the 50,000 balls. On the other hand, it will take about "60 seconds" to transfer all of the 50,000 balls by operating the counting switch 18 for a long length. In other words, by providing a long length operation as the operation mode of the counting switch 18, it is possible to shorten the time. Such time reduction can also reduce the inconvenience caused to players due to the longer time required to stop playing, as well as the inconvenience caused to players who wish to continue playing after temporarily transferring the number of game balls.

[0172] Next, the error state of over-number of game balls, which is an error state detectable by the pachinko gaming machine 10, will be described in detail with reference to Fig. 11. The error state of over-number of game balls corresponds to the over-number state.

[0173] As shown in FIG. 11, the error state of the number of game balls over is set as an error detection condition when the number of game balls counted in the game ball number information generating process included in the frame side normal process exceeds a predetermined number of balls Z1 (for example, 40,000 balls), which is a prescribed number. The CPU 81 transmits information capable of identifying the number of game balls being counted to the CPU 71 of the performance control board 70 through the CPU 61 of the main control board 60. The CPU 71 stores information capable of identifying the number of game balls in the RAM 73. Then, the CPU 71 refers to the number of game balls and determines whether the error detection condition of the number of game balls over is established. When the error detection condition is established, the CPU 71 stores a flag capable of identifying the occurrence of the error state of the number of game balls over in the RAM 73. When the error detection condition is established, the CPU 71 sets the error state of the number of game balls over, and sets the error release condition when the number of game balls falls below the predetermined number of balls Z2 (for example, 35,000 balls) to release the setting of the error state of the number of game balls over. The predetermined number of balls Z2 is a number smaller than the predetermined number of balls Z1. The CPU 71 refers to the number of game balls stored in the RAM 73 and determines whether the condition for canceling the error state of the game ball count over is met. The number of game balls can be reduced by operating the counting switch 18 to transmit a part of the counted number of game balls to the card unit 100 as the counted number of game balls.

[0174] When an error state of the number of game balls exceeds the predetermined number occurs, an error notification is executed as a specific notification under the control of the CPU 71 of the performance control board 70. As an example, the error notification of the number of game balls exceeds the predetermined number is executed in a manner in which a sound capable of identifying the occurrence of the number of game balls exceeds is output from the performance sound device 12, such as a sound reading out the character string "The number of game balls exceeds the predetermined number of balls". As an example, the error notification of the number of game balls exceeds the predetermined number of balls is executed in a manner in which the performance light-emitting device 14 is illuminated in a light-emitting pattern dedicated to the error. As an example, the error notification of the number of game balls exceeds the predetermined number of balls is executed in a manner in which an image capable of identifying the occurrence of the number of game balls exceeds the predetermined number of balls, such as the character string "The number of game balls exceeds the predetermined number of balls!" is displayed on the performance display device 19. The error notification of the number of game balls exceeds the predetermined number of balls Z1 is started when the number of game balls exceeds the predetermined number of balls Z1, and is ended when the number of game balls falls below the predetermined number of balls Z2. In the description of the embodiment, the over-number-of-game-balls error state is described as an error state, but unlike other error states, it does not impede play, and has more of a meaning of alerting the player that the number of game balls has increased too much. The over-number-of-game-balls error notification corresponds to a notification that encourages the player to transfer the balls that the player has during the game, which are indicated as the number of game balls. In other words, the over-number-of-game-balls error notification can also be said to be a notification that encourages the player to operate the counting switch 18, since the operation of the counting switch 18 is necessary to transfer the balls that the player has.

[0175] The transmission and reception process included in the frame-side normal process will be described with reference to FIG. The transmission / reception process in the embodiment is a process in which the frame control board 80 transmits and receives game ball information related to game balls with the outside of the pachinko gaming machine 10 as a communication target. Specifically, the frame control board 80 executes the transmission / reception process with the card unit 100 as a communication target. The CPU 81 of the frame control board 80 that executes the transmission / reception process functions as a processing means.

[0176] The CPU 81 performs a process of transmitting and receiving game ball information in a predetermined order. After the power supply of the pachinko game machine 10 is turned on and the machine starts up, the CPU 81 repeatedly executes the transmission and reception process at a predetermined period T. As an example, the predetermined period T is "300 ms." 300 ms is shorter than the operation time (500 ms) when the operation mode of the counting switch 18 becomes a long operation, and is the same as the time (300 ms) when the counting information is generated when the counting switch 18 is continuously operated by a long operation.

[0177] In the transmission / reception process, the CPU 81 transmits and receives messages to and from the card unit 100. In this embodiment, the types of messages include information notification, counting notification, loan notification, and loan receipt. These four types of messages are transmitted and received in a predetermined order during the period T.

[0178] In a predetermined cycle T, messages are sent and received in the following order: information notification → counting notification → loan notification → loan receipt. The information notification is a message that notifies information about the gaming machine. The notification content of the information notification includes the number of gaming balls stored as data in the RAM 83. The counting notification is a message that notifies information about the number of gaming balls counted by operating the counting switch 18. The notification content of the counting notification includes the number of counted balls sent in cycle T, and the cumulative counted ball number, which corresponds to the cumulative value of the number of counted balls counted while the pachinko gaming machine 10 is powered on. The cumulative counted ball number is stored as data in the RAM 83, and is cleared to "0 (zero)" when the pachinko gaming machine 10 is powered on.

[0179] The loan notification is a message notifying information regarding the number of game balls loaned. When the ball loan button 104a on the operation panel 104 is operated, the loan notification notifies a number corresponding to the number of game balls to be loaned. Furthermore, when the number of counted balls in the counting notification in cycle T is "1" or more, the loan notification notifies "0 (zero)". The loan receipt is a message notifying information regarding the receipt result of the loan notification. When the receipt result of the loan notification is normal, the loan receipt notifies "normal", whereas when the receipt result of the loan notification is abnormal, the loan receipt notifies "abnormal". Cases in which the receipt result becomes abnormal include when the pachinko game machine 10 is in a ball-emptying state and when the number of game balls stored in the RAM 83 is [100,000] balls or more.

[0180] As shown in FIG. 12, in a period T, the CPU 81 transmits an information notification to the card unit 100. Next, in the same period T, the CPU 81 transmits a counting notification to the card unit 100 after transmitting the information notification. At this time, if the counted ball number is "0 (zero)", the CPU 81 transmits data indicating "0 (zero)". On the other hand, if the counted ball number is [1] or more, the CPU 81 transmits data indicating

[0250] balls or more as the maximum value of data that can be transmitted in one period T. Next, in the same period T, the CPU 81 receives a loan notification transmitted by the card unit 100 after transmitting the counting notification. Next, in the same period T, the CPU 81 transmits a loan receipt to the card unit 100 after receiving the loan notification. After that, the CPU 81 transmits a new information notification at the start of the next period T after the period T has elapsed. As described above, the CPU 81 repeats the transmission and reception of the information notification, the counting notification, the loan notification, and the loan receipt during the period T. It should be noted that the CPU 81 does not transmit the number of counted balls generated by operating the counting switch 18 within a period T during that period T, but transmits it in the count notification from the next period T onwards.

