Gaming machine
The gaming machine addresses the challenge of insufficient winning probability adjustment by incorporating a change process execution mechanism, allowing for flexible probability adjustments and improved player engagement.
Patent Information
- Application Number
- JP2024069266
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-22
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2037-10-16
AI Technical Summary
Existing gaming machines lack sufficient measures to change the probability of winning, limiting player engagement and revenue opportunities.
A gaming machine equipped with a game area, launching means, winning detection means, and payout means, along with a change process execution mechanism that adjusts the probability of winning based on predetermined conditions and player interactions.
Enables flexible and suitable adjustment of winning probabilities, enhancing player engagement and providing operators with tools to manage game dynamics effectively.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, a gaming medium is launched into a gaming area provided with a plurality of winning holes by a launching means, and when the gaming medium wins in any of the winning holes, a predetermined number of gaming media are paid out to the player for the winning hole. There is a gaming machine. (For example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] For such a game, there is a desire to change the probability of winning. However, the measures for changing such a winning probability have been insufficient.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of suitably changing the probability.
Means for Solving the Problems
[0006] In order to achieve this object, the gaming machine described in claim 1 comprises a game area provided with a plurality of winning slots, launching means for launching game media into said game area, winning detection means provided for each winning slot and detecting the winning of said game media into a corresponding winning slot, and payout means for, when said winning detection means detects that a game medium launched by said launching means has won into any winning slot, paying out a predetermined number of game media to the winning slot into which that game medium has won. A predetermined judgment is made when a start condition is met, and a predetermined game value is awarded to the player if the judgment is a predetermined result, and a change process execution means executes a process of changing the probability of a predetermined result being obtained in said predetermined judgment among a plurality of levels, and a change process execution means executes the change process on the condition that a predetermined condition is met when the power is turned on. and a start-up means for executing processing by a process execution means, the predetermined condition including the first operating means being set to a first state, the change process execution means comprising a detection means for detecting a change of the first operating means from a second state to a first state, and changing the probability level when a change of the first operating means from the second state to the first state is detected, the gaming machine comprising a memory means for storing a previous state of the first operating means, the detection means detecting whether the first operating means has changed from the second state to the first state by referring to the previous state of the first operating means stored in the memory means and the state of the first operating means at that time, and the memory means stores the first state as the previous state of the first operating means during the period from when the power is turned on to when the detection means makes its first detection.
[0007] The gaming machine of claim 2 is the gaming machine of claim 1, wherein the memory means stores information used to control the game and is capable of retaining the information even when the power is turned off, and the first operating means instructs the erasure of the information stored in the memory means when the first state is entered. Effect of the Invention
[0008] According to the gaming machine described in claim 1, a game medium is launched into a game area provided with a plurality of winning ports by a launching means. Each winning port is provided with a winning detection means for detecting the winning of the game medium. When the winning detection means detects that the game medium launched by the launching means has won in any of the winning ports, a predetermined number of game mediums are paid out by the payout means to the winning port where the game medium has won. Further, this gaming machine makes a predetermined determination upon the establishment of a start condition, and when the determination is a predetermined result, it gives a predetermined game value to the player. The probability of obtaining the predetermined result in the predetermined determination is changed among a plurality of levels by the process executed by the change process execution means. The process by the change process execution means is executed by the startup means on the condition that a predetermined condition is satisfied when the power is turned on. Here, the predetermined condition includes that the first operation means is in the first state. And the change process execution means has a detection means for detecting that the first operation means has changed from the second state to the first state. When the change from the second state to the first state of the first operation means is detected by the detection means, the level of the probability is changed. On the other hand, the previous state of the first operation means is stored in the storage means, and the detection means refers to the previous state of the first operation means stored in the storage means and the state of the first operation means at that time to detect whether the first operation means has changed from the second state to the first state. And in the storage means, the first state is stored as the previous state of the first operation means until the detection by the detection means is first performed after the power is turned on. Thereby, even when the first operation means is in the first state in order to satisfy the predetermined condition at the time of power-on and the first operation means continues to be in the first state until the detection by the detection means is first performed, in the storage means, the first state is stored as the previous state of the first operation means until the detection by the detection means is first performed after the power is turned on. Therefore, it is possible to suppress the detection that the first operation means has changed from the second state to the first state in the first detection by the detection means.Therefore, even when the first operation means is in the first state to satisfy a predetermined condition, it is possible to suppress an incorrect change in the probability level based on this, and there is an effect that a gaming machine capable of suitably changing the probability can be provided.
[0009] According to the gaming machine described in claim 2, in addition to the effect exhibited by the gaming machine described in claim 1, the following effect is exhibited. That is, the storage means stores information used for controlling the game and can retain the information even while the power is off, and the first operation means instructs the deletion of the information stored in the storage means when it is in the first state. As a result, since the change in the probability level can also be performed by using the first operation means for instructing the deletion of the information stored in the storage means, it is possible to change the probability level by using the first operation means for instructing the deletion of the information stored in the storage means without providing a dedicated operation means for changing the probability level.
Brief Description of the Drawings
[0010]
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Embodiments for Carrying Out the Invention
[0011] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, with reference to FIGS. 1 to 26, a first embodiment when the present invention is applied to a pachinko gaming machine (hereinafter simply referred to as "pachinko machine") 10 will be described. FIG. 1 is a front view of the pachinko machine 10 in the present embodiment, FIG. 2 is a front view of the game board 13 of the pachinko machine 10, and FIG. 3 is a rear view of the pachinko machine 10.
[0012] As shown in Fig. 1, the pachinko machine 10 includes an outer frame 11 whose outer shell is formed by a wooden frame assembled in a substantially rectangular shape, and an inner frame 12 formed in substantially the same outer shape as the outer frame 11 and supported so as to be openable and closable with respect to the outer frame 11. On the outer frame 11, metal hinges 18 are attached at two upper and lower positions on the left side in the front view (see Fig. 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable to the front side with the side where the hinge 18 is provided as the axis of opening and closing.
[0013] On the inner frame 12, a game board 13 (see Fig. 2) having a large number of nails and winning holes 63a, 63b, 64a, 64b, 65a, etc. is detachably attached from the back side. A pinball game is performed by the balls flowing down the front surface of the game board 13. In addition, on the inner frame 12, a ball launching unit 112a (see Fig. 5) for launching balls into the front area of the game board 13 and a launching rail (not shown) for guiding the balls launched from the ball launching unit 112a to the front area of the game board 13 are attached.
[0014] On the front side of the inner frame 12, a front frame 14 covering the upper side of the front surface and a lower plate unit 15 covering the lower side thereof are provided. Metal hinges 19 are attached at two upper and lower positions on the left side in the front view (see Fig. 1) to support the front frame 14 and the lower plate unit 15, and the front frame 14 and the lower plate unit 15 are supported so as to be openable and closable to the front side with the side where the hinge 19 is provided as the axis of opening and closing. In addition, the locking of the inner frame 12 and the locking of the front frame 14 are respectively released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation. The pachinko machine 10 is provided with a door opening switch 208g (see Fig. 6) for detecting that either the inner frame 12 or the front frame 14 is unlocked and opened (the door is opened).
[0015] The front frame 14 is assembled with decorative resin parts, electrical parts, etc., and a window portion 14c formed in a substantially elliptical shape is provided at a substantially central portion thereof. On the back side of the front frame 14, a glass unit 16 having two plate glasses is disposed, and the front surface of the game board 13 is visible on the front side of the pachinko machine 10 through the glass unit 16.
[0016] In the front frame 14, the upper tray 17 for storing balls is formed in a generally box-like shape with an open top that protrudes forward, and prize balls and loan balls are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward inclination to the right side when viewed from the front (see FIG. 1), and the balls dropped into the upper tray 17 are guided to the ball launching unit 112a by this inclination. In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.
[0017] The frame button 22 is a button that is pressed by the player when changing the stage of the performance displayed on the third symbol display device 81 (see FIG. 2) described later. The frame button 22 is also used as an operation button for allowing the player to select the performance content in the so-called super reach, which is one aspect of the variable performance.
[0018] The variable presentation is a presentation displayed on the third pattern display device 81, and as described below, is executed when a ball fired into the front area of the game board 13 enters a specific winning hole (the second starting hole 64b described below; see Figure 2) (starting winning). After the patterns (the third patterns described below) are displayed in a variable manner for a predetermined period of time, the player is presented with the result of a lottery held for the starting winning (whether it is a jackpot or not) based on the combination of patterns that are displayed in a stopped state.
[0019] The stage is a presentation mode that provides uniformity to the various presentations displayed on the third symbol display device 81, and the present pachinko machine 10 has three stages: the "town stage", the "sky stage", and the "island stage". Various presentations, such as the above-mentioned variable presentations and the reach presentations executed during the variable presentations, are designed to be performed according to the theme given to each stage.
[0020] The stage change is performed when the frame button 22 is pressed by the player during a period when no variable effect is being performed or during high-speed variation in which the third symbol is variably displayed at high speed and is not visible to the player. Each time the frame button 22 is operated, it is repeatedly changed in the order of "street stage" → "empty stage" → "island stage" → "street stage" → ···. Also, immediately after the power is turned on, the "street stage" is set as the initial stage.
[0021] In addition, when a normal reach effect is started in the variable effect performed by the third symbol display device 81, when it develops from a normal reach to a super reach, a selection screen for the super reach effect mode is configured to be displayed on the third symbol display device 81 during the normal reach.
[0022] On the selection screen, a plurality of effect mode candidates that can be selected as the super reach effect mode are displayed, and one of the effect mode candidates is selected. When the frame button 22 is pressed by the player while the selection screen is being displayed, the selected effect mode candidate is changed. Then, based on the effect mode candidate selected when developing into a super reach, the super reach effect mode is determined, and the super reach is executed on the third symbol display device 81 according to that effect mode.
[0023] In this embodiment, it is configured as a button to be pressed for the frame button 22. However, instead of the frame button 22, it may be configured by an operation lever that can be tilted in a predetermined direction (for example, forward, backward, right, and left with respect to the pachinko machine 10) by the player with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the effect stage may be selected and changed, or the super reach effect mode may be selected.
[0024] On the front frame 14, light-emitting means such as various lamps are provided around its periphery (for example, corner portions). These light-emitting means are controlled to change their light-emitting modes by lighting or flashing in response to changes in the gaming state during a big win or at a predetermined reach time, etc., and play a role in enhancing the production effect during the game. Around the periphery of the window portion 14c, decorative parts 29 to 33 incorporating light-emitting means such as LEDs are provided. In the pachinko machine 10, these decorative parts 29 to 33 function as production lamps such as big win lamps, and during a big win or a reach production, etc., each decorative part 29 to 33 lights up or flashes by lighting or flashing of the built-in LEDs, and it is notified that it is during a big win or during a reach just before a big win. Also, on the upper left portion when viewed from the front of the front frame 14, a display lamp 34 incorporating light-emitting means such as LEDs is provided, which can display during the payout of prize balls and when an error occurs.
[0025] Below the lower side of the right decorative part 32, a small window 35 is formed by attaching a transparent resin from the back side so that the back side of the front frame 14 can be viewed, and a certificate or the like attached to the sticking space K1 (see FIG. 2) in front of the game board 13 is made visible from the front of the pachinko machine 10. Also, in the pachinko machine 10, in order to create a more magnificent atmosphere, a plating member 36 made of ABS resin plated around the decorative parts 29 to 33 is attached.
[0026] Below the window portion 14c, a ball lending operation unit 40 is arranged. The ball lending operation unit 40 is provided with a frequency display unit 41, a ball lending button 42, and a return button 43. When the ball lending operation unit 40 is operated with a bill, a card, etc. inserted into a card unit (ball lending unit) (not shown) arranged on the side of the pachinko machine 10, balls are lent according to the operation. Specifically, the frequency display unit 41 is an area where the remaining balance information of a card or the like is displayed, and the built-in LED lights up and the remaining balance is displayed numerically as the remaining balance information. The ball lending button 42 is operated to obtain lent balls based on the information recorded on a card or the like (recording medium), and lent balls are supplied to the upper tray 17 as long as there is a remaining balance on the card or the like. The return button 43 is operated when requesting the return of a card or the like inserted into the card unit.
[0027] Note that in a pachinko machine, so-called a cash machine, where balls are directly lent from a ball lending device or the like to the upper tray 17 without passing through a card unit, the ball lending operation unit 40 becomes unnecessary. In this case, a decorative sticker or the like may be added to the installation portion of the ball lending operation unit 40, and the component configuration may be made common. It is possible to achieve commonality between a pachinko machine using a card unit and a cash machine.
[0028] In the lower tray unit 15 located below the upper tray 17, a lower tray 50 for storing balls that could not be completely stored in the upper tray 17 is formed in a substantially box shape with an open upper surface at its central portion. On the right side of the lower tray 50, an operation handle 51 operated by a player for driving the balls into the front surface of the game board 13 is disposed. Inside such an operation handle 51, a touch sensor 51a for permitting the driving of the ball launching unit 112a, a push-button type stop switch 51b for stopping the launching of the balls during the period of the pressing operation, and a variable resistor (not shown) for detecting the amount of rotational operation of the operation handle 51 based on the change in electrical resistance are incorporated.
[0029] When the operation handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes corresponding to the operation amount. The balls are launched with a strength corresponding to the resistance value of the variable resistor that changes according to the amount of rotational operation of the operation handle 51, and thereby the balls are driven into the front surface of the game board 13 with a jumping amount corresponding to the player's operation. The interval between the launches of the balls in the ball launching unit 112a is set to about 0.6 seconds. Also, when the operation handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.
[0030] At the lower front part of the lower dish 50, there is provided a ball removal lever 52 for operating when discharging the balls stored in the lower dish 50 downward. This ball removal lever 52 is constantly biased in the right direction, and by sliding it leftward against this biasing force, the bottom opening formed on the bottom surface of the lower dish 50 opens, and the balls naturally fall and are discharged from the bottom opening. The operation of this ball removal lever 52 is usually performed with a box (generally called a "senryo box") placed below the lower dish 50 to receive the balls discharged from the lower dish 50. To the right of the lower dish 50, as described above, an operation handle 51 is disposed, and to the left of the lower dish 50, an ashtray 53 is attached.
[0031] As shown in FIG. 2, the game board 13 is formed by assembling a large number of nails, windmills, and rails 61, 62 for guiding balls, a first normal winning opening 63a, a second normal winning opening 63b, a first starting opening 64a, a second starting opening 64b, a variable winning device 65, a through gate 67, a variable display device unit 80, etc. on a wooden base board 60 that has been machined into a substantially square shape in a front view. The peripheral portion thereof is attached to the back side of the inner frame 12. The first normal winning opening 63a, the second normal winning opening 63b, the first starting opening 64a, the second starting opening 64b, the variable winning device 65, and the variable display device unit 80 are disposed in through holes formed in the base board 60 by routing and are fixed from the front side of the game board 13 with wood screws or the like. Also, the central front portion of the game board 13 can be visually recognized from the front side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14. Hereinafter, the configuration of the game board 13 will be mainly described with reference to FIG. 2.
[0032] On the front surface of the game board 13, an outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is erected, and an arc-shaped inner rail 61 formed of a strip-shaped metal plate in the same manner as the outer rail 62 is erected at a position inside the outer rail 62. The front outer periphery of the game board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and back are surrounded by the game board 13 and the glass unit 16 (see FIG. 1), so that a game area where the game is played by the behavior of the balls is formed on the front surface of the game board 13. The game area is a substantially circular area (an area where a winning port and the like are arranged and the launched balls flow down) formed by partitioning on the front surface of the game board 13 by the two rails 61, 62 and the arc member 70.
[0033] The two rails 61, 62 are provided to guide the balls launched from the ball launching unit 112a (see FIG. 5) to the upper part of the game board 13. A return ball preventing member 68 is attached to the tip portion of the inner rail 61 (the upper left portion in FIG. 2), preventing a situation where the balls once guided to the upper part of the game board 13 return into the ball guiding passage again. A return rubber 69 is attached to the tip portion of the outer rail 62 (the upper right portion in FIG. 2) at a position corresponding to the maximum flying portion of the balls. The balls launched with a momentum above a predetermined level hit the return rubber 69 and are rebounded toward the central portion side while the momentum is attenuated. Further, between the lower right tip portion of the inner rail 61 and the upper right tip portion of the outer rail 62, a resin arc member 70 formed by providing an arc connecting the rails on the inner surface side is driven into and fixed to the base plate 60.
[0034] On the upper right side in the front view of the game area (the upper right portion in FIG. 2), a first symbol display device 37 provided with a plurality of light emitting diodes (hereinafter abbreviated as "LED") 37a which are light emitting means and a 7-segment display 37b is arranged. The first symbol display device 37 makes a display according to each control performed by the main control device 110 described later, and mainly displays the game state of the pachinko machine 10.
[0035] The plurality of LEDs 37a indicate the variable display performed in accordance with the entry of the ball into either the first start port 64a or the second start port 64b (start winning) by the lighting state of the LED 37a, or as the stop symbol after the variable display ends, indicate the symbol corresponding to the result of the lottery performed for the start winning by the lighting state, or indicate the number of hold balls, which is the number of balls among the balls entered into the first start port 64a or the second start port 64b for which the variation has not been executed (hold balls), by the lighting state. The 7-segment display 37b performs the display of the number of rounds during the jackpot and error display. Note that the LEDs 37a are configured such that the emission colors of the respective LEDs (for example, red, green, blue) are different, and by the combination of the emission colors, various game states of the pachinko machine 10 can be suggested with a small number of LEDs.
[0036] In this pachinko machine 10, a winning determination (jackpot lottery) as to whether or not it is a jackpot is made for the entry of the ball into the first start port 64a or the second start port 64b, and when it is determined to be a jackpot, the type of jackpot is also determined. As the types of jackpot determined here, a 15R sure-change jackpot, a 2R sure-change jackpot, and a 15R normal jackpot are prepared.
[0037] The LED 37a shows not only whether the result of the jackpot lottery is a jackpot or not as the stop symbol after the variation executed in accordance with the entry of the ball into the first start port 64a or the second start port 64b ends, but also shows the symbol corresponding to the type of jackpot when it is a jackpot.
[0038] Here, the "15R sure-change jackpot" is a sure-change jackpot that shifts to a high-probability state after a jackpot with a maximum number of rounds of 15 rounds, and the "2R sure-change jackpot" is a sure-change jackpot that shifts to a high-probability state after a jackpot with a maximum number of rounds of 2 rounds. Also, the "15R normal jackpot" is a jackpot that shifts to a low-probability state after a jackpot with a maximum number of rounds of 15 rounds and becomes a time-saving state for a predetermined number of variations (for example, 100 variation times).
[0039] In addition, the "high probability state" refers to a state in which the probability of a jackpot increases as an added value after the end of a jackpot, that is, during the so-called probability variation (during probability variation, probability variation state). In other words, it is a state of a game in which it is easy to shift to a special game state (jackpot). The high probability state (during probability variation, probability variation state) in the present embodiment includes a game state in which the hit probability of the second symbol described later increases and balls are likely to enter the second starting port 64b.
[0040] On the other hand, the "low probability state" refers to a time when the probability variation is not in progress, that is, a state in which the jackpot probability is in a normal state, that is, a state in which the jackpot probability is lower than during probability variation. Further, the short time state (during short time) among the "low probability states" refers to a game state in which the jackpot probability is in a normal state, and while the jackpot probability remains the same, only the hit probability of the second symbol increases and balls are likely to enter the second starting port 64b.
[0041] Note that instead of changing the hit probability of the second symbol, depending on the game state of the pachinko machine 10, the time when the later-described electric accessory associated with the second starting port 64b is opened, or the number of times the electric accessory is opened by one hit of the second symbol may be changed. Specifically, in the short time state, the time when the electric accessory associated with the second starting port 64b is opened may be made longer than in the case other than the short time state, or the number of times the electric accessory is opened by one hit may be made more than in the case other than the short time state. Further, in the short time state, at least two of an increase in the hit probability of the second symbol, a lengthening of the opening time of the electric accessory, and a multiplication of the number of times the electric accessory is opened may be performed simultaneously.
[0042] On the lower left side of the game area, a first normal winning opening 63a is provided, and on the lower right side of the game area, a second normal winning opening 63b is provided. When a ball enters the first normal winning opening 63a, a first normal winning opening switch 208c (see FIG. 6) provided on the back side of the game board 13 is turned on, and eight balls are paid out as bonus balls due to the turning on of the first normal winning opening switch 208c. Also, when a ball enters the second normal winning opening 63b, a second normal winning opening switch 208d (see FIG. 6) provided on the back side of the game board 13 is turned on, and eight balls are paid out as bonus balls due to the turning on of the second normal winning opening switch 208d. Note that the number of bonus balls when a ball wins in the first normal winning opening 63a and the number of bonus balls when a ball wins in the second normal winning opening 63b do not necessarily have to be the same. For example, the former may be six balls and the latter may be eight balls, etc., and they may have different numbers of bonus balls.
[0043] In the central part of the game area, a variable display device unit 80 is provided. The variable display device unit 80 is provided with a third symbol display device 81 and a second symbol display device 83. The third symbol display device 81 is a liquid crystal display (hereinafter simply abbreviated as "display device") configured to perform variable display (variable effect) of the third symbol while synchronizing with the variable display in the first symbol display device 37, triggered by the entry of a ball (starting winning) into either the first starting opening 64a or the second starting opening 64b. The second symbol display device 83 is provided with a second symbol display device 83 configured by LEDs that variably display the second symbol triggered by the passage of a ball through the through gate 67. Also, a center frame 86 is provided in the variable display device unit 80 so as to surround the outer periphery of the third symbol display device 81.
[0044] The third symbol display device 81 is configured by, for example, a large liquid crystal display with an 8-inch size, and by controlling the display content by a display control device 114 (see FIG. 5) described later, for example, three symbol columns on the left, in the middle, and on the right are displayed.
[0045] Each symbol column is composed of a plurality of symbols, and these symbols scroll vertically for each symbol column so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In the pachinko machine 10, the display of the game state according to the control of the main control device 110 is performed by the first symbol display device 37, while the decorative display corresponding to the display of the first symbol display device 37 is performed by the third symbol display device 81. Note that, instead of the display device, for example, the third symbol display device 81 may be configured using a reel or the like.
[0046] Here, with reference to FIG. 4, the display content of the third symbol display device 81 will be described. FIG. 4 is a drawing for explaining the display screen of the third symbol display device 81. FIG. 4(a) is a diagram schematically showing the area division setting and the effective line setting of the display screen, and FIG. 4(b) is a diagram exemplifying the actual display screen.
[0047] The third symbol is composed of 10 types of main symbols numbered from "0" to "9". Each main symbol is configured by attaching a number from "0" to "9" on the rear symbol made of a wooden box. Among them, the main symbols with odd numbers (1, 3, 5, 7, 9) have large numbers almost covering the front surface of the wooden box. On the other hand, the main symbols with even numbers (0, 2, 4, 6, 8) have accessory symbols imitating characters such as a saw, a furoshiki, and a helmet almost covering the front surface of the wooden box, and even numbers are added in small green characters on the lower right side of the accessory symbol and are displayed in front of the accessory symbol.
[0048] In the pachinko machine 10 of this embodiment, when the lottery result by the main control device 110 (see FIG. 5) described later is a big win, a variable display (variable effect) is performed in which the same main symbol aligns on the effective line L1, and a big win occurs after the variable display ends. When shifting to a high-probability state (probability-variable state) after the big win, a variable display is performed in which the main symbols with odd numbers added (corresponding to "high-probability symbols") align on the effective line L1. On the other hand, when shifting to a low-probability state after the big win, a variable display is performed in which the main symbols with even numbers added (corresponding to "low-probability symbols") align on the effective line L1.
[0049] As shown in FIG. 4(a), the display screen of the third symbol display device 81 is roughly divided into two parts vertically. The lower 2 / 3 is the main display area Dm for variably displaying (variable effect) the third symbol (main symbol), and the upper 1 / 3 other than that is the sub-display area Ds for displaying a preview effect, characters, etc. Also, at the central part on the lower bottom side of the display screen of the third symbol display device 81, a hold ball number display area Db for displaying the number of hold balls is provided.
[0050] The main display area Dm is divided into three display areas Dm1 to Dm3 on the left, middle, and right. The symbol column Z1 is displayed in the display area Dm1, the symbol column Z2 is displayed in the display area Dm2, and the symbol column Z3 is displayed in the display area Dm3.
[0051] In each of the symbol columns Z1 to Z3, the above-described third symbol is displayed in a prescribed order. That is, in each of the symbol columns Z1 to Z3, the main symbols are arranged in ascending or descending order of numbers, and variable display is performed by scrolling from top to bottom with periodicity for each of the symbol columns Z1 to Z3. In particular, in the left symbol column Z1, the numbers of the main symbols are arranged so as to appear in descending order, and in the middle symbol column Z2 and the right symbol column Z3, the numbers of the main symbols are arranged so as to appear in ascending order.
[0052] In addition, in the main display area Dm, the third symbol is displayed in three upper, middle, and lower stages for each of the symbol columns Z1 to Z3. The middle part of this main display area Dm is set as the effective line L1, and in each variation effect, the third symbol stops and is displayed on the effective line L1 in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2. If the combination of jackpot symbols (combination of the same main symbol) is aligned on the effective line L1 when the third symbol stops, a jackpot video is displayed as a jackpot.
[0053] The sub-display area Ds is provided horizontally above the main display area Dm and is further equally divided into three small areas Ds1 to Ds3 in the left - right direction. The small areas Ds1 to Ds3 are areas for displaying characters and preview effect images respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of expectation of hitting a jackpot as a result of the variation display performed in the main display area Dm. The reserved ball number display area Db is an area for displaying the number of reserved balls, which is the number of balls that have entered the first start port 64a and the second start port 64b but for which the variation display (variation effect) has not been executed.
[0054] In the actual display screen, as shown in FIG. 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, videos are displayed in the left small area Ds1 and the right small area Ds3, suggesting to the player that it is easier to transition to a jackpot than usual. In the central small area Ds2, usually, a predetermined character (a boy with a headband in this embodiment) performs a predetermined action, sometimes performs a special action different from the predetermined action, sometimes the color of the usually black hair of the boy or the color of the usually white headband changes, or another character appears, etc., and a preview effect is performed.
