Enclosed gaming machine
The gaming machine uses varied ball entrances, sound effects, and performance displays to enhance the perception of prize ball awards, addressing the lack of satisfaction in sealed gaming machines by providing a tangible sense of increasing ball count.
Patent Information
- Application Number
- JP2023091411
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-02
- Publication Date
- 2025-09-24
- Estimated Expiration
- 2043-06-02
AI Technical Summary
In sealed gaming machines, players do not feel a sense of increase in the number of balls held even when prize balls are generated, as the balls are not physically paid out, leading to a lack of satisfaction.
The gaming machine incorporates multiple ball entrances with varying prize ball settings, sound effects, and performance displays to indicate prize ball awards, enhancing the player's perception of ball increase.
The system provides a tangible feeling of increasing ball count through sound effects and visual cues, making the gaming experience more engaging and satisfying.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine in which a game is played by circulating a predetermined number of gaming balls enclosed inside the machine. [Background technology]
[0002] In recent years, gaming machines with a so-called enclosed type configuration have become known, in which a predetermined number of gaming balls are enclosed inside the machine and games are played by circulating the gaming balls (see, for example, Patent Document 1). In this configuration, enclosed game balls are shot into a game area, the game balls are collected through the game area, and the collected game balls are shot again, thereby circulating a predetermined number of game balls. The player does not directly obtain game balls as loan balls or prize balls, and there is no upper or lower tray into which the game balls are paid out. The game can be played by inserting an IC card that stores the game value owned by the player (credit balance, number of balls held, etc.) into a card unit connected to the machine, and exchanging game value data with the IC card. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 63-290592 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above-mentioned sealed gaming machines, even if a prize ball is generated, the number on the display device simply changes and the gaming ball is not paid out from the gaming machine, so there is a problem that even if the number of balls held increases, the player does not feel that the number is increasing.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a sealed-in type device that gives the player a comfortable feeling of prize balls being paid out. [Means for solving the problem]
[0006] The present invention relates to a gaming machine that contains a predetermined number of game balls and circulates game balls that have been launched into a game area and used in a game so that they can be launched again into the game area. A plurality of ball entrances are arranged in the game area; A configuration with multiple game states with different game advantage levels, a sound effect output means for outputting a sound effect based on the entry of a game ball into the ball entry opening; The sound effect output means is characterized in that the ball entrances from which sound effects are output and the ball entrances from which sound effects are not output change depending on the game state. According to the above feature, it is possible to pay out an appropriate number of prize balls according to the game status, or to output sound effects for an appropriate ball entry port.
[0007] The following describes inventions related to the present invention. (Second feature of enclosed gaming machine) In a gaming machine that contains a predetermined number of game balls and circulates game balls that have been shot into a game area and used in a game so that they can be shot again into the game area, A plurality of ball entrances are arranged in the game area; A predetermined ball entrance outputs a sound effect when a game ball enters the ball entrance, and other ball entrances do not output the sound effect even when a game ball enters the ball entrance. According to the second feature of the enclosed type game, a sound effect indicating that a prize ball will be awarded can be output only to the ball entry hole where the player wishes to highlight that the ball has been entered.
[0008] (Third feature: enclosed gaming machine) In a gaming machine that contains a predetermined number of game balls and circulates game balls that have been shot into a game area and used in a game so that they can be shot again into the game area, A plurality of ball entrances each having a different number of prize balls set therein are arranged in the game area; This gaming machine is characterized in that it outputs a sound effect when a gaming ball enters an entrance where the number of prize balls is set to a predetermined number or more, and does not output the sound effect even when the gaming ball enters an entrance where the number of prize balls is set to less than the predetermined number. According to the third feature of the enclosed gaming machine, sound effects can be output when prize balls are awarded, allowing the player to feel that the number of balls they have actually held has increased.
[0009] (Fourth feature: enclosed gaming machine) In a gaming machine that contains a predetermined number of game balls and circulates game balls that have been shot into a game area and used in a game so that they can be shot again into the game area, A plurality of ball entrances each having a different number of prize balls set therein are arranged in the game area; A performance display means for performing various performance displays is provided, The gaming machine is characterized in that the performance display means has a prize ball pattern indicating that a prize ball has been awarded, and displays the prize ball pattern corresponding to the ball entrance when a gaming ball enters the ball entrance. According to the fourth feature of the enclosed gaming machine, it is possible to grasp in real time that a prize ball has been generated and how many prize balls have been awarded while watching the various effects performed by the effect display means.
[0010] (5th feature: enclosed gaming machine) In a gaming machine that contains a predetermined number of game balls and circulates game balls that have been shot into a game area and used in a game so that they can be shot again into the game area, A plurality of ball entrances each having a different number of prize balls set therein are arranged in the game area; A performance display means for performing various performance displays is provided, The effect display means is configured to display the number of game balls held by the gaming machine, which is the number of game balls managed by the gaming machine, The gaming machine is characterized in that the ball holding display on the gaming machine side selects one from a plurality of addition display effects and displays the effect when a winning ball occurs. According to the enclosed gaming machine of the fifth feature, while enjoying various effects by the effect display means, the player can check the number of balls held by the effect ball number display 202 displayed on the effect symbol display device 6 without checking the number of balls held by the ball number display device 61 located in another location. Furthermore, the effect ball number display 202 does not simply update the number of balls held, but performs an effect according to the number of prize balls given and updates the number of balls held, so the player can proceed with the game while feeling that prize balls have been awarded. [Brief explanation of the drawings]
[0011] [Figure 1] 1 is a front view of a pachinko machine 1 according to the present invention. [Figure 2] 1 is an explanatory diagram showing an exploded view of a pachinko machine 1 and a CR unit 46. FIG. [Figure 3] FIG. 2 is a rear view of the pachinko machine 1. [Figure 4] 1 is a block diagram showing the electrical configuration of a pachinko machine 1. FIG. [Figure 5] FIG. 2 is a block diagram showing a main part of a power supply circuit 90. [Figure 6] 10 is a flowchart showing a power-on process. [Figure 7] 10 is a flowchart showing a process to be performed when power is cut off. [Figure 8] 10 is a flowchart showing an outline of a main routine. [Figure 9] A flowchart showing the start winning confirmation process. [Figure 10] 1 is a flowchart 1 showing the pass / fail determination process. [Figure 11] 10 is a flowchart 2 showing the pass / fail determination process. [Figure 12] 10 is a flowchart 3 showing the pass / fail determination process. [Figure 13] 4 is a flowchart 4 showing the pass / fail determination process. [Figure 14] 1 is a flowchart 1 showing the jackpot game processing. [Figure 15] 2 is a flowchart showing the jackpot game processing. [Figure 16] 3 is a flowchart showing the jackpot game processing. [Figure 17] 10 is a flowchart 3 showing the state information output process. [Figure 18] (A) is a diagram showing game status information for external output, and (B) is a diagram showing progress status information for detailed output. [Figure 19] 10 is a chart showing the contents of operational abnormalities. [Figure 20] 1 is a flowchart 1 showing an operation abnormality handling process. [Figure 21] 10 is a diagram showing how to respond to an operational abnormality. [Figure 22] 10 is an explanatory diagram showing a display state on the display screen of the unit display device 47 in normal times. FIG. [Figure 23] 1 is an explanatory diagram showing a display mode in which an operational abnormality is notified in the unit display device 47. FIG. [Figure 24] 2 is an explanatory diagram showing a display mode in which an operational abnormality is notified in the unit display device 47. FIG. [Figure 25] 3 is an explanatory diagram showing a display mode in which an operational abnormality is notified in the unit display device 47. FIG. [Figure 26] 10 is a diagram showing information transmitted from the CR unit 46. [Figure 27] 10A and 10B are explanatory diagrams showing another example of a display mode for notifying an operational abnormality. [Figure 28] 10 is a flowchart showing sound effect output processing 1. [Figure 29] 10 is a flowchart showing sound effect output processing 2. [Figure 30] 10 is a flowchart showing sound effect output processing 3. [Figure 31] 10 is a flowchart showing sound effect output processing 4. [Figure 32] 10 is an explanatory diagram of the effects using the prize ball design 201. FIG. [Figure 33] 1 is an explanatory diagram 1 of a presentation using the number of balls held display 202. [Figure 34] This is an explanatory diagram 2 of the effect using the ball count display 202. DETAILED DESCRIPTION OF THE INVENTION
[0012] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings. The present invention is not limited to the following embodiments, and various modifications are possible within the scope of the present invention.
[0013] As shown in Figures 1 and 2, the pachinko machine 1 has a structure in which each component is held by an outer frame 51, which forms a vertically long fixed outer holding frame. An inner frame 70 (see Figure 3) is attached to the outer frame 51 via hinges provided on the top and bottom of the left side of the outer frame 51 so that it can be opened and closed relative to the outer frame 51. A front frame (glass frame) 52 is attached to the front of the inner frame 70 so that it can be opened and closed relative to the inner frame 70, and a plate glass (not shown) is attached to the front frame 52 so that it can be removed. Furthermore, a game board 2 attached to the inner frame 70 is disposed on the far side (rear side) of this plate glass.
[0014] Speakers 66 are provided on the upper left and right sides of the front frame 52, and game sounds and warning sounds emitted from the speakers 66 enhance the entertainment value of the game and alert the player. In addition, the front frame 52 is provided with a plurality of frame-side decorative lamps 65 that emit light according to the game status, and this light emission enhances the entertainment value of the game. Furthermore, a mounting portion 55 is provided in the lower center portion of the front frame 52, to which a unit display device 47 of the CR unit 46, which will be described later, is detachably attached. A launching handle 64 is disposed to the right of the mounting portion 55. When the player turns the launching handle 64 clockwise, the launching device 31 (see FIG. 3) is operated, and the game ball is launched toward the game area 3 of the game board 2.
[0015] In addition, directly above the mounting portion 55 (unit display device 47), the front frame 52 is provided with a ball count display device 61 that displays the number of balls that can be played, and a counting switch 62 for transferring the ball count information held on the frame control device 81 side to the CR unit 46 side. Furthermore, to the left of the counting switch 62, there is provided an effect button 63 that can be operated by the player.
