Pachinko machine

The pachinko gaming machine integrates a main control board for mode switching and effect control to enhance gameplay experiences by controlling game progression and effects, addressing the need for versatile gaming modes.

JP7712645B2Active Publication Date: 2025-07-24SANSEI R&D KK
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Patent Information

Application Number
JP2020203495
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-12-08
Publication Date
2025-07-24
Estimated Expiration
2040-12-08

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack the ability to switch between game and non-game modes effectively, necessitating a mechanism to control the progression of the game and provide novel gaming experiences.

Method used

Incorporating a main control board that can switch between game and drive confirmation modes, utilizing RAM clear operation to reset game progress, and controlling specific winning opening and closing members and effect movable bodies to alter game ball entry ease, along with an effect control board to manage game effects.

Benefits of technology

Enables seamless mode switching and enhanced gameplay experiences by controlling game progression and effects, providing novel gaming features and player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a novel game machine that can change modes set by a main control board.SOLUTION: A Pachinko game machine PY1 includes a game control board 100 capable of controlling the progress of a game, and the game control board 100 includes a mode change switch 192 that can be pressed. The game control board 100 can set a game mode to a play mode in which the progress of the game can be controlled or a test mode in which the progress of the game cannot be controlled and main drive means (AT opening / closing member 14k, electric tulip opening / closing member 12k, display device 8, base display device 300) is driven. When the mode change switch 192 is pressed, the game control board 100 can change a game mode from the test mode to the play mode.SELECTED DRAWING: Figure 26
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.

Background Art

[0002] The pachinko gaming machine described in Patent Document 1 below includes a main control board capable of controlling the progress of the game. When the power is turned on, the main control board automatically enters a game mode in which the progress of the game can be controlled and executes control processing related to the progress of the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in order to provide a novel gaming machine, it has been considered that the main control board can be set not only to a game mode but also to a non-game mode in which the progress of the game cannot be controlled. In this case, the problem is how to switch the mode (game mode or non-game mode) set by the main control board.

[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a novel gaming machine capable of switching the mode set by the main control board.

Means for Solving the Problems

[0006] The gaming machine of the present invention is a main control board capable of controlling the progress of the game, and a first specific winning opening / closing member whose opening / closing operation is controlled by the main control board so that the ease of entry of a game ball into a first specific winning opening changes, A second specific winning opening and closing member whose opening and closing operation is controlled by the main control board so that the ease of entry of the game ball into the second specific winning opening changes; RAM clear operation means that is operable and capable of erasing information related to the progress of the game; An effect control board capable of controlling an effect, An effect movable body whose driving operation is controlled by the effect control board, In a gaming machine comprising: The main control board: Can be set to a game mode capable of controlling the progress of the game, or a drive confirmation mode that makes the first specific winning opening and closing member perform an opening and closing operation while making the second specific winning opening and closing member perform an opening and closing operation while disabling the control of the progress of the game; When the RAM clear operation means is operated with the power supply turned on, it can be set to the drive confirmation mode before shifting to the game mode; When the RAM clear operation means is operated while the drive confirmation mode is set, the drive confirmation mode can be terminated; From the start to the end of the drive confirmation mode, the opening and closing operation of the first specific winning opening and closing member is repeated, and the opening and closing operation of the second specific winning opening and closing member is repeated and the effect control board is capable of driving the effect movable body when set in the drive confirmation mode A gaming machine characterized by the above.

[0007] According to the present invention, it is possible to provide a novel gaming machine capable of switching the mode set by the main control board.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] 1. Structure of the Gaming Machine A pachinko gaming machine PY1 according to an embodiment of the present invention will be described with reference to the drawings. In the following description, the left - right direction of each part of the pachinko gaming machine PY1 is described as being the same as the left - right direction for a player facing the pachinko gaming machine PY1. Also, the front direction of each part of the pachinko gaming machine PY1 is described as the direction approaching the player facing the pachinko gaming machine PY1, and the rear direction of each part of the pachinko gaming machine PY1 is described as the direction away from the player facing the pachinko gaming machine PY1.

[0010] As shown in FIG. 1, the pachinko gaming machine PY1 of the embodiment includes a gaming machine frame 2. As shown in FIG. 2, the gaming machine frame 2 constitutes the outer shell of the pachinko gaming machine PY1 and includes an outer frame 22, an inner frame 21, and a front door 23 (front frame). The outer frame 22 is a vertically rectangular frame body that forms the outer shell portion of the pachinko gaming machine PY1. The inner frame 21 is arranged inside the outer frame 22 and is a vertically rectangular frame body for attaching a game board 1 described later. The front door 23 is arranged on the front side of the outer frame 22 and the inner frame 21 and is a vertically rectangular one for protecting the game board 1. The front door 23 is the portion facing the player and is provided with various decorations.

[0011] The gaming machine frame 2 is configured to include a hinge portion 24 on the left - end side. Due to this hinge portion 24, the front door 23 is rotatable with respect to the outer frame 22 and the inner frame 21 respectively, and the inner frame 21 is rotatable with respect to the outer frame 22 and the front door 23 respectively. An opening 23a is formed at the center of the front door 23, and a transparent transparent plate 23t is attached to the opening 23a so that the player can visually recognize a game area 6 described later. The transparent plate 23t is a glass plate in this embodiment, but it may be a transparent synthetic resin plate. That is, the transparent plate 23t may be any one that can visually recognize the game area 6 from the front.

[0012] As shown in FIGS. 1 to 3, on the front door 23, there are provided a handle 72k (game ball driving means) for driving game balls with a firing intensity corresponding to the rotation angle, a hitting ball supply tray (upper tray) 34 for storing game balls, and a surplus ball receiving tray (lower tray) 35 for storing game balls that cannot be completely accommodated in the hitting ball supply tray 34. Also, on the front door 23, there are provided an effect button (input unit) 40k and a select button 42k that can be operated by the player during effects executed as the game progresses. The effect button 40k is provided with an effect button vibration motor 40m inside for vibrating the effect button 40k in the horizontal direction, and can be vibrated during effects or when the player operates the effect button 40k. The select button (cross key) 42k is composed of an upward button, a downward button, a leftward button, and a rightward button. Also, on the front door 23, there are provided a decorative frame lamp 212 and a speaker (not shown in FIG. 1) for outputting sound.

[0013] On the game machine frame 2, a game board 1 shown in FIG. 4 is attached. As shown in FIG. 4, on the game board 1, a game area 6 through which game balls fired by operating the handle 72k flow down is formed surrounded by a rail member 62. Also, on the game board 1, a large number of decorative board lamps 54 are provided. In the game area 6, a plurality of game nails for guiding game balls are projectingly provided. The game board 1 is an integrated unit of a plate-like member arranged on the front side and a back unit (a unit for attaching various control boards, an image display device 50, a harness, etc., to be described later) arranged on the back side.

[0014] Near the center of the game area 6, an image display device 50 (effect display means, image display means), which is a liquid crystal display device, is provided. Note that the image display device may be another image display device such as an organic EL display device. On the display screen 50a (display unit) of the image display device 50, there is an effect symbol display area that variably displays an effect symbol EZ (decorative symbol) synchronized with the variable display of the first special symbol and the second special symbol described later. The effect of displaying the effect symbol EZ is called an effect symbol variation effect. The effect symbol variation effect may also be referred to as a "decorative symbol variation effect" or simply a "variation effect". The effect symbol display area consists of, for example, three effect symbol display areas of "left", "center", and "right". The left effect symbol EZ1 is displayed in the left effect symbol display area, the middle effect symbol EZ2 is displayed in the middle effect symbol display area, and the right effect symbol EZ3 is displayed in the right effect symbol display area.

[0015] Each of the effect symbols EZ consists of a plurality of symbols representing numbers from, for example, "1" to "9". The image display device 50 clearly displays the results of the variable display of the first special symbol and the second special symbol (that is, the result of the big win lottery) displayed on the first special symbol display 81a and the second special symbol display 81b described later by the combination of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3.

[0016] For example, when winning a big win, the effect symbol EZ is stopped and displayed as a triple such as "777". Also, when losing, the effect symbol EZ is stopped and displayed as a scattered combination such as "637". This makes it easy for the player to grasp the progress of the game. That is, generally, the player grasps the result of the big win lottery not by the first special symbol display 81a or the second special symbol display 81b, but by the image display device 50. Note that the position of the effect symbol display area may not be fixed. Also, as a mode of the variable display of the effect symbol EZ, there is, for example, a mode of scrolling in the vertical direction.

[0017] In addition to the effect symbol variation performance using the effect symbol EZ as described above, the image display device 50 displays on the display screen 50a an jackpot effect that is performed in parallel with the jackpot game, a demo effect (waiting effect for customers), and the like. In the effect symbol variation performance, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ such as a background image and a character image are also displayed.

[0018] Further, on the display screen 50a of the image display device 50, there is a hold icon display area for displaying a hold icon HA (effect hold image) according to the number of stored first special figure holds and second special figure holds to be described later. By displaying the hold icon HA, the number of stored first special figure holds displayed by a first special figure hold display 83a to be described later and the number of stored second special figure holds displayed by a second special figure hold display 83b to be described later can be clearly shown to the player.

[0019] Near the center of the game area 6 and in front of the image display device 50, a center frame 61 (inner wall portion) is arranged. At the lower part of the center frame 61, a stage 61s is formed that can guide a game ball rolling on the upper surface to a first starting port 11 to be described later. Further, on the left part of the center frame 61, a warp 61w is provided that allows a game ball to flow in from an entrance and flow out to the stage 61s from an exit. Further, on the upper part of the center frame 61, a board movable body 55k that can move up and down is provided. The board movable body 55k is movable from an initial position above the display screen 50a to an effect position that overlaps the center of the display screen 50a in the front-rear direction.

[0020] Below the image display device 50 in the game area 6, a first starting winning device 11D having a first starting port 11 (a ball entry port) with a constant ease of entry of a game ball is provided. The first starting port 11 is also referred to as a first ball entry port, a fixed ball entry port, a first starting winning port, and a first starting area. Further, the first starting winning device 11D is also referred to as a first ball entry means, a fixed ball entry means, and a first starting winning device. Winning of a game ball at the first starting port 11 serves as an opportunity for a lottery of a first special symbol (jackpot lottery, that is, acquisition and determination of jackpot random numbers, etc.).

[0021] Below the first starting port 11 in the game area 6, a normal variable winning device (commonly called an electric chute, a normal electric accessory) 12D having a second starting port 12 (a ball entry port, a specific winning port) is provided. The second starting port 12 is also referred to as a second ball entry port, a variable ball entry port, a second starting winning port, or a second starting area. The electric chute 12D is also referred to as a second ball entry means, a variable ball entry means, or a second starting winning device. The winning of a game ball into the second starting port 12 triggers a lottery of the second special symbol (a big win lottery).

[0022] The electric chute 12D includes an electric chute opening / closing member 12k (a specific winning port opening / closing member) that takes an open state and a closed state, and opens and closes the second starting port 12 by the operation of the electric chute opening / closing member 12k. The electric chute opening / closing member 12k is driven by an electric chute solenoid 12s described later. When the electric chute opening / closing member 12k is in the open state, it becomes possible for a game ball to enter the second starting port 12, and when it is in the closed state, it becomes impossible for a game ball to enter the second starting port 12. That is, the second starting port 12 is a starting port whose ease of entry of a game ball can be changed. Note that the electric chute does not necessarily make it impossible for a game ball to enter the second starting port when it is in the closed state, as long as it makes it easier for a game ball to enter the second starting port when the electric chute opening / closing member is in the open state than when it is in the closed state.

[0023] Also, to the right of the first starting port 11 in the game area 6, a big winning device (a special electric accessory) 14D having a big winning port 14 is provided. The big winning port 14 is also referred to as a special winning port (a special ball entry port, a specific winning port). The big winning device 14D is also referred to as an attacker (AT), a special winning means, or a special variable winning device. The big winning device 14D includes an AT opening / closing member 14k (a specific winning port opening / closing member) that takes an open state and a closed state, and opens and closes the big winning port 14 by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by an AT solenoid 14s described later. The big winning port 14 allows a game ball to enter only when the AT opening / closing member 14k is in the open state.

[0024] On the right side of the center frame 61, a gate 13 through which the game balls can pass is provided. The gate 13 is also referred to as a passage opening or a passage area. The passage of the game balls through the gate 13 serves as an opportunity to execute a normal symbol lottery (i.e., obtaining and determining a normal symbol random number (winning random number)) for deciding whether to open the electric chute 12D. Further, a plurality of general winning openings 10 are provided at the lower part of the game area 6. Also, at the lowermost part of the game area 6, an out port 19 is provided for discharging the game balls that have been launched into the game area 6 but have not won in any of the winning openings.

[0025] In the game area 6 where various winning openings and the like are arranged in this way, there are a left game area 6L (first game area) on the left side of the center in the left - right direction and a right game area 6R (second game area) on the right side. The way of shooting the game balls so that the game balls flow down in the left game area 6L is called left - hand shooting. On the other hand, the way of shooting the game balls so that the game balls flow down in the right game area 6R is called right - hand shooting. In the pachinko gaming machine PY1 of this embodiment, the flow path through which the game balls flow down when playing with left - hand shooting is called the first flow path R1, and the flow path through which the game balls flow down when playing with right - hand shooting is called the second flow path R2.

[0026] On the first flow path R1, a first starting opening 11, a general winning opening 10, an electric chute 12D, and an out port 19 are provided. By shooting the game balls so that they flow down the first flow path R1, the player can aim to win at the first starting opening 11 or the general winning opening 10. Since no gate is arranged on the first flow path R1, the electric chute 12D will not be opened when playing with left - hand shooting.

[0027] On the other hand, on the second flow path R2, a gate 13, a general winning opening 10, a big winning device 14D, an electric chute 12D, and an out port 19 are provided. By shooting the game balls so that they flow down the second flow path R2, the player can aim to pass through the gate 13, or win at the general winning opening 10, the second starting opening 12, and the big winning opening 14.

[0028] As shown in FIG. 4, display devices 8 are arranged in the lower right part of the game board 1. As shown in FIG. 5, the display devices 8 include a first special symbol display 81a for variably displaying a first special symbol, a second special symbol display 81b for variably displaying a second special symbol, and a normal symbol (ordinary symbol) display 82 for variably displaying an ordinary symbol. The first special symbol is also referred to as the first special figure or special figure 1, and the second special symbol is also referred to as the second special figure or special figure 2. Also, the ordinary symbol is also referred to as the ordinary figure.

[0029] The display devices 8 also include a first special figure hold display 83a for displaying the stored number of the activation hold (first special figure hold) of the first special figure display 81a, a second special figure hold display 83b for displaying the stored number of the activation hold (second special figure hold) of the second special figure display 81b, and an ordinary figure hold display 84 for displaying the stored number of the activation hold (ordinary figure hold) of the ordinary figure display 82.

[0030] The variable display of the first special symbol is triggered by the winning of a game ball in the first start port 11. The variable display of the second special symbol is triggered by the winning of a game ball in the second start port 12. In the following description, the first special symbol and the second special symbol may be collectively referred to as the special symbol (special figure). Also, the first special figure display 81a and the second special figure display 81b may be collectively referred to as the special figure display 81. Also, the first special figure hold display 83a and the second special figure hold display 83b may be collectively referred to as the special figure hold display 83. Also, the first special figure hold and the second special figure hold may be collectively referred to as the special figure hold.

[0031] In the special symbol display 81, after variably displaying (fluctuating display) a special symbol (identification symbol) and then stopping the display, the result of a lottery (special symbol lottery, big win lottery) based on winning in the first start port 11 or the second start port 12 is notified. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of variable display) is one special symbol selected from among a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a predetermined specific special symbol (special symbol in a specific stop mode, that is, a big win symbol), a big win game (an example of a special game) is performed in which the big win port 14 is opened in an opening pattern corresponding to the type of the stopped specific special symbol (that is, the type of the winning big win). The opening pattern of the big win port in the special game will be described later.

[0032] Specifically, the special symbol display 81 is composed of, for example, 8 LEDs (Light Emitting Diodes) arranged side by side, and displays a special symbol according to the result of the big win lottery by its lighting mode. For example, when winning a big win (one of a plurality of types of big wins described later), a big win symbol in which the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit is displayed, such as "○○●●○○●●" (○: lit, ●: extinguished). Also, when it is a loss, a loss symbol in which only the LED at the far right is lit is displayed, such as "●●●●●●●○". A mode of extinguishing all the LEDs may be adopted as the loss symbol. The loss symbol is not a specific special symbol. Also, before the special symbol is stopped and displayed, the special symbol is variably displayed for a predetermined fluctuation time, and the mode of the variable display is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display can be anything, such as all the LEDs flashing simultaneously as long as each LED is not stopped and displayed (lit display in a specific mode).

[0033] In the pachinko gaming machine PY1, when a game ball wins a prize (enters) the first start port 11 or the second start port 12, the values of various random numbers such as jackpot random numbers obtained for the prize (numerical information, determination information) are temporarily stored in the special figure retention memory unit 105 described later. Specifically, if it is a prize in the first start port 11, it is stored as the first special figure retention in the first special figure retention memory unit 105a described later, and if it is a prize in the second start port 12, it is stored as the second special figure retention in the second special figure retention memory unit 105b described later. There is an upper limit to the number of special figure retentions that can be stored in each special figure retention memory unit 105, and the upper limit value in this form is "4" respectively.

[0034] The special figure retention stored in the special figure retention memory unit 105 is consumed when the variable display of the special symbol based on the special figure retention becomes possible. The digestion of the special figure retention means determining the jackpot random number etc. corresponding to the special figure retention and executing the variable display of the special symbol to show the determination result. Therefore, in the pachinko gaming machine PY1, when the variable display of the special symbol based on the winning of the game ball in the first start port 11 or the second start port 12 cannot be performed immediately after the winning, that is, even if there is a winning during the execution of the variable display of the special symbol or during the execution of the special game, the right to conduct the jackpot lottery for the winning can be retained with a predetermined number as the upper limit.

[0035] And the number of such special figure retentions is displayed on the special figure retention display 83. Specifically, the special figure retention display 83 is each composed of, for example, 4 LEDs, and the number of special figure retentions is displayed by lighting the LEDs corresponding to the number of special figure retentions.

[0036] The variable display of the normal symbol is triggered by the passage of the game ball through Gate 13. In the normal symbol display 82, after the normal symbol is variably displayed (fluctuating display) and then stopped, the result of the normal symbol lottery based on the passage of the game ball through Gate 13 is notified. The normal symbol to be stopped (the normal symbol stop symbol, the normal symbol derived and displayed as the result of the variable display) is one normal symbol selected from a plurality of types of normal symbols by the normal symbol lottery. When the stopped normal symbol is a predetermined specific normal symbol (the normal symbol in a predetermined stop mode, that is, the normal winning symbol), an auxiliary game is performed to open the second start port 12 in an opening pattern according to the current game state. The opening pattern of the second start port 12 will be described later.

