Gaming Machines
The gaming machine's information transmitting system addresses the challenge of inappropriate information transmission by controlling the timing and re-transmission of different types of information, ensuring effective communication with players and enhancing gameplay engagement.
Patent Information
- Application Number
- JP2023083446
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-19
- Publication Date
- 2025-04-30
- Estimated Expiration
- 2043-05-19
AI Technical Summary
Existing gaming machines lack an efficient mechanism to transmit information appropriately based on the game situation, leading to ineffective communication with players.
A gaming machine equipped with an information transmitting system that includes two types of information: first information and second information. The system controls the timing of information transmission, prioritizing the first information to be sent earlier than the second information, and ensures that the first information is not re-transmitted after power restoration, while the second information is re-transmitted regardless of the game state.
The system enables proper and situational transmission of information, enhancing player engagement and operational efficiency by ensuring timely and relevant communication during and after gameplay.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In a pachinko game machine, which is a type of game machine, it is possible to obtain a large number of game balls, which are game media, in a winning game. In addition, in a pachinko game machine, information is sent to the player in relation to obtaining game media. For example, in the pachinko game machine of Patent Document 1, as a measure to prevent excessive addiction, information is sent out to call attention to addiction. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-36544 A Summary of the Invention [Problem to be solved by the invention]
[0004] It is desirable for such information to be disseminated appropriately according to the situation. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is related to the acquisition of gaming media. It is executed asa game machine capable of transmitting information, or information executed in relation to a winning game, comprising an information transmitting means for transmitting the information, the information includes first information and second information having a different condition for transmitting the first information, the first information and the second information are each transmitted at least one of during a winning game or after the end of the winning game, the first information can be controlled to be transmitted at an earlier timing than the second information, when power to the gaming machine is cut off during the transmission of the first information and the power is subsequently restored, the first information is not retransmitted, but when power to the gaming machine is cut off during the transmission of the second information and the power is subsequently restored, the second information is transmitted regardless of the game state or presentation mode when the condition for transmitting the second information is established, prior information is transmitted before the transmission of the second information, and even if the condition for transmitting the second information is established during the winning game, the second information is not transmitted during the winning game, It is possible to recognize that the condition has been met The advance notice information is transmitted, and the second information is transmitted after the winning game ends. The first information is transmitted at least one of the timings during the execution of a winning game and after the power supply to the gaming machine is cut off during the execution of a winning game and the first information is not transmitted, and after the power supply is restored and the game is resumed, during the winning game or after the winning game is completed, and the second information is not transmitted at the timings during the execution of a winning game and after the power supply is restored and the game is resumed, and after the winning game is completed. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, information can be appropriately transmitted according to the situation. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view of the game board of the pachinko game machine. [Diagram 3] FIG. 3 is a block diagram of a pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing a schematic diagram of an increase and decrease in the number of balls held. [Diagram 5] FIG. 5 is a diagram showing conditions for transmitting information about balls in hand. [Figure 6] 6(a) to 6(d) are diagrams showing an example of information transmission in a pachinko gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 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 alternately. In other words, the pachinko gaming machines 10 are provided with the card units 100.
[0009] The card unit 100 will now be described. 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 playing, and the number of game balls owned by the player (hereinafter, referred to as the number of balls owned), as data.
[0010] 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.
[0011] 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 in his / her possession equivalent to the number of game balls managed by the pachinko gaming machine 10. The number of game balls managed by the pachinko gaming machine 10 increases or decreases as the game progresses.
[0012] 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.
[0013] 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.
[0014] 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 receiving a bill signal transmitted when a bill is inserted in the bill insertion unit 102. The bill signal is a signal capable of identifying the amount of the bill inserted in the bill insertion unit 102 (hereinafter referred to as the inserted cash amount).
[0015] The CU control board 105 is connected to the operation panel 104. The CPU 105a is configured to be able to receive a ball loan signal transmitted when the ball loan button 104a is operated. The CU control board 105 is configured to be able to receive a payout signal transmitted when the payout button 104b is operated. The CPU 105a is configured to be able to receive a return signal transmitted when the return button 104c is operated. The CPU 105a is configured to be able to control the display contents of the ball count display section 104d. The CPU 105a is configured to be able to control the display contents of the balance display section 104e.
[0016] 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 receive various control signals (control information) transmitted by the pachinko gaming machine 10. The CPU 105a is configured to be able to transmit various control signals (control information) to the pachinko gaming machine 10. The card unit 100 transmits a connection signal from the communication terminal 105d to the pachinko gaming machine 10.
[0017] 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.
[0018] The pachinko gaming machine 10 will be described. As shown in Fig. 1, a pachinko game machine 10, which is an example of a game machine, is configured as an enclosed game machine in which a specified number of game balls are enclosed as game media inside the machine and the specified number of game balls are circulated inside the machine. The pachinko game machine 10 does not have a part for storing game balls (upper tray and lower tray).
[0019] 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.
[0020] 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.
[0021] The pachinko gaming machine 10 includes an audio effect device 12, an example of which is a speaker. The audio effect device 12 is disposed on the front side of the mounting frame 11b. The audio effect device 12 can execute audio effect by outputting a predetermined sound, and can also execute notification by outputting a predetermined sound. For example, the predetermined sound is music, sound effects, etc. The pachinko gaming machine 10 includes an notification audio device 13, an example of which is a speaker. The notification audio device 13 can execute audio notification. In one example of this embodiment, each of the audio effect device 12 and the notification audio device 13 is disposed on the mounting frame 11b.
[0022] The pachinko gaming machine 10 is equipped with a performance light-emitting device 14. The performance light-emitting device 14 can perform 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 notification 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. However, the performance light-emitting device 14 may be disposed on the game board 20.
[0023] The pachinko game machine 10 is equipped with a launch handle 15, which is an example of a launch operation means capable of operating to launch game balls. The launch handle 15 is disposed on the front side of the mounting frame 11b. The pachinko game machine 10 is configured to drive a launch device 50 so as to shoot 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.
[0024] The pachinko game machine 10 is equipped with a performance operation device 16 as an example of a means by which a player can perform operations 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 that a player operates when playing a game. The launch device 50 is also an example of a game operation means.
[0025] The pachinko game machine 10 is equipped with a game ball number display device 17 that displays information that can identify the number of game balls managed inside. 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.
[0026] As shown in FIG. 1 and FIG. 3, the pachinko gaming 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 a game with the pachinko gaming machine 10, or when he / she wants to continue playing but transfer some of the management to an external party because the number of game balls managed by the pachinko gaming 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 gaming machine 10. 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 transmits a counting signal. The pachinko gaming 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.
[0027] 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.
[0028] The game board 20 is equipped with a main display device 21 which constitutes 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. 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.
[0029] 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 end of the special game for the winning jackpot.
[0030] 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).
[0031] 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.
[0032] 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 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 in a manner that displays a predetermined image.
[0033] 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 consisting of a plurality of performance devices. Note that 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 can also be understood as a notification device group. The performance devices (notification devices) included in the performance device group 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 may be equipped with a performance movable device that executes a movable performance, or a performance vibration device that executes a vibration performance.
[0034] 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.
[0035] 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".
[0036] 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. 3).
[0037] 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. 3). 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. 3). The normal opening and closing piece 24a is a so-called "normal electric device."
[0038] 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. 3). 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. 3).
[0039] 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. 3).
[0040] 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. 3). The gate 28 is an entrance through which game balls enter when the start 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.
[0041] 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.
[0042] 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.
[0043] The pachinko game machine 10 of this embodiment is an enclosed type game machine that circulates game balls. Such a pachinko game machine 10 has a transfer passage that transfers game balls (including foul balls) shot onto the game board 20 back to the launching device 50. The transfer passage includes a winning passage that transfers game balls that have entered the first start port 23, the second start port 24, the big winning port 25, or the normal winning port 27. The transfer passage includes a non-winning passage that transfers game balls that have entered the out port 29. The transfer passage includes a foul passage that transfers foul balls. The transfer passage has a junction where game balls transferred through the winning passage, the non-winning passage, and the foul passage join together, and includes a supply passage that transfers the joined game balls to the launching device 50. The transfer passage is provided with sensors that are a plurality of detection means that detect game balls transferred through the passage.