[0055] On the other hand, when the ball enters the first starting port 64a or the second starting port 64b while the variable effect (variable display) is being performed by the third symbol display device 81 (the first symbol display device 37), the number of balls entering is held up to a maximum of 4 times. The number of held-up balls is indicated by the first symbol display device 37 and is also shown in the held-up ball number display area Db. In the held-up ball number display area Db, one held-up ball number symbol ("●" symbol) is displayed for each held-up ball, and the held-up ball number is displayed according to the number of displayed held-up ball number symbols.
[0056] That is, when one held-up ball number symbol is displayed in the held-up ball number display area Db, it indicates that the number of held-up balls is 1, and when four held-up ball number symbols are displayed, it indicates that the number of held-up balls is 4. Also, when no held-up ball number symbol is displayed in the held-up ball number display area Db, it indicates that the number of held-up balls is 0, that is, there are no held-up balls.
[0057] In this embodiment, the entry of the ball into the first starting port 64a and the second starting port 64b is configured to be held up to a maximum of 4 times in total. However, the maximum number of held-up balls is not limited to 4 times in total, and it may be set to 3 times or less, or 5 times or more (for example, 8 times). Also, instead of displaying the held-up ball number symbols in the held-up ball number display area Db, the held-up ball number may be displayed numerically in a part of the third symbol display device 81, or the area divided into four parts may be made to differ in a manner corresponding to the number of held-up balls (for example, color or lighting pattern). Also, since the first symbol display device 37 indicates the number of held-up balls, the third symbol display device 81 may not display the held-up ball number. Further, four held-up lamps indicating the number of held-up balls may be provided in the variable display device unit 80 up to the maximum number of held-up balls, and the number of held-up balls may be displayed according to the number of lit held-up lamps.
[0058] Returning to FIG. 2, the description will be continued. The second symbol display device 83 performs a variable display that alternately lights up the symbol "○" and the symbol "×" as the display symbol (second symbol) every time the ball passes through the through gate 67. The pachinko machine 10 is configured such that when the variable display in the second symbol display device 83 stops at a predetermined symbol (the symbol "○" in the present embodiment), the electric accessory provided at the second start port 64b is in an operating state (opened) for a predetermined time.
[0059] The number of times the ball passes through the through gate 67 is held up to a maximum of 4 times. The number of held-up balls is displayed by the first symbol display device 37 described above and is also lit up on the second symbol hold lamp 84. Four second symbol hold lamps 84 are provided for the maximum number of holds and are arranged symmetrically left and right below the third symbol display device 81. Then, the number of held-up balls is displayed by the number of lit second symbol hold lamps 84.
[0060] Note that the variable display of the second symbol is performed by switching the lighting and non-lighting of a plurality of lamps in the second symbol display device 83 as in the present embodiment, but it may also be performed using a part of the first symbol display device 37 or the third symbol display device 81. Similarly, instead of lighting the second symbol hold lamp 84, the variable display of the second symbol may be performed using a part of the third symbol display device 81. Also, the passage through the through gate 67, similar to the second start port 64b, is not limited to a maximum of 4 times for the number of held-up balls, and may be set to 3 times or less, or 5 times or more (for example, 8 times). Further, since the number of held-up balls is indicated by the first symbol display device 37, it may not be lit up by the second symbol hold lamp 84.
[0061] Below the variable display device unit 80, a first starting port 64a is provided, and below the first starting port 64a, a second starting port 64b is provided. The first starting port 64a is provided with an opening through which a ball can enter upward. The opening of the first starting port 64a is always open, and the ball can enter. When a ball enters the first starting port 64a, a first starting port switch 208a (see FIG. 6) provided on the back side of the game board 13 is turned on. Due to the turning on of the first starting port switch 208a, a jackpot lottery is conducted by the main control device 110 (see FIG. 5). The result of the lottery is indicated by the LED 37a of the first symbol display device 37, and a variable effect of the third symbol is executed by the third symbol display device 81. The first starting port 64a also serves as one of the winning ports from which three balls are paid out as winning balls when a ball enters.
[0062] On the other hand, the second starting port 64b is provided with an electric accessory having two blades that cover the opening through which a ball enters the second starting port 64b. The electric accessory opens and closes the two blades to put the second starting port 64b in an open state (expanded state) or a closed state (contracted state). Normally, the second starting port 64b is in a closed state where the blades of the electric accessory are closed (the blades stand upright upward), and it is in a state where a ball cannot enter the second starting port 64b or it is difficult for a ball to enter.
[0063] When the variable display on the second symbol display device 83 stops at the symbol "○", the electric accessory of the second starting port 64b is activated for a predetermined time. While the electric accessory is activated, the blades of the electric accessory move from the state where they stand upright upward to a state where they are movable in a substantially V shape (inverted V shape), and the second starting port 64b becomes an open state. When the second starting port 64b is in an open state, a ball can enter the second starting port 64b or it is in a state where it is easier for a ball to enter compared to the closed state. That is, when the variable display on the second symbol display device 83 stops at the symbol "○" and wins, and the second starting port 64b is in an open state, it is possible to make the ball enter the second starting port 64b and conduct more jackpot lotteries.
[0064] When the ball enters the second start port 64b, the second start port switch 208b (not shown) provided on the back side of the game board 13 is turned on. Due to the turn-on of the second start port switch 208b, the main control device 110 (see FIG. 5) conducts a jackpot lottery. The display according to the lottery result is shown by the LED 37a of the first symbol display device 37, and a variable effect of the third symbol is executed by the third symbol display device 81. The second start port 64b also serves as one of the winning ports from which two balls are paid out as winning balls when a ball enters.
[0065] A variable winning device 65 is disposed below the second start port 64b, and a horizontally long rectangular large winning port (also referred to as a large opening port or a specific winning port) 65a is provided in a substantially central portion thereof. In the pachinko machine 10, when the lottery by the main control device 110 results in a jackpot, after a predetermined time (variable time) has elapsed, the LED 37a of the first symbol display device 37 is lit so as to be the jackpot stop symbol, and the stop symbol corresponding to the jackpot is displayed on the third symbol display device 81 to indicate the occurrence of a jackpot. Thereafter, the game state transitions to a special game state (jackpot) in which it is easy for the ball to win. As this special game state, the large winning port 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds elapse or until 10 balls win).
[0066] This large winning port 65a is closed when a predetermined time has elapsed, and after the closure, the large winning port 65a is opened again for a predetermined time. The opening and closing operation of this large winning port 65a can be repeated up to, for example, 15 times (15 rounds) at most.
[0067] Specifically, the variable winning device 65 includes a horizontally long rectangular opening and closing plate that covers the large winning port 65a, and a large winning port solenoid (not shown) for driving the opening and closing plate to open and close forward about the lower side of the opening and closing plate. The large winning port 65a is normally in a closed state where it is difficult or impossible for the ball to win. During a jackpot, the large winning port solenoid is driven to tilt the opening and closing plate downward to the front side, temporarily forming an open state in which it is easy for the ball to win the large winning port 65a, and it operates so as to alternately repeat the open state and the normal closed state.
[0068] When a ball enters the large winning opening 65a, the large winning opening switch 208e (see FIG. 6) provided on the back side of the game board 13 is turned on. By counting the number of times the large winning opening switch 208e is turned on, the number of balls that have won in the large winning opening 65a is counted, and the closing condition of the large winning opening 65a is determined. Also, due to the turning on of the large winning opening switch 208e, 12 balls are paid out as bonus balls. Then, by repeatedly opening and closing the large winning opening 65a due to a big win, many balls are likely to win in the large winning opening 65a, and for the player, a larger number of bonus balls are paid out than usual as the imparting of gaming value (gaming value). This state is one form of a special gaming state advantageous to the player.
[0069] Note that the special gaming state is not limited to the above-described form. A specific winning opening and a large opening that is opened and closed separately from the specific winning opening are provided in the game area. When the LED 37a corresponding to a big win lights up in the first symbol display device 37, the specific winning opening is opened for a predetermined time, and when a ball wins into the specific winning opening during the opening of the specific winning opening, the large opening is opened for a predetermined time and a predetermined number of times, and this gaming state may be formed as a special gaming state.
[0070] Through gates 67 are provided on the left and right sides of the variable display device unit 80, respectively. Through holes (not shown) for balls to pass through are provided in the through gates 67 in the vertical direction. When the ball launched into the game area passes through the through gate 67, the through gate switch (not shown) provided in the through hole is turned on, and due to this turning on, the main control device 110 conducts a winning lottery for the second symbol (also referred to as the normal symbol).
[0071] If, as a result of the lottery of the second symbol (normal symbol) performed on the ball that has passed through the through gate 67, it is determined as a winning, after the symbol "○" stops displaying after the variable display of the second symbol on the second symbol display device 83, the electric accessory of the second start port 64b operates. As a result, the blades of the electric accessory, which make it difficult for the ball to enter the second start port 64b, move from a state where they stand almost vertically to a substantially V-shape (inverted V-shape), and the ball can enter the second start port 64b for a predetermined time, or the state where the ball can more easily enter compared to the closed state.
[0072] At the left and right corners on the lower side of the game board 13, sticking spaces K1 and K2 for sticking certificates, identification labels, etc. are provided, and the certificates, etc. stuck on the sticking space K1 can be visually recognized through the small window 35 (see FIG. 1) of the front frame 14.
[0073] Furthermore, an out port 66 is provided on the game board 13. The balls that have not entered any of the winning ports 63a, 63b, 64a, 64b, 65a are guided through the out port 66 to a ball discharge path (not shown). Also, the balls that have entered the winning ports 63a, 63b, 64a, 64b, 65a are guided to the ball discharge path after passing through the switches provided for each winning port to detect the entry of the balls. The balls guided to the ball discharge path pass through an out switch 208f (see FIG. 6) for detecting the guided balls and are then discharged to an island facility (not shown) where the pachinko machine 10 is installed.
[0074] Here, the balls launched into the game area of the pachinko machine 10 will surely enter one of the winning holes 63a, 63b, 64a, 64b, 65a or the out hole 66. Therefore, the balls that enter these winning holes 63a, 63b, 64a, 64b, 65a and the out hole 66 are guided to the ball discharge path and will surely pass through the out switch 208f. Thus, by counting the number of balls detected by the out switch 208f, the number of balls launched into the game area (the number of balls used in the game) can be grasped. Also, the out switch 208f actually detects the balls that have passed through the game area and entered one of the winning holes 63a, 63b, 64a, 64b, 65a or the out hole 66. That is, the balls that were launched into the game area but got caught somewhere in the game area and as a result were not used in the game are not detected. Therefore, by counting the number of balls detected by the out switch 208f, it is possible to suppress the situation where the balls that were not used in the game as a result are counted as the balls launched into the game area.
[0075] A large number of nails are implanted in the game board 13 to appropriately disperse and adjust the falling direction of the balls, etc., and various members (effect devices) such as windmills are arranged.
[0076] As shown in FIG. 3, on the back side of the pachinko machine 10, there are mainly provided a control board unit 90, 91 and a back pack unit 94. The control board unit 90 is unitized with a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114) mounted thereon. The control board unit 91 is unitized with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115), and a card unit connection board 116 mounted thereon.
[0077] The back pack unit 94 is a unit formed by integrating the back pack 92 that forms the protection cover part and the payout unit 93. Also, on each control board, an MPU as a one-chip microcomputer that controls each function, a port for communicating with various devices, a random number generator used for various lotteries, a clock pulse generation circuit used for time counting and synchronization, etc. are mounted as necessary.
[0078] Also, on the main board, an inspection terminal 207a (see Fig. 5) to which an inspection device 300 for inspecting the performance of the pachinko machine such as the accessory ratio is connectable is provided. The inspection terminal 207a is normally covered by the back pack 92 of the back pack unit 94 and appears by opening the back pack 92. However, an opening for the inspection terminal 207a may be provided in the back pack 92 so that the inspection terminal 207a is exposed from the opening. When the connector of the cable connected to the inspection device 300 is inserted into the inspection terminal 207a, the inspection device 300 can inspect the gaming performance such as the accessory ratio of the pachinko machine 10.
[0079] Note that the main control device 110, the voice lamp control device 113, the display control device 114, the payout control device 111, the launch control device 112, the power supply device 115, and the card unit connection board 116 are respectively housed in the board boxes 100 to 104. The board boxes 100 to 104 include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house each control device and each board.
[0080] In addition, the substrate box 100 (main control device 110) and the substrate box 102 (payout control device 111 and launch control device 112) are connected in a non-openable manner (connected by a caulking structure) by a sealing unit (not shown) between the box base and the box cover. Further, a sealing tape (not shown) is attached across the connection portion between the box base and the box cover. This sealing tape is made of a brittle material, and if an attempt is made to peel off the sealing tape to open the substrate boxes 100 and 102, or if an attempt is made to forcibly open the substrate boxes 100 and 102, it will be cut between the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing tape, it is possible to determine whether the substrate boxes 100 and 102 have been opened.
[0081] The payout unit 93 includes a tank 130 that is located at the uppermost part of the back pack unit 94 and opens upward, a tank rail 131 that is connected below the tank 130 and gently slopes downward toward the downstream side, a case rail 132 that is vertically connected to the downstream side of the tank rail 131, and a payout device 133 that is provided at the lowermost downstream part of the case rail 132 and pays out balls according to a predetermined electrical configuration of a payout motor 216 (see FIG. 5). Balls supplied from the island facilities in the game hall are sequentially replenished in the tank 130, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131.
[0082] In addition, a state return switch 120 is provided in the payout control device 111, an operation knob 121 of a variable resistor is provided in the launch control device 112, and a RAM erase switch 122 is provided in the power supply device 115. The state return switch 120 is operated, for example, to eliminate a ball jam (return to the normal state) when a payout error occurs, such as a ball jam in the payout motor 216 (see FIG. 5) section. The operation knob 121 is operated to adjust the launch force of the launch solenoid. The RAM erase switch 122 is operated when the power is turned on when it is desired to return the pachinko machine 10 to the initial state.
[0083] Next, with reference to FIG. 5, the electrical configuration of the pachinko machine 10 will be described. FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0084] The main control device 110 is equipped with an MPU201 as a one-chip microcomputer which is an arithmetic device. The MPU201 is provided with a ROM202 that stores various control programs and fixed-value data executed by the MPU201, a RAM203 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM202, and in addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built in.
[0085] The main control device 110 executes the main processes of the pachinko machine 10 such as jackpot lottery, setting of variable display (variable effect) in the first symbol display device 37 and the third symbol display device 81, and lottery of the display result in the second symbol display device 83. The main processes of this pachinko machine 10 are executed by the MPU201, and in the RAM203, a counter buffer for storing various counters for controlling these processes is provided.
[0086] The NMI terminal (non-maskable interrupt terminal) of the MPU201 is configured such that a power failure signal SG1 from the power failure monitoring circuit 252 is input when power is cut off due to the occurrence of a power failure or the like. When the power failure signal SG1 is input to the MPU201, the NMI interrupt process (see FIG. 15) as the power failure time process is immediately executed.
[0087] The input / output port 205 is connected to the MPU 201 via a bus line 204 composed of an address bus and a data bus. Connected to the input / output port 205 are a payout control device 111, a voice lamp control device 113, a first symbol display device 37, a second symbol display device 83, a second symbol hold lamp 84, a solenoid 209 including a solenoid for opening and closing the large winning opening 65a by driving it forward around the lower side of the opening / closing plate and solenoids for driving electric accessories, etc. The MPU 201 transmits various commands and control signals to these via the input / output port 205.
[0088] Note that in order to instruct operations to sub-control devices such as the payout control device 111 and the voice lamp control device 113, various commands are transmitted from the main control device 110 to the sub-control device by a data transmission / reception circuit, but such commands are transmitted only in one direction from the main control device 110 to the sub-control device.
[0089] Also, connected to the input / output port 205 are a switch group including various switches for detecting balls that have entered each winning opening and balls that have been guided to the ball discharge path through each winning opening and out-port, and various switches 208 including a sensor group, and a RAM erase switch circuit 253 provided in the power supply device 115, which will be described later. The MPU 201 executes various processes based on signals output from the various switches 208 and a RAM erase signal SG2 output from the RAM erase switch circuit 253.
[0090] The main control device 110 is provided with a accessory ratio management chip for managing information regarding the accessory ratio in the pachinko machine 10. The accessory ratio management chip 207 is connected to the MPU 201 via a bus 206, receives information necessary for managing the accessory ratio from the MPU 201, and processes and stores the received information, thereby being a microchip (integrated circuit) for managing information regarding the accessory ratio of the pachinko machine 10.
[0091] An inspection terminal 207a is connected to the accessory ratio management chip 207. The inspection terminal 207a is configured to be connectable to an external inspection device 300 that inspects the performance such as the accessory ratio of the gaming machine. When the inspection device 300 is connected to the inspection terminal 207a via a cable and a connector, information regarding the accessory ratio managed by the accessory ratio management chip 207 and other information regarding the inspection are transmitted to the inspection device 300. The inspection device 300 can determine whether the accessory ratio of the pachinko machine 10 is within a normal range based on the information regarding the accessory ratio received via the inspection terminal 207a.
[0092] Here, with reference to FIG. 6, the detailed configuration of the main control device 110 will be described. FIG. 6 is a block diagram showing the electrical configuration of the main control device 110.
[0093] As described above, the RAM erase switch circuit 253 is connected to the input / output port 205 on the input side, and the solenoid 209, the first symbol display device 37, the second symbol display device 38, the second symbol hold lamp 84, the payout control device 111, and the voice lamp control device 113 are connected to the output side. In addition, as various switches 208 connected to the input side, a first start port switch 208a for detecting a ball that has won in the first start port 64a, a second start port switch 208b for detecting a ball that has won in the second start port 64b, a first normal winning port switch 208c for detecting a ball that has won in the first normal winning port 63a, a second normal winning port switch 208d for detecting a ball that has won in the second normal winning port 63b, a big winning port switch 208e for detecting a ball that has won in the big winning port 65a, an out switch 208f for detecting a ball that has won in each winning port 63a, 63b, 64a, 64b, 65a and a ball that has entered the out port 66 and has been guided to the ball discharge path, and a door open switch 208g for detecting that at least one of the inner frame 12 and the front frame 14 has been locked and opened are connected.
[0094] The input / output port 205 is provided with a start 1 port 205a to which the output of the first start port switch 208a is input, a start 2 port 205b to which the output of the second start port switch 208b is input, a normal 1 port 205c to which the output of the first normal winning port switch 208c is input, a normal 2 port 205d to which the output of the second normal winning port switch 208d is input, a big winning port 205e to which the output of the big winning port switch 208e is input, an out port 205f to which the output of the out switch 208f is connected, and a door release port 205g to which the output of the door release switch 208g is connected.
[0095] In the timer interrupt process (see FIG. 10) executed every 2 milliseconds, the MPU 201 executes a switch reading process (see FIG. 11) for checking the states of various switches. In that switch reading process, the MPU 201 refers to the start 1 port 205a, the start 2 port 205b, the normal 1 port 205c, the normal 2 port 205d, the big winning port 205e, and the out port 205f, determines the presence or absence of a winning port where a winning has occurred and the presence or absence of a ball guided to the ball discharge path, and counts the number of balls that have won at each winning port and the number of balls guided to the ball discharge path (i.e., the number of balls launched into the game area) within 0.5 seconds. Then, the counted number of each ball and the game state at that time (whether it is in the middle of a big win, whether the inner frame 12 or the front frame 14 (so-called, the door) is open, whether it is in an error state, etc.) are set to the accessory ratio management chip 207 every 0.5 seconds. The accessory ratio management chip 207 calculates and manages the accessory ratio based on the number of each ball. Whether the inner frame 12 or the front frame 14 is open or not is determined by the MPU 201 referring to the door release port 205g and checking the output of the door release switch 208g.
[0096] The ROM 202 of the MPU 201 stores at least a jackpot random number table 202a, a jackpot type table 202b, a stop pattern table 202c, a variation pattern table 202d, a bonus ball number table 202e, and trigger information data 202f. With various counters stored in the RAM 203 and various tables 202a to 203d stored in the ROM 202, the main control device 110 executes the main processes of the pachinko machine 10. Also, the bonus ball number table 202e and the trigger information data 202f are data used to manage the accessory ratio in the accessory ratio management chip 207 and are transmitted to the accessory ratio management chip 207 when the main control device 110 is powered on.
[0097] Here, referring to FIG. 7, counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to conduct jackpot lottery, set the variable display (variable effect) of the first symbol display device 37 and the third symbol display device 81, and lottery the display result of the second symbol display device 83. Also, in the description of various counters, referring to FIG. 8, various tables 202a to 202d stored in the ROM 202 of the main control device 110 will also be described.
[0098] For the jackpot lottery and setting the variable display (variable effect) of the first symbol display device 37 and the third symbol display device 81, a first jackpot random number counter C1 used for the jackpot lottery, a first jackpot type counter C2 used for selecting the jackpot symbol, a stop pattern selection counter C3, a variation type counter CS1 used for selecting the variation pattern, and a first initial value random number counter CINI1 used for setting the initial value of the first jackpot random number counter C1 are used.
[0099] Also, for the lottery of the second symbol display device 83, a second jackpot random number counter C4 is used, and a second initial value random number counter CINI2 is used for setting the initial value of the second jackpot random number counter C4. Each of these counters is a loop counter that is incremented by 1 from the previous value each time it is updated and returns to 0 after reaching the maximum value.
[0100] Each counter is updated at intervals of 2 milliseconds, which is the execution interval of the timer interrupt process (see FIG. 10), for example. Also, some counters are updated irregularly during the main process (see FIG. 17), and the updated values are appropriately stored in a counter buffer set in a predetermined area of the RAM 203. Although details will be described later, the RAM 203 is provided with a reserved ball storage area 203b composed of four reserved areas (reserved first to fourth areas). In each of these areas, the values of the first random number counter C1 per hit, the first type counter C2 per hit, the stop pattern selection counter C3, and the variable type counter CS1 are stored in accordance with the incoming ball timing to the first starting port 64a and the second starting port 64b, respectively.
[0101] Each counter will be described in detail. The first random number counter C1 per hit is configured to be incremented by 1 in sequence within a predetermined range (for example, 0 to 899), and after reaching the maximum value (for example, 899 in the case of a counter that can take values from 0 to 899), it returns to 0. Also, when the update of the first random number counter C1 per hit completes one cycle, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the first random number counter C1 per hit, and the update of the first random number counter C1 per hit is performed from that initial value.
[0102] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the first random number counter C1 per hit. That is, for example, when the first random number counter C1 per hit is a loop counter that can take values from 0 to 899, the first initial value random number counter CINI1 is also a loop counter in the range of 0 to 899. This first initial value random number counter CINI1 is updated once each time the timer interrupt process (see FIG. 10) is executed, and is repeatedly updated within the remaining time of the main process (see FIG. 17).
[0103] The value of the first-hit random number counter C1 is updated, for example, periodically (once per timer interrupt process in this embodiment), and at the timing when the ball wins (starts winning) in either the first starting port 64a or the second starting port 64b, the value of the first-hit random number counter C1 at that time is stored in the first-hit random number counter storage area 203b1 of any one of the hold areas 1 to 4 provided in the hold ball storage area 203b of the RAM 203. The value of the random number for a big win is set by the big win random number table 202a stored in the ROM 202 of the main control device. When the value of the first-hit random number counter C1 stored in the hold area matches the value of the random number for a big win set by the big win random number table 202a, it is determined as a big win.
[0104] Here, referring to FIG. 8(a), the details of the big win random number table 202a will be described. FIG. 8(a) is a schematic diagram schematically showing an example of the big win random number table 202a. The big win random number table 202a is divided into two types: one for the low probability state used when the gaming state of the pachinko machine 10 is in the low probability state (the period when it is not in the probability change state), and one for the high probability state used when the gaming state of the pachinko machine 10 is in the high probability state (during probability change) where the probability of a big win is higher than that in the low probability state. And the number of random numbers for a big win included in each of the low probability state type and the high probability state type is set differently. In this way, by varying the number of random numbers for a big win, the probability of a big win is changed between the low probability state and the high probability state.
[0105] The first-hit random number counter C1 in the pachinko machine 10 of this embodiment is configured as a 2-byte loop counter in the range of 0 to 899. In this first-hit random number counter C1, the number of values of the random number for a big win (big win random number value) in the low probability state is 3, and the value "7,307,582" is stored in the big win random number table 202a.
[0106] On the other hand, the number of random number values (big win random number values) that result in a big win in the high probability state is 30, and the values "28, 58, 85, 122, 144, 178, 213, 238, 276, 298, 322, 354, 390, 420, 448, 486, 506, 534, 567, 596, 618, 656, 681, 716, 750, 772, 809, 836, 866, 892" are stored in the big win random number table 202a.
[0107] In this embodiment, the big win random number values for the low probability state and the big win random number values for the high probability state stored in the big win random number table 202a are set so as not to have overlapping values. Here, if there is a value that becomes a big win random number value regardless of the situation of the pachinko machine 10, that value is likely to be predicted from the outside, and there is a high risk of unfairly winning a big win. On the other hand, as in this embodiment, by changing the value of the random number that results in a big win according to the situation (that is, according to whether the pachinko machine 10 is in a high probability state or a low probability state), it is possible to make it difficult to predict the value of the random number that results in a big win, so that suppression of fraud can be achieved.
[0108] Returning to FIG. 7, the description will be continued. The first win type counter C2 determines the win type when a big win occurs, and is incremented by 1 in order within a predetermined range (for example, 0 to 99), and after reaching the maximum value (for example, 99 in the case of a counter that can take values from 0 to 99), it returns to 0. The value of the first win type counter C2 is updated, for example, periodically (once per timer interrupt process in this embodiment), and at the timing when the ball wins (starts winning) at either the first start port 64a or the second start port 64b, the value of the first win type counter C2 at that time is stored in the first win type counter storage area 203b2 in the same storage area as the storage area for the first win random number counter C1 among the first to fourth reserved areas provided in the reserved ball storage area 203b of the RAM 203.