[0016] The pachinko machine 1 of this embodiment is a so-called enclosed type gaming machine, and is adjacent to a card unit (CR unit) 46 that reads and writes IC cards. The CR unit 46 has a card insertion slot 49 into which an IC card can be inserted and removed, and a bill insertion slot 48 into which bills can be inserted. Furthermore, a unit display device 47 is provided so as to protrude rightward from the bottom of the CR unit 46. The unit display device 47 is detachably mounted on the mounting portion 55 of the front frame 52, and is mounted so as to cover the mounting portion 55 with the CR unit 46 adjacent to the left side of the pachinko machine 1. The unit display device 47 has a touch panel LCD screen, and the screen displays the credit balance (or the number of game balls that can be loaned out within the credit balance) stored in the IC card inserted into the card insertion slot 49. The credit balance (or the number of game balls that can be loaned out) is updated as game balls are loaned out or returned. The display mode of the unit display device 47 will be described in detail later.
[0017] Furthermore, the pachinko machine (enclosed gaming machine) 1 is connected to the hall computer 87 via the CR unit 56, and is also connected to an external information management center and a management computer via a wide area network (not shown). As a result, each pachinko machine 1 manages shipping information from the manufacturer, information about the gaming parlor where it is installed, information about movement between gaming parlors, disposal information, etc. based on its own authentication information, providing high security capabilities to prevent unauthorized use and unauthorized modification.
[0018] The game board 2 is provided with a roughly circular game area 3 surrounded by guide rails 3a, and a large number of game pegs (not shown) are planted in the game area 3. A center case (not shown) is disposed in the center of the game area 3, and an LCD screen of a performance symbol display device 6 (not shown in its entirety) is disposed in the center of the center case so that it can be seen from the front. This center case also has a warp entrance, warp passage, stage, etc. (not shown).
[0019] A first start opening 11 is disposed below the performance symbol display device 6 (directly below the center case), and a normal symbol activation gate 17 and a second start opening 12 are disposed one above the other on the right side of the center case. The second start opening 12 is configured as a normal electric device with openable wings, and is configured so that the game ball can enter only when the wings are open. Furthermore, a large prize opening 14 is disposed directly below the first starting opening 11. Four general prize openings 15 are disposed to the left of the first starting opening 11. These general prize openings 15 are configured to allow game balls to enter at any time.
[0020] An outlet 16 is provided at the most downstream part of the game area 3, and if a game ball shot into the game area 3 does not win any of the winning holes 14, 15 or the starting holes 11, 12, the ball enters the outlet 16.
[0021] At the lower right of the game board 2, there are arranged a normal symbol display device 7 consisting of multiple LEDs, a normal symbol reserved number display device 8, a first special symbol reserved number display device 18, a second special symbol reserved number display device 19, and a first special symbol display device 9 and a second special symbol display device 10 consisting of 7-segment displays.
[0022] 3 is a rear view of the pachinko machine 1. On the rear side of the pachinko machine 1, an inner frame 70 to which the above-mentioned game board 2 is detachably attached is housed in an outer frame 51. A launching device 31 that launches game balls into the game area 3 is arranged at the top of the inner frame 70, and the game balls launched by the launching device 31 fly out from the upper left of the game area 3 into the game area 3 and flow down the game area 3. In addition, a grinding device 35 is installed below the inner frame 70 to collect game balls launched into the game area 3 and grind the collected game balls. This grinding device 35 is connected to the above-mentioned start openings 11 and 12, the big prize opening 14, the general prize openings 15, and the outlet opening 16 via a recovery path (not shown), and game balls that enter these start openings 11 and 12, the big prize opening 14, the general prize openings 15, and the outlet opening 16 are sent through the recovery path. In addition, a lifting device 33 that sends the game balls polished by the polishing device 35 to the launching device 31 is arranged in the vertical direction in the inner frame 70. The launching device 31, the recovery path, the polishing device 35, and the lifting device 33 form a structure for circulating game balls. That is, the game balls launched from the launching device 31 into the game area 3 enter either the starting ports 11, 12 or the outlet 16, and are then sent to the polishing device 35 through the recovery path, and are then supplied again to the launching device 31 via the lifting device 33. Note that the launching device 31, recovery path, polishing device 35, and lifting device 33 can be configured in a manner that has been known in the past, and therefore detailed explanations thereof will be omitted.
[0023] In addition, a main control device 80, a frame control device 81, a performance symbol control device 82, a sub-integrated control device 83, and a power supply device 85 (see FIG. 5) are arranged on the back side of the pachinko machine 1. The main control device 80, the performance symbol control device 82, and the sub-integrated control device 83 are provided on the game board 2, and the frame control device 81 and the power supply device 85 are provided on the inner frame 70.
[0024] 4 is a block diagram showing the electrical wiring of the pachinko machine 1. Note that this block diagram does not show relay boards or power supply boards that simply relay signals. Although detailed illustrations are omitted, the main control device 80, frame control device 81, performance symbol control device 82, and sub-integrated control device 83 each include a CPU, ROM, RAM, input ports, output ports, etc. The CPU of each of these control devices starts the programs stored in each ROM in response to an interrupt signal with a 2 ms cycle, and executes various controls. As will be described later, the frame control device 81 handles information such as the performance display device 60, the number of balls held by the player, and information related to the credit balance, so non-volatile memory (such as flash memory or non-volatile RAM) can be used to retain this information even in the unlikely event that the power supply is interrupted. This reduces the possibility that the player will suffer a disadvantage even if the power supply is interrupted.
[0025] The main control device 80 receives detection signals via the game board relay terminal board 74 from a first start port switch 11a that detects game balls that have entered the first start port 11, a second start port switch 12a that detects game balls that have entered the second start port 12, a normal pattern activation switch 17a that detects game balls that have passed through the normal pattern activation gate 17, a count switch 14a that counts game balls that have entered the big prize port 14, each general prize port switch 15a that detects game balls that have entered each general prize port 15, a magnet sensor that detects magnetism, a radio wave sensor that detects radio waves, etc.
[0026] The main control device 80 operates according to the program stored in its ROM, generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs the commands to the frame control device 81 and the sub-integrated control device 83. In addition, the main control device 80 controls the display of the first special symbol display device 9, the second special symbol display device 10, and the normal symbol display device 7 via the symbol display device relay terminal board 71, and also controls the lighting of the first special symbol reserved number display device 18, the second special symbol reserved number display device 19, and the normal symbol reserved number display device 8. Furthermore, the main control device 80 is also connected to the special prize opening solenoid 14b and the normal electric accessory solenoid 12b via the game board relay terminal board 74. The main control device 80 controls the opening and closing of the special prize opening 14 by controlling the special prize opening solenoid 14b, and controls the opening and closing of the second starting opening 12 by controlling the normal electric accessory solenoid 12b. The main control device 80 also outputs signals for managing symbol fluctuations, jackpots, etc., and these output signals are sent from the frame control device 81 to the hall computer via the CR unit 46. Furthermore, the main control device 80 is connected to a prize ball count display device 99, which controls the display of the number of prize balls. This prize ball count display device 99 makes it easy for the player to grasp the number of prize balls generated by winning in each winning slot (starting slot, general winning slot, large winning slot, etc.). However, since an enclosed gaming machine is equipped with a ball count display device 61 whose display is controlled by the frame control device 81, and the number of prize balls can also be grasped using this ball count display device 61, the prize ball count display device 99 is not essential.
[0027] The main control device 80 and the frame control device 81 are connected to enable two-way communication. The frame control device 81 is communicably connected to the CR unit 46 via the game ball etc. lending device 75. It is also communicably connected to the unit display device 47 of the CR unit 46, and the frame control device 81 receives signals from the lending switch 58 and the return switch 59 provided on the unit display device 47. The frame control device 81 performs the following operations: grasping the credit balance and the number of held balls stored in the IC card inserted in the CR unit 46, setting the number of held balls according to the lending signal received from the lending switch 58, returning the credit balance according to the return signal received from the return switch 59, and carrying out the number of held balls transfer process for storing the number of held balls managed by the frame control device 81 side in the IC card according to the operation of the counting switch 62. The frame control device 81 is also communicably connected to the hall computer 87 via the CR unit 46, and transmits the game information of the pachinko machine 1 to the hall computer 87.
[0028] In addition, the frame control device 81 receives a rotation amount signal of the firing handle 64 from the handle volume 101, a firing stop signal from the firing stop switch 103, and a touch signal from the touch switch 102 via the firing operation unit relay terminal board 76. The rotation amount signal is output when the player rotates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop signal is output when the player presses the launch stop switch 103. If the touch signal is not input, the game ball cannot be launched, and if the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64. Furthermore, the counting switch 62 and the ball number display device 61 are connected via the launch operation unit relay terminal board 76 and the operation unit relay terminal board 73, and the frame control device 81 receives an operation signal from the counting switch 62 and controls the display of the ball number display device 61. The ball number display device 61 displays the number of balls held by the player on the frame control device 81 side (the number of game balls that the player can use for playing), and displays the number of balls held in real time, which is updated as needed by subtraction due to launch by the launch device 31 or detection by the winning ball sensor 120 and the out ball sensor 121, and addition of the number of prize balls due to winning in the start holes 11 and 12, the general winning hole 15, and the large winning hole 14.
[0029] The frame control device 81 is also connected to the ball sending sensor 104, launch entrance sensor 105, launch motor 106, and ball sending solenoid 107 of the launch device 31 via the launch device relay terminal board 77. The ball sending sensor 104 detects the game ball sent to the launch position of the launch device 31, and outputs a game ball detection vibration. The launch entrance sensor 105 detects the gaming balls supplied to the launching device 31 from the above-mentioned lifting device 33, and outputs a detection signal of the gaming balls. The frame control device 81 then controls the drive of the launch motor 106 and the ball feed solenoid 107 based on the signals transmitted from the above-mentioned handle volume 101, launch stop switch 103, touch switch 102, ball feed sensor 104, and launch entrance sensor 105, thereby launching or stopping the gaming balls.