[0044] 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.
[0045] 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)."
[0046] 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".
[0047] 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).
[0048] 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."
[0049] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, 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 transmitted 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 transmits the control information to the performance control board 70. The performance control board 70 executes a predetermined process based on the control information received from the main control board 60.
[0050] The pachinko gaming machine 10 is provided with 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 that performs a predetermined control. The main control board 60 and the frame control board 80 are connected so as to be able to transmit control information (e.g., telegrams) in both directions. The frame control board 80 and the launch control board 90 are connected so as to be able to transmit 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 transmit control information (e.g., telegrams) in both directions via a connection terminal board (not shown) provided in the pachinko gaming machine 10.
[0051] The main control board 60 will now be described. As shown in FIG. 3, 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 a 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 a variation content in which a miss pattern combination is stopped and displayed after a reach performance or without a reach performance.
[0052] 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 RM 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.
[0053] 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 receive detection signals transmitted by the sensors D11-D15 upon detecting a game ball. The main control board 60 is connected to the display devices 21a-21f. The CPU 61 can control the display contents of the display devices 21a-21f. The main control board 60 is connected to the solenoids SL1 and SL2. The CPU 61 can control the opening state of the second start hole 24 and the large prize hole 25 by controlling the operation of the solenoids SL1 and SL2.
[0054] The performance control board 70 will now be described. As shown in FIG. 3, 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.
[0055] 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.
[0056] The frame control board 80 will now be described. As shown in Fig. 3, the frame control board 80 includes a CPU 81, a ROM 82, and a RAM 83. 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 gaming machine 10. For example, the information stored in the RAM 83 includes flags, counters, and timers.
[0057] The frame control board 80 includes a control circuit 84 that executes a predetermined control. The control circuit 84 includes a backup circuit. When the power supply voltage supplied to the pachinko gaming machine 10 drops below a specified voltage, the backup circuit transmits a power interruption detection signal to the CPU 81 and also transmits the signal to the CPU 61 of the main control board 60. The control circuit 84 includes a launch permission circuit. The launch permission circuit is a circuit that transmits a launch permission signal to the launch control board 90, which is a signal that can specify that the launch control board 90 is in a launch permission state that allows the launch of game balls. The frame control board 80 also includes a backup power supply.
[0058] The frame control board 80 is connected to the notification sound device 13, the game ball number display device 17, the counting switch 18, and the detection sensor D20. The CPU 81 can control the output contents of the notification sound device 13. The CPU 81 can control the display contents of the game ball number display device 17. The CPU 81 can receive the counting signal transmitted by the counting switch 18. The CPU 81 can control the counting lamp 18a. The CPU 81 can receive the detection signal transmitted by the detection sensor D20. The detection sensor D20 includes a sensor provided in a transfer passage that transfers game balls (including foul balls) shot onto the game board 20 back to the launching device 50. The sensors include a foul ball sensor that detects foul balls, a winning ball sensor that detects game balls transferred through a winning passage, an out ball sensor that detects game balls transferred through a non-winning passage, and a supply sensor that detects game balls supplied to the launching device 50.
[0059] Next, the processing performed by the CPU 61 of the main control board 60 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), it executes power-off processing. In the power-off processing, the CPU 61 transmits 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. Various pieces of information stored in the RAM 63 when the power is cut off are retained by the backup function even after the power is cut off.
[0060] 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. Next, 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. When the CPU 61 receives the response information to the start-up information, the CPU 61 determines whether the backed-up information is normal or not depending on whether a backup flag is stored or not. The CPU 61 also calculates a checksum value of the RAM 63, and determines whether the calculated checksum value matches the checksum value calculated during the power-off processing.
[0061] 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 transmits an initialization command, which is a control 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.
[0062] If the backed up information is determined to be normal, the CPU 61 determines whether or not a RAM clear signal has been received from a RAM clear switch (not shown) provided on the frame control board 80. If a RAM clear signal has been received, the CPU 61 initializes the main information stored in the RAM 63. The CPU 61 transmits an initialization command to the performance control board 70. On the other hand, if a RAM clear signal has not been received, the CPU 61 transmits a power recovery command to the performance control board 70, which is a control command that can specify a return to normal based on the backed up main information.
[0063] When the main power-on process is completed, the CPU 61 permits the timer interrupt process. This allows the CPU 61 to execute the main normal process, which is a process for progressing the game. 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 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 jackpot 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 the process of executing the special game. Also, if a jackpot game is being awarded, the CPU 61 returns to the process of awarding the jackpot game.
[0064] The CPU 61 executes a special symbol input process, a special symbol start process, etc. as a timer interrupt process performed at a predetermined control period (for example, 4 ms). All of these processes are included in the main normal process.
[0065] 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 received 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.
[0066] 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.
[0067] 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 received 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.
[0068] 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.
[0069] 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.
[0070] 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).
[0071] 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.
[0072] 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.
[0073] 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.
[0074] The CPU 61 transmits 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.
[0075] 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 transmits 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.
[0076] On the other hand, when the CPU 61 executes the second special game, it controls the second special symbol display device 21b to start displaying a predetermined symbol. The CPU 61 measures the change time determined in the change pattern. When the change time determined in the change 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 change time determined in the change pattern has elapsed, the CPU 61 transmits a change end command to the performance control board 70. As described above, the pachinko game machine 10 is configured to be able to execute a winning lottery triggered by the entry of a game ball into the start hole by the CPU 61 executing the special symbol input process and the special symbol start process, and to execute a symbol change game based on the result of the winning lottery.
[0077] The big win game processing will be explained. 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. In this embodiment, the special game in which the jackpot symbol is stopped and displayed corresponds to the winning 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.
[0078] First, the CPU 61 transmits a control command (hereinafter, referred to as an opening command) capable of identifying 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 upper limit number described above or the 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 completed. The CPU 61 transmits a control command (hereinafter, referred to as a round command) capable of identifying the start of a 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 transmits 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 transmits 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.
[0079] 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.
[0080] 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.
[0081] 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 receives the initialization command, it controls some or all of the performance devices that make up the performance device group to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification is executed by a voice reading out the string "RAM clear", emitting light in a lighting pattern dedicated to RAM clear, and displaying an image such as the string "RAM clear". When a predetermined time has elapsed since starting the RAM clear notification, the CPU 71 controls the performance device group to end the RAM clear notification. Also, when the CPU 71 receives the initialization command, it controls the performance display device 19 to display a combination of a predetermined background image and a predetermined performance pattern.
[0082] When the CPU 71 receives the power restoration command, it controls some or all of the performance devices constituting the performance device group to execute a power restoration notification. As an example, the power restoration notification is executed by a voice reading out the character string "Power restoration in progress", emitting light in a light-emitting pattern dedicated to power restoration, and displaying an image such as the character string "Power restoration in progress". When a predetermined time has elapsed since starting the power restoration notification, the CPU 71 controls the performance device group to end the power restoration notification. Also, when the CPU 71 receives the 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.
[0083] 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 to execute an opening performance. When the CPU 71 receives a round command, it controls the performance device group to execute a round performance. When the CPU 71 receives an ending start command, it controls the performance device group to execute an ending performance. When the CPU 71 receives an ending end command, it controls the performance device group to end the ending performance.
[0084] 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 a group of effect devices including the effect display device 19 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.
[0085] Upon receiving the variation start command, the CPU 71 controls the performance display device 19 to start varying the display of performance symbols in each symbol row, thereby starting the performance game. When the CPU 71 executes a predetermined performance in relation to the performance game, the CPU 71 controls a group of performance devices including the performance display device 19 to execute the performance. When a predetermined timing arrives after starting the performance game, the CPU 71 causes the symbol combination to be temporarily stopped and displayed, and upon receiving the variation end command, causes the symbol combination to be confirmed and stopped and displayed.
[0086] 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 transmitted by the backup circuit 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 in the RAM 83 a backup flag, which is information that can identify that the power-off process has been executed normally. The CPU 81 then waits until the power is completely turned off. Various pieces of information stored in the RAM 83 when the power is turned off are retained by the backup function even after the power is turned off.