[0037] Specifically, the normal symbol display 82 is composed of, for example, two LEDs (see Fig. 5), and displays a normal symbol according to the result of the normal symbol lottery by its lighting mode. For example, when the lottery result is a win, a normal winning symbol in which both LEDs are lit, such as "○○" (○: lit, ●: extinguished), is displayed. When the lottery result is a loss, a normal losing symbol in which only the right LED is lit, such as "●○", is displayed. A mode in which all LEDs are extinguished may be adopted as the normal losing symbol. Note that the normal losing symbol is not a specific normal symbol. Before the normal symbol is stopped, the normal symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode in which both LEDs alternately light up. Note that the mode of the variable display may be any mode, such as all LEDs flashing simultaneously as long as each LED is not stopped (lit in a specific mode).

[0038] In this pachinko machine PY1, when there is a passage of the game ball through Gate 13, the value of the normal symbol random number (winning random number) obtained for the passage is temporarily stored as a normal symbol hold in the normal symbol hold memory unit 106 described later. There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory unit 106, and the upper limit value in this embodiment is "4".

[0039] The general pattern retention stored in the general pattern retention memory unit 106 is consumed when variable display of the normal symbol based on the general pattern retention becomes possible. Consumption of the general pattern retention means determining the normal symbol random number (winning random number) corresponding to the general pattern retention and executing variable display of the normal symbol to show the determination result. Therefore, in this pachinko gaming machine PY1, when variable display of the normal symbol based on the passage of the game ball through gate 13 cannot be performed immediately after the passage, that is, even if a winning occurs during the execution of variable display of the normal symbol or during the execution of the auxiliary game, the right to perform the normal symbol lottery for that passage can be retained up to a predetermined number.

[0040] And the number of such general pattern retentions is displayed on the general pattern retention display 84. Specifically, the general pattern retention display 84 is composed of, for example, 4 LEDs, and the number of general pattern retentions is displayed by lighting the LEDs corresponding to the number of general pattern retentions.

[0041] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 6 and 7, the electrical configuration of this pachinko gaming machine PY1 will be described. As shown in FIGS. 6 and 7, the pachinko gaming machine PY1 includes a game control board 100 (main control board) that controls game benefits such as jackpot lottery and transition of game states, an effect control board 120 (sub control board) that controls effects executed as the game progresses, a payout control board 170 that controls payout of game balls, and the like. The game control board 100, together with the payout control board 170 and the power supply board 190, constitutes the main control unit. In other words, the game control board 100, the payout control board 170, and the power supply board 190 can each be said to be a board (main board) having a function that affects the result of the game. The effect control board 120, together with the image control board 140 and the sub drive board 162 described later, constitutes the sub control unit.

[0042] Note that the sub control unit only needs to include at least the effect control board 120 and be able to control game effects using effect means (image display device 50, speaker 620, panel lamp 54, panel movable body 55k, frame lamp 212, etc.).

[0043] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 (power supply means) inputs an AC24V power supply from outside the pachinko gaming machine PY1 and generates electric power (power supply) of various voltages (DC5V, DC12V, DC18V, DC24V, DC37V) necessary for the operation of the pachinko gaming machine PY1 based on the AC24V power supply. Note that the DC5V power is mainly used as the power supply for various integrated circuits (ICs). Also, the DC12V power is mainly used as the power supply for various sensors and solenoids. Also, the DC18V power is mainly used as the power supply for various LEDs. Also, the DC24V power and the DC37V power are mainly used as the power supply for the effect motors (driving means).

[0044] The power supply board 190 first supplies the generated electric power to the payout control board 170. Then, the generated electric power is supplied to the game control board 100 and the effect control board 120 via the payout control board 170. Further, the generated electric power is supplied to other devices via the payout control board 170, the game control board 100, and the effect control board 120.

[0045] Also, a power switch 195 (power switching unit) is connected to the power supply board 190. The power switch 195 is switchable between an on state (ON state) in which power can be supplied based on the AC24V power supply supplied from the outside and an off state (OFF state) in which power cannot be supplied. That is, the power switch 195 switches the power supply on or off by an ON operation or an OFF operation. When the power switch 195 is operated to ON, it enters the on state, and when the power switch 195 is operated to OFF, it enters the off state. Note that when the power switch 195 is in the ON state, the pachinko gaming machine PY1 is in the power-on state, and when the power switch 195 is in the OFF state, the pachinko gaming machine PY1 is in the power-off state.

[0046] In addition, the power supply board 190 is provided with a pushable RAM clear switch 191 (RAM clear operation means). The RAM clear switch 191 is for erasing information related to the progress of the game (for example, information on the game state such as the high-probability state, information such as the result of the special figure reservation or the determination of a big win / loss, and the processing information of the game CPU 102 described later) stored in the game RAM (Random Access Memory) 104 of the game control microcomputer 101 described later.

[0047] As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 arranged on the back side of the pachinko game machine PY1 (specifically, to the right of the power switch 195 on the power supply board 190 when the pachinko game machine PY1 is viewed from the back side). Therefore, only employees of the game parlor who can open the game machine frame 2 can operate the RAM clear switch 191. That is to say, the RAM clear switch 191 can be said to be an operation means that cannot be substantially operated by the player. The RAM clear switch 191 is a tact switch. When the RAM clear switch 191 is pushed, a detection signal (RAM clear operation signal) indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. The state where the RAM clear switch 191 is pushed is called the ON state of the RAM clear switch 191, and the state where the RAM clear switch 191 is not pushed is called the OFF state of the RAM clear switch 191.

[0048] As shown in FIG. 6, on the game control board 100, a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 101 that controls the progress of the pachinko game machine PY1 according to a program is mounted. The game control microcomputer 101 (main control means, game control means) includes a game ROM (Read Only Memory) 103 that stores a program for controlling the progress of the game, a game RAM 104 used as a work memory (storage means), a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103, and a game I / O (Input / Output) port section 118 for inputting and outputting data and signals. In the game RAM 104 (storage means), the above-described special figure reservation storage section 105 (the first special figure reservation storage section 105a and the second special figure reservation storage section 105b) and the general figure reservation storage section 106 are provided. Also, as shown in FIG. 8, a base display 300 is provided on the game control board 100. The display control of the base display 300 is performed by the game control microcomputer 101.

[0049] As shown in FIG. 6, various sensors and solenoids are connected to the game control board 100 via a relay board 110. Therefore, signals are input to the game control board 100 from each sensor, and signals are output from the game control board 100 to each solenoid. Specifically, the sensors include a first start port sensor 11a, a second start port sensor 12a, a gate sensor 13a, a big winning port sensor 14a, a general winning port sensor 10a, and a discharge port sensor 18a.

[0050] The first start port sensor 11a is provided inside the first start port 11 and detects a game ball that has won a prize in the first start port 11. The second start port sensor 12a is provided inside the second start port 12 and detects a game ball that has won a prize in the second start port 12. The gate sensor 13a is provided inside the gate 13 and detects a game ball that has passed through the gate 13. The big winning port sensor 14a is provided inside the big winning port 14 and detects a game ball that has won a prize in the big winning port 14. The general winning port sensor 10a is provided inside the general winning port 10 and detects a game ball that has won a prize in the general winning port 10.

[0051] The discharge port sensor 18a is provided inside a discharge port (not shown) that discharges game balls outside the pachinko gaming machine PY1, and detects a game ball that has passed through the discharge port. The discharge port is provided at the lower end of the inner frame 21, and the game balls launched into the game area 6 finally pass through the discharge port after entering any of the first start port 11, the second start port 12, the big winning port 14, the general winning port 10, and the out port 19. Therefore, by detecting the game balls that have passed through the discharge port with the discharge port sensor 18a, it is possible to detect all the game balls launched into (flowed down in) the game area 6. Note that the number of all the game balls launched into the game area 6 can be referred to as the total number of launched balls. Also, since the total number of launched balls is the same as the number of all the game balls discharged outside the pachinko gaming machine PY1, it can also be referred to as the number of discharged balls, the total number of discharged balls, or the number of out balls.

[0052] Also, as solenoids, an electric chute solenoid 12s and an AT solenoid 14s are connected. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The AT solenoid 14s drives the AT opening / closing member 14k of the big winning device 14D.

[0053] Further, on the game control board 100, a special figure display 81 (first special figure display 81a and second special figure display 81b), a general figure display 82, a special figure reservation display 83 (first special figure reservation display 83a and second special figure reservation display 83b), and a general figure reservation display 84 are connected. That is, the display control of these displays 8 is performed by the game control microcomputer 101.

[0054] Also, the game control board 100 transmits various commands and signals to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. A card unit CU (installed adjacent to the pachinko game machine PY1 and enabling ball lending based on information such as a prepaid card inserted therein) and a prize ball payout device 73 are connected to the payout control board 170, and a firing device 72 is connected via a firing control circuit 175. The firing device 72 includes a handle 72k (see FIG. 1).

[0055] Here, as described above, the game control board 100 (game control microcomputer 101) controls the opening and closing operation of the AT opening / closing member 14k, controls the opening and closing operation of the electric chewing gum opening / closing member 12k, controls the display (lighting) of the displays 8, and controls the display (lighting) of the base display 300. In other words, the AT opening / closing member 14k, the electric chewing gum opening / closing member 12k, the displays 8, and the base display 300 are driven and controlled by the game control board 100, and can each be referred to as "main driving means".

[0056] The payout control board 170 is equipped with a payout control one-chip microcomputer (hereinafter "payout control microcomputer") 171 capable of executing control processing related to the payout of game balls according to a program. The payout control microcomputer 171 (payout control means) includes a payout ROM 173 storing a program for controlling payout, a payout RAM 174 used as a work memory, a payout CPU 172 executing the program stored in the payout ROM 173, and a payout I / O port section (input / output circuit) 178 for inputting and outputting data and signals. Note that the payout ROM 173 may be external.

[0057] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the card unit CU connected to the pachinko game machine PY1. For example, when a game ball enters (wins) the first start port 11, a detection signal from the first start port sensor 11a is input to the game control microcomputer 101. Thereby, the game control microcomputer 101 outputs a prize ball command (prize ball signal) indicating that the game ball has entered the first start port 11 to the payout control board 170. In this case, the payout control microcomputer 171 that has received the prize ball command drives the launch solenoid 72s via the launch control circuit 175 based on the prize ball number information stored in the payout ROM 173, and pays out prize balls (for example, 3 balls) based on the entry of the ball into the first start port 11. At this time, the game balls being paid out are detected by the prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.

[0058] In this embodiment, a backup power supply circuit 179 is provided on the payout control board 170. The backup power supply circuit 179 includes a capacitor (not shown), and when there is a power failure where power from the power supply board 190 is not supplied, DC5V power (backup power) is supplied from the backup power supply circuit 179 (capacitor) to the payout RAM 174 and the game RAM 104. Thereby, even during a power failure, the stored contents of the payout RAM 174 and the stored contents of the game RAM 104 are retained.

[0059] When the player operates the handle 72k (see FIG. 1) of the launch device 72, the touch switch 72a detects contact with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. Then, the launch solenoid 72s is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launch volume 72b. In this pachinko game machine PY1, a game ball is launched about once every 0.6 seconds.

[0060] In addition, the game control board 100 transmits various commands to the effect control board 120. The connection between the game control board 100 and the effect control board 120 is a one-way communication connection that only allows the transmission of signals from the game control board 100 to the effect control board 120. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction restricting means, is interposed between the game control board 100 and the effect control board 120.

[0061] As shown in FIG. 7, an effect control one-chip microcomputer (hereinafter referred to as "effect control microcomputer") 121 for controlling the effects of the pachinko game machine PY1 according to a program is mounted on the effect control board 120. The effect control microcomputer 121 includes an effect ROM 123 that stores a program and the like for controlling effects as the game progresses, an effect RAM 124 used as a work memory, an effect CPU 122 that executes the program stored in the effect ROM 123, and an effect I / O port section 138 for inputting and outputting data and signals. Note that the effect ROM 123 may be external. As described above, the effect control board 120 is supplied with power (for example, DC 5V power) from the power supply board 190 via the payout control board 170.

[0062] Also, as shown in FIG. 7, an image control board 140 is connected to the effect control board 120, and a sub-drive board 162 (sub-drive circuit) is connected. The effect control microcomputer 121 (effect control means) of the effect control board 120 causes the image CPU 141 of the image control board 140 to perform display control of the image display device 50 based on the command received from the game control board 100. Note that the effect control microcomputer 121 transmits a control signal via the image input circuit 147 of the image control board 140. Then, the image CPU 141 transmits a control signal to the image display device 50 via the image output circuit 148 of the image control board 140.

[0063] The image RAM 143 of the image control board 140 is a memory for expanding image data. The image ROM 142 of the image control board 140 stores still image data, moving image data to be displayed on the image display device 50, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including decorative patterns) and background images. The image CPU 141 of the image control board 140 reads out image data from the image ROM 142 based on a command from the effect control microcomputer 121. Then, display control is executed based on the read-out image data.

[0064] A speaker 620 (sound output means) is connected to the image control board 140. The effect control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 620 via the voice CPU 149 of the image control board 140 based on a command received from the game control board 100. Note that the voice CPU 149 performs voice control of the speaker 620 via the voice control circuit 150 based on a command from the image CPU 141. The acoustic data such as voice output from the speaker 620 is stored in the effect ROM 123 of the effect control board 120. However, the acoustic data may be stored in the image ROM 142 of the image control board 140.

[0065] Although the voice control of the speaker 620 is performed by the image control board 140, a voice control board may be provided separately from the image control board 140, and the voice control of the speaker 620 may be performed by this voice control board. In this case, the voice control board may be connected to the effect control board 120, or may be connected to the effect control board 120 via the image control board 140. Also, a CPU may be mounted on the voice control board, and in that case, the CPU may execute voice control. Furthermore, in this case, a ROM may be mounted on the voice control board, and the acoustic data may be stored in the ROM.

[0066] Also, as shown in FIG. 7, the effect control microcomputer 121 controls the lighting of lamps such as the frame lamp 212 and the panel lamp 54 via the sub-drive board 162 based on the commands received from the game control board 100. Specifically, the effect control microcomputer 121 creates light emission pattern data (data that determines the light emission state of each lamp, such as lighting / extinguishing and emission color, also referred to as lamp data) that determines the light emission mode of each lamp, and controls the light emission of each lamp according to the light emission pattern data. Note that the data stored in the effect ROM 123 of the effect control board 120 is used to create the light emission pattern data.

[0067] Furthermore, the effect control microcomputer 121 controls the driving of the panel movable body 55k and the effect button 40k via the sub-drive board 162 based on the commands received from the game control board 100. Specifically, the effect control microcomputer 121 creates operation pattern data (also referred to as drive data) that determines the operation mode (vibration mode) of the panel movable body 55k and the effect button 40k, and performs motor control of the panel movable body drive motor 55m that drives the panel movable body 55k and motor control of the effect button vibration motor 40m that vibrates the effect button 40k according to the operation pattern data. The data stored in the effect ROM 123 of the effect control board 120 is used to create the operation pattern data.

[0068] Note that a CPU may be mounted on the sub-drive board 162. In that case, the CPU may be made to perform lighting control of the lamps and driving control of the panel movable body 55k and the effect button 40k. Furthermore, in this case, a ROM may be mounted on the sub-drive board 162, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0069] In addition, an effect control board 120 is connected with an effect button detection sensor (input unit detection sensor) 40a and a select button detection sensor 42a. The effect button detection sensor 40a detects that an effect button 40k (see FIG. 1) has been pressed. When the effect button 40k is pressed, a detection signal is output from the effect button detection sensor 40a to the effect control board 120. The select button detection sensor 42a detects that a select button 42k (see FIG. 1) has been pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the effect control board 120.

[0070] In addition, unlike the game control board 100, the effect control board 120 incorporates a backup power circuit 126. The backup power circuit 126 includes a capacitor (not shown). When power supply from the power supply board 190 is interrupted, DC 5V power (backup power) is supplied from the backup power circuit 126 (capacitor) to the effect RAM 124. Thereby, the stored content of the effect RAM 124 is retained.

[0071] Note that FIGS. 6 and 7 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine PY1, and it is not the case that only the boards shown in FIGS. 6 and 7 are provided. Except for the game control board 100, any plurality of the boards shown in FIGS. 6 and 7 may be configured as one board, or one board shown in FIGS. 6 and 7 may be configured as a plurality of boards.

[0072] Here, the effect control board 120 (the effect control microcomputer 121) controls the image display of the image display device 50, controls the audio output from the speaker 620, controls the lighting (turning on) of the frame lamp 212, controls the lighting (turning on) of the panel lamp 54, controls the operation of the panel movable body 55k, and controls the vibration of the effect button 40k. In other words, the image display device 50, the speaker 620, the frame lamp 212, the panel lamp 54, the panel movable body 55k, and the effect button 40 are driven and controlled by the effect control board 120, and each can be referred to as "sub-driving means (effect means)".

[0073] 3. Explanation of jackpot, etc. In the pachinko game machine PY1 of this embodiment, as a result of the jackpot lottery (special symbol lottery), there are "jackpot" and "loss". When it is a "jackpot", a "jackpot symbol" is stopped and displayed on the special symbol display 81. When it is a "loss", a "losing symbol" is stopped and displayed on the special symbol display 81. When winning the jackpot, a "jackpot game" is executed to open the big winning port 14 in an opening pattern corresponding to the type of the stopped special symbol (type of jackpot). The jackpot game is also called a special game.

[0074] In this embodiment, the jackpot game includes a plurality of rounds of round games (unit opening games), an opening (also denoted as OP) before the start of the first round game, and an ending (also denoted as ED) after the end of the last round game. Each round game starts by the end of the OP or the end of the previous round game and ends by the start of the next round game or the start of the ED. The closing time (interval time) of the big winning port between round games is included in the opening round game before the closing.

[0075] There are multiple types of big wins. The types of big wins are as shown in FIG. 9. As shown in FIG. 9, there is a distinction between a certain-variable big win and a normal big win. A certain-variable big win is a big win that controls the game state after the big win game to a high-probability state described later. A normal big win is a big win that controls the game state after the big win game to a normal-probability state (low-probability state) described later.

[0076] Also, there are 10R big wins, 6R big wins, and 3R big wins. As shown in FIG. 9, a 10R big win is a big win that opens the big winning opening 14 from 1R to 10R for a maximum of 29.5 seconds per 1R. Also, a 6R big win is a big win that opens the big winning opening 14 from 1R to 6R for a maximum of 29.5 seconds per 1R. Also, a 3R big win is a big win that opens the big winning opening 14 from 1R to 3R for a maximum of 29.5 seconds per 1R. Note that in each round, the game balls can win (enter the balls) into the big winning opening 14 up to the winning upper limit number (10 in this form).