[0109] Here, if the value of the first-hit random number counter C1 stored in the hold area 1 in the hold ball storage area 203b is not a random number corresponding to a jackpot, that is, if it is a deviating random number, the variation pattern in the variation effect and the type of stop symbol (hereinafter referred to as "stop type") will be those at the time of deviation. On the other hand, if the value of the first-hit random number counter C1 stored in the hold area 1 in the hold ball storage area 203b is a random number corresponding to a jackpot, the variation pattern and stop type in the variation effect will be those at the time of jackpot. In this case, the variation pattern and stop type at the time of jackpot are determined corresponding to the jackpot type indicated by the value of the first-hit type counter C2 stored in the same hold area.
[0110] The value of the first-hit type counter C2 in the pachinko machine 10 of the present embodiment is configured as a loop counter in the range of 0 to 99. Based on this first-hit type counter C2 and the jackpot type table 202b stored in the ROM 202, the jackpot type is determined. Here, referring to FIG. 8(b), the jackpot type table 202b will be described. FIG. 8(b) is a diagram schematically showing an example of the jackpot type table 202b. As shown in FIG. 8(b), the jackpot type table 202b is a table associating the jackpot type with the value of the first-hit type counter C2.
[0111] As the jackpot types, as described above, there are "15R sure-change jackpot" that transitions to a high-probability state after a jackpot with a maximum number of rounds of 15 rounds, "15R normal jackpot" that transitions to a low-probability state after a jackpot with a maximum number of rounds of 15 rounds and is in a time-saving state for 100 variation times, and "2R sure-change jackpot" that transitions to a high-probability state after a jackpot with a maximum number of rounds of 2 rounds.
[0112] In the big win type table 202b, for each big win type, the value of the first win type counter C2 that determines the big win type is associated. In the example of FIG. 8(b), for the 15R sure win big win, the values "0 to 39" of the first win type counter C2 are associated, for the 15R normal big win, the values "40 to 79" of the first win type counter C2 are associated, and for the 2R sure win big win, the values "80 to 99" of the first win type counter C2 are associated.
[0113] When the value of the first win random number counter C1 is a value that results in a big win, the big win type associated with the value of the first win type counter C2 stored in the same hold area is determined from the big win type table 202b. For example, if the value of the first win type counter C2 is "20", "15R sure win big win" is determined as the big win type, if the value of the first win type counter C2 is "60", "15R normal big win" is determined as the big win type, and if the value of the first win type counter C2 is "90", "2R sure win big win" is determined as the big win type.
[0114] In this way, in this embodiment, when a big win occurs, the 15R sure win big win is selected with a probability of 40%, the 15R normal big win is selected with a probability of 40%, and the 2R sure win big win is selected with a probability of 20%. Note that the probability of selecting each big win type when a big win occurs is appropriately set according to the model. Then, according to the set probability, in the big win type table, the value of the first win type counter C2 associated with each big win type is defined.
[0115] Note that the probability of selecting the big win type may be changed according to the game state of the pachinko machine 10. In this case, a big win type table corresponding to each game state is prepared, and in each big win type table, the number of values of the first win type counter C2 associated with each big win type may be changed.
[0116] Also, the probability of selecting a jackpot type may be changed depending on the winning start port. That is, as the probabilities of each jackpot type selected when the value of the first jackpot random counter C1 stored in the hold ball storage area 203b triggers a jackpot upon the ball entering the first start port 64a, for example, "15R sure change jackpot" is 40%, "15R normal jackpot" is 40%, and "2R sure change jackpot" is 20%. And as the probabilities of each jackpot type selected when the value of the first jackpot random counter C1 stored in the hold ball storage area 203b triggers a jackpot upon the ball entering the second start port 64b, for example, "15R sure change jackpot" may be 55%, "15R normal jackpot" may be 40%, and "2R sure change jackpot" may be 5%.
[0117] In this case, prepare a jackpot type table corresponding to the first start port 64a and a jackpot type table corresponding to the second start port 64b, and in each jackpot type table, the number of values of the first jackpot type counter C2 associated with each jackpot type may be changed. And in the first to fourth hold areas of the hold ball storage area 203b, flags indicating whether the values of the various counters stored in each area are stored due to winning in either the first start port 64a or the second start port 64b are also stored together. Based on the flag, when determining the jackpot type based on the first jackpot type counter C2 stored in each area, the jackpot type table to be used may be selected. Or, flags may be separately provided in a form corresponding to each of the first to fourth hold areas. The flag indicates whether the values of the various counters stored in the corresponding area are stored due to winning in either the first start port 64a or the second start port 64b. Based on the flag, when determining the jackpot type based on the first jackpot type counter C2 stored in each area, the jackpot type table to be used may be selected.
[0118] Returning to FIG. 7, the description of various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). In the present embodiment, the stop pattern selection counter C3 selects the stop type at the time of deviation displayed on the third symbol display device 81. After a reach occurs, there are three stop (effect) patterns: "front and back deviation reach" in which the final stop symbol stops with a deviation of only one before and after the reach symbol, "reach other than front and back deviation" in which the final stop symbol stops outside the front and back of the reach symbol after a reach occurs, and "complete deviation" in which no reach occurs.
[0119] The value of the stop pattern selection counter C3 is updated, for example, periodically (once per timer interrupt process in the present embodiment). At the timing when the ball wins (starts winning) in either the first start port 64a or the second start port 64b, the value of the stop pattern selection counter C3 at that time is stored in the stop pattern selection counter storage area 203b3 in the same storage area as the storage area where the first random number counter C1 among the first to fourth hold areas provided in the hold ball storage area 203b of the RAM 203 is stored.
[0120] Corresponding to the stop pattern selection counter C3, a plurality of stop pattern tables 202c with different ranges of random values for which the stop type is selected are provided in the ROM 202. A plurality of stop pattern tables 202c are prepared in order to change the selection ratio of the stop type according to whether the current state of the pachinko machine 10 is a high probability state or a low probability state.
[0121] For example, in a high probability state, in order to prevent a reach effect from being selected more than necessary because a big win is likely to occur, a stop pattern table 202c with a wide range of random values from 0 to 89 corresponding to the stop type of "complete deviation" is selected, and "complete deviation" is more likely to be selected. In this stop pattern table 202c, "front and back deviation reach" becomes narrow at 98 and 99, and "reach other than front and back deviation" also becomes narrow at 90 to 97, making it difficult to select "front and back deviation reach" and "reach other than front and back deviation".
[0122] Also, in the low-probability state, in order to ensure the ball entry time into the first start port 64a or the second start port 64b, the stop pattern table 202c with a narrow range of random values from 0 to 79 corresponding to the "complete miss" stop type is selected, making it difficult to select "complete miss". In this stop pattern table 202c, the range of random values corresponding to the stop type of "reach other than front and rear misses" is widened to 80 to 97, making it easier to select "reach other than front and rear misses". Therefore, in the low-probability state, since many reach displays with a long production time can be performed, the ball entry time into the first start port 64a or the second start port 64b can be ensured, and the variable display by the third symbol display device 81 is likely to continue. In the latter stop pattern table 202c as well, the range of random values corresponding to the stop type of "front and rear miss reach" is set to 98 and 99.
[0123] The variation type counter CS1 is configured to be incremented by 1 in order within a range of, for example, 0 to 198, and return to 0 after reaching the maximum value (that is, 198). The value of the variation type counter CS1 is updated once each time the timer interrupt process (see FIG. 10) described later is executed once, and is repeatedly updated within the remaining time in the main process (see FIG. 17). Also, at the timing when the ball wins (starts to win) at either the first start port 64a or the second start port 64b, the value of the variation type counter CS1 at that time is stored in the variation type counter storage area 203b4 in the same storage area as the storage area where the first hit random counter C1 is stored among the first to fourth reserved areas provided in the reserved ball storage area 203b of the RAM 203.
[0124] The variable type counter CS1 is used to determine the variable pattern. That is, when the MPU 201 performs a variable effect based on various counters stored in a certain hold area, the variable type counter CS1 stored in the variable type counter storage area 203b4 of that hold area and the variable pattern table 202d stored in the ROM 202 are used to determine the variable pattern. Specifically, the determination of the variable pattern is the determination of the variable time of the symbol variation. The voice lamp control device 113 and the display control device 114 determine the reach type of the third symbol displayed on the third symbol display device 81 and the detailed symbol variation mode based on the variable pattern (variable time) determined by the variable type counter CS1, and also determine the presence or absence of the execution of the pre-announcement effect and the execution mode of the pre-announcement effect.
[0125] Here, referring to FIGS. 8(c) to (e), the details of the variable pattern table 202d will be described. The pachinko machine 10 is provided with a jackpot variable pattern table 202d1 used at the time of jackpot and off-target variable pattern tables 202d2 and 202d3 used at the time of a miss as the variable pattern table 202d. Further, as the off-target variable pattern tables 202d2 and 202d3, an off-target (probability variation) variable pattern table 202d3 and an off-target (normal) variable pattern table 202d2 are provided according to whether the gaming state is a time-saving state or a high-probability state at the time of probability variation, or a low-probability state in normal times excluding the time-saving state.
[0126] Furthermore, each of the variable pattern tables 202d1 to 202d3 is separately provided with a table referred to when the number of hold balls is 0 (that is, when there are no hold balls), a table referred to when the number of hold balls is 1, a table referred to when the number of hold balls is 2, a table referred to when the number of hold balls is 3, and a table referred to when the number of hold balls is 4.
[0127] Note that, as in this embodiment, it is not necessarily required to prepare a variation pattern table for each number of hold balls. Instead, each variation pattern table 202d1 to 202d3 may be prepared such that the table referred to using the number of hold balls as a condition is changed. For example, each of the variation pattern tables 202d1 to 202d3 may be prepared separately as a table to be referred to when the number of hold balls is less than 3 and a table to be referred to when the number of hold balls is 3 or more. Also, in each of the variation pattern tables 202d1 to 202d3, the conditions for the number of hold balls for determining the table to be referred to may be different. For example, the jackpot variation pattern table 202d1 has a table to be referred to when the number of hold balls is less than 3 and a table to be referred to when the number of hold balls is 3 or more prepared, the off (normal) variation pattern table 202d2 has tables different for each number of hold balls prepared, and the off (probable) variation pattern table 202d3 may have one table prepared regardless of the number of hold balls.
[0128] FIG. 8(c) is a diagram schematically showing an example of the jackpot variation pattern table 202d1 stored in the ROM 202, which is referred to when the number of hold balls is 2.
[0129] The jackpot variation pattern table 202d1 is divided into groups based on the jackpot type, regardless of the number of hold balls corresponding to it. Specifically, it is divided into 15R jackpot common, which is referred to when the jackpot types 15R probable jackpot and 15R normal jackpot are determined, and 2R probable jackpot dedicated, which is referred to when the 2R probable jackpot is determined. And the value of the variation type counter CS1 is associated with each of the divided groups.
[0130] When the value of the first hit random number counter C1 is a jackpot value (jackpot random number value), a group (group) to be referred to in the jackpot variation pattern table 202d1 that determines the variation pattern is determined according to the jackpot type corresponding to the value of the first hit type counter C2 stored in the same hold area. In the group (group) of the jackpot variation pattern table 202d1, the variation pattern associated with the value of the variation type counter CS1 stored in the same hold area is determined as the variation pattern in the variation effect held in that hold area.
[0131] For the 15R jackpot in common, three variation patterns are prepared so that they can be selected: variation A with a variation time of 30 seconds, variation B with a variation time of 60 seconds, and variation C with a variation time of 90 seconds, and the value of the variation type counter CS1 is associated with each variation pattern.
[0132] Variation A is a variation pattern in which a so-called normal reach where the third symbol aligns after a reach with a short variation time is executed by the third symbol display device 81. Variation B is a variation pattern in which a so-called super reach where the third symbol aligns after a reach with a longer variation time than the normal reach is executed by the third symbol display device 81. The super reach includes, for example, a reach that develops from the normal reach, as well as a long reach with simply a long reach time. Variation C is a variation pattern in which a so-called special reach where the third symbol aligns after a reach with an even longer variation time than the super reach is executed by the third symbol display device 81. The special reach includes, for example, a reach that further develops after the super reach, as well as a special reach where the development destination from the normal reach is different from the super reach.
[0133] In the example shown in FIG. 8(c), in the case where the number of balls on hold is 2, the correspondence between the variation pattern and the value of the variation type counter CS1 is as follows in the table common to the 15R jackpot: 0 to 10 for variation A, 11 to 99 for variation B, and 100 to 198 for variation C. Since the table common to the 15R jackpot is selected in the case of the 15R certain probability jackpot or the 15R normal jackpot, in order to give the player a sense of expectation, variation C in which a special reach is executed is likely to be selected. However, by configuring it so that variation A in which a normal reach is executed and variation B in which a super reach is executed are also selected, a gaming property can be provided in which a jackpot can be expected from any reach.
[0134] In the pachinko machine 10, a large number of production contents different in each reach are prepared. For example, in the super reach, there are a reach in which the back image (the image displayed on the back side of the third symbol, which is the main image displayed on the third symbol display device 81) is quickly changed and displayed, a reach in which a certain character is suddenly displayed, etc. In addition, there are a plurality of reaches with different production contents, such as those with a pre-announcement production before the start of variation and those with a production that results in a jackpot in the re-variation. In the main control device 110, when it is a 15R certain probability jackpot or a 15R normal jackpot, only variations A, B, and C are determined as the variation pattern, and in the voice lamp control device 113 and the display control device 114, detailed variation patterns corresponding to each of variations A to C are determined. According to the detailed variation pattern, a variation production is executed on the third symbol display device 81.
[0135] For the 2R certain probability jackpot only, only the variation pattern of "2R variation" with a variation time of 59 seconds is prepared to be selectable. In the jackpot variation pattern table 202d1, regardless of the number of balls on hold, in the group dedicated to the 2R certain probability jackpot, as shown in FIG. 7(c), the 2R variation is associated with all possible values (0 to 198) that the variation type counter CS1 can take. That is, when the jackpot variation type is the 2R certain probability jackpot, the 2R variation is always selected as the variation pattern.
[0136] When 2R variation is selected by the main control device 110, detailed variation patterns corresponding to the 2R variation are determined by the voice lamp control device 113 and the display control device 114. Therefore, when the main control device 110 determines a 2R sure win jackpot as the jackpot type, a variation effect is executed on the third symbol display device 81 according to a detailed variation pattern corresponding to the 2R variation. In this pachinko machine 10, as a detailed variation pattern corresponding to the 2R variation, for example, while displaying characters such as "chicken" or "girl" in the small areas Ds1 and Ds3 of the third symbol display device 81, a variation pattern in which the third symbol finally stops at a specific symbol, or a variation pattern in which the third symbol finally stops at a specific symbol along with the lighting or flashing of a specific lamp, etc. are included.
[0137] Note that the variation pattern at the time of jackpot is determined using only the variation type counter CS1, but it may be configured to be determined using a plurality of other variation type counters. For example, whether to add a preview effect that previews the start of a jackpot or a reach effect before the start of the variation or during the variation effect may be determined by another variation type counter, or when a reach is established, by how many symbols the third symbol that finally stops is shifted (for example, before and after a one-symbol shift, etc.) may be determined by another variation type counter.
[0138] Also, in the jackpot variation pattern table 202d1, a group dedicated to 2R sure win jackpots is provided. However, in this pachinko machine 10, when a 2R sure win jackpot occurs, only the variation pattern of "2R variation" is selected. Therefore, a group dedicated to 2R sure win jackpots may not be provided, and in the jackpot variation pattern table 202d1, only the association between the variation type counter CS1 and the variation pattern when a 15R sure win jackpot or a 15R normal jackpot occurs may be defined. In this case, when the jackpot type is a 2R sure win jackpot, the jackpot variation pattern table 202d1 may not be referred to, and the 2R variation may be determined as the variation pattern.
[0139] In addition, in this pachinko machine 10, only "2R variation" is selected when a 2R certain-variation jackpot occurs, but one variation pattern may be selected from among a plurality of variation patterns when a 2R certain-variation jackpot occurs. In this case, similar to the group common to the 15R jackpot, even in the group dedicated to the 2R certain-variation jackpot, a variation type counter CS1 is associated with the variation pattern selected when a 2R certain-variation jackpot occurs, and the variation pattern associated with the value of the variation type counter CS1 stored in a certain hold area may be determined as the variation pattern in the variation effect held in that hold area.
[0140] FIG. 8(d) is a diagram schematically showing an example of the losing (normal) variation pattern table 202d2 stored in the ROM 202, which is referred to when the number of hold balls is 2.
[0141] As shown in FIG. 8(d), the losing (normal) variation pattern table 202d2 is divided into groups based on the stop type at the time of losing: a dedicated table for complete loss, which is referred to when complete loss is determined as the stop type at the time of losing, and a common table for reach, which is referred to when front / back losing reach and reach other than front / back losing are determined. The value of the variation type counter CS1 is associated with each of the divided groups.
[0142] When the value of the first winning random number counter C1 stored in a certain hold area is not a value that results in a jackpot (jackpot random number value), that is, when it is a value that results in a loss, and the game state is in the normal low-probability state excluding the time-saving state, the variation pattern corresponding to the value of the variation type counter CS1 stored in that hold area is determined from the losing (normal) variation pattern table 202d2 according to the stop type corresponding to the value of the stop pattern selection counter C3 stored in the same hold area as the first winning random number counter C1.
[0143] For exclusive complete misses, two variation patterns are prepared for selection: variation D with a variation time of 7 seconds and variation E with a variation time of 10 seconds. The value of the variation type counter CS1 is associated with each variation pattern. When variation D or variation E is selected as the variation pattern, the third symbol display device 81 executes a variation effect in which, after the high-speed variation of the third symbol starts, it stops and is displayed without a reach being achieved. As shown in FIG. 8(d), in the miss (normal) variation pattern table 202d2, the association between each variation for exclusive complete misses and the value of the variation type counter CS1 when the number of hold balls is 2 is such that variation D is from 0 to 98 and variation E is from 99 to 198.
[0144] Also, for common reaches, three variations A to C described above are prepared for selection: variation A with a variation time of 30 seconds that executes a normal reach on the third symbol display device 81, variation B with a variation time of 60 seconds that executes a super reach on the third symbol display device 81, and variation C with a variation time of 90 seconds that executes a special reach on the third symbol display device 81. In the miss (normal) variation pattern table 202d2, the association between each variation for common reaches and the value of the variation type counter CS1 when the number of hold balls is 2 is such that variation A is from 0 to 98, variation B is from 99 to 190, and variation C is from 191 to 198.
[0145] FIG. 8(e) is a diagram schematically showing an example of the miss (probability variation) variation pattern table 202d3 that is referred to when the number of hold balls is 2 among the miss (probability variation) variation pattern tables 202d3 stored in the ROM 202.
[0146] As shown in FIG. 8(e), the deviation (normal) variation pattern table 202d3 is referred to when a complete deviation is determined as the stop type at the time of deviation, similar to the deviation (normal) variation pattern table. It is dedicated to complete deviation where variation D and variation E can be selected as variation patterns, and is referred to when a front-back deviation reach and a reach other than the front-back deviation are determined, and is grouped (classified into groups) based on the stop type at the time of deviation into reach common where variations A to C can be selected as variation patterns. In the classified groups, the values of the variation type counter CS1 are associated with the variation patterns that can be selected respectively.
[0147] When the value of the first-hit random number counter C1 stored in a certain holding area is a value that does not result in a jackpot, that is, a value that results in a deviation, when the game state is in the time-saving state or the high-probability state during probability variation, according to the stop type corresponding to the value of the stop pattern selection counter C3 stored in the same holding area, the variation pattern corresponding to the value of the variation type counter CS1 stored in that holding area is determined from the deviation (probability variation) variation pattern table 202d3.
[0148] As shown in FIG. 8(e), in the deviation (probability variation) variation pattern table 202d3, for the dedicated complete deviation when the number of held balls is 2, the association between each variation and the value of the variation type counter CS1 is such that variation D is 0 to 190 and variation E is 191 to 198. Also, for the reach common when the number of held balls is 2, the association between each variation and the value of the variation type counter CS1 is such that variation A is 0 to 98, variation B is 99 to 190, and variation C is 191 to 198. That is, the association between each variation and the value of the variation type counter CS1 in the reach common is the same in the deviation (normal) variation pattern table 202d2 and the deviation (probability variation) variation pattern table 202d3.
[0149] On the other hand, when the game state is in the time-saving state or the high-probability state during probability variation, the second start port 64b is in a state where balls are likely to enter. If a large number of complete misses (variation E) with a long variation time are executed, it takes a long time until the start of the next variation display, which may give the player a waiting state and make them feel uncomfortable. Also, for the hall, the operating rate decreases, which is not preferable.
[0150] Therefore, when the game state is in the time-saving state or the high-probability state during probability variation and a complete miss occurs, a complete miss (variation D) with a shorter variation time than when in other game states (normal state excluding the time-saving state) is more likely to be selected. Thus, the off-normal (normal) variation pattern table 202d2 and the off-normal (probability variation) variation pattern table 202d3 are configured. By starting the next variation display earlier in this way, the possibility of giving the player discomfort can be reduced. Also, it is possible to suppress the extreme decrease in the operating rate.
[0151] Note that the variation pattern at the time of a miss is selected using only the variation type counter CS1, but a plurality of variation type counters may be used in combination for selection (such as selecting the presence or absence of a preview display). Also, although the selection of the miss type is configured to be divided into the off-normal (normal) variation pattern table and the off-normal (probability variation) variation pattern table, when there are a plurality of reserved balls (for example, 3 or more if the maximum is 4) even during the normal game state, the variation display may be ended early. Therefore, it may be configured to select with reference to the off-normal (probability variation) variation pattern table.
[0152] Also, since the association between the variations A to C selected when the variation type is a front and rear miss reach or a reach other than the front and rear miss and the value of the variation type counter CS1 is the same regardless of the game state, the off-normal (normal) variation pattern table 202d2 and the off-normal (probability variation) variation pattern table 202d3 do not include a reach common group, and these variation pattern tables 202d2 and 202d3 are referenced only when the stop type is a complete miss. It may be possible to separately prepare a variation pattern table that is referenced when the stop type is a front and rear miss reach or a reach other than the front and rear miss regardless of the game state.
[0153] In the pachinko machine 10, although the association between the variations A to C selected when the variation type is a front-back deviation reach or a reach other than the front-back deviation and the value of the variation type counter CS1 is the same regardless of the game state, it may be different depending on the game state.
[0154] Furthermore, in the variation patterns tables 202d2 and 202d3 for each deviation shown in FIGS. 8(d) and 8(e), variations D and E are simply regarded as "complete deviation variations", and when the "complete deviation variation" is selected, variations D and E may be configured to be selected with a predetermined probability by referring to other tables. Of course, in this case as well, tables corresponding to the number of hold balls may be prepared respectively.
[0155] Returning to FIG. 7, the second hit random number counter C4 is configured as a loop counter that is incremented by 1 in order within a range of, for example, 0 to 250 and returns to 0 after reaching the maximum value (that is, 250). When the second hit random number counter C4 makes one round, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the second hit random number counter C4.
[0156] In the present embodiment, the value of the second hit random number counter C4 is updated every timer interrupt process (see FIG. 14) and is acquired when it is detected that the ball has passed through either the left or right through gate 67. The number of values of the random number to be selected is 149, and the range is "5 to 153". That is, when the acquired value of the second hit random number counter C4 is within the range of "5 to 153", it is determined as a hit, and a symbol "○" is lit and displayed as a stop symbol (second symbol) on the second symbol display device 83, and the electric accessory of the second start port 64b operates, and the second start port 64b is opened for a predetermined time.
[0157] Note that the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the second hit random number counter C4 (value = 0 to 250), and is updated once per timer interrupt process (see FIG. 10) and repeatedly updated within the remaining time of the main process (see FIG. 17).
[0158] In this way, various counters and the like are provided in the RAM 203, and the main control device 110 can execute the main processes of the pachinko machine 10, such as jackpot lottery, setting of variable display (variable effect) in the first symbol display device 37 and the third symbol display device 81, and lottery of the display result in the second symbol display device 83, according to the values of these counters and the like.
[0159] Returning to FIG. 6, the description will be continued. The prize ball number table 202e in the ROM 202 is a table that defines the number of prize balls paid out when a ball enters (wins) each winning port 63a, 63b, 64a, 64b, 65a. Here, referring to FIG. 9, the details of the prize ball number table 202e will be described. FIG. 9 is a schematic diagram schematically showing the content of the prize ball number table 202e.
[0160] As shown in FIG. 9, in the prize ball number table 202e, as the "starting port type", the first starting port 64a, the second starting port 64b, the first normal winning port 63a, the second normal winning port 63b, and the big winning port 65a are defined, and for each winning port, the "number of prize balls" corresponding to that winning port is defined. Specifically, in the prize ball number table 202e, the number of prize balls 3 is associated with the first starting port 64a, the number of prize balls 2 is associated with the second starting port 64b, the number of prize balls 8 is associated with the first normal winning port 63a, the number of prize balls 8 is associated with the second normal winning port 63b, and the number of prize balls 12 is associated with the big winning port 65a.
[0161] The winning ball number table 202e defines the number of winning balls corresponding to each winning port for all the winning ports provided in the pachinko machine 10. Therefore, in the pachinko machine 10, if there are winning ports other than the above-mentioned winning ports 63a, 63b, 64a, 64b, and 65a, the winning ball number table 202e is defined to include the number of winning balls corresponding to those winning ports.
[0162] Also, in this pachinko machine 10, the number of winning balls is the same for the first normal winning port 63a and the second normal winning port 63b. Therefore, in the winning ball number table 202e, the first normal winning port 63a and the second normal winning port 63b may be combined and defined as "starting port type" being "normal winning port", and the number of winning balls 8 may be defined in association with that "normal winning port". Also, if the number of winning balls for the first starting port 64a and the second starting port 64b is the same as "3", in the winning ball number table 202e, the first starting port 64a and the second starting port 64b may be combined and defined as "starting port type" being "starting port", and the number of winning balls 3 may be defined in association with that "starting port".
