Gaming Machines
The gaming machine addresses the challenge of reliably managing and communicating game ball data by incorporating a dual control system for managing game ball data and ensuring reliable communication with external devices, even in abnormal communication states.
Patent Information
- Application Number
- JP2022115700
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-20
- Publication Date
- 2025-05-22
- Estimated Expiration
- 2042-07-20
AI Technical Summary
Gaming machines that circulate gaming balls internally face challenges in reliably managing and communicating the number of balls, especially when the communication state with external devices is not normal.
A gaming machine equipped with a first control means for game control and a second control means for communication, capable of managing game ball data, transmitting information to an external device, and receiving information regarding lent game balls, ensuring reliable communication even when the communication state is not normal.
The solution enables reliable communication with external devices, ensuring accurate management and tracking of game balls, which enhances the overall gaming experience and operational efficiency.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, in gaming machines, such as pachinko gaming machines, gaming balls supplied from a supply device are launched by a launching device, and when the gaming balls flowing down the gaming area enter a winning hole, prize balls are paid out (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-57751 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in gaming machines that circulate gaming balls internally, the number of gaming balls can be stored as data, and games can be played based on that data. The gaming machine counts the number of gaming balls depending on whether the player has more or less balls. The number of balls that the gaming machine counts can be managed externally by transmitting the information to an external device. In such gaming machines, it is necessary to reliably communicate with the outside. [Means for solving the problem]
[0005] The gaming machine that solves the above problems is a gaming machine capable of managing the number of game balls as data and configured to enable gaming based on the data, and is capable of transmitting, to an external device connectable to the gaming machine, first information regarding the gaming machine and second information corresponding to the number of game balls transferred to the external device, and is capable of receiving third information corresponding to the number of lent game balls transmitted from the external device. In the gaming machine, a first control means having a game control section that executes control regarding the progress of the game, and a second control means capable of communicating bidirectionally with the first control means and having a data storage section that stores the data are provided. The gist is that, even when the first control means and the second control means are in a correct combination and in a normal communication state, an error is made when the communication state of the second information with the external device is not normal.
Effect of the Invention
[0006] According to the present invention, communication with the outside can be performed well.
Brief Description of the Drawings
[0007] [Figure 1] It is a view when a pachinko gaming machine and a management unit are viewed from the front. [Diagram 2] It is a view showing a game board provided in the pachinko gaming machine. [Diagram 3] It is an enlarged view of a counting operation section, a counting notification section, and a second ball number display section provided in the pachinko gaming machine. [Figure 4] It is a schematic view showing a game ball circulation mechanism formed in the pachinko gaming machine. [Diagram 5] It is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 6] It is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 7] It is a timing chart showing a communication example between a game control board and a frame control board. [Figure 8] It is a timing chart showing a communication example between a frame control board and a management unit control board. [Figure 9] FIG. 2 is a diagram showing a combination of a pachinko game machine and a management unit. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment of a pachinko gaming machine will be described below. As shown in Fig. 1, in an island facility (game island), pachinko gaming machines 10, which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are provided adjacent to the pachinko gaming machines 10. The management units 100 are connected to the pachinko gaming machines 10 so as to be able to communicate with each other.
[0009] The management unit 100 will now be described. As shown in FIG. 1, the management unit 100 includes a medium insertion section 101 into which a management medium can be inserted. As an example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of money deposited and the number of game balls owned by the player (hereinafter referred to as the number of balls managed by the unit). The number of balls managed by the unit is data managed by the management unit 100. The management medium may be capable of storing personal information of the player or the remaining amount of payment (prepaid balance). The management unit 100 includes a cash insertion section 102 into which cash can be inserted. The amount deposited into the cash insertion section 102 is added to the remaining amount stored in the management medium. As an example, the cash may be either paper money or coins.
[0010] The management unit 100 includes an operation panel 110. The operation panel 110 includes a ball lending operation section 111, a payout operation section 112, a return operation section 113, a first ball number display section 114, and a balance display section 115. The ball lending operation section 111 is operated when increasing the number of game balls owned by the player (hereinafter referred to as the number of balls managed by the main body) based on the balance stored in the management medium. The number of balls managed by the main body is data managed by the pachinko gaming machine 10. The payout operation section 112 is operated when increasing the number of balls managed by the main body based on the number of balls managed by the unit.
[0011] The return operation section 113 is operated when receiving the return of a management medium inserted in the management unit 100. The first ball number display section 114 displays information (Arabic numerals, for example) that can identify the number of balls managed by the unit. The balance display section 115 displays information (Arabic numerals, for example) that can identify the remaining amount of the payment.
[0012] The management unit 100 includes a management unit control board 120 (hereinafter, referred to as a CU control board). The CU control board 120 includes a CPU 120a, a ROM 120b, and a RAM 120c. The CPU 120a executes a management unit control program to perform a predetermined control. The ROM 120b stores the management unit control program. The RAM 120c stores various information that is rewritten during operation of the management unit 100. For example, the information stored in the RAM 120c includes flags, counters, and timers. The management unit 100 includes a communication terminal 120d that is connected to the pachinko gaming machine 10 so as to be able to communicate bidirectionally.
[0013] The CU control board 120 is connected to the medium insertion unit 101. The CPU 120a is configured to be able to rewrite the memory contents of the management medium inserted in the medium insertion unit 101. The CU control board 120 is connected to the cash insertion unit 102. The CPU 120a is configured to be able to receive a deposit signal transmitted when cash is deposited in the cash insertion unit 102. The deposit signal is a signal capable of identifying the amount deposited in the cash insertion unit 102.
[0014] The CU control board 120 is connected to the operation panel 110. The CPU 120a is configured to be able to receive a ball lending signal transmitted when the ball lending operation unit 111 is operated. The CU control board 120 is configured to be able to receive a payout signal transmitted when the payout operation unit 112 is operated. The CPU 120a is configured to be able to receive a return signal transmitted when the return operation unit 113 is operated. The CPU 120a is configured to be able to control the display contents of the first ball number display unit 114. The CPU 120a is configured to be able to control the display contents of the remaining amount display unit 115.
[0015] The CU control board 120 is connected to the pachinko gaming machine 10 via the communication terminal 120d. The CPU 120a is configured to be able to receive various control signals (control information) transmitted by the pachinko gaming machine 10. The CPU 120a is configured to be able to transmit various control signals (control information) to the pachinko gaming machine 10. The management unit 100 transmits a connection signal from the communication terminal 120d to the pachinko gaming machine 10. The connection signal may be a command or a message generated by the CU control board 120 (CPU 120a), or may be a signal generated by a transmission circuit (e.g., a power supply circuit) different from the CPU 120a.
[0016] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external management device prepared separately from the pachinko game machine 10 and the management unit 100. As an example, the external management device is installed in the gaming facility. As an example, the external management device (not shown) is a hall computer installed in the gaming facility. As an example, the external management 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 management unit 100 are connected so as to be able to communicate in both directions.
[0017] The process performed by the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a reads out the remaining amount and the number of balls managed on the unit side stored in the management medium, and stores them in the RAM 120c. Then, when a management medium is inserted, the CPU 120a performs the process described below.
[0018] When the CPU 120a receives a deposit signal from the cash deposit unit 102, it adds the deposit amount that can be determined from the deposit signal to the remaining balance. When the remaining balance is not 0 and the CPU 120a receives a ball lending signal from the ball lending operation unit 111, it subtracts a specified amount from the remaining balance and stores lending information that can determine the lending of the number of game balls corresponding to the specified amount in the RAM 120c. Note that when the remaining balance is 0, the CPU 120a does not store the lending information in the RAM 120c even if it receives a ball lending signal.
[0019] When the number of balls managed on the unit side is 1 or more, upon receiving a payout signal from the payout operation unit 112, the CPU 120a subtracts a predetermined number from the number of balls managed on the unit side and stores in the RAM 120c loan information capable of identifying the loan of the predetermined number of game balls. Note that when the number of balls managed on the unit side is 0, the CPU 120a does not store in the RAM 120c even if it receives a payout signal. In this way, the loan information is capable of identifying the number of loaned balls.
[0020] When the CPU 120a receives the counting information from the pachinko gaming machine 10, it adds the number of game balls that can be identified from the counting information to the number of balls managed by the unit. As will be described in detail later, the counting information is information that can identify the number of balls held that will be transferred from the pachinko gaming machine 10 to the management unit 100. The counting information is periodically transmitted from the pachinko gaming machine 10, and is 0 unless a counting operation unit 18, which will be described later, is operated in the pachinko gaming machine 10. In other words, even if the CPU 120a receives the counting information from the pachinko gaming machine 10, there are cases where it does not add the number of balls managed by the unit. When the CPU 120a transmits the lending information to the pachinko gaming machine 10, it initializes the lending information stored in the RAM 120c to 0.
[0021] CPU 120a controls first ball count display unit 114 to display information that can identify the unit side managed ball count at any given time. The unit side managed ball count is displayed in real time on first ball count display unit 114. CPU 120a controls remaining amount display unit 115 to display information that can identify the remaining amount at any given time. The remaining amount is displayed in real time on remaining amount display unit 115. When CPU 120a receives a return signal from return operation unit 113, it stores the remaining amount and unit side managed ball count stored in RAM 120c in the managed medium, and initializes the remaining amount and unit managed ball count stored in RAM 120c. CPU 120a controls medium insertion unit 101 so that the managed medium is ejected from medium insertion unit 101.
[0022] The pachinko gaming machine 10 will be described. As shown in Figures 1 and 2, the pachinko gaming machine 10 is an enclosed type gaming machine in which a set number of gaming balls are enclosed inside the machine. The pachinko gaming machine 10 is configured so that the gaming balls enclosed inside the machine circulate inside the machine. The gaming balls may be either magnetic or non-magnetic. The pachinko gaming machine 10 does not have a storage section for storing the gaming balls. In principle, the pachinko gaming machine 10 is structured so that the player cannot touch the gaming balls.
[0023] The pachinko game machine 10 electromagnetically manages the number of balls managed by the main body based on the number of lent balls, the number of acquired balls, the number of shot balls, and the number of returned balls. The number of lent balls is the number of game balls lent to the player. The number of acquired balls is the number of game balls acquired by the player. The number of shot balls is the number of game balls shot by the player. The number of shot balls can also be said to be the number of game balls supplied from the supply unit 61 to the shot unit 65, which will be described later. The number of returned balls is the number of game balls shot by the player that do not reach the game area 20a, which will be described later. The number of returned balls can also be said to be the number of game balls shot from the shot unit 65 toward the game area 20a that do not reach the game area 20a. The returned balls are so-called "foul balls."
[0024] The pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine body 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 pachinko gaming machine 10 includes a locking device (not shown) that locks the frames 11b and 11c. The pachinko gaming machine 10 is configured such that the frames 11b and 11c cannot be opened from the outer frame 11a unless they are unlocked using a key that fits the locking device.
[0025] The pachinko gaming machine 10 includes an annunciation sound unit 12, an example of which is a speaker. The annunciation sound unit 12 is disposed on the front side of the mounting frame 11b. The annunciation sound unit 12 can execute a performance that outputs a predetermined sound (hereinafter referred to as an audio performance) and an announcement that outputs a predetermined sound (hereinafter referred to as an audio announcement). For example, the predetermined sound is a piece of music, a sound effect, a human voice reading a predetermined character string, etc. The pachinko gaming machine 10 includes an annunciation sound unit 13, an example of which is a speaker. The annunciation sound unit 13 can execute an audio announcement. As an example, the annunciation sound unit 12 and the annunciation sound unit 13 are disposed in the mounting frame 11b.
[0026] The pachinko gaming machine 10 includes an alert light-emitting unit 14. The alert light-emitting unit 14 can perform effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing an illuminant (not shown), such as an LED. The alert light-emitting unit 14 can perform notifications (hereinafter referred to as light-emitting notifications) by turning on, blinking, and extinguishing an illuminant (not shown). As an example, the alert light-emitting unit 14 is disposed in the mounting frame 11b. The alert light-emitting unit 14 may also be disposed in the game board 20, which will be described later.
[0027] The pachinko gaming machine 10 includes a firing operation unit 15 that can be operated to fire gaming balls. The firing operation unit 15 is disposed on the front side of the mounting frame 11b. The pachinko gaming machine 10 is configured to shoot gaming balls with a firing strength according to the operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever 15a that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 5).
[0028] The touch sensor D01 is connected to a conductive ring 15b arranged to surround the side of the firing operation unit 15. The touch sensor D01 transmits a touch signal when the player holds the firing operation unit 15 and the player's fingers touch the conductive ring 15b. The touch signal is in an ON state when the player's fingers are touching the conductive ring 15b, and is in an OFF state when the player's fingers are not touching the conductive ring 15b.
[0029] The firing stop switch D02 transmits a stop signal when the firing stop button 15c protruding from the side of the firing operation unit 15 is pressed. The stop signal is turned on when the firing stop button 15c is operated, and is turned off when the button is not operated. When the handle lever 15a is rotated, the handle volume D03 transmits a volume signal with a voltage corresponding to the amount of rotation.
[0030] The pachinko gaming machine 10 includes a performance operation unit 16. The performance operation unit 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. As shown in Fig. 1 and Fig. 3, the pachinko game machine 10 includes a second ball number display unit 17 that displays information that can identify the number of balls managed by the main body. As an example, the second ball number display unit 17 is configured with multiple (e.g., six) seven-segment displays arranged, and can display multiple (e.g., six-digit) numbers. The second ball number display unit 17 can execute a predetermined notification by displaying predetermined characters and numbers.
[0031] The pachinko gaming machine 10 includes a counting operation unit 18. The counting operation unit 18 is mainly operated when the player ends the game on the pachinko gaming machine 10. The counting operation unit 18 allows a counting operation using the counting operation unit 18 when the counting operation unit 18 is in a predetermined countable state. The counting operation unit 18 transmits a counting signal when a push operation is performed. The pachinko gaming machine 10 includes a counting notification unit 18a. The counting notification unit 18a notifies whether or not the counting state is available. As an example, the performance operation unit 16, the second ball number display unit 17, the counting operation unit 18, and the counting notification unit 18a are disposed on the front side of the mounting frame 11b.
[0032] As shown in FIG. 2, the pachinko game machine 10 includes a game board 20. The game board 20 is attached to a mounting frame 11b. A game area 20a having a substantially circular shape in a front view is defined on the front of the game board 20. A display window 20b is formed in the approximate center of the game area 20a. A shot passage 20c is formed on the left side of the game area 20a, which guides game balls shot by operating the shot operation unit 15 to the game area 20a. The game area 20a and the shot passage 20c are covered by protective glass (not shown) of a protective frame 11c.
[0033] The game board 20 is equipped with an information display device 21 that displays various information. The information display device 21 includes a first special symbol display section 21a, a second special symbol display section 21b, a first reserved display section 21c, a second reserved display section 21d, a normal symbol display section 21e, and a normal reserved display section 21f. As an example, the multiple display sections 21a to 21f are arranged together in a portion visible to the player, but this is not limited thereto, and some or all of them may be arranged in different portions.
[0034] The first special symbol display unit 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 unit 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 symbol includes a big win symbol and a losing symbol. The special symbol may include a small win symbol. In the pachinko game machine 10, when a big win is won in the lottery for a winning special symbol, a big win symbol is displayed in a stationary manner in a special game, and a big win game is awarded after the special game for the big win is finished. The big win game will be described later.
[0035] The first hold display unit 21c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 21d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).
[0036] The normal symbol display unit 21e can execute a normal game in which a predetermined symbol is variably displayed and finally a normal symbol is stopped and displayed. 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 a normal winning symbol and a normal losing symbol. In the pachinko game machine 10, when a normal winning symbol is won in the lottery for a winning normal symbol, the normal winning symbol is stopped and displayed in the normal game, and a normal winning game is awarded after the end of the normal game.
[0037] The regular hold display unit 21f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 21 may include a right hit display unit that displays information instructing a right hit and a round display unit that notifies the upper limit number of rounds.
[0038] The pachinko gaming machine 10 includes an annunciation display unit 19. The annunciation display unit 19 has an image display area 19a capable of displaying an image. The annunciation display unit 19 is attached to the game board 20 so that the image display area 19a can be viewed through a display window 20b. For example, the annunciation display unit 19 is a liquid crystal device. The annunciation display unit 19 can execute a performance (hereinafter referred to as a display performance) that displays a predetermined image. For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, and a symbol. The annunciation display unit 19 can execute an announcement (hereinafter referred to as a display announcement) that displays a predetermined image.
[0039] The alert sound unit 12, the alert light-emitting unit 14, and the alert display unit 19 are all alert means capable of issuing alerts, and constitute an alert device ES consisting of multiple alert means. The alert means included in the alert device ES are not limited to the alert sound unit 12, the alert light-emitting unit 14, and the alert display unit 19, and may be configured to omit some of these alert means. In addition to these alert means, or instead of one or more of them that can be selected arbitrarily, the alert device ES may be provided with an alert movable unit that executes movable alert, or an alert vibration unit that executes vibration alert.
[0040] For example, the display effects in the notification display unit 19 include an effect pattern change game (hereinafter referred to as an effect game) using multiple rows of effect patterns (decorative patterns). In the effect game, multiple rows of effect patterns are displayed in a variable manner, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is displayed in a stopped manner. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, the effect game is performed by displaying (scrolling) the effect patterns of the left pattern row, the center pattern row, and the right pattern row in a variable manner in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. The effect game is started together with the special game and is ended together with the special game. In the effect game, a pattern combination according to the special pattern displayed in a stopped manner in the special game is displayed in a stopped manner. When a jackpot pattern is displayed in a stopped manner in the special game, a jackpot pattern combination is displayed in a stopped manner in the effect game. When a losing symbol is stopped and displayed in the special game, a losing symbol combination is stopped and displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as a "variable game."
[0041] The game board 20 is formed with a plurality of winning holes into which game balls can enter. The plurality of winning holes open into the game area 20a. The plurality of winning holes include a first start hole 23A, a second start hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes.
[0042] The first start hole 23A is a winning hole through which a game ball is inserted to satisfy the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start hole 23A is located below the notification display unit 19. The first start hole 23A is always open so that game balls can be inserted. The game board 20 is equipped with a first start sensor D11 that detects a game ball that has entered the first start hole 23A (see FIG. 6).
[0043] The second start opening 23B is a winning opening through which a game ball is inserted to establish the conditions for granting a prize ball and the reservation conditions for the second special game. As an example, the second start opening 23B is located to the right of the first start opening 23A. The second start opening 23B is provided with a normal opening and closing piece 23Ba, which is, for example, in the form of a door. The second start opening 23B is closed so that a game ball cannot be inserted when a normal winning game is not awarded. The second start opening 23B is opened so that a game ball can be inserted when a normal winning game is awarded. The second start opening 23B may be closed so that a game ball is difficult to insert when a normal winning game is not awarded, compared to when a normal winning game is awarded, and may be opened so that a game ball is easy to insert when a normal winning game is awarded, compared to when a normal winning game is not awarded. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second start hole 23B (see FIG. 6). The game board 20 is also provided with a second start sensor D12 that detects a game ball that has entered the second start hole 23B (see FIG. 6). The normal opening / closing piece 23Ba is a so-called "normal electric device."