[0077] Thus, as shown in FIG. 9, the big wins that can be won in the lottery of FIG. 1 (lottery of the first special symbol) include two types: 10R certain-variable big win 1 (hereinafter also simply referred to as "certain-variable big win 1") and 3R normal big win 1 (hereinafter also simply referred to as "normal big win 1"). When winning the 10R certain-variable big win 1, "Special Figure 1 - Certain-Variable Symbol" is stopped and displayed on the first special figure display 81a, and when winning the 3R normal big win 1, "Special Figure 1 - Normal Symbol" is stopped and displayed on the first special figure display 81a.

[0078] Also, as shown in FIG. 9, the big wins that can be won in the lottery of FIG. 2 (lottery of the second special symbol) include two types: 10R certain-variable big win 2 (hereinafter also simply referred to as "certain-variable big win 2") and 6R normal big win 2 (hereinafter also simply referred to as "normal big win 1"). When winning the 10R certain-variable big win 2, "Special Figure 2 - Certain-Variable Symbol" is stopped and displayed on the second special figure display 81b, and when winning the 6R normal big win 2, "Special Figure 2 - Normal Symbol" is stopped and displayed on the second special figure display 81b.

[0079] Regardless of which jackpot is won, after the jackpot game, it is controlled to the electric support control state (high base state) described later. The electric support control state continues substantially until the next jackpot win when it is controlled along with the high probability state. On the other hand, when it is controlled along with the normal probability state (low probability state), the electric support count (time shortening count) is set to 100 times. The electric support count is the upper limit execution count of the variable display of the special symbol in the electric support control state. Thus, in the case of the 3R normal jackpot 1 that can be won by the lottery of Special Figure 1 and in the case of the 6R normal jackpot 2 that can be won by the lottery of Special Figure 2, the time shortening count is set to 100 times.

[0080] As shown in FIG. 9, the payout rates of the jackpots in the lottery of Special Figure 1 and the lottery of Special Figure 2 are both 80% for the probability-variable jackpot and 20% for the normal jackpot. However, as described above, when winning the normal jackpot based on the lottery of Special Figure 1, it is the 3R normal jackpot 1, while when winning the normal jackpot based on the lottery of Special Figure 2, it is the 6R normal jackpot 2. Therefore, the lottery of Special Figure 2 is more advantageous for the player than the lottery of Special Figure 1.

[0081] Here, in this pachinko machine PY1, the lottery for whether or not it is a jackpot is performed based on the "jackpot random number", and the lottery for the type of the won jackpot is performed based on the "winning type random number". As shown in FIG. 10(A), the jackpot random number takes values in the range from 0 to 65535. The winning type random number takes values in the range from 0 to 99. In addition to the jackpot random number and the winning type random number, there are a "reach random number" and a "variation pattern random number" in the random numbers obtained based on the winning in the first start port 11 or the second start port 12.

[0082] The reach random number is a random number that determines whether to generate a reach in the effect symbol variation effect indicating the result when the jackpot determination result is a miss. A reach is a state where among a plurality of effect symbols, the effect symbol being variably displayed remains as the last one, and it is a state (for example, the state of "7↓7") where the combination of effect symbols indicating a jackpot win depends on which symbol the variably displayed effect symbol stops and is displayed as. Note that the effect symbol being stopped and displayed in the reach state may be displayed as slightly swaying within the display screen 50a, or may be displayed as repeatedly expanding and shrinking. This reach random number takes values in the range of 0 to 255.

[0083] Also, the variation pattern random number is a random number for determining a variation pattern including a variation time. The variation pattern random number takes values in the range of 0 to 99. Also, among the random numbers obtained based on passing through gate 13, there is the normal symbol random number (winning random number) shown in FIG. 10(B). The normal symbol random number is a random number for a lottery (normal symbol lottery) to determine whether to perform an auxiliary game that opens the electric chute 12D. The normal symbol random number takes values in the range of 0 to 65535.

[0084] 4. Explanation of the game state Next, the game state of the pachinko gaming machine PY1 of this embodiment will be described. The special symbol display 81 and the normal symbol display 82 of the pachinko gaming machine PY1 each have a probability variation function and a variation time shortening function. The state in which the probability variation function of the special symbol display 81 is operating is called the "high probability state", and the state in which it is not operating is called the "normal probability state (non-high probability state, low probability state)". In the high probability state, the jackpot probability is higher than in the normal probability state. That is, the jackpot determination is performed using a jackpot determination table with more values of the jackpot random number determined to be a jackpot than the jackpot determination table used in the normal probability state (see FIG. 11(A)). That is, when the probability variation function of the special symbol display 81 operates, the probability that the display result (that is, the stopped symbol) of the variable display of the special symbol by the special symbol display 81 becomes a jackpot symbol becomes higher compared to when it is not operating.

[0085] Also, the state in which the variable time shortening function of the special symbol display 81 is operating is referred to as the "time shortening state", and the state in which it is not operating is referred to as the "non-time shortening state". In the time shortening state, the variable time of the special symbol (the time from the start of variable display to the derived display of the display result) is shorter than in the non-time shortening state. That is, the determination of the variable pattern is performed using a special symbol variable pattern table defined such that a variable pattern with a shorter variable time is selected more often than in the non-time shortening state (see Fig. 12). That is, when the variable time shortening function of the special symbol display 81 operates, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbol compared to when it is not operating. As a result, in the time shortening state, the pace of digestion of the special symbol hold is accelerated, and a valid winning (a winning that can be stored as a special symbol hold) at the start port is likely to occur. Therefore, it is possible to aim for a big win under smooth game progress.

[0086] The probability variation function and the variable time shortening function of the special symbol display 81 may operate simultaneously or only one of them may operate. And the probability variation function and the variable time shortening function of the normal symbol display 82 are configured to operate in synchronization with the variable time shortening function of the special symbol display 81. That is, the probability variation function and the variable time shortening function of the normal symbol display 82 operate in the time shortening state and do not operate in the non-time shortening state. Therefore, in the time shortening state, the winning probability in the normal symbol lottery is higher than in the non-time shortening state. That is, the determination of a win (the determination of the normal symbol) is performed using a normal symbol win determination table with more values of normal symbol random numbers (winning random numbers) determined to be wins than the normal symbol win determination table used in the non-time shortening state (see Fig. 11(C)). That is, when the probability variation function of the normal symbol display 82 operates, the probability that the display result of the variable display of the normal symbol by the normal symbol display 82 becomes a normal winning symbol is higher compared to when it is not operating.

[0087] Also, in the time-saving state, the variation time of the normal symbol is shorter than that in the non-time-saving state. In this embodiment, the variation time of the normal symbol is 7 seconds in the non-time-saving state, but 1 second in the time-saving state (see Fig. 11(D)). Further, in the time-saving state, the opening time of the electric chute 12D in the auxiliary game is longer than that in the non-time-saving state (see Fig. 13). That is, the opening time extension function of the electric chute 12D is activated. In addition, in the time-saving state, the number of times the electric chute 12D is opened in the auxiliary game is more than that in the non-time-saving state (see Fig. 13). That is, the opening number increase function of the electric chute 12D is activated.

[0088] Under the situation where the probability variation function and the variation time shortening function of the normal symbol display 82, and the opening time extension function and the opening number increase function of the electric chute 12D are activated, compared with the case where these functions are not activated, the electric chute 12D is frequently opened, and the game balls frequently win the second start port 12. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes high. Therefore, the state in which these functions are activated is called the "high base state", and the state in which they are not activated is called the "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand. Note that the high base state is a state in which so-called electric support control (control that supports winning the second start port 12 by the electric chute 12D) is executed. Therefore, the high base state is also referred to as the electric support control state or the easy ball entry state. On the contrary, the low base state is also referred to as the non-electric support control state or the non-easy ball entry state.

[0089] The high base state does not have to be a state in which all of the above functions are activated. That is, as long as the electric chute 12D is more likely to be opened by the activation of one or more of the probability variation function of the normal symbol display 82, the variation time shortening function of the normal symbol display 82, the opening time extension function of the electric chute 12D, and the opening number increase function of the electric chute 12D than when that function is not activated. Also, the high base state may be controlled independently without being associated with the time-saving state.

[0090] In the pachinko gaming machine PY1 of this embodiment, the gaming state after a jackpot game due to winning a high-probability jackpot is a high-probability state, a time-saving state, and a high-base state. This gaming state is particularly referred to as the "high-probability high-base state" or the "high-probability time-saving state". The high-probability high-base state (high-probability time-saving state) ends when variable display of special symbols is executed a predetermined number of times (10,000 times in this embodiment) or when a jackpot is won and the jackpot game is executed. That is, in this embodiment, the high-probability high-base state continues substantially until the next jackpot win. Note that the end condition of the high-probability high-base state may be only winning a jackpot and executing the jackpot game.

[0091] Also, the gaming state after a jackpot game due to winning a normal jackpot is a normal-probability state (a non-high-probability state, that is, a low-probability state), a time-saving state, and a high-base state. This gaming state is particularly referred to as the "low-probability high-base state" or the "low-probability time-saving state". The low-probability high-base state (low-probability time-saving state) ends when variable display of special symbols is executed a predetermined number of times (100 times in this embodiment) or when a jackpot is won and the jackpot game is executed.

[0092] Note that when starting to play the pachinko gaming machine PY1 for the first time, the gaming state after power-on is a normal-probability state, a non-time-saving state, and a low-base state. This gaming state is particularly referred to as the "low-probability low-base state" or the "normal gaming state". Also, the state during the execution of a special game (jackpot game) is referred to as the "special game state" or the "jackpot game state". Furthermore, a state controlled to be in at least one of the high-probability state and the time-saving state (high-base state) shall be referred to as the "privilege gaming state".

[0093] In a high base state such as a high certainty high base state or a low certainty high base state, it is advantageous to advance the game ball into the right game area 6R (see Fig. 4) by a right strike to progress the game. This is because, under the power assist control, the electric chute 12D is more likely to be opened compared to the low base state, and it is easier to win at the second start port 12 than at the first start port 11. Therefore, while passing the game ball through the gate 13 which triggers the normal symbol lottery, a right strike is performed to win the game ball at the second start port 12. This enables obtaining a larger number of start wins (wins at the start ports) compared to performing a left strike. In this pachinko machine PY1, the game is played with a right strike even during a big win game.

[0094] On the other hand, in the low base state, it is advantageous to advance the game ball into the left game area 6L (see Fig. 4) by a left strike to progress the game. Since the power assist control is not executed, the electric chute 12D is less likely to be opened compared to the high base state, and it is easier to win at the first start port 11 than at the second start port 12. Therefore, a left strike is performed to win the game ball at the first start port 11. This enables obtaining a larger number of start wins compared to performing a right strike.

[0095] 5. Test Mode Next, the test mode which is a feature of this embodiment will be described. The test mode is a mode set by the game control board 100 (game control microcomputer 101) after power-on. The test mode is a mode (drive confirmation mode) for confirming whether the main drive means is driven correctly. Therefore, in the test mode, the game control board 100 (game control microcomputer 101) performs the opening and closing operation of the AT opening and closing member 14k, performs the opening and closing operation of the electric chute opening and closing member 12k, causes the displays 8 to emit light, and causes the base display 300 to emit light. In this way, the employees in the game parlor can confirm whether the main drive means is driven correctly in the test mode after power-on.

[0096] In the test mode, the progress of the game is not controlled by the game control board 100, and the player cannot play the game. Then, when the test mode ends, the game shifts to a game mode in which the progress of the game is controlled by the game control board 100, and the player can play the game. Therefore, the test mode can be said to be a mode (non-game mode) in which the progress of the game cannot be controlled by the game control board 100.

[0097] Here, in this pachinko gaming machine PY1, the reason for enabling the shift to the test mode before shifting to the game mode after the power is turned on will be explained. Conventionally, each gaming machine manufacturer has sent the manufactured pachinko gaming machines to the game parlor (hall) in an assembled state. Therefore, each gaming machine manufacturer has confirmed in advance whether the main driving means is correctly driven, and then sent the pachinko gaming machine to the game parlor. At the game parlor, the employee installs the pachinko gaming machine that has already been assembled.

[0098] By the way, in the manufacture of pachinko gaming machines with specification changes, successor models, or derivative models, instead of manufacturing all of the pachinko gaming machines anew, there are cases where only the game board 1 is replaced, or only the movable unit (a part of the front door 23 unit) is replaced. In this case, the applicant of the present application does not send the manufactured pachinko gaming machine to the game parlor (hall) in an assembled state. Instead, the game board 1 and the movable unit are sent to the game parlor (hall), and the employee at the game parlor replaces the received game board 1 and movable unit to complete the pachinko gaming machine, and is adopting an on-site replacement method.

[0099] In this on-site replacement method, there are the following problems. As described above, in the on-site replacement method, for example, at the game parlor where the game board 1 has been sent, the employee assembles this pachinko gaming machine PY1 using the gaming machine frame that has already been installed. In this case, in the assembled pachinko gaming machine PY1, it is necessary for the employee at the game parlor to confirm whether the main driving means is correctly driven. This is because if the game is played by the player when the main driving means is not correctly driven, there is a risk of causing great disadvantage to the player.

[0100] Therefore, in this pachinko gaming machine PY1, before shifting to the game mode after the power is turned on, a test mode can be set so that the employees in the game hall can easily confirm whether the main driving means is driving correctly. Next, the transition conditions to the test mode will be described. Three conditions are required to shift to the test mode.

[0101] The first condition is that the power is turned on by operating the power switch 195 to the ON state. In this embodiment, by making it possible to shift to the test mode on the condition that the power is turned on, it is possible to shift to the test mode only immediately after the power is turned on. In other words, it does not suddenly shift to the test mode during the game (during the game mode).

[0102] The second condition is that the RAM clear is executed. The RAM clear means that the information related to the progress of the game stored in the game RAM 104 is erased. In this embodiment, by making it possible to shift to the test mode on the condition that the RAM clear is executed, it is possible to prevent it from necessarily shifting to the test mode just by turning on the power. Note that in order for the RAM clear to be executed, it is necessary to press the RAM clear switch 191 when the power is turned on. Therefore, the first condition can be said to be a part of the second condition. In this way, in order to shift to the test mode, two operations, namely operating the power switch 195 to the ON state and pressing the RAM clear switch 191, are required, so that it is not shifted to the test mode by a simple operation.

[0103] By the way, if the test mode is entered only based on the first condition and the second condition, every time the RAM clear is executed, the test mode will always be entered, which may cause trouble to the employees in the game arcade. That is, if it is certain that the test mode will be entered after the RAM clear, for the employees who have already confirmed that the main driving means is driving correctly, the test mode has already become an unnecessary mode. Therefore, for the employees, after assembling the pachinko machine PY1 in the game arcade (hall), it is preferable to enter the test mode only when a specific power-on occurs, and not enter the test mode otherwise.

[0104] Therefore, in this embodiment, as the third condition, a condition that the RAM clear switch 191 is pressed when the power is turned off is provided. That is, in this embodiment, the test mode can be set only when the RAM clear switch 191 is pressed when the power is turned off and the RAM clear switch 191 is pressed when the power is turned on thereafter. In this way, by requiring not only the operation when the power is turned on but also the operation when the power is turned off, it is possible to cause the employees in the game arcade to enter the test mode only immediately after a specific power-on. That is, it is possible to eliminate the trouble of always entering the test mode every time the RAM is cleared.

[0105] Here, in this embodiment, as shown in FIG. 14, the game RAM 104 is provided with a RAM clear erase area 104a and a RAM clear non-erase area 104b (predetermined storage unit). The RAM clear erase area 104a is a storage area in which the information (stored content) stored when the RAM clear is executed is erased. Information related to the progress of the game (for example, information on the game state such as the high-probability state, information such as the special figure hold and the result of the jackpot winning / losing determination) is stored in this RAM clear erase area 104a.

[0106] On the other hand, the RAM clear non-erasure area 104b is an area where the stored information is not erased (maintained) even when RAM clear is executed. In this embodiment, when the RAM clear switch 191 is pressed during power-off, cutoff operation information (predetermined information) based on the pressing operation (predetermined operation) is stored in the RAM clear non-erasure area 104b. Therefore, when cutoff operation information is stored in the RAM clear non-erasure area 104b, the cutoff operation information is not erased even if RAM clear is executed later. Thereby, the game control board 100 (game control microcomputer 101) can determine whether the RAM clear switch 191 was pressed during power-off based on whether cutoff operation information is stored in the RAM clear non-erasure area 104b after RAM clear is executed.

[0107] Note that when shifting to the test mode because cutoff operation information is stored in the RAM clear non-erasure area 104b, the game control board 100 (game control microcomputer 101) erases the cutoff operation information stored in the RAM clear non-erasure area 104b. Thereby, it is possible to prevent shifting to the test mode when RAM clear is executed at the next power-on.

[0108] Next, based on FIG. 15, the flow after power-on will be described. As shown in FIG. 15, the flow after power-on is roughly divided into the case where the RAM clear switch 191 is not pressed at power-on and the case where the RAM clear switch 191 is pressed at power-on. That is, it is divided into the case where RAM clear is not executed immediately after power-on and the case where RAM clear is executed. When the RAM clear switch 191 is not pressed at power-on, the game mode will be set after power-on.

[0109] On the other hand, when the RAM clear switch 191 is pressed during power-on, it further divides into two cases: when the RAM clear switch 191 is not pressed during power-off and when the RAM clear switch 191 is pressed during power-off. When the RAM clear switch 191 is not pressed during power-off, since the conditions for shifting to the test mode are not met, after power-on, it will be set to the game mode after RAM clear. In contrast, when the RAM clear switch 191 is pressed during power-off, since the conditions for shifting to the test mode are met, after power-on, it will shift to the test mode after RAM clear.

[0110] Subsequently, based on FIG. 16, the flow of the test mode will be described. As shown in FIG. 16, when shifting to the test mode, at the time of power-off, an employee at the game parlor turns off the power switch 195 and presses the RAM clear switch 191. As a result, the cut-off operation information is stored in the non-erasable area 104b of the game RAM 104 for RAM clear. Also, until immediately before the power is cut off, on the display screen 50a of the image display device 50, for example, a daytime background image Ha indicating the normal game state is displayed. Then, when the power is cut off, the display screen 50a will black out (nothing will be displayed).

[0111] After that, at the time of power-on, when an employee at the game parlor turns on the power switch 195 and turns on the RAM clear switch 191, the RAM clear is executed. The mode of the game control board 100 (game control microcomputer 101) when the RAM clear is being executed will be referred to as the RAM clear mode. When it is in the RAM clear mode, on the display screen 50a, a RAM clear suggestion image CL indicating "RAM clear in progress" is displayed. By displaying this RAM clear suggestion image CL, it is possible for the employee at the game parlor to grasp that the RAM clear is being executed.

[0112] After the RAM clear is completed, the system automatically shifts to the test mode. When in the test mode, a test mode suggestion image TE indicating "Test Mode" is displayed on the display screen 50a. Also, a test mode voice saying "Test Mode" is output from the speaker 620. By displaying the test mode suggestion image TE and outputting the test mode voice, it is possible for the casino staff to recognize that it is in the test mode, that is, the main driving means is driving.