[0163] The winning ball number table 202e is transmitted to the accessory ratio management chip 207 during the initialization process of the MPU201 that is executed when the main control device 110 is powered on, and is used when the accessory ratio management chip 207 calculates the accessory ratio.
[0164] The trigger information data 202f is data that defines the timing (trigger) for calculating the accessory ratio in the accessory ratio management chip 207. Although details will be described later, the accessory ratio management chip 207 calculates the accessory ratio at the timing (trigger) indicated by the trigger information data 202f.
[0165] In the accessory ratio management chip 207, it corresponds to three timings (triggers) as the timings (triggers) for calculating the accessory ratio. The first one is the number of balls launched. The accessory ratio management chip 207 calculates the accessory ratio every time the number of launched balls reaches a predetermined number of balls. The second one is time. The accessory ratio management chip 207 calculates the accessory ratio when a predetermined time is reached. The third one is the game time. The accessory ratio management chip 207 calculates the accessory ratio when the game time by the player has elapsed a predetermined time.
[0166] In the trigger information data 202f, information indicating any one of "number of launches", "time", and "game time" is defined as the timing (trigger) for calculating the accessory ratio in the accessory ratio management chip 207.
[0167] When the trigger information data 202f defines information indicating the "number of launches", information indicating the "predetermined number of balls" which is the timing for calculating the accessory ratio is also defined. For example, if the trigger information data 202f defines information indicating the "number of launches" and information indicating 500 balls as the "predetermined number of balls", the accessory ratio management chip 207 calculates the accessory ratio every time the number of launched balls reaches 500 balls.
[0168] When the trigger information data 202f defines information indicating the "time", information indicating the "predetermined time" which is the timing for calculating the accessory ratio is also defined. For example, if the trigger information data 202f defines information indicating the "time" and information indicating 12:00, 17:00, 19:00, and 22:00 as the "predetermined time", the accessory ratio management chip 207 calculates the accessory ratio at the timings when the time reaches 12:00, 17:00, 19:00, and 22:00.
[0169] When the trigger information data 202f defines information indicating "game time", it also defines information indicating a "predetermined time" which is the timing for calculating the accessory ratio. For example, if the trigger information data 202f defines information indicating "game time" and information indicating 2 hours as the "predetermined time", the accessory ratio is calculated in the accessory ratio management chip 207 every time 2 hours of game time elapses.
[0170] The trigger information data 202f, together with the prize ball number table 202e, is transmitted to the accessory ratio management chip 207 during the initialization process of the MPU 201 that is executed when the main control device 110 is powered on, and is used when determining a trigger for calculating the accessory ratio in the accessory ratio management chip 207.
[0171] In addition to the counter buffer shown in FIG. 7, the RAM 203 has a stack area where the contents of the internal registers of the MPU 201 and the return destination addresses of the control programs executed by the MPU 201 are stored, and a work area (working area) where various flags, counters, I / O values, etc. are stored. Note that the RAM 203 is configured to be able to hold (backup) data by receiving a backup voltage from the power supply device 115 even after the power of the pachinko machine 10 is turned off, and all the data stored in the RAM 203 is backed up.
[0172] When the power is turned off (including when a power failure occurs; the same applies hereinafter), a power failure signal SG1 output from the power failure monitoring circuit 252 is input to the NMI terminal of the MPU 201. Due to this input, information on the occurrence of a power cut is set by the executed NMI interrupt process (see FIG. 15). Then, in the main process of the MPU 201 (FIG. 17), when it is determined that there is information on the occurrence of a power cut, the values of the stack pointer and each register at that time are stored in the RAM 203.
[0173] On the one hand, when the power is turned on (including power-on due to restoration from a power outage; the same applies hereinafter), based on the information stored in the RAM 203, the state of the pachinko machine 10 is restored to the state before the power was cut off. Writing to the RAM 203 is executed at the time of power-off by the main process (see Fig. 20), and the restoration of each value written to the RAM 203 is executed in the startup process (see Fig. 19) at the time of power-on.
[0174] The RAM 203 further has at least a hold ball number counter 203a, a hold ball storage area 203b, a hold ball execution area 203c, a start 1 counter 203d, a start 2 counter 203e, a normal 1 counter 203f, a normal 2 counter 203g, a big winning opening counter 203h, and an out counter 203i.
[0175] The hold ball number counter 203a is a counter that counts the number of hold balls (number of standby times) of the variable display (variable effect performed by the third symbol display device 81) performed by the first symbol display device 37 based on the entry of a ball (starting winning) into either the first starting opening 64a or the second starting opening 64b detected in the timer interrupt process (see Fig. 14) that is periodically executed every 2 milliseconds. This hold ball number counter 203a is set to zero as the initial value by the initial setting process (S616 in Fig. 16) of the RAM 203 after power-on. And each time a starting winning is detected and the number of hold balls of the variable display increases, it is incremented by 1 up to the maximum value of 4 (see S202, S203 in Fig. 12). On the other hand, the hold ball number counter 203a is decremented by 1 each time the variable effect is executed (see S305 in Fig. 13).
[0176] The value of this hold ball number counter 203a (i.e., the number of hold balls) is notified to the voice lamp control device 113 by the hold ball number command (see S205 in Fig. 12). The hold ball number command is a command transmitted from the main control device 110 to the voice lamp control device 113 each time a starting winning is detected and the hold ball number counter 203a is incremented by 1.
[0177] The voice lamp control device 113 can obtain the value of the number of hold balls of the variable effect held in the main control device 110 by the hold ball number command. Thereby, in the voice lamp control device 113, the number of hold times of the variable effect can be managed without accessing the main control device 110. Further, every time a start winning is detected, by transmitting a hold ball number command from the main control device 110 to the voice lamp control device 113, even if the number of hold balls of the variable effect managed in the voice lamp control device 113 deviates from the actual number of hold balls of the variable effect held in the main control device 110 due to the influence of noise or the like, the deviation can be corrected by the next received hold ball number command.
[0178] Note that every time the number of hold balls managed internally in the voice lamp control device 113 changes, the voice lamp control device 113 transmits a display hold ball number command for notifying the display control device 114 of the number of hold balls. The display control device 114 displays a hold ball number symbol in the hold ball number display area Db of the third symbol display device 81 based on the number of hold balls notified by this display hold ball number command.
[0179] Further, in the present embodiment, when the main control device 110 transmits a hold ball number command to the voice lamp control device 113, in the hold ball number command, not only the value of the hold ball number counter 203a incremented by 1 but also the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer (see FIG. 6) along with the above start winning that triggered the increment of the hold ball number counter 203a are also included.
[0180] That is, when there is a start winning, the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer by the main control device 110 are transmitted to the voice lamp control device 113 by the hold ball number command.
[0181] In the voice lamp control device 113, the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 transmitted by the hold ball number command are pre-read before the variation effect based on each value is executed, and it is determined before the execution of the variation effect what kind of variation effect it will be (whether it is a big hit, what the variation time will be, etc.). And based on the determination result by the pre-reading, the execution of various effects can be determined.
[0182] The hold ball storage area 203b is a memory for storing the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 acquired from the counter buffer (see FIG. 7) along with the detection of a start winning. The MPU 201, in the timer interrupt process (see FIG. 10), when detecting that the ball has won (start winning) into either the first start port 64a or the second start port 64b, acquires the values of the counters C1 to C3 and CS1 from the counter buffer and stores them in the hold ball storage area 203b. The hold ball storage area 203b has four hold areas (hold first to fourth areas) so that the data (the values of the counters C1 to C3 and CS1) corresponding to one start winning can be stored (held) up to a maximum of four times (see FIG. 7).
[0183] The hold ball execution area 203c is a memory for storing data (the values of the counters C1 to C3 and CS1) to be referred to in processes such as big hit lottery and setting of the variation display (variation effect) of the first symbol display device 37 and the third symbol display device 81.
[0184] When the MPU 201 detects that it is the execution start timing of the variable presentation, in order to execute processes such as jackpot lottery and setting of the variable display (variable presentation) of the first symbol display device 37 and the third symbol display device 81, among the data (the respective values of counters C1 to C3 and CS1) corresponding to each start winning stored in the above-mentioned hold ball storage area 203b, the data corresponding to one start winning is shifted to this hold ball execution area 203c. Note that the shift in this embodiment means moving the data stored in one area to another area.
[0185] Here, referring to FIG. 7 again, the details of the hold ball storage area 203b and the hold ball execution area 203c will be described. The hold ball storage area 203b and the hold ball execution area 203c are used by the MPU 201 of the main control device 110 in order to perform a jackpot lottery and setting of the variable display (variable presentation) of the first symbol display device 37 and the third symbol display device 81.
[0186] For the jackpot lottery and setting of the variable display (variable presentation) of the first symbol display device 37 and the third symbol display device 81, a first winning random number counter C1 used for the jackpot lottery, a first winning type symbol counter C2 used for determining the jackpot type, a stop pattern selection counter C3 used for determining the stop type at a miss, and a variable type counter CS1 used for determining the variable pattern are used. The hold ball storage area 203b stores the respective values of the counters C1 to C3 and CS1 that are acquired from the counter buffer by the MPU 201 when a ball wins (starts winning) in either the first start port 64a or the second start port 64b.
[0187] The hold ball storage area 203b is composed of four hold areas (the first to fourth hold areas). In each of the four hold areas (the first to fourth hold areas), there are provided a first-hit random number counter storage area 203b1 for storing the value of the first-hit random number counter C1, a first-hit type counter storage area 203b2 for storing the value of the first-hit type counter C2, a stop pattern selection counter storage area 203b3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203b4 for storing the value of the variable type counter CS1.
[0188] In this embodiment, the first-hit random number counter storage area 203b1, the first-hit type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the variable type counter storage area 203b4 are provided in one hold ball storage area 203b. However, a plurality of hold ball storage areas may be provided, and each of the four areas 203b1, 203b2, 203b3, 203b4 may be provided in any of the hold ball storage areas.
[0189] As described above, the hold ball storage area 203b stores up to four pieces of data (the values of the counters C1 to C3 and CS1) obtained at the timing when the ball wins (start winning) at the second start port 64b. In that case, among the empty areas of the four hold areas (the first to fourth hold areas), the data is stored in order from the area with the smallest area number (the first to fourth). That is, the smaller the area number, the more data corresponding to the older start winning in terms of time is stored, and the data corresponding to the oldest start winning in terms of time is stored in the first hold area.
[0190] On the other hand, the held ball execution area 203c consists of only one area. Similar to the held ball storage area 203b, this held ball execution area 203c is provided with a first hit random number counter storage area 203c1 for storing the value of the first hit random number counter C1, a first hit type counter storage area 203c2 for storing the value of the first hit type counter C2, a stop pattern selection counter storage area 203c3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203c4 for storing the value of the variable type counter CS1.
[0191] When the MPU 201 determines that it is the timing to start executing the variable effect, it shifts the data (the values of the respective counters C1 to C3 and CS1) stored in the first held area of the held ball storage area 203b to the respective areas 203c1 to 203c4 of this held ball execution area 203c. Then, the data shifted to the held ball execution area 203c is referred to in the variable start process (see FIG. 17), and a jackpot lottery is performed based on the reference data, and the variable pattern and stop type corresponding to the lottery result are determined. In the first symbol display device 37, under the control of the main control device 110, variable display is performed based on the determined variable pattern and stop type.
[0192] Also, the variable pattern and stop type determined here are notified to the voice lamp control device 113 by the variable pattern command and the stop type command, and are also notified to the display control device 114 via the voice lamp control device 113. Then, under the control of the display control device 114, in the third symbol display device 81, variable effect is performed based on the variable pattern and stop type notified by the variable pattern command and the stop type command.
[0193] The details of the data shift will be described. When the MPU201 determines that it is the execution start timing of the variable effect, it shifts the random number value in the random number counter storage area 203b1 of the hold first area to the random number counter storage area 203c1 of the hold ball execution area 203c. Similarly, it shifts the random number value in the first hit type counter storage area 203b2 to the first hit type counter storage area 203c2, shifts the random number value in the stop pattern selection counter storage area 203b3 to the stop pattern selection counter storage area 203c3, and shifts the random number value in the variable type counter storage area 203b4 to the variable type counter storage area 203c4.
[0194] And when the data shift to the hold ball execution area 203c is completed, since the hold first area becomes empty, a shift process is performed to pack the data stored (held) in each area (the second to the fourth) of the hold ball storage area 203b into the area with an area number one smaller (the first to the third). In this embodiment, data shifting is performed only for the hold areas (the first to the fourth) in which data is stored (held) in the hold ball storage area 203b.
[0195] Here, the data shift performed for each hold area in the hold ball storage area 203b will be described. For example, assume that the value of the hold ball count counter 203a when the start determination of the variable effect is made is "4", and data is stored in all areas (the first to the fourth) of the hold ball storage area 203b. In this state, when the data in the hold first area is shifted to the hold ball execution area 203c and the hold first area becomes empty, the MPU201 shifts the data in the other areas (the second to the fourth) to the areas with an area number one smaller (the first to the third), respectively. That is, it shifts the data in the hold second area to the hold first area, shifts the data in the hold third area to the hold second area, and shifts the data in the hold fourth area to the hold third area.
[0196] Also, for example, if the value of the hold ball number counter 203a when the start determination of the variable effect is made is "2", the MPU 201 shifts only the data in the second hold area to the first hold area and ends the data shift. As described above, in the present embodiment, for the hold areas (the third to the fourth) where data is not stored (held), the data shift process is not performed, so the number of data shifts can be reduced and the control burden can be reduced.
[0197] Note that regardless of the presence or absence of data, each data in the hold areas (the second to the fourth) may be configured to be shifted to the area with an area number smaller by 1. In that case, since it is not necessary to determine whether data is stored (held) in the hold areas (the second to the fourth), the creation of the program can be facilitated.
[0198] Returning to FIG. 6, the description will be continued. The start 1 counter 203d is a counter for counting the number of balls that have won in the first start port 64a, the start 2 counter 203e is a counter for counting the number of balls that have won in the second start port 64b, the normal 1 counter 203f is a counter for counting the number of balls that have won in the first normal winning port 63a, the normal 2 counter 203g is a counter for counting the number of balls that have won in the second normal winning port 63b, the big winning port counter 203h is a counter for counting the number of balls that have won in the big winning port 65a, and the out counter 203i is a counter for counting the number of balls guided to the ball discharge path (that is, the number of balls used in the game). These counters 203d to 203i are all set to zero as the initial value by the initial setting process of the RAM 203 after power-on (S616 in FIG. 16).
[0199] Also, in the switch reading process (see FIG. 11) executed in the timer interrupt process (see FIG. 10) executed every 2 milliseconds, the MPU 201 refers to the start 1 port 205a, start 2 port 205b, general 1 port 205c, general 2 port 205d, big winning port 205e, and out port 205f, and determines whether a ball is detected at each of the first start port switch 208a, second start port switch 208b, first general winning port switch 208c, second general winning port switch 208d, big winning port switch 208f, and out switch 208g. When there is a winning at any of the winning ports (a ball is detected at the corresponding switch), the counter corresponding to the winning port where the winning occurred is incremented by 1. Also, when a ball is detected at the out switch 208g, the out counter 203i is incremented by 1.
[0200] The counting of the number of balls in the counters 203d to 203i is continuously performed for 0.5 seconds. When 0.5 seconds have elapsed, the values of the counters 203d to 203h are set as winning information, and the value of the out counter 203i is set as out information, together with the information indicating the game state at that time, in the accessory ratio management chip 207. When the setting of the values of the counters 203d to 203i to the accessory ratio management chip 207 is completed, the values of these counters 203d to 203i are initialized to zero, and again, the number of balls that won at each winning port in the next 0.5 seconds is counted for each winning port, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted.
[0201] Thus, in this pachinko machine 10, the MPU 201 counts, for each winning port, the number of balls that have won at each winning port at intervals of 0.5 seconds, and also counts the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), and sets the counted results in the accessory ratio management chip 207. Then, as will be described later, the accessory ratio management chip 207 accumulates each of these counted values until the timing for calculating the accessory ratio, so that from the time the power is turned on until the timing for calculating the accessory ratio for the first time, or from the time the previous accessory ratio was calculated until the next timing for calculating the accessory ratio, the number of balls that have won at each winning port is counted for each winning port, and also the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted.
[0202] Thus, since the number of balls winning at the winning ports actually detected by the MPU 201 and the like are input from the MPU 201 to the accessory ratio management chip 207, the accessory ratio management chip 207 can accurately grasp the number of balls recognized as winning in the actual game.
[0203] Also, if the MPU 201 does not count, for each winning port, the number of balls that have won at each winning port and does not count the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), and only the accessory ratio management chip 207 performs these counts, then the accessory ratio management chip also has to monitor the winning at each winning port and the balls guided to the ball discharge path at short intervals (for example, at intervals of 2 milliseconds), which may increase the processing load and power consumption.
[0204] In contrast, in this pachinko machine 10, these counting results are set in the accessory ratio management chip 207 at intervals of 0.5 seconds by the counting of the MPU 201. Therefore, in the accessory ratio management chip 207, every 0.5 seconds, the number of balls that have won in each winning hole is counted for each winning hole during the period from when the power is turned on until the timing to calculate the accessory ratio for the first time, or during the period from when the previous accessory ratio was calculated until the timing to calculate the next accessory ratio, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted. Thus, an increase in the processing load and power consumption in the accessory ratio management chip 207 can be suppressed.
[0205] On the other hand, the MPU 201 monitors the winning in each winning hole and the balls guided to the ball discharge path (i.e., the number of balls used in the game) at intervals of, for example, 2 milliseconds in order to count the number of balls that have won in each winning hole for each winning hole and the number of balls guided to the ball discharge path. However, these monitors are originally necessary for performing the main controls of the game such as jackpot lottery and bonus ball determination, and the processing has originally been performed at a short time interval of 2 milliseconds. Also, in the pachinko machine 10, since the firing interval of the balls fired into the game area by the ball firing unit 112a (see FIG. 5) is about 0.6 seconds, the number of balls that have won in each winning hole counted at intervals of 0.5 seconds and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) are mostly 0 balls or 1 ball, and at most a few balls. Therefore, the amount of data required for the counters 203d to 203i provided in the RAM 203 can be small. Thus, an increase in the capacity of the RAM 203 can be suppressed by this counting process. Therefore, even if the MPU 201 executes the process of counting the number of balls that have won in each winning hole for each winning hole and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) within 0.5 seconds, no significant influence will occur.
[0206] The accessory ratio management chip 207 is provided with a CPU 261, a buffer 262, a first read memory 263, a second read memory 264, a setting register 265, and a real-time clock (hereinafter referred to as "RTC") 266, which are connected to each other via a bus 206. Further, the bus 206 is also connected to the MPU 201 and the inspection terminal 207a.
[0207] In addition, a large-capacity capacitor 267 is connected to the accessory ratio management chip 207. While power is being supplied to the main control device 110, the capacitor 267 is charged. When the power supply to the main control device 110 is stopped due to a power outage or the like, the accessory ratio management chip 207 uses the power charged in the capacitor 267 to execute processing associated with a power failure. Note that instead of the capacitor 267, a rechargeable secondary battery may be connected to the accessory ratio management chip 207.
[0208] The CPU 261 is an arithmetic unit that controls the operation of the accessory ratio management chip 207. By executing a control program stored in a ROM (not shown) provided in the accessory ratio management chip 207, the accessory ratio management chip 207 manages the accessory ratio in the pachinko machine 10. By having the CPU 261 manage the accessory ratio in the accessory ratio management chip 207, it is possible to flexibly respond to changes in the functions and specifications of the accessory ratio management chip 207 by changing the software.
[0209] The RTC266 outputs the current time. The RTC266 has a rechargeable secondary battery (not shown) built in. Using the secondary battery as a power source, the RTC266 always outputs the time while ticking the current time. The time output by the RTC266 is referred to by the CPU261 when the timing (trigger) for calculating the device ratio set by the trigger setting area 265b is "time", and when the time indicated by the RTC266 matches or exceeds the "predetermined time" set in the trigger setting area 265b, the process of calculating the device ratio is executed. Also, although details will be described later, when jackpot medium data 263g, open data 263h, error medium data 263i, and out-of-time data 263k in the first reading memory 263 are added with jackpot information, door open information, error information, or out-of-time information, respectively, the time at that time is read from the RTC266, and the read time is added to each data together with each piece of information.
[0210] The buffer 262 is a memory for temporarily storing various information set by the MPU201, and is composed of an SRAM (Static Random Access Memory), which is a volatile memory capable of reading and writing data. The buffer 262 is provided with at least a start 1 buffer 262a, a start 2 buffer 262b, a normal 1 buffer 262c, a normal 2 buffer 262d, a large winning opening buffer 262f, a jackpot medium buffer 262g, an open buffer 262h, an error medium buffer 262i, etc.
[0211] The start 1 counter value 203d set by the MPU 201 at 0.5-second intervals is stored in the start 1 buffer 262a. The start 2 counter value 203e set by the MPU 201 at 0.5-second intervals is stored in the start 2 buffer 262b. The general 1 counter value 203f set by the MPU 201 at 0.5-second intervals is stored in the general 1 buffer 262c. The general 2 counter value 203g set by the MPU 201 at 0.5-second intervals is stored in the general 2 buffer 262d. The big winning opening buffer 262e stores the value of the big winning opening counter 203h set by the MPU 201 at 0.5-second intervals. The out buffer 262f stores the value of the out counter 203i set by the MPU 201 at 0.5-second intervals.
[0212] When the game state set by the MPU 201 at 0.5-second intervals is in the middle of a big win, the information (big win information) is stored in the big win middle buffer 262g. When the game state set by the MPU 201 at 0.5-second intervals is during the opening of the inner frame 12 or the front frame 14, the information (door opening information) is stored in the opening buffer 262h. When the game state set by the MPU 201 at 0.5-second intervals is in an error state, the information (error information) is stored in the error middle buffer 262i.
[0213] In the accessory ratio management chip 207, various buffers provided in the buffer 262 are set (written) by the MPU 201. When the CPU 261 receives an interrupt signal from the MPU 201, it executes the setting information reception process (see FIG. 19) described later. The setting information reception process counts the number of balls won for each winning opening and the number of balls guided to the ball discharge path (i.e., the balls launched into the game area) based on the various information set in the buffer 262, stores these numbers of balls in the first read memory 263, and also stores the information regarding the game state of the pachinko machine 10 in the first read memory 263.
[0214] The setting register 265 is a register for setting the setting values necessary for the operation of the accessory ratio management chip 207. The setting register 265 is provided with at least a prize ball number data setting area 265a and a trigger setting area 265b.
[0215] In the prize ball number data setting area 265a, the prize ball number table 202e (see FIG. 9) stored in the ROM 202 of the MPU 201 is set. In the trigger setting area 265b, the trigger information data 202f stored in the ROM 202 of the MPU 201 is set. When the main control device 110 is powered on, the prize ball number table 202e and the trigger information data 202f are transmitted to the accessory ratio management chip 207. Then, by the CPU 261, the prize ball number table 202e is set in the prize ball number data setting area 265a, and the trigger information data 202f is set in the trigger setting area 265b.
[0216] The prize ball number table 202e set in the prize ball number data setting area 275a is referred to by the CPU 261 when calculating the accessory ratio. Here, the number of prize balls for each winning at each winning port is determined by the model of the pachinko machine, and conventionally, that information is stored in the ROM 202. By transmitting the prize ball number table 202e stored in the ROM 202 to the accessory ratio management chip 207 and setting it in the prize ball number data setting area 265a of the accessory ratio management chip 207 every time power is supplied, it is not necessary to store the information on the number of prize balls different for each model in the ROM of the accessory ratio management chip 207 at the manufacturing stage. Therefore, the manufacturing of the accessory ratio management chip 207 can be simplified. Also, when the models of the pachinko machines are different, the ROM 202 can be changed, and even if the same accessory ratio management chip 207 is used for different models of pachinko machines, the accessory ratio can be accurately calculated.
[0217] The trigger information data 202f set in the trigger setting area 265b is also referred to by the CPU 261, and it is determined whether it is the timing (trigger) to calculate the accessory ratio indicated by the trigger information data 202f. When it is determined that it is this timing, the process of calculating the accessory ratio is executed. Here, since there are also physical limitations on the storage capacity in the accessory ratio management chip 207 that can record information regarding the accessory ratio, it is not preferable to fix this timing in the accessory ratio management chip 207. Instead, it is preferably determined in consideration of the jackpot probability, probability variation rate, etc. in the pachinko machine 10. Similar to this pachinko machine 10, the trigger information data 202f that defines the timing for calculating the accessory ratio determined in consideration of the jackpot probability, probability variation rate, etc. in the pachinko machine 10 is stored in the ROM 202. Each time power is supplied, the trigger information data 202f is transmitted from the ROM 202 to the accessory ratio management chip 207. Thus, in the accessory ratio management chip 207, the accessory ratio and the continuous accessory ratio can be calculated at a timing suitable for the jackpot probability, probability variation rate, etc. in the pachinko machine 10, and can be recorded in the second reading memory 264.
[0218] Note that only the prize ball number table 202e and the trigger information data 202f transmitted during the startup process (so-called boot process) executed by the MPU 201 when the main control device 110 is powered on are configured to be set in the prize ball number data setting area 265a and the trigger setting area 265b. The startup process is a so-called boot process and is a non-user program that is not programmed by the user. Therefore, it is possible to prevent an illegal actor from setting a false prize ball number table or trigger information data in the prize ball number data setting area 265a and the trigger setting area 265b.
[0219] The first reading memory 263 is a memory for temporarily storing the information set in the buffer 262 by the MPU 201 while accumulating it until the timing for calculating the accessory ratio. The first reading memory 263 is composed of a memory that can read and write data and is volatile, such as an SRAM. Note that the first reading memory 263 may be composed of a DRAM (Dynamic Random Access Memory), which is a volatile memory that can read and write larger-capacity data.
