gaming machines

The pachinko gaming machine manages game balls through timed updates and restricted counting operations, addressing mismanagement issues and ensuring accurate ball tracking.

JP7723994B2Active Publication Date: 2025-08-15NEWGIN KK
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Patent Information

Application Number
JP2023083448
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-05-19
Publication Date
2025-08-15
Estimated Expiration
2043-05-19

AI Technical Summary

Technical Problem

Existing pachinko gaming machines do not appropriately manage the number of game balls, particularly during transitions involving counting operations, leading to potential mismanagement.

Method used

The gaming machine includes a management system that updates the number of game balls based on specific timings related to launching and supplying operations, with restricted updates during certain periods, and employs a counting operation mechanism to manage ball transfers accurately.

Benefits of technology

This approach ensures appropriate and accurate management of game balls, preventing miscounting and enhancing operational efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To appropriately manage a game ball number.SOLUTION: A CPU of a frame control board updates a game ball number in response to generation of specific timing related to at least one of a shooting operation and a supply operation in a shooting mechanism, and updates the game ball number in response to operation of a count switch. As operation of the count switch, there are first operation for instructing transfer of a first stipulated number of game balls, and second operation for instructing transfer of a second stipulated number of game balls more than the first stipulated number. A count restriction period is started in response to the generation of the specific timing. The count restriction period is a period during which, when the game ball number is a specific number, the update of the game ball number in response to the operation of the count switch, irrespective of the first operation or the second operation, is restricted.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] A pachinko gaming machine is known as an example of a gaming machine. For example, Patent Document 1 discloses a pachinko gaming machine that is configured to enable play by electronically managing the number of gaming balls. Generally, such pachinko gaming machines are configured to subtract the number of gaming balls when transferring the management of the gaming balls to an external device in response to a counting operation using a counting switch. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-162817 Summary of the Invention [Problem to be solved by the invention]

[0004] However, it may not be appropriate to update the number of game balls managed in a pachinko gaming machine without taking into consideration the timing of the counting operation. [Means for solving the problem]

[0005] The gaming machine that solves the above problem comprises a gaming board having a gaming area, a launching means capable of a launching operation to launch gaming balls toward the gaming area, a supplying means capable of a supplying operation to supply gaming balls to the launching means, a management means capable of managing the number of gaming balls, and a counting operation means, wherein the management means updates the number of gaming balls in response to the arrival of a specific timing related to at least one of the launching operation and the supplying operation, and updates the number of gaming balls in response to operation of the counting operation means, the operation of the counting operation means including a first operation to instruct the transfer of a first specified number of gaming balls and a second operation to instruct the transfer of a second specified number of gaming balls that is greater than the first specified number, and a specific period begins in response to the arrival of the specific timing, and the specific period is a period during which, when the number of gaming balls is a specific number, updating the number of gaming balls in response to operation of the counting operation means is restricted regardless of whether it is the first operation or the second operation. [Effects of the Invention]

[0006] According to the present invention, the number of game balls can be appropriately managed. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Figure 2] FIG. 2 is a front view of the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 5] FIG. 5 is a timing chart illustrating the supply operation and the firing operation. [Figure 6] 6(a) to 6(g) are schematic diagrams showing a specific example of rendering and notification in the display rendering device. [Figure 7] FIG. 7 is an explanatory diagram for explaining the conditions for stopping the launch of gaming balls. [Figure 8] FIG. 8 is a timing chart illustrating the subtraction of the number of game balls. [Figure 9] FIG. 9 is an explanatory diagram for explaining the number of balls to be counted according to the operation mode of the counting switch. [Figure 10] FIG. 10 is a timing chart for explaining input / output processing of the frame control board. [Figure 11] 11(a) and 11(b) are timing charts for explaining the transition of the number of game balls managed by the pachinko gaming machine. [Figure 12] 12(a) and 12(b) are timing charts for explaining the transition of the number of game balls managed by the pachinko gaming machine. DETAILED DESCRIPTION OF THE INVENTION

[0008] (First embodiment) A first embodiment of the pachinko gaming machine will be described below. 1, in an island facility (gaming island), pachinko gaming machines 10, which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are installed next to the pachinko gaming machines 10.

[0009] The management unit 100 will now be described. The management unit 100 has a medium insertion section 101 into which a card-type or coin-type management medium can be inserted. The management medium can store the remaining amount of money deposited and the number of game balls P1. The number of game balls P1 indicates the number of game balls owned by the player. The management unit 100 has a cash insertion section 102 into which cash can be inserted. The amount deposited into the cash insertion section 102 is stored in the management medium.

[0010] The management unit 100 is equipped with an operation panel 110 that can be operated by a player. As an example, the operation panel 110 is equipped with a ball lending operation section, a payout operation section, a return operation section, a game ball count display section, and a balance display section. The ball lending operation section is operated when increasing the number of game balls P2 managed by the pachinko gaming machine 10 based on the balance stored in the management medium. The game ball count P2 indicates the number of game balls owned by the player. The payout operation section is operated when increasing the number of game balls P2 based on the game ball count P1. The return operation section is operated when receiving the return of the management medium. The game ball count display section displays the number of game balls P1. The game ball count P1 and the game ball count P2 indicate the number of game media managed electronically. The balance display section displays the remaining amount of payment.

[0011] The management unit 100 includes a CU control board 120. The CU control board 120 includes a CPUa and a memory 120b. The CPU 120a executes a management unit control program to perform predetermined processing. The memory 120b stores the management unit control program. The memory 120b stores various information that is rewritten while the management unit 100 is in operation.

[0012] The management unit 100 includes a communication terminal 120d. The CU control board 120 is connected to the pachinko gaming machine 10 via the communication terminal 120d. The CU control board 120 is configured to be able to input various types of control information output by the pachinko gaming machine 10. The CPU 120a outputs a connection signal to the pachinko gaming machine 10 as an example of the various types of control information.

[0013] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external device. As an example, the external device (not shown) may be a hall computer installed in the amusement facility. The external device may be a management computer that can communicate with server equipment installed in a data center outside the amusement facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so that they can communicate with each other.

[0014] The processing executed by the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a of the CU control board 120 reads the remaining balance and the number of game balls P1 stored in the management medium. The CPU 120a adds the amount inserted into the cash insertion unit 102 to the remaining balance. When the remaining balance is not 0 and the ball lending operation unit is operated, the CPU 120a subtracts a specified amount from the remaining balance stored in the management medium and outputs a lending notice to the pachinko gaming machine 10 that can specify the granting of the number of game balls corresponding to the specified amount. The lending notice is an example of grant information.

[0015] When the payout operation unit is operated while the number of game balls P1 is 1 or more, the CPU 120a subtracts a predetermined number from the number of game balls P1 stored in the management medium and outputs a lending notice to the pachinko gaming machine 10 that can identify the provision of the predetermined number of game balls. When the CPU 120a receives a counting notice from the pachinko gaming machine 10, it adds the number of game balls that can be identified from the counting notice to the number of game balls P1 stored in the management medium. The counting notice is an example of counting information. The CPU 120a controls the game ball number display unit to display the number of game balls P1 at that time. The CPU 120a controls the balance display unit to display the balance at that time. When the return operation unit is operated, the CPU 120a ejects the management medium from the medium insertion unit.

[0016] The pachinko gaming machine 10 will be described. As shown in Figures 1 and 2, the pachinko gaming machine 10 electronically manages gaming balls that players can use for play. The pachinko gaming machine 10 is configured to enable play using an electronic medium. As an example, the pachinko gaming machine 10 is a circulation-type gaming machine configured to circulate a predetermined number of gaming balls within the machine. The number of gaming balls managed by the pachinko gaming machine 10 includes the number of gaming balls P2. However, the pachinko gaming machine 10 may also be a non-circulation-type gaming machine. The pachinko gaming machine 10 may be configured to receive a supply of gaming balls from an island facility (not shown) and return gaming balls to the island facility.

[0017] The pachinko gaming machine 10 comprises a frame 11 and a gaming board 20 held by the frame 11. The gaming board 20 has a gaming area 21a through which gaming balls flow down. The frame 11 will now be described. The frame 11 comprises an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to the island equipment using nails or the like. The middle frame 13 holds the gaming board 20. The front frame 14 has a protective glass 14a. The protective glass 14a covers the gaming area 21a of the gaming board 20. The middle frame 13 is supported so that it can be opened and closed relative to the outer frame 12. The front frame 14 is supported so that it can be opened and closed relative to the middle frame 13. The frame 11 comprises a locking device 11A. The locking device 11A can be locked and unlocked using a suitable key. The middle frame 13 can be opened relative to the outer frame 12 when the locking device 11A is unlocked. The front frame 14 can be opened relative to the middle frame 13 when the locking device 11A is unlocked.

[0018] The frame 11 is equipped with a firing operation unit 15. The firing operation unit 15 is configured to enable an operation to fire game balls. As an example, the firing operation unit 15 is provided on the front side of the middle frame 13. As an example, the firing operation unit 15 is handle-shaped. The pachinko gaming machine 10 is configured to shoot game balls with a firing strength corresponding to the amount of operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 3). The touch sensor D01 outputs a touch signal when a player holds the firing operation unit 15 and the player's finger touches an electrically conductive ring (not shown). The firing stop switch D02 outputs a stop signal when a firing stop button protruding from the side of the firing operation unit 15 is pressed. When the handle lever is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation.

[0019] The frame 11 is provided with a game ball number display unit 16a capable of displaying the number of game balls P2. As an example, the game ball number display unit 16a is provided on the front side of the front frame 14. The game ball number display unit 16a may be capable of executing a predetermined notification. The frame 11 is provided with a counting switch 16b. The counting switch 16b is an example of a counting operation means. As an example, the counting switch 16b is provided on the front side of the front frame 14. The counting switch 16b allows a counting operation when a predetermined countable state is established. The counting switch 16b outputs a counting signal when a counting operation is performed. The frame 11 is provided with a counting notification unit 16c. As an example, the counting notification unit 16c is provided on the front side of the front frame 14.

[0020] The frame 11 is equipped with an audio production device 17, an example of which is a speaker. As an example, the audio production device 17 is disposed on the front side of the front frame 14. The audio production device 17 can perform a production that outputs a predetermined audio (hereinafter referred to as audio production). The audio production device 17 can perform an announcement that outputs a predetermined audio (hereinafter referred to as audio announcement). For example, the predetermined audio is a piece of music, a sound effect, or a human voice reading a predetermined string of characters.

[0021] The frame 11 is equipped with a light-emitting effect device 18. The light-emitting effect device 18 can perform effects (hereinafter referred to as light-emitting effect) by turning on, flashing, and extinguishing a light-emitting element (not shown), such as an LED. The light-emitting effect device 18 can perform notifications (hereinafter referred to as notification light) by turning on, flashing, and extinguishing a light-emitting element (not shown). As an example, the light-emitting effect device 18 is disposed on the front side of the front frame 14. Without being limited to this, the light-emitting effect device 18 may be disposed on the game board 20 instead of or in addition to the frame 11. The frame 11 is equipped with a performance operation unit 22. The performance operation unit 22 is configured to be operable by a player. As an example, the performance operation unit 22 is a button-type operation device. Without being limited to this, the performance operation unit 22 may be a lever-type operation device.

[0022] The frame 11 is equipped with a radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 3). The radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. The game board 20 may be equipped with a radio wave sensor in addition to the radio wave sensor D16 in the middle frame 13, so that abnormal radio waves can be detected on the game board 20. The pachinko gaming machine 10 does not have a magnetic sensor that detects magnetic fields exceeding a predetermined strength as abnormal magnetism. However, the pachinko gaming machine 10 may be equipped with a magnetic sensor on one or both of the frame 11 and the game board 20, so that it can detect the approach of a magnet.

[0023] The frame 11 is equipped with a first door opening switch D17 that detects that the front frame 14 is open relative to the middle frame 13 (see FIG. 3). The first door opening switch D17 outputs a first door opening signal when it detects that the front frame 14 is open. The middle frame 13 is equipped with a second door opening switch D18 that detects that the middle frame 13 is open relative to the outer frame 12 (see FIG. 3). The second door opening switch D18 outputs a second door opening signal when it detects that the middle frame 13 is open.

[0024] The frame 11 includes a frame control board 82 and a launch control board 83. The frame control board 82 and the launch control board 83 are fixed to the rear side of the middle frame 13. In other words, each control board 82, 83 is mounted on the frame. Each control board 82, 83 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened. The electrical configuration of each control board 82, 83 will be described later. The frame 11 includes a power supply unit 99. The power supply unit 99 is fixed to the rear side of the middle frame 13. The power supply unit 99 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened.

[0025] The frame 11 is provided with a distribution mechanism 40 for game balls. 2, the game ball distribution mechanism 40 includes a collection mechanism 41, a circulation mechanism 42, and a launch mechanism 43. As an example, the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are provided in the inner frame 13. The operations of the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are controlled by a frame control board 82 and a launch control board 83.

[0026] The collection mechanism 41 guides game balls discharged from the game board 20 to the circulation mechanism 42. The collection mechanism 41 is composed of a combination of passages extending downward or passages inclined downward. As indicated by arrows Y1 and Y2, when game balls are received by the collection mechanism 41 from the game board 20, they flow down the passages constituting the collection mechanism 41 and reach the circulation mechanism 42. The circulation mechanism 42 transports the game balls received from the collection mechanism 41 in a predetermined direction. As an example, the circulation mechanism 42 lifts the game balls. The circulation mechanism 42 includes a transport unit 42A that transports the game balls. As an example, the transport unit 42A includes a transport passage extending along a predetermined direction, a screw housed in the transport passage, and a transport motor 42a that rotates the screw (see FIG. 3). As indicated by arrow Y3, the game balls transported by the circulation mechanism 42 reach the launch mechanism 43.

[0027] As indicated by arrow Y4, the launching mechanism 43 can launch the game balls transported by the circulation mechanism 42 so that they reach the play area 21a of the game board 20. As an example, the launching mechanism 43 includes a supply unit 43A that performs a supply operation to supply game balls, and a launching unit 43B that performs a launching operation to launch the game balls supplied from the supply unit 43A toward the play area 21a. The supply unit 43A supplies the game balls transported by the transport unit 42A to the launching unit 43B by dispensing them one by one. The supply unit 43A has a supply member (movable piece) configured to be able to supply the game balls one by one, a supply solenoid 43a that drives the supply member, and a supply sensor D19 that detects the game balls supplied to the launching unit 43B (see FIG. 3). The game balls dispensed one by one from the supply unit 43A flow into the impact position of the launching unit 43B. As an example, the supply sensor D19 detects game balls downstream of the supply member (toward the launching unit 43B). Without being limited to this, the supply sensor D19 may also detect game balls upstream of the supply member (toward the circulation mechanism 42). When the supply sensor D19 detects a game ball, it outputs a supply signal. The launching unit 43B launches game balls that have flowed into the impact position toward the game area 21a. The launching unit 43B has a launching hammer that impacts game balls at the impact position, and a launching solenoid 43b that drives the launching hammer (see FIG. 3).