[0113] Here, in the test mode, the AT opening / closing member 14k, the electric pachinko opening / closing member 12k, the displays 8, and the base display 300, which are the main driving means, are each driven. Here, if each main driving means is driven simultaneously, there is a possibility that the casino staff cannot confirm whether each main driving means is driving normally. Therefore, in this embodiment, in the test mode, each main driving means is driven one by one in order.

[0114] Specifically, in this embodiment, as shown in FIG. 16, first, (1) the AT opening / closing member 14k operates in a special operation mode. The special operation mode is an operation mode in which the AT opening / closing member 14k opens and closes the big winning opening 14 three times. When the special operation mode of the AT opening / closing member 14k ends, next, (2) the pachinko opening / closing member 12k operates in a special operation mode. The special operation mode is an operation mode in which the pachinko opening / closing member 12k opens and closes the second starting opening 12 three times. When the special operation mode of the pachinko opening / closing member 12k ends, subsequently, (3) the displays 8 emit light in a special light emission mode. The special light emission mode is a light emission mode in which all the LEDs included in the displays 8 (the first special figure display 81a, the second special figure display 81b, the general figure display 82, the special figure hold display 83, the general figure hold display 84) light up for a predetermined time (for example, 3 seconds). When the special light emission mode of the displays 8 ends, finally, (4) the base display 300 emits light in a special light emission mode. The special light emission mode is a light emission mode (「8.8.8.8.」) in which all the LEDs included in the base display 300 light up for a predetermined time (for example, 3 seconds). Thus, in the test mode, each main driving means is driven one by one in order, so that the casino staff can correctly check the operation of each main driving means one by one.

[0115] In this embodiment, as shown in FIG. 16, even after the driving of each main driving means is completed, the test mode does not automatically end. When the RAM clear switch 191 is pressed, the test mode ends. That is, the end condition of the test mode is to press the RAM clear switch 191. Thus, when the test mode ends by pressing the RAM clear switch 191, it automatically shifts to the game mode. When shifting to the game mode, on the display screen 50a, a daytime background image Ha indicating the normal game state is displayed, and the effect symbol EZ is shown in an initial stop state mode indicating, for example, 「135」. Therefore, the casino staff can grasp that the test mode has ended (the game mode has started) by looking at the display of the daytime background image Ha and the effect symbol EZ in the initial stop state mode.

[0116] Incidentally, in the present embodiment, as shown in FIGS. 6 and 8, the RAM clear switch 191 is provided not on the game control board 100 but on the power supply board 190. Therefore, the game control board 100 receives a signal (hereinafter referred to as "RAM clear operation signal (specific signal, operation signal)") based on an operation of pressing the RAM clear switch 191 from the power supply board 190 (specific transmission unit) outside the game control board 100.

[0117] Therefore, in the present embodiment, when the game control board 100 receives a RAM clear operation signal from the outside, the game control board 100 is characterized in that it is set to the test mode after power-on. Further, in the present embodiment, when the game control board 100 receives a RAM clear operation signal from the outside, the game control board 100 is characterized in that it switches from the test mode to the game mode. In short, in the conventional pachinko machine, the game control board did not set or switch the mode based on a signal received from the outside, whereas in the present pachinko machine PY1, the game control board 100 is characterized in that it sets or switches the mode based on a specific signal (RAM clear operation signal) received from the outside.

[0118] Incidentally, in the test mode, the game control board 100 (game control microcomputer 101) makes it impossible to control the progress of the game. That is, the lottery of special symbols (lottery for a big win) and the variable display of special symbols are not executed. However, in the test mode, the game control board 100 controls so that the game balls can be launched via the payout control board 170. Therefore, in the test mode, while it is possible to launch game balls toward the game area 6, the following situations can be assumed when the AT opening / closing member 14k performs an opening / closing operation and the electric chute opening / closing member 12k performs an opening / closing operation.

[0119] That is, there is a risk that the casino employee forgets to end the test mode without pressing the RAM clear switch 191 after setting the test mode after power-on. In this case, if, by chance, the test mode is still set even during business hours and a player plays a game (fires a game ball), a situation may occur where the game ball can enter the opened big winning hole 14 or the opened electric chute 12D. Then, a situation may occur where the player is given unexpected (unfair) bonus balls.

[0120] In contrast, in this embodiment, the game control board 100 (the game control microcomputer 101) controls so as not to give bonus balls when the test mode is set. Specifically, when the test mode is set, since the game control microcomputer 101 does not execute the input processing (S102, see FIG. 21) described later, it does not detect the game balls that have entered the big winning hole 14 and the game balls that have entered the electric chute 12D. Therefore, in the test mode, the game control microcomputer 101 does not output a bonus ball command for paying out bonus balls according to the type of winning hole to the payout control board 170. Thus, even if the game balls fired by the player enter the opened big winning hole 14 or the opened electric chute 12D in the test mode, it is possible to surely prevent the player from being given unexpected bonus balls.

[0121] 6. Operation of the game control microcomputer 101 [Main control main process] Next, the operation of the game control microcomputer 101 will be described based on FIGS. 17 to 22. Note that the counters, timers, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 101 are provided in the game RAM 104 (particularly the RAM clear erase area 104a). The initial value of the counter is "0", the initial value of the flag is "0", that is, "OFF", and the initial value of the status is "1". When the power of the pachinko game machine PY1 is turned on, the game control microcomputer 101 provided on the game control board 100 reads and executes the program of the main control main process shown in FIG. 17 of the game ROM 103. As shown in the figure, in the main control main process, first, the power-on process (S001) described later is performed.

[0122] Then, following the power-on process (S001), interrupts are prohibited (S002), and the main random number update process for the normal symbol and special symbol (S003) is executed. In this main random number update process for the normal symbol and special symbol (S003), the various random number counter values shown in FIG. 10 are incremented by 1 and updated. When each random number counter value reaches the upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.

[0123] When the main random number update process for the normal symbol and special symbol (S003) ends, interrupts are permitted (S004). While interrupts are permitted, the execution of the main side timer interrupt process (S005) becomes possible. The main side timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a cycle of 4 msec. That is, it is executed, for example, at a cycle of 4 msec. Then, between the end of the main side timer interrupt process (S005) and the start of the next main side timer interrupt process (S005), the update process of various counter values by the main random number update process for the normal symbol and special symbol (S003) is repeatedly executed.

[0124] [Power - on Processing]As shown in FIG. 18, in the power - on processing (S001), the game - control microcomputer 101 first performs permission setting for accessing the game RAM 104 (S011). Thereby, writing and reading of information to / from the game RAM 104 become possible. Subsequently, the game - control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (whether it is in the ON operation) (S012). That is, the game - control microcomputer 101 determines whether it has received a RAM clear operation signal from the power - supply board 190 at the time of power - on. If the RAM clear switch 191 has been pressed (YES in S012), the process proceeds to the RAM clear process in step S018. On the other hand, if it has not been pressed (NO in S012), subsequently, it is determined whether the power - off flag is ON (S013). The power - off flag is a flag indicating the occurrence of power - off (the supply of power has been cut off), and is a flag that is turned ON in the power - off monitoring process (see FIG. 22) described later.

[0125] If the power - off flag is not ON (NO in S013), there is a possibility that the power has not been properly cut off, so the process proceeds to the RAM clear process in step S018. On the other hand, if the power - off flag is ON (YES in S013), a checksum is calculated (S014), and this is compared with the checksum calculated at the time of power - off (see step S113 in FIG. 22) (S015). The checksum is calculated by regarding the game information stored in the game RAM 104 (especially the RAM clear erase area 104a) as numerical values and summing them up. If the values of the checksum do not match (NO in S015), since the stored content of the RAM clear erase area 104a is not normal, the process proceeds to the RAM clear process in step S018. On the other hand, if the values of the checksum match (YES in S015), it is determined that the stored content of the RAM clear erase area 104a is normal, and the process proceeds to step S016.

[0126] In step S016, the setting management of the working area of the game RAM 104 during power restoration is performed. In this setting process, power restoration information is read from the game ROM 103, and this power restoration information is set in the working area of the game RAM 104. Then, the game control microcomputer 101 turns off the power-off flag (S017) and proceeds to step S019.

[0127] In step S019, as other initial settings, the game control microcomputer 101 performs, for example, the setting of the game CPU 102, the settings of SIO, PIO, CTC (a circuit for managing interrupt time), etc., and ends this process.

[0128] [RAM Clear Process] As shown in FIG. 19, in the RAM clear process (S018), the game control microcomputer 101 outputs a RAM clear notification command to the effect control board 120 (S020). As a result, the effect control microcomputer 121 that has received the RAM clear notification command grasps that the RAM clear is started, and outputs a command for causing the image control board 140 to display a RAM clear suggestion image CL (see FIG. 16).

[0129] Subsequently, the game control microcomputer 101 deletes the information related to the progress of the game (for example, information on the game state such as the high probability state, information such as the result of special figure reservation and big win determination) stored in the RAM clear deletion area 104a of the game RAM 104 (S021). At this time, the information (interruption operation information) stored in the RAM clear non-deletion area 104b of the game RAM 104 is not deleted. Then, it is determined whether the RAM clear is completed, that is, whether all the stored contents stored in the RAM clear deletion area 104a have been deleted (S022). If the RAM clear is not completed (NO in S022), the process returns to step S021. On the other hand, if the RAM clear is completed (YES in S022), the initial setting of the working area of the game RAM 104 is performed (S023). In this initial setting, the initial setting information read from the game ROM 103 is set in the working area of the game RAM 104.

[0130] Subsequently, the game control microcomputer 101 determines whether or not cutoff operation information is stored in the RAM clear non-erasure area 104b (S024). If the cutoff operation information is stored (YES in S024), it means that the RAM clear switch 191 has been pressed during power-off, and the process proceeds to the test mode process (special process) in step S025. On the other hand, if the cutoff operation information is not stored (NO in S024), since the test mode is not entered, the process proceeds to step S019 shown in FIG. 18.

[0131] [Test Mode Process] As shown in FIG. 20, in the test mode process (S030), the game control microcomputer 101 outputs a test mode notification command to the effect control board 120 (S030). As a result, the effect control microcomputer 121 that has received the test mode notification command recognizes that it has shifted to the test mode, and outputs a command for causing the image control board 140 to display a test mode suggestion image TE (see FIG. 16), and also outputs a command for causing the speaker 620 to output a test mode voice (see FIG. 16).

[0132] Subsequently, the game control microcomputer 101 executes an AT solenoid confirmation drive process (S031). By this AT solenoid confirmation drive process (S031), the AT opening / closing member 14k operates in a special operation mode in which the big winning opening 14 is opened and closed three times. Thereby, the casino staff can confirm that the AT opening / closing member 14k is correctly driven. Following step S031, the game control microcomputer 101 determines whether or not the AT solenoid confirmation drive process has ended (S032). If it has not ended (NO in S032), the process returns to step S031. On the other hand, if it has been completed (YES in S032), the process proceeds to step S033.

[0133] In step S033, solenoid confirmation drive processing for the electric chute is executed. By this solenoid confirmation drive processing for the electric chute (S033), the electric chute opening / closing member 12k operates in a special operation mode in which it opens and closes the second starting port 12 three times. Thereby, the casino staff can confirm that the electric chute opening / closing member 12k is driven correctly. Subsequently to step S033, the game control microcomputer 101 determines whether or not the solenoid confirmation drive processing for the electric chute has ended (S034). If it has not ended (NO in S034), the process returns to step S033. On the other hand, if it has been completed (YES in S034), the process proceeds to step S035.

[0134] In step S035, display device confirmation drive processing is executed. By this display device confirmation drive processing (S035), the display devices 8 emit light in a special light emission mode in which all the LEDs are lit for a predetermined time (for example, 3 seconds). Thereby, the casino staff can confirm that the display devices 8 are driven correctly. Subsequently to step S035, the game control microcomputer 101 determines whether or not the display device confirmation drive processing has ended (S036). If it has not ended (NO in S036), the process returns to step S035. On the other hand, if it has been completed (YES in S036), the process proceeds to step S037.

[0135] In step S037, base display confirmation drive processing is executed. By this base display confirmation drive processing (S037), the base display 300 emits light in a special light emission mode in which all the LEDs are lit for a predetermined time (for example, 3 seconds). Thereby, the casino staff can confirm that the base display 300 is driven correctly. Subsequently to step S037, the game control microcomputer 101 determines whether or not the base display confirmation drive processing has ended (S038). If it has not ended (NO in S038), the process returns to step S037. On the other hand, if it has been completed (YES in S038), the process proceeds to step S039.

[0136] In step S039, the game control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (whether it has been turned ON). That is, the game control microcomputer 101 determines whether it has received a RAM clear operation signal from the power supply board 190. If the RAM clear switch 191 has not been pressed (NO in S039), since the test mode is still to be continued, the process returns to step S039. On the other hand, if the RAM clear switch 191 has been pressed (YES in S039), it means that the end condition of the test mode has been satisfied, and the process proceeds to step S040.

[0137] In step S040, the game control microcomputer 101 outputs a test mode end command to the effect control board 120 (S040). As a result, the effect control microcomputer 121 that has received the test mode end command recognizes that the test mode has ended, and outputs a command to the image control board 140 to end the display of the test mode suggestion image TE (see FIG. 16).

[0138] Subsequently, in step S041, the game control microcomputer 101 clears the blocking operation information stored in the non-erasure area 104b of the RAM clear. Thereby, even if a RAM clear is executed at the next power-on, it is possible to prevent a transition to the test mode. After executing step S041, the process proceeds to step S019 shown in FIG. 19.

[0139] [Main-side Timer Interrupt Processing] The game control microcomputer 101 repeats the main-side timer interrupt processing (S005) shown in FIG. 21 at short intervals, for example, every 4 msec. When this main-side timer interrupt processing (S005) is started, the game control microcomputer 101 shifts to a game mode in which the progress of the game can be controlled. In the main timer interrupt processing (S005), the game control microcomputer 101 performs a random number update process (S101) to update the jackpot random number used for the jackpot lottery, the hit type random number for determining the type of jackpot, the reach random number for determining whether to enter the reach state in the effect symbol variation effect, the variation pattern random number for determining the variation pattern, the normal symbol random number (hit random number) used for the normal symbol lottery, etc.

[0140] Next, the game control microcomputer 101 performs input processing (S102). In the input processing (S102), the game control microcomputer 101 mainly reads the detection signals detected by various sensors (general winning port sensor 10a, first start port sensor 11a, second start port sensor 12a, gate sensor 13a, big winning port sensor 14a, discharge port sensor 15a (see FIG. 6)) attached to the pachinko game machine PY1, and sets a prize ball command for paying out prize balls according to the type of winning port in the output buffer of the game RAM 104. As a result, the set prize ball command is transmitted to the payout control board 170 by the output processing (S107) described later.

[0141] Here, in this embodiment, as described above, when the test mode is set, the input processing (S102) of the main-side timer interrupt processing (S005) is not executed. That is, in the test mode, the game control microcomputer 101 does not read the detection signal detected by the big winning port sensor 14a, the detection signal detected by the second start port sensor 12a, and the detection signal detected by the first start port sensor 11a. Therefore, no prize ball command is transmitted to the payout control board 170. Therefore, even if a game ball launched by a player enters various winning ports in the test mode, it is possible to surely prevent the player from being given an unintended prize ball.

[0142] Following the input process (S102), the game control microcomputer 101 executes a start port sensor detection process (S103), a special operation process (S104), and a normal operation process (S105). In the start port sensor detection process (S103), if a winning detection is made by the first start port sensor 11a or the second start port sensor 12a, a random number such as a jackpot random number (jackpot random number, winning type random number, reach random number, and variation pattern random number (see FIG. 10(A))) is obtained on the condition that the number of reserved memories corresponding to the start port where the winning detection occurred is less than 4. Also, if a passing detection is made by the gate sensor 13a, a normal symbol random number (see FIG. 10(B)) is obtained on the condition that the number of general pattern reserves is less than 4.

[0143] In the special operation process (S104), the random number such as the jackpot random number obtained in the start port sensor detection process (S103) is determined using a jackpot determination table (see FIG. 11(A)), a winning type determination table (see FIG. 9), a reach determination table (see FIG. 11(B)), and a special symbol variation pattern determination table (see FIG. 12). Then, a display (variation display and stop display) of special symbols indicating the result of the jackpot lottery is performed. When starting the variation display of this special symbol, a variation start command including information on the variation pattern of the variation display of the special symbol is set in the output buffer of the game RAM 104 (RAM clear erase area 104a). Also, when starting the stop display of the special symbol, a variation stop command is set in the output buffer of the game RAM 104. As a result of the determination of the jackpot random number, if a jackpot has been won, a jackpot game is performed in which the big winning port 14 is opened according to a predetermined opening pattern (opening time and number of openings, see FIG. 9) corresponding to the type of jackpot.

[0144] When starting the opening in the execution of the big win game, the game control microcomputer 101 sets an opening command including information on the type of the winning big win symbol in the output buffer of the game RAM 104 (RAM clear erase area 104a). When starting the round game, it sets a round designation command in the output buffer of the game RAM 104 (RAM clear erase area 104a). When starting the ending, it sets an ending command in the output buffer of the game RAM 104 (RAM clear erase area 104a). Also, in the special operation process (S104), when the game state changes or the like, it sets a game state designation command including information on the game state in the output buffer of the game RAM 104 (RAM clear erase area 104a). Further, in the special operation process (S104), when there is no storage of a random number such as a big win random number, it sets a customer waiting standby command for causing the effect control microcomputer 121 to execute a customer waiting effect.

[0145] In the normal operation process (S105), it determines using the normal symbol random number and the normal symbol hit determination table (see FIG. 11(C)) acquired in the start port sensor detection process (S103), and selects the variation time of the normal symbol according to the game state using the normal symbol variation pattern selection table (see FIG. 11(D)). Then, it performs the display (variation display and stop display) of the normal symbol for notifying the determination result of the normal symbol lottery. As a result of the determination of the normal symbol random number, when winning the normal hit symbol, it performs an auxiliary game of opening the electric chute 12D according to a predetermined opening pattern (opening time, number of openings, see FIG. 13) according to the game state.

[0146] Next, the game control microcomputer 101 executes base display processing (S106). In the base display processing (S106), in the normal game state, based on the detection signals from the general winning port sensor 10a, the first start port sensor 11a, and the second start port sensor 12a, the normal total prize ball number (the total prize ball number in the normal game state) is calculated. Also, in the normal game state, based on the detection signal from the discharge port sensor 15a, the normal launched ball number (the total launched ball number in the normal game state) is calculated. Thus, the game control microcomputer 101 sequentially calculates the normal base (the base in the normal game state), which is the ratio of the normal total prize ball number to the normal launched ball number. And the game control microcomputer 101 sequentially displays the normal base in two digits (%) on the base display 300 regardless of the game state (any game state). Note that the game control microcomputer 101 sequentially counts the total launched ball number based on the detection signal from the discharge port sensor 15a in all game states. Also, the counted normal total prize ball number, normal launched ball number, and total launched ball number are stored in the RAM non-erase area 104b of the game RAM 104, so these stored contents are not erased even when RAM clear is executed.