[0030] Furthermore, the frame control device 81 is connected to a cassette switch 108, a polishing motor sensor 109, a cassette motor 110, and a polishing motor 111 via the polishing device relay terminal board 78, and drives the above-mentioned polishing device 35 by controlling the operation of the cassette motor 110 and the polishing motor 111 based on detection signals from the cassette switch 108 and the polishing motor sensor 109. Since the polishing device 35 is a consumable item, its cassette structure makes it easy to replace. In addition, the frame control device 81 is connected to a lifting inlet sensor 113, a lifting motor monitoring sensor 114, and a lifting motor 112 via a lifting relay terminal board 79, and drives the above-mentioned lifting device 33 by controlling the drive of the lifting motor 112 based on detection signals from the lifting inlet sensor 113 and the lifting motor monitoring sensor 114.
[0031] Furthermore, the frame control device 81 is connected to a winning ball sensor 120, an out ball sensor 121, an appropriate amount sensor 122, a full tank sensor 123, and a night monitoring switch 124 via the inner frame relay terminal board 72, and receives signals from these sensors and switches. The winning ball sensor 120 is disposed in a recovery path that connects each of the starter holes 11 and 12, the big prize hole 14, and the general prize hole 15 with the grinding device 35, and detects game balls that have entered each of these prize holes. The out ball sensor 121 is disposed in a recovery path that connects the outlet 16 and the polishing device 35, and detects game balls that have entered the outlet 16. The proper amount sensor 122 detects the proper amount of game balls to be circulated inside the machine. Furthermore, the frame control device 81 is also connected to a glass frame opening switch 125 and an inner frame opening switch 126, and detection signals from these are input.
[0032] The frame control device 81 is also connected to a performance display device 60. The performance display device 60 is provided to prevent the machine's performance from being altered by unauthorized adjustment of the gaming pins, and displays the base value in the normal state. The base value in the normal state is determined by detecting the number of gaming balls fired by the ball delivery sensor 104, which sends gaming balls to the firing device 31, or by the winning ball sensor 120 and the out ball sensor 121, when the main control device 80 indicates a normal state (when a signal indicating the normal state is received). The number of fired balls is then counted and the number of returned balls is calculated based on the number of winning balls indicated in the winning ball count information transmitted from the main control device 80. Since the number of fired balls is approximately 100 per minute, the base value obtained when 60,000 balls are fired over approximately 10 hours can be used as the determined value.
[0033] The sub-integrated control device 83 receives data and commands sent from the main control device 80, sorts them into data for performance display control, sound control, and lamp control, sends commands for performance display control, etc. to the performance pattern control device 82, and distributes the data for sound control and lamp control to each control part contained within itself (functional components serving as sound control devices and lamp control devices). The functional unit as a voice control device operates the sound LSI based on the voice control data to control the output of sound from the speaker 66, and the functional unit as a lamp control device operates the lamp driver based on the lamp control data to control the emission of various LEDs and lamps 65. The circuit between the sub-integrated control device 83 and the main control device 80 is configured as one-way communication only from the main control device 80 to the sub-integrated control device 83.
[0034] Furthermore, switches that detect the operation of the effect button 63, jog dial, etc. are connected to the sub-integrated control device 83, and when each switch detects an operation by the player, the corresponding signal is input.
[0035] The performance pattern control device 82 performs control based on data and commands sent from the sub-integrated control device 83 (those sent from the main control device 80 and those generated by the sub-integrated control device 83 based on input from the main control device 80 and input from performance buttons, etc.), and displays performance images such as performance patterns on the screen of the performance pattern display device 6.
[0036] The CR unit 46 reads and writes information such as the credit balance and the number of balls held by the IC card inserted into the card insertion slot 49. Then, it transmits the information read from the IC card to the frame control device 81. As a result, the frame control device 81 appropriately updates and manages information such as the credit balance and the number of balls available for loan as the game progresses, and displays the credit balance and the number of balls available for loan on the unit display device 47. Furthermore, when the game ends, the settled number of balls held is transmitted from the frame control device 81 to the CR unit 46, and the information on the IC card is updated.
[0037] 5 is a block diagram showing the main components of the power supply circuit 90 of the pachinko machine 1. The power supply device 85 is configured as a DC power supply that generates DC voltage using power supplied from an external AC power source, and supplies power to each component of the pachinko machine 1. Although not shown, the power supply device 85 is equipped with a main switch that switches between supplying and not supplying power to each component of the pachinko machine 1, a 5V power generation circuit, a 12V power generation circuit, a 24V power generation circuit, a power interruption detection circuit (power failure monitoring circuit), and the like. The power generated by each of these generation circuits is then supplied to the frame control device 81, the sub-integrated control device 83, and the like via a power supply relay board 91. Furthermore, when the power supply voltage drops to a predetermined lower limit voltage, the power interruption detection circuit determines that the main switch is turned off or a power outage has occurred, and sends a signal indicating the voltage drop to the power supply relay board 91 described below.
[0038] The power supply relay board 91 is equipped with a backup power supply circuit 92 composed of a capacitor and the like, and generates backup power from the 5V power supplied from the power supply device 85. When the power supply relay board 91 receives a voltage drop signal from the power interruption detection circuit described above, it supplies the backup power generated by the backup power supply circuit 92 to the frame control device 81 and the sub-integrated control device 83. Furthermore, the backup power supply, 5V power supply, 12V power supply, and 24V power supply are supplied to the main control device 80 via the frame control device 81. Similarly, the backup power supply, 5V power supply, 12V power supply, and 24V power supply are supplied to the performance symbol control device 82 via the sub-integrated control device 83. By supplying such backup power to the main control device 80, the frame control device 81, the sub-integrated control device 83, and the performance symbol control device 82, when the power supply is stopped due to a power outage or the like, the memory contents of the RAM, which is the memory means of each of these control devices 80 to 83, are maintained for a certain period of time. Also, in this embodiment, as will be described later, even when the frame control device 81 forcibly stops the power supply (5V power supply, 12V power supply, and 24V power supply) to the main control device 80, backup power is supplied to the main control device 80 from the backup power supply circuit 92.
[0039] The frame control device 81 of this embodiment is also provided with a changeover switch 95 that switches between a supply state in which the 5V, 12V, and 24V power supplied from the power relay board 91 is supplied to the main control device 80 and a non-supply state in which the supply is stopped. This changeover switch 95 is operated by a signal from the CPU of the frame control device 81, and switches between the supply state and the non-supply state. Furthermore, the backup power supply is supplied to the main control device 80 without passing through the selector switch 95. Therefore, regardless of whether the selector switch 95 is in the supply or non-supply state, the backup power supply supplied from the power supply relay board 91 is supplied to the main control device 80 via the frame control device 81. In this way, the frame control device 81 can stop the game in progress by the main control device 80 by stopping the power supply through the selector switch 95. In other words, the frame control device 81 has the function of forcibly stopping the progress of the game by controlling the drive of the selector switch 95. Furthermore, the frame control device 81 of this embodiment has a delay circuit 96 disposed between its CPU and the selector switch 95. This delay circuit 96 has the function of delaying the signal sent from the CPU to the selector switch 95 by a predetermined time. Therefore, in the frame control device 81, the signal sent from the CPU to the selector switch 95 (the signal that switches the selector switch to a non-supply state) is delayed by the delay circuit 96 by a predetermined time before being received by the selector switch 95. Note that the drive control of the selector switch 95 is related to the essential part of the present invention, and will be described in detail later. Furthermore, since a conventionally known configuration can be applied to the delay circuit 96, details thereof will be omitted.
[0040] Next, the operation of the pachinko machine 1 of this embodiment will be described. The pachinko machine 1 is configured to enclose a predetermined number of game balls inside the machine and circulate the enclosed game balls to play, so it only manages data indicating the number of game balls used in the game by increasing or decreasing the number as the game progresses, and does not lend out actual game balls or pay out game balls as prize balls.
[0041] When a player starts playing, an IC card is inserted into the card insertion slot 49 of the CR unit 46, and the information on the credit balance or number of balls read from the IC card is displayed on the unit display device 47. When the player operates the lending operation area 158 (see FIG. 22) of the unit display device 47, the lending switch 58 is turned ON, and the credit balance is converted into the number of balls in accordance with the operation, and as the credit balance decreases, the number of balls held on the frame control device 81 side increases. On the other hand, if the player has balls in their possession, they can be added to the number of balls held by the frame control device 81 by operating the lending operation area 158 (alternatively, a separate operation area for balls can be set up so that they can be operated selectively in conjunction with lending based on credit balance. When lending balls, a process is performed to transfer a predetermined unit (for example, 125 balls) of the number of balls held on the IC card to the frame control device 81). In this way, the game can be played within the number of balls held by the frame control device 81. The number of balls held by the frame control device 81 is displayed on the ball number display device 61.
[0042] When the game is started by the player operating the launch handle, the balls held are consumed with each launch of a game ball, and the balls held are increased by the prize balls generated each time a ball enters the starting slots 11, 12 or the general winning slot 15. During the game, the number of balls held increases or decreases in this way, and the display on the ball number display device 61 is updated according to the increase or decrease.
[0043] When a gaming ball released into the gaming area passes through the normal symbol activation gate 17 (the normal symbol activation switch 17a in Figure 4 detects the gaming ball), the normal symbol display device 7 begins to display a variable normal symbol, and if the normal symbol that stops after a predetermined time is in a predetermined winning state, the blade members of the normal electric device are driven, allowing the gaming ball to enter the second starting hole 12. Here, with one normal symbol winning, the blade members of the normal electric device open once for 0.2 seconds in the normal state, and open three times for 1 second in the time-saving state. Note that this opening operation of the normal electric device in the time-saving state is called the opening extension function of the normal electric device.
[0044] When a gaming ball enters the first start hole 11 (the first start hole switch 11a in Fig. 4 detects the gaming ball), the first special pattern begins to change on the first special pattern display device 9, and stops after a predetermined time. Also, when a gaming ball enters the second start hole 12 (the second start hole switch 12a in Fig. 4 detects the gaming ball), the second special pattern begins to change on the second special pattern display device 10, and stops after a predetermined time. While the first special pattern and the second special pattern are changing in this way, the effect pattern display device 6 displays the effect changes of the effect patterns linked to the change of each special pattern. The display of the effect symbols on the effect symbol display device 6 allows the player to recognize the variation of each special symbol and whether it is a win or a miss. Here, the variation of the second special symbol is executed with priority, regardless of the order of the first and second special symbols entering the first start hole 11 and the second start hole 12. Specifically, if there is a reserved memory of the first special symbol, the variation of the second special symbol stops and the reserved memory of the second special symbol is no longer available, and the variation of the reserved first special symbol begins.