[0028] The flow of game balls in the distribution mechanism 40 will be described. As shown by arrow Y4, game balls are launched by the launching section 43B of the launching mechanism 43. The game balls can reach the game area 21a. When the game balls reach the game area 21a, they enter a winning hole or an outlet opening into the game area 21a. As shown by arrow Y1, the game balls are discharged to the collection mechanism 41 from an outlet (not shown) formed in the game board 20. Game balls that are launched by the launching mechanism 43 but do not reach the game area 21a (so-called foul balls) also flow into the collection mechanism 41. As shown by arrow Y2, the game balls pass through the collection mechanism 41 and reach the circulation mechanism 42. The game balls are transported by the circulation mechanism 42. As shown by arrow Y3, the game balls return to the launching mechanism 43 and are launched again.

[0029] The game board 20 will now be described. The gaming board 20 has a display and presentation device 19, a game control board 80, and a presentation control board 81. The display and presentation device 19, the game control board 80, and the presentation control board 81 are provided on the rear part of the gaming board 20. In other words, the display and presentation device 19, the game control board 80, and the presentation control board 81 are mounted on the gaming board 20.

[0030] As shown in FIG. 2, the gaming board 20 has a square gaming board 21. A gaming area 21a, which is substantially circular in front view, is defined on the front of the gaming board 21. Nails, windmills, and the like are arranged in the gaming area 21a. A display window 21b is formed in the approximate center of the gaming area 21a, penetrating the gaming board 21 in the front-to-rear direction. A guide passage 21c is formed to the left of the gaming area 21a, which guides gaming balls launched by operating the launch operation unit 15 to the gaming area 21a. The gaming area 21a and the guide passage 21c are covered by a protective glass 14a.

[0031] The game board 20 is equipped with an information display device 30. As an example, the information display device 30 is provided on the gaming board 20. The information display device 30 displays various information. As an example, the information display device 30 includes a first special symbol display section 31, a second special symbol display section 32, a first hold display section 33, a second hold display section 34, a normal symbol display section 35, and a normal hold display section 36. As an example, the display sections 31 to 36 are arranged together in a section of the gaming board 20 that is visible to the player, but this is not limiting, and some or all of them may be arranged in different sections.

[0032] The special symbol display units 31 and 32 can execute a special symbol variable game (hereinafter referred to as a special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The special symbols are symbols for announcing the results of an internal lottery (a lottery for a special symbol win). The special symbols include jackpot symbols and loss symbols. The special symbols may also include small win symbols. In the pachinko gaming machine 10, when a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in a special game, and a jackpot game is awarded after the special game for that jackpot ends. The jackpot game will be described later. In the following description, the special game executed on the first special symbol display unit 31 will be referred to as the "first special game," and the special game executed on the second special symbol display unit 32 will be referred to as the "second special game."

[0033] The first hold display unit 33 displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 34 displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).

[0034] The normal symbol display unit 35 can execute a normal game in which predetermined symbols are variably displayed and finally a normal symbol is statically displayed. The normal symbol is a symbol for announcing the result of an internal lottery (a normal symbol winning lottery). The normal symbol includes a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, when a normal winning symbol is won in the normal symbol winning lottery, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.

[0035] The normal hold display unit 36 displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 30 may include a right hit display unit that displays information instructing a right hit, and a round display unit that notifies the upper limit of the number of rounds of play.

[0036] The game board 20 is formed with a plurality of winning holes 23. The plurality of winning holes 23 open to the game area 21a so that game balls can enter. The plurality of winning holes 23 include a first starting hole 23A, a second starting hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes 23.

[0037] The first start opening 23A is a winning opening through which game balls are allowed to enter in order to fulfill the conditions for awarding prize balls and the conditions for holding the first special game. As an example, the first start opening 23A is located below the display and performance device 19. The first start opening 23A is always open so that game balls can enter. The game board 20 is equipped with a first start sensor D11 as a winning sensor that detects game balls that have entered the first start opening 23A (see FIG. 3).

[0038] The second start opening 23B is a winning opening through which game balls are inserted to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. For example, the second start opening 23B is located to the right of the first start opening 23A. The second start opening 23B is provided with a normal opening / closing piece 23Ba, for example, in the form of a door. When a normal win game is not awarded, the second start opening 23B is closed to prevent or make it difficult for game balls to enter. When a normal win game is awarded, the second start opening 23B is opened to allow or facilitate game balls to enter. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second start opening 23B (see FIG. 3). The game board 20 also has a second start sensor D12 as a winning sensor that detects game balls that have entered the second start opening 23B (see FIG. 3). The normal opening / closing piece 23Ba is a so-called "normal electric accessory."

[0039] The large prize opening 23C is an opening through which game balls enter to fulfill the conditions for awarding a prize ball. For example, the large prize opening 23C is located at the lower right of the display and effect device 19. The large prize opening 23C is provided with a special opening / closing piece 23Ca, for example, in the form of a door. When a large prize game is not awarded, the large prize opening 23C is closed to prevent game balls from entering or to make it difficult for balls to enter. When a large prize game is awarded, the large prize opening 23C is opened to allow game balls to enter or to make it easy for balls to enter. The gaming board 20 is provided with a special solenoid SL2 as a means for opening the large prize opening 23C (see FIG. 3). The gaming board 20 also has a count sensor D13 as a winning sensor that detects game balls that enter the large prize opening 23C (see FIG. 3).

[0040] The normal winning opening 23D is a winning opening into which a gaming ball enters in order to fulfill the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the display and performance device 19 and at the lower right of the display and performance device 19. The normal winning opening 23D is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor D14 as a winning sensor that detects a gaming ball that enters the normal winning opening 23D (see FIG. 3).

[0041] The game board 20 is provided with a gate 24. As an example, the gate 24 is located in the right area of the game area 21a, above the second start opening 23B and the special prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter. The gate 24 has a gate sensor D15 as a prize sensor that detects game balls that have entered the gate opening 24a (see Figure 3). The gate 24 is a ball entry opening through which game balls can enter in order to establish the conditions for starting a normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.

[0042] An outlet 25 is formed on the gaming board 20. As an example, the outlet 25 opens at the bottom of the gaming area 21a. If a gaming ball does not enter any of the first start opening 23A, the second start opening 23B, the big prize opening 23C, and the normal prize opening 23D, it enters the outlet 25. The multiple prize openings 23 and the outlet 25 can be understood as outlets for ejecting gaming balls from the gaming area 21a, or as return openings for returning gaming balls from the gaming area 21a. When a gaming ball enters any of the multiple prize openings 23 or the outlet 25, it is ejected from the gaming board 20. A gaming ball ejected from the gaming area 21a of the gaming board 20 is a so-called "out ball."

[0043] The display and rendering device 19 will now be described. The display and effect device 19 has an image display area 19a capable of displaying an image. The display and effect device 19 is attached to the rear surface of the game board 21 so that the image display area 19a can be viewed through the display window 21b. As an example, the display and effect device 19 is a liquid crystal display. The display and effect device 19 can execute an effect that displays a predetermined image (hereinafter referred to as a display effect). The display and effect device 19 can execute an announcement that displays a predetermined image (hereinafter referred to as a display announcement). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when the term "display" is used to refer to these effect patterns, characters, etc., it means that these characters, etc. are displayed as an image.

[0044] The audio performance device 17, the light-emitting performance device 18, and the display performance device 19 constitute performance equipment ES, which is an example of a means for executing a predetermined performance (see FIG. 1). The audio performance device 17, the light-emitting performance device 18, and the display performance device 19 can all execute a predetermined notification. Therefore, the performance equipment ES is an example of a means for performing a predetermined notification. The performance devices included in the performance equipment ES are not limited to the audio performance device 17, the light-emitting performance device 18, and the display performance device 19, and may be configured with some of these performance devices omitted. In addition to these performance devices, or instead of one or more of them that can be selected arbitrarily, the performance equipment ES may include a movable performance device that executes a movable performance, or a vibration performance device that executes a vibration performance.

[0045] The display effects by the display effect device 19 include an effect pattern variable game (hereinafter referred to as an effect game) using multiple rows of effect patterns. In an effect game, multiple rows of effect patterns are variably displayed, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is stopped and displayed. The effect patterns are decorated with characters, patterns, etc., and are used to diversify the display effects. As an example, an effect game is performed by variably displaying (scrolling) the effect patterns of the left, middle, and right pattern rows in a predetermined direction. The effect game may include a reach effect performed by forming a reach. An effect game is started and ended together with a special game. In an effect game, a pattern combination corresponding to the special pattern stopped and displayed in the special game is stopped and displayed. When a jackpot pattern is stopped and displayed in the special game, the jackpot pattern combination is stopped and displayed in the effect game. When a losing pattern is stopped and displayed in the special game, the losing pattern combination is stopped and displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as the "variable game." In this way, the display effect device 19 constituting the effect device ES can execute variable display of symbols. The special symbol display units 31, 32 and the display effect device 19 are each an example of means for executing a variable game.

[0046] We will explain about jackpot games. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the large prize opening 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the opening, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the large prize opening 23C is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.

[0047] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."

[0048] The pachinko gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. The pachinko gaming machine 10 has two states in which the ball entry rate into the second starting hole 23B can vary: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 23B increases, making it easier for a gaming ball to enter the second starting hole 23B, making it an advantageous state for the player (easy ball entry state). The high ball entry rate state is what is known as an "electric support state," and the low ball entry rate state is what is known as a "non-electric support state."

[0049] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, which can be arbitrarily selected, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which increases the probability of winning the normal win lottery (normal win probability) compared to the low ball entry rate state. The third control is opening time extension control, which extends the total opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 23B is opened in one normal win game compared to the low ball entry rate state, and control that extends the opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to when the ball is in a low winning rate state. When the special symbol fluctuation time shortening control is performed, a high winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and a low winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0050] The game state is determined by the combination of whether or not the probability variable function is activated and whether or not the ball-scoring assist function is activated. In the following explanation, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, low-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, low-ball-scoring rate state." Also, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, high-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, high-ball-scoring rate state."

[0051] The pachinko gaming machine 10 is equipped with a complete function. The complete function stops the operation of the pachinko gaming machine 10 before the number of balls dispensed from the pachinko gaming machine 10 exceeds a reference number (value). The activation condition for the complete function is established when the difference ball PC during one day of operation reaches an activation reference number (95,000 balls), which is set to a number less than the reference number (e.g., 100,000 balls). The difference ball PC is the difference between the number of out balls (number of fired game balls) and the number of safe balls (number of paid-out game balls). For example, the difference ball PC may be calculated by subtracting 1 from the difference ball PC each time a game ball is fired, and adding the number of prize balls set for that prize ball slot to the difference ball PC each time a game ball enters a prize slot 23. For example, when the difference ball PC is 0 or less, the difference ball PC may be calculated by subtracting 1 from the difference ball PC when a game ball is fired, or may not be calculated by subtracting 1 from the difference ball PC. That is, the difference in balls PC may be the total difference in balls during business hours in one day, or the maximum difference in balls during business hours in one day. The number of out balls may be the number of game balls that have reached the game area 21a, or may be the number of game balls obtained by adding the number of game balls to the number of foul balls.

[0052] The electrical configuration of the pachinko gaming machine 10 will be described. 3, the pachinko gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board 80, a performance control board 81, a frame control board 82, and a launch control board 83.

[0053] The game control board 80 and the presentation control board 81 are connected so that control information (signals, control commands, messages, etc.) can be output in one direction from the game control board 80 to the presentation control board 81. The game control board 80 executes predetermined processing and outputs control information to the presentation control board 81. The presentation control board 81 executes predetermined processing based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected so that control information can be output in two directions. The frame control board 82 and the launch control board 83 are connected so that control information can be output in two directions. The frame control board 82 executes predetermined processing and outputs control information to the game control board 80 and the launch control board 83. The launch control board 83 operates in a predetermined procedure and outputs control information to the frame control board 82. The frame control board 82 of the pachinko gaming machine 10 and the CU control board 120 of the management unit 100 are connected via a connection terminal board 98 provided in the pachinko gaming machine 10 so that control information can be output in both directions.

[0054] The pachinko gaming machine 10 includes a power supply unit 99. As an example, the power supply unit 99 is provided on the back side of the inner frame 13. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 43a, the launch solenoid 43b, various sensors, and switches. The power supply unit 99 includes a main switch 99a. The pachinko gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.

[0055] The game control board 80 will now be described in detail. As shown in FIG. 4, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generation circuit 80d. The CPU 80a executes a game control program to perform processing related to the progress of the game. The ROM 80b stores the game control program, judgment values used for various judgments and lotteries, tables, and the like. The ROM 80b stores multiple types of fluctuation patterns. The fluctuation pattern is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can identify the fluctuation content (effect content) of an effect game performed during execution of a special game. As an example, the fluctuation pattern includes a jackpot fluctuation pattern and a loss fluctuation pattern. As an example, an effect game based on a jackpot fluctuation pattern has fluctuation content in which a jackpot symbol combination is stopped and displayed after a reach effect. As an example, an effect game based on a loss fluctuation pattern has fluctuation content in which a loss symbol combination is stopped and displayed after a reach effect or without a reach effect.

[0056] The RAM 80c stores various information that is rewritten depending on the processing results of the CPU 80a. For example, information stored in the RAM 80c includes flags, counters, and timers. The RAM 80c is an example of a means capable of storing information. The random number generation circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers through random number generation processing by the CPU 80a.

[0057] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input detection signals output by each of the sensors D11-D15 upon detecting a game ball. The CPU 80a can input radio wave detection signals, first door opening signals, and second door opening signals from the frame control board 82. The game control board 80 is connected to each of the display units 31-36. The CPU 80a can control the display content of each of the display units 31-36. The game control board 80 is connected to each of the solenoids SL1 and SL2. The CPU 80a can control the opening mode of the second start opening 23B and the special prize opening 23C by controlling the operation of each of the solenoids SL1 and SL2.

[0058] The performance control board 81 will now be described in detail. The effect control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes an effect control program to perform processing related to effects. The ROM 81b stores the effect control program, a judgment value used for a predetermined lottery, and the like. The ROM 81b stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The RAM 81c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RAM 81c includes flags, counters, and timers. The effect control board 81 is configured to be able to generate software random numbers through random number generation processing by the CPU 81a. The effect control board 81 may also include a random number generation circuit to be able to generate hardware random numbers.

[0059] The performance control board 81 is connected to the display performance device 19. The CPU 81a is capable of controlling the display content of the display performance device 19. The performance control board 81 is connected to the audio performance device 17. The CPU 81a is capable of controlling the output content of the audio performance device 17. The performance control board 81 is connected to the light-emitting performance device 18. The CPU 81a is capable of controlling the light-emitting mode of the light-emitting performance device 18. The performance control board 81 is connected to the performance operation unit 22. The CPU 81a is capable of inputting an operation signal output by the performance operation unit 22 when the performance operation unit 22 is operated.

[0060] The frame control board 82 will now be described in detail. As shown in Fig. 3, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error reset switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to perform processing related to the operation of various mechanisms mounted on the middle frame 13. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RAM 82c includes flags, counters, timers, and the like.

[0061] The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of winning balls during normal play. Normal play is play when the game is in a low probability, low ball entry rate state and no jackpot game is being played. Winning balls are game balls that have reached the game area 21a among the game balls fired from the firing mechanism 43 (firing unit 43B). The base value is calculated using the formula "total number of winning balls during normal play ÷ total number of winning balls during normal play × 100".

[0062] The ball removal switch 82e is operated to create a state in which game balls inside the machine can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 40. The error release switch 82f is operated to cancel the error setting when a specified error is set. An error is set when an error is detected. The game ball clear switch 82g is operated to initialize the number of game balls P2 stored as data in RAM 82c to 0 (zero). The RAM clear switch 82h is operated to initialize the information stored in RAM 80c and the information stored in RAM 82c (hereinafter referred to as RAM clear). When pressed, the RAM clear switch 82h outputs a RAM clear signal.