[0181] Here, the transmission and reception process in one cycle T will be explained concretely by virtually fitting numbers. As shown in Fig. 12, the virtual numbers are the number of game balls

[0600] , and the number of counted balls before a certain cycle T starts

[0250] . Also, the cumulative counted number of balls before a certain cycle T starts is [0 (zero)]. In Fig. 12 and Fig. 13, the cumulative counted number of balls is illustrated as the cumulative number of balls.

[0182] Since the number of game balls at the start of the cycle T is

[0600] , the CPU 81 transmits an information notification including data indicating the number of game balls

[0600] to the card unit 100. Next, since the number of counted balls counted at the start of the cycle T is

[0250] after transmitting the information notification, the CPU 81 transmits a counting notification including data indicating the number of counted balls

[0250] and data indicating the cumulative number of counted balls

[0250] to the card unit 100. When transmitting the counting notification, the CPU 81 stores in the RAM 83 the number of game balls when the transfer of the number of counted balls transmitted in the counting notification is successful, that is, the number of game balls after subtraction obtained by subtracting the number of counted balls transmitted in the counting notification from the number of game balls transmitted in the information notification, separately from the number of game balls. In this embodiment, the number of game balls generated in the game ball number information generation process of the frame side normal process corresponds to counted number information indicating the number of game balls counted in the process. In addition, in this embodiment, the number of game balls after subtraction corresponds to the number-of-game balls after transfer information indicating the number of game balls when a number of game balls corresponding to the counted number are transferred (transferred) to the outside.

[0183] Next, when the CPU 81 receives the loan notification, it grasps that the number of game balls equivalent to the number of counted balls transmitted in the counting notification have been transferred to the card unit 100. Then, when the CPU 81 has normally received the loan notification, it transmits a loan receipt indicating normality as a receipt result to the card unit 100. At this time, the CPU 81 updates the number of game balls stored in the RAM 83 by transferring the number of game balls equivalent to the number of counted balls transmitted in the counting notification to the outside. Specifically, the number of game balls stored in the RAM 83 is updated so that the number of game balls after subtraction stored in the RAM 83 when the counting notification was transmitted becomes the number of game balls after the update. That is, in this example, the number of game balls stored in the RAM 83 is updated to

[0350] obtained by subtracting

[0250] from

[0600] at this point. The method of updating may be to overwrite the number of game balls with the number of game balls after subtraction, or to subtract the difference between the number of game balls and the number of game balls after subtraction from the number of game balls. The difference is a number equivalent to the number of counted balls sent in the counting notification. After updating, the number of game balls after subtraction stored in RAM 83 is cleared to [0 (zero)], and the cumulative count number is stored as

[0250] . As a result, at the start of the next cycle T,

[0350] is stored in RAM 83 as the number of game balls, and

[0250] is stored as the cumulative count number.

[0184] The operation of the pachinko gaming machine 10 will be described below with reference to FIGS. FIG. 13 shows the transition of management data when all balls are transferred to an external device in a pachinko game machine 10 that is managing the number of game balls of the

[0600] ball. In this example, it is assumed that there is no increase in the number of game balls due to prize balls or loaned balls. It is also assumed that the counting switch 18 is operated in the second operation mode (long stroke operation) when transferring the game balls. In FIG. 13, <1> , <2> , <3> indicates the period in which the number of counting balls (indicated as the indicated number in the figure) to be transferred is determined by operating the counting switch 18. T1, T2, T3, and T4 in Figure 13 indicate periods corresponding to the period T of the transmission and reception process described in Figure 12, and the figure clearly shows four periods of transmission and reception process.

[0185] When the long operation of the counting switch 18 is started, <1> At the end of the time, the indicated number is determined as

[0250] . This indicated number becomes the number of counted balls that can be grasped from the counting information generated in the game ball number information generation process of the normal process on the frame side. <1> If it is decided at this stage that the number of game balls to be transferred is

[0250] , the expected number of game balls after the transfer will be

[0350] , as shown in the figure.

[0186] <1> At the time when the counting information is generated, data indicating

[0250] is generated, but this generated counting information is not transmitted in the transmission / reception process being executed at that time (processing of cycle T1), but is transmitted as a counting notification in the transmission / reception process of the next cycle T2. At the time of cycle T2, the number of game balls

[0600] , the number of game balls after subtraction

[0350] , the number of counted balls

[0250] , and the cumulative number of counted balls

[0250] are stored in the RAM 83. In cycle T2, first, an information notification including data indicating the number of game balls

[0600] is transmitted. Next, in cycle T2, a counting notification including data indicating the number of counted balls

[0250] and data indicating the cumulative number of counted balls

[0250] is transmitted.

[0187] The long operation of the counting switch 18 continues and within the period T2 <2> When this point is reached, the indication number will be confirmed as

[0250] . <2> If it is confirmed that the number of game balls to be transferred at this point in time is

[0250] , the expected number of game balls after the transfer will be

[0100] , as shown in the figure. <2> At this point, data indicating

[0250] is generated as counting information, but this generated counting information is not transmitted in the transmission / reception process being executed at that time (the process of period T2), but is transmitted as a counting notification in the transmission / reception process of the next period T3.

[0188] After the counting notification is sent in cycle T2, the cycle T2 ends after the sending and receiving of the loan notification and the receipt result. By sending and receiving the loan notification and the receipt result, the number of game balls equivalent to the number of counted balls sent in the counting notification is transferred to the outside. Therefore, at the time of cycle T3 after cycle T2, the number of game balls

[0350] , the number of game balls after subtraction

[0100] , the number of counted balls

[0250] , and the cumulative number of counted balls

[0500] are stored in the RAM 83. In cycle T3, first, an information notification including data indicating the number of game balls

[0350] is sent. Next, in cycle T3, a counting notification including data indicating the number of counted balls

[0250] and the cumulative number of counted balls

[0500] is sent.

[0189] The long operation of the counting switch 18 continues and within the period T3 <3> When the time reaches this point, the indication number is fixed as

[0100] . At this stage, the number of game balls counted as the count information is 100. <3> If it is confirmed that the game balls

[0100] will be transferred at this point, the expected number of game balls after the transfer will be [0 (zero)], as shown in the figure. <3> At this point, data indicating

[0100] is generated as counting information, but this generated counting information is not transmitted in the transmission / reception process being executed at that time (the process of period T3), but is transmitted as a counting notification in the transmission / reception process of the next period T4.

[0190] After the counting notification is sent in the cycle T3, the cycle T3 ends after the sending and receiving of the loan notification and the receipt result. By sending and receiving the loan notification and the receipt result, the number of game balls equivalent to the number of counted balls sent in the counting notification is transferred to the outside. Therefore, at the time of the cycle T4 after the cycle T3, the number of game balls

[0100] , the number of game balls after subtraction [0], the number of counted balls

[0100] , and the cumulative number of counted balls

[0600] are stored in the RAM 83. In the cycle T4, first, an information notification including data indicating the number of game balls

[0100] is sent. Next, in the cycle T4, a counting notification including data indicating the number of counted balls

[0100] and the cumulative number of counted balls

[0600] is sent. After the counting notification is sent in the cycle T4, the cycle T4 ends after the sending and receiving of the loan notification and the receipt result. By sending and receiving the loan notification and loan receipt, the number of game balls equivalent to the number of counted balls sent in the count notification has been transferred to the outside. Therefore, from the next cycle after cycle T4 onwards, RAM 83 stores the number of game balls [0], the number of game balls after subtraction [0], the number of counted balls [0], and the cumulative number of counted balls

[0600] . In other words, all of the game balls equivalent to the number of game balls

[0600] have been transferred to the outside.