[0087] The frame side power-on process will now be described. When the voltage supplied to the frame control board 80 reaches the voltage required for the operation of the CPU 81 upon power-on and the CPU 81 starts up, the CPU 81 determines whether the backed-up information is normal. The CPU 81 determines whether a backup flag is stored in the RAM 83. The CPU 81 calculates a checksum value of the RAM 83 and determines whether the calculated checksum value matches the checksum value calculated during the power-off process.
[0088] When the backed-up information is determined to be abnormal, the CPU 81 initializes the game ball number information and game information stored in the RAM 83. When the backed-up information is determined to be normal, the CPU 81 determines whether or not a game ball clear switch (not shown) provided on the frame control board 80 is operated. When the game ball clear switch is operated, the CPU 81 initializes the game ball number information stored in the RAM 83, but does not initialize the game information. When the game ball clear switch is not operated, the CPU 81 does not initialize the game ball number information. Also, when the RAM clear switch 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. Also, when the RAM clear switch is not operated, the CPU 81 does not initialize the game information.
[0089] The game information storage process among the normal frame side processes of the frame control board 80 will be described. The game information storage process is a process of storing game information received 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 receives various types of game information, it generates information capable of identifying the received game information and stores the information in the RAM 83. Furthermore, when the CPU 81 receives game information, it transmits a part or all of the received game information to an external device (such as a hall computer).
[0090] 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 generating process is a process for generating (managing) the game ball number. When the CPU 81 receives the winning ball number information from the main control board 60, it adds the winning ball number that can be specified from the winning ball number information to the game ball number. The winning ball number information is control information that the main control board 60 transmits when the condition for awarding the prize balls is met in association with the winning of a predetermined winning port, and is configured to be able to specify the number of prize balls set in the winning port. In this embodiment, the predetermined winning ports include the first start port 23, the second start port 24, the big winning port 25, and the normal winning port 27. When the CPU 81 receives the award information from the card unit 100, it adds the award ball number indicated in the award information to the game ball number. That is, the CPU 81 adds the number of loaned balls equivalent to the number of game balls that the player has borrowed by operating the ball loan button 104a to the game ball number.
[0091] When the CPU 81 detects that one game ball has been supplied to the launching device 50 based on a supply signal transmitted by a supply sensor included in the detection sensor D20, it subtracts the number of game balls. The detection of one game ball by the supply sensor can be said to convert the number of game balls managed electromagnetically into actual game balls. The game ball detected by the supply sensor is a game ball that is launched into the play 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.
[0092] When the CPU 81 detects that one game ball has returned based on a foul signal transmitted by a foul ball sensor included in the detection sensor D20, the CPU 81 adds the number of game balls. When the pachinko game machine 10 detects a game ball (foul ball) that has not reached the game area 20a even after the launching operation by the launching device 50, the number of game balls stored as data is added. 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. In addition, the CPU that executes the game ball number information generation process is a processing means that executes the counting process. Note that the CPU 81 may subtract the number of game balls by driving the launching device 50, or may be configured to subtract the number of game balls when a sensor is provided in the shooting passage 20c and the sensor detects a game ball launched from the launching device 50.
[0093] When the CPU 81 is in a countable state, upon receiving 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 identifiable from the counting information from the number of game balls. The CPU 81 may transmit the counting information after subtracting the number of game balls, or may transmit the counting information and then subtract 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 in the counting lamp 18a so that the counting lamp 18a is turned on. 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. The counting lamp 18a may be provided adjacent to the counting switch 18, or may be built in the counting switch 18. In addition, the CPU 81 controls the game ball number display device 17 so as to display information capable of identifying the updated game ball number after addition or subtraction.
[0094] The counting information may be generated as control information corresponding to a different predetermined number 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. When the operation mode of the counting switch 18 is the second operation mode, the counting information is generated as information that can specify "250 balls" as the maximum number as the number of counted balls when the number of game balls is 1 or more. The first operation mode is an operation in which the operation time of the counting switch 18 is less than "500 ms". On the other hand, the second operation mode is an operation in which the operation time of the counting switch 18 is "50 ms" or more. When the operation of the first operation mode is "short operation (single press operation)", the operation of the second operation mode can be specified as "long operation (long press operation)" because the operation time is long. In addition, the transmission of the counting information is performed regardless of the progress of the game. For this reason, even while counting information is being transmitted, the launch of game balls, processing associated with the ball entering an entry port such as the first starting port 23, the start and end of variable games, the progress of jackpot games, and the operation of the performance operation device 16 can be performed in the same manner as when counting information is not being transmitted.
[0095] Next, among the errors that can be detected by the pachinko gaming machine 10, an error of exceeding the number of gaming balls managed by the pachinko gaming machine 10 will be described. As shown in FIG. 4, the error of over the number of game balls is detected as an error detection condition when the number of game balls counted in the game ball number information generation process exceeds a predetermined number of game balls X1 (for example, 40,000 balls). 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. The CPU stores information capable of identifying the number of game balls in the RAM 73. The CPU 71 then refers to the number of game balls and determines whether the error detection condition of over the number of game balls has been established. When the error detection condition is established, the CPU 71 stores a flag capable of identifying the occurrence of the error of over the number of game balls in the RAM 73. When the error of over the number of game balls is set, the CPU 71 cancels the error setting of over the number of game balls with the error cancellation condition being that the number of game balls falls below a predetermined number of game balls X2 (for example, 38,000 balls). The predetermined number of game balls X2 is a number smaller than the predetermined number of game balls X1. The CPU 71 judges whether the error release condition for the over-number-of-game-balls has been satisfied by referring to the number of game balls stored in the RAM 73. 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 number of counted balls. The over-number-of-game-balls error does not impede the progress of the game itself, but has a strong meaning of alerting the player that the number of game balls has increased too much. In other words, the over-number-of-game-balls error can be a means of preventing the player from leaving the seat without transferring the balls at the end of the game, etc.
[0096] The pachinko gaming machine 10 can notify the player of certain information. The notification of information includes notifications according to the development of a performance game, notifications according to the development of a big win game, and notifications to call attention to errors, etc. In some cases, the notification content is changed in stages.
[0097] Hereinafter, as an example of notifying information according to Figs. 4 to 6, the notification of information executed in relation to the above-mentioned game ball limit will be described in detail. As shown in FIG. 5, the notification of information executed in relation to exceeding the number of game balls includes an initial notification, a pre-notification, and an arrival notification.
[0098] First, the initial notification will be described. As shown in FIG. 6(a), the first notification is executed in a manner in which an information image G1 consisting of a character string "Don't forget to transfer your balls" is displayed in the image display area 19a of the performance display device 19. The notification condition for executing the first notification is established when the jackpot game being awarded is the first hit. As an example, the first hit is a jackpot won in a jackpot lottery when the game is in a low probability low ball entry rate state (normal state). The notification time of the first notification is during the ending time of the jackpot game based on the first hit. The first notification is executed over a part or all of the ending time. In other words, the release condition for terminating the first notification is the passage of time. The purpose of the first notification is to make the player aware of the transfer of the balls. Therefore, the pachinko game machine 10 is in a state in which the game can proceed normally even after the first notification. As shown in Fig. 6(a), the information image G1 is displayed in the upper right corner of the image display area 19a. In addition, when the information image G1 is displayed in the image display area 19a, the area (area) of the image display area 19a that the information image G1 occupies is small. In this embodiment, the information image G1 is the first information.
[0099] Next, advance notification will be described. As shown in FIG. 6(b), the advance notification is executed in a manner in which an information image G2 consisting of a character string "The upper limit of the number of balls held is approaching" is displayed in the image display area 19a of the performance display device 19. The advance notification is executed when the number of game balls managed by the CPU 81 reaches the predetermined number of balls X2, that is, at any time. The advance notification is executed continuously until the cancellation condition is satisfied. The cancellation condition of the advance notification is that the number of game balls managed by the CPU 81 falls below the predetermined number of balls X2. In other words, the advance notification is stopped when the number of game balls falls below the predetermined number of balls X2 and the notification condition is no longer satisfied. The advance notification is intended to encourage the player to transfer the balls held early before the upper limit of the number of game balls is reached, since the upper limit of the number of game balls held is approaching. Therefore, the pachinko game machine 10 is in a state in which the game can proceed as usual even after the advance notification. If the initial notification is merely an announcement regarding the management of balls in hand, the advance notification is an announcement encouraging the player to take action and is a stronger announcement than the initial notification.