[0063] The backup power supply 82j supplies backup power to the RAM 82c of the frame control board 82 and the RAM 80c of the game control board 80 when the external power supply is cut off (hereinafter referred to as "power outage"). Each RAM 80c, 82c receives backup power, allowing the contents stored in the RAM 80c, 82c at the time of power outage to be retained even after power outage. Alternatively, one or both of the RAMs 80c, 82c may be non-volatile memory, allowing information to be retained even after power outage. Information to be backed up includes the number of game balls P2, game information, and performance information. For example, game information is information related to the progress of the game, such as the first reserved number, the second reserved number, and special symbols. For example, game information includes a complete flag, which indicates the activation of the complete function. For example, performance information is information necessary for calculating the base value. The difference ball PC is not included in the information to be backed up. The difference ball PC is initialized when power is cut off.

[0064] When the supply voltage falls below a specified voltage, the backup circuit 82k outputs a power interruption detection signal to the CPU 80a and the CPU 82a. The launch permission circuit 82m is a circuit for outputting a signal (hereinafter referred to as a launch permission signal) that can identify that the launch control board 83 is in a launch permission state that allows the launch of game balls. The output conditions for the launch permission signal will be described later.

[0065] The frame control board 82 is connected to the counting switch 16b. The CPU 82a is configured to be able to input the counting signal output by the counting switch 16b. The frame control board 82 is connected to various sensors and switches such as the radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, and the supply sensor D19. The CPU 82a is configured to be able to input various signals such as the radio wave detection signal, the first door opening signal, and the second door opening signal. When the radio wave detection signal, the first door opening signal, the second door opening signal, and the supply signal are input, the frame control board 82 outputs each of these signals to the game control board 80.

[0066] The frame control board 82 is connected to the game ball count display unit 16a. The CPU 82a is configured to be able to control the display content of the game ball count display unit 16a. The frame control board 82 is connected to the transport unit 42A (transport motor 42a). The CPU 82a is configured to be able to control the transport operation of the transport unit 42A. The frame control board 82 is connected to the supply unit 43A (supply solenoid 43a). The CPU 82a controls the supply of electricity to the supply solenoid 43a, thereby displacing the supply member (movable piece) and causing the game balls to be supplied.

[0067] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to input various telegrams output by the CU control board 120. The connection signal output by the management unit 100 is input from the connection terminal board 98 to the launch permission circuit 82m without passing through the CPU 82a. The launch stop signal output by the game control board 80, the error signal output by the CPU 82a, and the like are also input to the launch permission circuit 82m.

[0068] The launch control board 83 is equipped with a launch control circuit 83a for controlling the operation of the launch unit 43B of the launch mechanism 43. The launch control circuit 83a outputs a drive signal to the launch solenoid 43b based on a control signal input from the frame control board 82 and signals input from sensors and switches. The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input a touch signal, a stop signal, and a volume signal. The launch control board 83 is connected to the launch solenoid 43b. When the launch control circuit 83a outputs a drive signal to the launch solenoid 43b, the launch solenoid 43b is driven and the launch hammer strikes the gaming ball. In other words, the gaming ball is launched.

[0069] The launch control circuit 83a has a pulse clock generation unit, an operation determination unit, a delay circuit, a timing pulse generation unit, and a solenoid drive unit. The pulse clock generation unit generates a pulse signal at a predetermined period tb (e.g., 600 ms). If the operation enable condition is met, the operation determination unit outputs an operation signal to the timing pulse generation unit via the delay circuit. If the operation enable condition is not met, the operation determination unit does not output an operation signal. The operation enable condition is met when the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. When the operation determination unit stops outputting the operation signal, it outputs an operation stop signal to the frame control board 82. When the operation stop signal is input, the frame control board 82 (CPU 82a) outputs predetermined information (hereinafter referred to as the blank firing generation command) to the game control board 80.

[0070] When an operation signal is input to the delay circuit, the delay circuit outputs the operation signal as is to the timing pulse generating unit. The delay circuit is configured to continue outputting the operation signal for a predetermined period (hereinafter referred to as an extension period ta) even after the operation signal is no longer input. In other words, the delay circuit delays the timing at which the output of the operation signal ends. As an example, the extension period ta is a period twice as long as the generation period tb of the pulse signal by the pulse clock generating unit. However, the extension period ta may be a period the same length as the generation period tb of the pulse signal, or may be a period more than twice as long.

[0071] When the timing pulse generating unit receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generating unit and outputs a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies a driving current having a voltage corresponding to the volume signal (voltage) received from the handle volume D03 to the firing solenoid 43b as the driving signal. This drives the firing solenoid 43b with a strength corresponding to the amount of rotation of the handle lever, and launches a gaming ball. Therefore, the generation period tb of the pulse signal is the firing period tb of the gaming ball.

[0072] When the operable condition is met, the launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 each time the launch solenoid 43b is driven. When the operable condition is not met, the launch control circuit 83a does not output a subtraction reference signal to the frame control board 82 even when the launch solenoid 43b is driven. On the other hand, when the CPU 82a of the frame control board 82 inputs the subtraction reference signal, it controls the supply solenoid 43a to displace the supply member (movable piece) and operate to supply one gaming ball. As a result, one gaming ball is dispensed from the supply unit 43A and flows into the impact position of the launch unit 43B.

[0073] An example of a specific operation of the firing mechanism 43 will now be described. As shown in Figure 5, the enable condition is met and an operation signal is output from time T0 to time T7. At time T7, the enable condition is no longer met. The output of the operation signal is continued (extended) by the delay circuit for an extension period ta from time T7 to time T11. At time T12, the output of the operation signal ends.

[0074] In this case, at time T1, the launch solenoid 43b is driven and a gaming ball is launched. At time T1, the operable condition is met, so a subtraction reference signal is output to the frame control board 82. At time T2, the supply solenoid 43a is driven based on the subtraction reference signal and a gaming ball is supplied. Similarly, at time T3 and time T5 for each launch cycle tb, the launch solenoid 43b is driven and a gaming ball is launched. At time T3 and time T5, the operable condition is met, so a subtraction reference signal is output to the frame control board 82. At time T4 and time T6 for each launch cycle tb, the supply solenoid 43a is driven based on the subtraction reference signal and a gaming ball is supplied.

[0075] At time T8 when the next firing cycle tb arrives, the output of the operation signal is extended, so the firing solenoid 43b is driven and a gaming ball is fired. In other words, the first blank firing operation is executed. However, at time T8, the operable condition is not met, so the subtraction reference signal is not output to the frame control board 82. Therefore, at time T9, the supply solenoid 43a is not driven and no gaming ball is supplied. In other words, the gaming ball is no longer present at the impact position of the firing section 43B.

[0076] At time T10, when the next firing cycle arrives, the output of the operation signal is extended, so the firing solenoid 43b is driven. In other words, a second blank firing operation is performed. However, since the gaming ball is not at the impact position of the firing section 43B, the gaming ball is not fired. Also, at time T10, the operable condition is not met, so the subtraction reference signal is not output to the frame control board 82. Therefore, at time T11, the supply solenoid 43a is not driven, and no gaming ball is supplied. Thereafter, at time T13, when the next firing cycle arrives, the output of the operation signal has ended, so the firing solenoid 43b is not driven.

[0077] In this way, the supply operation by the supply unit 43A is restricted during the period from when the operable condition is not satisfied until the extension period ta has elapsed. On the other hand, the firing operation by the firing unit 43B continues without restriction during the period from when the operable condition is not satisfied until the extension period ta has elapsed. In other words, when the operable condition is not satisfied, a predetermined number of blank firing operations are performed. As an example, since the extension period ta is twice as long as the firing cycle tb, the blank firing operation is performed twice. The blank firing operation may be performed once, or may be performed three or more times. As described above, in the pachinko gaming machine 10, the operation for firing game balls is restricted in response to the satisfaction of a predetermined condition (condition for stopping the firing of game balls). As an example, restricting the operation for firing game balls means stopping the supply operation while continuing the firing operation.

[0078] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame-side power cutoff process will now be described. When the CPU 82a receives the power interruption detection signal output by the backup circuit 82k, it executes frame-side power interruption processing. In the frame-side power interruption processing, the CPU 82a calculates a checksum value for the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter referred to as a backup flag) that can identify that the frame-side power interruption processing has been executed successfully in the RAM 82c. The CPU 82a then waits until power is completely interrupted. The various pieces of information stored in the RAM 82c when power is interrupted are retained even after power is interrupted by the backup power mentioned above.

[0079] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 82 reaches the voltage required for the CPU 82a's operation, the CPU 82a starts up and determines whether the backed-up information is normal. Specifically, the CPU 82a determines whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and determines whether the calculated checksum value matches the checksum value calculated during the frame-side power-off process. The CPU 82a determines the information as normal if the backup flag is stored and the checksum values match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 82a initializes the number of game balls P2 and game information stored in the RAM 82c. The CPU 82a does not initialize the performance information. The CPU 82a then returns to normal operation based on the initialized or backed-up number of game balls P2, game information, and performance information, and executes the frame-side normal process described below.

[0080] On the other hand, if the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g has been operated based on whether the game ball clear signal is in the ON state. When the game ball clear switch 82g has been operated, the CPU 82a initializes the number of game balls P2. The CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g has not been operated, the CPU 82a does not initialize the number of game balls P2. The CPU 82a does not initialize the game information and performance information.

[0081] The CPU 82a determines whether the RAM clear switch 82h has been operated based on whether a RAM clear signal has been input. When the RAM clear switch 82h is operated, the CPU 82a initializes the game information stored in the RAM 82c. The CPU 82a does not initialize the number of game balls P2 and the performance information. When the RAM clear switch 82h is not operated, the CPU 82a does not initialize the game information. In other words, the performance information is not initialized regardless of whether the number of game balls P2 is initialized or the game information is initialized. Note that when both the game ball clear switch 82g and the RAM clear switch 82h are operated, the CPU 82a initializes the number of game balls P2 and the game information but does not initialize the performance information. Alternatively, the CPU 82a may preferentially accept the operation of either the game ball clear switch 82g or the RAM clear switch 82h and initialize the information corresponding to that operation. Thereafter, the CPU 82a returns to the normal frame side processing based on the initialized or backed up number of game balls P2, game information, and performance information.

[0082] The frame-side normal processing of the frame control board 82 will now be described. The following describes the game ball count management process, which is part of the normal frame-side processing. As an example, the CPU 82a can function as a management means capable of managing the number of game balls by executing the game ball count management process. When the CPU 82a inputs acquired prize ball count information from the game control board 80, it adds the acquired prize ball number that can be identified from the acquired prize ball count information to the number of game balls P2. The acquired prize ball count information is control information that is output by the game control board 80 when the conditions for awarding prize balls are met following a win at a specified winning slot, and is information that can identify the number of prize balls set at that winning slot.

[0083] When the CPU 82a receives a loan notification from the management unit 100, it adds the number of awarded balls indicated in the loan notification to the number of game balls P2. When the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the launch unit 43B, the CPU 82a subtracts one from the number of game balls P2. As described above, when the CPU 82a receives a subtraction reference signal, it controls the supply solenoid 43a to displace the supply member (movable piece) and supply one game ball. This causes one game ball to be dispensed from the supply unit 43A and flow into the impact position of the launch unit 43B. Alternatively, the CPU 82a may subtract one from the number of game balls P2 in response to the actuation of the launch solenoid 43b. In other words, the CPU 82a updates the number of game balls P2 in response to the operation of the launch mechanism 43. In this manner, the CPU 82a is configured to update the number of game balls P2 in response to the arrival of a specific timing associated with at least one of the shooting operation and the supply operation. For example, the specific timing is when the supply unit 43A performs a shooting operation. For example, the specific timing is when a subtraction reference signal is output or input. For example, a supply operation is performed in response to the specific timing, and a shooting operation is performed in response to the shooting operation. The specific timing occurs at a predetermined interval. However, the specific timing may be when the shooting unit 43B performs a shooting operation or when a game ball is detected by the supply sensor D19. The CPU 82a controls the game ball count display unit 16a to display the current number of game balls P2. When the number of game balls P2 becomes zero as a result of the subtraction, the CPU 82a outputs a zero game ball count signal to the launch permission circuit 82m.

[0084] When the CPU 82a is in the countable state, it transitions to a counting execution state in which it transfers gaming balls equivalent to the number of gaming balls P2 to the outside of the machine while receiving a counting signal from the counting switch 16b. As an example, the countable state is a state in which the necessary power is supplied and the number of gaming balls P2 is not 0. When the CPU 82a is in the countable state, it controls the light emitters built into the counting notification unit 16c so that the counting notification unit 16c lights up. When the CPU 82a is in the counting execution state, it outputs a counting signal to the emission permission circuit 82m. As will be described in detail later, the CPU 82a outputs a counting notification to the management unit 100 based on the input mode of the counting signal. In connection with the output of the counting notification, the CPU 82a subtracts the number of gaming balls that can be determined from the counting notification (hereinafter referred to as the number of counted balls) from the number of gaming balls P2. In other words, the CPU 82a transfers management of the number of gaming balls to the management unit 100. In this way, the CPU 82a updates the number of game balls P2 in response to the operation of the counting switch 16b. The CPU 82a controls the number-of-game balls display unit 16a so as to display the updated number of game balls P2.

[0085] We will explain the difference ball monitoring process, which is part of the frame side normal processing. The ball difference monitoring process monitors whether the activation conditions for the complete function are met. When the CPU 82a receives information about the number of prize balls acquired from the game control board 80, it adds the number of acquired prize balls that can be determined from the information about the number of prize balls acquired to the ball difference PC. For example, the ball difference PC is managed by updating a reference value counter stored in the RAM 82c. When the ball difference PC is 1 or greater, the CPU 82a subtracts 1 from the ball difference PC when the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the launch unit 43B. When the ball difference PC is 0, the CPU 82a does not subtract 1 from the ball difference PC even when it detects that one game ball has been supplied from the supply unit 43A to the launch unit 43B. Alternatively, the recovery mechanism 41 may be provided with an out-ball sensor that detects game balls discharged from the game board 20, and the ball difference PC may be subtracted 1 each time the out-ball sensor detects a game ball. In this case, the game balls detected by the out ball sensor do not include foul balls, but may include foul balls.

[0086] When the difference ball PC reaches the activation reference number (for example, 95,000 balls) as a result of the update, the CPU 82a activates the complete function. As an example, the CPU 82a stores a complete flag in the RAM 82c. The CPU 82a outputs a game stop signal to the launch permission circuit 82m while the complete flag is stored. The CPU 82a outputs a complete command to the game control board 80. Note that the CPU 82a also outputs a complete command to the game control board 80 when it returns with the complete flag stored after power-on and starts normal frame-side processing. The complete flag is included in the game information stored in the RAM 82c, and is therefore stored and retained until it is initialized in response to the operation of the RAM clear switch 82h.

[0087] The frame-side error processing of the frame-side normal processing will be described. Frame-side error processing is processing for detecting the occurrence of an error and setting the error. In the following description, when "setting" an error is indicated, it means that information (such as a flag) that can identify the error is stored in RAM, etc. When "cancelling the setting" is indicated, it means that information that can identify the error is erased from RAM, etc. When the CPU 82a sets an error, it outputs control information that can identify the occurrence of the error (hereinafter referred to as an error occurrence command) to the game control board 80. When the CPU 82a cancels the error setting, it outputs control information that can identify the resolution of the error (hereinafter referred to as an error resolution command) to the game control board 80.