[0147] Subsequently, the game control microcomputer 101 executes output processing (S108). In each of the above-described processes, commands and the like set in the game RAM 104 (RAM clear erase area 104a) are output to the effect control board 120 and commands and the like set in the game RAM 104 (RAM clear erase area 104a) are output to the payout control board 170. Then, the game control microcomputer 101 executes a power-off monitoring process (S108) described later and ends this process.

[0148] [Power-off Monitoring Process] In the power-off monitoring process (S108), as shown in FIG. 22, the game control microcomputer 101 first determines whether there is an input of a power-off signal (S110). If there is no input (NO in S110), the process ends. The power-off signal is a signal input to the game control microcomputer 101 when the power supply voltage starts to drop due to the power supply being cut off (for example, when the power switch 195 is turned off). In step S110, if there is an input of a power-off signal (YES in S110), the game control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (whether it has been turned on) (S111). That is, the game control microcomputer 101 determines whether it has received a RAM clear operation signal from the power supply board 190 when the power supply is cut off.

[0149] If the RAM clear switch 191 has been pressed (YES in S111), the game control microcomputer 101 stores the cut-off operation information in the non-erasure area 104b of the RAM clear (S112) and proceeds to step S113. On the other hand, if the RAM clear switch 191 has not been pressed (NO in S111), it passes step S112 and proceeds to step S113. Thus, in this embodiment, as a condition for shifting to the test mode, the fact that the RAM clear switch 191 has been pressed when the power supply is cut off (the third condition) is included.

[0150] In step S113, a checksum is calculated and stored in the erasure area 104a of the game RAM 104 for RAM clear (S113), and the power-off flag is turned on (S114). Then, an access prohibition setting for the game RAM 104 is performed (S115). As a result, it becomes impossible to write or read information to / from the game RAM 104. After that, loop processing is performed without returning to the main-side timer interrupt processing (see FIG. 21).

[0151] 7. Operation of the Effect Control Microcomputer Next, based on FIGS. 23 to 25, the operation of the effect control microcomputer 121 will be described.

[0152] [Sub-control Main Process] When power is turned on, the microcomputer 121 for effect control provided on the effect control board 120 reads and executes the program of the sub-control main process shown in FIG. 23 from the effect ROM 123. As shown in FIG. 23, in the sub-control main process, it is determined whether the sub-side power-off flag is ON and whether the content of the effect RAM 124 is normal (S1001). The sub-side power-off flag is a flag indicating that the power has been cut off. If the determination result in step S1001 is NO, that is, if the sub-side power-off flag is not ON, or if the content of the effect RAM 124 is not normal even though the sub-side power-off flag is ON, the effect RAM 124 is initialized (S1002), and the process proceeds to step S1013.

[0153] On the other hand, if the determination result in step S1001 is YES, that is, if the sub-side power-off flag has become ON due to power-off but the content of the effect RAM 124 is kept normal, then it is subsequently determined whether a RAM clear notification command has been received (S1011). If a RAM clear notification command has been received (YES in S1011), it means that the RAM clear has been executed. Therefore, at this time, the effect control microcomputer clears the effect RAM 124 of the effect control board 120 (S1002), and outputs a command for causing the image control board 140 to display a RAM clear suggestion image CL (see FIG. 16). On the contrary, if a RAM clear notification command has not been received (NO in S1011), the process proceeds to step S1003 without clearing the effect RAM 124.

[0154] In step S1003, other initial settings are performed. In the other initial settings, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed. Also, if the sub-side power-off flag is ON, it is set to OFF. Further, in the other initial settings (S1003), if the effect control microcomputer 121 has received a test mode notification command, the effect control microcomputer 121 outputs a command for causing the image control board 140 to display a test mode suggestive image TE (see FIG. 16), and also outputs a command for outputting a test mode voice from the speaker 620.

[0155] In step S1004, interrupts are prohibited. Next, a random number seed update process is executed (S1005). In the random number seed update process (S1005), the values of various random number counters for effect determination are updated. When the random number seed update process (S1005) ends, a command transmission process is executed (S1006). In the command transmission process (S1006), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command executes various effects (such as variable effects, opening effects, round effects, and jackpot effects including ending effects) using the image display device 50 according to the command. Subsequently, the effect control microcomputer 121 permits interrupts (S1007). Thereafter, steps S1004 to S1007 are looped. While interrupts are permitted, execution of the sub-side power-off monitoring process (S1012), reception interrupt process (S1008), 1ms timer interrupt process (S1009), and 10ms timer interrupt process (S1010) becomes possible.

[0156] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S1009) is executed every time an interrupt pulse with a 1msec period is input to the effect control board 120. As shown in FIG. 24, in the 1ms timer interrupt processing (S1009), first, input processing is performed (S1201). In the input processing (S1201), switch data (edge data and level data) is created based on detection signals from the effect button detection sensor 40a (see FIG. 7) and the select button detection sensor 42a (see FIG. 7).

[0157] Subsequently, lamp data output processing is performed (S1202). In the lamp data output processing (S1202), the set lamp data (data for controlling the lighting of the frame lamp 212 and the panel lamp 54) is output to the sub-drive board 162 in order to light the frame lamp 212 and the panel lamp 54 at a timing suitable for the effect. Thereby, the sub-drive board 162 controls the lighting of the frame lamp 56 and the panel lamp 54.

[0158] Next, drive control processing (S1203) is performed. In the drive control processing (S1203), drive data is created and output in order to drive the panel movable body 55k at a timing suitable for the effect. That is, the panel movable body 55k is driven in a predetermined operation mode according to the drive data. Then, watchdog timer processing (S1204) for resetting the watchdog timer is performed to end this processing.

[0159] [10 ms Timer Interrupt Processing] The 10 ms timer interrupt processing (S1010) is executed each time an interrupt pulse with a period of 10 msec is input to the effect control board 120. As shown in FIG. 25, in the 10 ms timer interrupt processing (S1010), first, a received command analysis process is performed (S1301). In the received command analysis process (S1301), the effect control microcomputer 121 determines whether it has received a variation start command from the game control microcomputer 101. If it has received the command, it executes a variation effect pattern selection process. Also, in the received command analysis process (S1301), it determines whether it has received an opening command from the game control microcomputer 101. If it has received the command, it executes an opening effect selection process. Also, if it has received a round designation command, it executes a round effect selection process, and if it has received an ending command, it executes an ending effect selection process.

[0160] Subsequent to the received command analysis process (S1301), the effect control microcomputer 121 performs a switch state acquisition process (S1302) of storing the switch data created in the 1 ms timer interrupt processing as switch data for the 10 ms timer interrupt processing in the effect RAM 124. Next, a switch process (S1303) of setting the display content of the display screen 50a and the like is performed based on the switch data stored in the switch state acquisition process (S1302).

[0161] Thereafter, the effect control microcomputer 121 performs a lamp process (S1304). In the lamp process (S1304), lamp data (data for controlling the lighting of the frame lamp 212 and the panel lamp 54) is created and time management of the light emission effect is performed. Subsequently, an audio control process (S1305) is performed. In the audio control process (S1305), audio data (data for controlling the output of audio from the speaker 620) is created, output to the audio control board 161, and time management of the audio effect is performed. As a result, audio corresponding to the executed effect is output from the speaker 620. Then, other processes such as updating various effect determination random numbers are executed (S1306), and this process ends.

[0162] 8. Effects of this Embodiment As described in detail above, according to the pachinko gaming machine PY1 of this embodiment (the first embodiment), the game control board 100 can be set to a game mode or a test mode. And when the game control board 100 receives a RAM clear operation signal from a power supply board 190 (see FIGS. 6 and 8) provided outside the game control board 100 at the time of power-on, it can be set to the test mode. Further, when the game control board 100 receives a RAM clear operation signal from the power supply board 190 provided outside the game control board 100 while being set to the test mode, it can be switched from the test mode to the game mode. Thus, by the game control board 100 receiving a RAM clear operation signal from the outside, it is possible to provide a novel pachinko gaming machine PY1 in which the mode set by the game control board 100 is switched.

[0163] Also, according to the pachinko gaming machine PY1 of this embodiment, as shown in FIG. 16, when the game control board 100 is set to the test mode, it is possible to confirm whether the main drive means (the AT opening / closing member 14k, the electric chute opening / closing member 12k, the displays 8, the base display 300) is driven correctly. And as described above, when the game control board 100 receives a RAM clear operation signal from the power supply board 190 provided outside the game control board 100, it can be switched from the test mode to the game mode.

[0164] Also, according to the pachinko gaming machine PY1 of this embodiment, when the game control board 100 is set to the test mode, the AT opening / closing member 14k performs an opening / closing operation so that game balls are likely to enter the big winning opening 14. Similarly, the electric chute opening / closing member 12k performs an opening / closing operation so that game balls are likely to enter the second start opening 12. At this time (when it is in the test mode), even if a game ball launched by the player enters the big winning opening 14 or the electric chute 12D (the second start opening 12), the game control board 100 does not transmit a bonus ball command to the payout control board 170 and does not grant a bonus ball. Therefore, in the test mode, it is possible to surely prevent a situation where an improper benefit is given to the player.

[0165] Also, according to the pachinko gaming machine PY1 of this embodiment, when the RAM clear switch 191 provided on the power supply board 190 is pressed, the game control board 100 receives a RAM clear operation signal. As a result, the mode set by the game control board is switched. Thus, by using the RAM clear switch 191 provided outside the game control board 100, it is possible to provide a novel pachinko gaming machine PY1 in which the mode set by the game control board 100 is switched.

[0166] Also, according to the pachinko gaming machine PY1 of this embodiment, as shown in FIG. 16, when the RAM clear switch 191 provided on the power supply board 190 is pressed at the time of power-on, a RAM clear operation signal is transmitted to the game control board 100, and it is possible to set it to the test mode. Then, when the RAM clear switch 191 is pressed again while in the test mode, a RAM clear operation signal is transmitted to the game control board 100, and the mode is switched from the test mode to the game mode. Thus, by using the RAM clear switch 191 for executing RAM clear, it is possible to set to the test mode immediately after power-on and switch from the test mode to the game mode.

[0167] Also, according to the pachinko gaming machine PY1 of this embodiment, when a pressing operation is performed on the RAM clear switch 191 at the time of power-off, the RAM non-clear area 104b of the game control board 100 stores cut-off operation information (see step S112 shown in FIG. 22). Then, before shifting to the game mode after the power is turned on, if cut-off operation information is stored in the RAM non-clear area 104b, the test mode process (S025) can be executed, while if cut-off operation information is not stored in the RAM non-clear area 104b, the test mode process (S025) is not executed (see steps S024 and S025 shown in FIG. 19). Thus, according to the pressing operation on the RAM clear switch 191 at the time of power-off, it is possible to provide a novel pachinko gaming machine PY1 in which the execution or non-execution of the test mode process (S025) is determined before shifting to the game mode after the power is turned on.

[0168] Also, according to the pachinko gaming machine PY1 of this embodiment, when the condition (third condition) that the RAM clear switch 191 is pressed during power-off and the condition (second condition) that the RAM clear switch 191 is pressed during power-on are satisfied, before shifting to the game mode after the power is turned on, the test mode process (S025) can be executed. Thus, in order to execute the test mode process (S025), multiple operations are required, and it is possible to prevent the test mode process (S025) from being frequently executed before shifting to the game mode. In other words, if the RAM clear switch 191 is not pressed during power-off, even if the RAM clear switch 191 is pressed during power-on, it is possible not to execute the test mode process (S025).

[0169] Also, according to the pachinko gaming machine PY1 of this embodiment, even if the RAM clear switch 191 is pressed during power-on, the cutoff operation information stored in the non-erasable area 104b of the RAM clear is retained (not erased). Therefore, after the RAM clear is executed, if the cutoff operation information is stored, the test mode process (S025) is executed, while if the cutoff operation information is not stored, it is possible not to execute the test mode process (S025) (see steps S022, S024, and S025 shown in FIG. 19). In other words, the game control board 100 can determine whether to execute the test mode process (S025) based on the pressing operation on the RAM clear switch 191 during power-off without being affected by the RAM clear.

[0170] According to the pachinko gaming machine PY1 of this embodiment, when the conditions that the RAM clear switch 191 is pressed when the power is turned off (the third condition) and that the RAM clear switch is pressed when the power is turned on (the second condition) are satisfied, it is possible to execute the test mode process (S025) before shifting to the game mode. In this way, in order to execute the test mode process (S025), the same RAM clear switch 191 may be operated when the power is turned off and when the power is turned on, and it is possible to prevent the operation from becoming complicated.

[0171] According to the pachinko gaming machine PY1 of this embodiment, if a pressing operation is performed on the RAM clear switch 191 when the power is turned off, the test mode is set before shifting to the game mode after the power is turned on thereafter. In this way, it is possible to provide a novel pachinko gaming machine PY1 in which the test mode is set immediately after the power is turned on in response to the pressing operation on the RAM clear switch 191 when the power is turned off. And in this test mode, as described above, it is possible to confirm whether or not the main driving means (the AT opening / closing member 14k, the electric pachinko opening / closing member 12k, the displays 8, the base display 300) is driven appropriately.

[0172] 9. Modification Example The modification example will be described below. In the description of the modification example, the same components as those of the pachinko gaming machine PY1 of the above embodiment are denoted by the same reference numerals and the description thereof is omitted. Of course, the components according to the modification example may be appropriately combined. Also, the technical features in the above embodiment and the following modification example can be appropriately deleted if they are not described as essential in this specification.

[0173] <Second Embodiment> In the first embodiment, when the RAM clear switch 191 (see FIGS. 6 and 8) provided on the power supply board 190 is pressed while the game control board 100 is set to the test mode, the game control board 100 switches from the test mode to the game mode. In contrast, in the second embodiment, the game control board 100 is configured to switch from the test mode to the game mode when the mode change switch 192 (see FIG. 26) provided on the game control board 100 is pressed while the game control board 100 is set to the test mode.

[0174] In the second embodiment, as shown in FIG. 26, the reason for providing the mode change switch 192 (special operation means) on the game control board 100 will be described. In the first and second embodiments, the RAM clear switch 191 is provided on the power supply board 190 (see FIGS. 6 and 26). Since the power supply board 190 is a board outside the game control board 100, the game control board 100 receives a RAM clear operation signal from the external power supply board 190.

[0175] Here, in the first embodiment, as described above, when the game control board 100 receives a RAM clear operation signal from the external power supply board 190 while the game control board 100 is set to the test mode, the game control board 100 switches to the game mode. However, in the test of the gaming machine, there is a possibility that the game control board 100 may not be recognized as switching the mode based on a signal transmitted from outside the game control board 100. That is, although it is possible that the game control board 100 switches the mode based on a signal from a switch or sensor provided on the game control board 100, there is a possibility that the game control board 100 may not be recognized as switching the mode based on a signal from a switch or sensor not provided on the game control board 100.

[0176] Therefore, in the second embodiment, in order to address the above-mentioned problems, as shown in FIG. 26, a mode changeover switch 192 is provided on the game control board 100. This mode changeover switch 192 can be operated by pressing, and when it is pressed, a signal based on the pressing operation (hereinafter referred to as a "changeover operation signal") is input to the game control microcomputer 101. Thus, when the game control board 100 (game control microcomputer 101) is set to the test mode, it switches from the test mode to the game mode based on the changeover operation signal from the mode changeover switch 192 provided on the game control board 100. Therefore, in the test of the gaming machine, it is possible to ensure that the game control board 100 switches from the test mode to the game mode can be confirmed.

[0177] In addition, when the mode changeover switch 192 is provided on the game control board 100, there are the following advantages. That is, as shown in FIG. 8, on the back side of the pachinko gaming machine PY1, the game control board 100 is arranged above the power supply board 190, and the power supply board 190 is arranged at the bottom among various control boards. Therefore, for the employees in the game parlor, there is a situation that it is difficult to press the RAM clear switch 191 provided on the power supply board 190. On the other hand, if the mode changeover switch 192 (not shown) is provided on the game control board 100, the mode changeover switch 192 is easier to press than the RAM clear switch 191. Thus, in the first embodiment, when ending the test mode, the RAM clear switch 191 on the power supply board 190 is pressed, while in the second embodiment, when ending the test mode, the mode changeover switch 192 on the game control board 100 is pressed. Therefore, the second embodiment can improve the operability when ending the test mode (in other words, switching from the test mode to the game mode) compared to the first embodiment.

[0178] As described above, in the second embodiment, the end condition of the test mode is to press the mode changeover switch 192. In addition, in the second embodiment, since the transition condition to the test mode is the same as the transition condition to the test mode in the first embodiment, the description is omitted.

[0179] [Test Mode Processing] Based on FIG. 27, the test mode processing (S025) of the second form will be described. However, the description will focus on the differences from the test mode processing (S025) of the first form shown in FIG. 20. As shown in FIG. 27, when the game control microcomputer 101 determines YES in the process of step S038, in step S042, it determines whether the mode change switch 192 has been pressed. That is, the game control microcomputer 101 determines whether it has received a switching operation signal from the mode change switch 192 provided on the game control board 100. If the mode change switch 192 has not been pressed (NO in S042), in order to continue the test mode, the process returns to step S042. On the other hand, if the mode change switch 192 has been pressed (YES in S042), it means that the end condition of the test mode is satisfied, and the process proceeds to step S040. In this way, by pressing the mode change switch 192, it is possible to switch from the test mode to the game mode.

[0180] As described above, according to the pachinko game machine PY1 of the second form, the game control board 100 can set the game mode or the test mode. And when the game control board 100 receives a RAM clear operation signal from the power supply board 190 (refer to FIG. 26) provided outside the game control board 100 at the time of power-on, it can be set to the test mode. Also, when the game control board 100 is set to the test mode, when the mode change switch 192 provided on the game control board 100 is pressed, it is possible to execute the switching from the test mode to the game mode. In this way, it is possible to provide a novel pachinko game machine PY1 in which the mode set by the game control board 100 is switched by operating the mode change switch 192 provided on the game control board 100.

[0181] Also, according to the pachinko gaming machine PY1 of the second embodiment, when the game control board 100 is set to the test mode, it is possible to confirm whether the main drive means (AT opening / closing member 14k, electric chute opening / closing member 12k, displays 8, base display 300) are driven correctly. Then, as described above, when the mode change switch 192 provided on the game control board 100 is pressed, the game control board 100 can execute the switching from the test mode to the game mode.