[0045] When the first special symbol stopped on the first special symbol display device 9 and the second special symbol stopped on the second special symbol display device 10 are in a predetermined jackpot mode, a jackpot game is executed to open and close the jackpot opening 14. In addition, the effect symbol display device 6 displays effect symbols in a mode corresponding to the winning mode of the first special symbol and the second special symbol.
[0046] In a jackpot game, an opening and closing round in which the large prize opening 14 is opened and closed is repeatedly executed a predetermined number of times (for example, 16 times). The large prize opening 14 is provided with a door element that opens and closes when driven by a large prize opening solenoid 14b (described later), and the opening and closing operation of the door element converts the state into an open state in which game balls can enter and a closed state in which game balls cannot enter. One opening and closing round is executed by the predetermined opening and closing operation of the door element, and in a jackpot game, this opening and closing round is repeatedly executed 16 times.
[0047] The pachinko machine 1 of this embodiment is configured as a probability variation machine. That is, the game according to this configuration is roughly divided into a game in which the large prize opening 14 is closed and the jackpot game in which the large prize opening 14 is opened. In the game in which the large prize opening 14 is closed, a normal probability state (hereinafter referred to as the normal state) and a high probability state (hereinafter referred to as the probability variation state) in which the probability of winning a special symbol is higher than in the normal state are set, and after the jackpot game ends, the machine transitions to either the normal state or the probability variation state. Here, in the normal state, the probability of winning a special symbol is set to 1 / 220, and in the probability variation state, the probability of winning a special symbol is set to 1 / 30.
[0048] Furthermore, in the normal state, after transitioning from a jackpot game, the time-saving state is entered for a specified number of times (for example, 100 times). In this time-saving state, the variation time of the special and normal symbols is shortened, and the opening time and number of times of the normal electric device are increased by the operation of the opening extension function. In the probability variation state, similar to the time-saving state, the variation time of the special and normal symbols is shortened and the opening time and number of times of the normal electric device are increased. The opening extension function may increase only the opening time of the normal electric device or may increase only the number of times of opening.
[0049] Furthermore, while the game is progressing in this manner, the game balls launched by the launching device 31 will enter either the start holes 11, 12, the regular winning hole 15, or the out hole 16. During a jackpot game, the balls will also enter the special winning hole 14. The game balls that have entered in this manner are sent to the grinding device 35 via the recovery path described above, and then supplied again to the launching device 31 via the lifting device 33. In this way, a predetermined number of game balls sealed inside the machine are circulated, and the game described above progresses.
[0050] Next, the processing of various programs executed by the main control device 80 and the frame control device 81 will be described. 6 shows a flowchart of the power-on process executed by the main control device 80. This power-on process is the process from power-on to the main routine described below, and is executed when the power is turned on when the gaming facility opens, when power is restored after a power outage, when power is restored after a forced power outage by the frame control device 81 described below, and so on.
[0051] In the power-on process, when power is turned on, access to RAM is permitted (S10) and the power-off flag is cleared (S15). Next, in S20, it is determined whether or not the RAM clear signal is ON. If the determination is affirmative (S20: Yes), the process proceeds to S30. If the determination is negative (S20: No), the process proceeds to S25. In S25, it is determined whether or not the backup flag is ON. If the determination is negative (S25: No), the process proceeds to S30. If the determination is affirmative (S25: Yes), the process proceeds to S60. Here, if the backup flag is OFF, the process continues from S30 to start up from the initial state. On the other hand, if the backup flag is ON, the process restarts from the state before power was turned off.
[0052] S30 is a process that follows from a positive determination in S20 or a positive determination in S25, and performs stack setting processing. Next, a process of clearing the RAM work area (S35) and a process of initializing the RAM work area (S40) are performed. Furthermore, a process of sending a command to the sub-integrated control device 83 to perform an initial performance (S45) and a process of sending a command to the frame control device 81 to perform an initial setting (S50) are performed. After that, the process proceeds to the main routine described below.
[0053] On the other hand, in S60, which follows the negative judgment in S25, processing is performed when the power is restored. In this processing when the power is restored, the game information stored in RAM before the power was cut off is read, and processing is performed to resume the game according to the game information. Here, the game information before the power was cut off is information that indicates the status of the game that was in progress before the power was cut off, and includes the number of wins, the number of reserved wins, information about the big win game, information about the small win game, etc. After S60, the backup signal is turned OFF (S65), and the program proceeds to the main routine, which will be described later.
[0054] Next, the power-off process executed by the main control device 80 will be described using the flowchart shown in Fig. 7. This power-off process is executed when the main power supply is turned off, when there is a power outage, or when the power supply is forcibly stopped by the frame control device 81 (described later), and is executed by a non-maskable interrupt that occurs when the power is cut off due to any of these reasons.
[0055] In the power-off processing, a process for setting a power-off flag is performed in S70. Subsequently, in S75, it is determined whether or not to execute backup processing. If the determination is affirmative (S75: Yes), the process proceeds to S80. If the determination is negative (S75: No), the process proceeds to S85. In S80, a process for storing and saving game information indicating the game state before the power was cut off in RAM is performed. Then, the process proceeds to S85. In S85, a process for prohibiting access to RAM is performed, and the system stands by in preparation for a power outage. Note that the game information stored and saved in S80 is information necessary to resume game play from the state before the power was cut off when the power is restored, and as described above, information regarding the number of wins and jackpot game is set.
[0056] Next, the main routine executed by main control device 80 will be described using the flowchart shown in Fig. 8. The main routine consists of the main process from S100 to S160 and the residual process of S170, which is repeated as long as time permits within the time remaining after executing the main process, and is executed periodically by a hardware interrupt every 2 ms. When a hardware interrupt is executed by the microcomputer, it is first determined whether or not the interrupt is normal (S100). This determination process is performed by determining whether or not a value in a predetermined area of RAM (memory) is equal to a predetermined value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer transitions to this processing.
[0057] If a negative judgment is made (i.e., it is judged that the interrupt is not normal) (S100: No), the initial setting (S105) is executed, and the remaining process (S170) is performed. In this initial setting, for example, predetermined values are written to predetermined areas of the RAM, and initial values are written to the working area of the RAM, such as setting the special and normal symbols as initial symbols. On the other hand, if a positive judgment is made (i.e., it is judged to be a normal interrupt) (S100: Yes), the following processes are performed: update process of the initial value random number (S110), update process of the random number for determining a jackpot (S115), update process of the random number for determining a jackpot pattern (S120), update process of the random number for determining a win (S125), update process of the random number for determining a reach (S130), update process of the random number for determining a variation pattern (S135), win confirmation process (S140), win / lose judgment process (S145), special game process (S150), fraud monitoring process (S155), and various output processes (S160) for sending various information to the frame control device 81, etc., and the update process of the initial value random number (S170) is looped within the remaining time until the next interrupt signal is input.
[0058] Next, the start winning confirmation process executed by the main control device 80 will be described using the flowchart of Figure 9. This start winning confirmation process is one of the subroutines called in the winning confirmation process (S140) of the main routine described above.
[0059] In the start winning confirmation process, it is determined whether the first start port switch 11a has detected a game ball (S200), and if the determination is negative (S200: No), the process proceeds to S220. If the determination is positive in S200 (S200: Yes), it is determined whether the number of first reserved memories has reached an upper limit (for example, 4) (S205). If the determination is positive in S205 (S205: Yes), the process proceeds to S220, and if the determination is negative (S205: No), the process executes the first extracted random number reserved memory process (S210). In the first extracted random number reserve memory process (S210), random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for determining a reach, random numbers for determining a variation pattern, etc. are extracted and stored as first reserve memories, and 1 is added to the first reserve number counter indicating the number of first reserve memories, and the information of the first reserve number counter is sent to the sub-integrated control device 83.
[0060] S220 is a process executed following a negative determination in S210 or S200, or a positive determination in S205, and determines whether the first start port switch 11a has detected a game ball. If the determination is negative (S220: No), the start winning confirmation process is terminated. If the determination is positive (S220: Yes), it is determined whether the number of second reserved memories has reached an upper limit (for example, 4) (S225). If the determination is positive in S225 (S225: Yes), the start winning confirmation process is terminated. If the determination is negative (S225: No), the second extracted random number reserved memory process (S230) is executed. In the second extracted random number reserve memory process (S230), random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for determining a reach, random numbers for determining a variation pattern, etc. are extracted and stored as second reserve memories, and 1 is added to the second reserve number counter indicating the number of second reserve memories, and the information of the second reserve number counter is sent to the sub-integrated control device 83.
[0061] Furthermore, when the sub-integrated control device 83 receives information from the first reserved number counter and information from the second reserved number counter, it performs the necessary processing to light up the first special pattern reserved number display device 18 and the second special pattern reserved number display device 19 in accordance with the information.
[0062] Next, the winning / loose determination process executed by the main control device 80 will be described with reference to the flowcharts of Figures 10 to 13. The winning / loose determination process is executed from the main routine.
[0063] In the win / loss determination process, as shown in Figure 10, it is determined whether or not the special electric device is operating (i.e., whether or not a big win game or a small win game is being played) (S250). If the determination is affirmative (S250: Yes), the win / loss determination process is terminated, and if the determination is negative (S250: No), the process proceeds to S255. In S255, it is determined whether or not the first and second special symbols are being displayed variably. If the determination is affirmative (S255: Yes), the process proceeds to S400 in Fig. 12, and if the determination is negative (S255: No), the process proceeds to S260. In S260, it is determined whether the first and second special symbols are being displayed. If the determination is affirmative (S260: Yes), the process proceeds to S450 in Fig. 13, and if the determination is negative (S260: No), the process proceeds to S265.