[0088] When the CPU 82a receives a first door open signal from the first door open switch D17, it sets a first door open error in which the front frame 14 is in an open state. When the CPU 82a stops receiving the first door open signal, it cancels the setting of the first door open error. When the CPU 82a receives a second door open signal from the second door open switch D18, it sets a second door open error in which the middle frame 13 is in an open state. When the CPU 82a stops receiving the second door open signal, it cancels the setting of the second door open error.

[0089] When the CPU 82a receives a radio wave detection signal from the radio wave sensor D16, it sets a radio wave error. A radio wave error indicates a state in which there is a high possibility that fraud (cheating) using radio waves is occurring. Once the CPU 82a sets a radio wave error, it does not cancel the radio wave error until the power is turned off. Note that if the radio wave error is resolved after power is turned on, the radio wave error is not set, and if a radio wave error is detected again, the radio wave error is set even after power is turned on.

[0090] When the CPU 82a detects that a jam has occurred in the supply unit 43A based on the supply signal output by the supply sensor D19, it sets a supply sensor error. As an example, when the supply signal remains in the on state without turning off even after a specified time has elapsed following the driving of the supply solenoid 43a, the CPU 82a sets a supply sensor error. When the error release switch 82f is operated, the CPU 82a cancels the setting of the supply sensor error. Even if the setting of the supply sensor error is cancelled, if the jam in the supply unit 43A has not been resolved, the supply sensor error is reset after the elapse of the above-specified time.

[0091] When the number of game balls P2 exceeds a predetermined number of balls Z1, the CPU 82a sets a game ball number over error. When the number of game balls P2 becomes less than a predetermined number of balls Z2 (where Z2 < Z1), the CPU 82a cancels the setting of the game ball number over error. The number of game balls P2 can be reduced by outputting a part of the number of game balls P2 as the counted number of balls to the management unit 100 by operating the counting switch 16b.

[0092] The error notification process in the normal frame-side process will be described. When an error is being set, the CPU 82a controls the game ball number display unit 16a to display an error code, which is an example of information that can identify the error. The error code is unique information for each error. For example, [E03] is set for the supply sensor error, [E21] for the first door opening error, [E22] for the second door opening error, and [E99] for the game ball number over error, etc. The error code is set for each. Not limited to this, the game ball number display unit 16a may be configured to continue displaying the number of game balls P2 even when an error occurs and not display the error code.

[0093] The CPU 82a alternates between displaying the error code and the number of game balls P2 at predetermined time intervals. Furthermore, when multiple types of errors are set, the CPU 82a sequentially displays the multiple types of error codes and the number of game balls P2 for predetermined time intervals. Alternatively, the CPU 82a may display the error code but not the number of game balls P2. When the currently set error is cleared, the CPU 82a controls the number of game balls display unit 16a so that the display of the error code corresponding to the cleared error is terminated.

[0094] The CPU 82a controls the performance display monitor 82d to display an error code. The CPU 82a alternates between displaying the error code and the base value (performance information) at predetermined time intervals. When multiple types of errors are set, the CPU 82a displays the multiple types of error codes and the base value in turn at predetermined time intervals. This is not limiting, and the CPU 82a may be configured to display the error code but not the base value. The CPU 82a controls the performance display monitor 82d to stop displaying the error code when the currently set error is resolved.

[0095] The CPU 82a starts displaying the error code on the performance display monitor 82d and on the game ball count display unit 16a at the same time or approximately the same time. Without being limited to this, the error code may be displayed on the performance display monitor 82d first and then on the game ball count display unit 16a. The error code may be displayed on the game ball count display unit 16a first and then on the performance display monitor 82d. The types of error codes that can be displayed on the performance display monitor 82d and the types of error codes that can be displayed on the game ball count display unit 16a may be the same or different. For example, an error code for an over-count error may be displayed on the performance display monitor 82d, but may not necessarily be displayed on the performance display monitor 82d.

[0096] The CPU 82a may perform control to restrict the launch of game balls while a predetermined error is set. As an example, the CPU 82a outputs an error signal to the launch permission circuit 82m while a supply sensor error is set. Here, the launch permission circuit 82m generates a launch permission signal and outputs it to the launch control board 83 when it receives a connection signal from the management unit 100, does not receive a launch stop signal from the game control board 80, and does not receive a zero game ball count signal, counting signal, game stop signal, or error signal from the CPU 82a. In other words, the launch permission signal is in an ON state. Thus, the output condition of the launch permission circuit 82m is satisfied when it receives a connection signal from the management unit 100, does not receive a launch stop signal from the game control board 80, and does not receive an error signal, counting signal, game stop signal, or zero game ball count signal from the CPU 82a.

[0097] The input of a connection signal from the management unit 100 indicates that the management unit 100 and the pachinko gaming machine 10 are connected normally. The absence of an error signal from the CPU 82a indicates that no error has occurred in the frame control board 82 that requires the release of gaming balls to be prohibited. The absence of a gaming ball count zero signal from the CPU 82a indicates that the gaming ball count P2 is not 0. The absence of a counting signal from the CPU 82a indicates that the counting is not in progress. The absence of a gaming stop signal from the CPU 82a indicates that the complete function is not in operation.

[0098] Various processes performed by the game control board 80 (CPU 80a) will be described. The main side power cutoff process will be described. When the CPU 80a receives the power interruption detection signal output by the backup circuit 82k, it executes main-side power interruption processing. In the main-side power interruption processing, the CPU 80a calculates a checksum value for the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores a backup flag in the RAM 80c. The CPU 80a then waits until complete power interruption occurs. The various information stored in the RAM 80c at the time of power interruption is retained even after power interruption by the backup power mentioned above. The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the start of the main-side power interruption processing until complete power interruption occurs.

[0099] The main power-on process will now be described. When the CPU 80a of the game control board 80 starts up upon power-on, it executes a main-side power-on process. The CPU 80a determines whether the backed-up information is normal. For example, the CPU 80a determines whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value in the RAM 80c and determines whether the calculated checksum value matches the checksum value calculated in the main-side power-off process. The CPU 80a determines the information as normal if a backup flag is stored and the checksum values match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 80a initializes the game information stored in the RAM 80c. The CPU 80a outputs control information (hereinafter referred to as an initialization command) that can identify that the game information has been initialized to the performance control board 81. The CPU 80a then terminates the main-side power-on process.

[0100] If the backed-up information is determined to be normal, the CPU 80a determines whether a RAM clear signal has been input from the RAM clear switch 82h via the frame control board 82. The RAM clear switch 82h may be provided on the game control board 80, or on a control board different from the game control board 80. If a RAM clear signal has been input, the CPU 80a initializes the game information stored in the RAM 80c. In this case, the CPU 80a outputs an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been input, the CPU 80a outputs control information (hereinafter referred to as a power restoration command) that can specify a return based on the backed-up game information to the performance control board 81. Thereafter, the CPU 80a ends the main-side power-on process.

[0101] The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the start of the main power-on process until the end of the main power-on process. In other words, when the main power-on process ends, the output of the firing stop signal stops. The output of the firing stop signal ends simultaneously with the output of the power recovery command or the initialization command, or immediately after the output of the power recovery command or the initialization command. Then, when the main power-on process ends, the CPU 80a permits timer interrupt processing. In other words, if the game information has been initialized, the timer interrupt processing is executed based on the game information after initialization. In this case, the CPU 80a executes various processes based on a state in which the first reserved number and the second reserved number are both zero, neither the first special game nor the second special game is being executed, and no jackpot game has been awarded. If the game information has not been initialized, the timer interrupt processing is executed based on the backed-up game information. In this case, if the first reserved number and the second reserved number are the reserved numbers at the time of power outage and either the first special game or the second special game is being executed at the time of power outage, the CPU 80a returns to the process of executing that special game, and if a jackpot game is being awarded at the time of power outage, the CPU 80a returns to the process of awarding the jackpot game.

[0102] The CPU 80a executes timer interrupt processing every predetermined control period (for example, 4 ms), such as special symbol input processing and special symbol start processing. The processing realized as timer interrupt processing also includes processing for a jackpot game, a state transition processing, and a main side error processing, which will be described later.

[0103] The special symbol input process will be described. The CPU 80a determines whether a gaming ball has entered the first start opening 23A based on whether a detection signal has been input from the first start sensor D11. When a gaming ball has entered the first start opening 23A, the CPU 80a determines whether the first reserved number stored in the RAM 80c is less than an upper limit number (for example, 4). When the first reserved number is less than the upper limit number, the CPU 80a updates the first reserved number by adding 1. Next, the CPU 80a controls the first reserved display unit 33 to display information that can identify the updated first reserved number. The CPU 80a outputs control information that can identify the updated first reserved number to the performance control board 81. The reserved condition for the first special game is met when a gaming ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

[0104] Next, the CPU 80a acquires random numbers generated by the random number generation circuit 80d and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers may be winning random numbers used in the lottery to determine whether a special symbol is a winning symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 80a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or information obtained by processing the random numbers using a predetermined method.

[0105] When the random number information for the first special game is stored in the RAM 80c, if the gaming ball has not entered the first start opening 23A and if the first reserved number is not less than the upper limit number, the CPU 80a determines whether the gaming ball has entered the second start opening 23B based on whether a detection signal has been input from the second start sensor D12. If the gaming ball has entered the second start opening 23B, the CPU 80a determines whether the second reserved number stored in the RAM 80c is less than the upper limit number (for example, 4). If the second reserved number is less than the upper limit number, the CPU 80a updates the second reserved number by adding 1. The CPU 80a controls the second reserved display unit 34 to display information that can identify the second reserved number after the addition. The CPU 80a outputs control information that can identify the updated second reserved number to the performance control board 81. The reserved condition for the second special game is met when the gaming ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.

[0106] Next, the CPU 80a acquires random numbers generated within the game control board 80 and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the special game in the RAM 80c, the pachinko gaming machine 10 can suspend the execution of the special game until the start condition of the special game is met.

[0107] When the random number information for the second special game is stored in the RAM 80c, if the game ball has not entered the second start opening 23B, and if the second reserved number is not less than the upper limit number, the CPU 80a ends the special symbol input process. As described above, the right to the variable game can be acquired by the game ball launched by operating the launch operation unit 15 landing in either of the start openings 23A, 23B.

[0108] The special symbol start process will be described. First, the CPU 80a determines whether the conditions for starting a special game are met. The CPU 80a determines the answer as positive if neither a jackpot game nor a special game is being played, and determines the answer as negative if a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 80a terminates the special symbol start process. If the conditions for starting a special game are met, the CPU 80a determines whether the second reserved number is greater than zero. If the second reserved number is zero, the CPU 80a determines whether the first reserved number is greater than zero. If the first reserved number is zero, the CPU 80a terminates the special symbol start process.

[0109] If the first reserved number is greater than zero, the CPU 80a executes a process to execute a first special game. Specifically, the CPU 80a updates the first reserved number by subtracting one. The CPU 80a controls the first reserved display unit 33 to display information that identifies the first reserved number after subtraction. The CPU 80a outputs control information that identifies the updated first reserved number to the performance control board 81. The CPU 80a acquires the random number information for the first special game that was stored first from the RAM 80c. The CPU 80a uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a special symbol winning lottery. The CPU 80a performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the special symbol winning function is activated). As an example, the jackpot lottery may be performed based on whether or not the value of the winning random number is a value that indicates a jackpot.

[0110] When a jackpot is won, the CPU 80a performs jackpot variation processing. In the jackpot variation processing, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the CPU 80a ends the special pattern start processing.

[0111] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. After that, the CPU 80a ends the special symbol start process.

[0112] If the second reserved number is greater than zero, the CPU 80a performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, with "first special game" replaced with "second special game" and "first reserved number" replaced with "second reserved number," so a detailed explanation will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.

[0113] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation processing and the loss variation processing. The variation start command is control information that can identify the variation pattern determined in each variation processing and the start of the variation game. The special symbol command is control information that can identify the special symbol determined in each variation processing. The variation start command and the special symbol command are control information that differ when the variation processing of the first special game is executed and when the variation processing of the second special game is executed.

[0114] When the special symbol start process is completed, the CPU 80a executes a first special game or a second special game through a process separate from the special symbol start process. As an example, when the CPU 80a executes the first special game, it controls the first special symbol display unit 31 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the first special symbol display unit 31 to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs control information (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the performance control board 81.

[0115] As an example, when the CPU 80a executes the second special game, it controls the second special symbol display unit 32 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the second special symbol display unit 32 to statically display the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs a variation end command to the performance control board 81.

[0116] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 80a stops and displays a jackpot symbol in a special game, the CPU 80a executes the jackpot game processing after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start processing. The CPU 80a is configured to award the specified type of jackpot game.

[0117] First, the CPU 80a outputs control information (hereinafter referred to as an opening command) capable of identifying the start of the opening time to the effect control board 81. After the opening time has elapsed, the CPU 80a performs processing to execute a round of play. As an example, the CPU 80a controls the special solenoid SL2 using the identified opening control data for the jackpot game to open the special prize opening 23C. When the number of game balls detected by the count sensor D13 reaches the upper limit or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the special prize opening 23C, thereby ending the round of play. The CPU 80a repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 80a outputs control information (hereinafter referred to as a round command) capable of identifying the start of the round of play to the effect control board 81. When the final round of play ends, the CPU 80a outputs control information capable of specifying the start of the ending time (hereinafter referred to as an ending start command) to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the jackpot game. The CPU 80a may output control information capable of specifying the passage of the ending time (hereinafter referred to as an ending end command) to the performance control board 81.

[0118] The state transition process will be described. As an example, when the CPU 80a completes a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 80c. In other words, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot symbol ends, the CPU 80a does not clear the probability flag until the next jackpot game is awarded. As an example, when the CPU 80a completes a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 80c. In other words, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the CPU 80a controls to a low probability state during the jackpot game.

[0119] As an example, the CPU 80a sets an activation flag in the RAM 80c when a jackpot game based on the first or second jackpot symbol ends. In other words, the CPU 80a controls the system to a high ball entry rate state. After a jackpot game based on the second jackpot symbol ends, the CPU 80a counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 80c each time a special game is started. As an example, the CPU 80a erases the activation flag stored in the RAM 80c when a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends. In other words, the CPU 80a controls the system to a low ball entry rate state when the activation number of the special game ends after a jackpot game based on the second jackpot symbol ends. Note that the CPU 80a does not erase the activation flag until the next jackpot game is awarded after a jackpot game based on the first jackpot symbol ends. When the CPU 80a starts a jackpot game and the activation flag is set, the CPU 80a clears the activation flag. That is, the CPU 80a controls the jackpot game to a low ball entry rate state.

[0120] The main side error processing will be explained. In the main side error processing, various error settings are made, error settings are cancelled, and predetermined control information (control commands) is output. When the CPU 80a inputs an error occurrence command, it outputs the error occurrence command to the performance control board 81. When the CPU 80a inputs an error resolution command, it outputs the error resolution command to the performance control board 81.