[0100] As shown in FIG. 6(b), the information image G2 is displayed at the top of the image display area 19a. In addition, when the information image G2 is displayed in the image display area 19a, the area (area) that the information image G2 occupies in the image display area 19a is larger than that of the information image G1. In other words, the information image G2 is displayed more conspicuously than the information image G1, and is therefore a strong notification in terms of the display mode. The advance notification is performed at any time, and can be performed during a jackpot game, during the execution of a variation game, and during a standby state in which a demonstration performance is performed. Note that FIG. 6(b) illustrates a case in which the advance notification is performed during the execution of a variation game (performance game). As illustrated, the advance notification is displayed in consideration of the visibility of the performance (the white arrow in the figure indicates the variation of the pattern) performed in conjunction with the execution of the variation game. For example, the advance notification is displayed at a position that does not overlap with the variation of the pattern. Similarly, the advance notification is displayed with consideration given to the visibility of the effects during the big win game, and is also displayed with consideration given to the visibility of the demonstration effects.
[0101] The advance notification is advance information indicating that an arrival notification may be executed at a stage prior to the execution of the arrival notification described below. On the other hand, with regard to the initial notification, advance information indicating that the initial notification will be executed at a stage prior to the execution of the arrival notification is not executed.
[0102] Next, the arrival notification will be described. As shown in FIG. 6(c), the arrival notification is executed in a manner in which an information image G3 consisting of a character string of "The number of game balls held has reached the upper limit of management_The game will be stopped_The game will be resumed if a transfer operation is performed" is displayed in the image display area 19a of the performance display device 19. The arrival notification is executed when the number of game balls managed by the CPU 81 reaches the predetermined number of balls X1, and the notification condition for executing the notification is satisfied. The purpose of the arrival notification is to force the transfer of the balls held because the number of game balls has reached the upper limit of management. In other words, if the advance notification is a warning or urging notification, the arrival notification is a warning or urging notification, and is a stronger notification than the advance notification. For this reason, the CPU 81 generates a state of game stop when the number of game balls managed reaches the predetermined number of balls X1, resulting in an error state of over the number of game balls. The game stop in this embodiment includes stopping the launch of game balls. In other words, even if the player operates the launch handle 15, the launch device 50 does not perform the operation of launching game balls. When stopping the launch of game balls, the CPU 81 does not transmit a launch permission signal to the launch control board 90 through the launch permission circuit included in the control circuit 84. As a result, the launch control board 90 does not receive the launch permission signal and therefore does not cause the launching device 50 to launch game balls.
[0103] As shown in Fig. 6(c), the information image G3 is displayed using the entire image display area 19a. In addition, when the information image G3 is displayed in the image display area 19a, the area (area) that the information image G3 occupies in the image display area 19a is larger than those of the information images G1 and G2. In other words, the information image G3 is displayed more conspicuously than the information images G1 and G2, and is therefore a strong notification in terms of the display mode. In this embodiment, the information image G3 is the second information.
[0104] In this embodiment, the time when the game ball count managed by the CPU 81 reaches the predetermined number of balls X1 and the time when the game is stopped differs depending on whether the game is being played during a jackpot game or during a game other than a jackpot game. When the game ball count reaches the predetermined number of balls X1 during a game other than a jackpot game, the time when the game ball count is notified is when the game balls managed by the CPU 81 reach the predetermined number of balls X1, that is, at any time. When the game ball count reaches the predetermined number of balls X1 during a game other than a jackpot game, the game is stopped at the same time as the game ball count is notified. Note that the time when the game ball count is notified includes when a variable game is being played and when a demonstration performance is being performed.
[0105] On the other hand, when the ball is reached during a jackpot game, the time of the arrival notification is after the jackpot game ends. When the ball is reached during a jackpot game, the game is stopped at the same time as the arrival notification is executed, that is, after the jackpot game ends. When the ball is reached during a jackpot game, as shown in FIG. 6(d), a notice of the game stop is executed in a manner in which an information image G4 consisting of a character string "The balls held have reached the upper limit of management_The game will stop after the jackpot game ends" is displayed in the image display area 19a of the performance display device 19. The notice is executed continuously until the jackpot game ends. As shown in FIG. 6(d), the information image G4 is displayed at the top of the image display area 19a. In addition, when the information image G4 is displayed in the image display area 19a, the area (area) that the information image G4 occupies in the image display area 19a is larger than that of the information image G1. In other words, the information image G4 is displayed more prominently than the information image G1. In addition, the advance notice is displayed in consideration of the visibility of the effects during the big win game. For example, the advance notice is displayed at a position that does not overlap with the effects during the big win game, especially the effects that the player wants to confirm.
[0106] When the time of reaching the time is during a jackpot game, the player can continue the jackpot game. Therefore, even if an error of the number of game balls exceeding occurs during a jackpot game, the player can obtain the same profit, i.e., the prize balls, as the profit obtained when the error did not occur during the jackpot game. Furthermore, when an error of the number of game balls exceeding occurs, the CPU 71 of the performance control board 70 executes the performance control during the jackpot game in the same manner as when the error did not occur. Therefore, even if an error of the number of game balls exceeding occurs during a jackpot game, the player can see the same performance during the jackpot game. For example, the performance during the jackpot game includes a reserved win performance that notifies the player that there is a special game that will be a jackpot among the special games that are reserved for execution during the jackpot game, and a promotion performance that notifies the player that the game will be in a probability change state after the end of the jackpot game. These performances correspond to predetermined performances that are executed in a predetermined situation in which the advantageous state can be continued after the end of the jackpot game.
[0107] During the game stop, game balls cannot be shot, and therefore game balls cannot enter the winning hole such as the first starting hole 23. In other words, the game stops, such as the generation of new reserved balls and the generation of new prize balls due to winning. On the other hand, during the game stop, the operation of the counting switch 18 for transferring the balls held can be executed. Also, if there are prize balls that were generated before the game stop but could not be awarded by the time the game stop, those prize balls are awarded. In this way, the operation of the counting switch 18 to transfer the balls held and the awarding of the remaining prize balls are some of the functions that can be executed even during the game stop, continuing from before the game stop. The functions of the pachinko game machine 10 include games such as shooting game balls and executing variable games.
[0108] The arrival notification is continued until the release condition is met. The release condition for the arrival notification is that the number of game balls managed by the CPU 81 falls below the predetermined number of balls X2. In other words, the arrival notification stops when the notification condition is no longer met due to the number of game balls falling below the predetermined number of balls X2. Also, when the number of game balls falls below the predetermined number of balls X2, the game suspension state is released and the game can be resumed. In other words, the CPU 81 transmits a launch permission signal to the launch control board 90 through the launch permission circuit included in the control circuit 84. As a result, the launch control board 90, having received the launch permission signal, causes the launch device 50 to perform the operation of launching game balls.
[0109] In this embodiment, the information image G1, the information image G2, and the information image G3 correspond to information executed in relation to the acquisition of game media or information executed in relation to a winning game. These pieces of information are transmitted to the player by displaying them in the image display area 19a of the performance display device 19. The performance display device 19 in this embodiment is an information transmission means for transmitting information. In addition, since the first notification is executed with the first win as the notification condition, it is highly likely to be executed at a timing before the notification condition of the arrival notification is satisfied. In other words, it can be said that the information image G1 accompanying the first notification is transmitted earlier than the information image G3 accompanying the arrival notification. In addition, the timing of the execution of the arrival notification is simply different depending on whether the notification condition is satisfied during a jackpot game under the same notification condition, and it is executed regardless of the game state or the presentation mode when the notification condition is satisfied. In addition, the first notification and the arrival notification may be executed as a trigger of the first jackpot game, that is, the same jackpot game. For example, if an initial notification is executed during the first jackpot game, and the number of game balls reaches a predetermined number of balls X1 after the jackpot game ends, the initial notification and the reach notification will be executed as a result of the same jackpot game.