[0044] The big prize opening 23C is an opening through which the game balls enter in order to establish the conditions for awarding the prize balls. As an example, the big prize opening 23C is located at the lower right of the notification display unit 19. The big prize opening 23C is provided with a special opening / closing piece 23Ca, which is, for example, in the form of a door. When a big prize game is not awarded, the big prize opening 23C is closed so that the game balls cannot enter. When a big prize game is awarded, the big prize opening 23C is opened so that the game balls can enter. The game board 20 is provided with a special solenoid SL2 as a means for opening the big prize opening 23C (see FIG. 6). The game board 20 is also provided with a count sensor D13 for detecting the game balls that enter the big prize opening 23C (see FIG. 6).
[0045] The normal winning opening 23D is a winning opening through which a game ball is inserted to satisfy the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the notification display unit 19 and at the lower right of the notification display unit 19. The normal winning opening 23D is always open so that a game ball can be inserted. The game board 20 is equipped with a normal sensor D14 that detects a game ball that has entered the normal winning opening 23D (see FIG. 6).
[0046] The game board 20 includes a gate 24. As an example, the gate 24 is in the right area of the game area 20a, above the second start opening 23B and the big prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter the gate. The gate 24 has a gate sensor D15 that detects game balls that have entered the gate opening 24a (see FIG. 6). The gate 24 is a ball entry opening through which game balls are allowed to enter in order to establish the starting conditions for a normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.
[0047] The game board 20 is formed with an outlet 25. As an example, the outlet 25 opens at the bottom of the game area 20a. When a game ball does not enter any of the first start opening 23A, the second start opening 23B, the big winning opening 23C, and the normal winning opening 23D, the game ball enters the outlet 25. The multiple winning openings and the outlet 25 can be understood as discharge openings for discharging game balls from the game area 20a, or as recovery openings for recovering game balls from the game area 20a. When a game ball enters the multiple winning openings or the outlet 25, it is discharged from the game board 20. Hereinafter, a game ball discharged from the game board 20 through the multiple winning openings or the outlet 25 may be referred to as an out ball.
[0048] The game board 20 is equipped with a radio wave sensor D19 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 6). The game board 20 may be equipped with one or more radio wave sensors D19. As an example, abnormal radio waves may have a predetermined effect on detection by various sensors and switches, such as causing false detection by various sensors and switches. As an example, abnormal radio waves may have a predetermined effect on communication, such as causing a failure in communication between two different devices. When the radio wave sensor D19 detects abnormal radio waves, it transmits a radio wave detection signal.
[0049] The radio wave sensor D19 can detect radio waves that can have a predetermined effect on the detection by the first activation sensor D11. The radio wave sensor D19 can detect radio waves that can have a predetermined effect on the detection by the second activation sensor D12. The radio wave sensor D19 can detect radio waves that can have a predetermined effect on the detection by the count sensor D13. As an example, the radio wave sensor D19 is provided in a portion adjacent to or close to the first activation sensor D11, the second activation sensor D12, or the count sensor D13. That is, the radio wave sensor D19 is provided in the vicinity of the first activation sensor D11, the second activation sensor D12, or the count sensor D13. The radio wave sensor D19 may be able to detect radio waves that can have a predetermined effect on the detection by the normal sensor D14 and the gate sensor D15. In addition, the radio wave sensor D19 can detect radio waves that can have a predetermined effect on the communication performed between a plurality of different devices. For example, the radio wave sensor D19 can detect radio waves that can have a predetermined effect on the communication between the game control board 80 and the frame control board 82 described later. The pachinko gaming machine 10 does not include a magnetic sensor that detects magnetism having a predetermined intensity as abnormal magnetism. Not limited to this, the pachinko gaming machine 10 may be configured to include a magnetic sensor on one or both of the mounting frame 11b and the game board 20 and be able to detect the approach of a magnet.
[0050] The mounting frame 11b includes a first door opening switch D17 that detects that the protection frame 11c has been opened with respect to the mounting frame 11b (see FIG. 5). The first door opening switch D17 transmits a first door opening signal when it detects the opening of the protection frame 11c. The mounting frame 11b includes a second door opening switch D18 that detects that the mounting frame 11b has been opened with respect to the outer frame 11a (see FIG. 5). The second door opening switch D18 transmits a second door opening signal when it detects the opening of the mounting frame 11b.
[0051] The player can adjust the shooting strength of the game ball by operating the shooting operation unit 15. In other words, the player can shoot the game ball into either the left area to the left of the display window 20b or the right area to the right of the display window 20b. When the game ball flows down the right area, it may enter the second start opening 23B, the big prize opening 23C, the normal prize opening 23D, or the gate 24. When the game ball flows down the left area, it may enter the first start opening 23A or the normal prize opening 23D.
[0052] The frame 11 (mounting frame 11b) is provided with a distribution mechanism 29 for game balls. As shown in FIG. 4, the distribution mechanism 29 includes a collection mechanism 30, a circulation mechanism 50, and a launch mechanism 60. The collection mechanism 30 is formed in the mounting frame 11b. The collection mechanism 30 guides game balls discharged from the game board 20 (game area 20a) to the circulation mechanism 50. The collection mechanism 30 is configured by combining passages that extend downward or passages that incline downward. When a game ball is received by the collection mechanism 30 from the game board 20, it can reach the circulation mechanism 50 by flowing down the passages that constitute the collection mechanism 30.
[0053] The circulation mechanism 50 is formed in the mounting frame 11b. The circulation mechanism 50 transports the game balls received from the recovery mechanism 30 in a predetermined direction. As an example, the circulation mechanism 50 lifts the game balls. The launching mechanism 60 is formed in the mounting frame 11b. When the game balls are transported by the circulation mechanism 50, they are received by the launching mechanism 60. The launching mechanism 60 can launch the game balls transported by the circulation mechanism 50 toward the game area 20a.
[0054] The flow of game balls in the circulation mechanism 29 will be described. Assume that the game balls are launched by the launching mechanism 60. The game balls can reach the game area 20a. When the game balls reach the game area 20a, they enter a plurality of winning holes or the out hole 25. The game balls are discharged from a discharge port (not shown) formed in the game board 20 to the recovery mechanism 30. The game balls reach the circulation mechanism 50 through the recovery mechanism 30. The game balls are conveyed by the circulation mechanism 50. The game balls return to the launching mechanism 60. Hereinafter, each mechanism will be described in detail.
[0055] The recovery mechanism 30 will be described in detail. One or more winning ball inlets 30a, one or more non-winning ball inlets 30b, and one or more far ball inlets 30c are formed in the mounting frame 11b. The winning ball inlet 30a is formed below the discharge port that discharges the game balls that have entered a plurality of winning holes among the discharge ports (not shown) formed at the lower end of the game board 20. The winning ball inlet 30a receives the game balls discharged from the game board 20 through a plurality of winning holes. The non-winning ball inlet 30b is formed below the discharge port that discharges the game balls that have entered the out hole 25 among the discharge ports (not shown) formed at the lower end of the game board 20. The non-winning ball inlet 30b receives the game balls discharged from the game board 20 through the out hole 25. The far ball inlet 30c is formed below the hitting passage 20c. The far ball inlet 30c receives the game balls (hereinafter referred to as return balls) that fall from the hitting passage 20c. The return balls are the game balls that were launched by the launching mechanism 60 but did not reach the game area 20a.
[0056] A winning passage 31 connected to the winning ball inlet 30a, a non-winning passage 32 connected to the non-winning ball inlet 30b, and a far passage 33 connected to the far ball inlet 30c are formed in the mounting frame 11b. The winning passage 31 and the non-winning passage 32 merge at the first merging portion 34. A merging passage 35 connected to the first merging portion 34 is formed in the mounting frame 11b. The merging passage 35 and the far passage 33 merge at the second merging portion 36. A supply passage 37 connecting the second merging portion 36 and the circulation mechanism 50 is formed in the mounting frame 11b.
[0057] The mounting frame 11b is equipped with a foul sensor D21 that detects a game ball (return ball) passing through the foul passage 33. The foul sensor D21 is provided in the foul passage 33 or a portion adjacent to the foul passage 33. When the foul sensor D21 detects a game ball, it transmits a foul signal. The foul signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.
[0058] The mounting frame 11b is equipped with a winning passage count sensor D25 that detects a gaming ball passing through the winning passage 31. The winning passage count sensor D25 is provided on the winning passage 31 or a portion adjacent to the winning passage 31. When the winning passage count sensor D25 detects a gaming ball, it transmits a winning passage signal. The winning passage signal is turned on when a gaming ball is detected, and is turned off when a gaming ball is not detected.
[0059] The mounting frame 11b is equipped with a non-winning passage count sensor D26 that detects gaming balls passing through the non-winning passage 32. The non-winning passage count sensor D26 is provided on the non-winning passage 32 or a portion adjacent to the non-winning passage 32. The non-winning passage count sensor D26 transmits a non-winning passage signal when it detects a gaming ball. The non-winning passage signal is turned on when a gaming ball is detected and turned off when a gaming ball is not detected.
[0060] The mounting frame 11b is equipped with an out sensor D30 that detects a game ball (valid ball) passing through the junction passage 35. A valid ball is a game ball that has reached the game area 20a among the game balls launched from the launching section 65. The out sensor D30 is provided on the junction passage 35 or a portion adjacent to the junction passage 35. The out sensor D30 transmits an out signal when it detects a game ball. The out signal is in an on state when a game ball is detected and is in an off state when a game ball is not detected. The out sensor D30 can also be said to detect out balls.
[0061] The mounting frame 11b is equipped with a ball jamming monitoring sensor D27 that detects game balls passing through the supply passage 37. The ball jamming monitoring sensor D27 is provided in the supply passage 37 or a portion adjacent to the supply passage 37. When the ball jamming monitoring sensor D27 detects a game ball, it transmits a ball jamming detection signal. The ball jamming detection signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.
[0062] The circulation mechanism 50 will now be described in detail. The circulation mechanism 50 includes a transport unit 52 that transports the game balls received from the collection mechanism 30. As an example, the transport unit 52 includes a transport passage extending along a predetermined direction, a screw housed in the transport passage, and a transport motor 52a that rotates the screw. The screw is rotated by the transport motor 52a, so that the game balls are transported in a predetermined direction in the transport passage. The transport motor 52a transports the game balls collected from the game area 20a. Without being limited thereto, the transport unit 52 may be a belt extending along a predetermined direction, or a pressure-feed motor that pressure-feeds the game balls in a predetermined direction. The predetermined direction may be an upward direction, or a direction that inclines upward.
[0063] The circulation mechanism 50 is equipped with a transport inlet sensor D28 that detects game balls received from the supply passage 37 at the inlet of the transport section 52. The transport inlet sensor D28 is provided at the inlet of the transport section 52 or a portion adjacent to the inlet. The transport inlet sensor D28 transmits a transport inlet signal when it detects a game ball. The transport inlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.
[0064] The circulation mechanism 50 is provided with a transport outlet sensor D29 at the outlet of the transport unit 52, which detects game balls transported by the transport unit 52. The transport outlet sensor D29 is provided at the outlet of the transport unit 52 or a portion adjacent to the outlet. The transport outlet sensor D29 transmits a transport outlet signal when it detects a game ball. The transport outlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.
[0065] The firing mechanism 60 will now be described in detail. The launching mechanism 60 includes a supply unit 61 and a launching unit 65. The supply unit 61 supplies the game balls transported by the transport unit 52 to the launching unit 65 by cutting them out one by one. In other words, the supply unit 61 supplies the game balls collected from the game area 20a by the collection unit to the launching unit 65. The launching unit 65 launches the supplied game balls toward the game area 20a.
[0066] The supply unit 61 includes a supply inlet sensor D22 that detects game balls received in the inlet-side passage 62a on the inlet side of the supply unit 61. The supply inlet sensor D22 is provided in the inlet-side passage 62a or a portion adjacent to the inlet-side passage 62a. The supply inlet sensor D22 transmits a supply inlet signal when it detects a game ball. The supply inlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.
[0067] The supply unit 61 includes a supply outlet sensor D23 that detects game balls discharged to the outlet-side passage 62b on the outlet side of the supply unit 61. The supply outlet sensor D23 is provided in the outlet-side passage 62b or a portion adjacent to the outlet-side passage 62b. The supply outlet sensor D23 transmits a supply outlet signal when it detects a game ball. The supply outlet signal is turned on when a game ball is detected, and is turned off when a game ball is not detected.
[0068] As shown in FIG. 4, the distribution mechanism 29 includes a maintenance unit 55 . As an example, the maintenance unit 55 is formed in the mounting frame 11b. As an example, the maintenance unit 55 is provided in the circulation mechanism 50. The maintenance unit 55 is configured to be able to polish the game balls by bringing the polishing member into contact with the game balls as an example of maintenance. The polishing member may be a circular belt or a winding belt. After the game balls are detected by the transport inlet sensor D28, the maintenance unit 55 performs a predetermined maintenance. After the maintenance is performed, the game balls are transported by the transport unit 52. As an example, the maintenance unit 55 may be configured as a unit in which the polishing member and a mechanism for driving the polishing member are integrated. In this case, the maintenance unit 55 may be assembled to the mounting frame 11b so as to be replaceable as a unit.
[0069] The electrical configuration of the pachinko gaming machine 10 will be described. 5, the pachinko gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board (main control board) 80, a performance control board (sub-control board) 81, a frame control board 82, and a launch control board 83. The plurality of control boards are provided in positions that cannot be accessed or seen unless a locking device (not shown) is unlocked to open the mounting frame 11b.
[0070] The game control board 80 and the performance control board 81 are connected to enable one-way communication from the game control board 80 to the performance control board 81. The game control board 80 executes a predetermined control and transmits control information to the performance control board 81. For example, the control information is a signal, a command, or a message. The performance control board 81 executes a predetermined control based on the control information received from the game control board 80. The game control board 80 and the frame control board 82 are connected to enable two-way communication. The game control board 80 executes a predetermined control and transmits control information to the frame control board 82. The frame control board 82 executes a predetermined control and transmits control information to the game control board 80. The frame control board 82 and the launch control board 83 are connected to enable two-way communication. The frame control board 82 executes a predetermined control and transmits control information to the launch control board 83. The launch control board 83 transmits control information to the frame control board 82.
[0071] The frame control board 82 of the pachinko gaming machine 10 and the CU control board 120 of the management unit 100 are connected to each other so as to be able to communicate in both directions via a connection terminal board 98 provided in the pachinko gaming machine 10. The frame control board 82 executes a predetermined control and transmits control information to the CU control board 120. The CU control board 120 executes a predetermined control and transmits control information to the frame control board 82.
[0072] The pachinko gaming machine 10 is provided with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 63b, the launch solenoid 66a, various sensors, and switches. The power supply unit 99 is provided with a main switch 99a. The pachinko gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 with the main switch 99a in the on state, or by turning on the main switch 99a while power is being supplied.
[0073] The game control board 80 will now be described in detail. As shown in Fig. 6, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, a random number generating circuit 80d, a backup power supply 80e, and a backup circuit 80f. The CPU 80a executes a main control program in the game control board 80 to control the progress of the game. First control means The ROM 80b is an example of a game control unit that executes control regarding the progress of the game, and the CPU 80a of the game control board 80 is an example of a game control unit that executes control regarding the progress of the game. The ROM 80b stores a main control program, a judgment value used for various judgments and lotteries, and a table. The ROM 80b 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 is a variation content in which a big win pattern combination is stopped and displayed after a reach performance. The performance game based on the miss variation pattern is a variation content in which a miss pattern combination is stopped and displayed after a reach performance or without a reach performance. The ROM 80b stores start-up information including a board-side matching code. The board-side matching code and start-up information will be described later. The board-side matching code stored in the ROM 80b of the game control board 80 is an example of the second specific information.
[0074] The RAM 80c stores various information that is rewritten according to the processing results of the CPU 80a. For example, the information stored in the RAM 80c is a flag, a counter, a timer, etc. The random number generating circuit 80d generates a hardware random number. The game control board 80 may be configured to be able to generate a software random number by the random number generating process by the CPU 80a.
[0075] The backup power supply 80e supplies backup power to the RAM 80c even when the external power supply is interrupted. In the following description, the interruption of the external power supply may be referred to as a power failure. By receiving backup power from the backup power supply 80e, the RAM 80c can retain the stored content in the RAM 80c even after a power failure. That is, the pachinko gaming machine 10 is equipped with a backup function. Not limited to this, the RAM 80c may be able to retain information even after a power failure because it is a non-volatile memory that can retain the stored content even when the power supply is stopped.
[0076] As an example, the backup power supply 80e is a power storage device that stores electricity by an external power supply. Among the information stored in the RAM 80c, there is information to be backed up. As an example, the information that can be stored in the RAM 80c and is subject to backup includes main information. The main information is information related to the progress of the game. As an example, the main information includes information related to the jackpot state (including the number of rounds of the round game), information related to the game state, information related to the number of holds, information related to the normal symbol and the special symbol, information related to errors, and the quantitative arrival flag described later. The RAM 80c is an example of a game memory unit that can store information related to the progress of the game and can retain some of the stored information even after the power supply of the pachinko gaming machine 10 is interrupted.
[0077] When the power supply voltage supplied from the power supply unit 99 via the frame control board 82 drops below the specified voltage, the backup circuit 80f transmits a power failure detection signal to the CPU 80a. The game control board 80 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 by communication lines. The CPU 80a can receive detection signals transmitted by each of the sensors D11 to D15 when they detect a game ball. The game control board 80 is connected to the radio wave sensor D19 by a communication line. The CPU 80a can receive radio wave detection signals from the radio wave sensor D19. The game control board 80 is provided with a connector (not shown) that connects the communication lines connected to each of these sensors to the game control board 80. Each sensor is energized by being connected to the game control board 80 by a communication line. Each sensor is not energized unless it is connected to the game control board 80 by a communication line. The CPU 80a can detect whether each sensor is energized or not. This allows the CPU 80a to identify whether the communication lines connecting the game control board 80 and each sensor are disconnected or not. The game control board 80 is connected to each of the display units 21a to 21f. The CPU 80a can control the display contents of each of the display units 21a to 21f. The game control board 80 is connected to each of the solenoids SL1, SL2. The CPU 80a can control the opening state of the second start opening 23B and the special winning opening 23C by controlling the operation of each of the solenoids SL1, SL2.
[0078] The performance control board 81 will now be described in detail. The performance control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes a sub-control program to perform processing related to the performance. The ROM 81b stores the sub-control program and a judgment value used for a predetermined lottery. The ROM 81b stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, and audio performance data used for audio performance. The ROM 81b also stores display notification data used for display notification, light-emitting notification data used for light-emitting notification, and audio notification data used for audio notification. The RAM 81c stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 81c includes a flag, a counter, and a timer. The performance control board 81 is configured to be able to generate software random numbers by random number generation processing by the CPU 81a. The performance control board 81 may include a random number generation circuit 80d and be able to generate hardware random numbers.
[0079] The performance control board 81 is connected to the notification display unit 19. The CPU 81a is capable of controlling the display contents of the notification display unit 19. The performance control board 81 is connected to the notification sound unit 12. The CPU 81a is capable of controlling the output contents of the notification sound unit 12. The performance control board 81 is connected to the notification light-emitting unit 14. The CPU 81a is capable of controlling the light-emitting mode of the notification light-emitting unit 14. In this way, the notification display unit 19, the notification sound unit 12, and the notification light-emitting unit 14 are controlled by the performance control board 81 (CPU 81a).