[0064] In S265, it is determined whether there is a second reserved memory, and if the determination is affirmative (S265: Yes), the process proceeds to S270, and if the determination is negative (S265: No), the process proceeds to S275. In S270, the number of second reserved memories is decremented, the oldest second reserved memory is selected, and the information stored in the second reserved memory (numeric data such as random numbers) is moved to a predetermined buffer for jackpot determination. Then, the process proceeds to S285.
[0065] In S275, it is determined whether or not there is a first reserved memory, and if the determination is affirmative (S275: Yes), the process proceeds to S280, and if the determination is negative (S275: No), the hit / miss determination process is terminated. In S280, the number of first reserved memories is decremented, and the oldest first reserved memory is selected. As in S270 above, the information stored in the first reserved memory is moved to a predetermined buffer for jackpot determination, and then the process proceeds to S285. Note that in the hit / miss determination process of this embodiment, the second reserved memory is given priority over the first reserved memory and is used to determine whether or not there is a hit. Therefore, the first reserved memory is used to determine whether or not there is a hit / miss only if there is no second reserved memory.
[0066] In S285, it is determined whether the probability variable flag indicating that the state is in a probability variable state is 1 or not, and if the determination is affirmative (S285: Yes), the process proceeds to S290, and if the determination is negative (S285: No), the process proceeds to S295.
[0067] In S290, a table for determining whether or not a probability variable state wins or losses (probability variable table) is selected, and based on the selected probability variable table, the random number for determining whether or not a jackpot has been moved to the buffer for determining whether or not a jackpot has been won is determined, and the reserved memory for the random number for determining whether or not a jackpot has been won is consumed. Here, in this embodiment, based on the selected probability variable table, it is also determined whether or not the random number for determining whether or not a jackpot has been won. After processing this S290, proceed to S300 in FIG. 11.
[0068] On the other hand, in S295, a table for determining whether or not a win is made in the normal state (normal table) is selected, and based on the selected normal table, the random number for determining whether or not a win is made is determined to be a jackpot, and the reserved memory for the random number for determining whether or not a win is made is consumed. Here, in this embodiment, based on the selected normal table, it is also determined whether or not the random number for determining whether or not a win is made is a minor win. After processing this S295, proceed to S300 in FIG.
[0069] In S300 of FIG. 11, it is determined whether or not there is a jackpot based on the determination result of S290 or S295, and if the determination is positive (S300: Yes), the process proceeds to S305, and if the determination is negative (S300: No), the process proceeds to S320.
[0070] In S305, the jackpot symbol is determined based on the random number for determining the jackpot symbol related to the consumed reserved memory. Then, the process proceeds to S310. In S310, the variation time of the special symbol is determined based on the random number for determining the variation pattern related to the consumed reserved memory, and the process proceeds to S315. In S315, the number of rounds of the jackpot game, the opening pattern of the big prize opening, the presentation time for the jackpot game, the interval time, the presentation mode for the jackpot game, and the like are set, and the process proceeds to S350.
[0071] On the other hand, in S320, which follows the negative determination in S300, it is determined whether or not there is a small win based on the determination result of S290 or S295. If the determination is positive (S320: Yes), the process proceeds to S325, and if the determination is negative (S320: No), the process proceeds to S340.
[0072] In S325, the small win symbol is determined based on the random number for determining the big win symbol related to the consumed reserved memory, and the process proceeds to S330. In S330, the variation time of the special symbol is determined based on the random number for determining the variation pattern related to the consumed reserved memory, and the process proceeds to S335. In S335, the opening pattern of the big prize opening in the small win game, the presentation time related to the small win game, and the presentation mode of the small win game are set, and the process proceeds to S350. In addition, in S335, as in S345 described later, the counters indicating the remaining number of jackpot lotteries that can be executed during the probability variation mode and the counters indicating the remaining number of jackpot lotteries that can be executed during the time-saving mode are also updated.
[0073] Furthermore, in S340, which follows the negative judgment in S320, the variation time of the special symbol is determined based on the variation pattern determination random number etc. related to the reserved memory that has been consumed, and prior to this, a process for determining the losing symbol is performed. After this S340, the process proceeds to S345. In S345, a counter indicating the remaining number of jackpot lotteries that can be executed during the probability variation mode and a counter indicating the remaining number of jackpot lotteries that can be executed during the time-saving mode are updated. Then, the process proceeds to S350. In this embodiment, the process of determining the losing symbol is performed in S340, but this is not limited to this, and a process of determining the losing symbol may be performed before S340.
[0074] In S350, a reserved number command indicating the number of reserved memories decremented in S270 and S280 is sent to the sub-integrated control device 83. Furthermore, a variation start command indicating the variation time of the special symbols and the result of the jackpot lottery is sent to the sub-integrated control device 83, and the variation of the special symbols is started, and the win / loss determination process is terminated. Upon receiving the variation start command, the sub-integrated control device 83 selects a pseudo effect to be displayed on the effect symbol display device 6 from effects having the same duration as the variation time of the special symbols, based on the result of the jackpot lottery and the variation time of the special symbols, and displays the selected pseudo effect.
[0075] In S400 of Figure 12, which follows the positive judgment of S255 mentioned above, it is determined whether the time for changing the special pattern has elapsed, and if the judgment is positive (S400: Yes), proceed to S405, and if the judgment is negative (S400: No), the win / loss judgment process is terminated. In S405, the display of the changing special pattern is terminated, the confirmed special pattern (i.e., the big win pattern determined in S405, the small win pattern determined in S325, or the losing pattern determined in S340) is displayed, and a pattern confirmation command is sent to the sub-integrated control device 83 to execute the confirmed display of the performance pattern, and the win / loss determination process is terminated.
[0076] In addition, in S450 of Figure 13, which follows the positive judgment of S260 mentioned above, it is determined whether the duration of the confirmed display of the special pattern has ended, and if the judgment is positive (S450: Yes), proceed to S455, and if the judgment is negative (S450: No), the win / loss judgment process is terminated. In S455, the display of the confirmed special symbol is finished, and the process proceeds to S460. In S460, it is determined whether the confirmed special symbol is a symbol that will result in a jackpot, and if the determination is affirmative (S460: Yes), the process proceeds to S465, and if the determination is negative (S460: No), the process proceeds to S510. In S465, the probability variable flag indicating the probability variable state is referenced, and if the probability variable flag = 1, the probability variable flag is cleared (S470), and the process proceeds to S475. In S475, the time-saving flag indicating the time-saving state is referenced, and if the time-saving flag = 1, the time-saving flag is cleared (S480), and the process proceeds to S490. Thereafter, by sequentially executing the state designation command transmission process (S490), the condition device operation start process (S495), the role continuous operation device operation start process (S500), and the jackpot start performance process (S505), commands indicating the state of the jackpot game and commands instructing the start of the jackpot game are transmitted to the sub-integrated control device 83, thereby starting the jackpot game and terminating the win / loss determination process.
[0077] On the other hand, in S510, which follows the negative judgment of S460, the probability variable flag is referenced, and if the flag = 1 (S510: Yes), the remaining number of jackpot lotteries that can be executed during the probability variable mode (probability variable number of times) is referenced (S515). Then, if the probability variable number = 0 (S515: Yes), the probability variable flag is cleared (S520), and the process proceeds to S525. In S525, the time-saving flag is referenced, and if the flag is 1 (S525: Yes), the remaining number of jackpot lotteries that can be executed during the time-saving mode (time-saving count) is referenced (S530). If the time-saving count is 0 (S530: Yes), the time-saving flag is cleared (S535), and the process proceeds to S540. In S540, a state designation command transmission process is executed, and the process proceeds to S545.
[0078] In S545, it is determined whether the confirmed special pattern is a pattern that will result in a small win, and if the determination is affirmative (S545: Yes), the process proceeds to S550, where a special electric accessory activation start process (S550) and a small win start performance process (S555) are executed in sequence, thereby starting the small win game by sending a command indicating the mode of the small win game and a command instructing the start of the small win game to the sub-integrated control device 83, and the win / loss determination process is terminated. Also, if the determination is negative in S545 (S545: No), the win / loss determination process is terminated.
[0079] Next, the jackpot game processing executed by the main control device 80 will be explained using the flowcharts of Figures 14 to 16. This jackpot game processing is executed by the main control device 80 when a jackpot is determined by the hit / miss determination processing described above, and the hit / miss determination processing is completed.
[0080] In the jackpot game process, as shown in Fig. 14, it is determined whether the accessory continuous operating device is in operation (i.e., whether the jackpot game is being executed) (S600). If the determination is affirmative (S600: Yes), the process proceeds to S605, and if the determination is negative (S600: No), the jackpot game process is terminated.
[0081] In S605, it is determined whether the jackpot opening 14 is currently open, and if the determination is affirmative (S605: Yes), the process proceeds to S650 in FIG. 15; if the determination is negative (S605: No), the process proceeds to S610. In S610, it is determined whether or not the jackpot game is currently in the interval between opening and closing rounds. If the determination is affirmative (S610: Yes), the process proceeds to S670 in FIG. 15; if the determination is negative (S610: No), the process proceeds to S615. In S615, it is determined whether or not the jackpot game is currently being played to end. If the determination is affirmative (S615: Yes), the process proceeds to S700 in FIG. 16; if the determination is negative (S615: No), the process proceeds to S620.
[0082] In S620, it is determined whether the start presentation time for the jackpot game has elapsed. If the determination is affirmative (S620: Yes), the process proceeds to S625, and if the determination is negative (S620: No), the jackpot game process is terminated. In S625, a jackpot opening process is executed to open the jackpot opening 14, and the jackpot game process is terminated.
[0083] 15, which follows the affirmative determination in S605, it is determined whether the number of game balls that have entered the big prize opening 14 has reached 10. If the determination is affirmative (S650: Yes), the process proceeds to S660, and if the determination is negative (S650: No), the process proceeds to S655. In S655, it is determined whether the opening time of the jackpot opening 14 has ended. If the determination is affirmative (S655: Yes), the process proceeds to S660, and if the determination is negative (S655: No), the jackpot game process is terminated. In S660, a jackpot opening closing process is executed to close the jackpot opening 14, and the process proceeds to S665. In S665, a jackpot interval process is executed to set the interval between each round of the jackpot game, and the jackpot game process is terminated.