[0121] The CPU 80a sets a first door open error when a first door open signal is input from the first door open switch D17 via the frame control board 82. The CPU 80a sets a second door open error when a second door open signal is input from the second door open switch D18 via the frame control board 82. When a door open error is set, the CPU 80a outputs predetermined control information (hereinafter referred to as a door open error setting command) to the performance control board 81. When the first door open signal is no longer being input, the CPU 80a cancels the first door open error setting. When the second door open signal is no longer being input, the CPU 80a cancels the second door open error setting. When both the first door open error setting and the second door open error setting are canceled, the CPU 80a outputs predetermined control information (hereinafter referred to as a door open error cancel command) to the performance control board 81. The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the time the first door open error is set until the setting is released.

[0122] When the CPU 80a receives a blank shot generation command, it outputs predetermined control information (hereinafter referred to as a blank shot notification command) to the performance control board 81. When the CPU 80a receives a complete command, it outputs predetermined control information (hereinafter referred to as a complete notification command) to the performance control board 81. The CPU 80a generates a game stop state. As an example, the CPU 80a disables the detection of game balls by the first start sensor D11, the second start sensor D12, and the gate sensor D15. In other words, the CPU 80a does not increase the first reserved number even when it receives a detection signal from the first start sensor D11. The CPU 80a does not increase the second reserved number even when it receives a detection signal from the second start sensor D12. The CPU 80a does not increase the reserved number for the normal game even when it receives a detection signal from the gate sensor D15. The CPU 80a controls the normal solenoid SL1 to close the second start port 23B. The CPU 80a controls the special solenoid SL2 to close the big prize opening 23C.

[0123] The various processes executed by the performance control board 81 (CPU 81a) will be explained. The sub-side power-on process will now be described. When the CPU 81a is started up following power-on, it waits until an initialization command or a power restoration command is input. When the initialization command or the power restoration command is input, the CPU 81a executes a sub-side power-on process.

[0124] When the CPU 81a inputs an initialization command, it controls some or all of the rendering devices 17 to 19 that constitute the rendering equipment ES, and causes them to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification includes displaying information that can identify the execution of a RAM clear (hereinafter referred to as RAM clear information), such as the string "RAM clear," on the display rendering device 19. When a predetermined time (e.g., 30 seconds) has elapsed since the start of the RAM clear notification, the CPU 81a controls the rendering equipment ES to end the RAM clear notification. When the CPU 81a inputs an initialization command, it controls the display rendering device 19 to display a predetermined background image and a combination of predetermined rendering patterns.

[0125] When the CPU 81a inputs a power restoration command, it controls some or all of the rendering devices 17 to 19 that make up the rendering equipment ES to execute a power restoration notification. As an example, the power restoration notification includes displaying information that can identify non-execution of RAM clearing (hereinafter referred to as power restoration information), such as the string "Power restoration in progress," on the display rendering device 19. The CPU 81a controls the rendering equipment ES to end the power restoration notification when a predetermined time (e.g., 30 seconds) has elapsed since the start of the power restoration notification. Without being limited to this, the CPU 81a may be configured not to execute the power restoration notification. When the CPU 81a inputs a power restoration command, it controls the display rendering device 19 to display a predetermined background image and a combination of rendering patterns that is different from the combination of the predetermined rendering patterns.

[0126] When the CPU 81a receives an initialization command or a power recovery command, it executes various normal processing steps at predetermined control intervals (e.g., every 108 ms). The normal processing steps include sub-side error processing, jackpot effect processing, and effect game processing.

[0127] The big win presentation process will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 81a controls the effect equipment ES including the display effect device 19 to execute an opening effect. When a round command is input, the CPU 81a controls the effect equipment ES including the display effect device 19 to execute a round effect. When an ending start command is input, the CPU 81a controls the effect equipment ES including the display effect device 19 to execute an ending effect. When an ending end command is input, the CPU 81a controls the effect equipment ES including the display effect device 19 to end the ending effect.

[0128] The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, it controls the effect device ES including the display effect device 19 to execute an effect game. Specifically, when the CPU 81a inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the command. Furthermore, when the CPU 81a inputs a special symbol command, it determines a symbol combination to be stopped and displayed in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a jackpot symbol combination. If a losing symbol can be specified from the special symbol command, the CPU 81a determines a losing symbol combination. Note that when executing a reach effect, the CPU 81a determines a losing symbol combination including a reach.

[0129] The CPU 81a controls the display effect device 19 so as to start the variable display of effect symbols in each symbol row in response to the input of a variation start command. That is, the CPU 81a starts an effect game. Furthermore, when the CPU 81a executes a preview effect in relation to an effect game, it controls the effect equipment ES including the display effect device 19 so as to execute the preview effect. The preview effect is an effect that suggests or notifies the expectation that the effect game being executed will result in a jackpot (hereinafter referred to as the jackpot expectation). The preview effect, which is one of the display effects, is an example of a normal effect.

[0130] When a predetermined timing arrives after starting the effect game, the CPU 81a temporarily stops and displays the symbol combination, and when the input of the variation end command is triggered, the CPU 81a stops and displays the symbol combination as confirmed. Note that the CPU 81a may stop and display the symbol combination as confirmed when the variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted.

[0131] The demonstration production process will now be described. The demonstration effect processing is a process for executing a demonstration effect (hereinafter referred to as a demo effect). The demo effect is an effect that is performed in a standby state where no winning game is being executed, no variable game is being executed, and no variable game is being held. The demo effect is a so-called "customer waiting effect." When a predetermined time has passed since the CPU 81a input an ending end command or a variable end command without inputting a variable start command, the CPU 81a controls the effect equipment ES including the display effect device 19 to execute a demo effect. When the CPU 81a inputs a variable start command, the CPU 81a ends the demo effect and controls the effect equipment ES including the display effect device 19 to execute a variable game.

[0132] The sub-side error processing will be explained. The sub-side error processing is a process for executing an error notification in response to an error-related command input from the game control board 80.

[0133] As shown in FIG. 6(a), when the CPU 81a inputs a door open error setting command, it controls some or all of the rendering devices 17-19 that make up the rendering equipment ES to issue a door open error notification. As an example, the door open error notification includes displaying information (hereinafter referred to as door open error information K1) on the display rendering device 19 that can identify that at least one of the middle frame 13 and the front frame 14 is open. As an example, the door open error information K1 is the text "The door is open." When the CPU 81a inputs a door open error release command, it controls some or all of the rendering devices 17-19 that make up the rendering equipment ES to terminate the door open error notification. In other words, the display of the door open error information K1 terminates.

[0134] As shown in FIG. 6(b), when the CPU 81a inputs a complete notification command, it controls some or all of the effect devices 17-19 constituting the effect device ES to notify the user that the complete function has been activated (hereinafter referred to as a complete notification). As an example, the complete notification includes displaying information (hereinafter referred to as complete information K2) that can identify that the complete function has been activated on the display effect device 19. As an example, the complete information K2 is information that indirectly indicates that the complete function is activated, such as the string "Today's game is over." As an example, the complete information K2 may include information that directly indicates that the complete function is activated, such as the string "Complete function activated."

[0135] As shown in FIGS. 6(c) to 6(e), when the CPU 81a inputs a blank hit notification command, it controls some or all of the presentation devices 17 to 19 that constitute the presentation device ES to execute a blank hit notification. For example, the blank hit notification includes displaying information (hereinafter referred to as blank hit occurrence information K3) on the display presentation device 19, which can identify that a blank hit has occurred. For example, the blank hit occurrence information K3 is displayed in a manner that displays an image resembling a star. The blank hit notification may include causing the light-emitting presentation device 18 to light up, turn off, or light up in a specific light-emitting pattern that can identify that a blank hit has occurred. The specific light-emitting pattern may be a light-emitting pattern dedicated to blank hit notification, or may be a light-emitting pattern that is also used for a specified error. When the extension period ta has elapsed since the CPU 81a input the blank hit notification command, it controls the presentation device ES to end the blank hit notification. In other words, the display of the blank hit occurrence information K3 ends.

[0136] As shown in FIG. 6(f), when the CPU 82a receives an error command from the gaming control board 80 that identifies the occurrence of an over-number-of-game-balls error, it controls some or all of the effect devices 17-19 constituting the effect device ES to execute an over-number-of-game-balls notification. For example, the over-number-of-game-balls notification includes displaying information (hereinafter referred to as over-number-of-game-balls information K4) on the display effect device 19 that identifies the occurrence of an over-number-of-game-balls error. For example, the over-number-of-game-balls information K4 is information that directly indicates the occurrence of an over-number-of-game-balls error, such as the text "Over-number of game balls has occurred!" The over-number-of-game-balls information K4 may also be information that indirectly indicates the occurrence of an over-number-of-game-balls error. The over-number-of-game-balls notification may include illuminating, extinguishing, or illuminating the light-emitting effect device 18 in a light-emitting pattern that identifies the occurrence of an over-number-of-game-balls error. This light-emitting pattern may be a light-emitting pattern dedicated to the over-number-of-game-balls notification or may be a light-emitting pattern that is also used for a specified error. As an example, the over-ball count notification may include outputting a sound from the audio effect device 17 that can identify the occurrence of an over-ball count error, such as a voice reading out the string "The number of game balls exceeds the specified number of balls." When the CPU 81a inputs an error resolution command that can identify the resolution of the over-ball count error, it terminates the over-ball count notification. In other words, the display of the over-ball count information K4 ends.

[0137] In this way, the over-number-of-game-balls notification starts when the number of game balls P2 exceeds the predetermined number of game balls Z1, and ends when the number of game balls falls below the predetermined number of game balls Z2. Although the over-number-of-game-balls notification is treated as an error, it does not interfere with the game like other errors, and is more intended to alert the player that the number of game balls has increased too much. The over-number-of-game-balls notification corresponds to a notification that encourages the player to transfer the balls that the player is holding, which are indicated by the number of game balls P2. Because the over-number-of-game-balls notification requires the operation of the counting switch 16b to transfer the balls that the player is holding, it can also be said to be a notification that encourages the operation of the counting switch 16b.

[0138] As shown in FIG. 6(g), when a predetermined execution condition is met, the CPU 82a controls some or all of the effect devices 17-19 constituting the effect device ES to execute a warning about addiction (hereinafter referred to as an addiction warning). The addiction warning includes displaying information for warning about addiction (hereinafter referred to as addiction warning information K5) on the display effect device 19. As an example, the addiction warning information K5 is displayed in a manner that displays a string of characters such as "Pachinko and pachislot are games that should be enjoyed in moderation" on the display effect device 19. The execution condition for the addiction warning may be met at the start of a demo effect, the start of an ending effect in a jackpot game, and the end of a high ball entry rate state.

[0139] There are multiple conditions for stopping the launch of the game ball. As shown in FIG. 7, there are ten examples of the firing stop conditions, conditions [1] to

[10] . Condition [1] is that the touch signal from the touch sensor D01 is in the OFF state. Condition [2] is that the stop signal from the firing stop switch D02 is in the ON state. Condition [3] is that the volume signal (voltage) input from the handle volume D03 is 0. Condition [4] is that the counting execution state is entered. Condition [5] is that the number of game balls P2 is 0. Conditions [1] to [5] are examples of specific conditions other than the detection of a predetermined error. In the pachinko gaming machine 10, the action for firing game balls is restricted in response to the establishment of a specific condition other than the detection of a predetermined error. Then, the performance device ES issues a specific notification so that the restriction on the action for firing game balls can be recognized. Part or all of the specific condition is that the number of electronically managed media (for example, the number of game balls P2) becomes 0 (zero).

[0140] Condition [6] is that a launch stop signal is output from the game control board 80. The launch stop signal is output when the main side power-on process is being executed (condition [6A]), when the main side power-off process is being executed (condition [6B]), or when a first door open error is being set (condition [6C]). In this way, in the pachinko gaming machine 10, when a predetermined condition is met, the game control board 80 can output a launch stop signal (information) to the frame control board 82, instructing it to restrict the operation for launching game balls. Conditions [6A] to [6C] are examples of predetermined conditions. In other words, there are multiple predetermined conditions. Also, some or all of the predetermined conditions are met when a predetermined error is detected. The first door open error is an example of a predetermined error.

[0141] Condition [7] is that no connection signal is input from the management unit 100. For example, a situation in which the management unit 100 and the frame control board 82 are not connected, or a situation in which a cable has been broken, is assumed. Condition [8] is that an error that will cause launch to stop is set in the frame control board 82. As an example, an error that will cause launch to stop is a supply sensor error. Condition [9] is that there is an abnormality in the connection between the frame control board 82 and the launch control board 83. For example, a situation in which the frame control board 82 and the launch control board 83 are not connected, or a situation in which a cable has been broken, is assumed. Condition

[10] is that the complete function has been activated.

[0142] 6(c) to (e), for example, when any one of the conditions [1] to [5], [6C], [7], [8], and

[10] is met and the launch of the game ball is stopped, a blank shot operation is performed. In addition, the display performance device 19 displays blank shot occurrence information K3, and the light-emitting performance device 18 emits light in a light-emitting pattern for blank shot notification.

[0143] As shown in FIG. 6(c), for example, when any one of conditions [1] to [5], [7], and [8] is established, if a variable game is being executed, the display effect device 19 displays blank hit occurrence information K3 while the effect game continues. The blank hit occurrence information K3 is displayed whether a jackpot variable game is being executed or a losing variable game is being executed. In other words, the blank hit occurrence notification can be issued whether a losing variable game or a winning variable game is being executed. The blank hit occurrence information K3 is displayed even when a winning game (a jackpot game, as an example) is being executed. The blank hit occurrence information K3 is displayed even when a demo effect is being executed. The blank hit occurrence information K3 is displayed even when an addiction warning notification is being executed.

[0144] As shown in FIG. 6(d), for example, when condition [6C] is met, the display / effect device 19 may display door-opening error information K1 and blank-hit occurrence information K3. In this case, as the extension period ta elapses, the display / effect device 19 hides the blank-hit occurrence information K3, while maintaining the display of the door-opening error information K1. The effect device ES may issue a predetermined notification different from a specific notification in response to the detection of a predetermined error. For example, the display / effect device 19 may issue a door-opening error notification different from a blank-hit occurrence notification in response to the detection of a first door-opening error. The blank-hit occurrence notification, an example of a specific notification, and an error notification, an example of a predetermined notification, may be issued simultaneously. The door-opening error information K1 may be displayed whether a winning or losing variation game is in progress. In other words, the predetermined error notification may be issued whether a losing or winning variation game is in progress. It may also be said that the variation game is not interrupted or terminated by the setting of a predetermined error. Not limited to this, the variable game may be interrupted or ended by setting a predetermined error.

[0145] As shown in FIG. 6(e), for example, when condition

[10] is met, the display and effect device 19 may display the complete information K2 and the blank hit occurrence information K3. In this case, as the extension period ta elapses, the display and effect device 19 hides the blank hit occurrence information K3 and continues to display the complete information K2. The complete information K2 is displayed whether a winning variable game is being executed or a losing variable game is being executed. In other words, the complete notification may be performed whether a losing variable game or a winning variable game is being executed. It can also be said that the variable game is not interrupted or terminated by the activation of the complete function. However, the variable game may also be interrupted or terminated by the activation of the complete function.

[0146] The game ball number subtraction process will be explained. The game ball number subtraction process is a process in which the CPU 82a of the frame control board 82 subtracts the game ball number P2 in response to the launch of game balls.