[0080] The frame control board 82 will now be described in detail. As shown in FIG. 5, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error reset switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program in the frame control board 82 to perform processing related to the operation of the mounted components of the mounting frame 11b. The ROM 82b stores the frame control program and the like. The ROM 82b stores a frame side matching code. The frame side matching code will be described later. The frame control board 82 includes: Second control means The ROM 82b of the frame control board 82 is an example of a data storage unit, and the frame side verification code stored in the ROM 82b is an example of the first specific information. The RAM 82c stores various information that is rewritten during the operation of the pachinko gaming machine 10. For example, the information stored in the RAM 82c is a flag, a counter, a timer, and the like.
[0081] The performance display monitor 82d, for example, is configured with multiple (e.g., six) seven-segment displays arranged in a row, and is capable of displaying multiple (e.g., six-digit) numbers. The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of valid balls during normal play. Normal play is a game in a low probability, low ball winning rate state, and when no jackpot game is being played. The base value is calculated by the formula "total number of winning balls during normal play ÷ total number of valid balls during normal play × 100".
[0082] The ball removal switch 82e is a switch that is operated to bring about a state in which game balls inside the pachinko gaming machine 10 can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 29. The ball removal switch 82e transmits a ball removal signal when pressed. The ball removal signal is turned on when the ball removal switch 82e is pressed, and is turned off when the ball removal switch 82e is not pressed. The ball removal signal is transmitted to the CPU 82a.
[0083] The error reset switch 82f is a switch that is operated when a specific error (a supply mechanism error, described below as an example) is set and the cause of the error is eliminated to reset the error setting. An error is set when the error is detected. The error reset switch 82f transmits an error reset signal when pressed. The error reset signal is turned on when the error reset switch 82f is pressed, and is turned off when the switch is not pressed. The error reset signal is transmitted to the CPU 82a.
[0084] The game ball clear switch 82g is a switch that is operated when initializing the main body managed ball count information that can identify the main body managed ball count stored as data in the RAM 82c to 0. The game ball clear switch 82g transmits a game ball clear signal when pressed. The game ball clear signal is turned on when the game ball clear switch 82g is pressed, and is turned off when no pressing operation is performed. The game ball clear signal is transmitted to the CPU 82a.
[0085] The RAM clear switch 82h is a switch that is operated when initializing the information stored in the RAM 80c and the information stored in the RAM 82c (hereinafter referred to as RAM clear). The RAM clear switch 82h transmits a RAM clear signal when pressed. The RAM clear signal is turned on when the RAM clear switch 82h is pressed, and is turned off when the switch is not pressed. The RAM clear signal is transmitted to the CPU 82a and also to the game control board 80 (CPU 80a).
[0086] The backup power source 82j supplies backup power to the RAM 82c even when the power supply from the outside is cut off. By receiving backup power from the backup power source 82j, the RAM 82c can retain the contents stored in the RAM 82c at the time of power cut even after the power cut. However, the RAM 82c may be a non-volatile memory that can retain the stored contents even when the power supply is stopped, so that the RAM 82c can retain information even after the power cut.
[0087] As an example, the backup power supply 82j is a power storage device that stores power by power supply from an external source. Even when the power supply from the outside is cut off, the backup power supply 82j supplies backup power to the launch control board 83 (launch control circuit 83a) and the launch solenoid 66a at least until a predetermined time (hereinafter referred to as the supply time) required for the launch control board 83 and the launch solenoid 66a to complete a predetermined operation has elapsed. Note that the supply time is related to the power capacity stored to supply to the launch control board 83 and the launch solenoid 66a, and may be the time required to release the power, or may be a time specified by a predetermined circuit.
[0088] The firing control board 83 (firing control circuit 83a) and the firing solenoid 66a can execute a predetermined operation even after the external power supply is cut off by receiving backup power from the backup power supply 82j. The firing unit 65 is configured to be able to execute n firing operations after the external power supply is cut off, even if the external power supply is cut off during the period when the normal firing operation (firing sequence) is being performed. As an example, n=1, but is not limited thereto, and may be n=2 or n≧3.
[0089] The information stored in the RAM 82c includes information that is the subject of backup. As an example, the information that can be stored in the RAM 82c and is the subject of backup includes information on the number of balls managed by the main unit, game information, and first performance information. The game information is information that is notified from the game control board 80 according to the progress of the game. As an example, the game information includes the occurrence of a start port winning, the occurrence of a normal winning, the occurrence of a big winning port winning in a big winning game, passing through a gate, the determination of a special pattern (the end of a variable game), the occurrence of a big winning, the current game state, and an error code. The error code is information that can identify whether an error has been detected in the pachinko game machine 10 and, if an error has been detected, the type of the error. The error code is an example of special information. The first performance information is information related to a base value and the calculation of the base value. The information related to the calculation of the base value includes the total number of winning balls during a normal game and the total number of effective balls during a normal game.
[0090] The backup circuit 82k transmits a power interruption detection signal to the CPU 82a when the power supply voltage supplied from the power supply unit 99 drops below a specified voltage. The launch permission circuit 82m transmits a signal (hereinafter referred to as a launch permission signal) that can identify that the launch control board 83 is in a launch permission state that allows the launch of game balls. The conditions for transmitting the launch permission signal will be described later.
[0091] The frame control board 82 is connected to the counting operation unit 18. The CPU 82a is configured to be able to receive the counting signal transmitted by the counting operation unit 18. The frame control board 82 is connected to the first door opening switch D17, the second door opening switch D18, the far sensor D21, the supply inlet sensor D22, the supply outlet sensor D23, the winning path count sensor D25, the non-winning path count sensor D26, and the ball jam monitoring sensor D27 by communication lines. Also, the frame control board 82 is connected to the transport inlet sensor D28, the transport outlet sensor D29, and the out sensor D30 by communication lines. The CPU 82a is configured to be able to receive the first door opening signal, the second door opening signal, the far signal, the supply inlet signal, the supply outlet signal, the winning path signal, the non-winning path signal, the ball jam detection signal, the transport inlet signal, the transport outlet signal, and the out signal transmitted by these sensors and switches. The frame control board 82 includes a connector (not shown) that connects the communication lines leading to these sensors and switches to the frame control board 82. Each sensor and each switch are energized by being connected to the frame control board 82 by a communication line. Each sensor and each switch are not energized if not connected to the frame control board 82 by a communication line. The CPU 82a can detect whether each sensor and each switch are energized. Thereby, the CPU 82a can identify whether the communication line connecting the frame control board 82 to each sensor and each switch is disconnected. The frame control board 82 transmits the first door opening signal and the second door opening signal to the game control board 80.
[0092] The frame control board 82 is connected to the notification sound unit 13. The CPU 82a can control the output contents of the notification sound unit 13. The frame control board 82 is connected to the second ball number display unit 17. The CPU 82a is configured to be able to control the display contents of the second ball number display unit 17. The frame control board 82 is connected to the maintenance unit 55. The CPU 82a is configured to be able to control the maintenance operation of the maintenance unit 55. The frame control board 82 is connected to the transport unit 52 (transport motor 52a). The CPU 82a is configured to be able to control the transport operation of the transport unit 52. The frame control board 82 is connected to the supply solenoid 63b. The CPU 82a can displace the movable piece by controlling the supply of electricity to the supply solenoid 63b. In other words, the CPU 82a is configured to be able to control the supply operation of the game balls by the supply unit 61.
[0093] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to receive various telegrams transmitted by the CU control board 120. Note that the connection signal transmitted by the management unit 100 is received by the launch permission circuit 82m from the connection terminal board 98 without passing through the CPU 82a. The launch permission circuit 82m also receives the launch stop signal transmitted by the game control board 80 and the error signal transmitted by the CPU 82a.
[0094] The launch control board 83 includes a launch control circuit 83a for controlling the operation of the launch unit 65. The launch control circuit 83a transmits a drive signal to the launch solenoid 66a based on a control signal received from the frame control board 82 and signals received from the sensors and switches.
[0095] The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to receive touch signals, stop signals, and volume signals transmitted by these switches and sensors. The launch control board 83 is connected to the launch solenoid 66a. The launch control circuit 83a transmits a drive signal to the launch solenoid 66a, which drives the launch solenoid 66a and causes the launch hammer to strike the game ball. In other words, the launch control board 83 is configured to be able to control the launch operation of the launch unit 65 to launch the game ball.
[0096] The launch control circuit 83a has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, a holding circuit, and a solenoid drive unit. The operation determination unit transmits an operation signal to the timing pulse generation unit when the operation enabling condition is satisfied because the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not transmit an operation signal to the timing pulse generation unit when the operation enabling condition is not satisfied because some or all of the following are not satisfied: the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state.
[0097] When the timing pulse generating unit receives an operation signal, it synthesizes the operation signal with the pulse signal received from the pulse clock generating unit, and transmits a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies (outputs) to the firing solenoid 66a a driving current whose voltage corresponds to the volume signal (voltage) received from the handle volume D03. This causes the firing solenoid 66a to be driven with a strength corresponding to the amount of rotation of the handle lever 15a, and the game ball is fired. The firing control circuit 83a transmits a subtraction reference signal to the frame control board 82 at a predetermined timing. When a driving current is output when the operable condition is satisfied, the holding circuit holds the voltage (voltage value) of the volume signal at that time.
[0098] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame side power cut-off process will be described. When the CPU 82a receives a power-off detection signal transmitted by the backup circuit 82k, the CPU 82a executes a power-off process. In the frame-side power-off process, the CPU 82a calculates a checksum value of the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter, referred to as a backup flag) capable of identifying that the power-off process has been normally executed in the RAM 82c. The CPU 82a then waits until the power is completely turned off. The various pieces of information stored in the RAM 82c when the power is turned off are retained even after the power is turned off by the backup function described above.
[0099] The frame side power-on process will now be described. The CPU 82a starts up when the voltage supplied to the frame control board 82 reaches a voltage required for the operation of the CPU 82a upon power-on. In this embodiment, the CPU 82a is able to receive a signal (start-up information, described below, as an example) transmitted from the game control board 80 at a timing when a predetermined time ta (500 ms, for example) has elapsed since the start of power supply. When the CPU 82a starts up upon power-on, it executes a communication check process. The communication check process is executed until the frame side power-off process is executed.
[0100] As shown in FIG. 7, in the communication check process, the CPU 82a determines whether or not it has received startup information from the gaming control board 80. As an example, the startup information is information that can identify the type of gaming machine, the ID number of the CPU 80a, and the manufacturer of the CPU 80a (a board-side matching code, described later). The startup information includes a communication serial number. The communication serial number included in the startup information is a fixed value (0, as an example). The startup information is an example of special information.
[0101] The verification code is information for verifying whether the combination of the game control board 80 and the frame control board 82 connected to the game control board 80 is a predetermined combination in a verification process described later. The verification code includes a verification code stored in the ROM 80b of the game control board 80 (hereinafter referred to as a board-side verification code) and a verification code stored in the ROM 82b of the frame control board 82 (hereinafter referred to as a frame-side verification code). The board-side verification code is, for example, information that can identify the manufacturer of the CPU 80a, and the frame-side verification code is, for example, information that can identify the manufacturer of the CPU 82a. There are multiple manufacturers of the CPU 80a and the CPU 82a. When the manufacturer of the CPU 80a and the manufacturer of the CPU 82a are the same manufacturer, the verification code is determined so that the board-side verification code and the frame-side verification code match.
[0102] In this embodiment, when power supply to the pachinko gaming machine 10 is started, the game control board 80 transmits start-up information including a board-side verification code to the frame control board 82. Then, when the frame control board 82 receives the start-up information, the CPU 82a of the frame control board 82 verifies whether the combination of the frame-side verification code and the received board-side verification code is a predetermined combination. In this embodiment, when the board-side verification code and the frame-side verification code of the game control board 80 and the frame control board 82 connected to each other match, the game control board 80 and the frame control board 82 are identified as being connected in a predetermined combination by performing such a verification process by the CPU 82a. On the other hand, in this embodiment, when the board-side verification code and the frame-side verification code of the game control board 80 and the frame control board 82 connected to each other do not match, it is identified that the game control board 80 and the frame control board 82 are not connected in a predetermined combination.
[0103] When the matching process is completed, the CPU 82a judges whether a matching flag is stored in the RAM 82c. The matching flag is information that can specify that the board-side matching code and the frame-side matching code are a predetermined combination, and is stored when the board-side matching code and the frame-side matching code match. When the matching flag is stored in the RAM 82c, the CPU 82a transmits response information to the received startup information to the game control board 80 within a response time t2 (10 ms, for example). When the combination of the frame-side matching code and the board-side matching code is a predetermined combination, the CPU 82a transmits response information to the startup information to the game control board 80. The response information to the startup information is an example of predetermined response information. This response information includes a communication number (0, for example) corresponding to the received startup information. In other words, the startup information and the response information to the startup information include a communication number as an example of common communication information.
[0104] After that, the CPU 82a stores information that can identify that the startup information has been received (hereinafter, referred to as a startup reception flag) in the RAM 82c. On the other hand, if the comparison flag is not stored in the RAM 82c, the CPU 82a does not transmit response information to the received startup information to the game control board 80.
[0105] If the CPU 82a does not receive startup information within a predetermined time (for example, 3 minutes) after startup by power-on, the CPU 82a stores information (flag) capable of identifying the occurrence of a managed gaming machine internal communication error in the RAM 82c. That is, the CPU 82a sets a managed gaming machine internal communication error. The CPU 82a then waits until it receives startup information. If the CPU 82a receives startup information from the game control board 80 while setting the managed gaming machine internal communication error, it cancels the setting of the managed gaming machine internal communication error and stores the startup reception flag in the RAM 82c.
[0106] In the following description, when an error is referred to as being "set," it means that information capable of identifying the error (a flag, for example) is stored in the RAM 82c. When an error is referred to as being "released," it means that information capable of identifying the error (a flag, for example) is deleted from the RAM 82c.
[0107] After receiving the startup information, the CPU 82a can receive gaming information from the gaming control board 80 every time a periodic time t3 (for example, 108 ms) elapses. The gaming information includes a communication number. The communication number included in the gaming information is updated according to the number of times the gaming information is transmitted from the gaming control board 80 to the frame control board 82. When the CPU 82a receives the gaming information, it transmits response information to the received gaming information to the gaming control board 80 within a response time t2 (for example, 10 ms). This response information includes the same communication number as the received gaming information.
[0108] If the CPU 82a does not receive the next information (for example, gaming information) within a predetermined time (for example, 1000 ms) after receiving the startup information or gaming information from the gaming control board 80, the CPU 82a stores information capable of identifying the occurrence of a managed gaming machine communication error in the RAM 82c. In other words, the CPU 82a sets a managed gaming machine communication error. When the CPU 82a receives gaming information from the gaming control board 80 while the managed gaming machine communication error is set, the CPU 82a cancels the setting of the managed gaming machine communication error. In this way, the frame control board 82 can detect an abnormality in communication with the gaming control board 80 as a managed gaming machine communication error.
[0109] When the startup reception flag is stored in the RAM 82c, the CPU 82a judges whether the backed up information is normal. Here, when the startup reception flag is not stored, the CPU 82a waits until the startup reception flag is stored. Specifically, the CPU 82a judges whether the backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and judges whether the calculated checksum value matches the checksum value calculated in the frame side power off processing. The CPU 82a judges that the information is normal when the backup flag is stored and the checksum values match, while judging that the information is abnormal when they do not. When the backed up information is judged to be abnormal, the CPU 82a initializes the main body side management ball number information and game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the first performance information. After that, the CPU 82a returns based on the initialized or backed up main body side management ball number information, game information, and first performance information, and executes the frame side normal processing described later.
[0110] On the other hand, when the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g is operated based on whether the game ball clear signal is in the on state. When the game ball clear switch 82g is operated in a predetermined manner, the CPU 82a initializes the main body side managed ball number information stored in the RAM 82c in the main body side managed ball number information generation process described later. At this time, the CPU 82a does not initialize the game information and the first performance information. When the game ball clear switch 82g is not operated, the CPU 82a does not initialize the main body side managed ball number information.
[0111] The CPU 82a judges whether the RAM clear switch 82h has been operated based on whether the RAM clear signal is in an ON state. When the RAM clear switch 82h is operated, the CPU 82a initializes the game information stored in the RAM 82c. At this time, the CPU 82a does not initialize the main body side managed ball number information and the first performance information. When the RAM clear switch 82h is not operated, the CPU 82a does not initialize the game information. That is, the first performance information is not initialized in either the situation where the main body side managed ball number information is initialized in response to the operation of the game ball clear switch 82g, or the situation where the game information is initialized in response to the operation of the RAM clear switch 82h. After that, the CPU 82a returns based on the initialized or backed up main body side managed ball number information, game information, and first performance information, and executes the frame side normal processing described later.
[0112] The frame side normal processing of the frame control board 82 will be described. The game information storage process included in the frame-side normal process will be described below. The game information storage process is a process of storing game information received from the game control board 80 in the RAM 82c. When the CPU 82a receives game information capable of identifying a game state, the CPU 82a stores the game information in the RAM 82c. The CPU 82a transmits the game information stored in the RAM 82c to the CU control board 120. By referring to the game information stored in the RAM 82c, the CPU 82a can identify whether a jackpot game is being played, whether a high probability state is being played, whether a high ball entry rate state is being played, whether an error has been detected in the pachinko game machine 10, and if an error has been detected, the type of the error. In addition, when the CPU 82a receives various game information, it generates information capable of identifying the received game information and stores the information in the RAM 82c.
[0113] The first performance information generation process out of the frame-side normal process will be described. The first performance information generation process is a process of calculating a base value as the first performance information. The CPU 82a refers to the game state flag and judges whether or not the game is not in a jackpot game and the current game state is in a low probability low ball entry rate state (i.e., whether or not the game is in a normal game). When the game is in a normal game, the CPU 82a adds up the total number of winning balls during the normal game when it receives game information that can specify the occurrence of a start port winning (hereinafter referred to as start port winning information) or game information that can specify the occurrence of a normal winning (hereinafter referred to as normal winning information). The total number of winning balls is stored in the RAM 82c as one of the first performance information. When the CPU 82a receives a winning passage signal or a non-winning passage signal, it adds up the total number of effective balls during the normal game. The total number of effective balls is stored in the RAM 82c as one of the first performance information. The CPU 82a calculates the base value by the formula "total number of winning balls during normal play ÷ total number of valid balls during normal play × 100". The CPU 82a may count the total number of winning balls and the total number of valid balls in one-minute intervals and calculate the base value every minute. The CPU 82a may count the total number of winning balls in one-minute intervals and calculate the base value every time the total number of valid balls reaches a predetermined number. As an example, the predetermined number may be 60,000 balls or the maximum number (e.g., 100 balls) that can be shot by the shot unit 65 per minute. The CPU 82a controls the performance display monitor 82d to display information that can identify the calculated base value.
[0114] The CPU 82a may be configured to calculate the ratio of the role and the ratio of the consecutive role as the first performance information and display them on the performance display monitor 82d. The ratio of the role is the ratio of the total number of winning balls obtained by the operation of the electric role to the total number of winning balls obtained throughout all game states. The total number of winning balls obtained by the operation of the electric role is the sum of the total number of winning balls obtained by winning the second start hole 23B by a normal winning game (normal electric role operation) and the total number of winning balls obtained by winning the large winning hole 23C by a big winning game (special electric role operation). The ratio of the consecutive role is the ratio of the total number of winning balls obtained by the operation of the consecutive role to the total number of winning balls obtained throughout all game states. The total number of winning balls obtained by the operation of the consecutive role is the total number of winning balls obtained by winning the large winning hole 23C by a big winning game.