[0191] In this embodiment, the transmission and reception process is a process that is repeatedly executed at a constant period T. Also, the counting of game balls by the long operation of the counting switch 18 is performed from the start of the operation period (see FIG. 13). <1> ) in the next and subsequent periods (Fig. 13 <2> , <3> ), but the cycle is constant from the next cycle onwards. However, because the timing of operating the counting switch 18 is not fixed, the timing at which the counting information is generated by operating the counting switch 18 may or may not coincide with the timing at which the transmission / reception process cycle T begins. In the counting notification for one cycle of the transmission / reception process, it is possible to transmit counting information with a maximum number equivalent to

[0250] balls. For this reason, for example, if short-length operations and long-length operations are mixed as the operation of the counting switch 18, or depending on the time length of the cycle at which the counting information is generated and the cycle of the transmission / reception process in the long-length operation, there is a possibility that a surplus of game balls will be generated that cannot be transmitted in one transmission / reception process. For example, in the case of FIG. 13 <1> If the counting switch 18 is operated for a short period before the arrival of the transmission / reception processing period T2 after counting 250 balls, the game balls operated for the short period will be generated as surplus balls that cannot be transmitted in the counting notification of period T2.

[0192] Incidentally, in the pachinko gaming machine 10, the power supply may be cut off during play due to some unforeseen event such as a power outage. The RAM 83 of the frame control board 80 can retain the stored contents even if the power supply is cut off due to the backup function, so it is possible to return to the state before the cutoff after the power is restored. It is impossible to predict when such an event of the power supply to the pachinko gaming machine 10 being cut off may occur, and it may occur, for example, while game ball data (counting information) is being transferred from the pachinko gaming machine 10 to the card unit 100.

[0193] For example, consider a case where the power supply to the pachinko gaming machine 10 is cut off at the timing indicated as [Power Cut A] in FIG. 13. The timing of [Power Cut A] is the timing after the transmission of the counting notification and before the reception of the lending notification in the period T of the transmission and reception process. The number of game balls managed in the RAM 83 has not been subtracted by the number corresponding to the number of counted balls to be transmitted in the counting notification at the time of transmitting the counting notification. Therefore, even if the power supply is cut off at the timing of [Power Cut A], the number of game balls is stored in the RAM 83 after the recovery without being subtracted by the number of counted balls indicated in the counting notification transmitted before the cutoff. As a result, the pachinko gaming machine 10 is restored without losing the number of game balls corresponding to the number of counted balls indicated in the counting notification transmitted before the cutoff. For example, in the example of FIG. 13, if the number of game balls at the time of transmitting the counting notification is

[0600] , it is restored as

[0600] . The pachinko game machine 10 of this embodiment counts by subtracting the number of game balls when it transmits and receives a loan notice and a loan receipt, that is, when it receives a loan notice corresponding to the predetermined information. The loan notice is information transmitted by the card unit 100 upon receiving a count notice, and therefore can be an indicator by which the CPU 81 can grasp that the game balls have been transferred to the outside.

[0194] For example, consider a case where the power supply to the pachinko gaming machine 10 is cut off at the timing indicated as [Power Cut B] in Fig. 13. The timing of [Power Cut B] is the timing after the number of game balls has been subtracted in the cycle T of the transmission / reception process. In this case, since the number of game balls has already been transferred to the card unit 100 and rewritten, the number of game balls after restoration is the rewritten number before the cutoff. For example, in the example of Fig. 13, if the number of game balls after rewriting is

[0350] , it will restore as

[0350] .

[0195] From the above, it can be said that the pachinko gaming machine 10 of this embodiment, after transmitting the counting information in the transmission / reception processing cycle T, if the power supply is not interrupted, counts by subtracting a predetermined number corresponding to the counting information from the number of gaming balls at the time point when the cycle T has elapsed. Also, it can be said that the pachinko gaming machine 10 of this embodiment, after transmitting the counting information in the transmission / reception processing cycle T, does not subtract a predetermined number corresponding to the counting information from the number of gaming balls if the power supply is interrupted.

[0196] In the pachinko game machine 10 of this embodiment, even if the power supply is cut off while transferring the number of game balls corresponding to the number of counted balls to the outside as described above, the game balls are not lost. In other words, it is possible to return the number of game balls transferred to the number of game balls. For example, when the number of game balls exceeds a specified number, it is assumed that the number of game balls less than the specified number is transferred to the outside. In this case, even if the power supply is cut off while transferring the game balls, the number of game balls returns to the state where it exceeds the specified number after the power is restored. In the pachinko game machine 10 of this embodiment, when the number of game balls exceeds the specified number, an error state of the number of game balls is reached. In the case of the error state of the number of game balls being exceeded, an error notification is executed to notify the fact. Therefore, even if the power supply is cut off while transferring the game balls so that the error state of the number of game balls being exceeded can be eliminated, the error state of the number of game balls being exceeded after the power is restored, so that an error notification is executed. For example, if the predetermined number of balls Z1 shown in Fig. 11 is

[40000] balls, even if the power supply is cut off during the transfer of balls, for example

[0250] balls, which falls below that number, the number of balls will return to the number before the transfer after the power is restored, and the error state of the number of balls exceeding the limit will occur again. As a result, the error notification regarding the error state of the number of balls exceeding the limit is executed even after the power is restored, so the player can understand that the balls have not been lost.

[0197] Next, a case will be described in accordance with FIG. 14 where surplus game balls that cannot be transmitted occur in one transmission / reception process. Assume that the number of game balls at time X1 is

[0800] . Assume also that the counted number (indicated as "Counted" in the figure) counted by operating the counting switch 18 at time X1 is

[0300] . The counted number is stored in the RAM 83. Assume further that the period T of the transmission / reception process starts at time X2.

[0198] When the transmission / reception process begins at time X2, the number of game balls stored in RAM 83 is

[0800] . Furthermore, in the counting notification of this transmission / reception process, counting information indicating the maximum number, "250", is transmitted. The number of balls already counted at time X1 is

[0300] , and only counting information that does not exceed the maximum number,

[0250] , can be transmitted in one counting notification. For this reason, in the transmission / reception process starting at time X2, of the number of balls already counted at time X2,

[50] remains as a surplus.

[0199] In the example of FIG. 14, the counting switch 18 is operated at time X3 to newly count

[10] balls. As a result, the number of counted balls is

[60] , which is the surplus "50" plus

[10] . Then, at time X4, when it is understood that the number of counted balls indicated in the counting notice has been transferred, the number of game balls becomes

[0550] , which is

[0800] minus

[0250] . Then, the transmission and reception process starting from time X2 ends, and the transmission and reception process of the next cycle begins from time X5. The number of counted balls transmitted in the counting notice in the transmission and reception process starting from time X5 becomes

[60] , which is the number of counted balls at the start stage of time X5. In other words, the

[50] game balls remaining as surplus balls in the transmission and reception process starting from time X2 will be included in the counting information transmitted in the next cycle.