[0110] The notification of information executed in relation to the number of game balls exceeding the limit is executed under the control of the CPU 71 of the performance control board 70. The CPU 71 can grasp whether a game is being played in a jackpot game or in a game other than a jackpot game by receiving information about a jackpot game from the CPU 61 of the main control board 60. The CPU 71 can also grasp whether the current jackpot game corresponds to a first win by receiving information about the game state from the CPU 61. The CPU 71 can grasp whether the number of game balls has reached the predetermined number of balls X1, X2 or is below the predetermined number of balls X2 by receiving information about the number of game balls from the CPU 81 of the frame control board 80. Based on this information, the CPU 71 controls the performance display device 19 to execute notification of information. The CPU 81 of the frame control board 80 transmits external information that can identify the occurrence of the error when the number of game balls reaches the predetermined number of balls X1, that is, when an error of the number of game balls exceeding the limit occurs. The external information is received by the hall computer 110 via the card unit 100. At this time, if the number of game balls reaches the predetermined number of balls X1 when the game is not in a jackpot game, the CPU 81 transmits external information when the number of game balls reaches the predetermined number of balls X1. On the other hand, if the number of game balls reaches the predetermined number of balls X1 when the game is in a jackpot game, the CPU 81 transmits external information when the jackpot game ends. As a result, the external information is transmitted while the information image G3 is being transmitted. The CPU 81 of the frame control board 80 is an external transmission means.
[0111] The initial notification, advance notification, and arrival notification are executed with the contents that play their respective roles as described above. The contents are in accordance with the situation in which these notifications are executed, and when the notifications are executed in relation to the above-mentioned number of game balls exceeding, the contents differ depending on whether or not it is necessary to immediately execute the transfer operation. In other words, the stronger the content, the higher the need to immediately execute the transfer operation. The error of the number of game balls exceeding may occur due to a gradual increase in the number of game balls managed by the pachinko game machine 10. For this reason, the notification of information executed in relation to the number of game balls exceeding is executed by gradually changing the notification contents. In particular, in a situation in which multiple jackpot games are played in succession, the initial notification is executed in the first jackpot game, and then, as the number of game balls increases through repeated jackpot games, the notification is executed in the order of advance notification and arrival notification. In other words, the notification of information executed in relation to the number of game balls exceeding the number of game balls changes in stages.
[0112] Next, the above-mentioned notification of information executed in relation to the number of game balls exceeding will be described when the power supply to the pachinko gaming machine 10 is cut off and then restored. In the following description, the state in which the power supply to the pachinko gaming machine 10 is cut off and then restored to the state before the cutoff will be simply referred to as "power restoration."
[0113] If power is restored during the execution of the initial notification, the CPU 71 does not execute the initial notification again after power is restored. Similarly, if power is restored during the execution of the advance notification, the CPU 71 does not execute the advance notification again after power is restored. In other words, even if power is restored during the execution of the initial notification and the advance notification, the initial notification and the advance notification are not retransmitted. On the other hand, if power is restored during the execution of the arrival notification, the CPU 71 executes the arrival notification again after power is restored. In other words, if power is restored during the execution of the arrival notification, the arrival notification is retransmitted. As described above, the arrival notification is information that notifies the player that a game stop is caused due to the occurrence of an error of the number of game balls exceeding. Therefore, in order to have the player resume the game after power is restored, it is necessary to have the player perform a transfer operation. Therefore, by executing the arrival notification again after power is restored, it is possible to promptly resolve both the occurrence of the event leading to the restoration of power and the occurrence of the event leading to the error of the number of game balls exceeding.
[0114] In addition, when power is restored during the execution of a special game in which a jackpot symbol is stopped and displayed, the CPU 71 can execute the initial notification in the jackpot game that is executed immediately after the special game. For example, when power is restored during the execution of a special game that generates a jackpot game that is the first hit, the CPU 71 executes the initial notification in the jackpot game. This makes it possible to make the player aware of the transfer of balls when a jackpot game is executed immediately after power is restored. In addition, as shown in FIG. 6(a), the information image G1 of the initial notification is displayed small in the image display area 19a, so that the impact on the visibility of the performance executed during the jackpot game is small.
[0115] In addition, when power is restored during the execution of a special game in which a jackpot symbol is displayed, the CPU 71 does not execute the arrival notification in the jackpot game that is executed immediately after the special game. In other words, the CPU 71 does not execute the arrival notification regardless of whether the notification condition for the arrival notification is satisfied or not. The arrival notification is displayed using the entire image display area 19a as shown in FIG. 6(d). Therefore, in the jackpot game immediately after power is restored, the arrival notification is not executed since the visibility of the presentation during the jackpot game is prioritized. After power is restored, the presentation display device 19 executes a power restoration notification such as "Power is being restored."
[0116] Therefore, according to this embodiment, the following effects can be obtained. (1) Of information image G1 and information image G3, if power is restored while information image G1 is being transmitted, it is not retransmitted after power is restored. On the other hand, of information image G1 and information image G3, if power is restored while information image G3 is being transmitted, it is retransmitted after power is restored. Information image G3 has different content from information image G1. Therefore, by retransmitting information image G3 even after power is restored, it is possible to provide necessary information to the player. Therefore, the pachinko gaming machine 10 can transmit information appropriately according to the situation.
[0117] (2) In particular, in the embodiment, the information image G1 informs the player of the management of the balls in hand, while the information image G3 informs the player that the game cannot be continued unless the player actually performs the operation of transferring the balls in hand. Therefore, even if an unintended accident occurs, such as the power supply to the pachinko game machine 10 being cut off, the information image G3, which urges the player to take action, is retransmitted after the power is restored, so that the player can be reliably informed of the action to be taken after the power is restored. As a result, the game can be resumed quickly after the power is restored.
[0118] (3) The information image G2 is transmitted at a stage before the information image G3 is transmitted. Therefore, the player can be informed of the possibility of the information image G3 being transmitted, that is, of an event that may occur in the future, and can be prompted to take necessary action before the event occurs. On the other hand, before the information image G1 is transmitted, no information indicating the possibility of the information image G1 being transmitted is transmitted. Therefore, by selecting and transmitting information that is highly important to the player, the amount of information transmitted to the player can be made appropriate. Therefore, information can be transmitted according to the situation.
[0119] (4) Information that the information image G3 has been transmitted is also transmitted to the external hall computer 110. This allows the manager of the gaming facility to know that the information image G3 has been transmitted. This allows the manager of the gaming facility to obtain useful information for understanding events that may have occurred in the pachinko gaming machine 10. In addition, inquiries from players regarding the transmission of the information image G3 can be dealt with quickly and accurately. Therefore, information can be transmitted according to the situation.
[0120] (5) In particular, in the embodiment, the information image G3 is information that is transmitted when an error occurs due to the number of game balls exceeding the limit, which is an event that accompanies the suspension of play. For this reason, some players may be confused by the sudden inability to play and may not be able to grasp the situation. Even in such a case, the manager of the game center who receives the information can respond to such players quickly and accurately.
[0121] (6) Information image G1 and information image G3 may be transmitted in response to the same jackpot game. Even if multiple pieces of information are transmitted during a relatively short period of time during the same jackpot game, the players can more easily accept that information image G3 was transmitted because the contents of the information are different. In other words, the players can easily grasp the game situation. Therefore, the information can be transmitted in accordance with the situation.
[0122] (7) In particular, in the embodiment, the information image G3 is information that is transmitted when an error of exceeding the number of game balls occurs, which is an event that accompanies the stop of the game. Even if such an event occurs as a result of a jackpot game, since the player is informed of the management of the balls in hand by the transmission of the information image G1 at the previous stage, the player can easily grasp the situation that has led to the transmission of the information image G3 and can calmly deal with the situation.
[0123] (8) The information image G2, which is transmitted in a stage prior to the information image G3, is stopped from being transmitted when the conditions for transmitting the information image G2 are no longer met. This allows the player to understand whether the event indicated by the information image G3 is approaching or receding from a possible situation. Therefore, the information can be transmitted in accordance with the situation.
[0124] (9) In particular, in the embodiment, if the transmission of the information image G2 is stopped by the player operating the counting switch 18 to transfer the balls held, the player can realize that the information transmission from the pachinko gaming machine 10 and his / her own actions are consistent. Therefore, the player can proceed with the game after understanding the situation.