[0115] We will explain the main body side management ball count information generation process, which is part of the frame side normal processing. The main body side managed ball number information generation process is a process for generating (managing) the main body side managed ball number. When the CPU 82a receives the acquired prize ball number information from the game control board 80, it adds the acquired prize ball number that can be specified from the acquired prize ball number information to the main body side managed ball number. The acquired prize ball number information is control information that the game control board 80 transmits when the condition for awarding prize balls is met in response to a win at a specific winning port, and is configured to be able to specify the number of prize balls set at the winning port. In this way, the CPU 82a increases the main body side managed ball number according to the acquired prize ball number information. When the CPU 82a receives the loan information from the CU control board 120, it adds the loan ball number indicated in the loan information to the main body side managed ball number. In this way, the CPU 82a increases the main body side managed ball number according to the loan information.
[0116] When the CPU 82a detects that one game ball has been collected as a returned ball based on the foul signal transmitted by the foul sensor D21, the CPU 82a increments the number of balls managed by the main body. As an example, the CPU 82a detects that one game ball has been collected as a returned ball when the foul signal transitions from OFF state to ON state to OFF state. In this way, the CPU 82a increments the number of balls managed by the main body in response to detection by the foul sensor D21.
[0117] When the CPU 82a detects that one game ball has been supplied to the launching unit 65 based on the supply outlet signal transmitted by the supply outlet sensor D23, the CPU 82a subtracts the number of balls managed by the main body. In other words, when the CPU 82a detects that a game ball has been launched toward the game area 20a in response to detection by the supply outlet sensor D23, the CPU 82a subtracts the number of balls managed by the main body. As an example, the CPU 82a detects that one game ball has been supplied when the supply outlet signal transitions from OFF state to ON state to OFF state. This causes the electromagnetically managed game ball (the number of balls managed by the main body) to be converted into an actual ball. In this way, the CPU 82a reduces the number of balls managed by the main body in response to detection by the supply outlet sensor D23.
[0118] Without being limited thereto, the CPU 82a may be configured to subtract the number of balls managed by the main body when it detects that one game ball has been supplied to the launching unit 65 based on the supply inlet signal transmitted by the supply inlet sensor D22 instead of the supply outlet signal transmitted by the supply outlet sensor D23. The CPU 82a may be configured to subtract the number of balls managed by the main body when it detects that one game ball has been supplied to the launching unit 65 based on both the supply inlet signal transmitted by the supply inlet sensor D22 and the supply outlet signal transmitted by the supply outlet sensor D23. In other words, the CPU 82a may subtract the number of balls managed by the main body in response to detection by at least one of the supply inlet sensor D22 and the supply outlet sensor D23.
[0119] The CPU 82a may also decrement the main body managed ball count by driving the launch solenoid 66a, or a sensor may be provided in the shooting passage 20c and the main body managed ball count may be decremented when the sensor detects a game ball launched from the launch unit 65. In this way, the main body managed ball count is decremented in relation to at least one of the launching operation by the launch unit 65 and the supplying operation by the supply unit 61. In other words, the CPU 82a decrements the main body managed ball count in response to the launch of a game ball.
[0120] When the CPU 82a is in a countable state and receives a count signal from the counting operation unit 18, it transmits the counting information stored in the RAM 82c to the management unit 100. The CPU 82a subtracts the counting number that can be determined from the counting information from the main body managed number of balls. The CPU 82a may subtract the main body managed number of balls before transmitting the counting information, or may transmit the counting information and then subtract the main body managed number of balls.
[0121] As an example, the countable state is a state in which the necessary power is being supplied and the number of balls managed by the main body is not 0. When the countable state is in the countable state, the CPU 82a controls the light emitter built into the counting notification unit 18a so that the counting notification unit 18a lights up. In one example of this embodiment, the management of the number of game balls is transferred to the management unit 100 by transmitting the counting information to the management unit 100. Also, as described above, when power supply is started while the game ball clear switch 82g is operated in a predetermined manner, the CPU 82a initializes the information on the number of balls managed by the main body.
[0122] The CPU 82a controls the second ball count display unit 17 to display information that can identify the updated number of balls managed by the main body after adding or subtracting. As will be described in detail later, the second ball count display unit 17 also serves as a device that can display information that can identify an error set (detected) by the frame control board 82.
[0123] In this way, the pachinko game machine 10 can electromagnetically store the number of game balls owned by the player (the number of balls managed by the main unit) as data, and is configured to enable playing based on the stored data. The RAM 82c that stores the data on the number of balls managed by the main unit is an example of a data storage unit.
[0124] The frame side error setting process of the frame side normal process will be described. The frame side error setting process is a process for setting an error detected by the frame control board 82. As an example, in the frame side error setting process, errors that can be set by the frame control board 82 (CPU 82a) include at least a supply mechanism error, a frame disconnection error, a game ball count clear error, an abnormal winning ball count error, and a door open error, in addition to the above-mentioned managed gaming machine communication error. The frame side error notification process is a process for notifying an error in a predetermined notification mode when an error is detected in the frame side error setting process. The process contents related to the frame side error setting process and the frame side error notification process will be explained in detail later.
[0125] Next, various processes performed by the game control board 80 (CPU 80a) will be described. The power cut-off process on the panel side will now be described. When the CPU 80a receives a power-off detection signal transmitted by the backup circuit 80f, it executes power-off processing. In the board-side power-off processing, the CPU 80a transmits a firing stop signal to the frame control board 82. The CPU 80a calculates a checksum value of the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a 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 80c. The CPU 80a then waits until the power is completely cut off. The various pieces of information stored in the RAM 80c when the power is cut off are retained even after the power is cut off by the backup function described above.
[0126] The power-on process on the panel side will now be described. When the voltage supplied to the game control board 80 reaches a voltage required for the operation of the CPU 80a upon power-on and the CPU 80a starts up, the CPU 80a inhibits timer interrupt processing. Then, the CPU 80a executes communication confirmation processing.
[0127] In the communication confirmation process, the CPU 80a transmits the start-up information to the frame control board 82. As described above, the start-up information includes a board-side verification code. In this embodiment, the time from when the power supply is started until the game control board 80 (CPU 80a) can transmit the start-up information to the frame control board 82 is tb (1500 ms, for example). As described above, the time from when the power supply is started until the frame control board 82 (CPU 82a) can receive the start-up information is ta (500 ms, for example). In other words, in this embodiment, the time from when the power supply to the pachinko game machine 10 is started until the frame control board 82 can receive the start-up information is shorter than the time from when the power supply to the pachinko game machine 10 is started until the game control board 80 can transmit the start-up information to the frame control board 82.
[0128] When a predetermined time (for example, 108 ms) has elapsed since the CPU 80a transmitted the startup information without receiving any response information, the CPU 80a transmits the startup information to the frame control board 82. Thereafter, if the CPU 80a does not receive any response information from the frame control board 82, the CPU 80a transmits startup information to the frame control board 82 every time the predetermined time elapses. The startup information includes a communication serial number. When the CPU 80a receives response information from the frame control board 82, the CPU 80a stores information (hereinafter, referred to as a response reception flag) capable of identifying that response information to the startup information has been received in the RAM 80c.
[0129] When the number of transmissions of the start-up information reaches a specified number (10 times as an example), the CPU 80a detects a frame board communication error, and stores information capable of identifying the occurrence of the frame board communication error in the RAM 80c. That is, the CPU 80a sets a frame board communication error. After that, the CPU 80a waits until the power is turned off. In this embodiment, the time required for the frame control board 82 to detect the managed game machine communication error (3 minutes as an example) is longer than the time required for the game control board 80 to detect the frame board communication error (1080 ms as an example). The start-up information is transmitted at predetermined intervals (108 ms as an example), and when the number of transmissions of the start-up information reaches a specified number (10 times as an example), the frame board communication error is detected. Therefore, the time required for the game control board 80 to detect the frame board communication error is 1080 ms. After setting the frame board communication error, when the power is turned on after being turned off, the CPU 80 releases the setting of the frame board communication error.
[0130] When the CPU 80a receives response information to the start-up information, the CPU 80a transmits the game information to the frame control board 82 when a periodic time t3 (for example, 108 ms) has elapsed since the start-up information was transmitted. Thereafter, the CPU 80a transmits the game information to the frame control board 82 every time the periodic time t3 elapses. When no error has occurred in the pachinko gaming machine 10, the game information includes an error code (for example, P00) as information that can identify that no error has occurred in the pachinko gaming machine 10. On the other hand, when various errors other than the frame board communication error have occurred in the pachinko gaming machine 10, the game information includes an error code as information that can identify the type of error that has occurred. The game information includes a communication number. This communication number is updated according to the number of times the game information is transmitted. The CPU 80a can receive response information every time the game information is transmitted. This response information includes the same communication number as the transmitted game information.
[0131] If the CPU 80a does not receive any response information during a specified number of transmissions of game information (for example, 10 times), the CPU 80a stores information capable of identifying the occurrence of a frame board communication error in the RAM 80c. In other words, the CPU 80a sets a frame board communication error. When the CPU 80a is turned on after a power-off, the CPU 80a cancels the setting of the frame board communication error. In this way, the game control board 80 can detect an abnormality in communication with the frame control board 82 as a frame board communication error.
[0132] When a response reception flag is stored in the RAM 80c, the CPU 80a judges whether the backed up information is normal. The CPU 80a judges whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value of the RAM 80c and judges whether the calculated checksum value matches the checksum value calculated in the power off process. The CPU 80a judges the information as normal when the backup flag is stored and the checksum values match, and judges the information as abnormal when they do not. When the backed up information is judged as abnormal, the CPU 80a initializes the main information stored in the RAM 80c. At this time, the CPU 80a initializes the main information stored in the RAM 80c to make the main information stored in the RAM 80c initial information. The CPU 80a that initializes the information stored in the RAM 80c is an example of an initialization unit. The CPU 80a transmits a control command (hereinafter, referred to as an initialization command) capable of identifying that various information has been initialized to the performance control board 81. Thereafter, the CPU 80a ends the board side power-on process.
[0133] If the backed up information is determined to be normal, the CPU 80a determines whether or not a RAM clear signal has been received from the frame control board 82 (RAM clear switch 87). If a RAM clear signal has been received, the CPU 80a initializes the main information stored in the RAM 80c. In this case, the CPU 80a sends an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been received, the CPU 80a sends a control command (hereinafter referred to as a power restoration command) that can specify a return based on the backed up main information to the performance control board 81. After that, the CPU 80a ends the board side power-on process.
[0134] When the CPU 80a finishes the board-side power-on process, it permits the timer interrupt process. That is, the CPU 80a becomes able to execute the process for progressing the game (hereinafter, referred to as the board-side normal process). If the main information is initialized, the board-side normal process is executed based on the main information after initialization. That is, the CPU 80a executes various processes included in the board-side normal process based on the state in which the first special reserved number and the second special reserved number are both zero, the first special game and the second special game are not being executed, and a jackpot game has not been awarded. If the main information is not initialized, the board-side 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 if either the first special game or the second special game is being executed, the CPU 80a returns to the process of executing the special game, and if a jackpot game is being awarded, the CPU 80a awards the jackpot game.
[0135] The CPU 80a executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes which are performed at predetermined control cycles (for example, 4 ms). In the special symbol input process, when the CPU 80a confirms that a ball has entered the first start hole 23A, it updates the first reserved number by adding 1, obtains a random number, and stores random number information based on the random number in the RAM 80c. When the first reserved number is updated, the CPU 80a controls the first reserved display unit 21c to display the updated first reserved number. In the special symbol input process, when the CPU 80a confirms that a ball has entered the second start hole 23B, it updates the second reserved number by adding 1, obtains a random number, and stores random number information based on the random number in the RAM 80c. When the second reserved number is updated, the CPU 80a controls the second reserved display unit 21d to display the updated second reserved number. The random number is, for example, a random number for winning lottery, a random number for winning symbol determination, and a random number for variation pattern determination.
[0136] In the special symbol start process, if the start condition of the special game is established, the CPU 80a performs a winning lottery, and determines the special symbol and the variation pattern based on the winning or losing. Then, the CPU 80a starts the special game based on these determination results. The CPU 80a transmits the determination result of the special symbol start process to the CPU 81a of the performance control board 81. In addition, based on the determination result of the special symbol start process, the CPU 80a controls the first special symbol display unit 21a when the first special game is to be executed, and controls the second special symbol display unit 21b when the second special game is to be executed.
[0137] In addition, when the winning lottery is won, the CPU 80a executes a big win game process for awarding a big win game. In the big win game process, the CPU 80a executes opening control, opening and closing control of the big win opening 23C in each round game, and ending control.
[0138] The board-side error setting process, which is part of the board-side normal process, will now be described. The board-side error setting process is a process for setting an error. As an example, in the board-side error setting process, errors that the game control board 80 (CPU 80a) can set include at least an illegal radio wave detection error and a main line disconnection error, in addition to the frame board communication error described above. The board-side error notification process is a process for notifying an error in a predetermined notification manner when an error is detected in the board-side error setting process.
[0139] The various processes executed by the performance control board 81 (CPU 81a) will be described. When the CPU 81a receives the initialization command, it controls a part or all of the notification means constituting the notification device ES to execute a RAM clear notification (initialization notification). When the CPU 81a receives the power restoration command, it controls a part or all of the notification means constituting the notification device ES to execute a power restoration notification.
[0140] The CPU 81a controls the execution of various effects during a big win game, such as an opening effect, a round effect, and an ending effect. During the execution of the special game, the CPU 81a executes a process of executing an effect game as one of the display effects related to the special game. In the process, the CPU 81a executes an effect game based on a variation pattern and displays an effect symbol corresponding to the special symbol in the effect game.
[0141] Next, various processes that the CPU 82a of the frame control board 82 performs upon receiving signals from various sensors and switches will be described. The supplied ball count monitoring process, which is part of the normal frame side processing, will be explained below.
[0142] The CPU 82a increments the number of supply inlet balls when it detects that one gaming ball has been received by the supply unit 61 based on the supply inlet signal transmitted by the supply inlet sensor D22. As an example, the CPU 82a detects that one gaming ball has been received by the supply unit 61 when the supply inlet signal transitions from off state → on state → off state. When the CPU 82a detects that one gaming ball has been received by the supply unit 61, it increments the number of supply inlet balls by 1 and stores the result in the RAM 82c.
[0143] The CPU 82a increments the number of supply outlet balls when it detects that one gaming ball has been discharged from the supply unit 61 based on the supply outlet signal transmitted by the supply outlet sensor D23. As an example, the CPU 82a detects that one gaming ball has been discharged from the supply unit 61 when the supply outlet signal transitions from an OFF state to an ON state to an OFF state. When the CPU 82a detects that one gaming ball has been discharged from the supply unit 61, it increments the number of supply outlet balls by 1 and stores the result in the RAM 82c.
[0144] The winning ball count monitoring process, which is part of the normal frame-side processing, will be described below. The CPU 82a increments the number of launches when it detects that one gaming ball has been supplied to the launch unit 65 based on the supply outlet signal transmitted by the supply outlet sensor D23. As an example, the CPU 82a detects that one gaming ball has been supplied when the supply outlet signal transitions from an OFF state to an ON state to an OFF state. The CPU 82a stores information capable of identifying the updated number of launches in the RAM 82c. This allows the CPU 82a to identify the number of gaming balls launched toward the gaming area 20a in response to detection by the supply outlet sensor D23.
[0145] Without being limited thereto, the CPU 82a may be configured to increment the number of shots when it detects that one gaming ball has been supplied to the launching unit 65 based on the supply inlet signal transmitted by the supply inlet sensor D22 instead of the supply outlet signal transmitted by the supply outlet sensor D23. The CPU 82a may be configured to increment the number of shots when it detects that one gaming ball has been supplied to the launching unit 65 based on both the supply inlet signal transmitted by the supply inlet sensor D22 and the supply outlet signal transmitted by the supply outlet sensor D23. In other words, the CPU 82a may increment the number of shots in response to detection by at least one of the supply inlet sensor D22 and the supply outlet sensor D23.
[0146] The CPU 82a may also increment the number of shots by driving the shot solenoid 66a, or may be configured to increment the number of shots when a sensor is provided in the shooting passage 20c and detects a game ball shot from the shot unit 65. In this way, the number of shots is incremented in relation to at least one of the shot operation by the shot unit 65 and the supply operation by the supply unit 61. In other words, the CPU 82a increments the number of shots in response to the shot of a game ball.
[0147] When the CPU 82a detects that one game ball has been collected from the game area 20a based on the out signal transmitted by the out sensor D30, the CPU 82a increments the number of collected balls. As an example, the CPU 82a detects that one game ball has been collected from the game area 20a when the out signal transitions from the off state to the on state to the off state. In this way, the CPU 82a increments the number of collected balls in response to the detection by the out sensor D30. The CPU 82a stores information capable of identifying the updated number of collected balls in the RAM 82c.
[0148] Without being limited to this, the configuration may be such that, instead of the out signal transmitted by the out sensor D30, the number of recovered balls is incremented when it is detected that one game ball has been recovered from the game area 20a based on the winning passage signal transmitted by the winning passage count sensor D25 and the non-winning passage signal transmitted by the non-winning passage count sensor D26.
[0149] When the CPU 82a detects that one game ball has been collected as a return ball based on the foul signal transmitted by the foul sensor D21, the CPU 82a increments the number of games collected. As an example, the CPU 82a detects that one game ball has been collected as a return ball when the foul signal transitions from an off state to an on state to an off state. In this way, the CPU 82a increments the number of games collected in response to the detection by the foul sensor D21. The CPU 82a stores information capable of identifying the updated number of games collected in the RAM 82c. This allows the CPU 82a to identify the number of game balls launched toward the game area 20a in response to the detection by the out sensor D30 and the foul sensor D21.
[0150] The following describes errors that can be detected by the frame control board 82 (CPU 82a). The frame control board 82 (CPU 82a) can detect and set various errors by executing a frame side error setting process.
[0151] The detection condition for the communication error within the managed gaming machine is that communication between the frame control board 82 and the gaming control board 80 is not performed normally. The CPU 82a can detect the communication error within the managed gaming machine in the communication check process described above. If the CPU 82a does not receive startup information within a period of time (for example, 3 minutes) from startup by power-on, it determines that communication with the gaming control board 80 is not performed normally. Specifically, after startup by power-on, the CPU 82a measures the time since power-on until it receives the startup information. When the CPU 82a receives the startup information, it stops measuring the time since startup. When the time since startup reaches a predetermined time, the CPU 82a sets a communication error within the managed gaming machine.
[0152] Furthermore, if the CPU 82a does not receive the next information (for example, gaming information) within a predetermined time (for example, 1000 ms) from receiving the startup information or gaming information from the gaming control board 80, it determines that communication with the gaming control board 80 is not normal. Specifically, after receiving the startup information or gaming information, the CPU 82a measures the reception time from receiving the startup information or gaming information until it receives the next information. When the CPU 82a receives the next information, it stops measuring the reception time. When the reception time reaches the predetermined time, the CPU 82a sets a communication error within the managed gaming machine.