[0220] At least a start 1 counter 263a, a start 2 counter 263b, a normal 1 counter 263d, a normal 2 counter 263e, a big winning opening counter 263e, an out counter 263f, big win middle data 263g, open data 263h, error middle data 263i, and out-of-time data 263j are stored in the first reading memory 263. These counters and data stored in the first reading memory 263 are all initialized to 0 by the CPU 261 based on an initialization signal transmitted from the MPU 201 when the main control device 110 is powered on (see S710 in FIG. 18).
[0221] Also, these counters and data stored in the first reading memory 263 are referred to by the accessory ratio calculation process executed by the CPU 261 when the timing for calculating the accessory ratio arrives, and after the necessary processes are executed, they are again initialized to 0 by the CPU 261 (S744 in FIG. 21). As a result, in the first reading memory 263, until the timing for calculating the accessory ratio arrives next time, the information set in the buffer 262 by the MPU 201 is temporarily stored while accumulating it again.
[0222] The start 1 counter 263a is a counter for accumulating and counting the number of balls that have won in the first start port 64a until the timing for calculating the accessory ratio. When the value of the start 1 counter 203d indicating the number of balls that have won in the first start port 64a for 0.5 seconds is set in the start 1 buffer 262a by the MPU 201, the value set in the start 1 buffer 262a (that is, the number of balls that have won in the first start port 64a for 0.5 seconds) is added to the start 1 counter 263a by the CPU 261.
[0223] The start 2 counter 263b is a counter for accumulating and counting the number of balls that have won in the second start port 64b until the timing for calculating the accessory ratio. When the value of the start 2 counter 203e indicating the number of balls that have won in the first start port 64a for 0.5 seconds is set in the start 2 buffer 262b by the MPU 201, the value set in the start 2 buffer 262b (that is, the number of balls that have won in the second start port 64b for 0.5 seconds) is added to the start 2 counter 263b by the CPU 261.
[0224] The general 1 counter 263c is a counter for accumulating and counting the number of balls that have won in the first general winning port 63a until the timing for calculating the accessory ratio. When the value of the general 1 counter 203f indicating the number of balls that have won in the first general winning port 63a for 0.5 seconds is set in the general 1 buffer 262c by the MPU 201, the value set in the general 1 buffer 262c (that is, the number of balls that have won in the first general winning port 63a for 0.5 seconds) is added to the general 1 counter 263c by the CPU 261.
[0225] The general 2 counter 263d is a counter for accumulating and counting the number of balls that have won in the second general winning port 63b until the timing for calculating the accessory ratio. When the value of the general 2 counter 203g indicating the number of balls that have won in the second general winning port 63b for 0.5 seconds is set in the general 2 buffer 262d by the MPU 201, the value set in the general 2 buffer 262d (that is, the number of balls that have won in the second general winning port 63b for 0.5 seconds) is added to the general 2 counter 263d by the CPU 261.
[0226] The big winning opening counter 263e is a counter for accumulating and counting the number of balls that have won in the big winning opening 65a until the timing for calculating the accessory ratio. When the value of the big winning opening counter 203h indicating the number of balls that have won in the big winning opening 65a for 0.5 seconds is set in the big winning opening buffer 262e by the MPU 201, the value set in the big winning opening buffer 262e (that is, the number of balls that have won in the big winning opening 65a for 0.5 seconds) is added to the big winning opening counter 263e by the CPU 261.
[0227] The out counter 263f is a counter for accumulating and counting the number of balls guided to the ball discharge path (that is, the balls launched into the game area) until the timing for calculating the accessory ratio. When the value of the out counter 203i indicating the number of balls guided to the ball discharge path for 0.5 seconds is set in the out buffer 262f by the MPU 201, the value set in the out buffer 262f (that is, the number of balls guided to the ball discharge path for 0.5 seconds) is added to the out counter 263f by the CPU 261. When the trigger for calculating the accessory ratio set in the trigger setting area 265b is "launch count", this out counter 263f is referenced, and when the number of balls (launch count) indicated by the out counter 263f becomes equal to or more than the "predetermined number of balls" set in the trigger setting area 265b, the CPU 261 executes the process of calculating the accessory ratio.
[0228] The jackpot mid data 263g is data that defines the jackpot information indicating that the pachinko machine 10 has hit the jackpot together with the time at that moment when the game state of the pachinko machine 10 becomes the jackpot until the timing for calculating the accessory ratio. When the jackpot information indicating that the pachinko machine 10 is in the jackpot state as the game state is set in the jackpot mid buffer 262g by the MPU 201, the jackpot information is added to the jackpot mid data 263g in combination with the current time indicated by the RTC 266 by the CPU 261.
[0229] The open data 263h is data that defines, together with the time at that moment, the door open information indicating that the pachinko machine 10 is in the door open state when the gaming state of the pachinko machine 10 becomes the state where the inner frame 12 or the front frame 14 (door) is open until the timing to calculate the accessory ratio. When the door open information indicating that the inner frame 12 or the front frame 14 is open is set in the open buffer 262h as the gaming state of the pachinko machine 10 by the MPU201, the CPU261 adds the door open information to the open data 263h together with the current time indicated by the RTC266.
[0230] The error data 263g is data that defines, together with the time at that moment, the error information indicating that the pachinko machine 10 is in the error state when the gaming state of the pachinko machine 10 becomes the error state until the timing to calculate the accessory ratio. When the error information indicating that the pachinko machine 10 is in the error state is set in the error buffer 262i as the gaming state of the pachinko machine 10 by the MPU201, the CPU261 adds the error information to the error data 263i together with the current time indicated by the RTC266.
[0231] The out-of-hours data 263j is data that defines, together with the time at that moment, the out-of-hours information indicating that some operation has been performed at night in the pachinko machine 10 when the setting (writing) to the buffer 262 by the MPU201 is performed during the late-night time zone (for example, between midnight and 6:00 am) which is usually outside business hours. When the setting (writing) to the buffer 262 is performed by the MPU201, the time at that moment is read by the CPU261 from the RTC266, and when it is determined that the time is in the late-night time zone, the out-of-hours information is added to the out-of-hours data 263j together with the current time indicated by the RTC266.
[0232] The second reading memory 264 is composed of a non-volatile memory capable of reading and writing data, for example, a flash memory. This second reading memory 264 only needs to retain the stored data even when the power is turned off. Other than flash memory, it may also be composed of a ferroelectric random access memory (FeRAM), a magnetoresistive random access memory (MRAM), a resistive random access memory (ReRAM), etc. Also, while configuring the second reading memory 264 with a DRAM, by continuously supplying a backup voltage from the power supply device 115 to the DRAM even when the power is turned off, the data may be retained even when the power is turned off.
[0233] At least the accessory ratio data 264a, the continuous accessory ratio data 264b, the number of emission balls data 264c, and the game information data 264d are stored in the second reading memory 264.
[0234] The accessory ratio data 264a is data that records the accessory ratio calculated for each timing (trigger) for calculating the accessory ratio together with the calculated time. The continuous accessory ratio data 264b is data that records the continuous accessory ratio calculated at the same timing (trigger) together with the calculated time.
[0235] Here, the accessory ratio indicates the ratio of the number of balls (bonus balls) paid out to the player that are paid out due to winning at the second start port 64b and the big winning port 65a where the accessory operates among the total number of balls (bonus balls) paid out to the player, and is defined as 70% or less. Also, the continuous accessory ratio indicates the ratio of the number of balls (bonus balls) paid out to the player that are paid out due to winning continuously at the big winning port 65a where the accessory operates among the total number of balls (bonus balls) paid out to the player, and is defined as 60% or less.
[0236] Originally, the accessory ratio and the consecutive accessory ratio refer to the above ratios when the test firing test of the game balls is conducted for 10 hours. Here, for each timing (trigger) at which the accessory ratio indicated by the trigger information data 202f set in the trigger setting area 265b is calculated, the CPU 261 calculates, from when the power is turned on until the timing is reached for the first time, or during the period from the previous timing to the current timing, the ratio of the number of balls (bonus balls) paid out to the player that are paid out in association with winning the second start port 64b and the big winning port 65a among the total number of balls (bonus balls) paid out to the player, and records it in the accessory ratio data 264a together with the time at that time. Also, for each timing (trigger) at which the accessory ratio indicated by the trigger information data 202f set in the trigger setting area 265b is calculated, the CPU 261 calculates, from when the power is turned on until the timing is reached for the first time, or during the period from the previous timing to the current timing, the ratio of the number of balls (bonus balls) paid out to the player that are paid out in association with winning the big winning port 65a among the total number of balls (bonus balls) paid out to the player, and records it in the consecutive accessory ratio data 264b together with the time at that time.
[0237] Also, even when the power is turned off, based on the number of balls (bonus balls) paid out during the period from the timing (trigger) at which the most recent accessory ratio is calculated until it is determined that the power is turned off, using the power charged in the capacitor 267, the accessory ratio and the consecutive accessory ratio are calculated and recorded in the accessory ratio data 264a or the consecutive accessory ratio data 264b together with the time at that time, respectively. Thereby, after the accessory ratio and the consecutive accessory ratio are calculated and recorded, the accessory ratio and the consecutive accessory ratio can be calculated without omission even for the number of bonus balls paid out before the power is turned off.
[0238] The number of balls that won in the first start port 64a indicated by the start 1 counter 263a stored in the first reading memory 263, the number of balls that won in the second start port 64b indicated by the start 2 counter 263b, the number of balls that won in the first normal winning port 63a indicated by the normal 1 counter 263c, the number of balls that won in the second normal winning port 63b indicated by the normal 2 counter 263d, and the number of balls that won in the big winning port 65a indicated by the big winning port counter 263e are each multiplied by the number of prize balls associated with each winning port shown in the prize ball number table 202e (see FIG. 9) set in the prize ball number data setting area 265a. For each winning port, the number of balls paid out upon winning at that winning port can be calculated. And by summing these, the total number of balls paid out to the player can be calculated.
[0239] Thereby, by calculating the ratio of the sum of the number of balls paid out upon winning at the second start port 64b and the number of balls paid out upon winning at the big winning port 65a to the total number of balls paid out to the player, the accessory ratio can be calculated. Also, by calculating the ratio of the number of balls paid out upon winning at the big winning port 65a to the total number of balls paid out to the player, the continuous accessory ratio can be calculated.
[0240] The launched ball number data 264c is data that records the total number of balls launched into the game area counted by the out counter 263f of the first reading memory 263 together with the time at that timing for each timing (trigger) at which the accessory ratio is calculated. The total number of balls launched into the game area from when the power is turned on until that timing is reached for the first time, or from the previous timing to the current timing, is indicated by the out counter 263f. When it becomes the timing for calculating the accessory ratio, the value of the out counter 263f at that time is recorded in the launched ball number data 264c together with the time at that time indicated by the RTC 266.
[0241] The game state data 264d is data that records the jackpot information, door open information, error information, and out-of-hours information stored in the jackpot data 263g, open data 263h, error data 263i, and out-of-hours data 263j of the first reading memory 263, together with the times associated with each piece of information. When it is time to calculate the accessory ratio, the jackpot information, door open information, error information, and out-of-hours information stored in the jackpot data 263g, open data 263h, error data 263i, and out-of-hours data 263j of the first reading memory 263, and the times associated with each piece of information are recorded in the game state data 264d by the CPU 261.
[0242] At this time, for example, if the jackpot information is stored in the jackpot data 263g at intervals of less than 1 second each, it means that jackpots are occurring continuously as the game state. Therefore, only the jackpot information at the oldest time and that time are recorded in the game state data 264d. Similarly, for the door open information, error information, and out-of-hours information, if each piece of information is stored in the respective data 263h - j at intervals of less than 1 second each, only the information at the oldest time and that time are recorded in the game state data 264d. This can reduce the required storage capacity of the game state data 264d.
[0243] When recording the jackpot information, door open information, error information, and out-of-hours information in the game state data 264d, the CPU 261 arranges (sorts) each piece of information from the oldest time information and records it in the game state data 264d. And when outputting the information recorded in the game state data 264d to the inspection device 300, the CPU 261 outputs the information in the recorded order. As a result, since each piece of information is output in order from the oldest time, the inspection device 300 can easily analyze the change in the game state over time by analyzing the information in the output order.
[0244] However, the CPU 261 does not necessarily have to store each piece of information in the game state data 264d in the order of the information at an earlier time. In this case, when outputting the information recorded in the game state data 264d to the inspection device 300, the CPU 261 may read the information from the game state data 264d in order from the information at an earlier time and transmit it to the inspection device 300, or the CPU 261 may output each piece of information to the inspection device 300 in the order in which it was recorded, and the inspection device 300 may rearrange the received pieces of information in the order of the information at an earlier time.
[0245] Note that the jackpot information, door open information, error information, and out-of-time information stored in the jackpot middle data 263g, open data 263h, error data 263i, and out-of-time data 263j of the first reading memory 263 may all be recorded in the game state data 264d together with the corresponding times. Although the storage capacity required for the game state data 264d increases, by outputting this to the inspection device 300, it is possible to analyze the operating state of the pachinko machine 10 while observing minute changes in the game state.
[0246] Here, the information regarding the accessory ratio, consecutive accessory ratio, and the total number of balls launched into the game area that can be recorded in the accessory ratio data 264a, consecutive accessory ratio data 264b, and number of launched balls data 264c is each limited to a predetermined number (for example, 1024). Also, the total number of jackpot information, door open information, error information, and out-of-time information that can be recorded in the game state data 264d is also limited to a predetermined number (for example, 16384). When a predetermined number of information has already been recorded in the accessory ratio data 264a, consecutive accessory ratio data 264b, number of launched balls data 264c, or game state data 264d, the oldest information is erased and the latest information is recorded there. For example, the accessory ratio data 264a, consecutive accessory ratio data 264b, number of launched balls data 264c, and game state data 264d are each configured like a ring buffer, and a memory for managing the position where information is written on each ring buffer is separately prepared in the second read memory 264 or in a non-volatile memory provided separately from the second read memory 264. By shifting the position where writing is performed by 1 each time writing is done, the oldest information can be erased and the latest information can be recorded there. In this way, by setting an upper limit on the number of information that can be recorded in each data, an increase in the storage capacity of the second read memory 264 can be suppressed. Also, when the information recorded in each data reaches the upper limit number, by erasing the oldest information and recording the latest information, the inspection device 300 can be made to perform an analysis including the state of the latest pachinko machine 10. Note that by preparing a memory for managing the position where information is written on the ring buffer in the second read memory 264, even when the power is interrupted halfway, after the power is supplied, new information can be added and recorded starting from the continuation of the information stored so far.
[0247] When the inspection device 300 is connected to the inspection terminal 207a, an interrupt occurs to the CPU 261, and the CPU 261 sequentially transmits the accessory ratio data 264a, the continuous accessory ratio data 264b, the number of balls launched data 264c, and the game state data 264d recorded in the second reading memory 264 to the inspection device 300. When transmitting each of the data 264a to 264d to the inspection device 300, the CPU 261 reads out each piece of information (including the recorded time information associated with each piece of information) recorded in each of the data 264a to 264d in the recorded order and transmits it to the inspection device 300. Just by connecting the inspection device 300 to the inspection terminal 207a, an interrupt occurs and the process of transmitting each piece of information recorded in the second reading memory 264 to the inspection device 300 is executed, so that the transmission can be executed quickly and completed. Therefore, the inspection device 300 can quickly and easily detect fraud from the accessory ratio and the continuous accessory ratio from the information received from the pachinko machine 10.
[0248] Specifically, in the data to be transmitted to the inspection device 300 hereafter, when the upper limit number (the above-mentioned predetermined number) of recordable information defined for each does not meet the requirement, the CPU 261 sequentially reads out the information recorded from the position where the information was first written in the data to the position indicated in the memory that manages the position where the information is to be written (that is, the position where the information at the latest time is recorded) and transmits it to the inspection device 300. On the other hand, in the data to be transmitted to the inspection device 300, when the upper limit number (the above-mentioned predetermined number) of recordable information defined for each meets the requirement, starting from the next position of the position indicated in the memory that manages the position where the information is to be written (that is, the position where the information at the oldest time is recorded), the position to be read is shifted one by one, and the information recorded from the position indicated in the memory that manages the position where the information is to be written (that is, the position where the information at the latest time is recorded) is sequentially read out and transmitted to the inspection device 300. As a result, the information is output to the inspection device 300 in order from the information at the oldest time.
[0249] Since the second reading memory 264 is composed of a non-volatile memory, even if the power is interrupted during operation, information regarding the accessory ratio in the pachinko machine 10 and the like continues to be recorded in the second reading memory 264. Therefore, the inspection device 300 can receive and analyze information regarding the accessory ratio including the information before the power was interrupted.
[0250] Here, among cheaters, there are those who try to increase the probability of a big win by illegally opening the electric accessory of the second start port 64b by some means, or guiding the balls to the second start port 64b to increase the winning rate for the second start port 64b. Also, there are those who try to obtain a large number of prize balls by illegally opening the opening / closing plate of the big winning port 65a by some means or guiding the balls to the big winning port 65a. If such illegal acts occur, the accessory ratio and the consecutive accessory ratio will increase.
[0251] In contrast, in this pachinko machine 10, an accessory ratio management chip 207 is provided in the main control device 110. In the accessory ratio management chip 207, by obtaining the winning information for each winning port from the MPU 201 of the main control device 110, the accessory ratio and the consecutive accessory ratio in the pachinko machine 10 are calculated and continuously recorded at a predetermined timing. Then, when the inspection device 300 is connected to the inspection terminal 207a, the accessory ratio and the consecutive accessory ratio recorded in the accessory ratio management chip 207 are output to the inspection device 300. Thereby, by analyzing the accessory ratio and the consecutive accessory ratio in the inspection device 300, it is possible to detect such illegal acts if they have been committed.
[0252] In addition, in this pachinko machine 10, information regarding the number of balls launched into the game area and information regarding the game state are also recorded in the accessory ratio management chip 207 and output to the inspection device 300. Therefore, when the accessory ratio and the consecutive accessory ratio are high as a result of the analysis by the inspection device 300, it is possible to find the cause based on the information regarding the number of balls launched into the game area and the information regarding the game state.
[0253] In addition, the game ratio management chip 207 is provided in the main control device 110 and is housed together with the MPU 201, ROM 202, etc. in one substrate box 100. This makes it difficult for a fraudster to modify the winning information etc. input to the game ratio management chip 207. Also, it is difficult to falsify or delete the game ratio and the consecutive game ratio recorded in the game ratio management chip 207. Therefore, high reliability can be maintained for the game ratio and the consecutive game ratio calculated and output by the game ratio management chip 207.
[0254] In addition, the game ratio management chip 207 is provided with a first reading memory 263 and a second reading memory 264. The first reading memory 263 counts the number of balls won for each winning port, calculates the game ratio and the consecutive game ratio based on the number of balls won for each winning port counted in the first reading memory 263, and records them in the second reading memory 264. Here, the second reading memory 264 is composed of a non-volatile memory. Generally, a non-volatile memory requires a large amount of power for writing, takes a long time for writing, and has a limit on the number of write times from the perspective of durability. In this embodiment, by separating the first reading memory 263 composed of a volatile memory and the second reading memory 264 composed of a non-volatile memory, first, using the first reading memory 263, the process of counting and storing the number of balls won for each winning port is performed at high speed, so that the balls won for each winning port can be counted without omission. Then, later, by calculating the game ratio and the consecutive game ratio from the number of balls won for each winning port stored in the first reading memory 263 and executing the process of recording them in the second reading memory 264 at predetermined timings (triggers), the number of write times to the second reading memory 264 can be reduced, so that it is possible to suppress the manifestation of the above problems caused by configuring it with a non-volatile memory.
[0255] Returning to FIG. 5, the description will be continued. The payout control device 111 drives the payout motor 216 to perform payout control of prize balls and loaned balls. The MPU 211, which is an arithmetic unit, has a ROM 212 that stores control programs, fixed value data, etc. executed by the MPU 211, and a RAM 213 used as a work memory, etc.
[0256] Similar to the RAM 203 of the main control device 110, the RAM 213 of the payout control device 111 has a stack area that stores the contents of the internal registers of the MPU 211 and the return destination addresses of the control programs executed by the MPU 211, and a work area (working area) that stores various flags, counters, values of I / O, etc. The RAM 213 is configured such that backup voltage is supplied from the power supply device 115 even after the power of the pachinko machine 10 is turned off, and data can be held (backed up). All the data stored in the RAM 213 is backed up. Similar to the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is also configured such that a power failure signal SG1 is input from the power failure monitoring circuit 252 when a power failure or the like occurs and the power is cut off. When the power failure signal SG1 is input to the MPU 211, NMI interrupt processing (see FIG. 15) as power failure processing is immediately executed.
[0257] An input / output port 215 is connected to the MPU 211 of the payout control device 111 via a bus line 214 composed of an address bus and a data bus. The main control device 110, the payout motor 216, the launch control device 112, etc. are respectively connected to the input / output port 215. Although not shown in the figure, a prize ball detection switch for detecting the paid-out prize balls is connected to the payout control device 111. The prize ball detection switch is connected to the payout control device 111 but not to the main control device 110.
[0258] When the main control device 110 gives an instruction to launch the ball, the launch control device 112 controls the ball launch unit 112a so that the launching strength of the ball corresponds to the amount of rotation operation of the operation handle 51. The ball launch unit 112a is provided with a launch solenoid and an electromagnet (not shown), and the launch solenoid and the electromagnet are permitted to be driven when predetermined conditions are satisfied. Specifically, the touch sensor 51a detects that the player is touching the operation handle 51, and on the condition that the stop switch 51b for stopping the launch of the ball is off (not operated), the launch solenoid is excited corresponding to the amount of rotation of the operation handle 51, and the ball is launched at intervals of about 0.6 seconds with a strength corresponding to the operation amount of the operation handle 51.
[0259] The voice lamp control device 113 controls the output of voice in the voice output device (such as a speaker not shown) 226, the output of lighting and extinguishing in the lamp display device (the lighting decoration parts 29 to 33, the display lamp 34, etc.) 227, and the setting of the display mode of the effects performed by the third symbol display device 81 such as variable effects and continuous preview effects.
[0260] The MPU 221, which is an arithmetic unit, has a ROM 222 that stores a control program, fixed value data, etc. executed by the MPU 221, and a RAM 223 used as a work memory, etc.
[0261] An input / output port 225 is connected to the MPU 221 of the voice lamp control device 113 via a bus line 224 composed of an address bus and a data bus. The main control device 110, the display control device 114, the voice output device 226, the lamp display device 227, the frame button 22, etc. are respectively connected to the input / output port 225.
[0262] The voice lamp control device 113 monitors the input from the frame button 22, and when the frame button 22 is operated by the player, it controls the voice output device 226 and the lamp display device 227 so as to change the stage of the effect displayed on the third symbol display device 81 or change the effect mode during the super reach, and also gives an instruction to the display control device 114.
[0263] When the stage is changed, a background image change command including information about the changed stage is transmitted to the display control device 114 in order to display the background image corresponding to the changed stage on the third symbol display device 81. Here, the background image is an image displayed on the back side of the third symbol, which is the main image to be displayed on the third symbol display device 81.
[0264] When the frame button 22 is operated for purposes other than changing the stage, such as changing the super reach effect mode, a frame button operation command is transmitted to the display control device 114. In the display control device 114, upon receiving the frame button operation command, an image corresponding to the operation of the frame button 22 is displayed on the third symbol display device 81.
[0265] The RAM 223 has a command storage area (not shown) that temporarily stores the commands received from the main control device 110 until the processing corresponding to the commands is performed, a change start flag (not shown) indicating that the variable effect should be started in the on state, and the like.
[0266] The command storage area is configured as a ring buffer, and data is read and written in a FIFO (First In First Out) manner. When the command determination process (see FIG. 25) of the voice lamp control device 113 is executed, among the unprocessed commands stored in the command storage area, the first stored command is read out, and the command is analyzed by the command determination process, and the processing corresponding to the command is performed.
[0267] The change start flag is set to off as an initial value when the power is turned on, and is turned on when a stop type command output from the main control device 110 is received (see S1005 in Fig. 25). Then, it is turned off when the variable display is set on the third symbol display device 81 (see S1102 in Fig. 26).
[0268] The display control device 114 is a device that controls the screen display of the third symbol display device (LCD) 81, and controls various screen displays such as the variable display (variable effect) of the third symbol and the jackpot effect at the time of jackpot according to commands transmitted from the voice lamp control device 113 (main control device 110).
[0269] The display control device 114 includes an MPU 231, a ROM (program ROM) 232, a work RAM 233, a video RAM 234, a character ROM 235, an image controller 236, an input port 237, an output port 238, and bus lines 239, 240. The output side of the voice lamp control device 113 is connected to the input side of the input port 237, and the MPU 231, ROM 232, work RAM 233, and image controller 236 are connected to the output side of the input port 237. The video RAM 234 and the character ROM 235 are connected to the image controller 236, and the output port 238 is connected via the bus line 240. The third symbol display device 81 is connected to the output side of the output port 238. Note that even if the pachinko machine 10 is a different model with different jackpot lottery probabilities and the number of prize balls paid out in one jackpot, there is a model with the same symbol configuration displayed on the third symbol display device 81, so the display control device 114 is made into a common component to reduce costs.
[0270] The MPU 231 of the display control device 114 controls the display content of the third symbol display device 81 based on the display variable pattern command and other various commands output from the voice lamp control device 113. The ROM 232 is a memory for storing various control programs and fixed value data executed by the MPU 231. The work RAM 233 is a memory for temporarily storing work data and flags used when the MPU 231 executes various programs.
[0271] The character ROM 235 is a memory that stores, in a compressed format, production data (character information) such as symbols (background symbols and third symbols) displayed on the third symbol display device 81. The video RAM 234 is an area (not shown) that stores, in a decompressed format, a plurality of character information read from the character ROM 235 to generate an image to be displayed on the third symbol display device 81, and a frame buffer area (not shown) that temporarily stores display data for one frame generated using at least a part of the decompressed plurality of character information until the display is made.
[0272] The image controller 236 adjusts the timings of the MPU 231, the video RAM 234, and the output port 238 to mediate data reading and writing, and reads out the display data stored in the frame buffer area of the video RAM 234 at a predetermined timing to display it on the third symbol display device 81.