[0200] FIG. 14 describes a case where a surplus that could not be transmitted in the counting notification of the transmission / reception process occurs. Even if a surplus occurs in this way, a situation where the power supply to the pachinko gaming machine 10 is cut off may occur. In FIG. 14, a case where the power supply to the pachinko gaming machine 10 is cut off at a timing indicated as [power cut C] is considered. The timing of [power cut C] is a timing after the transmission of the counting notification and before the reception of the lending notification in the cycle T of the transmission / reception process. The number of game balls managed in the RAM 83 has not been subtracted by a number equivalent to the number of counted balls to be transmitted in the counting notification at the time of transmission of the counting notification. Therefore, even if the power supply is cut off at the timing of [power cut C], the number of game balls is stored in the RAM 83 after the recovery without being subtracted by the number of counted balls indicated in the counting notification transmitted before the cutoff. Also, even if the power supply is cut off at the timing of [power cut C], the number of game balls is stored in the RAM 83 after the recovery without being subtracted by the number of counted balls that occurred at the time of transmission of the counting notification before the cutoff. As a result, the pachinko gaming machine 10 will be restored without losing the number of game balls counted in the counting notice sent before the shutdown, and the surplus game balls if any. For example, in the example of FIG. 14, if the number of game balls at the time of sending the counting notice is

[0800] , it will be restored with

[0800] .

[0201] For example, consider the case where the power supply to the pachinko game machine 10 is cut off at the timing indicated as [Power Cut D] in FIG. 14. The timing of [Power Cut D] is the timing after the number of game balls is subtracted in the period T of the transmission and reception process. In this case, the number of game balls has already been transferred to the card unit 100 and rewritten. On the other hand, even if the power supply is cut off at the timing of [Power D], the surplus generated at the time when the counting notice was sent before the cutoff is not subtracted. Therefore, for example, in the example of FIG. 14, if the number of game balls after the rewriting is

[0550] , it will return to

[0550] . Note that the number of game balls counted before the power supply was cut off is erased from the RAM 83 after the return. Therefore, after the return, if the player wants to transfer the game balls, he or she needs to operate the counting switch 18 again.

[0202] The surplus number exceeding the maximum number will be included in the counting information transmitted in the next period, whether the number is the first number or a second number different from the first number. For example, if the surplus number is

[50] as illustrated in FIG. 14, the surplus number will be included in the counting information transmitted in the transmission and reception process of the next period. Also, if the surplus number is, for example,

[0300] , a part of the surplus number will be included in the counting information transmitted in the transmission and reception process of the next period. In other words, a part or all of the surplus number will be included in the counting information transmitted in the transmission and reception process of the next period. Note that even if the power supply is cut off during the transfer of game balls to eliminate the state in which the number of game balls is over, the surplus number occurring at that time will be handled in the same manner as described above. In other words, even if the power supply is cut off during the transfer when the number of game balls is over, the surplus number will not be subtracted from the number of game balls.

[0203] The number of game balls managed by the pachinko game machine 10 is displayed on the game ball number display device 17. The number of game balls displayed on the game ball number display device 17 changes following the increase or decrease in the number of game balls. For example, when the number of game balls increases due to the awarding of prize balls, the display of the number of game balls increases according to the number of the awarded prize balls. Also, when the number of game balls decreases due to the firing of game balls, the display of the number of game balls decreases according to the number of the fired game balls. From the above, when the game balls managed by the game balls are transferred to the outside by operating the counting switch 18, the display of the number of game balls displayed on the game ball number display device 17 is reduced by the number of the transferred game balls. When the game balls are transferred to the outside, the display of the number of game balls changes after the number of game balls is subtracted by the fact that the game balls have been transferred to the outside in the transmission and reception process.

[0204] Therefore, when the power supply to the pachinko game machine 10 is not interrupted and the transfer is performed normally, the display of the number of game balls on the game ball number display device 17 will change as if linked to the operation of the counting switch 18, although there may be a time difference equivalent to the period of the transmission and reception process. On the other hand, when the power supply to the pachinko game machine 10 is interrupted, the display content of the number of game balls on the game ball number display device 17 after the power supply is restored will differ depending on the timing of the interruption. The timing of power interruption A in FIG. 13 is before the receipt of the lending notice, that is, the timing at which it is not possible to grasp that the number of game balls indicated in the counting notice have been transferred. The number of game balls has not been subtracted at the time of power interruption A. Therefore, after the power supply to the pachinko game machine 10 is restored, the number of game balls that was intended to be transferred to the outside by the operation of the counting switch 18 is displayed on the game ball number display device 17 without being subtracted. In other words, the number of game balls displayed on the game ball number display device 17 is the same as the number displayed when the counting switch 18 is operated and the number displayed when the power supply to the pachinko gaming machine 10 is restored. This allows the player to know from the display content of the game ball number display device 17 that the balls he has held have not been lost, even if the power supply to the pachinko gaming machine 10 is cut off.

[0205] On the other hand, at the time of power interruption B in Fig. 13, the number of game balls has been subtracted. Therefore, after the power supply to the pachinko game machine 10 is restored, the game ball number display device 17 displays the number of game balls that have already been transferred out of the number of game balls that were intended to be transferred to the outside by operating the counting switch 18, with the number of game balls already transferred subtracted. Note that, at the time of power interruption B, for example, if there are game balls that have not been transmitted in the counting notification, these balls have not yet been subtracted. Therefore, if the power supply is interrupted at the time of power interruption B and then restored, the game ball number display device 17 displays the number of game balls that have already been subtracted, but displays the number of game balls that have not yet been subtracted without subtracting.

[0206] In addition, in the pachinko gaming machine 10, after the power supply to the pachinko gaming machine 10 is cut off and then restored, the operation of the counting switch 18 is disabled until a predetermined time has elapsed. In other words, after the power is restored, even if the counting switch 18 is operated, counting by the operation is not performed. This makes it possible for the player to check the number of game balls displayed on the game ball number display device 17 after the power is restored. The operation of the counting switch 18 is also disabled when a predetermined error state (such as an error related to poor communication) occurs. In other words, during such an error state, even if the counting switch 18 is operated, counting by the operation is not performed. This prevents the occurrence of a situation in which the number of game balls is lost due to the occurrence of an error state.

[0207] Therefore, according to this embodiment, the following effects can be obtained. (1) The interruption of the power supply to the pachinko gaming machine 10 is an unexpected event for the player. For this reason, the loss of game balls, which are directly linked to the player's profits, in such an event is a cause of trouble with the gaming facility, and is something that the gaming facility also wants to avoid. In the pachinko gaming machine 10 of this embodiment, even if an unexpected event such as the power supply being interrupted occurs, the game balls can be reliably managed so that the player's profits are not lost.

[0208] (2) In particular, in the pachinko gaming machine 10 that manages the number of gaming balls as data, unlike pachinko gaming machines that physically handle gaming balls, the loss of data related to the gaming balls is one of the things that should be avoided because it may damage the credibility / trust of the pachinko gaming machine 10. Therefore, according to the pachinko gaming machine 10 to which this embodiment is applied, the player can enjoy playing the game with peace of mind.