[0084] On the other hand, in S670, which follows the positive determination in S610, it is determined whether the interval time for the jackpot game has elapsed. If the determination is positive (S670: Yes), the process proceeds to S675, and if the determination is negative (S670: No), the jackpot game process ends. In S675, it is determined whether the final round (16 rounds) has ended, and if the determination is affirmative (S675: Yes), the process proceeds to S680, and if the determination is negative (S675: No), the process proceeds to S685. In S680, a jackpot end effect process is executed to effect the end of the jackpot game, and the jackpot game process is terminated. In the jackpot opening process of S685, a process is executed to open the jackpot opening 14, and the jackpot game process is terminated.
[0085] 16, which follows the affirmative determination of S615, determines whether the time for the end effect has ended. If the determination is affirmative (S700: Yes), the process proceeds to S705, where S705 and S710 are executed in sequence. If the determination is negative (S700: No), the jackpot game process is terminated. In S705 and S710, the accessory continuous operation device and the condition device are stopped, and the process proceeds to S715. In S715, it is determined whether or not to transition to a probability variable state after a jackpot game. If the determination is affirmative (S715: Yes), the number of jackpot lotteries to continue the probability variable state (number of probability variable) is set (S720), the probability variable flag is set (S725), and the process proceeds to S730. In S730, it is determined whether or not to transition to a time-shortened state after a jackpot game, and if the determination is affirmative (S730: Yes), the number of jackpot lotteries to continue the time-shortened state (number of time-shortened times) is set (S735), and the time-shortened flag is set (S740), and the process proceeds to S745. In S745 and S750, a process of sending a jackpot end command to the sub-integrated control device 83 to end the effects related to the jackpot game, and a state designation command sending process are executed, and the jackpot game processing is terminated.
[0086] Next, the status information output process executed by main control device 80 will be described with reference to the flowchart of Fig. 17. This status information output process is one of the subroutines called in the output process (S160) of the main routine described above.
[0087] The status information output process involves transmitting two types of information to the frame control device 81: game status information for external output sent to the hall computer, and progress status information for detailed output that shows in detail the progress of the player's game.
[0088] As shown in FIG. 18(A), the game status information for external output is composed of first game status information, second game status information, and third game status information. The first game status information is information indicating the details of the jackpot or small jackpot won in the hit / miss determination process described above, and the details of the jackpot include information corresponding to the type of jackpot won (e.g., a probability-variable jackpot or a normal jackpot). The second game status information is information indicating whether a jackpot game is in progress, a small jackpot game is in progress, a probability-varying state is in progress, a time-saving state is in progress, or a special symbol is changing, and can be confirmed by referring to the flags set for each of these pieces of information. The third game status information is information indicating fraudulent activity committed against the game board 2, and includes the details of the fraudulent activity detected in the fraud monitoring process (S112) of the main routine described above. Specifically, there is information that a radio wave sensor detects an illegal radio wave, information that a magnetic sensor detects an illegal magnetism, and information that the count switch 14a of the big prize slot 14 detects an illegal win during normal play. These pieces of information on the detection of illegal activity are validated when the respective illegal activity is detected, and are invalidated by cancellation processing by the gaming facility manager.
[0089] 18(B), the progress status information for detailed output is composed of multiple pieces of information. Specifically, it includes information showing in detail the progress status of the jackpot game, such as during the opening of the jackpot game, during the 1st to 16th opening and closing rounds, the number of winnings in the large prize slots in the opening and closing rounds, during the ending, during the round interval, etc. Furthermore, the information includes details of the progress of the small win game, information indicating the presence or absence of the opening extension function in the probability variable state or normal state, and information indicating the number of reserved items in the first and second reserved memory. Each of these information contents can be confirmed by referring to the contents generated or changed by each process in the main routine (start winning confirmation process, big win game process, etc.). Although not shown, other information contents such as the number of wins in the general winning slot 15, the number of first and second reserved items, the number of normal reserved items, and V-confirmed winning items are also output as the progress status information.
[0090] 17, the status information output process refers to the flags indicating the respective information contents of the first to third game status information, and confirms the information contents (S800). Then, in S805, a status information transmission process is performed to transmit the confirmed information contents to the frame control device 81. As a result, the above-mentioned information contents included in the first to third game status information are sent to the frame control device 81. Note that, upon receiving the first to third game status information transmitted from the main control device 80, the frame control device 81 transmits the information together with information on the number of balls held, information on the base value, and error information (information output when an operational abnormality occurs) to the hall computer 87 via the CR unit 46.
[0091] Following S805 above, S810 is executed to confirm the contents of each piece of progress status information. Then, in S815, progress information transmission processing is performed to transmit the confirmed information contents to the frame control device 81. As a result, the above information contents included in the progress status information are sent to the frame control device 81.
[0092] In addition, in the enclosed type pachinko machine 1 of this embodiment, as shown in Fig. 4, the main control device 80 is configured so that no signals from other control devices are input. This configuration makes it difficult to commit fraud against the main control device 80, and provides high security capabilities. Furthermore, since communication with external control devices such as the hall computer 87 is performed via the frame control device 81, the main control device 80 is configured to transmit various information contents to the frame control device 81 by the above-mentioned status information output process.
[0093] Next, the main part of the present invention will be described. As described above, the pachinko machine 1 of this embodiment is an enclosed type in which a predetermined number of game balls enclosed inside the machine base are circulated, and the frame control device 81 controls the drive of each device that circulates the game balls (launching device 31, lifting device 33, polishing device 35, etc.), and manages the increase or decrease in the number of balls held in accordance with loaned balls, prize balls, etc. When the frame control device 81 detects an operational abnormality of the machine, it performs processing corresponding to the operational abnormality. The frame control device 81 of this embodiment has a function to receive signals from the main control device 80, the CR unit 46, and the hall computer 87, and a function to transmit signals to the CR unit 46 and the hall computer 87, and is therefore a control device that plays an important role in communicating the pachinko machine 1 with external control devices.
[0094] Here, the operational abnormalities handled by the frame control device 81 are shown in Figure 19. Operational abnormalities are broadly classified into device abnormalities, ball jamming abnormalities, various other abnormalities, and irregular abnormalities, and are detected based on signals input from each sensor connected to the frame control device 81. Specifically, abnormalities in the display device for the number of game balls, etc., which are device abnormalities, are operational errors (such as switch malfunction or display malfunction) that occur in the counting switch 62 or the ball count display device 61, and are detected based on signals (information) output from the counting switch 62 and the ball count display device 61. Abnormalities in the ball polishing device are operational errors that occur in the polishing device 35, and are detected based on signals output from the polishing motor sensor 109. Abnormalities in the ball circulation device are operational errors that occur in the lifting device 33, and are detected based on signals output from the lifting motor monitoring sensor 114. Furthermore, the out ball collection abnormality, which is a ball jamming error, is a ball jamming error that occurs in the collection path from the outlet 16 to the grinding device 35, and is detected by the out ball sensor 121. The winning ball collection abnormality is a ball jamming error that occurs in the collection path from the start ports 11 and 12, the large prize port 14, and the general prize port 15 to the grinding device 35, and is detected by the winning ball sensor 120. The grinding device passage abnormality is a ball jamming error that occurs inside the grinding device 35, and is detected based on the failure to detect game balls by the lifting inlet sensor 113. The lifting device passage abnormality is a ball jamming error that occurs inside the lifting device 33, and is detected based on the failure to detect game balls by the launch inlet sensor 105. Furthermore, various abnormalities such as cassette not being installed are errors indicating that the grinding device 35 is not installed properly, and are detected by the cassette switch 108. A game ball display overflow is an error that occurs when the number of game balls held is greater than the number that can be displayed on the ball number display device 61, and is detected based on the signal output from the ball number display device 61. A game ball number decrease and game ball number increase are errors that occur when the number of game balls being circulated is less or more than the predetermined appropriate amount, and are detected based on the signal output from the appropriate amount sensor 122. A communication error and a wire break error are errors that cause communication to be interrupted between each sensor, switch, relay terminal board, and each device, and are detected based on whether or not communication is present with each other. Furthermore, the front frame open detection, a fraudulent abnormality, indicates that the front frame 52 has been opened, and is detected by the glass frame open switch 125. The inner frame open detection, an abnormality that indicates that the inner frame 70 has been opened, is detected by the inner frame open switch 126. The iron ball detection, an abnormality that indicates that an iron ball different from the enclosed stainless steel game balls has been used, is detected by a detection sensor (not shown). Incidentally, by using stainless steel game balls to be enclosed, fraud using magnets can be prevented. However, since the inclusion of iron balls makes such fraud possible, the inclusion of the iron ball detection function described above prevents fraud due to the inclusion of such iron balls. The small ball detection, an abnormality that indicates that a ball smaller than the enclosed game balls has been used, is detected by a detection sensor (not shown). Furthermore, the unauthorized electromagnetic wave anomaly is an anomaly indicating the detection of unauthorized radio waves or magnets. It is detected by the main control device 80 based on signals output from a magnet sensor or radio wave sensor, and the frame control device 81 acquires the signal from the main control device 80. The nighttime frame open detection is an anomaly detected by the nighttime monitoring switch 124. The game board replacement detection is an anomaly in which a game board ID different from the one before power was shut off is received during the authentication process when power is restored. It is detected by a device (not shown) that receives the game board ID. The winning ball anomaly is an anomaly in which a ball is detected in the large winning slot 14 during normal play. It is detected by the main control device 80 based on a signal output from the count switch 14a, and the frame control device 81 acquires the signal. The unauthorized ball lending anomaly is an anomaly detected by the CR unit 46. It is acquired by the frame control device 81 based on a signal transmitted from the CR unit 46. The authentication inconsistency detection is an anomaly indicating an inconsistency in the authentication ID during the authentication process between the game board 2 and the CR unit 46. It is detected by an authentication device (not shown).
[0095] The frame control device 81 performs an operation abnormality response process to deal with such an operation abnormality. This operation abnormality response process is a process that is executed periodically (for example, as a timer interrupt process with a 2 ms cycle) by the frame control device 81. The operation abnormality response process will be described below with reference to the flowchart in FIG. 20.