[0153] The managed game machine communication error is released when communication is performed normally. When the CPU 82a receives the startup information, it releases the managed game machine communication error. In other words, the managed game machine communication error is released when the cause of the managed game machine communication error is eliminated. The managed game machine communication error is detected as a confirmation period during the ball removal state in which the game balls enclosed inside the pachinko game machine 10 can be discharged to the outside of the machine by operating the ball removal switch 82e, and during any other state than the ball removal state. As an example, the managed game machine communication error is constantly detected from when the power is turned on until the power is turned off.
[0154] As described above, the CPU 82a sets a managed gaming machine internal communication error based on not receiving the start-up information or game information from the gaming control board 80. Here, as a situation in which the start-up information or game information is not received from the gaming control board 80, for example, a communication line connecting the frame control board 82 and the gaming control board 80 may be disconnected. In this case, it is particularly considered that the communication line for the frame control board 82 to receive information from the gaming control board 80 is disconnected. In addition, when the communication line for the frame control board 82 to transmit information to the gaming control board 80 is disconnected, the gaming control board 80 sets a frame board communication error and stops transmitting the game information. As a result, the CPU 82a cannot receive the game information and sets a managed gaming machine internal communication error. In this way, even if the communication line for the frame control board 82 to transmit information to the gaming control board 80 is disconnected, a managed gaming machine internal communication error is set.
[0155] The supply mechanism error is detected when the difference between the number of game balls detected by the supply inlet sensor D22 and the number of game balls detected by the supply outlet sensor D23 is equal to or greater than a predetermined number (for example, 50). The CPU 82a sets a supply mechanism error when the difference between the number of game balls detected by the supply inlet sensor D22 and the number of game balls detected by the supply outlet sensor D23 reaches a predetermined number. That is, the CPU 82a sets a supply mechanism error when the difference between the number of game balls detected by the supply inlet sensor D22 and the number of game balls detected by the supply outlet sensor D23 is equal to or greater than a predetermined number. More specifically, the CPU 82a sets a supply mechanism error when the number of game balls detected by the supply inlet sensor D22 is greater than the number of game balls detected by the supply outlet sensor D23 by a predetermined constant or more. The CPU 82a also sets a supply mechanism error when the number of game balls detected by the supply inlet sensor D22 is less than the number of game balls detected by the supply outlet by a predetermined number or more. When the CPU 82a sets a supply mechanism error, it transmits a supply mechanism error setting command, which is control information capable of identifying the occurrence of a supply mechanism error, to the game control board 80.
[0156] The supply mechanism error is released when the error release switch 82f is pressed for a predetermined time (for example, 2 seconds). The CPU 82a releases the setting of the supply mechanism error when the predetermined time has elapsed while the error release signal remains on. When releasing the setting of the supply mechanism error, the CPU 82a initializes the number of supply inlet balls and the number of supply outlet balls stored in the RAM 82c. In this way, the setting of the supply mechanism error can be released based on the operation of the error release switch 82f without stopping the power supply. The setting of the supply mechanism error is released when a predetermined time has elapsed while the error release switch 82f is operated. When the CPU 82a releases the setting of the supply mechanism error, it transmits a supply mechanism error release command, which is control information capable of identifying the elimination of the supply mechanism error, to the game control board 80.
[0157] A supply mechanism error is detected as a confirmation interval after CPU82a receives start-up information. The number of supply inlet balls and the number of supply outlet balls are not updated until CPU82a receives start-up information. In other words, in the supply ball number monitoring process, CPU82a does not count the number of detections by supply inlet sensor D22 and the number of detections by supply outlet sensor D23 after power supply starts until it receives start-up information. For this reason, a supply mechanism error is not detected until it receives start-up information after power supply starts. The supply ball number monitoring process is a process for detecting supply mechanism errors, and is therefore one of the frame side error setting processes.
[0158] The detection condition for a frame open wire error is that an abnormality such as a break has been detected in a switch or sensor connected to the frame control board 82. The CPU 82a sets a frame open wire error when it detects that no current is flowing to each sensor and switch. In other words, the CPU 82a sets a frame open wire error when there is an abnormality in communication with a switch or sensor connected to the frame control board 82. When the CPU 82a sets a frame open wire error, it transmits a frame open wire error setting command, which is control information capable of identifying the occurrence of a frame open wire error, to the game control board 80. In this way, the CPU 82a can detect an abnormality in communication with a switch or sensor connected to the frame control board 82 as a frame open wire error.
[0159] The condition for canceling the frame open wire error is that an abnormality such as a broken wire in a switch or sensor connected to the frame control board 82 has been resolved. When the CPU 82a detects that each sensor and switch is energized, it cancels the setting of the frame open wire error. When the CPU 82a cancels the setting of the frame open wire error, it transmits a frame open wire error cancel command, which is control information capable of identifying the elimination of the frame open wire error, to the game control board 80. The frame open wire error is detected in a confirmation period other than during the ball removal state.
[0160] The detection condition for the game ball count clear error is that power supply is started while the game ball clear switch 82g is operated in a predetermined manner. When power supply is started, if the game ball clear signal is in the ON state, the CPU 82a sets the game ball count clear error. In other words, the CPU 82a sets the game ball count clear error when the main body side managed ball count information is initialized. When the CPU 82a sets the game ball count clear error, it transmits a game ball count clear error setting command, which is control information capable of identifying the occurrence of the game ball count clear error, to the game control board 80.
[0161] The release condition for the game ball count clear error is that a specific time (for example, 30 seconds) has elapsed since the supply outlet sensor D23, the foul sensor D21, or the out sensor D30 detected a game ball. When the CPU 82a receives a supply outlet signal transmitted by the supply outlet sensor D23, a foul signal transmitted by the foul sensor D21, or an out signal transmitted by the out sensor D30, it starts measuring the release time. When the release time exceeds the specific time, the CPU 82a releases the setting of the game ball count clear error. As described above, when a game ball is detected by the supply outlet sensor D23, when a game ball is detected by the foul sensor D21, or when a game ball is detected by the out sensor D30, it can be determined that the game ball has been launched toward the game area 20a. In this way, the CPU 82a releases the setting of the game ball count clear error when a specific time has elapsed since determining the launch of the game ball. When the CPU 82a cancels the setting of the game ball count clear error, it transmits a game ball count clear error cancel command, which is control information capable of identifying the cancellation of the game ball count clear error, to the game control board 80. The game ball count clear error is detected as a confirmation section other than during the ball removal state.
[0162] The winning ball number abnormality error is detected when the difference between the number of game balls detected by the supply outlet sensor D23 and the number of game balls detected by the foul sensor D21 and the out sensor D30 is equal to or greater than a specific number (100, for example). The CPU 82a sets the winning ball number abnormality error when the difference between the number of game balls shot toward the game area 20a and the number of game balls collected by the winning receiving opening 30a, the non-winning receiving opening 30b, and the foul receiving opening 30c is equal to or greater than a specific number. After setting the winning ball number abnormality error, the CPU 82a may or may not update the number of shots and the number of collected balls in the winning ball number monitoring process.
[0163] More specifically, the CPU 82a sets a winning ball number abnormality error when the number of game balls shot toward the play area 20a becomes a specific number or more greater than the number of game balls collected by the winning receiving opening 30a, the non-winning receiving opening 30b, and the foul receiving opening 30c. The CPU 82a also sets a winning ball number abnormality error when the number of game balls shot toward the play area 20a becomes a specific number or more less than the number of game balls collected by the winning receiving opening 30a, the non-winning receiving opening 30b, and the foul receiving opening 30c. The CPU 82a also sets a winning ball number abnormality error when the number of game balls shot toward the play area 20a becomes a specific number or more less than the number of game balls collected by the winning receiving opening 30a, the non-winning receiving opening 30b, and the foul receiving opening 30c. When the CPU 82a sets a winning ball number abnormality error, it transmits a winning ball number abnormality error setting command, which is control information capable of identifying the occurrence of a winning ball number abnormality error, to the game control board 80.
[0164] The winning ball count abnormality error is released when the power is restored. The winning ball count abnormality error is released when the power is turned on after being turned off, and there is no way to release the error other than by restoring the power. For example, the winning ball count abnormality error is not released even if the error release switch 82f is pressed. For example, the winning ball count abnormality error is not released even if the difference between the number of balls shot and the number of balls collected falls below a specific number. More specifically, the winning ball count abnormality error is not released even if the difference between the number of game balls shot toward the game area 20a and the number of game balls collected by the winning ball receiving opening 30a, the non-winning ball receiving opening 30b, and the foul receiving opening 30c falls below a specific number. The winning ball count abnormality error is detected as a confirmation zone other than during the ball removal state.
[0165] When the power is turned on after being turned off, the CPU 82a cancels the setting of the winning ball number abnormal error. The CPU 82a may cancel the setting of the winning ball number abnormal error when the power is turned off, or may cancel the setting of the winning ball number abnormal error when the power is turned on. In other words, the CPU 82a cancels the setting of the winning ball number abnormal error when the power supply is stopped or when the power supply is started.
[0166] The detection condition for the door opening error is that either the first door opening switch D17 or the second door opening switch D18 is detected as being in an off state. When the detection condition is met, the CPU 82a sets the door opening error. When the CPU 82a sets the door opening error, it transmits a door opening error setting command, which is control information capable of identifying the occurrence of the door opening error, to the game control board 80. The release condition for the door opening error is that both the first door opening switch D17 and the second door opening switch D18 are detected as being in an on state. When the CPU 82a detects the on state of both the first door opening switch D17 and the second door opening switch D18, it releases the setting of the door opening error. When the CPU 82a releases the setting of the door opening error, it transmits a door opening error release command, which is control information capable of identifying the elimination of the door opening error, to the game control board 80. The door opening error is detected as a confirmation section other than during the ball removal state.
[0167] In addition, in a situation where a managed gaming machine communication error is set, communication between the frame control board 82 and the gaming control board 80 is not performed normally, so a command as control information capable of identifying the occurrence of a managed gaming machine communication error is not sent to the gaming control board 80. When a managed gaming machine communication error is set, the CPU 82a may send a managed gaming machine communication error setting command, which is control information capable of identifying the occurrence of a managed gaming machine communication error, to the gaming control board 80. In this case, if the communication line for the frame control board 82 to transmit information to the gaming control board 80 is disconnected, the gaming control board 80 cannot receive the managed gaming machine communication error setting command.
[0168] The following describes errors that the gaming control board 80 (CPU 80a) can detect. The gaming control board 80 (CPU 80a) can detect and set various errors by executing a board-side error setting process.
[0169] The detection condition for an unauthorized radio wave detection error is that an abnormal radio wave has been detected a predetermined number of times (10 times as an example). The CPU 80a detects the occurrence of an abnormal radio wave as an unauthorized radio wave detection error. When the CPU 80a receives a radio wave detection signal from the radio wave sensor D19, it increments the number of radio wave detections. Specifically, when the radio wave detection signal transitions from an off state to an on state, the CPU 80a increments the number of radio wave detections by one. When the number of radio wave detections reaches a predetermined number, the CPU 80a sets an unauthorized radio wave detection error. It is preferable that this predetermined number is not one time, but multiple times. When the CPU 80a sets an unauthorized radio wave detection error, it transmits an unauthorized radio wave detection error setting command, which is control information capable of identifying the occurrence of an unauthorized radio wave detection error, to the performance control board 81 and the frame control board 82.
[0170] The unauthorized radio wave detection error is a state in which there is a high possibility that fraud (cheating) using radio waves is taking place. The unauthorized radio wave detection error is released when the power is restored. The unauthorized radio wave detection error setting is released when the power is turned off and then on again, and there is no way to release the error other than by restoring the power. For example, the unauthorized radio wave detection error setting is not released even if the radio wave sensor D19 no longer detects radio waves. In other words, the unauthorized radio wave detection error setting is not released even if the cause of the unauthorized radio wave detection error being set is resolved.
[0171] When the power is turned on after being turned off, the CPU 80a cancels the setting of the unauthorized radio wave detection error. The CPU 80a may cancel the setting of the unauthorized radio wave detection error when the power is turned off, or may cancel the setting of the unauthorized radio wave detection error when the power is turned on. When canceling the setting of the unauthorized radio wave detection error, the CPU 80a initializes the number of radio wave detections stored in the RAM 80c. The CPU 80a may initialize the number of radio wave detections when the power is turned off, or may initialize the number of radio wave detections when the power is turned on. In this way, the CPU 80a does not cancel the setting of the unauthorized radio wave detection error until the power supply is stopped. In addition, the CPU 80a does not initialize the number of radio wave detections until the power supply is stopped. Note that if abnormal radio waves are detected again a predetermined number of times after the power is turned on, the unauthorized radio wave detection error is set even after the power is turned on. The unauthorized radio wave detection error is detected as a confirmation section other than during the ball removal state.
[0172] The detection condition for a frame board communication error is that communication between the frame control board 82 and the game control board 80 is not performed normally. As described above, the CPU 80a determines that communication with the frame control board 82 is not performed normally when the number of times that startup information has been transmitted reaches a specified number (10 times, for example). Specifically, after starting up by turning on the power, the CPU 80a transmits startup information until it receives response information from the frame control board 82. The CPU 80a counts the number of times that startup information has been transmitted. When the CPU 80a receives response information to the startup information, it initializes the number of transmissions. When the number of transmissions reaches the specified number, the CPU 80a sets a frame board communication error.
[0173] Furthermore, if the CPU 80a does not receive any response information while transmitting the game information a specified number of times (10 times as an example), it determines that communication with the frame control board 82 is not normal. Specifically, after receiving response information to the startup information, the CPU 80a transmits game information every time a periodic time t3 (108 ms as an example) has elapsed. The CPU 80a counts the number of times the game information is transmitted each time the game information is transmitted. When the CPU 80a receives response information to the game information, it initializes the number of transmissions. When the number of transmissions reaches the specified number, the CPU 80a sets a frame board communication error. When the CPU 80a sets a frame board communication error, it transmits a frame board communication error setting command, which is control information capable of identifying the occurrence of a frame board communication error, to the performance control board 81.
[0174] The condition for canceling the frame board communication error is power recovery. The setting of the frame board communication error is released when the power is turned off and then turned on, and there is no way to cancel it other than by power recovery. For example, the setting of the frame board communication error is not released even if response information is received. In other words, the setting of the frame board communication error is not released even if the cause of the setting of the frame board communication error is resolved.
[0175] When the power is turned on after being turned off, the CPU 80a cancels the frame board communication error setting. The CPU 80a may cancel the frame board communication error setting when the power is turned off. When canceling the frame board communication error setting, the CPU 80a initializes the number of transmissions stored in the RAM 80c. The CPU 80a may initialize the number of transmissions when the power is turned off. The frame board communication error is detected as a confirmation section both during the ball removal state and outside the ball removal state. As an example, the frame board communication error is constantly detected from the time the power is turned on until the power is turned off.
[0176] As described above, the CPU 80a sets a frame board communication error based on not receiving response information from the frame control board 82. As a result, when communication between the frame control board 82 and the game control board 80 is not performed normally, a frame board communication error is set. Here, as a situation in which communication between the frame control board 82 and the game control board 80 is not performed normally, for example, a communication line connecting the frame control board 82 and the game control board 80 is broken. In this case, it is particularly considered that a communication line for the game control board 80 to receive information from the frame control board 82 is broken. In addition, when a communication line for the game control board 80 to transmit information to the frame control board 82 is broken, the frame control board 82 cannot receive start-up information and game information, and therefore does not transmit response information to the game control board 80. In other words, even if the combination of the frame side matching code and the board side matching code is a predetermined combination, if the communication line connecting the game control board 80 and the frame control board 82 is broken, the CPU 80a will not be able to receive the response information and will set a frame board communication error.
[0177] Also, even if the communication line connecting the frame control board 82 and the game control board 80 is not broken, if the frame side matching code and the board side matching code do not match in the matching process performed by the frame control board 82 as described above, the frame control board 82 does not transmit response information to the received startup information to the game control board 80 after performing the matching process. In other words, if the combination of the frame side matching code and the board side matching code is not a predetermined combination, the frame control board 82 does not transmit response information to the startup information to the game control board 80. In this case, the CPU 80a cannot receive the response information and sets a frame board communication error.
[0178] In this manner, in this embodiment, a frame board communication error occurs when communication between the frame control board 82 and the game control board 80 is not possible. The situation in which communication between the frame control board 82 and the game control board 80 is not possible includes a situation in which the combination of the frame side matching code and the board side matching code is not a predetermined combination.
[0179] The detection condition for the main disconnection error is that an abnormality such as a disconnection has been detected in a sensor connected to the game control board 80. The CPU 80a sets a main disconnection error when it detects that no power is being applied to each sensor. In other words, the CPU 80a sets a main disconnection error when there is an abnormality in communication with a sensor connected to the game control board 80. When the CPU 80a sets a main disconnection error, it transmits a main disconnection error setting command, which is control information capable of identifying the occurrence of a main disconnection error, to the performance control board 81 and the frame control board 82. In this way, the CPU 80a can detect an abnormality in communication with a sensor connected to the game control board 80 as a main disconnection error.
[0180] The condition for releasing the main disconnection error is that an abnormality such as a disconnection in a sensor connected to the game control board 80 has been resolved. When the CPU 80a detects that each sensor is energized, it releases the setting of the main disconnection error. When the CPU 80a releases the setting of the main disconnection error, it transmits a main disconnection error release command, which is control information capable of identifying the elimination of the main disconnection error, to the performance control board 81 and the frame control board 82. The main disconnection error is detected in a confirmation period other than during the ball removal state.
[0181] The CPU 80a performs control to restrict the launch of game balls while setting, as an example, a frame board communication error, a supply mechanism error, and a door open error among a plurality of types of errors. When at least one error among the frame board communication error, the supply mechanism error, and the door open error is set, the CPU 80a transmits a launch stop signal to the frame control board 82 (launch permission circuit 82m). That is, the launch stop signal is turned on. When the launch permission circuit 82m receives the launch stop signal, the launch permission signal to the launch control board 83 is turned off, and the transmission is stopped. As described above, the transmission condition of the launch permission signal is satisfied when the launch of the game ball is permitted in the launch permission state. That is, the transmission condition of the launch permission signal is not satisfied when the launch is prohibited. In the pachinko game machine 10 of this embodiment, control to restrict the launch of the game balls is not performed while an error other than the frame board communication error, the supply mechanism error, and the door open error is set, and the game balls can be launched.
[0182] The launch permitted state is a state in which the management unit 100 and the pachinko gaming machine 10 are normally connected, a predetermined error (for example, a frame board communication error) has not occurred in the gaming control board 80, and a predetermined error (for example, a supply mechanism error or a door open error) has not occurred in the frame control board 82. The launch prohibited state is a state in which one or more of the following has occurred: the management unit 100 and the pachinko gaming machine 10 are not normally connected, a predetermined error has occurred in the gaming control board 80, and a predetermined error has occurred in the frame control board 82. Note that even in the same door open error state, if a second door open signal is received, it does not fall under the above-mentioned predetermined error, and the launch prohibited state may not be established depending on the occurrence of the error.
[0183] In addition, the CPU 80a performs control to restrict the awarding of prize balls while setting a frame board communication error, as an example of a number of errors. When the frame board communication error is set, the CPU 80a does not transmit the number of winning balls information to the frame control board 82 even if it receives a detection signal from each winning sensor D11 to D15. In this case, even if a game ball is detected by each winning sensor D11 to D15, the number of balls managed by the main body side is not added, so that no prize balls are awarded. In addition, the CPU 80a performs control to restrict the progress of the game while setting a frame board communication error. When the frame board communication error is set, the CPU 80a does not execute the above-mentioned normal processing on the board side. As a result, a special game is not executed and a big win game is not awarded while the frame board communication error is set.