[0182] Also, according to the pachinko gaming machine PY1 of the second embodiment, when the game control board 100 is set to the test mode, the AT opening / closing member 14k performs an opening / closing operation so that game balls are likely to enter the big winning opening 14. Similarly, the electric chute opening / closing member 12k performs an opening / closing operation so that game balls are likely to enter the second starting opening 12. At this time (when in the test mode), even if a game ball launched by the player accidentally enters the big winning opening 14 or the electric chute 12D (second starting opening 12), the game control board 100 does not send a bonus ball command to the payout control board 170 and does not grant a bonus ball. Therefore, it is possible to reliably prevent a situation where an improper benefit is given to the player in the test mode.

[0183] Also, according to the pachinko gaming machine PY1 of the second embodiment, when power is turned on, if the game control board 100 receives a RAM clear operation signal from the power supply board 190 provided outside the game control board 100, it can be set to the test mode. Then, when the mode change switch 192 provided on the game control board 100 is pressed while in the test mode, it switches from the test mode to the game mode. In this way, when power is turned on, the game control board 100 is set to the test mode based on the RAM clear operation signal transmitted from the outside, and can switch from the test mode to the game mode based on the pressing operation of the mode change switch 192 provided in itself (game control board 100).

[0184] According to the pachinko gaming machine PY1 of the second embodiment, when the mode changeover switch 192 provided on the game control board 100 is pressed during the test mode, the mode switches from the test mode to the game mode. Thus, in the test of the gaming machine, even if, hypothetically, the pressing operation on the RAM clear switch 191 provided on the power supply board 190 does not allow the switching from the test mode to the game mode, it is possible to switch from the test mode to the game mode by pressing the mode changeover switch 192 provided on the game control board 100.

[0185] <Third Embodiment> In the first embodiment described above, when the RAM clear switch 191 (see FIGS. 6 and 8) provided on the power supply board 190 is pressed, the game control board 100 executes the setting to the test mode immediately after power-on and the switching from the test mode to the game mode. In contrast, in the third embodiment, the game control board 100 is configured to execute the setting to the test mode immediately after power-on and the switching from the test mode to the game mode when the RAM clear switch 193 (see FIG. 28) provided on the game control board 100 is pressed.

[0186] As shown in FIG. 28, in the third embodiment, the power supply board 190 is not provided with a RAM clear switch, and the game control board 100 is provided with a RAM clear switch 193 (special operation means). Therefore, when the power is turned on, the game control board 100 can be set to the test mode when the RAM clear switch 193 provided on the game control board 100 is pressed. In other words, when the game control microcomputer 101 receives a RAM clear operation signal from the RAM clear switch 193 provided on the game control board 100 when the power is turned on, the test mode to set can be achieved.

[0187] In the third embodiment, when the RAM clear switch 193 provided on the game control board 100 is pressed while the game control board 100 is set to the test mode, it is possible to switch from the test mode to the game mode. In other words, when the game control microcomputer 101 receives a RAM clear operation signal from the RAM clear switch 193 provided on the game control board 100 while being set to the test mode, the test mode to end can be switched.

[0188] Thus, in the third embodiment, the game control board 100 does not execute the setting to the test mode immediately after power-on and the switching from the test mode to the game mode based on a signal transmitted from the outside, but based on a RAM clear operation signal from the RAM clear switch 193 provided on the game control board 100, it executes the setting to the test mode immediately after power-on and the switching from the test mode to the game mode. Therefore, in the test of the gaming machine, it is possible to allow both the game control board 100 to be set to the test mode immediately after power-on and the game control board 100 to be switched from the test mode to the game mode, compared to the first and second embodiments.

[0189] <Fourth Embodiment> In the first embodiment described above, when the RAM clear switch 191 (see FIGS. 6 and 8) provided on the power supply board 190 is pressed, the game control board 100 executes the setting to the test mode immediately after power-on and the switching from the test mode to the game mode. On the other hand, in the fourth embodiment, the game control board 100 is configured to execute the setting to the test mode immediately after power-on and the switching from the test mode to the game mode when the mode change switch 194 (see FIG. 29) provided on the game control board 100 is pressed.

[0190] In the fourth embodiment, as shown in FIG. 29, the RAM clear switch 193 is provided on the game control board 100. And the mode changeover switch 194 (special operation means) is also provided on the game control board 100. In the fourth embodiment, the conditions for shifting to the test mode are only the following two conditions. That is, the first condition is that the power is turned on by turning on the power switch 195, and the second condition is that the mode changeover switch 194 is pressed when the power is turned on. Therefore, the game control board 100 can be set to the test mode by a switching operation signal based on the pressing operation on the mode changeover switch 194 when the power is turned on. Thus, in the fourth embodiment, regardless of whether the RAM clear is executed or not, it is possible to set to the test mode only by the casino staff pressing the mode changeover switch 194 when the power is turned on. And it is possible to set to the test mode regardless of the operation at the time of power-off.

[0191] In the fourth embodiment, the end condition of the test mode is that the mode changeover switch 194 is pressed when the test mode is set. Therefore, the game control board 100 can be switched from the test mode to the game mode by a switching operation signal based on the pressing operation on the mode changeover switch 194 when the test mode is set. Thus, it is possible to switch from the test mode to the game mode regardless of the pressing operation on the RAM clear switch 193.

[0192] <Fifth Embodiment> In the above first embodiment, when the power is turned off, as shown in FIG. 22, when the RAM clear switch 191 is pressed, the cut-off operation information is stored in the RAM clear non-erasure area 104b of the game RAM 104 (see steps S111 and S112). On the other hand, in the fifth embodiment, when the power is turned off, as shown in FIG. 30, when the RAM clear switch 191 is pressed, the cut-off operation information is stored in the RAM clear erasure area 104a of the game RAM 104. In the fifth embodiment, similar to the first embodiment, the RAM clear switch 191 is provided on the power supply board 190 (see FIG. 6).

[0193] [Power-off Monitoring Process] Based on FIG. 30, the power-off monitoring process (S108) of the fifth form will be described. However, the description will focus on the differences from the power-off monitoring process (S108) of the first form shown in FIG. 22. As shown in FIG. 30, when the game control microcomputer 101 determines in step S111 that the RAM clear switch 191 has been pressed (YES in S111), it stores the cut-off operation information in the RAM clear deletion area 104a of the game RAM 104 (S120). On the other hand, when it determines in step S111 that the RAM clear switch 191 has not been pressed (NO in S111), it passes step S120 and proceeds to step S113.

[0194] [RAM Clear Process] Based on FIG. 31, the RAM clear process (S018) of the fifth form will be described. However, the description will focus on the differences from the RAM clear process (S018) of the first form shown in FIG. 19. As shown in FIG. 31, after the process of step S020, the game control microcomputer 101 determines whether cut-off operation information is stored in the RAM clear deletion area 104a (S050). And when the cut-off operation information is stored (YES in S050), it stores the cut-off operation information in the RAM clear non-deletion area 104b (S051) and proceeds to step S021. On the other hand, when the cut-off operation information is not stored (NO in S051), it passes step S051 and proceeds to step S021. In step S021, all the stored contents stored in the RAM clear deletion area 104a will be erased.

[0195] In the above pachinko gaming machine PY1 of the fifth embodiment, when the cut-off operation information is stored in the RAM clear erase area 104a at the time of power-off, immediately before the RAM clear is executed at the time of power-on, the cut-off operation information is stored in the RAM clear non-erase area 104b (see step S051 in FIG. 31). Thus, similar to the first embodiment, it is possible to maintain the information (cut-off operation information) that the RAM clear switch 191 has been pressed at the time of power-off even after the RAM clear is executed. Therefore, if the cut-off operation information is stored in the RAM clear non-erase area 104b after the RAM clear is executed, the game control board 100 can be set to the test mode.

[0196] <Sixth Embodiment> In the above first embodiment, as one of the transition conditions to the test mode (the third condition), the RAM clear switch 191 may have been pressed at the time of power-off. In contrast, in the sixth embodiment, as one of the transition conditions to the test mode (the third condition), it is set that the gaming machine frame 2 is open at the time of power-on.

[0197] In the sixth embodiment, a frame opening sensor 2a is provided on the gaming machine frame 2. The frame opening sensor 2a detects the opening of the front door 23 with respect to the inner frame 21 or the opening of the inner frame 21 with respect to the outer frame 22. Hereinafter, it is assumed that the opening of the gaming machine frame 2 is detected if at least one of the opening of the front door 23 with respect to the inner frame 21 and the opening of the inner frame 21 with respect to the outer frame 22 is detected. Note that a frame opening sensor for detecting the opening of the front door 23 with respect to the inner frame 21 and a sensor for detecting the opening of the inner frame 21 with respect to the outer frame 22 may be provided separately.

[0198] As shown in FIG. 32, the frame opening sensor 2a is connected to the game control board 100. When an employee in the game parlor opens the front door 23 with respect to the inner frame 21 or opens the inner frame 21 with respect to the outer frame 22, the frame opening sensor 2a outputs a signal (hereinafter referred to as a "frame opening signal") to the game control board 100 based on the fact that the gaming machine frame 2 is open.

[0199] Thus, in the sixth embodiment, as one of the conditions for shifting to the test mode (the third condition), the game control board 100 may receive a frame release signal when the power is turned on. Note that, as conditions for shifting to the test mode, the first condition and the second condition are the same as those in the first embodiment. That is, the first condition is that the power is turned on by an ON operation of the power switch 195. Also, the second condition is that the RAM clear is executed.

[0200] [RAM Clear Process] Based on FIG. 33, the RAM clear process (S018) of the sixth embodiment will be described. However, the description will focus on the differences from the RAM clear process (S018) of the first embodiment shown in FIG. 19. As shown in FIG. 33, after the process of step S023, the game control microcomputer 101 determines whether the frame release sensor 2a is ON (S060). In other words, the game control microcomputer 101 determines whether it has received a frame release signal from the frame release sensor 2a. If it has received the frame release signal (YES in S060), it will execute the test mode process (S025), and the test mode will be set. On the other hand, if it has not received the frame release signal (NO in S060), since it will not execute the test mode process (S025), the game mode will be set.

[0201] As described above, according to the pachinko gaming machine PY1 of the sixth embodiment, if an employee at the game parlor presses the RAM clear switch 191 and performs an opening operation on the game machine frame 2 when the power is turned on, the game control microcomputer 101 will receive the RAM clear operation signal and the frame release signal. Thus, based on the RAM clear operation signal and the frame release signal received when the power is turned on, the game control board 100 can be set to the test mode.

[0202] Incidentally, in the sixth embodiment, one of the conditions for shifting to the test mode (the third condition) is that the gaming machine frame 2 is open when the power is turned on. The reason for this will be explained. To shift to the test mode, an employee at the game parlor needs to press the RAM clear switch 191 when the power is turned on. Here, as shown in FIG. 8, the RAM clear switch 191 is disposed on the back side of the pachinko gaming machine PY1. Therefore, basically, when an employee at the game parlor presses the RAM clear switch 191, the gaming machine frame 2 is often open (mainly the inner frame 21 is open with respect to the outer frame 22). Thus, in the sixth embodiment, in view of the situation where the RAM clear switch 191 is pressed, if an employee at the game parlor opens the gaming machine frame 2 when the power is turned on, the test mode is set, and if the employee at the game parlor does not open the gaming machine frame 2, the test mode is not set.

[0203] <Seventh Embodiment> In the first embodiment described above, one of the conditions for shifting to the test mode (the third condition) was that the RAM clear switch 191 was pressed when the power was turned off. In contrast, in the seventh embodiment, one of the conditions for shifting to the test mode (the third condition) is that the gaming machine frame 2 may be open when the power is turned off.

[0204] In the seventh embodiment, similar to the sixth embodiment shown in FIG. 32, a frame open sensor 2a is connected to the game control board 100, and when an employee at the game parlor opens the gaming machine frame 2, a frame open signal is output from the frame open sensor 2a to the game control board 100. And in the seventh embodiment, one of the conditions for shifting to the test mode (the third condition) is that the game control board 100 may receive the frame open signal when the power is turned off. Note that as conditions for shifting to the test mode, the first condition and the second condition are the same as those in the first embodiment.

[0205] [Power-off Monitoring Process] Based on FIG. 34, the power-off monitoring process (S108) of the seventh embodiment will be described. However, the description will focus on the differences from the power-off monitoring process (S108) of the first embodiment shown in FIG. 22. As shown in FIG. 34, when the game control microcomputer 101 determines YES in the process of step S110, it determines whether the frame opening sensor 2a is ON (S060). In other words, the game control microcomputer 101 determines whether it has received a frame opening signal from the frame opening sensor 2a. If it has received the frame opening signal (YES in S130), it stores the cutoff operation information in the RAM clear non-erasure area 104b (S112). On the other hand, if it has not received the frame opening signal (NO in S130), it proceeds to step S113.

[0206] As described above, according to the pachinko gaming machine PY1 of the seventh embodiment, if an employee at the game parlor performs an opening operation on the game machine frame 2 when the power is cut off, the game control microcomputer 101 stores the cutoff operation information in the RAM clear non-erasure area 104b. Then, when the power is turned on and the employee at the game parlor presses the RAM clear switch 191, it is possible to set it to the test mode. In this way, it is possible to set it to the test mode immediately after the power is turned on, provided that the employee at the game parlor performs an operation other than pressing the RAM clear switch 191 (opening operation on the game machine frame 2) when the power is cut off.

[0207] By the way, in the seventh embodiment, one of the transition conditions to the test mode (the third condition) is that the gaming machine frame 2 is open when the power is turned off. The reason for this will be explained. When the power is turned off, the employee in the game parlor will perform an OFF operation on the power switch 195. Here, as shown in FIG. 8, the power switch 195 is arranged on the back side of the pachinko gaming machine PY1. Therefore, basically, in the situation where the employee in the game parlor is performing an OFF operation on the power switch 195, the gaming machine frame 2 is often open (mainly the inner frame 21 is open with respect to the outer frame 22). Thus, in the seventh embodiment, in view of the situation of performing an OFF operation on the power switch 195, when the power is turned off, if the employee in the game parlor is performing an open operation on the gaming machine frame 2, the test mode can be set immediately after the power is turned on. On the other hand, if the employee in the game parlor is not performing an open operation on the gaming machine frame 2, the test mode cannot be set immediately after the power is turned on.

[0208] <Eighth Embodiment> In the first embodiment described above, the game control board 100 (the game control microcomputer 101) controls so that no prize balls are awarded even when game balls enter various winning openings when the test mode is set. In contrast, in the eighth embodiment, the game control board 100 (the game control microcomputer 101) controls so that game balls cannot be launched toward the game area 6 when the test mode is set.

[0209] In the eighth embodiment, when the test mode is started, the game control board 100 outputs a launch control stop signal to the payout control board 170. As a result, when the payout control microcomputer 171 of the payout control board 170 receives the launch control stop signal, it controls via the launch control circuit 175 so that the launch solenoid 72s of the launch device 72 is not driven. As a result, when the test mode is set, even if the player rotates the handle 72k (see FIG. 1), the game balls are not launched toward the game area 6.

[0210] When the test mode ends, the game control board 100 outputs a firing stop release signal to the payout control board 170. As a result, when the payout control microcomputer 171 of the payout control board 170 receives the firing stop release signal, it controls so that the firing solenoid 72s of the firing device 72 can be driven. As a result, when switching from the test mode to the game mode, if the player rotates the handle 72k (see FIG. 1), the game ball is fired toward the game area 6.

[0211] [RAM Clear Process] Based on FIG. 35, the RAM clear process (S018) of the eighth embodiment will be described. However, the description will focus on the differences from the RAM clear process (S018) of the first embodiment shown in FIG. 19. As shown in FIG. 35, when the game control microcomputer 101 determines YES in the process of step S024, it outputs a firing control stop signal to the payout control board 170 (S070). As a result, as described above, since the firing solenoid 72s is not driven, the game ball is not fired toward the game area 6. Then, the game control microcomputer 101 outputs a firing stop release signal to the payout control board 170 through the test mode process in step S025 (S071). As a result, as described above, the firing solenoid 72s can be driven, and it becomes possible to fire the game ball toward the game area 6.

[0212] As described above, according to the pachinko game machine PY1 of the eighth embodiment, while the test mode is set, it is possible to prevent the game ball from being fired toward the game area 6 even if the handle 72k is operated. As a result, when the test mode is set, even if the AT opening / closing member 14k performs an opening / closing operation and the electric chute opening / closing member 12k performs an opening / closing operation, the game ball does not enter the big winning opening 14 or the electric chute 12D (the second starting opening 12). Therefore, in the test mode, it is possible to surely prevent giving an improper benefit to the player.

[0213] Incidentally, when controlling so that game balls are not launched toward the game area 6 while the test mode is set as in the eighth embodiment, and when controlling so that bonus balls are not awarded while the test mode is set as in the first embodiment, the eighth embodiment is more preferable than the first embodiment. In the eighth embodiment, while the test mode is set, since the game balls do not flow down the game area 6, it is possible to eliminate the possibility of ball jamming occurring in the big winning device 14D or the electric chute 12D.

[0214] <Ninth Embodiment> In the above first embodiment, the end condition of the test mode was that the RAM clear switch 191 was pressed. Also, in the above second embodiment, the end condition of the test mode was that the mode changeover switch 192 was pressed. In contrast, in the ninth embodiment, when a specific time (for example, 5 minutes) has elapsed since the test mode was set, the test mode is configured to automatically end.

[0215] [RAM Clear Process] Based on FIG. 36, the test mode process (S025) of the ninth embodiment will be described. However, the description will focus on the differences from the test mode process (S025) of the first embodiment shown in FIG. 20. As shown in FIG. 36, when the game control microcomputer 101 determines YES in the process of step S038, it determines whether a specific time (for example, 5 minutes) has elapsed since the start of the test mode process (S025). If the specific time has not elapsed (NO in S043), since it is not the timing to end the test mode, the process of step S043 is executed again. On the other hand, if the specific time has elapsed (YES in S043), since it is the timing to end the test mode, the process proceeds to step S040.

[0216] According to the pachinko gaming machine PY1 of the ninth embodiment described above, it is possible for the casino staff to eliminate the operation on the operation means for switching from the test mode to the gaming mode. That is, after the casino staff set the test mode after the power is turned on, they can end the test mode without performing any operation. Therefore, it is possible to prevent the casino staff from forgetting to end the test mode and the test mode being maintained.

[0217] In the ninth embodiment, it is preferable that, until the test mode ends, the game control board 100 controls not to award bonus balls or controls not to launch the game balls toward the game area 6 (refer to the eighth embodiment). This is to surely prevent a situation where, before a specific time elapses after the test mode is set, the business hours start and the game balls launched by the player enter the big winning opening 14 or the electric chute 12D, giving the player an improper benefit. Note that for the specific time until the test mode ends, it is sufficient that at least the time until the driving of all the main driving means (AT opening / closing member 14k, electric chute opening / closing member 12k, displays 8, base display 300) ends is ensured.