[0209] (3) The current number of game balls (number of game balls) and the number of game balls after transfer (number of game balls after subtraction) are managed separately, so that the game balls can be reliably managed even if the power supply to the pachinko game machine 10 is cut off.

[0210] (4) Even if the power supply is restored after being cut off, a specific notification (in this embodiment, an error notification indicating that the number of game balls has been exceeded) is executed, thereby providing an indicator for determining that the state of the pachinko game machine 10, i.e., the state regarding the number of game balls, has been restored (the count before the power was cut off has not been lost).

[0211] (5) Depending on the operation of the counting switch 18, the game balls may be counted beyond the maximum number. The counted number is transmitted every predetermined period, but the number that can be transmitted in one period is limited. For this reason, it is not always possible to transmit all of the counted numbers in one period, and the surplus number exceeding the maximum number is not transmitted. In such a case, the loss of game balls that directly affect the player's profits is a cause of trouble with the game arcade, and is something that the game arcade wants to avoid. In this embodiment, even if a situation occurs in which the surplus number exceeds the maximum number, the game balls can be reliably managed so that the player's profits are not lost. In particular, in the pachinko game machine 10 that manages the number of game balls as data, unlike pachinko game machines that physically handle game balls, the loss of data related to the game balls may damage the trust / reliability of the pachinko game machine 10, and is one of the things that should be avoided. Therefore, according to the pachinko game machine 10 to which this embodiment is applied, the player can enjoy playing with peace of mind.

[0212] (6) When the power supply to the pachinko game machine 10 is cut off, the specified number (maximum number) corresponding to the counting information and the surplus number are not subtracted from the number of game balls that have already been counted, so that the game balls can be managed reliably.

[0213] (7) When the surplus number cannot be transmitted, that number is not subtracted from the number of game balls, so that the game balls can be managed reliably. (8) After the power supply to the pachinko game machine 10 is cut off, if a predetermined condition is satisfied when the power is restored, the operation of the counting switch 18 is invalidated. Therefore, after the power is restored, the counting of game balls can be started only when the machine is in a countable state.

[0214] (9) In addition, the number displayed on the game ball count display device 17 before and after the power supply is cut off is the same, so the player can know that the game balls have not been lost. In particular, in gaming machines where game balls cannot be physically handled, the player knows the number of balls he or she has by the number displayed on the game ball count display device 17, so that the player can play with peace of mind by seeing the number displayed on the game ball count display device 17 being the same.

[0215] (10) It is possible to generate counting information capable of identifying the number of balls to be counted according to the operation mode of the counting switch 18. The management of the generated counting information can be transferred by transmitting it to an external device. When generating the counting information, it is possible to generate counting information capable of identifying a number smaller than the minimum number of balls to be loaned to a player. This improves the convenience of the player compared to a case where counting information is generated in which the number of all game balls is counted by a single operation of the counting switch 18. In addition, counting information in which the number of counted balls differs depending on the operation mode of the counting switch 18 is generated. This allows the player to operate the counting switch 18 in the style desired.

[0216] (11) The number of counted balls is different depending on whether the operation is a short stroke or a long stroke. This allows the player to operate the counting switch 18 in the style he or she desires. In other words, the operation of the counting switch 18 is not hindered by the operation of one operation mode while the other operation mode is being operated.

[0217] (12) Even during the transmission of counting information, the operation of the effect operation device 16 is valid. In other words, the effect is not invalidated by transmitting the counting information. Therefore, the player can operate the counting switch 18 while playing the game normally to transfer the management of the game balls to an external device. This improves the efficiency of the process and increases the convenience for the player. Also, if an upper limit is set on the number of game balls managed by the pachinko game machine 10, it is possible to quickly resolve a situation where the upper limit is being reached.

[0218] (13) Executing a notification in relation to the number of game balls exceeding the limit. This allows the player to recognize that the number of game balls managed by the pachinko gaming machine 10 has increased too much, and also urges the player to transfer some of the game balls to an external party.

[0219] (14) Even when the notification is being executed, counting information can be generated by operating the counting switch 18, and the management of the game balls can be transferred to an external device. This makes it possible to quickly resolve the situation where the number of game balls is exceeded.

[0220] (15) In addition, if the power supply to the pachinko gaming machine 10 is cut off during the execution of a notification related to the excess of game balls, and then the power supply is restored, the notification is executed again. This makes it possible to continuously urge the player to resolve the excess of game balls even after the power supply is restored.

[0221] (16) According to this embodiment, an error is notified by the performance display monitor 84. Therefore, there is no need to provide a dedicated error notification means separate from the performance display monitor 84, and the configuration of the pachinko gaming machine 10 can be simplified.

[0222] (17) According to this embodiment, the start timing of the error notification on the performance display monitor 84 on the back side of the machine and the error notification on the game ball count display device 17 on the front side of the machine are the same or approximately the same. Therefore, whether the mounting frame 11b is in the open state or the closed state, the error notification can be grasped at the same timing.

[0223] (18) According to this embodiment, the number of game balls (number of game balls) can be notified by the game ball number display device 17, and the game ball number display device 17 is also used as a means for notifying an error. Therefore, the number of game balls and errors can be easily grasped by one means.

[0224] (19) According to this embodiment, the timing at which the game ball count display device 17 and the performance display monitor 84 start displaying the error code is different from the timing at which the performance device group ES starts notifying an error. Therefore, as an error notification means, the performance device group ES can start notifying an error at an appropriate timing depending on their respective installation positions and notification strength. Note that the notification by the performance device group ES has a high perceptual appeal and is lower in notification strength than a simple error code display.

[0225] The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that no technical contradiction occurs.

[0226] The transmission and reception process of the embodiment is performed regardless of the progress of the game. For this reason, the launch of the game ball, the process associated with the ball entering the ball entrance such as the first starting entrance 23, the start and end of the variable game, the progress of the big win game, the operation of the performance operation device 16, etc. may be valid even if the number of counted balls transmitted in the counting notification of the transmission and reception process is 0 (zero) or 1 or more.

[0227] In the embodiment, the CPU 81 may perform a notification process to execute a predetermined notification in relation to the transfer of the number of game balls by the operation of the counting switch 18. The predetermined notification plays a role of making the player aware that the number of game balls will be transferred. In the pachinko game machine 10 of the embodiment, as described above, counting information capable of identifying "1 ball" or "maximum 250 balls" is generated according to the operation mode of the counting switch 18. Therefore, in consideration of generating different counting information according to the operation mode of the counting switch 18, when executing a notification as in this alternative example, a notification capable of distinguishing whether the counting information transmitted to the card unit 100 is due to a short-length operation or a long-length operation may be executed. In this alternative example, the CPU 81 transmits a command instructing a notification to the CPU 61 of the main control board 60. The CPU 61 that receives the command transmits it to the CPU 71 of the performance control board 70. The CPU 71 executes a predetermined notification in a different manner according to the type of command determined for each operation mode. The means for executing the predetermined notification are, for example, the performance sound device 12 and the performance light emitting device 14, but the notification may be executed by other devices. The notification may be executed when the counting switch 18 is operated, or when the transfer is completed. The notification may end when the elapsed time from the execution reaches a predetermined time. According to this alternative example, the player can know that the counting switch 18 has been operated, and that the management of the game balls managed by the pachinko game machine 10 will be transferred to an external device as a result of the operation. Also, according to this alternative example, the notification pattern is made different according to the operation mode of the counting switch 18, that is, the number of counted balls that can be specified by the counting information transmitted. This allows the player to know from the mode of the notification how he or she operated the counting switch 18 and, as a result, how many game balls will be transferred to an external device.