[0184] Thus, in this embodiment, the execution of the game in the pachinko game machine 10 is restricted during the setting of the frame board communication error. In this embodiment, the restriction of the execution of the game means, as described above, the state in which the launch is prohibited, the state in which the provision of the prize balls is restricted, and the state in which the progress of the game is restricted, but it may be any of these states. For example, the restriction of the execution of the game may be the state in which the launch is prohibited, and the state in which the provision of the prize balls is not restricted, and the state in which the progress of the game is not restricted. Also, for example, the restriction of the execution of the game may be the state in which the launch is prohibited and the state in which the provision of the prize balls is not restricted, and the state in which the progress of the game is restricted.
[0185] Also, when the CPU 80a sets a frame board communication error as an example among a plurality of types of errors, it initializes the main information stored in the RAM 80c. For this reason, after the frame board communication error is set and the power is turned on after a power-off, after the frame board communication error is released, it cannot return based on the main information that was backed up before the frame board communication error was set. For example, in a situation where there is a pending variable game, if the power supply to the pachinko machine 10 is cut off and then the power supply to the pachinko machine 10 is resumed, and the combination of the frame side verification code and the board side verification code is not the predetermined combination, a frame board communication error is set. Also, even if the combination of the frame side verification code and the board side verification code is the predetermined combination, if information cannot be transmitted and received between the game control board 80 and the frame control board 82 due to a disconnection of the communication line or the like, the game control board 80 cannot receive the response information for the startup information from the frame control board 82, and a frame board communication error is set. That is, in the present embodiment, in a situation where there is a pending variable game, if the power supply to the pachinko machine 10 is cut off and then the power supply to the pachinko machine 10 is resumed, and the combination of the frame side verification code and the board side verification code is not verified as the predetermined combination, a frame board communication error is set. At this time, the information regarding the number of pending variable games included in the main information stored in the RAM 80c is initialized. As a result, for example, in a situation where there is a pending variable game, if the power supply to the pachinko machine 10 is cut off and then the power supply is resumed, and the combination of the frame side verification code and the board side verification code is not verified as the predetermined combination, the variable game that was pending before the power supply was cut off is not executed. On the other hand, in a situation where there is a pending variable game, if the power supply to the pachinko machine 10 is cut off and then the power supply is resumed, and the combination of the frame side verification code and the board side verification code is verified as the predetermined combination, the variable game that was pending before the power supply was cut off can be executed based on the information regarding the number of pending variable games.
[0186] The frame side error notification process of the frame side normal process will be described. The CPU 82a controls the display content of the second ball number display unit 17 so as to display an error code, which is an example of information that can identify the error being set, while various errors other than the frame board communication error are being set. The CPU 82a can identify the error code of the error being set from the game information transmitted from the game control board 80. The error code is information unique to each error. The CPU 82a alternates between displaying the error code and displaying the number of game balls every predetermined time. When multiple types of errors are set, the CPU 82a may be configured to display multiple types of error codes and the number of game balls in sequence for a predetermined time. Alternatively, the CPU 82a may be configured to display the error code and not display the number of game balls. The CPU 82a controls the second ball number display unit 17 so that when the error being set is released, the display of the error code corresponding to the released error is terminated. In one example of this embodiment, all errors that can be detected by the frame control board 82 are subject to display as error codes in the second ball number display unit 17. Furthermore, among the errors detected by the game control board 80, the unauthorized radio wave detection error and the main disconnection error are the objects for displaying an error code on the second ball number display unit 17. On the other hand, among the errors detected by the game control board 80, the frame board communication error is not the object for displaying an error code on the second ball number display unit 17. Even in a situation where a frame board communication error is set, the second ball number display unit 17 does not display an error code for the frame board communication error. The second ball number display unit 17 is also used as a notification execution means for notifying an error. The second ball number display unit 17, which notifies the number of game balls owned by the player and notifies an error code, is an example of a second notification means.
[0187] The CPU 82a controls the display contents of the performance display monitor 82d so as to display an error code that can identify the error being set. That is, the error code is displayed on both the second ball number display section 17 and the performance display monitor 82d. The CPU 82a alternates between displaying the error code and displaying the base value (performance information) at predetermined time intervals. When multiple types of errors are set, the CPU 82a may be configured to display multiple types of error codes and the base value in sequence for a predetermined time. Alternatively, the CPU 82a may be configured to display the error code and not the base value. Furthermore, the CPU 82a may be configured to display the number of game balls in addition to the base value and error code on the performance display monitor 82d. In this case, the CPU 82a may display these three types of information in sequence while switching between them at predetermined time intervals. The CPU 82a controls the performance display monitor 82d so as to end the display of the error code when the error being set is released. In one example of this embodiment, all errors that can be detected by the frame control board 82 are subject to display as error codes on the performance display monitor 82d. In addition, among the errors detected by the game control board 80, the unauthorized radio wave detection error and the main disconnection error are the display targets of the error code on the performance display monitor 82d. On the other hand, among the errors detected by the game control board 80, the frame board communication error is not the display target of the error code on the performance display monitor 82d. Therefore, even if the frame board communication error is set, the error code of the frame board communication error is not displayed on the performance display monitor 82d. The performance display monitor 82d of this embodiment is also used as a means for notifying an error. The CPU 82a starts the display of the error code on the performance display monitor 82d and the display of the error code on the second ball number display unit 17 at the same or approximately the same timing. The performance display monitor 82d that notifies the base value and the error code is an example of a second notifying means.
[0188] The CPU 82a controls the notification sound unit 13 to output a notification sound in a sound pattern that can identify the error being set. That is, the CPU 82a executes a sound notification (hereinafter, referred to as an error sound notification) that notifies the error being set. For example, in one example of the present embodiment, the CPU 82a sets the unauthorized radio wave detection error, the managed gaming machine communication error, the supply mechanism error, the frame disconnection error, the main disconnection error, the game ball count clear error, the winning ball count abnormality error, and the door open error as the notification objects, and executes the error sound notification when these errors are being set. The CPU 82a does not set the frame board communication error as the notification object, and does not execute the error sound notification for notifying the frame board communication error. The sound pattern of the error sound notification has different contents for each type of error, and is the content that can identify the outline of the error being set. As an example, in the case of unauthorized radio wave detection, the sound is a voice that reads out the character string "Error code P10 has occurred, please call an attendant."
[0189] In addition, when the error release condition is satisfied, the CPU 82a ends the error notification by the device that issues the error notification. In other words, by ending the error notification, the error whose setting has been released can be recognized. The CPU 82a transmits a frame error release command, which is control information capable of identifying the type of error whose setting has been released, to the game control board 80. This allows the error notification controlled by the CPU 80a of the game control board 80 to be terminated. In this embodiment, when the error release switch 82f is operated to satisfy the error release condition, the predetermined state that is released based on the operation of the ball removal switch 82e and the operation of the game ball clear switch 82g is not released. Since the operation of the ball removal switch 82e is an operation that causes the ball removal state, the predetermined state that is not released in the above case corresponds to a non-ball removal state in which ball removal cannot be performed. In addition, since the operation of the game ball clear switch 82g is an operation that causes a state in which the second managed ball count information is initialized to 0, the predetermined state that is not released in the above case corresponds to a state in which the counting result is held without initializing the second managed ball count information to 0. In other words, while the error release switch 82f is being operated, the ball removal state and the state in which the main body managed ball count information is initialized to 0 do not occur.
[0190] The performance side error notification process executed by the performance control board 81 (CPU 81a) will be described. When the CPU 81a receives the unauthorized radio wave detection error setting command, the CPU 81a controls a part or all of the notification means constituting the notification device ES to execute the unauthorized radio wave detection error notification. As an example, the unauthorized radio wave detection error notification is executed in a manner in which a voice capable of identifying the occurrence of the unauthorized radio wave detection error, such as a voice reading out a string of characters, is output from the notification voice unit 12. As an example, the unauthorized radio wave detection error notification is executed in a manner in which the notification light-emitting unit 14 is caused to emit light in a light-emitting pattern dedicated to the unauthorized radio wave detection error. When the CPU 81a starts the notification of the unauthorized radio wave detection error, the CPU 81a controls the notification device ES to continue the unauthorized radio wave detection error notification until the power is cut off.
[0191] When the CPU 81a receives the frame board communication error setting command, it controls a part or all of the notification means constituting the notification device ES to execute the frame board communication error notification. As an example, the frame board communication error notification is executed in a manner in which a voice capable of identifying the occurrence of the frame board communication error, such as a voice reading out a character string, is output from the notification voice unit 12. As an example, the frame board communication error notification is executed in a manner in which the notification light-emitting unit 14 is illuminated in a light-emitting pattern dedicated to the frame board communication error. When the CPU 81a starts the notification of the frame board communication error, it controls the notification device ES so that the frame board communication error notification is continued until the power is cut off. In addition, the CPU 81a may receive a board error release command capable of identifying that the setting of the frame board communication error has been released when the power is restored after the power is cut off, and may control the notification device ES so that the frame board communication error notification is terminated when the board error release command is received.
[0192] When the CPU 81a receives the main disconnection error setting command, the CPU 81a controls a part or all of the notifying means constituting the notifying device ES to execute the main disconnection error notification. As an example, the main disconnection error notification is executed in a manner in which a sound capable of identifying the occurrence of a main disconnection error, such as a sound reading out a character string, is output from the notifying sound unit 12. As an example, the main disconnection error notification is executed in a manner in which the notifying light-emitting unit 14 is illuminated in a light-emitting pattern dedicated to the main disconnection error. As an example, the main disconnection error notification is executed in a manner in which an image capable of identifying the occurrence of a main disconnection error, such as a character string "main disconnection error", is displayed in the image display area 19a of the notifying display unit 19. When the CPU 81a receives an identifiable main disconnection error release command capable of identifying that an abnormality, such as a disconnection, has been eliminated for a sensor connected to the game control board 80, the CPU 81a controls the notifying device ES to end the main disconnection error notification.
[0193] In addition, error notification is also performed for all or some of the error states other than the above-mentioned unauthorized radio wave detection error, frame board communication error, and main line disconnection error under the control of the CPU 81a. That is, the CPU 81a controls the notification device ES in response to the received frame error command to perform error notification. The notification pattern of the error notification by the notification means constituting the notification device ES is determined for each type of error. That is, the notification patterns are partially or completely different so that the type of error can be identified. The notification patterns being partially or completely different are created by the notification means themselves that perform the notification being different, or by the notification contents being different even if the notification means that perform the notification is the same. For example, the sound is different, the light emission time or color is different, or the image is different.
[0194] The error notification by the notification means constituting the notification device ES is terminated when the release condition of the error that is the subject of the error notification is satisfied and the error is released. By terminating the error notification, the released error can be recognized.
[0195] Here, an example of a notification mode in which the CPU 82a receives start-up information after power-on and performs a matching process, in which the board-side matching code and the frame-side matching code match, or do not match, will be described.
[0196] As described above, when the board-side matching code and the frame-side matching code match, the CPU 82a transmits response information to the received startup information to the game control board 80. As described above, when the CPU 80a receives response information to the startup information, it transmits an initialization command or a power recovery command to the performance control board 81 depending on whether the backed-up information is normal or not and whether a RAM clear signal has been received or not.
[0197] When the performance control board 81 (CPU 81a) receives an initialization command or a power restoration command, it controls the notification device ES to execute a RAM clear notification or a power restoration notification in response to the received command. That is, in this embodiment, after the power supply to the pachinko game machine 10 is started, when the game control board 80 (CPU 80a) receives response information to the startup information, the initialization command or the power restoration command is transmitted to the performance control board 81. At this time, the RAM clear notification or the power restoration notification is executed in the notification device ES. The RAM clear notification and the power restoration notification are examples of specific notifications. Then, the CPU 81a controls the notification display unit 19 to display an initialization image or a power restoration image in response to the received command. Also, the CPU 81a controls the notification display unit 19 to display a predetermined background image and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern in response to the received command. That is, when the combination of the frame side matching code and the board side matching code is a predetermined combination, the notification display unit 19 issues a notification in a notification mode that displays a predetermined background image and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern according to the received command. A notification in which a predetermined background image and a performance pattern (a predetermined performance pattern or a performance pattern different from the predetermined performance pattern) are displayed on the notification display unit 19 is an example of a predetermined notification. That is, the notification display unit 19 is capable of executing a predetermined notification when power supply is started.
[0198] On the other hand, as described above, if the board-side matching code and the frame-side matching code do not match, the CPU 82a does not transmit the response information to the received startup information to the game control board 80. In other words, if the combination of the frame-side matching code and the board-side matching code is not a predetermined combination, the CPU 80a cannot receive the response information to the startup information. As described above, at this time, the CPU 80a sets a frame board communication error based on not receiving the response information to the startup information.
[0199] When the frame board communication error is set, the performance control board 81 (CPU 81a) controls the notification display unit 19 to display an image that can identify that a frame board communication error has occurred. If the CPU 80a does not receive response information to the startup information after power supply to the pachinko game machine 10 is started, the notification device ES does not execute a RAM clear notification and a power return notification. If the combination of the frame side matching code and the board side matching code is not a predetermined combination, the notification is performed by the notification display unit 19 in a notification mode that displays an image that can identify that a frame board communication error has occurred. Thus, in this embodiment, the notification mode of the notification display unit 19 differs between when the combination of the frame side matching code and the board side matching code is a predetermined combination and when the combination of the frame side matching code and the board side matching code is not a predetermined combination.
[0200] In addition, when a frame board communication error is set, the pachinko game machine 10 restricts the execution of a notification (predetermined notification) in which an image is displayed on the notification display unit 19 and a predetermined background image and a performance pattern (predetermined performance pattern or a performance pattern different from the predetermined performance pattern) are displayed on the notification display unit 19. That is, in this embodiment, when power supply is started, if the combination of the frame side matching code and the board side matching code is not a predetermined combination, the execution of the predetermined notification is restricted, and at this time, the notification mode of the notification display unit 19 becomes a notification mode that displays an image that can identify the occurrence of a frame board communication error. In this embodiment, the restriction of the execution of the predetermined notification is, as an example, that the predetermined notification is not executed, but is not limited to this. The restriction of the execution of the predetermined notification may be that the predetermined notification is executed and then a part of it is restricted. For example, the restriction of the execution of the predetermined notification may be that an image is displayed so as to be superimposed on a layer in front of the predetermined background image and performance pattern displayed on the notification display unit 19, so that the predetermined background image or a part of the performance pattern cannot be seen. Also, for example, the execution of a specified notification may be restricted by displaying an image superimposed on a layer in front of a specified background image and performance pattern displayed on the notification display unit 19, thereby making the specified background image and performance pattern completely invisible.
[0201] In this embodiment, as described above, when power supply is started, if the combination of the frame side matching code and the board side matching code is a predetermined combination, the execution of the predetermined notification is not restricted. At this time, the notification mode of the notification display unit 19 becomes a notification mode in which a predetermined background image and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern are displayed in response to the received command. The notification mode in which the notification display unit 19 displays a predetermined background image and a combination of a predetermined performance pattern or a performance pattern different from the predetermined performance pattern in response to the received command when the execution of the predetermined notification is not restricted is an example of the first mode. On the other hand, the notification mode of the notification display unit 19 when the execution of the predetermined notification is restricted is an example of the second mode. Among the second modes, the notification mode in which an image that can identify the occurrence of a frame board communication error is displayed is an example of a specific notification mode. That is, in this embodiment, the specific notification mode is included in the second mode.
[0202] As described above, when an unauthorized radio wave detection error and a main disconnection error occur in addition to the frame board communication error, images that can identify the occurrence of these errors are displayed on the notification display unit 19. In this embodiment, when an image that can identify the occurrence of an unauthorized radio wave detection error and an image that can identify the occurrence of a main disconnection error are displayed on the notification display unit 19, the execution of a predetermined notification is restricted. At this time, the notification mode of the notification display unit 19 becomes the second mode. That is, in this embodiment, even if the combination of the frame side matching code and the board side matching code is a predetermined combination and no frame board communication error occurs, when an unauthorized radio wave detection error and a main disconnection error occur, the execution of a predetermined notification is restricted. The unauthorized radio wave detection error and the main disconnection error are examples of specific errors. That is, in this embodiment, when power supply is started, even if the combination of the frame side matching code and the board side matching code is a predetermined combination, if a specific error occurs, the execution of a predetermined notification is restricted, and the notification mode of the notification display unit 19 becomes the second mode.
[0203] The external device communication process included in the frame-side normal process will be described with reference to FIG. The external device communication process is a process in which the frame control board 82 transmits and receives predetermined information to the outside of the pachinko gaming machine 10 as a communication target. Specifically, the frame control board 82 executes the external device communication process to the management unit 100 as a communication target. The CPU 82a of the frame control board 82 that executes the external device communication process functions as a processing means.
[0204] The CPU 82a executes an external device communication process for transmitting and receiving information in a predetermined order. After the power supply of the pachinko gaming machine 10 is turned on and the machine is started, the CPU 82a executes the external device communication process at every predetermined processing period T. The processing period T is, for example, 300 ms.
[0205] In the external device communication process, the CPU 82a transmits and receives messages to and from the management unit 100. In this embodiment, the types of messages include a gaming machine information notification, a counting notification, a loan notification, and a loan receipt result response. These four types of messages are transmitted and received in a predetermined order during a processing cycle T, which is a unit cycle.
[0206] In a processing cycle T, messages are sent and received in the following order: gaming machine information notification → counting notification → loan notification → loan receipt result response. In one external device communication process, these four messages are sent and received within the processing cycle T, which is a unit cycle. The external device communication process is then repeatedly executed for each processing cycle T. In other words, each message is sent and received for each processing cycle T.
[0207] The gaming machine information notification is a message that notifies information about the gaming machine. The gaming machine information notification includes a command (for example, 0x01) for distinguishing it from other messages, a communication serial number (shown as "n" in FIG. 8), the gaming machine type, and gaming machine information. The communication serial number is updated according to the number of transmissions. The gaming machine type corresponds to a pachinko gaming machine, a reel type gaming machine, and the like. The gaming machine information includes any of the first to third gaming machine information. The first gaming machine information is information about the performance of the gaming machine, such as the total number of shot gaming balls, the total number of acquired gaming balls, and the ball payout rate. The second gaming machine information is information that enables the identification of the product code and manufacturer of the CPUs 80a and 82a mounted on the gaming control board 80 and the frame control board 82. The third gaming machine information is information sent to an external management device and information about fraud monitoring. The information sent to an external management device (hall computer) is, for example, the number of shot balls and the number of balls managed on the main unit side. The information related to fraud monitoring is information related to an error occurring in the pachinko gaming machine 10 and information related to fraud detection. In this embodiment, the gaming machine information notification corresponds to the first information related to the gaming machine.