[0125] (10) If the power is restored before the big win game, the information image G1 is transmitted during the big win game after the power is restored. Therefore, even if the big win game is played immediately after the power is restored, the player can be made aware of the transfer of the balls he has. Therefore, the information can be transmitted according to the situation.
[0126] (11) Even when the conditions for transmitting the information image G3 are met during a jackpot game, a predetermined effect can be executed if the advantageous state can be continued after the jackpot game. Some effects executed during a jackpot game inform the player whether the advantageous state will continue after the jackpot game. This makes it possible to prevent the execution of effects that should be executed from being hindered by the transmission of the information image G3. In other words, for things that the player wants to know, effects can be executed in the same way whether the conditions for transmitting the information image G3 are met or not, so that the player's interest in the jackpot game is not lost.
[0127] (12) After the information image G3 is transmitted, the pachinko gaming machine 10 is allowed to continue some of its functions. By allowing some of its functions to continue in this manner, the player can take necessary actions.
[0128] (13) In particular, in the embodiment, when the condition for transmitting the information image G3 is met, the game is stopped. In order to resolve this situation, it is necessary to have the player transfer his / her balls. For this reason, by allowing the transfer operation by operating the counting switch 18 to continue, the player can be made to take action to resolve the situation himself / herself. As a result, the player is prevented from suffering disadvantages, and the occurrence of a situation in which the manager of the game facility is called in to resolve the situation and time is wasted is also prevented.
[0129] (14) The timing from when the condition for transmitting the information image G3 is satisfied during a jackpot game to when it is satisfied outside of a jackpot game differs. Since a jackpot game is a chance to acquire a large number of game balls, the player can be made to play the jackpot game without hindering that chance. In other words, the act of acquiring game balls, which is directly linked to the player's profit, can be given priority. On the other hand, a situation other than a jackpot game in which a large number of game balls can be acquired like a jackpot game is not possible. For this reason, by giving priority to the transmission of the information image G3, the situation occurring in the pachinko game machine 10 can be quickly notified to the player. Therefore, information can be transmitted in accordance with the situation.
[0130] (15) In particular, since the embodiment involves a game stop, if a restriction is imposed so that game balls cannot be shot during a jackpot game, the player will miss the chance to win a large number of game balls in the jackpot game. Therefore, it is possible to achieve both the management of the number of game balls by the pachinko game machine 10 as in the embodiment and the protection of the player's interests during the jackpot game.
[0131] (16) The information image G3 is transmitted regardless of the game state or presentation mode when the transmission condition is met. Therefore, no matter what the game state or presentation mode of the pachinko gaming machine 10 is, the information image G3 can be transmitted in the same way when the transmission condition is met. Since information is transmitted in this manner with a sense of unity, the player can easily understand what information has been transmitted. Therefore, information can be transmitted in accordance with the situation.
[0132] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0133] The initial notification may be performed during the final round of play instead of during the ending performance of the jackpot game. Also, it may be performed after the end of the jackpot game corresponding to the initial win and before the start of the first special game.
[0134] When the initial notification is made after the end of a jackpot game, the condition for cancellation may be the passage of time as in the embodiment, or a minimum duration may be set and cancellation may be triggered by the start of a special game after the minimum duration has elapsed.
[0135] The initial notification is made on the condition that the first win occurs, but instead, it may be made for all jackpots during each jackpot game or after the end of each jackpot game.
[0136] The advance warning may be divided into multiple stages. For example, the first advance warning may be given when the number of balls is smaller than the number of balls X2, then the second advance warning may be given when the number of balls is smaller than the number of balls X1 and larger than the number of balls X2, and the third advance warning may be given when the number of balls is smaller than the number of balls X1 and larger than the number of balls X2. In other words, the advance warning may be given in multiple stages. In this case, the notification content may be different as the number of stages increases.
[0137] In addition to a message such as information image G2, the advance notification information image may also display a meter that allows the player to check the increase or decrease in the number of game balls. The pre-notification cancellation condition may be that the number of game balls falls below a number smaller than the predetermined number of balls X2. Also, the pre-notification cancellation condition may be changed to the passage of time.
[0138] The release condition for the advance notification may be different from the release condition for the arrival notification. For example, the release condition for the advance notification may be the passage of time, while the release condition for the arrival notification may be the number of game balls falling below a predetermined number of balls X2. In addition, the release condition for both the advance notification and the arrival notification may be a reduction in the number of game balls, and the number required to release the advance notification may be different from the number required for the arrival notification.
[0139] The arrival notification is notified again when power to the pachinko gaming machine 10 is cut off during the arrival notification and then restored when power is restored. However, the arrival notification may not be made if power to the pachinko gaming machine 10 is cut off during the arrival notification and then a RAM clear command is issued to restore power.
[0140] The arrival notification may be set not to be transmitted during or after the first jackpot game, even if power is restored before the jackpot game. The multiple information notifications may all be made during a jackpot game. The multiple information notifications may all be made after the jackpot game has ended. The multiple information notifications may be made both during a jackpot game and after the jackpot game has ended.
[0141] The advance notification and the arrival notification may be transmitted to the CPU 71 of the performance control board 70 by the CPU 81 of the frame control board 80 when the predetermined number of balls X1, X2 is reached, and the CPU 71 that receives the signal may control the execution of the notification. The CPU 81 may transmit a signal to the CPU 71 to stop the notification when the cancellation condition of these notifications is met, and the CPU 71 that receives the signal may control the end of the notification.
[0142] It has been explained that the strength of the initial notification, advance notification, and arrival notification in the embodiment varies based on the notification contents and their meanings. It has also been explained that the strength of the initial notification, advance notification, and arrival notification in the embodiment varies based on the display mode in the image display area 19a, that is, the position where the notification is displayed, and the size of the area occupied when displayed. The strength of these notifications may be differentiated based on whether or not information is transmitted to the outside (hall computer 110) when the notification is executed, or based on the transmission state. The strength of these notifications may also be differentiated based on whether or not the game is stopped. Note that the initial notification, advance notification, and arrival notification may simply differ in the notification contents themselves, and the strength of the notification may not be determined.
[0143] The advance notification and the arrival notification can be displayed during a standby state during a game other than a jackpot game, but the display manner may be changed. For example, in a demonstration performance during a standby state, a demo video is played, and the information image G3 of the arrival notification may be hidden from the image display area 19a while the demo video is playing. Similarly, the information image G2 of the advance notification may be hidden from the image display area 19a while the demo video is playing. Also, during the demo video, the demo video may be prioritized, and the information image G3 of the arrival notification may be displayed in a reduced size in a corner of the image display area 19a. Similarly, during the demo video, the demo video may be prioritized, and the information image G2 of the advance notification may be displayed in a reduced size in a corner of the image display area 19a.
[0144] The advance notification information image G2 may be hidden from the image display area 19a or a part of the image may be hidden depending on the situation when the notification condition is met or the situation that occurs during the notification. In this case, an error may occur and the error notification may be prioritized.
[0145] When an error occurs, the pachinko gaming machine 10 displays an image indicating the error in the image display area 19a. In such a pachinko gaming machine 10, the position where the advance notification or arrival notification image is displayed may be a position that does not overlap with the image indicating the error. In addition, when the pachinko gaming machine 10 is equipped with a customization function, the pachinko gaming machine 10 is equipped with an image for customization. These images include an image displayed during a standby state and an image displayed during execution of a variable game. In such a pachinko gaming machine 10, the position where the advance notification or arrival notification image is displayed may be a position that does not overlap with the image for customization.
[0146] Some of the functions executable when the game is stopped may be functions that become effective when the game is stopped. For example, it may be a function that executes a mini-game using the performance operation device 16. The mini-game may be, for example, a game in which players compete to see who can hit the button the most times in a certain time period, or a game in which players compete to see who can answer quizzes correctly. It may also be a function that allows users to view the specifications and declarations of the pachinko game machine 10. If the functions listed in this example are continuously executable from before the game is stopped, these functions may be executable even after the game is stopped. The functions listed in this example may be controlled by the CPU 71 of the performance control board 70. The CPU 71 is connected to the performance operation device 16 and can receive signals from the performance operation device 16.