[0218] <Other Modification Examples> In each of the above embodiments, the test mode (non-gaming mode, drive confirmation mode) may be set after the RAM clear is executed. However, the test mode may be set before the RAM clear is executed after the power is turned on. Also, the test mode may be set during the execution of the RAM clear.

[0219] In each of the above-described embodiments, power-on was one of the transition conditions to the test mode (the first condition). However, the power-on may not be a transition condition to the test mode. In this case, for example, after the power is turned on and before the game mode is started, the RAM clear switch 191 (see FIG. 6) provided on the power supply board 190 is pressed, or the RAM clear switch 193 (see FIG. 28) provided on the game control board 100 is pressed, based on which the test mode may be set. Alternatively, after the power is turned on and before the game mode is started, the test mode may be set based on the pressing operation of a mode change switch (not shown) provided on the power supply board 190 or the mode change switch 192 (see FIG. 26) provided on the game control board 100.

[0220] In each of the above-described embodiments, the game control board 100 did not switch from the game mode to the test mode. However, the game control board 100 may be configured to switch from the game mode to the test mode. In this case, for example, when the game mode is set, the game mode may be switched to the test mode based on the pressing operation of the RAM clear switch 191 (see FIG. 6) provided on the power supply board 190 or the RAM clear switch 193 (see FIG. 28) provided on the game control board 100. Alternatively, when the game mode is set, the game mode may be switched to the test mode based on the pressing operation of a mode change switch (not shown) provided on the power supply board 190 or the mode change switch 192 (see FIG. 26) provided on the game control board 100.

[0221] In each of the above-described embodiments, the test mode may be set based on an operation of pressing the RAM clear switches 191 and 193 or the mode changeover switches 194. However, the predetermined operations performed on the RAM clear switches 191 and 193 or the mode changeover switches 192 and 194 to set the test mode are not limited to the pressing operation and can be changed as appropriate. Therefore, for example, the test mode may be set based on a long press of the RAM clear switches 191 and 193 or the mode changeover switches 192 and 194 for a predetermined time (several seconds) or an operation of pressing them a plurality of times (for example, three or more times).

[0222] In each of the above-described embodiments, the game mode is switched from the test mode (the test mode ends) based on an operation of pressing the RAM clear switches 191 and 193 or the mode changeover switches 192 and 194. However, the predetermined operations performed on the RAM clear switches 191 and 193 or the mode changeover switches 192 and 194 to switch from the test mode to the game mode (to end the test mode) are not limited to the pressing operation and can be changed as appropriate. Therefore, for example, the game mode may be switched from the test mode (the test mode ends) based on a long press of the RAM clear switch 191 or the mode changeover switch 192 for a predetermined time (several seconds) or an operation of pressing them a plurality of times (for example, three or more times).

[0223] In the first embodiment described above, when the game control board 100 receives a RAM clear operation signal (specific signal) from the power supply board 190 (specific transmission unit), it can be set to the test mode (non-game mode). However, a mode changeover switch may be provided on the power supply board 190, and the game control board 100 may be set to the test mode when it receives a changeover operation signal (specific signal) based on an operation of pressing the mode changeover switch.

[0224] In the above first embodiment, when the game control board 100 receives a RAM clear operation signal (specific signal) from the power supply board 190 (specific transmission unit), it can be switched from the test mode (non-game mode) to the game mode. However, a mode change switch may be provided on the power supply board 190 so that the game control board 100 can be switched from the test mode to the game mode when it receives a change operation signal (specific signal) based on a pressing operation on the mode change switch.

[0225] In the above first embodiment, when the RAM clear switch 191 provided on the power supply board 190 is pressed during power-off, the cut-off operation information is stored in the RAM clear non-erasure area 104b, and when the cut-off operation information is stored in the RAM clear non-erasure area 104b at power-on, the game control board 100 can execute the test mode process (S025). However, when an operation means (for example, the mode change switch 192 shown in FIG. 26) provided on a board other than the power supply board (for example, the game control board 100 or the payout control board 170) is subjected to a predetermined operation during power-off, predetermined information (for example, change operation information) is stored in the RAM clear non-erasure area 104b, and when the predetermined information is stored in the RAM clear non-erasure area 104b at power-on, the test mode process (S025) may be executed.

[0226] In the first embodiment, when the RAM clear switch 191 is pressed during power-off, the shut-off operation information is stored in the RAM clear non-erasure area 104b. However, when the RAM clear switch 191 is pressed during power-off, the shut-off operation information may be stored in the RAM clear erasure area 104a. In this case, when RAM clear is executed, the shut-off operation information stored in the RAM clear erasure area 104a will be erased. Therefore, in this case, if the shut-off operation information is stored in the RAM clear erasure area 104a (predetermined storage unit) before RAM clear is executed, the test mode process (S025) may be enabled to be executed. Thus, the execution timing of the test mode process (S025) (special process) is not limited to after RAM clear is executed, and can be appropriately changed as long as it is before shifting to the game mode, and it may also be before RAM clear is executed. Further, the special process is not limited to the test mode process of step S025, and may be, for example, a process of setting a mode for checking set values, a process of setting a mode for checking whether an error has occurred in the pachinko gaming machine PY1, a process of setting a mode for checking special information such as a manufacturing number, and the like.

[0227] In the first embodiment, when the power is turned off and the RAM clear switch 191 is pressed, the cutoff operation information is stored in the RAM clear non-erasure area 104b. Before the game mode is entered after the power is turned on, if the cutoff operation information is stored in the RAM clear non-erasure area 104b, the game control board 100 can execute the test mode process (S025). However, if the cutoff operation information is not stored in the RAM clear non-erasure area 104b before the game mode is entered after the power is turned on, the game control board 100 can execute the test mode process (S025) (special process), and if the cutoff operation information is stored in the RAM clear non-erasure area 104b, the game control board 100 may not be able to execute the test mode process (S025). In short, if the casino staff does not perform a predetermined operation (such as pressing the RAM clear switch 191 or opening the frame) when the power is turned off, the game control board 100 can execute the special process immediately after the power is turned on. On the other hand, if the casino staff performs a predetermined operation when the power is turned off, the special process may not be executed. Even in this way, it is possible to provide a novel pachinko machine PY1 in which the execution of the special process is determined according to the predetermined operation when the power is turned off, before the game mode is entered after the power is turned on thereafter.

[0228] In the fifth aspect described above, when the RAM clear switch 191 is pressed during power-off, the cut-off operation information is stored in the RAM clear erasure area 104a (see step S120 in FIG. 30), and when the power is turned on, the cut-off operation information is stored in the RAM clear non-erasure area 104b (see step S051 in FIG. 31). However, when the cut-off operation information is stored in the RAM clear erasure area 104a at the time of power-on, the game CPU 102 of the game control microcomputer 101 may store the cut-off operation information in the built-in register. This is because the cut-off operation information stored in the register is maintained even if the RAM clear is executed. After the RAM clear is executed, if the cut-off operation information is stored in the register, the game control microcomputer 101 may be set to the test mode (execute the test mode process in step S025).

[0229] In each of the above aspects, as shown in FIG. 14, the game RAM 104 is provided with a RAM clear erasure area 104a in which the stored content is erased when the RAM clear switch 191 is pressed, and a RAM clear non-erasure area 104b in which the stored content is maintained. However, a special memory different from the game RAM 104 may be provided so that the stored content of the special memory is not erased even when the RAM clear switch 191 is pressed. In this case, at the time of power-off, predetermined information based on a predetermined operation (cut-off operation information based on the pressing operation of the RAM clear switch 191, cut-off operation information based on the pressing operation of the mode change switch 192) may be stored in the special memory. The special memory is not limited to a volatile memory, and may be a non-volatile memory (for example, FRAM (registered trademark)).

[0230] In each of the above-described embodiments, the test mode may be set based on the operation of the RAM clear switches 191 and 193 provided on the power supply board 190 and the mode changeover switches 194 provided on the game control board 100. However, even if the operating means provided on a board other than the power supply board 190 and the game control board 100 is operated, the test mode may be set. For example, even if the operating means provided on the payout control board 170 (specific transmission unit), the operating means provided on the relay board or the dedicated board is operated, the test mode may be set. Further, not limited to the operating means provided on the board, even if the operating means provided on the unit (specific transmission unit) (for example, the RAM clear switch provided on the power supply unit) is operated, the test mode may be set.

[0231] In each of the above-described embodiments, based on the operation of the RAM clear switches 191 provided on the power supply board 190 and the mode changeover switches 192 and 194 provided on the game control board 100, the mode is switched from the test mode to the game mode. However, even if the operating means provided on a board other than the power supply board 190 and the game control board 100 is operated, the mode may be switched from the test mode to the game mode. For example, even if the operating means provided on the payout control board 170 (specific transmission unit), the operating means provided on the relay board or the dedicated board is operated, the mode may be switched from the test mode to the game mode. Further, not limited to the operating means provided on the board, even if the operating means provided on the unit (specific transmission unit) (for example, the RAM clear switch provided on the power supply unit) is operated, the mode may be switched from the test mode to the game mode.

[0232] In each of the above-described embodiments, in the test mode, as shown in FIG. 16, the game control board 100 drives the main driving means (AT opening / closing member 14k, pachinko opening / closing member 12k, displays 8, base display 300) one by one in order. However, in the test mode, the timing and order in which the game control board 100 drives each driving means can be changed as appropriate. Therefore, the game control board 100 may, for example, drive each main driving means (AT opening / closing member 14k, pachinko opening / closing member 12k, displays 8, base display 300) at the same timing. In this case, the employees of the game parlor can confirm the operation of each main driving means in a short time.

[0233] In each of the above-described embodiments, in the test mode, as a special operation mode, the AT opening / closing member 14k operated to open and close the big winning opening 14 three times. However, the special operation mode is not limited to the above-described one. For example, the AT opening / closing member 14k may repeat the opening and closing operation of the big winning opening 14 until the test mode ends. By doing so, for example, when an employee of the game parlor forgets that the test mode is set, it is possible to make it easier to notice that the test mode is set.

[0234] In each of the above-described embodiments, in the test mode, as a special operation mode, the pachinko opening / closing member 12k operated to open and close the second start opening 12 three times. However, the special operation mode is not limited to the above-described one. For example, the pachinko opening / closing member 12k may repeat the opening and closing operation of the second start opening 12 until the test mode ends. By doing so, for example, when an employee of the game parlor forgets that the test mode is set, it is possible to make it easier to notice that the test mode is set.

[0235] In each of the above embodiments, in the test mode, as a special light emission mode, all the LEDs included in the display devices 8, namely the first special figure display 81a, the second special figure display 81b, the general figure display 82, the special figure hold display 83, and the general figure hold display 84, were lit for a predetermined time (for example, 3 seconds). However, the special light emission mode is not limited to the above-described one. For example, all the LEDs included in the first special figure display 81a, the second special figure display 81b, the general figure display 82, the special figure hold display 83, and the general figure hold display 84 may be kept lit until the test mode ends. By doing so, for example, when a casino employee forgets that the test mode is set, it is possible to make it easier to notice that the test mode is set.

[0236] In each of the above embodiments, in the test mode, the base display 300 emitted light from all the LEDs it includes as a special light emission mode. However, the special light emission mode is not limited to the above-described one. For example, all the LEDs included in the base display 300 may be kept lit until the test mode ends. By doing so, for example, when a casino employee forgets that the test mode is set, it is possible to make it easier to notice that the test mode is set.

[0237] In each of the above embodiments, in the test mode, the effect control microcomputer 121 displayed a test mode suggestion image TE (see FIG. 16) on the display screen 50a and output a test mode voice (see FIG. 16) from the speaker 620. However, the suggestion effect for indicating that it is the test mode is not limited to the above-described one and can be changed as appropriate. For example, in the test mode, the effect control microcomputer 121 may cause the frame lamp 212 and the panel lamp 54 to emit light in a special light emission mode. Also, the effect control microcomputer 121 may continue to execute the suggestion effect for indicating that it is the test mode until the test mode ends. By doing so, for example, when a casino employee forgets that the test mode is set, it is possible to make it easier to notice that the test mode is set.

[0238] In each of the above embodiments, when the game control board 100 (main control board) receives a specific signal (RAM clear operation signal, switching operation signal) from the external power supply board 190 (specific transmission unit), it can be set to a test mode (drive confirmation mode) as a non-game mode. However, when the game control board 100 receives a specific signal (RAM clear operation signal, switching operation signal) from the external power supply board 190 (specific transmission unit), it may be set to a non-game mode other than the test mode. For example, it may be set to a mode for checking set values, a mode for checking whether an error has occurred in the pachinko game machine PY1, or a mode for checking special information such as a manufacturing number.

[0239] In each of the above embodiments, in the test mode, while the game control board 100 drives the main drive means (AT opening / closing member 14k, electric pachinko opening / closing member 12k, displays 8, base display 300), the effect control board 120 does not drive the sub drive means (image display device 50, speaker 620, frame lamp 212, panel lamp 54, panel movable body 55k, effect button 40). However, in the test mode, the game control board 100 may drive the main drive means and the effect control board 120 may drive the sub drive means.

[0240] In each of the above-described embodiments, in the test mode (drive confirmation mode), the game control board 100 drives the main drive means (AT opening / closing member 14k, pachinko opening / closing member 12k, displays 8, base display 300). However, the main drive means driven in the drive confirmation mode is not limited to those described above and can be appropriately changed. Therefore, for example, when a specific area opening / closing member for opening and closing a specific area (V area) in the big winning opening is provided, in the drive confirmation mode, the game control board 100 may drive the specific area opening / closing member in a predetermined operation mode. Also, in the drive confirmation mode, the game control board 100 may drive only some of the main drive means without necessarily driving all of the main drive means. Further, there are a plurality of types of drive confirmation modes (for example, first drive confirmation mode, second drive confirmation mode) in the drive confirmation mode, and the main drive means to be driven may be made different depending on the type of drive confirmation mode. In this case, the game control board 100 may determine which drive confirmation mode to set according to the type of specific signal received.

[0241] In the ninth aspect, compared with the first aspect, the end condition of the test mode is changed to the elapse of a specific time (for example, five minutes) since the test mode was started. However, the end condition of the test mode up to the other embodiments (the second to eighth aspects) may be changed to the end condition of the test mode in the ninth aspect (the elapse of a specific time since the test mode was started). Also, the end condition of the test mode may be set to the elapse of a specific time since the driving of the main driving means was started. In the case where there are a plurality of main driving means, it may be set to the elapse of a specific time since the driving of the first main driving means was started. Also, the end condition of the test mode may be the end of the driving of the main driving means, or in the case where there are a plurality of main driving means, it may be the end of the driving of the last main driving means. Also, the end condition of the test mode may be set to the elapse of a specific time since the end of the driving of the main driving means, or in the case where there are a plurality of main driving means, it may be the elapse of a specific time since the end of the driving of the last main driving means. Here, in the ninth aspect or a modified example of the ninth aspect, the game control board 100 can shift to the test mode based on receiving a RAM clear operation signal or a switching operation signal at the time of power-on, and switches from the test mode (non-game mode) to the game mode by the elapse of a specific time. Even in this case, it can be said that the game control board 100 is capable of executing the switching from the test mode (non-game mode) to the game mode when it receives a RAM clear operation signal or a switching operation signal (under the condition of receiving, based on receiving).

[0242] In each of the above-described embodiments, the gaming machine is configured as a gaming machine in which the transition to the high-probability state is determined based on the type of winning symbol selected. However, it may be configured as a so-called V-probability machine (a gaming machine that is controlled to a high-probability state based on the passage through a specific area (V area) within the big winning opening). Also, in each of the above-described embodiments, the gaming machine is configured as a gaming machine in which, once it is controlled to the high-probability state, the control to the high-probability state continues until the start of the next big winning game (a so-called probability-variable loop type gaming machine). However, it may be configured as a so-called ST machine (a gaming machine with a limited number of probability-variable times) or a falling machine (a gaming machine in which the high-probability state ends depending on the lottery result). Further, it may be configured as a so-called one-two type hybrid machine or a honeycomb type gaming machine. That is, the invention disclosed in this specification can be suitably adopted for gaming machines with various game characteristics regardless of the game characteristics of the gaming machine.

[0243] In each of the above-described embodiments, it is configured as a so-called non-encapsulated pachinko gaming machine. However, it may be configured as a so-called encapsulated pachinko gaming machine. When configured as an encapsulated pachinko gaming machine, the payout control board 170 serves as a frame control board and has substantially the same functions.

[0244] In each of the above-described embodiments, it is configured as a pachinko gaming machine. On the other hand, it may be configured as a slot machine (a rotary drum type gaming machine, a pachi-slot gaming machine).

[0245] 10. The invention disclosed in the above-described embodiments The above-described embodiments disclose the inventions of the following means. In the description of the means below, the corresponding component names, expressions, and reference numerals used in the drawings in the above-described embodiments are appended in parentheses for reference. However, the components of each invention are not limited to this appendix.

[0246] <Means A> The invention according to Means A1 is In a gaming machine (pachinko gaming machine PY1) including a main control board (gaming control board 100) capable of controlling the progress of the game, It is provided with a specific transmission unit (power supply board 190) capable of transmitting a specific signal (RAM clear operation signal) to the main control board from outside the main control board. The main control board can be set to a game mode capable of controlling the progress of the game or a non-game mode (test mode) incapable of controlling the progress of the game. When receiving the specific signal from the specific transmission unit, it is capable of executing at least one of switching from the non-game mode to the game mode or switching from the game mode to the non-game mode (see Fig. 16). The gaming machine is characterized by this.

[0247] According to the gaming machine with this configuration, the main control board can set the game mode or the non-game mode. And when the main control board receives a specific signal from a specific transmission unit provided outside the main control board, it can execute switching from the non-game mode to the game mode or switching from the game mode to the non-game mode. In this way, it is possible to provide a novel gaming machine in which the mode (game mode or non-game mode) set by the main control board is switched when the main control board receives a specific signal from outside.

[0248] The invention according to means A2 In the gaming machine described in means A1 It is provided with main drive means (AT opening / closing member 14k, electric pachinko opening / closing member 12k, displays 8, base display 300) whose driving is controlled by the main control board. The non-game mode is a drive confirmation mode (test mode) in which the progress of the game cannot be controlled, but the driving of the main drive means can be confirmed by driving the main drive means. The gaming machine is characterized by this.

[0249] According to the gaming machine with this configuration, when the main control board sets the drive confirmation mode, it is possible to confirm whether the main drive means drives correctly. And when the main control board receives a specific signal from a specific transmission unit provided outside the main control board, it can execute switching from the drive confirmation mode to the game mode or switching from the game mode to the drive confirmation mode.