[0147] As shown in FIG. 8, when the CPU 82a receives the subtraction reference signal, it starts measuring the subtraction reference period tc. The subtraction reference period tc is shorter than the firing cycle tb. As an example, the subtraction reference period tc is 500 ms. When the CPU 82a starts the subtraction reference period tc, it stores information (hereinafter referred to as a counting limit flag) indicating that it will limit the counting (subtraction) of the number of game balls P2 based on the counting operation using the counting switch 16b in the RAM 82c. In other words, the CPU 82a starts a counting limit period td that limits the counting (subtraction) of the number of game balls P2 based on the counting operation using the counting switch 16b.

[0148] When the CPU 82a receives a supply signal from the supply sensor D19 during the subtraction reference period tc, it subtracts 1 from the number of game balls P2, as shown by "A" → "A-1" in the figure. A indicates the current number of game balls. When the CPU 82a subtracts 1 from the number of game balls P2 based on the supply signal before the end of the subtraction reference period tc, it erases the count limit flag from the RAM 82c. In other words, the CPU 82a ends the count limit period td. After the start of the subtraction reference period tc, when the subtraction reference period tc ends without receiving a supply signal, the CPU 82a erases the count limit flag from the RAM 82c. In other words, the CPU 82a ends the count limit period td.

[0149] In this way, the CPU 82a enables subtraction by launch when it detects the on-state of the subtraction reference signal from the launch control board 83. The CPU 82a decrements the number of game balls P2 by 1 and stores the result by detecting the passage of game balls with the supply sensor D19. The CPU 82a does not decrement the number of game balls P2 even if it receives a supply signal from the supply sensor D19 during a period other than the counting limit period td. Therefore, the counting limit period td can also be understood as a period during which subtraction by launch of the number of game balls P2 is possible. The state during which subtraction by launch is possible ends when the supply sensor D19 detects the passage of game balls or when the subtraction reference period tc has elapsed since the on-state of the subtraction reference signal. When the above-mentioned blank shot operation is performed, the subtraction reference signal is not output, and the supply operation by the supply unit 43A is restricted. Therefore, the counting limit period td is not set when the blank shot operation is performed.

[0150] Next, the count data generation process will be described. The count data generation process is a process in which the CPU 82a generates count data as control information indicating different count ball numbers according to the number of game balls P2 and the operation mode of the count switch 16b. The count ball number that can be identified from the count data can be said to be the number of game balls that instructs transfer from the pachinko gaming machine 10 to the management unit 100. In the count data generation process, the CPU 82a generates the count data and then stores the count data in the RAM 82c.

[0151] As shown in FIG. 9, when the number of game balls P2 is 0, the CPU 82a generates counting data (hereinafter referred to as counting data [0]) that can identify 0 as the number of counted balls, regardless of whether or not the counting switch 16b detects an operation. In other words, when the number of game balls P2 is 0, the counting data is generated as data that can identify 0 as the number of counted balls, regardless of the length of the detection time of the operation by the counting switch 16b. The counting data [0] can also be said to be data that can identify that no game balls will be transferred. When the number of game balls P2 is 1 or more and the detection time of the operation by the counting switch 16b is less than 10 ms, the CPU 82a generates counting data [0]. In the following description, the operation mode of the counting switch 16b that detects the detection time less than 10 ms is referred to as an "invalid mode."

[0152] When the number of game balls P2 is one ball and the detection time of the operation of the counting switch 16b is 10 ms or more but less than 500 ms, the CPU 82a generates counting data (hereinafter referred to as counting data [1]) that can identify one ball as the number of counted balls. In this case, the number of counted balls is the same as the current number of game balls P2. In the following explanation, a situation in which the number of counted balls is the same as the current number of game balls P2 is referred to as a "specific counting situation." Furthermore, when the number of game balls P2 is two or more balls and the detection time of the operation of the counting switch 16b is 10 ms or more but less than 500 ms, the CPU 82a generates counting data [1]. In this case, the number of counted balls is not the same as the current number of game balls P2. In the following explanation, a situation in which the number of counted balls is not the same as the current number of game balls P2 is referred to as a "non-specific counting situation." Furthermore, an operation mode of the counting switch 16b in which the detection time is 10 ms or more but less than 500 ms is referred to as a "first valid mode." The first effective mode is a so-called "single push operation."

[0153] When the number of game balls P2 is between 1 and 250, and the detection time of the operation of the counting switch 16b is 500 ms or longer, the CPU 82a generates counting data (hereinafter referred to as counting data [α]) that can identify the current number of game balls P2 as the number of counted balls. Note that α is a counting ball number between 1 and 250. In this case, the counting balls are the same as the current number of game balls P2, so this is a specific counting situation. When the number of game balls P2 is 251 or more, and the detection time of the operation of the counting switch 16b is 500 ms or longer, the CPU 82a generates counting data (hereinafter referred to as counting data

[0250] ) that can identify 250 as the number of counted balls. In this case, the counting balls are not the same as the current number of game balls P2, so this is a non-specific counting situation. In the following explanation, the operation mode of the counting switch 16b with a detection time of 500 ms or longer is referred to as the "second valid mode." The second effective mode is a so-called "long press operation."

[0154] The pachinko gaming machine 10 is configured to be able to adjust the number of game balls to be transferred, such as 1 ball or 250 balls, depending on the operation mode of the counting switch 16b. In the following description, counting data generated based on a single press of the counting switch 16b will be referred to as "first counting data." The first counting data is data that can identify 1 ball as the number of counted balls. Counting data generated based on a long press of the counting switch 16b will be referred to as "second counting data." The second counting data is data that can identify a number of game balls between 1 and 250 as the number of counted balls. Thus, the operation of the counting switch 16b includes a single press operation that instructs the transfer of a first specified number of game balls, and a long press operation that instructs the transfer of a second specified number of game balls that is greater than the first specified number. An example of the first specified number is 1 ball, and an example of the second specified number is 250 balls. The first and second specified numbers are not limited to 1 ball and 250 balls, respectively, as long as the second specified number is greater than the first specified number. A single press operation is an example of a first operation, and a long press operation is an example of a second operation.

[0155] To transfer the number of game balls in a short time, it is preferable to transfer as many game balls P2 as possible with a single press or long press of the counting switch 16b. However, the reason for enabling the operation of the first valid mode is to provide convenience by allowing the player to transfer fractional balls at their discretion, such as transferring the "two balls" in the ones digit when the number of game balls is "1202 balls." Furthermore, the reason not to transfer all game balls P2 with a single press or long press of the counting switch 16b is to prevent a situation in which all game balls are lost due to a communication failure or other reason while the counting data is being output. Furthermore, transferring balls in stages allows the player to easily get a sense of the balls they have and gives them a sense of security.

[0156] The CPU 82a measures the operation time of the counting switch 16b. When the operation time from the start to the end of the operation of the counting switch 16b is 10 ms or more and less than 500 ms, the CPU 82a generates first counting data (counting data [1]) and stores it in the RAM 82c. When the operation time of the counting switch 16b is 500 ms or more, the CPU 82a generates second counting data (counting data [1] to

[0250] ) and stores it in the RAM 82c. As an example, when the number of game balls P2 at that time is 251 balls or more, the CPU 82a generates counting data

[0250] as the second counting data. On the other hand, when the number of game balls P2 at that time is 250 balls or less, the CPU 82a generates counting data [α]. If the number of game balls P2 at that time is 250, the CPU 82a generates the counting data

[0250] in the same way as when the number of game balls is 251 or more. Even if the operation time of the counting switch 16b is 500 ms or more, if the number of game balls P2 at that time is 1, the CPU 82a generates the counting data [1] in the same way as when the operation time is less than 500 ms. Furthermore, if the operation time of the counting switch 16b exceeds 500 ms and the counting switch 16b is operated continuously (continuously), the CPU 82a generates the second counting data in the same way as above every time the operation time reaches 300 ms.

[0157] As described above, by increasing the number of counted balls in accordance with the operation time of the counting switch 16b, the time required to transfer the gaming balls of the gaming ball count P2 to the management unit 100 can be shortened. For example, suppose the gaming ball count P2 is 50,000 balls. However, assume that the counting limit period td is not in effect. In this case, if one attempts to transfer all gaming balls P2 by single-pressing the counting switch 16b, the number of times the counting switch 16b is pressed will be 50,000. If one single-press operation is performed for a time close to but less than 500 ms, it would take approximately 2,500 seconds to transfer all gaming balls P2. On the other hand, if the counting switch 16b is pressed and held, it would take approximately 60 seconds. In other words, the second effective mode of the counting switch 16b can shorten the time required for transfer. Such a time reduction can reduce the inconvenience to the player caused by the longer time required to stop playing, and the inconvenience to the player who wants to transfer the number of game balls and continue playing. Note that in order to continue generating the second count data, it is necessary to continue pressing and holding the count switch 16b.

[0158] The information input / output process included in the frame-side normal process will be described. The information input / output process is a process in which the frame control board 82 inputs and outputs various information related to the number of game balls (hereinafter referred to as game ball information) between the frame control board 82 and an external device. As an example, the external device is the management unit 100.

[0159] 10, the CPU 82a performs processing to output and input game ball information in a predetermined order. After the pachinko gaming machine 10 is powered on and started up, the CPU 82a repeatedly executes information input / output processing every period T. As an example, the period T is 300 ms. As an example, the period T is shorter than the operation time (500 ms, for example) when the operation mode of the counting switch 16b becomes a long press operation, and is the same as the period (300 ms, for example) when counting data is generated when the counting switch 16b is operated by a long press operation.

[0160] In the information input / output process, the CPU 82a inputs / outputs (transmits / receives) electronic messages with the management unit 100. As an example, the electronic messages include an information notification, a counting notification, a loan notification, and a loan receipt. These four types of electronic messages are input / output in a predetermined order every period T.

[0161] In each cycle T, messages are input and output in the following order: information notification → counting notification → loan notification → loan receipt. The information notification is a message that notifies information about the gaming machine. The content of the information notification includes the number of gaming balls P2 stored as data in RAM 82c. The counting notification is a message that notifies information about the number of gaming balls counted by operating the counting switch 16b. The content of the counting notification also includes the number of counted balls output in cycle T and the cumulative number of balls, which corresponds to the cumulative value of the number of counted balls counted while the pachinko gaming machine 10 is powered on. The cumulative number of balls is stored as data in RAM 82c, and is cleared to 0 (zero) when the pachinko gaming machine 10 is powered on.

[0162] The loan notification is a message that notifies information regarding the number of game balls loaned. When the ball loan operation unit (or payout operation unit) of the operation panel 110 is operated, the loan notification notifies a number corresponding to the number of game balls to be loaned. The loan notification notifies 0 (zero) if the number of counted balls in the counting notification in cycle T is 1 or more. The loan receipt is a message that notifies information regarding the receipt result of the loan notification. The loan receipt notifies normal if the receipt result of the loan notification is normal, and notifies abnormal if the receipt result of the loan notification is abnormal. Cases where the receipt result becomes abnormal include when the pachinko game machine 10 is in a ball-empty state and when the number of game balls stored in RAM 82c is 100,000 or more.

[0163] In a period T, the CPU 82a outputs an information notification to the management unit 100. Next, in the same period T, after outputting the information notification, the CPU 82a performs a series of processes (hereinafter referred to as "specific processes") for outputting a counting notification to the management unit 100. First, the CPU 82a stores in the RAM 82c a post-subtraction gaming ball number p2 obtained by subtracting the counted ball number indicated in the counting data stored in the RAM 82c from the gaming ball number P2, separately from the gaming ball number P2. Next, the CPU 82a determines whether or not a specific counting situation exists. As an example, the CPU 82a determines whether or not a specific counting situation exists when the post-subtraction gaming ball number p2 stored in the RAM 82c is 0 balls. The CPU 82a determines whether or not a non-specific counting situation exists when the post-subtraction gaming ball number p2 is 1 ball or more. Furthermore, the CPU 82a determines whether or not a counting limit period td exists. The CPU 82a determines that the count limit period td exists when the count limit flag is stored in the RAM 82c, and determines that the count limit period td does not exist when the count limit flag is not stored in the RAM 82c.

[0164] When the counting situation is non-specific, the CPU 82a does not update the count data stored in the RAM 82c, regardless of whether it is within the counting limit period td. In other words, the CPU 82a maintains the number of counted balls. When the counting situation is specific and it is within the counting limit period td, the CPU 82a updates the count data stored in the RAM 82c so that the number of counted balls minus 1 can be identified. For example, when count data [1] is stored, the CPU 82a updates the count data to [0]. For example, when count data [α] is stored, the CPU 82a updates the count data to [α-1]. In other words, the CPU 82a decrements the number of counted balls by 1. On the other hand, even when the counting situation is specific, when it is not within the counting limit period td, the CPU 82a does not update the count data stored in the RAM 82c. In other words, the CPU 82a maintains the number of counted balls. For example, when count data [1] is stored, the CPU 82a maintains the count data [1]. For example, when count data [α] is stored, the CPU 82a maintains the count data [α].

[0165] The CPU 82a then outputs to the management unit 100 a count notification that can identify the number of balls counted in the count data. At this time, if the number of balls counted in the count data is 0, the CPU 82a outputs data indicating 0. On the other hand, if the number of balls counted in the count data is 1 or more, the CPU 82a outputs data indicating 1 or more, with 250 balls being the maximum value of data that can be output in one cycle T. The CPU 82a then clears the count data. As an example, the CPU 82a may perform the above-mentioned identification process in the same control cycle (e.g., a 4 ms interrupt cycle). Alternatively, the CPU 82a may generate a count notification in a certain control cycle and output the count notification in subsequent control cycles.

[0166] Next, in the same cycle T, the CPU 82a inputs the loan notification output by the management unit 100 after outputting the counting notification. Next, in the same cycle T, the CPU 82a outputs a loan receipt to the management unit 100 after inputting the loan notification. After that, the CPU 82a outputs a new information notification at the start of the next cycle T after the cycle T has elapsed. As described above, the CPU 82a repeats the input and output of information notification, counting notification, loan notification, and loan receipt for each cycle T. Note that the CPU 82a does not output the number of balls counted by operating the counting switch 16b within the cycle T, but outputs it in the counting notification from the next cycle T onwards.

[0167] Here, with reference to Figure 10, the information input / output processing in one cycle T will be explained in detail by hypothetically applying numbers. For the hypothetical numbers, the number of game balls P2 is set to 600 balls, and the number of counted balls before a certain cycle T starts is set to 250 balls. The cumulative number of balls before a certain cycle T starts is set to 0 (zero). Note that Figure 10 shows a state that is not in the counting limit period td.

[0168] As shown in FIG. 10, since the number of game balls P2 at the start of the cycle T is 600, the CPU 82a outputs an information notification including data indicating "number of game balls = 600" to the management unit 100. Next, after outputting the information notification, since the number of counted balls at the start of the cycle T is 250, the CPU 82a outputs a count notification including count data indicating "counted number of balls = 250" and cumulative data indicating "cumulative number of balls = 250" to the management unit 100. Note that since the counting limit period td is not in progress, the CPU 82a maintains the count data. In other words, the CPU 82a does not subtract from the counted number of balls. When outputting the count notification, the CPU 82a stores the subtracted number of game balls p2 (here, 350 balls) in the RAM 82c.