[0228] In the embodiment, when a long-length operation is continued, a certain number of balls are counted every certain time as shown in FIG. 10, but the number of balls counted may be increased according to the duration of the long-length operation. In this way, by continuing the long-length operation, the management of many game balls can be transferred to an external device at once. This improves the efficiency of processing and increases the convenience of the player.

[0229] In the embodiment, the pachinko game machine 10 may have a function for customizing the numerical values ​​of the predetermined number of balls Z1, which is a condition for the occurrence of the over-number of game balls, and the predetermined number of balls Z2, which is a condition for the cancellation of the over-number of game balls. The above-mentioned customization function may be a function open to the manager of the game arcade. In summary, the predetermined number of balls Z1 and Z2 may be changed to any number, or a settable number of options may be prepared and the desired number may be selected and changed. Also, only one of the predetermined number of balls Z1 and Z2 may be customized. According to this another example, the game balls can be managed in the pachinko game machine 10 based on the idea of ​​the manager of the game arcade. Therefore, the convenience of the manager of the game arcade related to the over-number of game balls can be improved.

[0230] In an embodiment, when the number of counted balls is subtracted from the number of game balls by operating the counting switch 18, and the number of game balls becomes zero, an audio notification such as "Counting is complete" or "All transferred" may be issued.

[0231] A plurality of counting switches may be provided in the pachinko game machine 10 of the embodiment. The number of counted balls may differ depending on the type of counting switch operated. Which counting switch is operated corresponds to the operation mode of the operating means. In this case, when one counting switch is operated, the operation of the other counting switch is invalid. Among the plurality of counting switches, there may be a counting switch that generates counting information with all game balls as the number of counted balls with one operation. Furthermore, when one counting switch is provided as in the embodiment, the operation mode may include an operation mode in which counting information with all game balls as the number of counted balls is generated.

[0232] In the embodiment, the error notification may be performed by the performance display monitor 84. This eliminates the need to provide a dedicated error notification means separate from the performance display monitor 84, and simplifies the configuration of the pachinko gaming machine 10.

[0233] In the embodiment, the game ball number display device 17 can notify the number of game balls (number of game balls), and the game ball number display device 17 may also be used as a means for notifying errors. Therefore, the number of game balls and errors can be easily grasped by one means. In this case, the game ball number display device 17 notifies the number of game balls and errors in different ways. For example, the number of game balls is notified only by numbers, but errors are notified by a code consisting of numbers and letters (alphabet), for example.

[0234] In the above-mentioned alternative example, the start timing of the error notification on the performance display monitor 84 on the back side of the machine and the error notification on the game ball count display device 17 on the front side of the machine may be the same or approximately the same. Therefore, whether the mounting frame 11b is in the open state or the closed state, the error notification can be grasped at the same timing.

[0235] In the above example, the start timing of the error notification in the performance display monitor 84 and the error notification in the game ball count display device 17 is the same, but this is not limited to the above, and the start timing may be different. For example, the game ball count display device 17 may be configured to start an error notification earlier than the performance display monitor 84. With this configuration, the error state can be quickly grasped by the player on the machine front side. For example, the performance display monitor 84 may be configured to start an error notification earlier than the game ball count display device 17. With this configuration, the administrator can be made to understand the error state earlier than the player who is viewing the machine front side, such as when the administrator opens the mounting frame 11b to perform maintenance.

[0236] In the above-mentioned alternative embodiment, the game ball count display device 17 may execute an error notification, while the performance display monitor 84 may not execute an error notification. Also, a dedicated means for executing an error notification may be provided in place of or in addition to the game ball count display device 17 or the performance display monitor 84. The dedicated means may be in any form of notification, such as display, light emission, or sound.

[0237] The pachinko game machine 10 of the embodiment may be configured to perform a predetermined process in relation to the number of game balls acquired by the player. Specifically, a predetermined process may be performed when the difference between the number of game balls used in a game during a predetermined period and the number of game balls acquired by the player during that period exceeds a predetermined number. The predetermined period is, for example, during business hours of one day or the period from when the power supply to the pachinko game machine 10 is started to when the power supply is stopped. The game balls used in a game can be counted based on the number of game balls detected by the out sensor D30. Alternatively, the game balls used in a game can be counted based on the total number of game balls detected by the winning passage count sensor D25 and the number of game balls detected by the non-winning passage count sensor D26. The number of game balls acquired by the player can be counted based on the number of winning balls information transmitted by the CPU 61 of the main control board 60. The predetermined number that is the standard for carrying out the above-mentioned predetermined action may be set to a number that can be acquired over a certain amount of time, such as 50,000 balls or 100,000 balls. The predetermined action is to notify the player that the difference in the number of balls has exceeded the predetermined number using a notification means such as the performance display device 19. Other predetermined actions include stopping the game, stopping the launch of the game balls, or stopping both the game and the launch of the game balls. Stopping the game includes invalidating the entry of balls into the ball entry holes arranged on the game board 20, such as the first start hole 23, the second start hole 24, the normal winning hole 27, and the big winning hole 25. The above-mentioned notification corresponds to a specific notification that prompts the player to end the game. The processing of this alternative example is performed by the CPU 81 of the frame control board 80. The mode of notification performed in this alternative example is distinguished from other notifications, such as error notification, in that it is performed in a different mode.

[0238] In the above-mentioned another example, when the predetermined procedure has been performed, it is necessary to transfer the game balls to the outside. In this case, the transfer is performed by operating the counting switch 18 as described in the embodiment. There are also cases where the power supply to the pachinko game machine 10 is cut off during this transfer. In the pachinko game machine 10, once the predetermined procedure has been performed, if the number of game balls, etc. has not been reset, the state in which the predetermined procedure has been performed is maintained even after the power supply is cut off and then restored. And, in the pachinko game machine 10, as described in the embodiment using FIG. 13 and the like, the number of game balls is managed according to the timing at which the power supply is cut off. For this reason, even if the game balls cannot be transferred due to the power supply being cut off, the state in which the predetermined procedure has been performed is maintained, and for example, the notification is also continuously executed. By continuing the notification even after restoration, it is possible to provide an indicator that can determine that the state of the pachinko game machine 10, that is, the state regarding the number of game balls, has been restored and the count number before the power supply was cut off has not been lost.

[0239] The lending notification of the transmission / reception process may be a notification when the payout button 104b is operated. Alternatively, it may be a notification when either the ball lending button 104a or the payout button 104b is operated.

[0240] The timing for transmitting and receiving each of the information notification, counting notification, loan notification, and loan receipt messages in the transmission and reception process may be as follows: After transmitting the information notification, the CPU 81 transmits the counting notification 100 ms later. After receiving the counting notification, the CPU 105a transmits the loan notification within 170 ms. The CPU 81 transmits the loan receipt within 10 ms of the loan notification.