[0096] In the operation abnormality response process, in S1000, it is determined whether an operation abnormality has been detected. Here, as described above, the detection of an operation abnormality indicates that the operation abnormality is detected based on detection signals from the sensors and the like connected to the frame control device 81 via the relay board, and that detection signals indicating an operation abnormality are received from the main control device 80 and the CR unit 46. If an operation abnormality is detected (S1000: Yes), the process proceeds to S1005, and if the operation abnormality is not detected (S1000: No), the operation abnormality response process ends.
[0097] In S1005, an abnormality response classification process is executed, and based on the information about the detected operational abnormality and the content of the progress status information input from the main control device 80 through the status information output process described above, combinations are classified into two types: Type 1 combinations that require a power-off response and Type 2 combinations that do not require a power-off response. Here, classification into Type 1 or Type 2 is performed based on a combination of the information about the operational abnormality (the content of the operational abnormality described above) and the content of the progress status information. Type 1 combinations that require a power-off response correspond to combinations in which continuing play after the occurrence of an operational abnormality would be detrimental to the player, while Type 2 combinations that do not require a power-off response correspond to combinations in which continuing play after the occurrence of an operational abnormality would not be detrimental to the player. In addition to the classification of Type 1 and Type 2, other classifications (e.g., Type 3 and Type 4) can also be established. For example, Type 3 can be set to require a power-off response but with different response details (such as notification details), and Type 4 can be set to require no power-off response but with different response details. Furthermore, by setting multiple response contents other than power shutdown, it is possible to set even more categories (such as Category 5 and Category 6).In this way, the number of categories and how they are divided can be determined as desired.
[0098] A specific example is shown in Figure 21. When the operational abnormality information is one of the above-mentioned ball jam abnormalities (out ball recovery abnormality, winning ball recovery abnormality, grinding device passage abnormality, or lifting device passage abnormality), if the information content of the progress status information is one of the following: during a jackpot opening, during the interval between rounds of a jackpot game, during 1 to 16 opening and closing rounds, during a small jackpot opening, or during the opening of a small jackpot game, it is classified as the first type. On the other hand, in the case of the ball jam abnormality, if the information content of the progress status information is during a jackpot ending, during a small jackpot ending, during a probability variable state / opening extension function, during a probability variable state without the opening extension function, during a normal state / opening extension function, during a normal state without the opening extension function, or during a condition device operation, it is classified as the second type. Furthermore, if the information on the operational abnormality is a decrease in the number of game balls or an increase in the number of game balls, it will be classified as the second category regardless of the content of the progress status information. Furthermore, if the information on the operational abnormality is a disconnection error, it will be classified as the first category regardless of the content of the progress status information. Furthermore, if the information on the operational abnormality is a ball jamming abnormality that occurred during closing hours, it will be classified as the second category regardless of the content of the progress status information. In this way, depending on the content of the operational abnormality, it can also be classified as the first or second category without reference to the progress status information. Furthermore, a ball jamming abnormality during closing hours is a ball jamming abnormality that occurs during maintenance that is performed during closing hours. Furthermore, although not shown, if the information on the operational abnormality is an illegal electromagnetic wave abnormality (or detection of an abnormality in a winning ball) obtained from the main control unit 80, it is determined to be fraudulent activity and is classified as Type 1 regardless of the content of the progress status information.
[0099] After the above-described anomaly response classification process, S1010 is performed. In S1010, the classification result of the anomaly response classification process is referenced to determine whether or not the combination has been classified as the first type. If the determination is affirmative (S1010: Yes), the process proceeds to S1015, and if the determination is negative (S1010: No), the process proceeds to S1025.
[0100] In S1015, a power supply stop process is performed. The power supply stop process is a process of switching the selector switch 95 from a power supply state to a non-power supply state, thereby stopping the power supply to the main control device 80. The switching operation of the selector switch 95 by the power supply stop process is controlled via the delay circuit 96 (see FIG. 5). The delay circuit 96 causes the selector switch 95 to switch to the non-power supply state after a sufficient time (e.g., 5 seconds) has elapsed since the timing of the detection of the operational abnormality, allowing the gaming ball launched into the gaming area 3 to enter one of the winning slots or the outlet. Therefore, after the unit display device 47 starts to notify the user of the operational abnormality by the abnormality notification process described below, the selector switch 95 is switched to the non-power supply state, and the power supply to the main control device 80 is stopped. The frame control device 81 also transmits a signal indicating that the changeover switch 95 is in a non-powered state to the power supply relay board 91. Upon receiving this signal, the power supply relay board 91 supplies the backup power generated by the backup power circuit 92 to the main control device 80. When the power supply from the frame control device 81 is stopped, the main control device 80 performs the above-mentioned power-off process (FIG. 6) and stores game information indicating the game status before the power was cut off in RAM. Even if the power supply is stopped as described above, the backup power is supplied as described above, so the stored contents in RAM are saved.
[0101] In the next step S1020, ball lending is invalidated. The ball lending invalidation process is a process that invalidates the operation of the lending operation area 158 of the unit display device 47, which will be described later. This makes it impossible to lend balls from the credit balance to the balls held by the player. The invalid ball lending state caused by this ball lending suspension process is released when power supply to the main control device 80 is resumed. By disabling the ball lending operation in this way, it is possible to minimize the player's risk of suffering unexpected losses after an operational abnormality occurs. In more detail, depending on the nature of the operational abnormality, it is possible that the information on the number of balls held on the frame control device 81 side cannot be transferred to the information on the number of balls held on the CR unit 46 side even if the counting switch 62 is operated, and it is also possible that it may take a long time to resolve the operational abnormality, so by disabling the ball lending operation, it is possible to prevent unexpected losses that may occur in such situations.
[0102] In S1025, an abnormality notification process is performed. In the abnormality notification process, the occurrence of an operational abnormality is notified by the unit display device 47. Here, the notification by the unit display device 47 is made according to whether or not power supply has been stopped and information about the operational abnormality. Therefore, in addition to displaying information about the operational abnormality, in the case of the first pattern described above, it also displays that power supply will be stopped. After S1025 is executed, the operational abnormality response process ends.
[0103] Meanwhile, the changeover switch 95 of the frame control device 81 is configured to be switched from a non-powered state to a powered state by turning on the main switch of the power supply device 85. Therefore, if the frame control device 81 turns off the changeover switch 95 by the power supply stop processing of the above-mentioned operation abnormality response processing, an attendant at the gaming parlor (the so-called pachinko machine manager) can resolve the operation abnormality and turn on the main switch, thereby switching the changeover switch 95 to a powered state and resuming power supply to the main control device 80. Then, when power supply to the main control device 80 is thus resumed, the main control device 80 executes the above-mentioned power-on processing (FIG. 5), and game play resumes from the game state before power supply was stopped by the above-mentioned abnormality notification processing. Note that turning on the main switch also cancels the above-mentioned ball lending invalid state. Here, power supply to the main control device 80 can be resumed not only by turning on the main switch, but also by providing a dedicated error reset switch and operating the error reset switch. For example, an error reset switch can be provided in the frame control device 81, and power supply to the main control device 80 can be resumed by operating the switch after the operational abnormality is resolved. With this configuration, there is no need to stop power supply to the frame control device 81, and it can also be used as a reset trigger for operational abnormalities classified as Type 2.
[0104] Next, examples of displays on the unit display device 47 in the abnormality notification process of the above-mentioned operation abnormality response process will be described with reference to FIGS. The unit display device 47 is a touch panel type liquid crystal display, and as shown in Fig. 22, has a lending operation area 158 and a return operation area 159 on its display screen. When a player touches this lending operation area 158, the lending switch 58 is turned ON, and the signal is sent to the frame control device 81. Similarly, when a player touches the return operation area 159, the return switch 59 is turned ON, and the signal is sent to the frame control device 81. Also, a balance symbol 157 indicating the remaining credits that can be exchanged for balls is displayed on the display screen of the unit display device 47. The displayed content of this balance symbol 157 is updated by the frame control device 81 every time the remaining credits increase or decrease in response to operations in the lending operation area 158 and the returning operation area 159. Note that Figure 22 shows an example under normal circumstances (normal operation without abnormalities).
[0105] Furthermore, the unit display device 47 includes abnormality information symbols 161a-161d indicating information about an operational abnormality, a shutdown information symbol 162 informing of a power shutdown, an explanatory symbol 163 explaining the power shutdown, and a corresponding symbol 164 prompting the player to take action, which are appropriately selected and displayed in accordance with commands transmitted from the frame control device 81. These abnormality information symbols 161a-161d, shutdown information symbol 162, explanatory symbol 163, and corresponding symbol 164 are character symbols indicating their respective contents, allowing the player to relatively easily recognize the contents indicated by each symbol. Note that the frame control device 81 instructs the various symbols to be displayed on the unit display device 47 by commands transmitted in accordance with the operational abnormality information and the combination of the first and second types, etc., through the abnormality notification process of the above-mentioned operational abnormality response process.
[0106] 23(A) shows an example of an error displayed by the abnormality notification process when the power supply cutoff process is executed in the abnormality response process. Specifically, if a ball jam error is detected during a jackpot game (during the opening, interval, or opening / closing round), the error is classified as Type 1 by the abnormality response classification process. Therefore, the frame control device 81 operates to switch the selector switch 95 to the non-powered state by the power supply cutoff process. Accordingly, the frame control device 81 executes the abnormality notification process, and displays, on the display screen of the unit display device 47, an abnormality information symbol (a character symbol of "Ball jam error occurred!") 161a, a cutoff information symbol (a character symbol of "The game board is being powered off!") 162, and an explanation symbol (a character symbol indicating that the game state is saved, etc.) 163, which indicate the occurrence of a ball jam error. Furthermore, since the ball lending invalidation process is also executed when the power supply stop process is executed, an "X" symbol indicating invalid operation is displayed in the lending operation area 158 to notify the player that ball lending is not possible. Furthermore, a predetermined character symbol (Takichi the bear) 167 is displayed on the display screen of the unit display device 47. By displaying this character symbol 167, the player can easily notice the abnormality notification on the unit display device 47. In this embodiment, the character symbol 167 is provided with two types of symbols with different facial expressions of "Takichi the bear," and either one is selectively displayed depending on whether the power supply is stopped or not. When the power supply is stopped, a "Takichi the bear" symbol with a troubled expression is displayed, and when the power supply is not stopped, a "Takichi the bear" symbol with an impatient expression is displayed.