[0169] Next, when the CPU 82a receives the loan notification, it determines that the number of game balls corresponding to the number of counted balls output in the counting notification have been transferred to the management unit 100. If the loan notification has been received correctly, the CPU 82a outputs a loan receipt indicating "normal" as the receipt result to the management unit 100. At this time, the CPU 82a updates the number of game balls P2 stored in the RAM 82c by transferring the number of game balls corresponding to the number of counted balls output in the counting notification to the outside. As an example, the CPU 82a updates the number of game balls P2 stored in the RAM 82c so that it is equal to the number of game balls after subtraction p2 stored in the RAM 82c when the counting notification was output. In other words, the number of game balls P2 is updated to 350, which is 600 balls minus 250 balls at this point. Here, the method of updating the number of game balls P2 may be to overwrite the number of game balls P2 with the number of game balls after subtraction p2, or to subtract the difference between the number of game balls P2 and the number of game balls after subtraction p2 from the number of game balls P2. The difference corresponds to the number of counted balls output in the counting notification. After that, the CPU 82a clears the number of game balls after subtraction p2 stored in the RAM 82c to 0 (zero) and leaves the cumulative number of balls at 250. As a result, at the start of the next cycle T, the RAM 82c stores 350 balls as the number of game balls P2 and 250 balls as the cumulative number of balls. In this way, the difference between the number of game balls P2 before and after the update in response to the operation of the counting switch 16b is transferred to an external device.

[0170] The specific transition of the number of game balls P2 will be explained. Figures 11(a) and 11(b) show the transition of management data when two gaming balls are managed as the number of gaming balls P2 in a pachinko gaming machine 10 and all balls are transferred to an external location. In this example, it is assumed that the number of gaming balls P2 does not increase due to prize balls or loaned balls. Furthermore, it is assumed that the counting switch 16b is operated in the first effective mode (single push operation) when transferring gaming balls. The cycles Ta to Td indicate the cycle T of the information input / output processing. In other words, Figure 11 shows four cycles of information input / output processing. As an example, the cycles Ta to Tc are 300 ms. Figure 11(a) shows a situation when the counting limit period td is not in effect. Figure 11(b) shows a situation when the counting limit period td is in effect.

[0171] The case where the counting limit period is not td will be explained. As shown in Figure 11(a), when the counting switch 16b is pressed once, the initial number of balls indicated at time t20 is determined to be one. This number of balls indicated is the number of balls that can be determined from the counting data generated in the counting data generation process of the normal frame-side process. If it is determined at time t20 that one game ball will be transferred, the number of game balls P2 expected after the transfer will be one, as shown in the figure.

[0172] At time t20, count data indicating 1 ball as the counted ball number is generated. This count data is not output in the information input / output process (processing of cycle Ta) being executed at that time. The count data is output as a count notification in the information input / output process of the next cycle Tb. At the start of cycle Tb, RAM 82c stores "number of game balls P2 = 2 balls," "number of game balls after subtraction = 1 ball," "counted number of balls = 1 ball," and "accumulated number of balls = 1 ball." In cycle Tb, first, an information notification including data indicating "number of game balls P2 = 2 balls" is output. Next, in cycle Tb, a count notification including count data indicating "counted number of balls = 1 ball" and cumulative data indicating "accumulated number of balls = 1 ball" is output. Here, count switch 16b is not operated within cycle Tb.

[0173] After the counting notification is output, the cycle Tb ends with the input and output of the loan notification and the receipt result. By inputting and outputting the loan notification and the input result, the number of game balls equivalent to the number of counted balls output in the counting notification is transferred to the outside. Therefore, at the start of the cycle Tc, RAM 82c stores "number of game balls P2 = 1," "number of counted balls = 0 balls," and "cumulative number of balls = 1 ball." Note that since the counting switch 16b is not operated during the cycle Tb, the subtracted game ball number p2 is not stored at the start of the cycle Tc.

[0174] When the counting switch 16b is pressed once, the second instruction number is confirmed as 1 ball at time t21 within the cycle Tc. If it is confirmed that 1 game ball will be transferred at time t21, the number of game balls P2 expected after the transfer will be 0 balls, as shown in the figure. At time t21, data indicating 1 ball is generated as count data. This count data is not output in the information input / output process being executed at that time (processing in cycle Tc). The count data is output as a count notification in the information input / output process of the next cycle Td.

[0175] The cycle Tc ends after the output of the counting notification, the input / output of the loan notification and the receipt result. In this example, a counting notification indicating 0 counted balls is output, so no game balls are transferred. Therefore, at the start of the cycle Td, the RAM 82c stores "game ball count P2 = 1," "game ball count after subtraction = 0 balls," "counted ball count = 1 ball," and "cumulative ball count = 2 balls." Then, although the specific counting situation exists, such as when the game ball count P2 is 1 ball and the counted ball count is 1 ball (i.e., the game ball count p2 after subtraction is 0 balls), the counting limit period td is not in effect, so no subtraction of the count data is performed. Therefore, in the cycle Td, an information notification including data indicating "game ball count P2 = 1 ball" is output first. Next, in the cycle Tc, a counting notification including counting data indicating "counted ball count = 1 ball" and cumulative data indicating "cumulative ball count = 2 balls" is output. After that, the cycle Td ends after the counting notification is output, followed by the input and output of the loan notification and the receipt result. By inputting and outputting the loan notification and the input result, the number of game balls equivalent to the number of counted balls output in the counting notification has been transferred to the outside. In other words, the number of game balls P2 becomes 0.

[0176] The case where the counting limit period is td will be explained. Only the points that differ from the case where the counting limit period is not td will be explained in detail. As shown in FIG. 11(b), in the cycle Tb, an information notification including data indicating "number of game balls P2 = 2 balls" is output first. In this case, since the number of counted balls is 1 ball and the number of game balls P2 is 2 balls, it is an unspecified counting situation. Therefore, the CPU 82a maintains "number of counted balls = 1 ball" even during the counting limit period td. Accordingly, the number of game balls p2 after subtraction remains unchanged at 1 ball. The cumulative number of counted balls remains unchanged at 1 ball. Therefore, in the cycle Tb, a counting notification including counting data indicating "number of counted balls = 1 ball" and cumulative data indicating "cumulative number of balls = 1 ball" is output. In other words, the subtraction of the number of game balls P2 is not limited.

[0177] Also, in the cycle Td, an information notification including data indicating "number of game balls P2 = 1 ball" is output first. In this case, since the number of counted balls is 1 ball and the number of game balls P2 is 1 ball, it is a specific counting situation. Therefore, based on the fact that it is the counting limited period td and the specific counting situation, the CPU 82a subtracts 1 from the counted balls and updates it to "number of counted balls = 0 balls." Accordingly, the number of game balls p2 after subtraction is changed from 0 balls to 1 ball. The cumulative number of counted balls is changed from 2 balls to 1 ball. Therefore, in the cycle Td, a counting notification including counting data indicating "number of counted balls = 0 balls" and cumulative data indicating "cumulative number of balls = 1 ball" is output. In other words, the subtraction of the number of game balls P2 is limited. In this case, the number of game balls P2 is not subtracted and becomes 1 ball. For example, at time T22, when the number of game balls P2 is subtracted in connection with the operation of launching game balls by the launching mechanism 43, the number of game balls P2 becomes zero.

[0178] In this way, the counting limit period td begins in response to the arrival of a specific timing. The counting limit period td is a period during which updating of the number of game balls P2 in response to operation of the counting switch 16b is restricted when the number of game balls P2 is a specific number. The counting limit period td is an example of a specific period. The specific period is a period shorter than a predetermined period. An example of the specific period is 500 ms, and an example of the predetermined period is 600 ms. For example, the specific number is one ball. For example, the counting limit period td is a period during which updating of the number of game balls in response to operation of the counting operation means is restricted when the number of game balls P2 is a specific number, regardless of whether it is the first operation or the second operation.

[0179] The specific transition of the number of game balls P2 will be explained. 12(a) and 12(b) show the transition of management data when all 600 gaming balls managed as gaming ball count P2 in a pachinko gaming machine 10 are transferred to an external location. In this example, it is assumed that the gaming ball count P2 does not increase due to prize balls or loaned balls. Furthermore, it is assumed that the counting switch 16b is operated in the second effective mode (long press operation) when transferring gaming balls. Cycles t1 to t3 indicate cycles in which the number of counted balls to be transferred (referred to as the designated number in the figure) is determined by operating the counting switch 16b. Cycles Ta to Td indicate cycle T of information input / output processing. In other words, FIG. 12 shows four cycles of information input / output processing. As an example, cycle t1 is 500 ms, and cycles t2 and t3 are 300 ms. Cycles Ta to Tc are 300 ms. Fig. 12(a) shows a situation when the counting limit period td is not in effect, and Fig. 12(b) shows a situation when the counting limit period td is in effect.

[0180] The case where the counting limit period is not td will be explained. As shown in Figure 12(a), when the counting switch 16b is pressed and held, the initial number of balls indicated is determined to be 250 at time t30 after cycle t1 has elapsed. This number is the number of balls that can be determined from the counting data generated in the counting data generation process of the normal frame-side processing. If it is determined that 250 game balls will be transferred after cycle t1 has elapsed, the number of game balls P2 expected after the transfer will be 350, as shown in the figure.

[0181] At time t30, count data indicating 250 balls as the counted number of balls is generated. This count data is not output in the information input / output process (processing of cycle Ta) being executed at that time. The count data is output as a count notification in the information input / output process of the next cycle Tb. At the start of cycle Tb, RAM 82c stores "number of game balls P2 = 600 balls", "number of game balls after subtraction = 350 balls", "counted number of balls = 250 balls", and "cumulative number of balls = 250 balls". In cycle Tb, first, an information notification including data indicating "number of game balls P2 = 600 balls" is output. Next, in cycle Tb, a count notification including count data indicating "counted number of balls = 250 balls" and cumulative data indicating "cumulative number of balls = 250 balls" is output.

[0182] As the counting switch 16b is pressed and held for a long time, the second instruction count is confirmed as 250 balls when the start time t31 of cycle t2 within cycle Tb is reached. If it is confirmed at time t31 that 250 game balls will be transferred, the expected number of game balls P2 after the transfer will be 100 balls, as shown in the figure. At time t31, data indicating 250 balls is generated as count data. This count data is not output in the information input / output process (processing in cycle Tb) being executed at that time. The count data is output as a count notification in the information input / output process of the next cycle Tc.

[0183] The cycle Tb ends after the output of the counting notification, followed by the input and output of the loan notification and the receipt result. By inputting and outputting the loan notification and the input result, the number of game balls corresponding to the counted number of balls output in the counting notification is transferred to the outside. Therefore, at the start of the cycle Tc, RAM 82c stores "number of game balls P2 = 350," "number of game balls after subtraction = 100 balls," "counted number of balls = 250 balls," and "cumulative number of balls = 500 balls." In the cycle Tc, first, an information notification including data indicating "number of game balls P2 = 350 balls" is output. Next, in the cycle Tc, a counting notification including count data indicating "counted number of balls = 250 balls" and cumulative data indicating "cumulative number of balls = 500 balls" is output.

[0184] As the counting switch 16b is continuously pressed and held, the third instruction count is confirmed as 100 balls when the start time t32 of the cycle t3 within the cycle Tc is reached. At this stage, the number of game balls counted as count data out of the number of game balls P2 is 100. If it is confirmed at time t32 that 100 game balls will be transferred, the number of game balls P2 assumed as the number of game balls after the transfer becomes 0 (zero), as shown in the figure. At time t32, data indicating 100 balls is generated as count data. This count data is not output in the information input / output process being executed at that time (processing in cycle Tc), but is output as a count notification in the information input / output process of the next cycle Td.

[0185] The cycle Tc ends after the counting notification is output and the loan notification and receipt result are input and output. By inputting and outputting the loan notification and input result, the number of game balls corresponding to the counted number output in the counting notification is transferred to the outside. Therefore, at the start of the cycle Td, the RAM 82c stores "number of game balls P2 = 100 balls," "number of game balls after subtraction = 0 balls," "counted number of balls = 100 balls," and "cumulative number of balls = 600 balls." Although the counting status is specific, such as when the number of game balls P2 is 100 balls and the number of counted balls is 100 balls (i.e., the number of game balls p2 after subtraction is 0 balls), the counting limit period td is not in effect, and therefore, the counting data is not subtracted. In other words, the subtraction of the number of game balls P2 is not limited. Therefore, in the cycle Td, an information notification including data indicating "number of game balls P2 = 100 balls" is first output. Next, in the cycle Td, a count notification is output that includes count data indicating "counted ball count = 100 balls" and cumulative data indicating "cumulative ball count = 600 balls."

[0186] After the counting notification is output, the cycle Td ends with the input and output of the loan notification and receipt result. By inputting and outputting the loan notification and loan receipt, the number of gaming balls equivalent to the counted number of balls output in the counting notification has been transferred to the outside. Therefore, from the cycle following cycle Td onwards, RAM 82c stores "number of gaming balls P2 = 0 balls," "counted number of balls = 0 balls," and "cumulative number of balls = 600 balls." This means that all gaming balls equivalent to "number of gaming balls P2 = 600 balls" have been transferred to the outside. Note that since the counting switch 16b is not operated during cycle Td, the subtracted number of gaming balls p2 is not stored at the start of the cycle following cycle Td.

[0187] The case where the counting limit period is td will be explained. Only the points that differ from the case where the counting limit period is not td will be explained in detail. As shown in FIG. 12(b), in the cycle Tb, an information notification including data indicating "number of game balls P2 = 600 balls" is output first. In this case, since the counted number of balls is 250 and the number of game balls P2 is 600, this is a non-specific counting situation. Therefore, the CPU 82a maintains "counted number of balls = 250 balls" even during the counting limit period td. Accordingly, the number of game balls after subtraction p2 remains unchanged at 350 balls. The cumulative counted number of balls remains unchanged at 250 balls. Therefore, in the cycle Tb, a counting notification including counting data indicating "counted number of balls = 250 balls" and cumulative data indicating "cumulative number of balls = 250 balls" is output. In other words, the subtraction of the number of game balls P2 is not limited.

[0188] In the cycle Tc, first, an information notification including data indicating "number of game balls P2 = 350 balls" is output. In this case, since the counted number of balls is 250 and the number of game balls P2 is 350 balls, it is a non-specific counting situation. Therefore, the CPU 82a maintains "number of counted balls = 250 balls" even during the counting limit period td. Accordingly, the number of game balls after subtraction p2 remains unchanged at 100 balls. The cumulative counted number of balls remains unchanged at 250 balls. Therefore, in the cycle Tc, a counting notification including counting data indicating "number of counted balls = 250 balls" and cumulative data indicating "cumulative number of balls = 500 balls" is output. In other words, there is no limit on the subtraction of the number of game balls P2.

[0189] In the cycle Td, first, an information notification including data indicating "number of game balls P2 = 100 balls" is output. In this case, since the counted number of balls is 100 and the number of game balls P2 is 100 (i.e., the number of game balls after subtraction p2 is 0 balls), it is a specific counting situation. Therefore, based on the fact that it is the counting limit period td and the specific counting situation, the CPU 82a subtracts 1 from the counted number of balls and updates it to "number of counted balls = 99 balls." Accordingly, the number of game balls after subtraction p2 is changed from 100 balls to 99 balls. The cumulative number of counted balls is changed from 600 balls to 599 balls. Therefore, in the cycle Td, a counting notification including counting data indicating "number of counted balls = 99 balls" and cumulative data indicating "cumulative number of balls = 599 balls" is output. In this case, the subtraction number is decreased by 1, and the number of game balls P2 becomes 1 ball. In other words, the subtraction of the number of game balls P2 is limited. In this case, for example, at time T33, when the number of game balls P2 is subtracted in connection with the operation of shooting game balls by the shooting mechanism 43, the number of game balls P2 becomes zero.