[0208] The counting notification is a message that notifies information regarding the number of game balls counted by the operation of the counting operation unit 18. The counting notification includes a command (e.g., 0x02) for distinguishing it from other messages, a counting serial number (indicated as "m" in FIG. 8), the number of counted balls transmitted in a processing cycle T, and a counted cumulative number of balls equivalent to the cumulative value of the number of counted balls counted while the power of the pachinko gaming machine 10 is turned on. The counting serial number is updated according to the number of transmissions. The counted number of balls can be set, for example, in the range of 0 balls to 250 balls. In this example, a number equivalent to 250 balls can be transferred to the management unit 100 in one counting notification (one processing cycle T). The number of counted balls is counted by operating the counting operation unit 18 once, and is counted continuously by operating it continuously (long press operation). The counted cumulative number of balls can be set, for example, in the range of 0 balls to 65535 balls. The counted cumulative number of balls is stored as data in the RAM 82c, and is cleared to "0 (zero)" when the power of the pachinko gaming machine 10 is turned on. In this embodiment, the count notification corresponds to the second information corresponding to the number of gaming balls to be transferred to the management unit 100 as an external device.
[0209] The loan notification is a message that notifies information regarding the number of loaned balls. The loan notification includes a command (e.g., 0x03) for distinguishing it from other messages, a loan serial number (shown as "k" in FIG. 8), and the number of loaned balls sent in a processing cycle T. The loan serial number is updated according to the number of transmissions. The number of loaned balls can be set, for example, in the range of 0 to 255 balls. In this example, a maximum number of balls equivalent to 255 balls can be loaned in one loan notification (one processing cycle T). If the number of counted balls in the counting notification in the processing cycle T is "1" or more, the loan notification notifies "0 (zero)". In this embodiment, the loan notification corresponds to the third information corresponding to the number of loaned balls sent from the management unit 100 as an external device.
[0210] The loan receipt result response is a message that notifies information regarding the receipt result of the loan notification. The loan receipt result response includes a command (e.g., 0x04) for distinguishing it from other messages, a loan serial number (shown as "k" in FIG. 8), and information indicating the receipt result. The loan serial number is updated according to the number of transmissions, but the loan serial number of the loan notification and the loan receipt result response within a unit period are the same number. The information indicating the receipt result includes a normal notification when the receipt result of the loan notification is normal, and an abnormal notification when the receipt result of the loan notification is abnormal. Cases when the receipt result becomes abnormal include a case where the pachinko game machine 10 is in a ball removal state and a case where the number of game balls stored in the RAM 82c is [100000] balls or more.
[0211] As shown in FIG. 8, in a processing cycle T, the frame control board 82 (CPU 82a) transmits a gaming machine information notification to the CU control board 120 (CPU 120a) of the management unit 100. Next, in the same processing cycle T, the CPU 82a transmits a counting notification to the CPU 120a after a time T1 (for example, 90 ms to 100 ms) has elapsed since the transmission of the gaming machine information notification. At this time, if the counted ball number is "0 (zero)", the CPU 82a transmits data indicating "0 (zero)". On the other hand, if the counted ball number is [1] or more, the CPU 82a transmits data indicating
[0250] balls as the maximum number of data that can be transmitted in one processing cycle T, indicating [1] or more. Next, in the same processing cycle T, the CPU 82a receives a lending notification transmitted by the CPU 120a after the transmission of the counting notification. When the CPU 120a receives the counting notification, it transmits a lending notification within time T2 (for example, 170 ms). Next, in the same processing cycle T, the CPU 82a transmits a loan receipt result response to the CPU 120a at time T3 (for example, within 10 ms) after receiving the loan notification. After transmitting the loan receipt result response, the CPU 82a waits an interval of time T4 (for example, 20 ms) or more, and after the processing cycle T has elapsed, transmits a new gaming machine information notification at the start of the next processing cycle T. As described above, the CPU 82a repeats sending and receiving the gaming machine information notification, counting notification, loan notification, and loan receipt result response during the processing cycle T. Note that the CPU 82a does not transmit the number of counted balls generated by operating the counting operation unit 18 during the processing cycle T during that processing cycle T, but transmits it in the counting notification after the next processing cycle T.
[0212] The above is based on the assumption that the combination of the pachinko gaming machine 10 and the management unit 100 connected to the pachinko gaming machine 10 is a predetermined combination, or that there is no malfunction that affects the transmission and reception of electronic messages. A predetermined combination is a combination in which the management unit 100 is the one that should be connected to the pachinko gaming machine 10, or a pachinko gaming machine 10 is the one that should be connected to the management unit 100. Note that if either the pachinko gaming machine 10 or the management unit 100 is a genuine product and the other is, for example, a sample machine used for sales activities, the combination is not a predetermined combination. The pachinko gaming machine 10 and the management unit 100 can determine whether they should be connected to each other from the commands included in the electronic messages. In other words, a program that determines what kind of command is required to determine that the combination is correct is stored in each of the pachinko gaming machine 10 and the management unit 100. Incidentally, the command for notifying gaming machine information of the sample machine is, for example, 0x81, the command for notifying counting of the sample machine is, for example, 0x82, the command for notifying loan of the sample machine is, for example, 0x83, and the command for responding to loan receipt result of the sample machine is, for example, 0x84. As described above, the commands of each message in the sample machine are different from the commands of each message in the genuine pachinko gaming machine 10. Note that an error that occurs between the pachinko gaming machine 10 and the management unit 100 can be identified in the first external device communication process after power is turned on.
[0213] 8, the CPU 82a of the frame control board 82 can determine that the communication status with the management unit 100 (CU control board 120) is normal by receiving a lending notification from the CU control board 120 after transmitting a counting notification. In other words, if the CPU 82a does not receive a lending notification from the CU control board 120 after transmitting a counting notification, it can determine that the communication status with the management unit 100 (CU control board 120) is not normal.
[0214] Reasons why the loan notification from the CU control board 120 cannot be received include an improper combination of the pachinko gaming machine 10 and the management unit 100, or the combination of the pachinko gaming machine 10 and the management unit 100 is correct but there is an improper connection. The inability to receive the loan notification ultimately means that the communication status of the counting notification between the pachinko gaming machine 10 and the management unit 100 is not normal, or the communication status of the loan notification is not normal, or the gaming machine information notification is not normal. When such communication status is not normal, the pachinko gaming machine 10 judges it to be an error.
[0215] FIG. 9 shows an example of a combination of a pachinko gaming machine and a management unit. When a genuine pachinko gaming machine 10 is combined with a genuine management unit 100, the pachinko gaming machine 10 determines that the communication status is normal ("○" in the figure) by receiving a rental notice. Similarly, when a sample pachinko gaming machine is combined with a management unit for the sample machine, the sample pachinko gaming machine determines that the communication status is normal ("○" in the figure) by receiving a rental notice. In these cases, the combination of both the genuine pachinko gaming machine 10 and the sample pachinko gaming machine is correct, so no error is detected. On the other hand, when a genuine pachinko gaming machine 10 is combined with a management unit for the sample machine, the pachinko gaming machine 10 determines that the communication status is abnormal ("×" in the figure) by not receiving a rental notice from the management unit for the sample machine. Similarly, if a sample pachinko gaming machine is combined with the management unit 100 for genuine products, the sample pachinko gaming machine will determine that the communication status is abnormal ("X" in the figure) because it does not receive a rental notification from the management unit 100 for genuine products. In these cases, both the genuine pachinko gaming machine 10 and the sample pachinko gaming machine will determine that there is an error since the combination is incorrect.
[0216] An error between the pachinko game machine 10 and the management unit 100 occurs even if the game control board 80 and the frame control board 82 are correctly combined and in a normal communication state. Also, an error when the combination of the pachinko game machine 10 and the management unit 100 is incorrect can occur earlier than an error that occurs when the game control board 80 and the frame control board 82 are correctly combined. In this case, the errors include, for example, a supply mechanism error, a frame disconnection error, a game ball count clear error, and an abnormal winning ball count error. The combination of the pachinko game machine 10 and the management unit 100 is incorrect can be determined by not receiving a loan notification in the first external device communication process after power is turned on.
[0217] When an error occurs between the pachinko gaming machine 10 and the management unit 100, an error notification may be executed in the same manner as when other errors occur as described in the frame side error notification process and the presentation side error notification process. When a management unit for a sample machine is combined with a genuine pachinko gaming machine 10, there are multiple timings for error notification executed by the pachinko gaming machine 10. In other words, since the timings for sending the gaming machine information notification, counting notification, and lending notification are different, the timings (times) from when these messages are sent to when the error notification is executed are different. Note that, if the combination is incorrect, an error that occurs between the pachinko gaming machine 10 and the management unit 100 will continue to occur even if the power to the pachinko gaming machine 10 is once cut off and then supplied again.
[0218] In this embodiment, when an error occurs between the pachinko game machine 10 and the management unit 100, the execution of the game in the pachinko game machine 10 is restricted. In this case, the execution of the game is restricted to all of the following states: a launch prohibited state, a state in which the provision of prize balls is restricted, and a state in which the progress of the game is restricted. However, it may be any of these states. For example, the execution of the game is restricted to a launch prohibited state, and the state in which the provision of prize balls is not restricted and the progress of the game is not restricted. In addition, for example, the execution of the game is restricted to a launch prohibited state and a state in which the provision of prize balls is not restricted, and the progress of the game is not restricted. In addition, the execution of the game is restricted to a state in which the lending of game balls from the management unit 100 is not performed. In addition, even if the number of balls managed by the main body stored in the RAM 82c of the frame control board 82 is 1 or more, the process of counting the game balls to be transferred to the management unit 100, that is, the process of sending the count notification, may be restricted. This can prevent the management of the game balls from being transferred from the pachinko game machine 10 to a management unit with an incorrect combination.
[0219] Therefore, according to this embodiment, the following effects can be obtained. (1) When the communication status of each message such as the gaming machine information notification, the counting notification, and the loan notification between the pachinko gaming machine 10 and the management unit 100 is not normal, an error is generated. Therefore, the pachinko gaming machine 10 can reliably communicate with the outside. In particular, the counting notification and the loan notification are data related to gaming balls and are directly linked to the player's profits. Therefore, by being able to reliably communicate such data, loss of profits can be prevented.
[0220] Specifically, when a management unit for a sample machine is combined with a genuine pachinko gaming machine 10, the pachinko gaming machine 10 cannot receive a rental notification even if it transmits a gaming machine information notification or a counting notification, and therefore an error is generated because the communication status is not normal. This error can occur when communication other than the predetermined communication specifications is performed between the connected pachinko gaming machine and the management unit. This makes it possible to prevent the pachinko gaming machine 10 from communicating with an incorrectly combined management unit and continuing the game. Similarly, when a management unit 100 for a genuine machine is combined with a sample pachinko gaming machine, it is possible to prevent the sample pachinko gaming machine from continuing the game.
[0221] (2) When power supply is started, the combination of the frame side verification code and the board side verification code is verified to determine whether it is a predetermined combination. This allows the frame control board 82 and the game control board 80 to be determined to be connected in a predetermined combination. The notification mode of the notification device ES differs between when the combination of the frame side verification code and the board side verification code is a predetermined combination and when the combination of the frame side verification code and the board side verification code is not a predetermined combination. Therefore, by checking the notification mode of the notification device ES when power supply is started, it is possible to know whether the combination of the frame side verification code and the board side verification code is a predetermined combination, and ultimately to know whether the frame control board 82 and the game control board 80 are connected in a predetermined combination. Therefore, it is possible to play a game after the control means is set to the correct combination.
[0222] (3) When power supply is started, the game control board 80 transmits to the frame control board 82 startup information including information different from the board verification code in addition to the board verification code, and the frame control board 82 checks whether the frame verification code and the board verification code are a predetermined combination. Therefore, when transmitting the board verification code from the game control board 80 to the frame control board 82, in addition to the board verification code, information different from the board verification code can be transmitted as startup information, so that information can be transmitted from the game control board 80 to the frame control board 82 efficiently. Therefore, compared to the case where the board verification code and the information different from the board verification code are transmitted individually, the information to be transmitted from the game control board 80 to the frame control board 82 when the pachinko game machine 10 is started can be transmitted earlier, so that the time from when power supply is started to when the pachinko game machine 10 is started can be shortened.
[0223] (4) The frame control board 82 transmits response information to the start-up information to the game control board 80 when the combination of the frame side verification code and the board side verification code is a predetermined combination. However, for example, even if the combination of the frame side verification code and the board side verification code is a predetermined combination, when the communication line between the frame control board 82 and the game control board 80 is disconnected, the game control board 80 cannot receive the response information to the start-up information from the frame control board 82. In this embodiment, the frame control board 82 does not transmit the response information to the start-up information to the game control board 80 even when the combination of the frame side verification code and the board side verification code is not a predetermined combination. Therefore, the game control board 80 can be made to perform the same process when the communication line between the frame control board 82 and the game control board 80 is disconnected and when the combination of the frame side verification code and the board side verification code is not a predetermined combination.
[0224] (5) When the combination of the frame side verification code and the board side verification code is a predetermined combination, the frame control board 82 transmits response information to the start-up information to the game control board 80, and then the RAM clear notification or the return notification is executed on the condition that the game control board 80 receives the response information to the start-up information. Therefore, depending on whether the RAM clear notification or the return notification is executed, the manufacturer of the gaming machine or the manager of the gaming facility (hereinafter referred to as the person who performs maintenance) can know whether the frame control board 82 has received the response information to the start-up information. Then, the person who performs maintenance can know whether the frame control board 82 and the game control board 80 are connected in a predetermined combination. When the person who performs maintenance knows that the frame control board 82 and the game control board 80 are connected in a predetermined combination, the connection between the frame control board 82 and the game control board 80 is maintained, so that the game can be played with the control means of the correct combination. On the other hand, if the person performing maintenance finds that the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the combination of the frame control board 82 and the game control board 80 can be corrected and game play can be played.
[0225] (6) Even if the combination of the frame side verification code and the board side verification code is a predetermined combination, when a specific error (unauthorized radio wave detection error and main line disconnection error) occurs, the execution of the predetermined notification is restricted, and the notification mode of the notification display unit 19 becomes the notification mode when the execution of the predetermined notification is restricted. As a result, when the execution of the predetermined notification is restricted and the notification mode of the notification display unit 19 becomes the notification mode when the execution of the predetermined notification is restricted, it is possible to alert the person performing maintenance both as to whether the frame control board 82 and the game control board 80 are connected in a predetermined combination or not, and as to whether a specific error has occurred or not. As a result, when the person performing maintenance grasps the occurrence of a specific error, it is possible to allow the player to play after taking measures to cancel the specific error. On the other hand, when the person performing maintenance grasps that the frame control board 82 and the game control board 80 are not connected in a predetermined combination, it is possible to allow the player to play after correcting the combination of the frame control board 82 and the game control board 80.
[0226] (7) The frame control board 82, which has received the error code, controls the second ball count display unit 17 and the performance display monitor 82d to notify the user of information that can identify the occurrence of a specific error. Therefore, in a situation in which the execution of a specified notification is restricted, when the second ball count display unit 17 and the performance display monitor 82d notify the user of a specific error, the user performing maintenance can be made to understand that a specific error has occurred and can also be made to understand that the combination of the frame side matching code and the board side matching code is a predetermined combination.
[0227] (8) When the frame control board 82 receives the start-up information, the frame control board 82 is configured to check whether the combination of the frame side verification code and the received board side verification code is a predetermined combination. Assuming that the frame control board 82 is configured in this way, the time from when the power supply is started until the frame control board 82 can receive the start-up information is shorter than the time from when the power supply is started until the game control board 80 can transmit the start-up information to the frame control board 82. This prevents the frame control board 82 from being unable to receive the start-up information when the game control board 80 transmits the start-up information to the frame control board 82 after the power supply is started. This allows the frame control board 82 to reliably receive the start-up information. As a result, the frame control board 82 (CPU 82a) can reliably check whether the combination of the frame side verification code and the received board side verification code is a predetermined combination.
[0228] (9) When the frame control board 82 and the game control board 80 cannot communicate with each other, the notification mode of the notification device ES becomes a notification mode of a frame board communication error notification. The situation in which the frame control board 82 and the game control board 80 cannot communicate with each other includes a situation in which the combination of the frame side matching code and the board side matching code is not a predetermined combination. Therefore, when the notification mode of the notification device ES becomes a notification mode of a frame board communication error, in addition to the possibility that the frame control board 82 and the game control board 80 cannot communicate with each other due to a disconnection of the communication line, the maintenance person can be made aware that the combination of the frame side matching code and the board side matching code may not be a predetermined combination. Then, when the maintenance person finds that the combination of the frame side matching code and the board side matching code is not a predetermined combination, that is, that the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the control means can be set to the correct combination and the game can be played.
[0229] (10) For example, when a game is played in a situation where the frame control board 82 and the game control board 80 cannot communicate with each other, including a situation where the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the balls held by the player cannot be managed normally, and there is a risk of giving a disadvantage to the player. In contrast, in this embodiment, a frame board communication error is set in a situation where the frame control board 82 and the game control board 80 cannot communicate with each other, and while the frame board communication error is set, the execution of the game in the pachinko game machine 10 is restricted. At this time, the launch is prohibited, the awarding of prize balls is restricted, and the progress of the game is restricted. In other words, in a situation where the frame control board 82 and the game control board 80 cannot communicate with each other, the game is prevented from being played, thereby preventing the player from being disadvantaged.
[0230] (11) For example, when the frame control board 82 and the game control board 80 are not connected in a predetermined combination, if the game control board 80 transmits the winning ball number information to the frame control board 82, the frame control board 82 may not be able to properly manage the number of balls managed on the main body side. In this embodiment, when the combination of the frame side verification code and the board side verification code is not a predetermined combination, that is, when the frame control board 82 and the game control board 80 are not connected in a predetermined combination, a frame board communication error is set. Then, while the frame board communication error is set, the CPU 80a does not transmit the winning ball number information to the frame control board 82 even if it receives a detection signal from each winning sensor D11 to D15. This makes it possible to prevent the number of balls managed on the main body side from being updated even if it receives a detection signal from each winning sensor D11 to D15 in a situation where the frame control board 82 and the game control board 80 are not connected in a predetermined combination. Then, the frame control board 82 can properly manage the number of balls managed on the main body side.
[0231] (12) Whether the frame control board 82 and the gaming control board 80 are connected in a predetermined combination is determined based on information that can identify the manufacturer of the CPU of each control board. Therefore, the person performing maintenance can manage the frame control board 82 and the gaming control board 80 based on the manufacturer of the CPU. And, since the person performing maintenance can be made aware of connecting the frame control board 82 and the gaming control board 80 whose CPU manufacturers are the same, it is possible to prevent the frame control board 82 and the gaming control board 80 whose CPU manufacturers are different from each other from being connected.
[0232] (13) In a situation where there is a variable game on hold, when the power supply to the gaming machine is cut off and the power supply to the gaming machine is resumed, the variable game that was on hold before the power supply to the pachinko gaming machine 10 was cut off can be executed on the condition that the combination of the frame side verification code and the board side verification code is verified to be a predetermined combination. Therefore, depending on whether the frame control board 82 and the gaming control board 80 are connected in a predetermined combination, it is possible to appropriately control the execution of the variable game on hold.
[0233] (14) In a situation where there are pending variable games, if the power supply is cut off and then, after the power supply is resumed, the combination of the frame side matching code and the board side matching code does not match a predetermined combination, the variable games that were pending before the power supply was cut off will not be executed, and information regarding the number of pending variable games can be appropriately processed.
[0234] (15) The frame board communication error is not cleared until the power is restored. Therefore, in a situation where the frame control board 82 and the game control board 80 are not connected in a predetermined combination, it is possible to suppress the game from being played until the power supply is cut off, and it is possible to prompt the cutting off of the power supply.