[0241] Although the transmission and reception process is performed at a fixed cycle, it does not have to be constant. When the transmission and reception process is performed at a fixed cycle, the fixed cycle may be, for example, 300 ms with a specified tolerance. For example, the process may be performed at a fixed cycle within a range of 300 ms to 310 ms. A specified tolerance may also be set for the timing at which each message in the above example is transmitted and received.

[0242] When the number of game balls notified in the counting notification is transferred, the number of game balls may be deducted when the loan notification is received. Alternatively, the number of game balls may be deducted when the loan receipt is sent. In other words, the deducting of the number of game balls may be performed by receiving the loan notification, and may be performed after the loan notification is received, during the next transmission / reception process cycle, that is, before the information notification is sent in the next cycle.

[0243] The pachinko gaming machine 10 of the embodiment may be configured so that the volume of the sound effect device 12 and the light intensity of the light effect light-emitting device 14 and the light effect display device 19 can be adjusted by the player or the manager of the gaming facility.

[0244] The pachinko gaming machine 10 of the embodiment may be a pachinko gaming machine in which foul balls cannot be generated structurally (for example, a type in which game balls are launched from the upper left of the game board 20). In the case of the pachinko gaming machine 10 of this modified example, foul balls are not taken into consideration when counting the number of game balls.

[0245] In the pachinko game machine 10 of the embodiment, the operation of the counting switch 18 may be always valid except under certain circumstances. The certain circumstances include the time when the number of game balls is zero. According to this, the operation of the counting switch 18 is always valid when the number of game balls is one or more, regardless of whether the game balls are not shot, when the shot game balls are guided down the game area 20a, or when the shot game balls have not yet been detected by the out sensor D30. In addition, the certain circumstances include the time when the connection with the external device (the card unit 100 as an example) connected to the pachinko game machine 10 cannot be confirmed. In addition, the operation of the counting switch 18 is not invalidated even if the operation is stopped once after the short-length or long-length operation of the counting switch 18, and the operation is valid even if it is performed again. In addition, when the counting switch 18 is operated at the timing when the game balls are shot, that is, when the shooting of the game balls and the operation of the counting switch 18 occur simultaneously or almost simultaneously, the shooting of the game balls is prioritized. Firing a game ball can be regarded as an intention of the player to continue playing. Therefore, giving priority to continuing the game over transferring the number of game balls can respect the player's intention to continue playing.

[0246] In the pachinko game machine 10, the operation of the counting switch 18 may be valid when an error occurs, when an error notification is executed, when a game ball that is a factor of a decrease in the number of game balls is shot, when a prize ball that is a factor of an increase in the number of game balls is generated, or when a foul ball that is a factor of an increase in the number of game balls is generated. In addition, the operation of the counting switch 18 may be valid even when any combination of these situations occurs. For example, the operation of the counting switch 18 may be valid when a game ball is shot and a prize ball is generated, when a game ball is shot and a foul ball is generated, or when a prize ball is generated and a foul ball is generated. If the operation of the counting switch 18 is valid in this way, the number of game balls can be transferred by the operation of the counting switch 18 even when there is a change in the number of game balls related to the operation of the counting switch 18 or a change in the number of game balls related to a game such as shooting or a prize ball. In addition, the operation of the counting switch 18 may be valid when the occurrence of an error or the notification of an error is combined with the launch of a game ball, the occurrence of a prize ball, or the occurrence of a foul ball.

[0247] In the embodiment, an alarm sound may be generated according to the operation mode of the counting switch 18. This allows the player to understand from the alarm mode how he or she operated the counting switch 18 and how much of the game balls will be transferred to the outside as a result. Note that even if the power supply to the pachinko game machine 10 is cut off while the alarm sound is being output and the power supply is subsequently restored, the power supply may not be restored as it was before the cutoff. In this way, the alarm sound is restored after the power is restored, so that the player will not have to worry unnecessarily about what has happened.

[0248] In the embodiment, the number of out balls may be the sum of the number detected by the winning passage count sensor D25 and the number detected by the non-winning passage count sensor D26. In this case, the out sensor D30 may or may not be provided.

[0249] In the embodiment, the winning passage count sensor D25 and the non-winning passage count sensor D26 may not be provided, and the discharged gaming balls may be detected only by the out sensor D30. In the embodiment, when an out sensor D30 is provided, the out sensor D30 may be provided on the game board 20 or on the frame.

[0250] In the embodiment, the pachinko game machine 10 equipped with the probability change function may be of a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST machine). Also, the pachinko game machine 10 equipped with the probability change function may be of a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called V probability change machine). The pachinko game machine 10 may be of a specification that combines the specifications of the fall machine and the V probability change machine.

[0251] In the embodiment, in addition to the big win lottery, a small win lottery may be performed as a winning lottery for a special symbol. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time may be controlled to be in an improved state (so-called small win RUSH) compared to a normal game state (for example, a low probability low ball entry rate state).

[0252] In the embodiment, the pachinko game machine 10 may be of the second type, also called the "wing type" or "airplane type". In this type of pachinko game machine, the opening and closing wings (opening and closing members) of the ball entry device (big prize entry port) open when a game ball enters the starting port, and the ball that entered the ball entry device enters the special prize entry port, generating a big win game.

[0253] In the embodiment, the CPU 61, the ROM 62, the RAM 63, and the random number generation circuit 64 may be configured on a single chip. In the embodiment, the specific configuration of the game board 20 may be changed arbitrarily.

[0254] In the embodiment, the performance control board 70 may be a sub-general control board, and a display control board that specializes in controlling the performance display device 19, a light emission control board that specializes in controlling the performance light emitting device 14, and a sound control board that specializes in controlling the performance sound device 12 may be provided separately from the performance control board 70. Such a sub-general control board and boards that control other performances may be combined to form a sub-board. Also, in the embodiment, the CPU 61 and the CPU 71 may be mounted on a single board. Also, the display control board, light emission control board, and sound control board may be arbitrarily combined to form a single or multiple boards.

[0255] In the embodiment, the gaming machine is configured to circulate all of a predetermined amount of gaming media (gaming balls as an example), but this is not limited to this, and the gaming machine may be configured so that some or all of the gaming media can be exchanged for gaming media outside the gaming machine.

[0256] The pachinko gaming machine 10 may be provided with a magnetic sensor in one or both of the mounting frame 11b and the game board 20. This configuration makes it possible to detect magnetic foreign objects that should not be present in the pachinko gaming machine 10. It is also possible to detect the possibility that a goto tool such as a magnet or wire that does not fall under the category of a normal body normally used in the pachinko gaming machine 10 is being used. It can also contribute to discovering actions such as intentionally creating a pile of game balls by using magnetic game balls and magnets.