[0190] A special period begins upon the arrival of a specific timing. During the special period, when the number of game balls exceeds a first specific number and is equal to or less than a second specific number, the number of game balls P2 is updated in a manner different from that during a non-special period in response to the operation of the counting switch 16b. For example, the special period is the counting limit period td. The special period is a period shorter than a predetermined cycle. For example, the special period is 500 ms, and the predetermined cycle is 600 ms. For example, the first specific number is 1 ball, and the second specific number is 250 balls. Furthermore, during the special period, when the number of game balls P2 exceeds the first specific number and is equal to or less than the second specific number, the number of game balls P2 is updated in the same manner as during a non-special period in response to the first operation of the counting switch 16b, and the number of game balls P2 is updated in a manner different from that during a non-special period in response to the second operation of the counting switch 16b.

[0191] In this embodiment, the following effects can be obtained. (1-1) The number of game balls P2 is updated in response to the arrival of a specific timing associated with the launching and supplying operations. In other words, the specific timing is a reference timing at which the number of game balls fluctuates. Therefore, when the specific timing arrives, the number of game balls P2 may be updated for a period thereafter. If the number of game balls P2 were updated in response to the operation of the counting switch 16b during such a period, updates to the number of game balls P2 based on two triggers would occur, potentially reducing the reliability of the management of the number of game balls P2. In contrast, during the specific period (counting limit period td) that begins in response to the arrival of the specific timing, if the number of game balls P2 is a specific number (e.g., one ball), updates to the number of game balls P2 based on the operation of the counting switch 16b are limited. Therefore, updates to the number of game balls P2 based on two triggers do not occur, allowing the number of game balls P2 to be properly managed.

[0192] (1-2) During a specific period (counting limit period td) that begins in response to the arrival of a specific timing, if the number of game balls P2 is a specific number (for example, 1 ball), whether a first operation is performed to transfer a first specified number (for example, 1 ball) or a second operation is performed to transfer a second specified number (for example, 250 balls), the update of the number of game balls in response to the operation of counting switch 16b is limited. Therefore, the number of game balls P2 is not updated based on two triggers, and the number of game balls P2 can be managed appropriately.

[0193] (1-3) During the special period (counting limit period td) that begins in response to the arrival of a specific timing, if the number of game balls P2 exceeds a first specific number (for example, 1 ball) and is equal to or less than a second specific number (for example, 250 balls), the number of game balls P2 is updated in a manner different from when the special period is not set. Therefore, even if the number of game balls P2 is updated based on two triggers, the number of game balls can be managed appropriately.

[0194] (1-4) During the special period (counting limit period td) that begins in response to the arrival of a specific timing, if the number of game balls P2 exceeds a first specific number (for example, 1 ball) and is equal to or less than a second specific number (for example, 250 balls), when the first operation is performed, the number of game balls P2 is updated in the same manner as when the special period is not in progress. On the other hand, when the second operation is performed, the number of game balls P2 is updated in a manner different from when the special period is not in progress. Therefore, regardless of the type of operation of the counting switch 16b, even if the number of game balls P2 is updated based on two triggers, the number of game balls P2 can be appropriately managed.

[0195] (Second embodiment) A pachinko gaming machine according to a second embodiment will be described. In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description will be omitted or simplified.

[0196] In the first embodiment, counting data is generated according to the number of game balls P2 and the operation mode of the counting switch 16b, regardless of whether it is in the counting limit period td. Then, when outputting the counting notification, the update of the number of game balls P2 is limited depending on whether it is in the counting limit period td. In the second embodiment, counting data is generated according to whether it is in the counting limit period td, in addition to the number of game balls P2 and the operation mode of the counting switch 16b. This will be explained in detail below.

[0197] In the count data generation process, the CPU 82a measures the operation time of the count switch 16b. The CPU 82a generates the first count data when the operation time from the start to the end of the operation of the count switch 16b is 10 ms or more and less than 500 ms. At this time, if it is within the count limit period td, the CPU 82a generates count data [0] as the first count data. If it is not within the count limit period td, the CPU 82a generates count data [1] as the first count data. Note that if the operation time of the count switch 16b is less than 10 ms, the CPU 82a generates count data [0]. If the number of game balls P2 is 0, the CPU 82a generates count data [0] regardless of the operation time of the count switch 16b.

[0198] The CPU 82a generates the second count data when the operation time of the count switch 16b is 500 ms or more. As an example, when the number of game balls P2 is 251 or more, the CPU 82a generates count data

[0250] as the second count data, regardless of whether or not it is during the count limit period td. As an example, the CPU 82a generates count data [α] when the number of game balls P2 is between 1 and 250 and is not during the count limit period td. The CPU 82a generates count data [α-1] when the number of game balls P2 is between 1 and 250 and is during the count limit period td. In other words, when the number of game balls P2 is 1, count data [0] or count data [1] may be generated depending on whether or not it is during the count limit period td. Furthermore, when the operation time of the counting switch 16b exceeds 500 ms and the counting switch 16b is operated continuously (successively), the CPU 82a generates the second counting data in the same manner as above every time the operation time reaches 300 ms.

[0199] Then, following the generation of the count data, the CPU 82a outputs a count notification including the count data. When the CPU 82a outputs the count notification, it subtracts the number of balls corresponding to the number of counted balls indicated in the count data from the number of game balls P2. Note that in each cycle T, only the input and output of information notifications is performed, and the loan notification may be output by the management unit 100 when the ball lending operation unit or the payout operation unit is operated. In this way, each message is not limited to being input and output in the order of information notification → count notification → loan notification → loan receipt.

[0200] In this embodiment, the following effects can be obtained. (2-1) During the counting limit period td, which starts in response to the arrival of a specific timing, if the number of game balls P2 is a specific number (for example, one ball), updating of the number of game balls P2 in response to operation of the counting switch 16b is limited. Therefore, updating of the number of game balls P2 based on two triggers does not occur, and the number of game balls P2 can be managed appropriately.

[0201] (2-2) During the counting limit period td that begins in response to the arrival of a specific timing, if the number of game balls P2 is a specific number (for example, 1 ball), whether a first operation is performed to transfer a first specified number (for example, 1 ball) or a second operation is performed to transfer a second specified number (for example, 250 balls), the update of the number of game balls in response to the operation of the counting switch 16b is limited. Therefore, the update of the number of game balls P2 based on two triggers does not occur, and the number of game balls P2 can be managed appropriately.

[0202] (2-3) During the counting limit period td, which begins in response to the arrival of a specific timing, if the number of game balls P2 exceeds a first specific number (for example, 1 ball) and is equal to or less than a second specific number (for example, 250 balls), the number of game balls P2 is updated in a manner different from when the counting limit period td is not set. Therefore, even if the number of game balls P2 is updated based on two triggers, the number of game balls can be managed appropriately.

[0203] (2-4) During the counting limit period td, which begins in response to the arrival of a specific timing, if the number of game balls P2 exceeds a first specific number (for example, 1 ball) and is equal to or less than a second specific number (for example, 250 balls), when the first operation is performed, the number of game balls P2 is updated in the same manner as when the counting limit period td is not in progress. On the other hand, when the second operation is performed, the number of game balls P2 is updated in a manner different from when the counting limit period td is not in progress. Therefore, regardless of the type of operation of the counting switch 16b, even if the number of game balls P2 is updated based on two triggers, the number of game balls P2 can be appropriately managed.

[0204] (2-5) The counting data is generated according to the number of game balls P2, the operation state of the counting switch 16b, and whether or not it is within the counting limit period td. Therefore, a simpler control configuration can be achieved compared to a configuration in which, at the timing of outputting the counting notification, it is determined again whether or not it is within the counting limit period td and the counting data is updated.

[0205] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0206] During the counting limit period td, the CPU 82a is configured not to subtract from the number of game balls P2 when the number of game balls P2 is one, as an example of a specific number, but is not limited to this. For example, the specific number may be two balls, three or more balls, or the current number of game balls α (where α is between one and 250 balls). In the specific processing, during the counting limit period td, the CPU 82a may update the counting data to indicate zero balls as the number of counted balls. In other words, the CPU 82a may discard the generated counting data [1] or counting data [α] and not transfer game balls, thereby limiting the update of the number of game balls P2.

[0207] In the specific processing, the CPU 82a limits the update of the number of game balls P2 by decreasing the subtraction number (counted number of game balls) of the number of game balls P2 by 1, but is not limited to this. For example, the CPU 82a may decrease the subtraction number (counted number of game balls) of the number of game balls P2 by 2, or may decrease the number by 3 or more.

[0208] The launch permission circuit 82m may generate a launch permission signal when a counting signal is being input, and output the signal to the launch control board 83. In other words, even in the counting execution state, the launch permission circuit 82m may be configured to be able to supply and launch game balls.

[0209] The counting execution state may continue not only while the counting signal is being input from the counting switch 16b, but also at least until a counting notification is output in response to the counting signal and the subtraction of the number of game balls P2 is completed. As an example, the counting execution state may be the period from when the operation of the counting switch 16b is started or when the operation reaches 10 ms or more until the end of the next cycle T in which a counting notification based on the operation is made.

[0210] Even if the power supply is interrupted during the counting execution state, the CPU 81a may transition to the counting execution state again if the power supply is resumed while the counting switch 16b is in the operated state. In other words, the transfer of the number of game balls P2 may be resumed.

[0211] The manner in which the blank hit occurrence notification is made may be changed. In the above embodiment, the blank hit occurrence information K3 is displayed during the extended period ta, so when the blank hit occurrence information K3 is displayed, it is possible to recognize that a blank hit is occurring. In this case, the blank hit occurrence information K3 is not limited to information that indirectly indicates that a blank hit is occurring, such as an image resembling a star, but may also be information that directly indicates that a blank hit is occurring, such as the text "blank hit occurring."

[0212] The blank hit occurrence notification may be performed by one or more of the presentation devices 17-19 constituting the presentation equipment ES, which may be arbitrarily selected. The blank hit occurrence notification may be performed by a movable body displaceable by an actuator, or by a display device mounted on the movable body. In this case, the error notification and the complete notification may be performed by the display presentation device 19, or by the movable body, or by a display device mounted on the movable body. In this case, the blank hit occurrence notification may be performed by the display presentation device 19, or by a display device mounted on the movable body. In particular, the error notification and the complete notification may be performed by a display device mounted on the movable body, and the blank hit occurrence notification may be performed by a presentation device other than the display device. In this way, the notification unit that performs a specific notification (blank hit occurrence notification) and the notification unit that performs a predetermined notification (such as an error notification) are different notification units, and the notification unit that performs a predetermined notification is configured to be operable, so that the predetermined notification can be made more noticeable than the specific notification.

[0213] The pachinko gaming machine 10 is configured to be able to launch game balls while a power-back notification is being executed and a RAM clear notification (initialization notification) is being executed. When one of the conditions for stopping the launch of game balls (e.g., "conditions 1 to 5") is met and the launch of game balls is stopped, a blank shot operation is preferably performed. In this case, the display / effect device 19 displays blank shot occurrence information K3, and the light-emitting device 18 emits light in a blank shot notification light pattern. In other words, a blank shot occurrence notification can be executed. In this modified example, the power-back notification and the RAM clear notification are examples of predetermined notifications, and power-on is an example of a predetermined condition. In other words, the predetermined condition does not have to include the detection of a predetermined error.

[0214] The notification of a blank hit may be performed by a dedicated notification unit. As an example, the dedicated notification unit may be a light-emitting unit such as an LED controlled by the frame control board 82 (CPU 82a), or may be a light-emitting unit controlled by the game control board 80 (CPU 80a). The dedicated notification unit may be one of the display units in the information display device 30.

[0215] The difference ball monitoring process (counting the difference ball PC) may be executed by the game control board 80 (CPU 80a). In this case, the game board 20 is equipped with an out-ball sensor that detects "out balls" discharged from the game area 21a, and the CPU 80a subtracts 1 from the difference ball PC each time it receives a detection signal from the out-ball sensor. When the difference ball PC reaches the activation reference number and the activation condition for the complete function is met, the CPU 80a outputs a launch stop signal to the frame control board 82 (launch permission circuit 82m). Even in this modified example, the launch of game balls can be stopped in response to the activation of the complete function.

[0216] The pachinko gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a predetermined area (a so-called "V area") (a so-called V-variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V-variable machine.

[0217] In addition to the big win lottery, a small win lottery may be held as a winning lottery for special symbols. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).

[0218] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.

[0219] The specific configuration of the game board 20 may be changed arbitrarily. The CPU 80a, ROM 80b, RAM 80c, and random number generation circuit 80d may be configured on a single chip.

[0220] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the display performance device 19, a light-emitting control board that specializes in controlling the light-emitting performance device 18, and a sound control board that specializes in controlling the sound performance device 17 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. In addition, in an embodiment, the CPU 80a and CPU 81a may be mounted on a single board. Furthermore, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.

[0221] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (Appendix 1) A gaming machine comprising: a gaming board having a gaming area; a launching means capable of a launching operation to launch gaming balls toward the gaming area; a supplying means capable of a supplying operation to supply gaming balls to the launching means; a management means capable of managing the number of gaming balls; and a counting operation means, wherein the management means updates the number of gaming balls in response to the arrival of a specific timing related to at least one of the launching operation and the supplying operation, and updates the number of gaming balls in response to operation of the counting operation means, the operation of the counting operation means including a first operation to instruct the transfer of a first specified number of gaming balls and a second operation to instruct the transfer of a second specified number of gaming balls that is greater than the first specified number, wherein a specific period begins in response to the arrival of the specific timing, and during the specific period, when the number of gaming balls is a specific number, updating of the number of gaming balls in response to operation of the counting operation means is restricted regardless of whether the first operation or the second operation is performed.

[0222] (Appendix 2) A gaming machine according to Appendix 1, wherein the specific number is 1. (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, in which the difference between before and after updating the number of game balls in response to operation of the counting operation means is transferred to an external device.

[0223] (Appendix 4) A gaming machine described in any one of Appendices 1 to 3, wherein the supply operation is performed in accordance with the specific timing, the firing operation is performed in connection with the supply operation, the specific timing arrives at a predetermined cycle, and the specific period is a period shorter than the predetermined cycle. [Explanation of symbols]

[0224] 10... Pachinko gaming machine 16b... Counting switch 20... Game board 21a... Play area 43... Firing mechanism 43A... Supply unit 43B... Firing unit 82... Frame control board 82a... CPU 100... Management unit

Claims

[Claim 1] a gaming board having a gaming area; A launching means capable of performing a launching operation to launch a game ball toward the game area; A supply means capable of supplying game balls to the launch means; A management means capable of managing the number of game balls; a counting operation means, The management means updates the number of game balls in response to the arrival of a specific timing associated with at least one of the shooting operation and the supply operation, and updates the number of game balls in response to the operation of the counting operation means; The operation of the counting operation means includes a first operation to instruct the transfer of a first specified number of game balls, and a second operation to instruct the transfer of a second specified number of game balls that is greater than the first specified number, A gaming machine characterized in that a specific period begins upon arrival of the specific timing, and during the specific period, when the number of game balls reaches a specific number, updating of the number of game balls in response to operation of the counting operation means is restricted, regardless of whether the operation is the first operation or the second operation.

Citation Information

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