[0250] The invention according to means A3 is In the gaming machine described in means A2, the main drive means is a specific winning opening / closing member (AT opening / closing member 14k, pachinko opening / closing member 12k), the main control board is when it is in the drive confirmation mode, it is possible to drive the specific winning opening / closing member so that game balls easily enter a specific winning opening (big winning opening 14, second starting opening 12), and it is characterized in that when it is in the drive confirmation mode, even if a game ball enters the specific winning opening, no bonus balls are awarded (no bonus ball command is sent to the payout control board 170).

[0251] According to the gaming machine with this configuration, when the main control board is set to the drive confirmation mode, the specific winning opening / closing member is driven so that game balls easily enter the specific winning opening. At this time, even if a game ball launched by the player accidentally enters the specific winning opening, the main control board does not award bonus balls. Therefore, in the drive confirmation mode, it is possible to surely prevent a situation where the player is given an improper benefit.

[0252] The invention according to means A4 is In the gaming machine described in any one of means A1 to A3, the main control board can store information related to the progress of the game (for example, information on the game state such as a high-probability state, information such as the result of special figure reservation or big win determination), the specific transmission unit (power supply board 190) is provided with RAM clear operation means (RAM clear switch 191) capable of erasing the information related to the progress of the game stored in the main control board, and the specific signal is an operation signal (RAM clear operation signal) based on the operation of the RAM clear operation means.

[0253] According to the gaming machine of this configuration, when the RAM clear operation means provided in the specific transmission unit is operated, the main control board receives an operation signal. As a result, the mode (game mode or non-game mode) set by the main control board is switched. In this way, by using the RAM clear operation means provided outside the main control board, it is possible to provide a novel gaming machine in which the mode set by the main control board is switched.

[0254] The invention according to means A5 is In the gaming machine described in means A4, The main control board is When receiving the operation signal (RAM clear operation signal) from the specific transmission unit at power-on, it can be set to the non-game mode (test mode), When receiving the operation signal (RAM clear operation signal) from the specific transmission unit in the non-game mode, it is characterized in that the switching from the non-game mode to the game mode can be executed (see FIG. 16).

[0255] According to the gaming machine of this configuration, when the RAM clear operation means provided in the specific transmission unit is operated at power-on, an operation signal is transmitted to the main control board, and it is possible to set it to the non-game mode. Then, when the RAM clear operation means is operated again in the non-game mode, an operation signal is transmitted to the main control board, and the mode is switched from the non-game mode to the game mode. In this way, by using the RAM clear operation means for executing RAM clear, it is possible to set to the non-game mode immediately after power-on and switch from the non-game mode to the game mode.

[0256] By the way, in the gaming machine described in Japanese Patent Application Laid-Open No. 2014-045842, it is provided with a main control board capable of controlling the progress of the game. When the power is turned on, the main control board automatically enters a game mode in which the progress of the game can be controlled and executes control processing related to the progress of the game. Here, in order to provide a novel gaming machine, it has been considered that the main control board can be set not only to a game mode but also to a non-game mode in which the progress of the game cannot be controlled. In this case, the problem becomes how to switch the mode (game mode or non-game mode) set by the main control board. Therefore, the inventions according to Means A1 to A5 are different in that, for the gaming machine described in Japanese Patent Application Laid-Open No. 2014-045842, the main control board can be set to a game mode in which the progress of the game can be controlled or a non-game mode in which the progress of the game cannot be controlled, and when a specific signal is received from a specific transmission unit, it can execute at least one of switching from the non-game mode to the game mode or switching from the game mode to the non-game mode. Thereby, it is possible to solve (achieve the operational effect) the problem of providing a novel gaming machine capable of switching the mode set by the main control board.

[0257] <Means B> The invention according to Means B1 is as follows. In a gaming machine (pachinko gaming machine PY1) provided with a main control board (game control board 100) capable of controlling the progress of the game, the main control board is provided with an operable special operation means (mode changeover switch 192, see FIG. 26), can be set to a game mode in which the progress of the game can be controlled or a non-game mode (test mode) in which the progress of the game cannot be controlled, and when the special operation means is operated, it is characterized in that it can execute at least one of switching from the non-game mode to the game mode or switching from the game mode to the non-game mode.

[0258] According to the gaming machine of this configuration, the main control board can set the gaming mode or the non-gaming mode. And when a special operation means provided on the main control board is operated, the main control board can execute the switching from the non-gaming mode to the gaming mode or the switching from the gaming mode to the non-gaming mode. In this way, it is possible to provide a novel gaming machine in which the mode (gaming mode or non-gaming mode) set by the main control board is switched by operating the special operation means provided on the main control board.

[0259] The invention according to means B2 is In the gaming machine described in means B1, it includes main drive means (AT opening / closing member 14k, electric pachinko opening / closing member 12k, displays 8, base display 300) whose driving is controlled by the main control board, wherein the non-gaming mode is a drive confirmation mode (test mode) in which the driving of the main drive means can be confirmed by driving the main drive means while making it impossible to control the progress of the game.

[0260] According to the gaming machine of this configuration, when the main control board is set to the drive confirmation mode, it is possible to confirm whether the main drive means drives correctly. And when a special operation means provided on the main control board is operated, the main control board can execute the switching from the drive confirmation mode to the gaming mode or the switching from the gaming mode to the drive confirmation mode.

[0261] The invention according to means B3 is In the gaming machine described in means B2, the main drive means is a specific winning port opening / closing member (AT opening / closing member 14k, electric pachinko opening / closing member 12k), and the main control board is when in the drive confirmation mode, capable of driving the specific winning port opening / closing member so that a game ball easily enters a specific winning port (big winning port 14, second starting port 12), In the case of the drive confirmation mode, even if a game ball enters the specific winning opening, no prize balls are awarded (no prize ball command is sent to the payout control board 170), and this is a gaming machine characterized by this.

[0262] According to the gaming machine with this configuration, when the main control board is set to the drive confirmation mode, the specific winning opening opening / closing member is driven so that game balls are likely to enter the specific winning opening. At this time, even if by any chance a game ball launched by the player enters the specific winning opening, the main control board does not award prize balls. Therefore, in the drive confirmation mode, it is possible to surely prevent a situation where an improper benefit is given to the player.

[0263] The invention according to means B4 is In the gaming machine according to any one of means B1 to B3, it is provided with a specific transmission unit (power supply board 190) capable of transmitting a specific signal (RAM clear operation signal) to the main control board from the outside of the main control board, the main control board when receiving a specific signal from the specific transmission unit at power-on, can be set to the non-game mode, and in the case of the non-game mode, when the special operation means (mode changeover switch 192) is operated, it is possible to execute the switching from the non-game mode to the game mode, and this is a gaming machine characterized by this.

[0264] According to the gaming machine with this configuration, at power-on, when the main control board receives a specific signal from a specific transmission unit provided outside the main control board, it can be set to the non-game mode. Then, when in the non-game mode, when the special operation means provided on the main control board is operated, it switches from the non-game mode to the game mode. In this way, the main control board can be set to the non-game mode based on a specific signal transmitted from the outside at power-on, and when switching from the non-game mode to the game mode, it can be executed based on the operation of the special operation means provided on the main control board.

[0265] The invention according to means B5 is In the gaming machine according to means B4, the main control board can store information related to the progress of the game (for example, information on the game state such as a high-probability state, information such as the result of special drawing reservation or jackpot winning determination), the specific transmission unit (power supply board 190) is provided with RAM clear operation means (RAM clear switch 191) capable of erasing information related to the progress of the game stored in the main control board, the specific signal is an operation signal (RAM clear operation signal) based on the operation of the RAM clear operation means, and the gaming machine is characterized by this.

[0266] According to the gaming machine with this configuration, when the RAM clear operation means provided in the specific transmission unit is operated at power-on, the main control board can be set to the non-game mode by receiving the operation signal. After that, when the special operation means provided on the main control board is operated in the non-game mode, the mode switches from the non-game mode to the game mode. Thus, in the test of the gaming machine, even in a situation where the switching from the non-game mode to the game mode is not recognized by the operation on the RAM clear operation means provided outside the main control board, it is possible to switch from the non-game mode to the game mode by operating the special operation means provided on the main control board.

[0267] Incidentally, the gaming machine described in Japanese Patent Application Laid-Open No. 2014-045842 is provided with a main control board capable of controlling the progress of the game. When the power is turned on, the main control board automatically enters a game mode in which the progress of the game can be controlled and executes control processing related to the progress of the game. Here, in order to provide a novel gaming machine, it has been considered that the main control board can be set not only to a game mode but also to a non-game mode in which the progress of the game cannot be controlled. In this case, the problem is how to switch the mode (game mode or non-game mode) set by the main control board. Therefore, the inventions according to Means B1 to B5 are directed to the gaming machine described in Japanese Patent Application Laid-Open No. 2014-045842, wherein the main control board is provided with special operating means that can be operated, and can be set to a game mode in which the progress of the game can be controlled or a non-game mode in which the progress of the game cannot be controlled. When the special operating means is operated, it is different in that at least one of switching from the non-game mode to the game mode or switching from the game mode to the non-game mode can be executed. Thereby, it is possible to solve (achieve the operational effect of) the problem of providing a novel gaming machine capable of switching the mode set by the main control board.

[0268] <Means C> The invention according to Means C1 is as follows. In a gaming machine (pachinko gaming machine PY1) provided with a main control board (game control board 100) capable of controlling the progress of the game, the main control board is provided with a predetermined storage unit (RAM clear non-erasure area 104b, see FIG. 14) capable of storing predetermined information (cut-off operation information) based on a predetermined operation (pressing operation on the RAM clear switch 191) when the power is cut off, and when the predetermined information is stored in the predetermined storage unit before shifting to a game mode in which the progress of the game can be controlled after the power is turned on, special processing (test mode processing in step S025) can be executed, while when the predetermined information is not stored in the predetermined storage unit, the special processing is not executed (see FIG. 19). This is a gaming machine characterized by this.

[0269] According to the gaming machine of this configuration, if a predetermined operation is performed when the power is turned off, a predetermined storage unit of the main control board can store predetermined information based on the predetermined operation. And, when the power is turned on and before shifting to the gaming mode, if the predetermined information is stored, special processing can be executed, while if the predetermined information is not stored, the special processing is not executed. In this way, it is possible to provide a novel gaming machine in which, depending on the predetermined operation when the power is turned off, the execution or non-execution of special processing is determined before shifting to the gaming mode after the power is turned on.

[0270] The invention related to means C2 is In the gaming machine described in means C1, when operated at power-on, it is provided with RAM clear operation means (RAM clear switch 191) capable of erasing information related to the progress of the game (for example, information on the game state such as a high-probability state, information such as the result of special figure reservation or jackpot winning determination) stored in the main control board, the main control board when the RAM clear operation means is operated at power-on, if the predetermined information (cut-off operation information) is stored in the predetermined storage unit, special processing (test mode processing in step S025) can be executed, while if the predetermined information is not stored in the predetermined storage unit, the special processing is not executed (see Fig. 19), and it is a gaming machine characterized by this.

[0271] According to the gaming machine of this configuration, when the condition that a predetermined operation is performed when the power is turned off and the condition that the RAM clear operation means is operated at power-on are satisfied, special processing is executed before shifting to the gaming mode after the power is turned on. In this way, in order to execute special processing, multiple operations are required, and it is possible to prevent the special processing from being frequently executed before shifting to the gaming mode. In other words, if no predetermined operation is performed when the power is turned off, even if the RAM clear operation means is operated at power-on, the special processing can be prevented from being executed.

[0272] The invention related to means C3 is In the gaming machine according to means C2, the main control board, even if the RAM clear operation means is operated when the power is turned on, can hold the predetermined information (interruption operation information) stored in the predetermined storage unit (RAM clear non-erasure area 104b), after information related to the progress of the game has been erased by an operation on the RAM clear operation means (after step S022 is executed), if the predetermined information is stored in the predetermined storage unit, special processing (test mode processing in step S025) can be executed, while if the predetermined information is not stored in the predetermined storage unit, the special processing is not executed. The gaming machine is characterized by this.

[0273] According to the gaming machine with this configuration, even if the RAM clear operation means is operated when the power is turned on, the predetermined information stored in the predetermined storage unit is retained. Therefore, after information related to the progress of the game has been erased by an operation on the RAM clear operation means, if the predetermined information is stored, special processing is executed, while if the predetermined information is not stored, it is possible not to execute the special processing. In other words, the main control board can determine whether to execute special processing based on a predetermined operation at the time of power-off without being affected by the RAM clear.

[0274] The invention according to means C4 is in the gaming machine according to means C2 or means C3, the main control board, when the RAM clear operation means is subjected to a predetermined operation (pressing operation) at the time of power-off, can store the predetermined information (interruption operation information) in the predetermined storage unit (RAM clear non-erasure area 104b) (step S112 can be executed). The gaming machine is characterized by this.

[0275] According to the gaming machine with this configuration, when the conditions that the RAM clear operation means is subjected to a predetermined operation at the time of power-off and that the RAM clear operation means is operated at the time of power-on are satisfied, it is possible to execute special processing before shifting to the gaming mode. Thus, in order to execute the special processing, the same RAM clear operation means may be operated at the time of power-off and at the time of power-on, and it is possible to prevent the operation from becoming complicated.

[0276] The invention according to means C5 is In the gaming machine according to any one of means C1 to C4, The main control board is capable of setting the gaming mode or a non-gaming mode (test mode) in which the progress of the game cannot be controlled, and as the special processing, setting to the non-gaming mode (executing the test mode process in step S025), and is characterized by being a gaming machine.

[0277] According to the gaming machine with this configuration, if a predetermined operation is performed at the time of power-off, after the power is turned on and before shifting to the gaming mode, it may be set to the non-gaming mode. Thus, it is possible to provide a novel gaming machine that can be set to the non-gaming mode immediately after the power is turned on according to the predetermined operation at the time of power-off.

[0278] The invention according to means C6 is In the gaming machine according to means C5, it includes main drive means (AT opening / closing member 14k, electric pachinko opening / closing member 12k, displays 8, base display 300) whose drive is controlled by the main control board, and the non-gaming mode is a drive confirmation mode (test mode) in which, while making it impossible to control the progress of the game, the drive of the main drive means can be confirmed by driving the main drive means (see FIG. 16), and is characterized by being a gaming machine.

[0279] According to the gaming machine with this configuration, according to the predetermined operation at the time of power-off, it is possible to be set to the drive confirmation mode immediately after the power is turned on and confirm whether the main drive means is appropriately driven.

[0280] The invention according to means C7 is in a gaming machine (pachinko gaming machine PY1) including a main control board (gaming control board 100) capable of controlling the progress of a game, the main control board includes a predetermined storage unit (RAM clear non-erasure area 104b) capable of storing predetermined information (cut-off operation information) based on a predetermined operation (a pressing operation on the RAM clear switch 191) when the power is cut off, and is characterized in that, before shifting to a game mode in which the progress of the game can be controlled after the power is turned on, if the predetermined information is not stored in the predetermined storage unit, special processing (test mode processing in step S025) can be executed, while if the predetermined information is stored in the predetermined storage unit, the special processing is not executed.

[0281] According to the gaming machine having this configuration, when a predetermined operation is performed when the power is cut off, the predetermined storage unit of the main control board can store the predetermined information based on the predetermined operation. Then, before shifting to the game mode after the power is turned on, if the predetermined information is not stored, special processing is executed, while if the predetermined information is stored, special processing is not executed. Thus, it is possible to provide a novel gaming machine in which, depending on the predetermined operation when the power is cut off, the execution or non-execution of special processing is determined before shifting to the game mode after the power is turned on.

[0282] Incidentally, the gaming machine described in Japanese Patent Application Laid-Open No. 2014-045842 is provided with a main control board capable of controlling the progress of the game. The main control board can execute special processing (for example, processing for executing RAM clearing) in response to an operation at the time of power-on, before shifting to a game mode in which the progress of the game can be controlled after the power is turned on. Here, if the special processing executed before shifting to the game mode is based on the operation at the time of power-on, a situation may occur in which the special processing is frequently executed for the employees at the game parlor. That is, for the employees at the game parlor, there may be a case where it is desirable that the special processing is executed only immediately after a specific power-on. Thus, the problem is how to make the special processing be executed only immediately after a specific power-on. Therefore, the inventions according to means C1 to C6 are different in that, for the gaming machine described in Japanese Patent Application Laid-Open No. 2014-045842, the main control board is provided with a predetermined storage unit capable of storing predetermined information based on a predetermined operation at the time of power-off, and can execute the special processing when the predetermined information is stored in the predetermined storage unit before shifting to a game mode in which the progress of the game can be controlled after the power is turned on, while not executing the special processing when the predetermined information is not stored in the predetermined storage unit. Alternatively, the invention according to means C7 is different in that, for the gaming machine described in Japanese Patent Application Laid-Open No. 2014-045842, the main control board is provided with a predetermined storage unit capable of storing predetermined information based on a predetermined operation at the time of power-off, and can execute the special processing when the predetermined information is not stored in the predetermined storage unit before shifting to a game mode in which the progress of the game can be controlled after the power is turned on, while not executing the special processing when the predetermined information is stored in the predetermined storage unit. By these, it is possible to solve (achieve the operational effects) the problem of providing a gaming machine capable of executing special processing before shifting to the game mode in a novel method.

Explanation of Signs

[0283] PY1…Pachinko gaming machine 8…Display devices 12…Second start port 12k…Electric chewing opening / closing member 14…Big winning port 14k…Big winning port opening / closing member 100... Game control board 101... Microcomputer for game control 104b... RAM clear non-erase area 190... Power supply board 191, 193... RAM clear switch 192, 194... Mode change switch

Claims

1. A main control board capable of controlling the progress of a game, a first specific winning opening / closing member whose opening / closing operation is controlled by the main control board so that the ease of entry of game balls into a first specific winning opening changes, a second specific winning opening / closing member whose opening / closing operation is controlled by the main control board so that the ease of entry of game balls into a second specific winning opening changes, RAM clear operation means that is operable and capable of erasing information related to the progress of the game, a performance control board capable of controlling performance, and a performance movable body whose driving operation is controlled by the performance control board. In a gaming machine comprising these components, the main control board can be set to a game mode capable of controlling the progress of the game or a drive confirmation mode in which the first specific winning opening / closing member and the second specific winning opening / closing member are opened and closed while making it impossible to control the progress of the game, when the RAM clear operation means is operated with the power supply turned on, it can be set to the drive confirmation mode before shifting to the game mode, when the RAM clear operation means is operated while the drive confirmation mode is set, the drive confirmation mode can be terminated, from the start to the end of the drive confirmation mode, the opening / closing operation of the first specific winning opening / closing member is repeated, and the opening / closing operation of the second specific winning opening / closing member is repeated, the performance control board is characterized in that when the drive confirmation mode is set, the performance movable body can be driven. A gaming machine.

2. In the gaming machine according to Claim 1, the main control board is characterized in that when the drive confirmation mode is set, regardless of the opening / closing operations of the first specific winning opening / closing member and the second specific winning opening / closing member, when a specific time elapses, the drive confirmation mode can be terminated. A gaming machine.

Citation Information

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