[0235] (16) Even if the frame board communication error is once released by the power recovery, if the frame control board 82 and the game control board 80 are not connected in a predetermined combination, the frame board communication error will be set again after the power is turned on. Then, when the frame board communication error is set, the notification device ES executes an error notification. Therefore, if the frame control board 82 and the game control board 80 are not connected in a predetermined combination, even if the power is restored, the frame board communication error notification can be repeatedly executed until the frame control board 82 and the game control board 80 are connected in a predetermined combination. Therefore, even if the power is repeatedly restored, if the frame control board 82 and the game control board 80 are not connected in a predetermined combination, it is possible to easily make the person performing maintenance understand that the frame control board 82 and the game control board 80 are not connected in a predetermined combination.
[0236] (17) The frame control board 82 does not count the number of detections by the supply inlet sensor D22 and the number of detections by the supply outlet sensor D23 until it receives the startup information. In other words, the frame control board 82 does not execute control related to the setting of a supply mechanism error until it inputs the startup information. When startup information has not been received, the frame control board 82 is unable to identify the information required at startup, and therefore it is difficult to determine that the information received by the frame control board 82 is correct. Since the frame control board 82 executes control related to the setting of a supply mechanism error after receiving the startup information, it is possible to increase the credibility that a supply mechanism error has been set.
[0237] 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.
[0238] When the combination of the pachinko gaming machine and the management unit is incorrect, the pachinko gaming machine may be configured to execute an error notification at the same timing. For example, the error notification may be executed when a loan notification is not received even after a predetermined time has elapsed since the external device communication process was started after the power to the pachinko gaming machine was turned on. Also, the error notification when the combination of the pachinko gaming machine and the management unit is incorrect may be executed in the same notification manner as the notification manner of other errors. The same notification manner may be the same notification using the same notification means, or may be different notifications using the same notification means.
[0239] In addition to sample machines, there are also portable pachinko machines in sales activities, called carry machines. Unlike sample machines, carry machines can be played without connecting a management unit. When a management unit is connected to such a carry machine, an error may be generated as an incorrect combination, as described in the embodiment.
[0240] In this embodiment, the frame side matching code does not have to be information that can identify the manufacturer of the CPU 82a, and for example, the frame side matching code may be information that can identify the manufacturer of the frame control board 82. Similarly, the board side matching code does not have to be information that can identify the manufacturer of the CPU 80a, and for example, may be information that can identify the manufacturer of the game control board 80. Also, for example, the frame side matching code may be information that can identify the manufacturer of the frame 11 in the pachinko gaming machine 10. Similarly, the board side matching code may be information that can identify the manufacturer of the game board 20 in the pachinko gaming machine 10.
[0241] In this embodiment, the matching process is performed by the CPU 82a, but the CPU 80a may perform the matching process. In this case, when power supply to the pachinko gaming machine 10 is started, the frame control board 82 may transmit a frame side matching code to the game control board 80. Then, the CPU 80a may determine whether the received frame side matching code matches the board side matching code stored in the ROM 80b. As a result, if the frame side matching code matches the board side matching code, the CPU 80a may transmit response information to the frame control board 82. On the other hand, if the frame side matching code does not match the board side matching code, the CPU 80a may not transmit response information to the frame control board 82. Alternatively, if the frame side matching code does not match the board side matching code, the CPU 80a may transmit information to the frame control board 82 that can identify that the frame side matching code does not match the board side matching code. Also, if the frame side verification code and the board side verification code do not match, the CPU 80a may set a frame board communication error.
[0242] In this embodiment, the frame side matching code does not have to be stored in the ROM 82b. For example, when power supply is started, the frame side matching code may be transmitted from an external management device connected to the management unit 100 to the frame control board 82 via the management unit 100, and the frame side matching code may be stored in the RAM 82c. In the matching process, the CPU 82a may determine whether the board side matching code received from the game control board 80 matches the frame side matching code stored in the RAM 82c.
[0243] In this embodiment, on the premise that the frame control board 82 is provided with a verification unit, the frame control board 82 may be capable of receiving startup information including a board-side verification code at a timing when a predetermined standby time has elapsed since the start of power supply. In this case, the game control board 80 may transmit startup information to the frame control board 82 at a timing when a predetermined standby time has elapsed since the start of power supply. Then, when the frame control board 82 receives the board-side verification code, the CPU 82a may verify whether the combination of the frame-side verification code and the received board-side verification code is a predetermined combination. According to this, the frame control board 82 is capable of receiving startup information at a timing when a predetermined standby time has elapsed since the start of power supply, while the game control board 80 transmits startup information to the frame control board 82 at a timing when a predetermined standby time has elapsed since the start of power supply. In this case, after power supply is started, when start-up information including a board side matching code is transmitted from the game control board 80 to the frame control board 82, the frame control board 82 is capable of receiving the start-up information, making it easy for the frame control board 82 to reliably receive the start-up information.
[0244] In this embodiment, even if the board-side matching code and the frame-side matching code do not match, the board-side matching code and the frame-side matching code may be specified as a predetermined combination. In this case, for example, the board-side matching code of the first manufacturer may be set to "101" and the frame-side matching code of the first manufacturer may be set to "201", and the combination of the board-side matching code of the first manufacturer and the frame-side matching code of the first manufacturer may be a predetermined combination.
[0245] In this embodiment, after power supply has started, the CPU 82a may determine whether or not the frame control board 82 and the game control board 80 are connected in a predetermined combination based on whether or not a predetermined message has been received from the game control board 80 as startup information.
[0246] In this embodiment, even if the CPU 82a determines that the frame matching code and the board matching code do not match in the matching process and that the combination is not a predetermined combination, the CPU 82a may transmit response information to the start-up information to the gaming control board 80. In this case, the response information to the start-up information may include information that can specify that the frame matching code and the board matching code are not a predetermined combination. In addition, the CPU 82a may transmit the response information to the start-up information to the gaming control board 80, and then transmit information that can specify that the frame matching code and the board matching code are not a predetermined combination to the gaming control board 80 separately from the response information to the start-up information.
[0247] In this embodiment, when the CPU 82a determines in the verification process that the combination of the frame side verification code and the board side verification code is not a predetermined combination, the CPU 81a may perform a dedicated notification that allows the user to determine that the combination of the frame side verification code and the board side verification code is not a predetermined combination. The dedicated notification may be a display, a sound, or a light emission, or a combination of these.
[0248] In this embodiment, the game ball may be set to be released when any or all of the following errors are set: a frame board communication error, a supply mechanism error, and a door open error.
[0249] In this embodiment, it may be possible to prevent the game balls from being released when any or all of the following errors are set: unauthorized radio wave detection error, communication error within the managed game machine, frame disconnection error, main disconnection error, game ball count clear error, and winning ball count abnormality error.
[0250] In this embodiment, when a frame board communication error is set, the main information of the RAM 80c may not be initialized. In this case, if there is a variable game being executed when the frame board communication error is set, the variable game may be interrupted while the frame board communication error is being set, and the interrupted variable game may be resumed when the frame board communication error is released. Also, the variable game may be executed even while the frame board communication error is being set. In this case, for example, the notification display unit 19 may be configured to prioritize the frame board communication error notification over the performance game.
[0251] In this embodiment, the communication number included in the start-up information may not be a fixed value (for example, 0), but may be updated depending on the number of times the start-up information is transmitted. In this embodiment, the communication number included in the startup information may be information that can identify that the board-side verification code has been transmitted. The CPU 82a may be able to identify that the board-side verification code has been received by receiving the communication number included in the startup information.
[0252] In this embodiment, the start-up information may include information related to the CPU 80a in addition to the ID number of the CPU 80a, the board side verification code, and the communication serial number. For example, the start-up information may include information that can identify the manufacturer of the game control board 80 including the CPU 80a, or may include information that can identify the manufacturer of the game control board 80 including the CPU 80a. In addition, the start-up information may not include either or both of the ID number and the communication serial number of the CPU 80a.
[0253] In this embodiment, the error code may not be included in the game information, and may be transmitted from the game control board 80 to the frame control board 82 separately from the game information. In this embodiment, information capable of identifying an error detected in the pachinko gaming machine 10 (for example, a board error command and a frame error command) may be transmitted to the management unit 100. In this case, the management unit 100 may transmit information capable of identifying an error detected in the pachinko gaming machine 10 to an external management device connected to the management unit 100.
[0254] In this embodiment, in addition to matching the frame side matching code with the board side matching code, the first type of information stored in the ROM 82b may be matched with the second type of information stored in the ROM 80b to determine whether the combination of the frame control board 82 and the game control board 80 is a predetermined combination. In this case, for example, the first type of information may be information that can identify the manufacturer of the frame 11, and the second type of information may be information that can identify the manufacturer of the game board 20. Also, the first type of information may be information that can identify the manufacturer of the frame control board 82, and the second type of information may be information that can identify the manufacturer of the game control board 80.
[0255] In this embodiment, the condition for canceling the frame board communication error may be that the power supply to the pachinko gaming machine 10 is cut off and the RAM clear switch 82h is operated and then the power is turned on. In other words, the condition for canceling the frame board communication error may be that the contents stored in the RAM 80c are initialized.
[0256] In this embodiment, the frame board communication error notification may end when a predetermined notification time has elapsed, without the power being turned off. In this embodiment, different errors may be detected when the combination of the frame side matching code and the board side matching code is not a predetermined combination, and when communication between the game control board 80 and the frame control board 82 is not possible even if the combination of the frame side matching code and the board side matching code is a predetermined combination.
[0257] In this embodiment, the RAM 80c may be capable of storing information relating to the progress of a game, and may be capable of retaining all of the stored information even after the power supply to the pachinko gaming machine 10 is cut off. In other words, the RAM 80c may be capable of storing information relating to the progress of a game, and may be capable of retaining at least a portion of the stored information even after the power supply to the pachinko gaming machine 10 is cut off.
[0258] In this embodiment, the CPU 82a may set an abnormal winning ball count error when the difference between the number of shots and the number of collected balls remains equal to or greater than a specific number for a specific amount of time after detecting that the difference between the number of shots and the number of collected balls has reached a specific number. Note that the measurement of time is also included in counting the specific number.
[0259] In this embodiment, the CPU 82a may add the number of collected balls in response to detection by the out sensor D30, but may not add the number of collected balls in response to detection by the foul sensor D21. In other words, the number of collected balls may be added only by out balls, without including returned balls. The possibility of a returned ball occurring in a situation where game balls are continuously shot is extremely small. In other words, it is difficult to imagine that a large number of returned balls will occur continuously in a short period of time. For this reason, it is not necessary to take the returned balls into consideration when detecting the winning ball number abnormality error. Alternatively, if the pachinko game machine is structurally incapable of generating a returned ball (for example, a type in which game balls are shot from the upper left of the game board 20), the winning ball number abnormality error may be set based on the number of shots and out balls.
[0260] In this embodiment, the detection of out balls may be performed by the winning passage count sensor D25 and the non-winning passage count sensor D26 instead of the out sensor D30. The number of out balls may be the sum of the number detected by the winning passage count sensor D25 and the number detected by the non-winning passage count sensor D26. In this case, the out sensor D30 may or may not be provided.
[0261] In this embodiment, the winning passage count sensor D25 and the non-winning passage count sensor D26 may not be provided, and the discharged gaming balls may be detected only by the out sensor D30. In this embodiment, the out sensor D30 may be provided on the game board 20 or on the frame 11.
[0262] In this embodiment, the CPU 82a or the CPU 80a may detect an error even during the ball removal state. In this embodiment, the pachinko game machine 10 may adopt 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). The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called V-type probability machine). The pachinko game machine 10 may be a specification that combines the fall machine specification and the V-type probability machine specification.
[0263] In this embodiment, in addition to the big win lottery, a small win lottery may be performed as a winning lottery for a special symbol. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, compared to a normal game state (for example, a low probability low ball entry rate state), 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).
[0264] In this embodiment, the CPU 80a, the ROM 80b, the RAM 80c, and the random number generation circuit 80d may be configured on a single chip. The CPU 82a, the ROM 82b, and the RAM 82c may be configured on a single chip.
[0265] In this embodiment, the performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the notification display unit 19, a light-emitting control board that specializes in controlling the notification light-emitting unit 14, and a sound control board that specializes in controlling the notification sound unit 12 may be provided separately from the performance control board 81. 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 80a and CPU 81a may be mounted on a single board. Also, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.
[0266] In this embodiment, the gaming machine is configured to circulate all of a predetermined amount of gaming media (gaming balls as an example), but this is not limited to this, and the gaming machine may be configured so that some or all of the gaming media can be replaced with gaming media outside the gaming machine.
[0267] In this embodiment, the pachinko gaming machine 10 may have a magnetic sensor in one or both of the mounting frame 11b and the game board 20. This configuration makes it possible to detect magnetic foreign objects that should not be present in the pachinko gaming machine 10. It is also possible to detect the possibility of the use of a goto tool such as a magnet or wire that does not fall under the category of gaming media normally used in the pachinko gaming machine 10. It can also contribute to the discovery of an act of intentionally creating a pile of game balls using magnetic game balls and a magnet.
[0268] ·The pachinko gaming machine 10 of the embodiment may be configured to perform a predetermined treatment in relation to the number of game balls acquired by the player. Specifically, a predetermined treatment may be performed when the difference between the number of game balls used in the game during a predetermined period and the number of game balls acquired by the player during that period exceeds a predetermined number. The predetermined period is, for example, during the business hours of one day or during the period from the start of power supply to the pachinko gaming machine 10 to the end of power supply. The game balls used in the game can be counted based on the number of game balls detected by the out sensor D30. Alternatively, the game balls used in the game can be counted based on the total number of game balls detected by the winning path count sensor D25 and the non-winning path count sensor D26. The number of game balls acquired by the player can be counted based on the acquired prize ball number information transmitted by the CPU 80a of the game control board 80. Note that the predetermined number serving as the criterion for performing the above-described predetermined treatment may be set to a number that can be acquired over a certain period of time, such as 50,000 balls or 100,000 balls. The predetermined treatment is to notify, using a notification means, that the difference in the number has exceeded the predetermined number. As other predetermined treatments, it is conceivable to stop the game, stop the firing of game balls, or stop both the game and the firing of game balls. Stopping the game includes invalidating the entry of balls into the ball entry ports provided on the game board 20, such as the first start port 23A, the second start port 23B, the normal winning port 23D, and the big winning port 23C. The above-described notification corresponds to a specific notification that prompts the player to end the game. Note that the processing of this alternative example is performed by the CPU 82a of the frame control board 82. Also, the mode of notification performed in this alternative example is distinguished by being performed in a mode different from other notifications such as error notifications.
[0269] Next, the technical ideas that can be grasped from the above-described embodiment and modification examples are added below. (a) When the communication status is not normal, it includes the case where the combination of the gaming machine and the external device is not the correct combination determined in advance.
[0270] (b) A gaming machine capable of managing the number of gaming balls as data and configured to enable play based on the data, capable of transmitting first information regarding the gaming machine and second information corresponding to the number of gaming balls to be transferred to an external device connectable to the gaming machine, and capable of receiving third information corresponding to the number of loaned balls transmitted from the external device, the gaming machine comprising: a first control means having a game control unit which executes control regarding the progress of the game; and a second control means which is capable of communicating bidirectionally with the first control means and has a data storage unit which stores the data, and which gives an error when the communication status of the third information between the external device is not normal, even if the first control means and the second control means are correctly combined and the communication status is normal.
[0271] (C) A gaming machine as described in the technical idea (B) in which, when the communication conditions are not normal, an error occurs when the combination of the gaming machine and the external device is not a predetermined correct combination, including a case where the combination of the gaming machine and the external device is not a predetermined combination, and the error continues to occur even if the power to the gaming machine is cut off and then supplied again.
[0272] (ii) A gaming machine capable of managing the number of gaming balls as data and configured to enable play based on the data, capable of transmitting first information regarding the gaming machine and second information corresponding to the number of gaming balls to be transferred to the external device to an external device connectable to the gaming machine, and capable of receiving third information corresponding to the number of loaned balls transmitted from the external device, the gaming machine comprising: a first control means having a game control unit which executes control regarding the progress of the game; and a second control means which is capable of bidirectional communication with the first control means and has a data storage unit which stores the data, and which, even if the first control means and the second control means are correctly combined and in a normal communication state, causes an error when the communication state of the first information between the external device is not normal, and during the occurrence of the error, even if the number of gaming balls indicated in the data stored in the data storage unit is 1 or more, restricts the processing related to transmitting the second information.
[0273] (E) The gaming machine described in the technical idea (D) is capable of transmitting the first information and the second information to the external device within a unit period that is repeated at a predetermined cycle, and is capable of receiving third information from the external device within the same unit period.
[0274] In a gaming machine capable of storing the number of gaming balls as data and configured to enable gaming based on the data, the gaming machine includes a first control means, a second control means, and a notification means capable of executing notification. The first control means and the second control means are connected so as to be able to communicate bidirectionally. The first control means includes a data storage unit for storing the data and a first information storage unit for storing first specific information. The second control means includes a game control unit for executing control related to the progress of the game and a second information storage unit for storing second specific information. When power supply is started, whether the combination of the first specific information and the second specific information is a predetermined combination is verified by a verification unit provided in the gaming machine. The notification mode of the notification means is different depending on whether the combination of the first specific information and the second specific information is a predetermined combination or not. The verification unit of the embodiment is CPU82a, and CPU80a may be used instead.
Explanation of Signs
[0275] 10…Pachinko gaming machine 11…Frame 12…Notification sound part 13…Notification sound part 14…Notification light-emitting part 15…Launch operation part 17…Second ball number display part 19…Notification display part 19a…Image display area 20…Game board 20a…Game area 80…Game control board 80a…CPU 8b…ROM 80c…RAM 80e…Backup power supply 81…Effect control board 81a…CPU 81b…ROM 81c…RAM 82…Frame control board 82a…CPU 82b…ROM 82c…RAM 83…Launch control board 99…Power supply unit 100…Management unit 120…Management unit control board 120a…CPU 120b…ROM 120c…RAM ES…Notification device
Claims
1. A gaming machine capable of managing the number of gaming balls as data and configured to enable playing a game based on said data, capable of transmitting first information about said gaming machine and second information corresponding to the number of gaming balls to be transferred to said external device to an external device connectable to said gaming machine, and capable of receiving third information corresponding to the number of loaned balls transmitted from said external device, A first control means having a game control unit that executes control regarding the progress of a game; a second control means capable of bidirectional communication with the first control means and having a data storage unit for storing the data; A notification unit, Even if the first control means and the second control means are in a correct combination and in a normal communication state, when the communication state of the second information between the external device and the first control means is not normal, an error is generated, the notification unit notifies in a different manner depending on whether the first control means and the second control means are correctly combined or not, and also notifies in a different manner depending on whether a disconnection with the first control means has occurred or not, A gaming machine which can transition based on the satisfaction of specified conditions including the operation of a specified operating means, and which is capable of reporting as an error that communication between the first control means and the second control means is not performed normally in a ball removal state in which game balls inside the machine can be expelled outside the machine, and which does not report as an error that communication between the first control means and a specified detection means is not performed normally in the ball removal state.
2. A gaming machine as described in claim 1, wherein an error that occurs when the combination of the gaming machine and the external device is not a correct combination can occur earlier than an error that occurs even when the first control means and the second control means are a correct combination and in a normal communication state.
Citation Information
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