[0273] The power supply device 115 includes a power supply unit 251 for supplying power to each part of the pachinko machine 10, a power outage monitoring circuit 252 for monitoring power interruption due to a power outage or the like, and a RAM erase switch circuit 253 provided with a RAM erase switch 122 (see FIG. 3). The power supply unit 251 is a device that supplies the necessary operating voltage to each of the control devices 110 to 114 etc. through a power supply path (not shown). As an overview, the power supply unit 251 takes in an AC 24-volt voltage supplied from the outside, and generates a 12-volt voltage for driving various switches such as various switches 208, solenoids such as solenoid 209, motors, etc., a 5-volt voltage for logic, a backup voltage for RAM backup, etc., and supplies these 12-volt voltage, 5-volt voltage, and backup voltage to the control devices 110 to 114 etc. with the necessary voltage.
[0274] The power outage monitoring circuit 252 is a circuit for outputting a power outage signal SG1 to each NMI terminal of the MPU 201 of the main control device 110 and the MPU 211 of the payout control device 111 when a power interruption occurs due to a power outage or the like. The power outage monitoring circuit 252 monitors the DC stabilized 24-volt voltage which is the maximum voltage output from the power supply unit 251, and when this voltage becomes less than 22 volts, it determines that a power outage (power off, power interruption) has occurred, and outputs the power outage signal SG1 to the NMI terminals of the main control device 110 and the payout control device 111. By the output of the power outage signal SG1, the main control device 110 and the payout control device 111 recognize the occurrence of a power outage and execute NMI interrupt processing. Note that the power supply unit 251 is configured to maintain the output of the 5-volt voltage which is the drive voltage of the control system at a normal value for a sufficient time for the execution of NMI interrupt processing even after the DC stabilized 24-volt voltage becomes less than 22 volts. Therefore, the main control device 110 and the payout control device 111 can normally execute and complete the NMI interrupt processing (see FIG. 18).
[0275] The RAM erase switch circuit 253 is a circuit for outputting a RAM erase signal SG2 to cause the main control device 110 to clear backup data when the RAM erase switch 122 (see FIG. 3) is pressed. When the power of the pachinko machine 10 is turned on and the RAM erase signal SG2 is input, the main control device 110 clears the backup data and transmits an ejection initialization command for causing the ejection control device 111 to clear the backup data to the ejection control device 111.
[0276] Next, with reference to the flowcharts of FIGS. 10 to 17, each control process executed by the MPU 201 in the main control device 110 will be described. The processes of such an MPU 201 are roughly classified into a startup process that is started when the power is turned on, a main process that is executed after the startup process, a timer interrupt process that is periodically started (at a cycle of 2 milliseconds in this embodiment), and an NMI interrupt process that is started by the input of a power failure signal SG1 to the NMI terminal. Here, for convenience of explanation, first, the timer interrupt process and the NMI interrupt process will be described, and then the startup process and the main process will be described.
[0277] FIG. 10 is a flowchart showing a timer interrupt process executed by the MPU 201 in the main control device 110. The timer interrupt process is a periodic process that is repeatedly executed, for example, every 2 milliseconds. By the MPU 201 executing this timer interrupt process, various processes that should be periodically executed are performed.
[0278] In this timer interrupt process, first, an external output process is executed (S101). In the timer interrupt process and the main process, based on various processes, commands and the like to be transmitted to the ejection control device 111, the voice lamp control device 113, etc. are generated and temporarily stored in the command transmission ring buffer provided in the RAM 203. In the external output process of S101, the output data such as commands stored in this command transmission ring buffer is transmitted to each control device (peripheral control device) on the sub side.
[0279] For example, the reserved ball number command set in the start winning process (see FIG. 12) is transmitted to the voice lamp control device 113. Further, the variation pattern command, stop type command, confirmation command, etc. set in the variation process (see FIG. 13) and the variation start process (FIG. 14), which is one process of the variation process, are transmitted to the voice lamp control device 113. In addition, when the ball is launched in the process of S111 described later, the ball launch signal set at that time is transmitted to the launch control device 112.
[0280] Next, the prize ball count signal and payout abnormality signal received from the payout control device 111 are read (S102), and then, when in the jackpot state, a large opening / closing process for opening or closing the large winning opening (large open opening) 65a of the variable winning device 65 is executed (S103). That is, the large winning opening 65a is opened for each round in the jackpot state, and it is determined whether the maximum opening time of the large winning opening 65a has elapsed or whether a specified number of balls have won in the large winning opening 65a. When any of these conditions is satisfied, the large winning opening 65a is closed. The opening and closing of the large winning opening 65a are repeatedly executed for a predetermined number of rounds.
[0281] Next, display control processing of the second symbol (for example, a symbol of "○" or "×") by the second symbol display device 83 is executed (S105). Briefly explained, on the condition that the ball has passed through the through gate 67, the value of the second winning random number counter C4 is acquired at the timing of passing, and the second symbol is variably displayed by the second symbol display device 83. Then, a lottery for the second symbol is carried out based on the value of the second winning random number counter C4, and when the second symbol is in a winning state, the electric accessory associated with the second start opening 64b is opened for a predetermined time.
[0282] Next, the switch reading process is executed (S106). That is, the states of various switches 208 connected to the main control device 110 are read, the states of the switches are determined, and detection information (winning detection information) is stored. Also, a prize ball command corresponding to the number of acquired balls to be transmitted to the payout control device 111 based on the winning detection information is set in the command transmission ring buffer provided in the RAM 203. As a result, the prize ball command is transmitted toward the payout control device 111 by the process of S101 of the timer interrupt process to be executed next. Details of the switch reading process (S106) will be described later with reference to FIG. 11.
[0283] Next, the update of the first initial value random number counter CINI1 and the second initial value random number counter CINI2 is executed (S107). Specifically, the first initial value random number counter CINI1 is incremented by 1, and when its counter value reaches the maximum value (899 in this embodiment), it is cleared to 0. Then, the updated value of the first initial value random number counter CINI1 is stored in the corresponding counter buffer area of the RAM 203. Similarly, the second initial value random number counter CINI2 is incremented by 1, and when its counter value reaches the maximum value (250 in this embodiment), it is cleared to 0, and the updated value of the second initial value random number counter CINI2 is stored in the corresponding counter buffer area of the RAM 203.
[0284] Furthermore, update the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, the variation type counter CS1, and the second hit random number counter C4 (S108). Specifically, increment each of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, the variation type counter CS1, and the second hit random number counter C4 by 1, and when their counter values reach the maximum values (in this embodiment, 899, 99, 99, 198, 250 respectively), clear them to 0. Also, when the first hit random number counter C1 or the second hit random number counter C4 has completed one cycle, read the value of the first initial value random number counter CINI1 or the second initial value random number counter CINI2 at that time as the initial value of the first hit random number counter C1 or the second hit random number counter C2, and set that initial value to the first hit random number counter C1 or the second hit random number counter C2. Then, store the updated values of each counter C1 to C4 in the corresponding counter buffer area of the RAM 203.
[0285] Next, execute a process for display by the first symbol display device 37 and a variation process for setting the variation pattern of the third symbol by the third symbol display device 81 (S109), and then execute a start winning process associated with winning in either the first start port 64a or the second start port 64b (S110). Note that the details of the variation process will be described later with reference to FIG. 13, and the details of the start winning process will be described later with reference to FIG. 12.
[0286] After executing the start winning process, the launch control process is executed (S111), and furthermore, other processes to be periodically executed are executed (S112), and the timer interrupt process ends. Note that the launch control process is a process of determining on / off of ball launch on the condition that the touch sensor 51a detects that the player is touching the operation handle 51 and that the stop switch 51b for stopping the launch is not operated. When the ball launch is on, in order to transmit a ball launch signal to the launch control device 112, the information of the ball launch signal is set in the command transmission ring buffer provided in the work RAM 203. Thereby, by the process of S101 of the next executed timer interrupt process, the ball launch signal is transmitted to the launch control device 112 via the payout control device 111.
[0287] Also, in the other process (S112), a process of determining whether or not the pachinko machine 10 is in an error state is included. For example, if the ball guided to the ball discharge path (that is, the ball launched into the game area) is not detected by the out switch 208f for a predetermined time or more even though the information of the ball launch signal is set in the process of S111, it is determined that there may be a ball jam and the machine is in an error state. Also, if a payout abnormality signal is read in the process of S102, it is determined that the ball payout is in an error state. Furthermore, when a large vibration is applied to the pachinko machine 10 or when it is determined that a magnet has approached the pachinko machine 10, it is also determined that the machine is in an error state because there may be an illegal act in the game.
[0288] Note that the determination of whether or not a large vibration is applied to the pachinko machine 10 is made by providing a vibration sensor that senses vibration in the pachinko machine 10 and configuring the output of the vibration sensor to be input to the input / output port 205 of the main control device 110. In the process of S112, it is performed by reading the output of the vibration sensor. Also, the determination of whether or not a magnet is brought close to the pachinko machine 10 is made by providing a magnetic sensor that senses a change in magnetism in the pachinko machine 10 and configuring the output of the magnetic sensor to be input to the input / output port 205 of the main control device 110. In the process of S112, it is performed by reading the output of the magnetic sensor.
[0289] In the process of S112, when it is determined that an error state exists, an error command including information regarding the error type is set in the command transmission ring buffer provided in the RAM 203. Thereby, the error command is transmitted toward the voice lamp control device 113 by the process of S101 of the timer interrupt process to be executed next. Then, a warning sound corresponding to the error type can be output from the voice output device 226, the display lamp 34 can be turned on and blinked, and an image corresponding to the error type can be displayed on the third symbol display device 81.
[0290] Next, with reference to the flowchart of FIG. 11, a switch reading process (S106), which is one process of the timer interrupt process executed by the MPU 201 in the main control device 110, will be described. FIG. 11 is a flowchart showing this switch reading process (S106).
[0291] In the switch reading process, first, the outputs of the switches of the first start port switch 208a, the second start port switch 208b, the first normal winning port switch 208c, the second normal winning port switch 208d, the big winning port switch 208f, and the out switch 208g are read by referring to the start 1 port 205a, start 2 port 205b, general 1 port 205c, general 2 port 205d, big winning port 205e, and out port 205f of the input / output port 205, and the presence or absence of winning at the first start port 64a, the second start port 64b, the first normal winning port 63a, the second normal winning port 63b, and the big winning port 65a, and the presence or absence of the ball guided to the ball discharge path are determined, and the detection information (winning detection information) is stored (S151). The determination of the winning of one ball and the one ball guided to the ball discharge path is performed based on the outputs of the switches 208a to 208f over three timer interrupt processes.
[0292] Next, based on the winning detection information, if there is a winning port determined to have won in the process of S151 among the first start port 64a, the second start port 64b, the first normal winning port 63a, the second normal winning port 63b, and the big winning port 65a, a winning ball command corresponding to the number of acquired balls is set in the command transmission ring buffer provided in the RAM 203 so that the number of winning balls corresponding to the winning port (that is, the number defined by the winning ball number table 202e) is paid out. (S152). As a result, the winning ball command is transmitted toward the payout control device 111 by the process of S101 of the next executed timer interrupt process.
[0293] Then, based on the winning detection information, if there is a winning port determined to have won in the process of S151 among the first start port 64a, the second start port 64b, the first normal winning port 63a, the second normal winning port 63b, and the big winning port 65a, among the start 1 counter 203d, start 2 counter 203e, general 1 counter 203f, general 2 counter 203g, and big winning port counter 203h, the counter corresponding to the winning port is incremented by one, and if it is determined that there is a ball guided to the ball discharge path, the out counter 203i is incremented by one. (S153).
[0294] Next, after setting the winning information (the values of each counter 203d - i and the information regarding the gaming state of the pachinko machine 10) to the previous accessory ratio management chip 207, it is determined whether 0.5 seconds have elapsed (S154). As a result, if 0.5 seconds have not elapsed (S154: No), the switch reading process is terminated as it is, and the process returns to the timer interrupt process.
[0295] On the other hand, if it is determined that 0.5 seconds have elapsed (S154: Yes), the processes of S155 - S157 are executed. First, in the process of S155, the values of the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, and big winning opening counter 203h are used as winning information, and the value of the out counter 203i is used as out information. Together with the gaming state of the pachinko machine 10 at that time, they are set in the accessory ratio management chip 207 (S155).
[0296] Thereby, the value of the start 1 counter 203d is set in the start 1 buffer 262a of the accessory ratio management chip 207, the value of the start 2 counter 203e is set in the start 2 buffer 262b of the accessory ratio management chip 207, the value of the normal 1 counter 203f is set in the normal 1 buffer 262c of the accessory ratio management chip 207, the value of the normal 2 counter 203g is set in the normal 2 buffer 262d of the accessory ratio management chip 207, the value of the big winning opening counter 203h is set in the big winning opening buffer 262e of the accessory ratio management chip 207, and the value of the out counter 203i is set in the out buffer 262f of the accessory ratio management chip 207.
[0297] In this way, the counting of the number of balls in counters 203d to 203i is continuously performed for 0.5 seconds. When 0.5 seconds have elapsed, the values of counters 203d to 203h are used as winning information, and the value of out-counter 203i is used as out-information, and are set in the accessory ratio management chip 207 together with the information indicating the game state at that time. That is, in this pachinko machine 10, the MPU 201 counts the number of balls that have won in each winning port every 0.5 seconds for each winning port, and also counts the number of balls guided to the ball discharge path (that is, the number of balls used in the game), and sets the counted result in the accessory ratio management chip 207. Then, as will be described later, the accessory ratio management chip 207 accumulates each of these counted values for each value until the timing for calculating the accessory ratio, so that the number of balls that have won in each winning port is counted for each winning port from the time the power is turned on until the timing for calculating the accessory ratio for the first time, or from the time the previous accessory ratio was calculated until the next timing for calculating the accessory ratio, and the number of balls guided to the ball discharge path (that is, the number of balls used in the game) is counted.
[0298] If the MPU 201 does not count the number of balls that have won in each winning port for each winning port and the number of balls guided to the ball discharge path (that is, the number of balls used in the game), and only the accessory ratio management chip 207 performs these counts, then the accessory ratio management chip also has to monitor the winning in each winning port and the balls guided to the ball discharge path at short intervals (for example, at 2 millisecond intervals), which may increase the processing load and power consumption.
[0299] In contrast, in this pachinko machine 10, these counting results are set in the accessory ratio management chip 207 at intervals of 0.5 seconds by the counting of the MPU 201. Therefore, in the accessory ratio management chip 207, every 0.5 seconds, the number of balls that have won in each winning opening is counted for each winning opening during the period from when the power is turned on until the timing to calculate the accessory ratio for the first time, or during the period from when the previous accessory ratio was calculated until the timing to calculate the next accessory ratio, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted. Thus, an increase in the processing load and power consumption in the accessory ratio management chip 207 can be suppressed.
[0300] On the other hand, the MPU 201 monitors the winning in each winning opening and the balls guided to the ball discharge path at intervals of 2 milliseconds when the timer interrupt process is executed in order to count the number of balls that have won in each winning opening for each winning opening and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game). However, originally, these monitors are necessary for performing the main controls of the game such as the jackpot lottery and the prize ball determination, and the processing is originally performed at a short time interval of 2 milliseconds. Also, in the pachinko machine 10, since the firing interval of the balls fired into the game area by the ball firing unit 112a (see FIG. 5) is about 0.6 seconds, the number of balls that have won in each winning opening counted at intervals of 0.5 seconds and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) are, in most cases, 0 balls or 1 ball, and at most a few balls. Therefore, the amount of data required for the counters 203d to 203i provided in the RAM 203 can be small. Thus, an increase in the capacity of the RAM 203 can be suppressed by this counting process. Therefore, even if the MPU 201 executes the process of counting the number of balls that have won in each winning opening for each winning opening and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) within 0.5 seconds, no significant impact will occur.
[0301] As game states set by the process of S155, for example, it includes during jackpot, during opening of the inner frame 12 or the front frame 14, and during error. Whether the inner frame 12 or the front frame 14 is open or not is determined by the MPU201 referring to the door opening port 205g and checking the output of the door opening switch 208g.
[0302] Also, whether the game state is in error or not is based on the result determined by the process of S112 in the timer interrupt process. In the process of S155, when it is determined to be in an error state in the process of S112, information indicating that it is in error as the game state is set in the accessory ratio management chip 207.
[0303] When the game state set by the process of S155 includes during jackpot, jackpot information is stored in the jackpot buffer 262g. When the game state includes during opening of the inner frame 12 or the front frame 14, door opening information is stored in the opening buffer 262h. When the game state includes during error, error information is stored in the error buffer 262i. And in the accessory ratio management chip 207, these information are finally recorded in the game state data 264d of the second read memory 264. When the inspection device 300 is connected to the inspection terminal 207a, information regarding the game state is transmitted to the inspection device 300 together with information regarding the accessory ratio. Therefore, when the inspection device 300 analyzes the accessory ratio of the pachinko machine 10 and an inexplicable trend is recognized in the accessory ratio, it can search for the cause by referring to the information indicating the game state.
[0304] After the process of S155, an interrupt signal is transmitted to the accessory ratio management chip 207 (S156). The accessory ratio management chip 207 executes the setting information reception process (refer to FIG. 19) described later based on this interrupt signal, counts the number of balls won for each winning port based on various information set in the buffer 262, counts the number of balls guided to the ball discharge path (that is, the balls launched into the game area), stores these numbers of balls in the first read memory 263, and also stores information regarding the game state of the pachinko machine 10 in the first read memory 263.
[0305] After the process of S156, the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, big winning opening counter 203h corresponding to each winning opening, and the out counter 203i corresponding to the out switch 208f are initialized to 0 (S157). Then, the switch reading process is terminated and the process returns to the timer interrupt process. When these counters 203d to 203i are initialized to 0 by the process of S157, again, the number of balls winning at each winning opening in the next 0.5 seconds is counted for each winning opening by the counters 203d to 203h, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted by the out counter 203i.
[0306] In addition, in the process of S154, when this process is executed for the first time after the main control device 110 is powered on, after setting the winning information (the values of the counters 203d to i and the information regarding the gaming state of the pachinko machine 10) to the previous accessory ratio management chip 207, it is regarded as 0.5 seconds having elapsed (S154: Yes), and the process proceeds to the process of S155. As a result, on the condition that the values of the counters 203d to 203i of the RAM 203, which are the number of balls winning at each winning opening detected before the power is turned off and the number of balls guided to the ball discharge path and were not set to the accessory ratio management chip 207 at the time of power off, are retained even during the power off, they can be set to the accessory ratio management chip 207 immediately after the power is supplied. Therefore, in the accessory ratio management chip 207, it is possible to suppress the recording omission of the winning information and out information due to the power off.
[0307] Next, referring to the flowchart of FIG. 12, start prize processing (S110), which is one process of timer interrupt processing executed by the MPU 201 in the main control device 110, will be described. FIG. 12 is a flowchart showing this start prize processing (S110). The start prize processing determines the presence or absence of a ball entering either the first start port 64a or the second start port 64b (start prize), and if there is a start prize, it executes a process of storing (holding) the values of each counter C1 to C3 and CS1 in the reserved ball storage area 203b. Further, a process for transmitting the values of each counter C1 to C3 and CS1 to be held, together with the number of reserved balls, to the voice lamp control device 113 is executed.
[0308] When the MPU 201 executes this start prize processing, first, it determines whether a ball has won a prize (start prize) at the first start port 64a or the second start port 64b (S201). Here, based on the output signals of the first start port switch 208a that detects a win at the first start port 64a and the second start port switch 208b that detects a win at the second start port 64b, which are determined by the process of S151 in the switch reading process (see FIG. 11), the result of the presence or absence of a win at the first start port 64a or the second start port 64b is used.
[0309] When it is determined that a ball has won a prize at the first start port 64a or the second start port 64b (there is a start prize) (S201: Yes), it is determined whether the value of the reserved ball number counter 203a (the number of reserved balls N for variable effects reserved in the main control device 110) is less than the upper limit value (4 in this embodiment) (S202). And if there is no win at either the first start port 64a or the second start port 64b (S201: No), or even if there is a win at the first start port 64a or the second start port 64b but the number of reserved balls N < 4 is not satisfied (S202: No), the process returns to the timer interrupt processing.
[0310] If there is a winning entry into the first start port 64a or the second start port 64b (S201: Yes), and the number of hold balls N < 4 (S202: Yes), then increment the value of the hold ball counter 203a (the number of hold balls N) by 1 (S203). Then, read the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 from the counter buffer (see FIG. 7), and store (hold) them in the first hit random number counter storage area 203b1, the first hit type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the variation type counter storage area 203b4 of the area corresponding to the value indicated by the hold ball counter 203a among the first to fourth hold areas provided in the hold ball storage area 203b of the RAM203 (S204).
[0311] Specifically, if the value of the hold ball counter 203a after the addition by the process of S203 is "1", the values of the counters C1 to C3, CS1 are held in the respective storage areas of the first hold area. Also, if the value of the hold ball counter 203a after the addition is "2", they are held in the respective storage areas of the second hold area, if the value of the hold ball counter 203a after the addition is "3", they are held in the respective storage areas of the third hold area, and if the value of the hold ball counter 203a after the addition is "4", they are held in the respective storage areas of the fourth hold area, where the values of the counters C1 to C3, CS1 are held respectively.
[0312] Next, in order to transmit a hold ball number command including the value of the hold ball counter 203a (the number of hold balls N) after the addition by the process of S203 and the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 held (stored) in the hold ball storage area 203b by the process of S204 to the voice lamp control device 113, set the hold ball number command in the command transmission ring buffer provided in the RAM203 (S205). Thereby, by the external output process of S101 of the timer interrupt process to be executed next, the hold ball number command is transmitted to the voice lamp control device 113.
[0313] In the voice lamp control device 113, upon receiving the hold ball number command, it instructs the display control device 114 to display the hold ball number symbol corresponding to the hold ball number N in the hold ball number display area Db (see FIG. 4). Further, the voice lamp control device 113 pre-reads using the values of each counter C1 to C3, CS1 included in the hold ball number command, before the variation effect based on each value is executed, and determines what kind of variation effect it will be (whether it will be a big win, what the variation time will be, etc.) before the execution of the variation effect. And based on the determination result by the pre-reading, it can determine the execution of various effects.
[0314] Note that, in the process of S205, as the values of each counter C1 to C3, CS1 included in the hold ball number command, the values read from the counter buffer by the process of S204 itself may be used, or the values read by reading the values stored (held) in the hold ball storage area 203b in the process of S204 may be used.
[0315] After finishing the process of S205, it returns to the timer interrupt process.
[0316] Next, with reference to FIG. 13, a variation process (S109), which is a process of the timer interrupt process executed by the MPU 201 in the main control device 110, will be described. FIG. 13 is a flowchart showing this variation process (S109). The variation process (S109) controls the variation display in the first symbol display device 37 and the variation effects performed by the third symbol display device 81.
[0317] In this variation process, first, it is determined whether it is currently in the middle of a big win (S301). The middle of a big win includes the middle of the big win game displayed by the third symbol display device 81 and the first symbol display device 37 during a big win and the middle of a predetermined time after the end of the big win game. As a result of the determination, if it is in the middle of a big win (S301: Yes), this process is terminated as it is.
[0318] If it is not a big win (S301: No), it is determined whether or not the display mode of the first symbol display device 37 is changing (S302). If the display mode of the first symbol display device 37 is not changing (S302: No), then, after the variable display in the first symbol display device 37 stops, it is determined whether or not a predetermined time has elapsed (S303). As a result, if the predetermined time has not elapsed after the change stops (S303: No), this process is terminated as it is. Thereby, since the stop symbol in the variable effect is displayed on the first symbol display device 37 and the third symbol display device 81 for a predetermined time, the player can visually recognize the stop symbol.
[0319] On the other hand, as a result of the process of S303, if the predetermined time has elapsed after the change stops (S303: Yes), it is determined whether or not the value of the hold ball number counter 203a (the number of hold balls N for the variable display held in the main control device 110) is greater than 0 (S304). As a result, if the value of the hold ball number counter 203a (the number of hold balls N) is not 0 (S304: Yes), it is determined that it is the execution start timing of the variable effect. First, the value of the hold ball number counter 203a (the number of hold balls N) is decremented by 1 (S305). This is because, by the variable start process (S307), the execution of one of the held variable effects is started, so the number of hold balls decreases by one.
[0320] Next, the data stored in the hold ball storage area 203b is shifted (S306). This data shift process is a process of shifting the data stored in the first to fourth hold areas of the hold ball storage area 203b in order toward the hold ball execution area 203c. The data in each area is shifted such that the first hold area → the hold ball execution area 203c, the second hold area → the first hold area, the third hold area → the second hold area, and the fourth hold area → the third hold area.
[0321] After the data shift process of S306, based on the values of various counters stored in the hold ball execution area 203c by the data shift process, fluctuation start processing for the first symbol display device 37 and the third symbol display device 81 is executed (S307), and the process returns to the timer interrupt process. Note that the fluctuation start processing will be described later with reference to FIG. 14.
[0322] In the process of S304, when it is determined that the value of the hold ball number counter 203a (hold ball number N) is 0 (S304: No), it is determined whether or not a demo effect is being performed in the third symbol display device 81, that is, whether or not it is during the demo (S308). In this determination process, after transmitting a demo command to the display control device 114 via the voice lamp control device 113, it is determined that it is during the demo until the value of the hold ball number counter 203a (hold ball number N) is determined to be greater than 0.
[0323] And when it is determined that it is not during the demo (S308: No), a demo command to be transmitted to the voice lamp control device 113 is set (S309), and the process returns to the timer interrupt process. On the other hand, when it is determined that it is during the demo (S309: Yes), the process directly returns to the timer interrupt process. The demo command set in the process of S309 is stored in the ring buffer for command transmission provided in the RAM 203, and is transmitted to the voice lamp control device 113 in the external output process (S101 in FIG. 14) of the next executed timer interrupt process. When receiving the demo command, the voice lamp control device 113 instructs the display control device 114 to display a demo effect on the third symbol display device 81.