[0257] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (A) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable a game to be played based on the data, the gaming machine comprising: an operation means; and a processing means for executing a predetermined process, the processing means being capable of executing a counting process for counting the number of the gaming balls; a generation process for generating count information corresponding to a predetermined number of the counted number of the gaming balls; and a transmission / reception process for transmitting / receiving gaming ball information relating to the gaming balls to / from an outside source, the predetermined number corresponding to the counting information being set to a number greater than 0 by operating the operation means, and the gaming ball information being A gaming machine including the counting information, wherein the processing means transmits and receives the gaming ball information with the outside at every predetermined period, wherein the processing means counts so as to subtract a predetermined number corresponding to the counting information from the number of gaming balls already counted at the elapse of the predetermined period when the power supply to the gaming machine is not cut off after transmitting the counting information at the predetermined period, and wherein the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls already counted when the power supply to the gaming machine is cut off after transmitting the counting information at the predetermined period.

[0258] (B) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable a game to be played based on the data, the gaming machine comprising an operation means and a processing means for executing a predetermined process, the processing means being capable of executing a counting process for counting the number of the gaming balls, a generation process for generating count information corresponding to a predetermined number of the counted number of the gaming balls, and a transmission / reception process for transmitting / receiving gaming ball information relating to the gaming balls to / from an outside, the predetermined number corresponding to the counting information being set to a number greater than 0 by operating the operation means, and the gaming ball information including the counting number. a processing means for transmitting and receiving the gaming ball information with an external device at every predetermined period, and when the processing means receives the predetermined information from the external device, counts so as to subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted, and after transmitting the counting information in the predetermined period, the processing means is capable of receiving the predetermined information within the predetermined period, and if the power supply to the gaming machine is cut off after transmitting the counting information and before receiving the predetermined information, the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted.

[0259] (C) When the power supply to the gaming machine is restored and the number of gaming balls is greater than 0, and a predetermined condition is met, operation of the operating means is invalidated. (ii) The gaming machine is equipped with a number display means for displaying the number of gaming balls, and the number of gaming balls displayed on the number display means is the same as the number displayed when the operating means is operated and the number displayed when power supply to the gaming machine is restored.

[0260] (e) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable a game to be played based on the data, the gaming machine comprising: an operation means; and a processing means for executing a predetermined process, the processing means being capable of executing a counting process for counting the number of gaming balls, a generation process for generating counting information corresponding to a predetermined number of the counted number of gaming balls, and a transmission and reception process for transmitting and receiving gaming ball information regarding the gaming balls with an external device, the predetermined number corresponding to the counting information being set to a number greater than 0 by operating the operation means, a maximum number being set for the predetermined number, the gaming ball information including the counting information, the processing means transmitting and receiving the gaming ball information with an external device at each predetermined period, the processing means being capable of transmitting the counting information corresponding to the predetermined number in a range not exceeding the maximum number in the predetermined period, and a surplus number exceeding the maximum number being included in the counting information to be transmitted in the next period.

[0261] (F) A gaming machine described in technical idea (E) in which the processing means counts so as to subtract a predetermined number corresponding to the counting information from the number of gaming balls already counted at the elapse of the predetermined period when the power supply to the gaming machine is not cut off after transmitting the counting information in the predetermined period, and the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls already counted and does not subtract the surplus number from the number of gaming balls already counted when the power supply to the gaming machine is cut off after transmitting the counting information in the predetermined period.

[0262] (G) A gaming machine described in the technical idea (F) in which the processing means transmits the counting information when there is a surplus in the specified period, counts to subtract a specified number corresponding to the counting information from the number of gaming balls already counted at the time when the specified period has elapsed, and then, when the power supply to the gaming machine is cut off, does not subtract the surplus number from the number of gaming balls already counted.

[0263] (H) A gaming machine described in any one of the technical ideas (E) to (G), wherein the surplus number exceeding the maximum number is included in the counting information to be transmitted in the next period, whether the surplus number is a first number or a second number different from the first number. [Explanation of symbols]

[0264] 10... Pachinko game machine 13... Notification sound device 16... Performance operation device 17... Game ball number display device 18... Counting switch 19... Performance display device 19a... Image display area 20... Game board 20a... Game area 40... Supply device 50... Firing device 60... Main control board 61... CPU 62... ROM 63... RAM 80... Frame control board 81... CPU 82... ROM 83... RAM Period... T, T1 to T4

Claims

1. A gaming machine capable of storing the number of game balls as data in a storage means and capable of playing a game based on the data, An operating means; A processing means for executing a predetermined process, the processing means is capable of executing a counting process for counting the number of the gaming balls, a generating process for generating count information corresponding to a predetermined number of the counted numbers of the gaming balls, and a transmitting / receiving process for transmitting / receiving gaming ball information relating to the gaming balls to / from an outside; The storage means stores counted number information indicating the number of the game balls that have been counted, and transferred number information indicating the number of the game balls when the number of the game balls corresponding to the predetermined number are transferred to the outside, the predetermined number corresponding to the count information is set to a number greater than 0 by operating the operation means, and the number is adjustable depending on an operation mode of the operation means; The operation of the operating means is valid even when a specific error occurs, The specific error is: An unauthorized radio wave detection error occurs when abnormal radio waves are detected. A sensor abnormality error including detection of a supply inlet sensor provided at the inlet of a supply passage that supplies game balls; and an open error, which is based on the condition that the protective frame is open to the mounting frame for mounting various game parts. The game ball information includes the count information, The processing means transmits and receives the game ball information to and from an external device at predetermined intervals, When the processing means receives predetermined information from the outside, the processing means counts by subtracting the predetermined number corresponding to the count information from the number of the counted game balls; the processing means is capable of receiving the predetermined information within the predetermined period after transmitting the count information in the predetermined period, The gaming machine is characterized in that if the power supply to the gaming machine is cut off after the counting information is transmitted and before the specified information is received, the processing means does not subtract the specified number corresponding to the counting information from the number of gaming balls already counted.

2. A gaming machine capable of storing the number of game balls as data in a storage means and capable of playing a game based on the data, An operating means; A processing means for executing a predetermined process, the processing means is capable of executing a counting process for counting the number of the gaming balls, a generating process for generating count information corresponding to a predetermined number of the counted numbers of the gaming balls, and a transmitting / receiving process for transmitting / receiving gaming ball information relating to the gaming balls to / from an outside; the predetermined number corresponding to the count information is set to a number greater than 0 by operating the operation means, and the number is adjustable depending on an operation mode of the operation means; The operation of the operating means is valid even when a specific error occurs, The specific error is: A ball over error occurs when the number of balls exceeds a predetermined number. The game ball information includes the count information, The processing means transmits and receives the game ball information to and from an external device at predetermined intervals, When the processing means receives predetermined information from the outside, the processing means counts by subtracting the predetermined number corresponding to the count information from the number of the counted game balls; the processing means is capable of receiving the predetermined information within the predetermined period after transmitting the count information in the predetermined period, when power supply to the gaming machine is cut off after transmitting the counting information and before receiving the predetermined information, the processing means does not subtract the predetermined number corresponding to the counting information from the number of game balls that have been counted; The gaming machine is capable of executing a specific notification that indicates an over-number state when the number of the gaming balls exceeds the specified number and prompts the player to operate the operating means or to end the game, A gaming machine characterized in that, after the counting information is sent when the number is over, if the power supply to the gaming machine is cut off before the specified number corresponding to the counting information is subtracted, the specific notification is executed even after the power supply to the gaming machine is restored.

Citation Information

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