[0147] The pachinko gaming machine 10 may perform some kind of notification to draw attention. For example, an image such as "Pachinko and slot machines should be enjoyed in moderation" or "Be careful not to get addicted" may be used to draw attention to addiction. An image such as "The sale of unscrupulous strategies is prohibited" may be used to draw attention to selling unscrupulous strategies. An image such as "Cheating is prohibited" may be used to draw attention to cheating. An image such as "Hitting the machine is prohibited" may be used to draw attention to hitting the pachinko gaming machine 10. An image such as "No one under 18 years of age allowed" may be used to draw attention to playing games by people under 18 years of age. An image such as "Do not leave children unattended in the car" may be used to draw attention to leaving children unattended in the car. These notifications may be made during standby when a demonstration performance is performed, or during a jackpot game. For example, they may be the first notification of the embodiment.
[0148] The pachinko gaming machine 10 may be equipped with a function that allows a player to customize the volume and the amount of light. When the notification of the information of the embodiment includes a voice output, the volume at the time of notification may be adjusted by customizing the volume. Alternatively, the volume customization function may be provided, but the customization may be disabled when the information is notified. Furthermore, when the information of the embodiment is notified by a liquid crystal monitor, the brightness of the screen at the time of notification may be adjusted by customizing the amount of light. Alternatively, the light amount customization function may be provided, but the customization may be disabled when the information is notified.
[0149] The pachinko game machine 10 may be equipped with a performance display monitor that displays a base value as information on the base of the game ball. The base value is a value indicating the ratio (proportion) of the total number of winning balls in a specific game to the total number of valid balls in a specific game such as a normal game. For example, a normal game is a game when the game is in a low probability low ball entry rate state and no jackpot game is being played. A valid ball is a game ball that has reached the game area 20a among the game balls shot from the launching device 50. The base value is calculated by the formula "total number of winning balls in a specific game ÷ total number of valid balls in a specific game × 100". If the base value exceeds a predetermined value, an error may be notified. This notification may be performed in multiple stages, such as an initial notification, a pre-notification, and an arrival notification, as in the embodiment. For example, the initial notification may be "Calculating the base value", the advance notification may be "The base value is approaching a predetermined value", and the end notification may be "The base value has reached a predetermined value - play will stop". These notifications may be made by image display on the performance display device 19 as in the embodiment, or may be made by sound or light emission instead of image display. Furthermore, these notifications may be made by transmitting external information to the hall computer at each stage of the initial notification, advance notification, and end notification. The information transmitted in this alternative example is information executed in relation to the acquisition of gaming media.
[0150] The pachinko game machine 10 may notify the number of jackpots (number of consecutive wins) and the number of balls obtained in multiple stages, such as initial notification, advance notification, and end notification, as in the embodiment. For example, in the case of the number of jackpots, the initial notification may be "Aim for 10 consecutive wins", the advance notification may be "Achieve it in XX times", and the end notification may be "Congratulations_10 consecutive wins achieved". For example, in the case of the number of balls obtained, the initial notification may be "Get 20,000 balls", the advance notification may be "XX balls remaining until achievement", and the end notification may be "Congratulations_20,000 balls obtained". These notifications may be made by image display of the performance display device 19 as in the embodiment, or may be made by sound or light emission instead of image display. In addition, when the condition for the end notification is met, the game may be temporarily stopped as in the embodiment. The stopped state of the game may be released by the passage of time, by a ball entering a specific winning hole, or by operating a button or other operating means. In such a case, the game is stopped, and the player can enjoy a sense of accomplishment by completing the game. The information transmitted in this alternative example is information executed in connection with the acquisition of game media or information executed in connection with a winning game.
[0151] When the information images G2 and G3 are displayed on the performance display device 19, they may be displayed with a higher priority than other images. One example of a higher priority is displaying them in the highest layer.
[0152] Information may be notified by sound instead of or in addition to image display such as the information images G1-G3. Information may be notified by light emission instead of or in addition to image display such as the information images G1-G3. Information may also be notified by a plurality of devices in any combination of image notification, sound notification, and light emission notification. The means for displaying the information images G1-G3 may be, for example, a display device separate from the performance display device 19. If the performance display device 19 is a main LCD, the separate display device may be a sub-LCD.
[0153] The pachinko game machine 10 of the present embodiment may be configured to perform a predetermined process in relation to the number of game balls acquired by the player. Specifically, the 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 may be, 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 ball sensor. The number of game balls acquired by the player can be counted based on the information on the number of prize balls acquired transmitted by the CPU 61 of the main control board 60. The predetermined number is, for example, 95,000. The predetermined process is to notify the fact that the difference in the number of game balls has exceeded the predetermined number using a notification means such as the performance display device 19. In addition, when the pachinko game machine 10 is equipped with a completion function that ends the game when the predetermined number is exceeded, the above-mentioned notification may be, for example, "The completion function has been activated_Today's game is over." In addition, prior to this notification, a notification may be made to announce the arrival of 95,000 with 5,000 remaining. For example, a notification may be made with a content such as "The predetermined number will be reached soon." In addition, these notifications are made during the big win game or after the big win game ends. In addition, other predetermined measures may be considered to stop the game, stop the launch of the game balls, or stop 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. Even if the power is restored after the predetermined number is reached and the notification as described above is made, the pachinko gaming machine 10 maintains the state in which the predetermined number has been reached, and the notification is made. This state can be released by clearing the RAM. When the power is restored to the pachinko gaming machine 10 if the predetermined number has not been reached, the game ball count is cleared. In this alternative example, the notification that the complete function has been activated may be the arrival notification of the embodiment. Also, in this alternative example, the notification in advance of the activation of the complete function may be the advance notification of the embodiment.
[0154] If power is restored during the execution of a special game in which a jackpot symbol is displayed in a stopped state, the initial notification may not be executed in the jackpot game that is executed immediately after the special game. In this case, the arrival notification may be configured to be executed or not executed. Also, if power is restored during the execution of a special game in which a jackpot symbol is displayed in a stopped state, the arrival notification may also be executed when the initial notification is executed in the jackpot game that is executed immediately after the special game.
[0155] The pachinko gaming machine 10 of this embodiment may be a pachinko gaming machine that is structurally incapable of generating foul balls (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.
[0156] The functions of the main control board 60 may be realized by being divided among multiple boards. The main control board 60 may be composed of multiple CPUs mounted on a single board. The functions of the performance control board 70 may be realized by being divided among multiple boards. For example, the pachinko game machine 10 may be equipped with a display 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, and may further be equipped with a master board that comprehensively controls these boards. Also, the CPU 71 may be composed of multiple CPUs mounted on a single board.
[0157] In this 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.
[0158] In this embodiment, in addition to the big win lottery, a small win lottery may be held as a winning lottery for a special symbol. If a small win is won in the winning lottery, a small win 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). Both big wins and small wins are wins, and both big win games and small win games are winning games.
[0159] In this 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, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize hole, generating a big win game.
[0160] In this 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 this embodiment, the specific configuration of the game board 20 may be changed arbitrarily.
[0161] The pachinko gaming machine 10 of the embodiment may be a non-enclosed type pachinko gaming machine that does not circulate gaming balls inside the machine. This pachinko gaming machine has a portion for storing gaming balls (upper tray and lower tray).
[0162] In this 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 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.
[0163] Next, the technical ideas that can be understood from the above embodiment and modified examples will be described below. (i) A gaming machine capable of transmitting information executed in connection with the acquisition of gaming media or information executed in connection with a winning game, the gaming machine being equipped with an information transmitting means for transmitting the information, the information including first information and second information having different transmission conditions from the first information, each of the first information and the second information being transmitted at least either during the winning game or after the end of the winning game, the timing at which the first information is transmitted being earlier than the timing at which the second information is transmitted, the first information is not retransmitted when power to the gaming machine is cut off during the transmission of the first information and is subsequently restored, but the second information is retransmitted when power to the gaming machine is cut off during the transmission of the second information and is subsequently restored.
[0164] (ii) A gaming machine as described in the technical idea (i) in which the information transmitting means transmits advance information indicating that the second information may be transmitted at a stage before the second information is transmitted, but does not transmit advance information indicating that the first information may be transmitted at a stage before the first information is transmitted.