[0324] Here, as described above, the demo command is set when no hold balls exist after a predetermined time has elapsed after the fluctuation stop. Therefore, when the fluctuation display is not started even after a predetermined time has elapsed after the fluctuation stop, a demo effect is displayed on the third symbol display device 81.
[0325] In addition, when it is determined that it is not during the demonstration in the process of S308 (S308: No), further, after the variation stops, a process of determining whether or not a second predetermined time longer than the predetermined time has elapsed is executed, and after the variation stops, when the second predetermined time has elapsed, the process of S309 may be executed to set a demonstration command. Thereby, when there is no retained ball after the variation stops, instead of immediately starting the demonstration effect, the stopped variation effect's stop pattern can be shown to the player for a relatively long time.
[0326] In the process of S302, when it is determined that the display mode of the first symbol display device 37 is changing (S302: Yes), it is determined whether or not the variation time has elapsed (S310). The variation display time of the first symbol display device 37 is determined according to the variation pattern selected by the variation type counter CS1 (determined according to the variation pattern command). If this variation time has not elapsed (S310: No), the display of the first symbol display device 37 is updated (S311), and the process returns to the timer interrupt process.
[0327] In the present embodiment, among the LEDs 37a of the first symbol display device 37, until the variation time elapses after the variation is started, for example, if the currently lit LED is red, the red LED is turned off and the green LED is turned on. If the green LED is lit, the green LED is turned off and the blue LED is turned on. If the blue LED is lit, the blue LED is turned off and the red LED is turned on. The display mode is set.
[0328] Note that the variation process is executed every 2 milliseconds. However, if the lit color of the LED is changed every time the variation process is executed, the player cannot confirm the change in the lit color of the LED. Therefore, in order for the player to confirm the change in the lit color of the LED, a counter (not shown) is incremented by 1 every time the variation process is executed. When the counter reaches 200, the lit color of the LED is changed. That is, the lit color of the LED is changed every 0.4 seconds. Note that the value of the counter is reset to 0 when the lit color of the LED is changed.
[0329] On the other hand, if the elapsed time of the first symbol display device 37 has passed (S310: Yes), the display mode corresponding to the stop symbol is set for the first symbol display device 37 (S312). The stop symbol is preset by a variation start process (S307) described later with reference to FIG. 14. In the variation start process, whether it is a jackpot is determined according to the value of the first hit random number counter C1 stored in the hold ball execution area 203c by the process of S306. If it is a jackpot, depending on the value of the first hit type counter C2, whether it is a symbol that becomes a 15R probability-variable jackpot (a probability-variable jackpot that shifts to a high-probability state after a jackpot with a maximum round number of 15 rounds), a 2R probability-variable jackpot (a probability-variable jackpot that shifts to a high-probability state after a jackpot with a maximum round number of 2 rounds), or a 15R normal jackpot (a jackpot that shifts to a low-probability state after a jackpot with a maximum round number of 15 rounds) is determined.
[0330] In the present embodiment, when it becomes a 15R probability-variable jackpot after a jackpot, the blue LED is turned on. When it becomes a 2R probability-variable jackpot, the red LED is turned on. When it becomes a 15R normal jackpot, the red LED and the blue LED are turned on. Also, when it is a miss, the red LED and the green LED are turned on. Note that each LED is turned off when the next variable display is started, but it may be turned on only for several seconds after the variation stops.
[0331] When the display mode of the first symbol display device 37 corresponding to the stop symbol is set in the process of S312, in order to make the stop symbol of the variable effect in the third symbol display device 81 be definitely displayed in synchronization with the lighting of the LED in the first symbol display device 37, a confirmation command is set (S313), and the process returns to the timer interrupt process. When the voice lamp control device 113 receives this confirmation command, it instructs the display control device 114 to stop the variable display of the third symbol in the third symbol display device 81 and definitely display the stop symbol.
[0332] Next, with reference to FIG. 14, a variation start process (S307), which is one of the variation processes executed by the MPU 201 in the main control device 110, will be described. FIG. 14 is a flowchart showing the variation start process (S307). In this variation start process (S307), based on the values of various counters stored in the execution area of the hold ball storage area, a lottery for "big win" or "miss" (big win lottery) is performed, and the performance pattern (variation pattern) of the variation performance performed on the first symbol display device 37 and the third symbol display device 81 is determined.
[0333] In the variation start process, first, a big win lottery (yes / no determination) process for determining whether it is a big win is performed based on the value of the first win random number counter C1 stored in the hold ball execution area 203c and the big win random number table 202a (see FIG. 8(a)) (S401).
[0334] Whether it is a big win is determined based on the relationship between the value of the first win random number counter C1 and the mode at that time. As described above, in the big win random number table 202a, when the possible game state (mode) of the pachinko machine 10 is in the normal low probability state, "7,307,582" is defined as the big win random number value. Also, when the possible game state (mode) of the pachinko machine 10 is in the high probability state, "28,58,85,122,144,178,213,238,276,298,322,354,390,420,448,486,506,534,567,596,618,656,681,716,750,772,809,836,866,892" is defined as the big win random number value.
[0335] In the process of S401, the value of the first hit random number counter C1 stored in the execution area of the hold ball storage area is compared with the jackpot random number value defined in the jackpot random number table 202a. If they match, it is determined that there is a jackpot. As a result of the process of S401, if it is determined that there is a jackpot (S401: Yes), the display mode at the time of jackpot is set based on the value of the first hit type counter C2 stored in the hold ball execution area 203c and the jackpot type table 202b (see Fig. 8(b)) (S402).
[0336] In this process, the jackpot type table 202b determines the jackpot type associated with the value of the first hit type counter C2 stored in the hold ball execution area 203c, that is, whether it is a 15R probability-variable jackpot that transitions to a high-probability state after a jackpot with a maximum round number of 15 rounds, a 15R normal jackpot that transitions to a low-probability state after a jackpot with a maximum round number of 15 rounds, or a 2R probability-variable jackpot that transitions to a high-probability state after a jackpot with a maximum round number of 2 rounds. Then, based on the determined jackpot type, the display mode (lighting state of the LED 37a) at the time of jackpot in the first symbol display device 37 is set.
[0337] Also, in the third symbol display device 81, in order to stop and display various jackpot symbols corresponding to the jackpot type, the jackpot type (15R probability-variable jackpot, 2R probability-variable jackpot, 15R normal jackpot) is set as the stop type as it is, thereby setting the display mode at the time of jackpot in the third symbol display device 81.
[0338] Next, the variation pattern at the jackpot is determined (S403), and the process proceeds to the process of S406. Specifically, in the first symbol display device 37 and the third symbol display device 81, the variation time until the stop display in the display mode at the jackpot is determined. In determining the variation pattern at the jackpot, first, according to the number of held balls indicated by the held ball number counter 203a at that time, the variation pattern table 202d1 for the jackpot (see FIG. 8(c)) to be used is selected. And when the jackpot type is set as the 15R sure-win jackpot or the 15R normal jackpot in the process of S402, in the "common for 15R jackpots" group of the selected variation pattern table 202d1 for the jackpot, the variation pattern associated with the value of the variation type counter CS1 stored in the held ball execution area 203c is selected. That is, in this case, any one of variation A, variation B, and variation C is selected.
[0339] Also, when the jackpot type is set as the 2R sure-win jackpot in the process of S402, in the "exclusive for 2R sure-win jackpots" group of the selected variation pattern table 202d1 for the jackpot, the variation pattern associated with the value of the variation type counter CS1 stored in the held ball execution area 203c is selected. In this embodiment, in this case, only the 2R variation is selected. Note that the relationship between the variation pattern (variation A, variation B, variation C, 2R variation) and the variation time is defined in advance by a table or the like.
[0340] On the other hand, when it is determined in the process of S401 that it is not a jackpot (S401: No), the display mode at the miss is set (S404). In the process of S404, the display mode of the first symbol display device 37 is set to the display mode corresponding to the miss symbol, and based on the value of the stop pattern selection counter C3 stored in the held ball execution area 203c, as the stop type to be displayed in the third symbol display device 81, any one of the front and rear miss reaches, the reaches other than the front and rear misses, and the complete miss is set. In this embodiment, as described above, according to whether the gaming state of the pachinko machine 10 is in a high-probability state or a low-probability state, the table is set so that the value ranges of the stop pattern selection counter C3 corresponding to each stop type are different.
[0341] Next, the variation pattern at the time of deviation is determined (S405), and the process proceeds to the process of S406. Specifically, in the first symbol display device 37 and the third symbol display device 81, the variation time until the deviation symbol stops and is displayed is determined. At this time, when the gaming state of the pachinko machine 10 is in the normal low-probability state excluding the time-saving state, the deviation (normal) variation pattern table 202d2 (see FIG. 8(d)) corresponding to the number of reserved balls at that time indicated by the reserved ball number counter 203a is selected. When the gaming state of the pachinko machine 10 is in the time-saving state or the high-probability state at the time of certain probability variation, the deviation (certain probability variation) variation pattern table 202d3 (see FIG. 8(e)) corresponding to the number of reserved balls at that time indicated by the reserved ball number counter 203a is selected.
[0342] And, when a complete deviation is set as the stop type in the process of S404, in the "complete deviation exclusive" group of the selected deviation (normal) variation pattern table 202d2 or the deviation (certain probability variation) variation pattern table 202d3, the variation pattern associated with the value of the variation type counter CS1 stored in the reserved ball execution area 203c is selected. That is, in this case, variation D or variation E is selected.
[0343] Also, when a front-back deviation reach or a reach other than the front-back deviation is set as the stop type in the process of S402, in the "reach common" group of the selected deviation (normal) variation pattern table 202d2 or the deviation (certain probability variation) variation pattern table 202d3, the variation pattern associated with the value of the variation type counter CS1 stored in the reserved ball execution area 203c is selected. That is, in this case, variations A, B, and C are selected. Then, based on the relationship between the variation pattern and the variation time defined in advance by a table or the like, the variation time is set.
[0344] In the process of S406, based on the variation pattern determined by the processes of S403 and S405, a variation pattern command for notifying the display control device 114 of the variation pattern via the voice lamp control device 113 is set (S406). Also, a stop type command for notifying the display control device 114 of the stop type set in the process of S402 or S404 via the voice lamp control device 113 is set (S415), and the process returns to the variation process. These variation pattern commands and stop type commands are stored in the ring buffer for command transmission provided in the RAM 203, and in the process of S101 of the next executed timer interrupt process (FIG. 14), these commands are transmitted to the voice lamp control device 113. When the voice lamp control device 113 receives a variation pattern command or a stop type command, it generates a display variation pattern command and a display type command based on it and transmits them to the display control device 114.
[0345] FIG. 15 is a flowchart showing the NMI interrupt process executed by the MPU 201 in the main control device 110. The NMI interrupt process is a process executed by the MPU 201 of the main control device 110 when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like. By this NMI interrupt process, the occurrence information of the power cut is stored in the RAM 203. That is, when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like, a power failure signal SG1 is output from the power failure monitoring circuit 252 to the NMI terminal of the MPU 201 in the main control device 110. Then, the MPU 201 interrupts the ongoing control and starts the NMI interrupt process, and stores the occurrence information of the power cut in the RAM 203 as the setting of the occurrence information of the power cut (S501), and ends the NMI interrupt process.
[0346] Note that the above NMI interrupt process is similarly executed in the payout control device 111, and by such an NMI interrupt process, the occurrence information of the power cut is stored in the RAM 213. That is, when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like, a power failure signal SG1 is output from the power failure monitoring circuit 252 to the NMI terminal of the MPU 211 in the payout control device 111, and the MPU 211 interrupts the ongoing control and starts the NMI interrupt process.
[0347] Next, with reference to FIG. 16, the startup process executed by the MPU 201 in the main control device 110 when the main control device 110 is powered on will be described. FIG. 16 is a flowchart showing this startup process. This startup process is activated by a reset at power-on. In the startup process, first, an initial setting process associated with power-on is executed (S601). For example, a predetermined value is set for the stack pointer. Next, a wait process (1 second in this embodiment) is executed (S602) to wait for the sub-control devices (peripheral control devices such as the voice lamp control device 113 and the dispensing control device 111) to become operable. Then, access to the RAM 203 is permitted (S603).
[0348] Thereafter, it is determined whether the RAM erase switch 122 (see FIG. 3) provided in the power supply device 115 is turned on (S604). If it is turned on (S604: Yes), the process proceeds to S614. On the other hand, if the RAM erase switch 122 is not turned on (S604: No), it is further determined whether power-off occurrence information is stored in the RAM 203 (S605). If it is not stored (S605: No), there is a possibility that the process at the previous power-off did not end normally. In this case as well, the process proceeds to S614.
[0349] If power-off occurrence information is stored in the RAM 203 (S605: Yes), a RAM determination value is calculated (S606). If the calculated RAM determination value is not normal (S607: No), that is, if the calculated RAM determination value does not match the RAM determination value saved at power-off, the backed-up data has been destroyed. In such a case as well, the process proceeds to S614.
[0350] Note that, as will be described later in the process of S706 in FIG. 17, the RAM determination value is, for example, a checksum value at the work area address of the RAM 203. Instead of this RAM determination value, the validity of the backup may be determined based on whether the keyword written in a predetermined area of the RAM 203 is correctly stored.
[0351] In the process of S614, a payout initialization command is sent to initialize the payout control device 111, which becomes the control device (peripheral control device) on the sub side (S614). When receiving this payout initialization command, the payout control device 111 clears the area (working area) other than the stack area of the RAM 203, sets the initial values, and enters a state where it can start the payout control of the game balls. After sending the payout initialization command, the main control device 110 executes the initialization process of the RAM 203 (S615, S616).
[0352] As described above, in this pachinko machine 10, when initializing the RAM data at power-on, for example, at the start of business in the hall, the power is turned on while pressing the RAM erase switch 122. Therefore, if the RAM erase switch 122 is pressed during the execution of the startup process, the initialization process of the RAM (S615, S616) is executed. Similarly, when the power-off occurrence information is not set or when an abnormality in the backup is confirmed based on the RAM determination value (checksum value, etc.), the initialization process of the RAM 203 (S615, S616) is also executed. In the initialization process of the RAM (S615, S616), the used area of the RAM 203 is cleared to 0 (S615), and then the initial values are set in the RAM 203 (S616). After the execution of the initialization process of the RAM 203, the process proceeds to S610.
[0353] On the other hand, if the RAM erase switch 122 is not turned on (S604: No), the power-off occurrence information is stored (S605: Yes), and the RAM determination value (checksum value, etc.) is normal (S607: Yes), the power-off occurrence information is cleared while retaining the data backed up in the RAM 203 (S608). Then, a payout return command at power-on is sent to restore the sub-side control device (peripheral control device) to the game state at the time of power-off (S609), and the process proceeds to S610. When receiving this payout return command, the payout control device 111 enters a state where it can start the payout control of the game balls while retaining the data stored in the RAM 213.
[0354] In the process of S610, an initialization signal is sent to the accessory ratio management chip 207 (S610). As a result, in the accessory ratio management chip 207, by receiving the initialization signal, initialization processes such as initializing the buffer 262 and the first read memory 263 to all 0 are executed (S711 in FIG. 18), and the accessory ratio management chip 207 is initialized so that it can manage the accessory ratio.
[0355] Next, the information of the bonus ball number table 202e is sent to the accessory ratio management chip 207 (S611). As a result, in the accessory ratio management chip 207, the bonus ball number table 202e is set in the bonus ball number data setting area 265a, and based on the respective bonus ball numbers when there is a winning in each winning port indicated by the bonus ball number table 202e, the accessory ratio and the continuous accessory ratio of the pachinko machine 10 are calculated.
[0356] Here, the respective bonus ball numbers when there is a winning in each winning port are determined according to the model of the pachinko machine, and conventionally, that information is stored in the ROM 202. By sending the bonus ball number table 202e stored in the ROM 202 to the accessory ratio management chip 207 every time power is supplied and setting it in the bonus ball number data setting area 265a of the accessory ratio management chip 207, it is not necessary to store the information of different bonus ball numbers in the ROM of the accessory ratio management chip 207 at the manufacturing stage for each model. Therefore, the manufacturing of the accessory ratio management chip 207 can be simplified. Also, when the models of the pachinko machines are different, it is only necessary to change the ROM 202, and even if the same accessory ratio management chip 207 is used for different models of pachinko machines, the accessory ratio can be accurately calculated.
[0357] Next, the information of the trigger information data 202f is sent to the accessory ratio management chip 207 (S612). As a result, in the accessory ratio management chip 207, the trigger information data 202f is set in the trigger setting area 265b, and when it becomes the timing (trigger) to calculate the accessory ratio indicated by the trigger information data 202f, the accessory ratio and the continuous accessory ratio of the pachinko machine 10 are calculated.
[0358] Here, since there are physical limitations to the storage capacity in the accessory ratio management chip 207 for recording information regarding the accessory ratio, it is not advisable to fix the timing (trigger) for calculating the accessory ratio in the accessory ratio management chip 207. Instead, it is preferably determined in consideration of the jackpot probability and probability variation rate in the pachinko machine 10. For a pachinko machine 10 like this one, trigger information data 202f that defines the timing for calculating the accessory ratio determined in consideration of the jackpot probability and probability variation rate in the pachinko machine 10 is stored in the ROM 202. Every time power is supplied, the trigger information data 202f is sent from the ROM 202 to the accessory ratio management chip 207. In the accessory ratio management chip 207, the accessory ratio and the continuous accessory ratio can be calculated at a timing that matches the jackpot probability and probability variation rate in the pachinko machine 10 and recorded in the second reading memory 264.
[0359] After the process of S612, interrupts are permitted (S613). Then, the process proceeds to the main process described later.
[0360] Next, with reference to FIG. 16, the main process executed by the MPU 201 in the main control device 110 after the above-described startup process will be described. FIG. 16 is a flowchart showing this main process. In this main process, broadly speaking, an update process for the counter and a power-off process are executed.
[0361] In the main process, it is determined whether power-off occurrence information is stored in the RAM 203 (S701). If the power-off occurrence information is not stored in the RAM 203 (S701: No), the power-off signal SG1 is not output from the power-off monitoring circuit 252 and the power is not cut off. Therefore, in such a case, the update of the first initial value random number counter CINI1, the second initial value random number counter CINI2, and the variation type counter CS1 is repeatedly executed (S702, S703).
[0362] First, the update of the first initial value random number counter CINI1 and the second initial value random number counter CINI2 is executed (S702). Specifically, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are incremented by 1, and when the counter value reaches the maximum value (899,250 in this embodiment), it is cleared to 0. Then, the updated values of the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are respectively stored in the corresponding counter buffer areas of the RAM 203. Next, the update of the variation type counter CS1 is executed in the same manner as the process of S108 (see FIG. 10) (S703), and the process proceeds to the process of S701.
[0363] Here, while this main process is being executed, the timer interrupt process described with reference to FIG. 10 is started and executed at a predetermined time interval (2 milliseconds in this embodiment). In the timer interrupt process, different processes are executed according to the state of the game. For example, during a big win, the opening and closing of the big winning opening 65a are controlled, and if a ball passes through the thru gate 67, the display control of the second symbol by the second symbol display device 83 is performed. Also, in the big win lottery executed when starting the variation display on the first symbol display device 37, the number of big win random numbers to be compared with the acquired first hit random number counter C1 differs depending on whether it is a high probability state or a low probability state. Therefore, the time required for one execution of the timer interrupt process changes according to the state of the game. Accordingly, the remaining time from the end of one timer interrupt process to the execution timing of the next timer interrupt process is not constant and changes according to the state of the game at that time.
[0364] The processes of S702 and S703, which are part of the main process, will be executed within the remaining time of this timer interrupt process. That is, since the update of the first initial value random number counter CINI1 and the second initial value random number counter CINI2 will be repeatedly executed using such remaining time, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 (i.e., the initial values of the first per-hit random number counter C1 and the second per-hit random number counter C4) can be randomly updated, and similarly, the variation type counter CS1 can also be randomly updated. In particular, by randomly updating the first initial value random number counter CINI1 and the second initial value random number counter CINI2, randomness can be imparted to the update of the first per-hit random number counter C1 and the second per-hit random number counter C2 that use these as initial values for the update.
[0365] In the process of S701, if power-off occurrence information is stored in the RAM203 (S701: Yes), it means that the power has been cut off due to the occurrence of a power outage or the turning off of the power, and as a result of the power-off signal SG1 being output from the power-off monitoring circuit 252, the NMI interrupt process in FIG. 15 has been executed. Therefore, the processes at the time of power-off after S704 are executed. First, the occurrence of each interrupt process is prohibited (S704), and a power-off command indicating that the power has been cut off is transmitted to other control devices (peripheral control devices such as the payout control device 111 and the voice lamp control device 113), and the power-off information is transmitted to the accessory ratio management chip 207 (S705). Then, a RAM determination value is calculated and stored (S706), access to the RAM203 is prohibited (S707), and an infinite loop is continued until the power is completely cut off and the process cannot be executed. Here, the RAM determination value is, for example, the checksum value in the backup stack area and work area of the RAM203.
[0366] Note that the process of S701 is executed at the timing when one cycle of the processes of S702 and S703, which are performed within the remaining time of the timer interrupt process, ends. As a result, in the main process of the main control device 110, various settings by the timer interrupt process are completed, and the occurrence information of power-off is confirmed at the timing when the updates of the counters CINI1, CINI2, and CS1 are completed. Therefore, when returning from the power-off state, after the startup process ends, the process can be started from the process of S701. That is, the process can be started from the process of S701 in the same manner as when initialized in the startup process.
[0367] Therefore, in the process at the time of power-off, even if the contents of each register used by the MPU201 are not saved to the stack area or the value of the stack pointer is not saved, in the initial setting process (S601), the stack pointer is set to a predetermined value (initial value), so that the process can be started from the process of S701. As a result, the control load on the main control device 110 can be reduced, and accurate control can be performed without the main control device 110 malfunctioning or running wild.
[0368] In this embodiment, the process that is periodically executed is executed by the timer interrupt process, and the case where the updates of the counters CINI1, CINI2, and CS1 are executed during the remaining time of the timer interrupt process in the main process has been described. However, a part or all of the processes that were executed by the timer interrupt process may be configured to be executed every predetermined time (for example, 2 milliseconds) in the main process. For example, in this embodiment, a part or all of the prize ball count signal, payout abnormality signal reading process (S102), large opening / closing process (S103), second symbol control process (S105), and switch reading process (S106), which were executed by the timer interrupt process, may be configured to be executed every 2 milliseconds in the main process instead of the timer interrupt process.
[0369] In this case, a step of determining whether or not a predetermined time (2 milliseconds) has elapsed within the main process may be provided, and the process to be executed every predetermined time is executed only when it is determined that the predetermined time has elapsed. The update of each counter CINI1, CINI2, CS1 may be executed regardless of whether or not the predetermined time has elapsed. As a result, the update of each counter CINI1, CINI2, CS1 will be executed during the remaining time of the process to be executed every predetermined time. However, since the time required for the execution of the process to be executed every predetermined time changes according to the state of the game, even in this configuration, each counter CINI1, CINI2, CS1 can be updated randomly.
[0370] Next, with reference to FIGS. 18 to 22, each control process executed by the CPU 261 in the accessory ratio management chip 207 will be described. The processes of such CPU 261 are roughly classified into an accessory ratio management main process that is started when the power is turned on, a setting information reception process that is executed based on the interruption signal received from the MPU 201 after the winning information and the like are set from the MPU 201, and an inspection result output process that is executed based on the fact that the inspection device 300 is connected to the inspection terminal 207a.
[0371] First, with reference to FIG. 18, the accessory ratio management main process executed by the CPU 261 in the accessory ratio management chip 207 will be described. FIG. 18 is a flowchart showing this accessory ratio management main process. This accessory ratio management main process is started when power is supplied to the accessory ratio management chip 207.
[0372] When the accessory ratio management main process is executed, first, it is determined whether an initialization signal has been received from the MPU 201 (S710). While it is determined that the initialization signal has not been received (S710: No), the determination in S710 is continuously made. And when it is determined that the initialization signal has been received (S710: Yes), the process proceeds to S711, and initial settings are performed (S711). As a result, in the accessory ratio management chip 207, after at least the initialization of the RAM 203 in the MPU 201 is completed and waiting for the stage where the game can be controlled by the MPU 201, the initial settings of the accessory ratio management chip 207 are executed.
[0373] In the initial settings of S711, when starting the operation of the accessory ratio management chip 207, the necessary initialization for each device in the accessory ratio management chip 207 is executed. For example, the buffer 262 and the first read memory 263 are both initialized to 0. As a result, in the buffer 262, even if there is a buffer not set by the MPU 201 for each of the buffers 262a to 262i, it is possible to suppress meaningless data from remaining in the buffer, and it is possible to prevent the meaningless data from being stored in the first read memory 263. Also, in the first read memory 263, until the timing to calculate the accessory ratio after the power is supplied to the accessory ratio management chip 207, the number of balls that have won in each winning port and the number of balls guided to the ball discharge path (that is, the number of balls launched into the game area) are accumulated and counted, and information regarding the game state during that period can be stored.
[0374] Next, it is determined whether information on the bonus ball number table 202e has been received from the MPU 201 (S712). While not received (S712: No), the process of S712 is continuously executed. On the other hand, when it is determined that the information has been received (S712: Yes), the received bonus ball number table 202e is set in the bonus ball number data setting area 265a (S713). As a result, in the accessory ratio management chip 207, the bonus ball number table 202e is set in the bonus ball number data setting area 265a, and based on the respective bonus ball numbers when there is a winning in each winning opening indicated by the bonus ball number table 202e, the accessory ratio and the continuous accessory ratio of the pachinko machine 10 are calculated.
[0375] Next, it is determined whether information on the trigger information data 202f has been received from the MPU 201 (S714). While not received (S714: No), the process of S714 is continuously executed. On the other hand, when it is determined that the information has been received (S714: Yes), the received trigger information data 202f is set in the trigger setting area 265b. As a result, in the accessory ratio management chip 207, when it becomes the timing (trigger) to calculate the accessory ratio indicated by the trigger information data 202f set in the trigger setting area 265b, the accessory ratio and the continuous accessory ratio of the pachinko machine 10 are calculated.
[0376] In this way, only the bonus ball number table 202e and the trigger information data 202f transmitted during the startup process (so-called boot process) executed by the MPU 201 when the main control device 110 is powered on are configured to be set in the bonus ball number data setting area 265a and the trigger setting area 265b. Therefore, it is possible to suppress the setting of a false bonus ball number table or trigger information data in the bonus ball number data setting area 265a and the trigger setting area 265b by a person who commits fraud.
[0377] Next, when the processes of S710 to S715 are completed, interrupt permission is set (S716). Thereby, after that, when an interrupt signal transmitted after winning information or the like is set from the MPU201 is received, the setting information reception process is executed, and based on the interrupt signal generated due to the inspection device 300 being connected to the inspection terminal 207a, the inspection result output process is executed.
[0378] Note that when interrupt signals are input simultaneously, the setting information reception process is executed with priority over the inspection result output process. Thereby, after accumulating and storing the latest winning information, out information, and information regarding the game state input from the MPU201 in the accessory ratio management chip 207, information such as the accessory ratio can be transmitted to the inspection device 300, so that the analysis in the inspection device 300 can be performed including the latest information. On the other hand, when interrupt signals are input simultaneously, the inspection result output process may be executed with priority over the inspection device output process. In this case, when the inspection device 300 is connected to the inspection terminal 207a, information regarding the accessory ratio and the like can be transmitted to the inspection device 300.
[0379] Next, it is determined whether power-off information has been received from the MPU201 (S717), and as long as power-off information has not been received (S717: No), S717 is continuously executed. Also, during that time, when the CPU261 receives an interrupt signal from the MPU201, the setting information reception process is executed with priority over the process of S717, and when an interrupt signal generated based on the inspection device 300 being connected to the inspection terminal 207a is received, the inspection result output process is executed.
[0380] As a result of the process of S717, when power-off information is received (S717: Yes), it is a state where the power to the main control device 110 (accessory ratio management chip 207) has been cut off due to a power failure or the like. Therefore, the accessory ratio calculation process is executed (S718), and an infinite loop is continued until the power is completely cut off and the process cannot be executed. Details of the accessory ratio calculation process will be described later with reference to FIG. 21.
[0381] Next, with reference to FIGS. 19 and 20, the setting information reception process executed by the CPU 261 in the accessory ratio management chip 207 will be described. FIG. 19 is a flowchart showing this setting information reception process. This setting information reception process is executed based on an interrupt signal received from the MPU 201 after winning information and the like are set by the MPU 201.
[0382] The setting information reception process is a process of storing, in the first read memory 263, the winning information (values of each of the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, and big winning opening counter 203h) set in each buffer 262a to 262e by the MPU 201 and the out information (value of the out counter 203i) set in the out buffer 262f, and the game states set in each buffer 262g to 262i. Also, when it is the calculation timing of the accessory ratio, based on each counter 263a to 263e stored in the first read memory 263, the accessory ratio and the continuous accessory ratio are calculated, and the process of recording them in the second read memory 264 together with data related to the number of balls launched and the game state is also performed.
[0383] First, referring to FIG. 19. In the setting information reception process, first, it is determined whether there is door release information in the open buffer 262h (S720). If there is door release information in the open buffer 262h (S720: Yes), the door release information is set (added and stored) in the open data 263h in combination with the current time indicated by the RTC 266 (S721).
[0384] If it is determined in the process of S720 that there is no door release information in the open buffer 262h (S720: No), and after the process of S721, then it is determined whether there is error information in the error buffer 262i (S722). If there is error information in the error buffer 262i (S722: Yes), the error information is set (added and stored) in the error data 263i in combination with the current time indicated by the RTC 266 (S723).
[0385] If it is determined in the process of S722 that there is no error information in the error buffer 262i (S722: No), and after the process of S723, then it is determined whether the current time indicated by the RTC 266 is in the late-night time zone (between midnight and 6:00 am) (S724). Usually, since the late-night time zone is outside business hours, if an interrupt signal is sent from the MPU 201 during this late-night time zone and this setting information reception process is executed, it can be considered that some improper act has been committed during the late-night time zone. Therefore, if it is determined in the process of S724 that it is the late-night time zone (S724: Yes), in order to leave a record to that effect, the overtime information is set (added and stored) in the overtime data 264j in accordance with the current time indicated by the RTC 266 (S725).
[0386] If it is determined in the process of S724 that it is not the late-night time zone (S724: No), and after the process of S725, then it is determined whether there is jackpot information in the jackpot buffer 262g (S726). If there is jackpot information in the jackpot buffer 262g (S726: Yes), the jackpot information is set (added and stored) in the jackpot data 263g in accordance with the current time indicated by the RTC 266 (S727).
[0387] If it is determined in the process of S726 that there is no jackpot information in the jackpot buffer 262g (S726: No), and after the process of S727, the values set in the buffers 262a to 262f corresponding to each winning port and the out switch 208f are added to the corresponding counters 263a to 263f of the first reading memory 263, respectively (S728).
[0388] Specifically, the value set in the start 1 buffer 262a corresponding to the first start port 64a (that is, the number of balls that won in the first start port 64a in 0.5 seconds) is added to the start 1 counter 263a. As a result, the number of balls that won in the first start port 64a is accumulated in the start 1 counter 263a. The value set in the start 2 buffer 262b corresponding to the second start port 64b (that is, the number of balls that won in the second start port 64b in 0.5 seconds) is added to the start 2 counter 263b. As a result, the number of balls that won in the second start port 64b is accumulated in the start 2 counter 263b.
[0389] The value set in the general 1 buffer 262a corresponding to the first general winning port 63a (that is, the number of balls that won in the first general winning port 63a in 0.5 seconds) is added to the general 1 counter 263a. As a result, the number of balls that won in the first general winning port 63a is accumulated in the general 1 counter 263a. The value set in the general 2 buffer 262b corresponding to the second general winning port 63b (that is, the number of balls that won in the second general winning port 63b in 0.5 seconds) is added to the general 2 counter 263b. As a result, the number of balls that won in the second general winning port 63b is accumulated in the general 2 counter 263b. The value set in the big winning port buffer 262e corresponding to the big winning port 65a (that is, the number of balls that won in the big winning port 65a in 0.5 seconds) is added to the big winning port counter 263e. As a result, the number of balls that won in the big winning port 65a is accumulated in the big winning port counter 263e.
[0390] Each counter 263a to 264f and each data 263g to 264j in the first reading memory 263 are initialized to 0 in the initial setting process (see FIG. 18) executed when power is supplied to the accessory ratio management chip 207 and in S744 (see FIG. 21) described later executed when it is time to calculate the accessory ratio. As a result, in the first reading memory 263, until it is time to calculate the accessory ratio next time, the information set in the buffer 262 by the MPU 201 is temporarily stored while being accumulated again.
[0391] Next, with reference to FIG. 20, the description of the setting information winning process will be continued. After the process of S728, the trigger information data 202f set in the trigger setting area 265b is referred to (S729). And when the trigger (timing) for calculating the accessory ratio indicated by the trigger information data 202f is "the number of launches" (S729: "the number of launches"), it is determined whether the value of the out counter 263f (that is, the number of balls launched into the game area) is equal to or greater than the "predetermined number of balls" (set value) included in the trigger information data 202f (S730). When the value of the out counter 263f is equal to or greater than the "predetermined number of balls" (S730: Yes), it is determined that the timing for calculating the accessory ratio has been reached, and the accessory ratio calculation process is executed (S733), and the process proceeds to S734. The details of the accessory ratio calculation process will be described later with reference to FIG. 21. On the other hand, when the value of the out counter 263f is not equal to or greater than the "predetermined number of balls" (S730: No), the process directly proceeds to the process of S734.
[0392] By defining the trigger (timing) for calculating the accessory ratio by the number of launched balls, it is possible to calculate the accessory ratio and the continuous accessory ratio within the balls that have been definitely launched. Therefore, when many balls have won in various winning holes and prize balls have been awarded, the accessory ratio and the continuous accessory ratio can be calculated, so that the averaged accessory ratio and the continuous accessory ratio can be calculated. Therefore, fluctuations in the accessory ratio and the continuous accessory ratio in a short time during normal games can be eliminated, so that the analysis of fraud in the inspection device 300 can be performed more easily.
[0393] In the process of S729, when the trigger (timing) for calculating the accessory ratio indicated by the trigger information data 202f is "time" (S729: "time"), it is determined whether the current time indicated by the RTC 266 has reached the "predetermined time" (set value) included in the trigger information data 202f (S731). Here, reaching means not only the case where the current time indicated by the RTC 266 matches the "predetermined time", but also the case where the "predetermined time" has been passed for the first time.
[0394] When it is determined by the process of S731 that the current time indicated by RTC266 has reached the "predetermined time" (S731: Yes), it is determined that the timing for calculating the accessory ratio has arrived, the accessory ratio calculation process is executed (S733), and the process proceeds to S734. On the other hand, when the current time indicated by RTC266 has not reached the "predetermined time" (S731: No), the process directly proceeds to the process of S734.
[0395] By defining the trigger (timing) for calculating the accessory ratio by the current time, even in a situation where little gaming is performed on the pachinko machine 10, the accessory ratio and the consecutive accessory ratio can be surely calculated by the arrival of the predetermined time. Therefore, based on the surely calculated accessory ratio and consecutive accessory ratio, the inspection device 300 can surely be made to analyze the presence or absence of fraud.
[0396] In the process of S729, when the trigger (timing) for calculating the accessory ratio indicated by the trigger information data 202f is the "gaming time" (S729: "gaming time"), it is determined whether the cumulative time (gaming time) of the gaming performed by the player on the pachinko machine 10 is equal to or more than the "predetermined time" included in the trigger information data 202f (S732).
[0397] Here, the game time can be calculated, for example, in the following manner. That is, a game time counter is provided in the first read memory 263. Similar to other counters and data stored in the first read memory 263, the game time counter is initialized to 0 in the initial setting process (see FIG. 18) executed when power is supplied to the accessory ratio management chip 207 and in the subsequent S744 (see FIG. 21) executed when it is time to calculate the accessory ratio. Then, in the setting information reception process, the value of the output buffer 262f is checked. If a value of 1 or more is set, it means that a ball guided to the ball discharge path has been detected, that is, a ball has been launched into the game area. Therefore, the game time counter is incremented by 1. The setting information reception counter is activated by an interrupt signal transmitted from the MPU 201 at intervals of 0.5 seconds. Thus, the game time can be calculated by integrating 0.5 seconds into the value of the game time counter.
[0398] When it is determined by the process of S732 that the game time has reached or exceeded the "predetermined time" (S732: Yes), it is determined that it is time to calculate the accessory ratio, and the accessory ratio calculation process is executed (S733), and the process proceeds to S734. On the other hand, when the game time is less than the "predetermined time" (S731: No), the process directly proceeds to the process of S734.
[0399] The accessory ratio and the continuous accessory ratio are originally calculated by conducting a trial shot test of game balls for 10 hours. By defining the trigger (timing) for calculating the accessory ratio by the game time, the accessory ratio management chip can calculate an accessory ratio and a continuous accessory ratio that are close to the original definition. Thus, the inspection device 300 can be made to perform an analysis using the accessory ratio and the continuous accessory ratio that are close to the original definition.
[0400] In the process of S734, the buffer 262 is initialized to all 0s (S734). As a result, in the next setting of the winning information, out information, and game information from the MPU 201, even if there are buffers that are not set for each of the buffers 262a to 262i, it is possible to suppress meaningless data from remaining in the buffer, and prevent such meaningless data from being stored in the first read memory 263. After the process of S734, the setting information reception process is terminated.
[0401] Next, with reference to FIG. 21, the accessory ratio calculation process (S718, S733) executed by the CPU 261 in the accessory ratio management chip 207 will be described. FIG. 21 is a flowchart showing this accessory ratio calculation process. The accessory ratio calculation process is a process of calculating the accessory ratio and the continuous accessory ratio from the information stored in the first read memory 263 and recording them in the second read memory 264. It is executed when it becomes the timing (trigger) for calculating the accessory ratio (see FIG. 20), and is also executed when the power is turned off (see FIG. 18).
[0402] In the accessory ratio calculation process, first, the accessory ratio is calculated from the values of the counters 263a to 263f stored in the first read memory 263, and added to and recorded in the accessory ratio data 264a in combination with the current time indicated by the RTC 266 (S740). Next, the continuous accessory ratio is calculated from the values of the counters 263a to 263f stored in the first read memory 263, and added to and recorded in the continuous accessory ratio data 264b in combination with the current time indicated by the RTC 266 (S741).
[0403] The accessory ratio and the consecutive accessory ratio are calculated as follows. That is, for each of the number of balls that won in the first start port 64a indicated by the first start counter 263a stored in the first reading memory 263, the number of balls that won in the second start port 64b indicated by the second start counter 263b, the number of balls that won in the first normal winning port 63a indicated by the normal 1 counter 263c, the number of balls that won in the second normal winning port 63b indicated by the normal 2 counter 263d, and the number of balls that won in the big winning port 65a indicated by the big winning port counter 263e, multiply by the number of prize balls associated with each winning port shown in the prize ball number table 202e (see FIG. 9) set in the prize ball number data setting area 265a, and calculate the number of balls paid out with the winning of each winning port. Next, by summing these, the total number of balls paid out to the player is calculated.
[0404] Then, the accessory ratio is calculated by calculating the ratio of the total of the number of balls paid out with the winning of the second start port 64b and the number of balls paid out with the winning of the big winning port 65a to the total number of balls paid out to the player. Also, the consecutive accessory ratio is calculated by calculating the ratio of the number of balls paid out with the winning of the big winning port 65a to the total number of balls paid out to the player.
[0405] Originally, the accessory ratio and the consecutive accessory ratio refer to the above ratios when the trial firing test of the game balls is conducted for 10 hours. However, in this embodiment, for each timing (trigger) at which the accessory ratio indicated by the trigger information data 202f set in the trigger setting area 265b is calculated, among the total number of balls (bonus balls) paid out to the player from when the power is turned on until the timing is reached for the first time, or from the previous timing to the current timing, the ratio of the number of balls (bonus balls) paid out in association with winning at the second start port 64b and the big winning port 65a is calculated as the accessory ratio, and is recorded in the accessory ratio data 264a together with the time at that time. Also, among the total number of balls (bonus balls) paid out to the player from when the power is turned on until the timing is reached for the first time, or from the previous timing to the current timing, the ratio of the number of balls (bonus balls) paid out in association with winning at the big winning port 65a is calculated as the consecutive accessory ratio, and is recorded in the consecutive accessory ratio data 264b together with the time at that time.
[0406] Also, even when the power is turned off, using the power charged in the capacitor 267, based on the number of balls (bonus balls) paid out during the period from the timing (trigger) at which the most recent accessory ratio is calculated until it is determined that the power is turned off, the accessory ratio and the consecutive accessory ratio are calculated, and are respectively recorded in the accessory ratio data 264a or the consecutive accessory ratio data 264b together with the time at that time. As a result, after the accessory ratio and the consecutive accessory ratio are calculated and recorded, it is possible to calculate the accessory ratio and the consecutive accessory ratio without omission even for the number of bonus balls paid out before the power is turned off.
[0407] Next, the value of the out counter 263f indicating the total number of balls launched into the game area is added to and recorded in the launched ball number data 264c in accordance with the current time indicated by the RTC 266 (S742). Further, various jackpot information, door open information, error information, and out-of-time information stored in the jackpot during data 263g, open data 263h, error data 263i, and out-of-time data 263j, and the times (the times when the information was stored) associated with each piece of information are arranged in order (sorted) from the information of the oldest time, and added to and recorded in the game state data 264d (S743).
[0408] In the process of S743, for example, if jackpot information is stored in the jackpot during data 263g at intervals of less than 1 second each, it means that jackpots are occurring continuously as the game state. Therefore, only the jackpot information of the oldest time and that time are recorded in the game state data 264d. Similarly, in the case of door open information, error information, and out-of-time information, if each piece of information is stored in the respective data 263h - j at intervals of less than 1 second each, only the information of the oldest time and that time are recorded in the game state data 264d. Thereby, the storage capacity required for the game state data 264d can be kept small.
[0409] As described above, when the accessory ratio management chip 207 receives winning information, out information, and information regarding the game state from the MPU 201, it accumulates and temporarily stores this information in the first read memory 263, and each time it becomes the timing (trigger) for calculating the accessory ratio, it calculates the accessory ratio and the continuous accessory ratio based on the information stored in the first read memory 263, and adds and records them in the second read memory 264. Thereby, the accessory ratio and the like can be managed with a small storage capacity, and information regarding the accessory ratio and the like can be transmitted to the inspection device 300.
[0410] In addition, in the second reading memory 264, for the accessory ratio and the continuous accessory ratio, the time when they were recorded in the second reading memory 264 is also stored. Furthermore, in the second reading memory 264, not only the accessory ratio and the continuous accessory ratio, but also information indicating the total number of balls launched into the game area is recorded together with the time when the information was recorded in the second reading memory 264. Moreover, information regarding the game state (big win information, door open information, error information, out-of-time information) is stored in the second reading memory 264 together with the time when each piece of information was stored in the first reading memory 263. Therefore, as a result of analyzing the accessory ratio and the continuous accessory ratio in the inspection device 300, if there is a significant change in the accessory ratio or the continuous accessory ratio, by analyzing the total number of balls launched into the game area and the game state around the time when the changed accessory ratio or continuous accessory ratio was recorded in the second reading memory 264, the cause of the change in the accessory ratio or the continuous accessory ratio can be investigated.
[0411] Here, the information regarding the accessory ratio, the continuous accessory ratio, and the total number of balls launched into the game area that can be recorded in the accessory ratio data 264a, the continuous accessory ratio data 264b, and the launched ball number data 264c is each limited to a predetermined number (for example, 1024). Also, the total number of win information, door open information, error information, and out-of-time information that can be recorded in the game state data 264d is also limited to a predetermined number (for example, 16384). When a predetermined number of information has already been recorded in the accessory ratio data 264a, the continuous accessory ratio data 264b, the launched ball number data 264c, or the game state data 264d, the oldest information is deleted and the latest information is recorded there.
[0412] Specifically, the continuous accessory ratio data 264b, the launched ball number data 264c, and the game state data 264d are each configured as a ring buffer, and a memory for managing the position where information is written on each ring buffer is prepared. By shifting the position where writing is performed by 1 each time writing is performed, the process of deleting the oldest information and recording the latest information there can be realized.
[0413] In this way, by setting an upper limit on the number of information that can be recorded in each piece of data, an increase in the storage capacity of the second reading memory 264 can be suppressed. Further, when the information to be recorded in each piece of data reaches the upper limit number, by deleting the oldest information and recording the latest information, it is possible to cause the inspection device 300 to perform analysis including the state of the latest pachinko machine 10.
[0414] After the process of S743, the first reading memory 263 is initialized to all 0s (S744). As a result, the first reading memory 263 will temporarily store the information set in the buffer 262 by the MPU 201 again while accumulating it until it becomes the timing to calculate the accessory ratio next.
[0415] When the process of S744 is completed, the accessory ratio calculation process is completed.
[0416] Next, with reference to FIG. 22, the inspection result output process executed by the CPU 261 in the accessory ratio management chip 207 will be described. FIG. 22 is a flowchart showing this inspection result output process. This inspection result output process is executed based on an interrupt signal input to the CPU 261 when the connector of the cable connecting the inspection device 300 is inserted into the inspection terminal 207a. In the inspection result output process, the data in the second reading memory 264 is output to the inspection device 300.
[0417] When the inspection result output process is executed, first, all the accessory ratios recorded in the accessory ratio data 264a and the times when the accessory ratios were recorded in the second reading memory 264, which are associated with the respective accessory ratios, are output to the inspection device 300 in order from the accessory ratio with the oldest recording time (S751).
[0418] Specifically, in the accessory ratio data 264a, when the upper limit number (predetermined number) of recordable information is not satisfied, the CPU 261 sequentially reads out the accessory ratio information recorded from the position where the accessory ratio information was first written in the accessory ratio data 264a to the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the accessory ratio information at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, in the accessory ratio data 264a, when the upper limit number (predetermined number) of recordable information is satisfied, starting from the next position of the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the accessory ratio information at the oldest time is recorded), the position of reading one by one is shifted, and the information recorded from the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the accessory ratio information at the latest time is recorded) to the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the accessory ratio information at the latest time is recorded) is sequentially read out and transmitted to the inspection device 300. As a result, the inspection device 300 outputs the accessory ratio information in order from the information at the oldest time.
[0419] Next, all the continuous accessory ratios recorded in the continuous accessory ratio data 264b and the time when the continuous accessory ratio was recorded in the second reading memory 264, which is associated with each continuous accessory ratio, are output to the inspection device 300 in order from the accessory ratio with the oldest recording time (S752).
[0420] Specifically, in the continuous accessory ratio data 264b, when the upper limit number (predetermined number) of recordable information is not satisfied, the CPU 261 sequentially reads out the continuous accessory ratio information recorded from the position where the continuous accessory ratio information was first written in the continuous accessory ratio data 264b to the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the continuous accessory ratio information at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, in the continuous accessory ratio data 264b, when the upper limit number (predetermined number) of recordable information is satisfied, starting from the next position of the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the continuous accessory ratio information at the oldest time is recorded), the position of reading one by one is shifted, and the information recorded up to the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the continuous accessory ratio information at the latest time is recorded) is sequentially read out and transmitted to the inspection device 300. As a result, the inspection device 300 outputs the continuous accessory ratio information in order from the information at the oldest time.
[0421] Next, information regarding the number of balls launched into all game areas recorded in the launched ball number data 264c (the number of launched balls) and the time when the information on the number of launched balls was recorded in the second reading memory 264, which is associated with the information on each number of launched balls, are output to the inspection device 300 in order from the accessory ratio with the oldest recording time (S753).
[0422] Specifically, in the number of balls launched data 264c, when the upper limit number (predetermined number) of recordable information is not satisfied, the CPU 261 sequentially reads out the information on the number of balls launched recorded from the position where the information on the number of balls launched was first written in the number of balls launched data 264c to the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the information on the number of balls launched at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, in the number of balls launched data 264c, when the upper limit number (predetermined number) of recordable information is satisfied, starting from the next position of the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the information on the number of balls launched at the oldest time is recorded), the position to read out is shifted by one each time, and the information recorded up to the position indicated in the memory that manages the position where the information is to be written (i.e., the position where the information on the number of balls launched at the latest time is recorded) is sequentially read out and transmitted to the inspection device 300. As a result, the inspection device 300 outputs the information on the number of balls launched in order from the information at the oldest time.
[0423] Next, all jackpot information, door open information, error information, and out-of-time information recorded in the game state data 264d, and the time when the information was stored in the first reading memory 263 associated with each information, are output to the inspection device 300 in order from the information with the oldest time (S754).
[0424] Specifically, when the upper limit number (predetermined number) of recordable information is not satisfied in the game state data 264d, the CPU 261 sequentially reads out the information recorded from the position where the information was first written in the game state data 264d to the position indicated by the memory that manages the position where the information is to be written (i.e., the position where the information at the latest time is recorded), and transmits it to the inspection device 300. On the other hand, when the upper limit number (predetermined number) of recordable information is satisfied in the game state data 264d, starting from the position next to the position indicated by the memory that manages the position where the information is to be written (i.e., the position where the information at the oldest time is recorded), the position to be read is shifted one by one in order, and the information recorded from the position indicated by the memory that manages the position where the information is to be written (i.e., the position where the information at the latest time is recorded) is sequentially read out and transmitted to the inspection device 300. As described above, in the game state data 264d, each piece of information related to the game state is recorded in the game state data 264d in order from the information at the oldest time (sorted). Therefore, information related to the game state is output to the inspection device 300 in order from the information at the oldest time.
[0425] By the processes of S751 to S754, since each piece of information is output in order from the one at the oldest time, the inspection device 300 can easily analyze the change in the accessory ratio, the consecutive accessory ratio, the number of balls launched, and the game state as time elapses by analyzing each piece of information in the order of its output.
[0426] After the process of S754, the inspection result output process ends.
[0427] As described above, in this pachinko machine 10, the main control device 110 is provided with the accessory ratio management chip 207, obtains the winning information from the MPU 201, and calculates and records the accessory ratio and the consecutive accessory ratio in the accessory ratio management chip 207. Then, when the inspection device 300 is connected to the inspection terminal 207a, the information regarding the accessory ratio and the consecutive accessory ratio recorded in the accessory ratio management chip 207 is output to the inspection device 300.
[0428] Here, among cheaters, there are those who try to increase the probability of a big win by illegally opening the electric device of the second start port 64b by some means, or guiding the ball to the second start port 64b to increase the winning rate of the second start port 64b. Also, there are those who try to obtain a large number of prize balls by illegally opening the opening / closing plate of the big winning port 65a by some m...
Claims
[Claim 1] A gaming area having a plurality of winning slots; A launching means for launching a gaming medium into the gaming area; a winning detection means provided for each of the winning openings, for detecting the winning of the game medium into the corresponding winning opening; a payout means for, when the winning detection means detects that the game medium shot by the shot means has won in any of the winning openings, paying out a predetermined number of game media to the winning opening in which the game medium has won; A gaming machine that performs a predetermined judgment when a start condition is satisfied, and provides a predetermined gaming value to a player when the judgment is a predetermined result, a change process execution means for executing a process for changing the probability of a predetermined result in the predetermined determination among a plurality of levels; a start-up means for executing a process by the change process execution means on the condition that a predetermined condition is satisfied when the power is turned on, the predetermined condition includes a first operating means being in a first state, the change process execution means includes a detection means for detecting a change of the first operating means from the second state to the first state, and changes the probability level when a change of the first operating means from the second state to the first state is detected; The gaming machine includes: a storage means for storing a previous state of the first operating means, the detection means detects whether the first operating means has been changed from a second state to a first state by referring to a previous state of the first operating means stored in the storage means and a state of the first operating means at that time, The memory means stores a first state as the previous state of the first operating means during the period from when the power is turned on until the first detection is performed by the detection means.
Citation Information
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