[0165] (c) A gaming machine as described in the technical idea (a) or (b) comprising an external transmitting means for transmitting information to the outside of the gaming machine, the external transmitting means transmitting external information while transmitting the second information.
[0166] (ii) A gaming machine capable of transmitting information executed in connection with the acquisition of gaming media or information executed in connection with a winning game, the gaming machine comprising an information transmitting means for transmitting the information, the information including first information and second information having different transmission conditions from the first information, each of the first information and the second information being transmitted at least either during a winning game or after the winning game ends, the timing at which the first information is transmitted being earlier than the timing at which the second information is transmitted, the first information is not retransmitted when power to the gaming machine is cut off during the transmission of the first information and is subsequently restored, but the second information is retransmitted when power to the gaming machine is cut off during the transmission of the second information and is subsequently restored, and the first information and the second information may be transmitted in response to the same winning game.
[0167] (e) A gaming machine capable of transmitting information executed in connection with the acquisition of gaming media or information executed in connection with a winning game, the gaming machine comprising an information transmitting means for transmitting the information, the information including first information and second information having different conditions for transmitting the first information, each of the first information and the second information being transmitted at least either during the winning game or after the end of the winning game, the timing at which the first information is transmitted being earlier than the timing at which the second information is transmitted, the first information is not retransmitted when power to the gaming machine is cut off during the transmission of the first information and is subsequently restored, but the second information is retransmitted when power to the gaming machine is cut off during the transmission of the second information and is subsequently restored, the information transmitting means transmits advance information indicating that the second information may be transmitted before the second information is transmitted, and the transmission of the advance information is stopped when the conditions for transmitting the advance information are no longer satisfied.
[0168] (e) A gaming machine capable of transmitting information executed in connection with the acquisition of gaming media or information executed in connection with a winning game, the gaming machine being equipped with an information transmitting means for transmitting the information, the information including first information and second information having different transmission conditions from the first information, each of the first information and the second information being transmitted at least one of during a winning game or after the winning game has ended, the timing at which the first information is transmitted is earlier than the timing at which the second information is transmitted, if power to the gaming machine is cut off during the transmission of the first information and the power is subsequently restored, the first information is not re-transmitted, but if power to the gaming machine is cut off during the transmission of the second information and the power is subsequently restored, the second information is re-transmitted, and the first information is transmitted at least one of during the winning game after power is subsequently restored and the game is resumed when power to the gaming machine is cut off during the execution of a winning game or after the winning game has ended.
[0169] (T) A gaming machine described in the technical idea (F) in which the second information is not transmitted when power to the gaming machine is cut off during the execution of a winning game and then when the power is restored and the game is resumed, during the winning game or after the winning game has ended.
[0170] (h) A gaming machine capable of transmitting information executed in relation to acquisition of gaming media or information executed in relation to a winning game, comprising an information transmitting means for transmitting the information, the information includes first information and second information having a different condition for transmitting the first information, the first information and the second information are each transmitted at least during a winning game or after the winning game ends, the timing at which the first information is transmitted is earlier than the timing at which the second information is transmitted, and when power to the gaming machine is cut off during the transmission of the first information and then restored, the first information is not retransmitted, but A gaming machine characterized in that power to the gaming machine is cut off while the second information is being transmitted, and when power is subsequently restored, the second information is re-transmitted, the information transmitting means transmits advance information indicating that the second information may be transmitted before the second information is transmitted, and in the winning game, a predetermined presentation can be executed in a predetermined situation in which an advantageous state can be continued after the winning game ends, and even when the winning game is started in a situation in which the advance information is transmitted and the condition for transmitting the second information is met in the winning game, the predetermined presentation can be executed in the predetermined situation.
[0171] (i) A gaming machine capable of transmitting information executed in connection with the acquisition of gaming media or information executed in connection with a winning game, the gaming machine comprising an information transmitting means for transmitting the information, the information includes first information and second information having different transmission conditions from the first information, the first information and the second information are each transmitted at least either during a winning game or after the winning game ends, the timing at which the first information is transmitted is earlier than the timing at which the second information is transmitted, if power to the gaming machine is cut off during the transmission of the first information and the power is subsequently restored, the first information is not retransmitted, but if power to the gaming machine is cut off during the transmission of the second information and the power is subsequently restored, the second information is retransmitted, and some functions of the gaming machine can continue after the second information is transmitted.
[0172] (j) A gaming machine capable of transmitting information executed in relation to the acquisition of gaming media or information executed in relation to a winning game, the gaming machine comprising an information transmitting means for transmitting the information, the information includes first information and second information having a different condition for transmitting the first information, the first information and the second information are each transmitted at least either during a winning game or after the end of the winning game, the timing at which the first information is transmitted is earlier than the timing at which the second information is transmitted, if power to the gaming machine is cut off during the transmission of the first information and the power is subsequently restored, the first information is not retransmitted, but if power to the gaming machine is cut off during the transmission of the second information and the power is subsequently restored, the second information is retransmitted, and the timing at which the second information is transmitted after the condition for transmitting the second information is fulfilled varies depending on whether the condition for transmitting the second information is fulfilled during the winning game or at a time other than during the winning game.
[0173] (k) A gaming machine capable of transmitting information related to the acquisition of gaming media, the gaming machine comprising an information transmitting means for transmitting the information, the information including first information and second information having different conditions for transmitting the first information, the first information and the second information being transmitted at least either during a winning game or after the winning game has ended, the timing at which the first information is transmitted is earlier than the timing at which the second information is transmitted, if power to the gaming machine is cut off during the transmission of the first information and the power is subsequently restored, the first information is not retransmitted, but if power to the gaming machine is cut off during the transmission of the second information and the power is subsequently restored, the second information is retransmitted, and the second information is transmitted regardless of the game state or presentation mode at the time the conditions for transmitting the second information are established.
[0174] (O) A gaming machine which can be controlled to an unprogressable state (stop of game) in which game play cannot proceed, and which can award a winning game if a winning prize is won; the gaming machine is equipped with a means for controlling the gaming machine to the unprogressable state when a special condition is met, and a means for issuing a warning, and which may be controlled to the unprogressable state after the execution of the warning is started when a special condition is met during a winning game that has been awarded upon winning under circumstances in which a predetermined condition is met. [Explanation of symbols]
[0175] 10... Pachinko game machine 17... Game ball number display device 18... Counting switch, 19... Performance display device 19a... Image display area 50... Launching device 60... Main control board 61... CPU 62... ROM 63... RAM 70... Performance control board 71... CPU 72... ROM 73... RAM 80... Frame control board 81... CPU 82... ROM 83... RAM 84... Control circuit 90... Launching control board 100... Card unit, 110... Hall computer D20... Detection sensor X1, X2... Game ball number, G1 to G4... Information image
Claims
[Claim 1] In a gaming machine capable of transmitting information executed in relation to acquisition of gaming media or information executed in relation to a winning game, An information transmission means for transmitting the information, The information includes first information and second information having a different transmission condition from that of the first information, Each of the first information and the second information is transmitted at least one of a timing during a winning game or a timing after a winning game ends, The first information can be controlled to be transmitted at an earlier timing than the second information, When power to the gaming machine is cut off during transmission of the first information and the power is subsequently restored, the first information is not retransmitted, but when power to the gaming machine is cut off during transmission of the second information and the power is subsequently restored, the second information is retransmitted; The second information is transmitted regardless of the game state or presentation mode at the time when the condition for transmitting the second information is established, Prior information is transmitted before the transmission of the second information, and even if a condition for transmitting the second information is established during the winning game, the second information is not transmitted during the winning game, and advance notice information that allows the player to recognize that the condition has been established is transmitted, and the second information is transmitted after the winning game ends. The first information is transmitted at least one of the following timings: during a winning game or after the winning game ends when a power supply to the gaming machine is cut off during the execution of a winning game and the first information is not transmitted, and after the power supply is restored and the game is resumed; A gaming machine characterized in that the second information is not transmitted during the winning game or after the winning game ends when power to the gaming machine is cut off during the winning game and after power is restored and the game is resumed.
Citation Information
Patent Citations
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