[0107] As described above, the display on the unit display device 47 ends when the main switch is turned on, and then returns to the normal display shown in Fig. 22. This indicates to the player that the operational abnormality has been resolved and that the game can be resumed.
[0108] 23(B) is an example of an error displayed by the abnormality notification process when the power supply cutoff process is not executed in the abnormal operation response process. Specifically, if a ball jam error is detected during play in the normal state or the probability variable state, the error is classified as Type 2 by the abnormality response classification process, and therefore the abnormality notification process is executed without executing the power supply cutoff process or the ball lending invalidation process. As a result, the display screen of the unit display device 47 displays an abnormality information symbol 161a notifying the occurrence of a ball jam error and a corresponding symbol (a text symbol saying "Please call an attendant") 164. Furthermore, the above-mentioned character symbol ("Tatsuyoshi the Bear" with an anxious expression) 167 is displayed. Furthermore, if the power supply is not stopped, the call operation area 160 provided in advance in the unit display device 47 is enabled, and a symbol (the word "call") urging the player to operate the device is displayed in the call operation area 160. When the player operates the call operation area 160, a predetermined call sound is generated from the speaker and a predetermined call light is emitted from the lamp, thereby notifying the gaming facility staff that an operational abnormality has occurred. Note that these displays will cease to be displayed and return to normal display once the operational abnormality is resolved. The call operation area 160 can also be configured to be electrically connected to a call switch on the island equipment of the gaming parlor via the CR unit 46. Typically, the call switch is located on an information display device installed above the machine base, and some players have to stop playing and stand up to operate the call switch. In contrast, if the call operation area 160 is configured to allow a call to be made on the unit display device 47, an attendant can be called without having to stop playing and stand up as described above.
[0109] If an operational abnormality other than the ball jam error described above occurs, it is similarly displayed on the unit display device 47. For example, if a game ball count decrease error is detected, regardless of the progress of the game, the error is classified as type 2 by the abnormality response classification process, and therefore, as shown in Fig. 24(A), an abnormality information symbol (a character symbol of "Insufficient number of circulating balls") 161b notifying the occurrence of a game ball decrease error, a corresponding symbol (a character symbol of "Please call an attendant") 164, and a character symbol ("Tatsuyoshi the bear" with an anxious expression) 167 are displayed on the display screen of the unit display device 47, and the call operation area 160 is enabled. Furthermore, when a disconnection error is detected, regardless of the progress of the game, the error is classified as the first type by the abnormality response classification process, and therefore, as shown in Fig. 24(B), an abnormality information symbol (a character symbol of "Disconnection error occurred!") 161c notifying the occurrence of a disconnection error, a cutoff information symbol 162, an explanation symbol 163, and a character symbol ("Tatsuyoshi the Bear" with a troubled expression) 167 are displayed. Furthermore, an "x" symbol indicating an invalid operation is displayed in the lending operation area 158. Furthermore, if a ball jam error is detected during closing hours (during maintenance), it will be classified as a second type by the abnormality response classification process, and therefore, as shown in Figure 25(A), an abnormality information symbol 161a notifying the occurrence of a ball jam error, a symbol 165 indicating the location of the abnormality, and a character symbol 167 are displayed on the display screen of the unit display device 47. Here, during closing hours, symbol 165 indicating the location of the abnormality is displayed, allowing staff and workers to easily identify the location of the abnormality. Note that symbol 165 indicating the location of the abnormality is selectively displayed depending on the information on the operational abnormality detected by the frame control device 81. In addition, in the case of an error due to the detection of unauthorized radio waves, since it is classified as the first type by the anomaly response classification process, as shown in Fig. 25(B), an abnormality information symbol (text symbol of "Radio wave detected!") 161d notifying the occurrence of a radio wave error, a blocking information symbol 162, an explanation symbol 163, and a character symbol ("Tatsuyoshi the bear" with a troubled expression) 167 are displayed. Furthermore, an "x" symbol indicating that the operation is invalid is displayed in the lending operation area 158. 23(A), 24(B), and 25(B) show an example of displaying the shutdown information symbol 162 indicating that the power supply is being stopped, but since the gaming board 2 cannot notify any information when the power supply to the main control device 80 is stopped, it is also possible to display a different symbol indicating that the power supply is being stopped on the unit display device 47. This unit display device 47 is located at the bottom center of the machine, so it is highly visible to the player and allows the player to recognize relatively easily that the power supply to the machine is turned off. Furthermore, the symbol 165 shown in Figure 25(A) may be displayed in situations other than closing time, thereby enabling staff or workers to quickly resolve operational abnormalities. Furthermore, it is conceivable that the character symbol 167 is not displayed during closing time, or that the display content be different between opening time and closing time. This is because closing time can basically be determined as a situation in which the player is not operating the device. Note that opening and closing times vary depending on the gaming establishment, and there may be special business hours, so it is desirable that the opening and closing times can be set by the gaming establishment.
[0110] As described above, in the pachinko machine 1 of this embodiment, the frame control device 81 performs processing to respond to operational abnormalities, so the frame control device 81, which controls the launch and circulation of game balls, can quickly respond to operational abnormalities such as ball jamming, and the load on the main control device 80 can be reduced compared to a configuration in which the main control device responds to operational abnormalities. Furthermore, since this embodiment is an enclosed type that circulates a predetermined number of game balls enclosed inside the machine, there is a risk of operational abnormalities such as ball clogging occurring in the grinding device 35 and the lifting device 33, which are not of the type that dispense game balls.However, by responding to such operational abnormalities using the frame control device 81 that controls the grinding device 35 and the lifting device 33, a quick and appropriate response can be made as described above.
[0111] Furthermore, in this embodiment, if the combination of the detected operational abnormality information and the progress information received from the main control unit is a combination that would cause a disadvantage to the player, the power supply to the main control unit is stopped, thereby minimizing the disadvantage caused to the player due to the occurrence of an operational abnormality as much as possible. Furthermore, when the power supply is stopped, the system notifies the player of the stoppage and the occurrence of an operational abnormality, and also notifies the player of the occurrence of an operational abnormality even when the power supply is not stopped, thereby reducing the sense of distrust and anxiety that may be caused by the occurrence of an operational abnormality. In this way, when an operational abnormality occurs, by taking a response appropriate to the operational abnormality that has occurred and the progress of the game, the disadvantage caused by the operational abnormality can be effectively reduced. Furthermore, the main control device 80 backs up data in RAM when power is interrupted, and resumes play using the backed-up data after power is restored, thereby minimizing the disadvantages suffered by players due to power interruptions resulting from operational abnormalities. Therefore, even if an operational abnormality occurs, players can maintain their confidence in pachinko games.
[0112] In this embodiment, a power supply circuit 90 is provided that supplies power to the main control device 80 via the frame control device 81, and a changeover switch 95 that can forcibly stop the power supply is provided in the frame control device 81. With this configuration, the frame control device 81 can stably and reliably perform the operation of forcibly stopping the power supply to the main control device 80 when the above-mentioned operational abnormality occurs.
[0113] In this embodiment, the frame control device 81 is provided with a delay circuit 96 between the CPU and the changeover switch 95 (see FIG. 5), and the delay circuit 96 stops the power supply to the main control device 80 a predetermined time after the timing of the occurrence of the operational abnormality, so that the progress of the game is forcibly stopped after the fate of the game ball that was being shot into the game area 3 when the operational abnormality occurred is determined. Therefore, after the power is restored, the player can obtain the profits that arise from winning in the start holes 11, 12 or the big prize hole 14 after the occurrence of the operational abnormality, and the player's profits are properly maintained. Furthermore, by delaying the cutoff of the power supply by the delay circuit 96, the occurrence of an operational abnormality is notified by the unit display device 47 before the game is stopped due to the cutoff of the power supply. Therefore, there is an advantage that the player can know in advance that the game will be stopped, and can prepare for the game stop.
[0114] In the above-described embodiment, the pachinko machine 1 corresponds to the pinball game machine of the present invention. The start openings 11 and 12, the special prize opening 14, and the general prize opening 15 correspond to the prize openings of the present invention, and the start openings 11 and 12 correspond to the predetermined prize openings that trigger the execution of a special game. The entry of game balls into the start openings 11 and 12 and the special prize opening 14 corresponds to balls entering the prize openings. The grinding device 35, the lifting device 33, and the recovery path correspond to the ball circulation means of the present invention. The jackpot game corresponds to the special game of the present invention, and the opening and closing operation of the special prize opening 14 due to the jackpot game corresponds to the predetermined profit of the present invention. The status information transmission process (S805) of the status information output process corresponds to the game information transmission means of the present invention. The abnormality detection means of the present invention includes the grinding motor sensor 109, the lifting motor monitoring sensor 114, the out ball sensor 121, the winning ball sensor 120, the lifting entrance sensor 113, the launch entrance sensor 105, the cassette switch 108, the proper amount sensor 122, the glass frame opening switch, the inner frame opening switch, the magnet sensor, the radio wave sensor, and the nighttime monitoring switch 124. The power supply stop processing (S1015) and the abnormality notification processing (S1025) of the operation abnormality response processing correspond to the abnormality response processing of the present invention, and the power supply stop processing (S1015) corresponds to the power supply stop processing content of the present invention. The operation abnormality response processing corresponds to the abnormality response means of the present invention. The selector switch 95 corresponds to the power supply switching means of the present invention. The backup processing (S80) of the power cutoff processing and the backup power circuit 92 correspond to the backup means of the present invention, and the game information stored and retained in the backup processing (information necessary to resume game play from the state before power cutoff when power is restored) corresponds to the backup information of the present invention. The first type of combination (for example, a combination of jackpot OP progress information and ball jam abnormality information) classified by the abnormality response classification process (S1005) of the operation abnormality response process corresponds to the specific combination according to the present invention.
[0115] Next, another example of the above-described embodiment will be described below. In the above-described embodiment, the power supply to the main control device 80 is stopped based on a combination of information about an operational abnormality and information about the progress of a game, but the conditions for stopping the power supply are not limited to the combinations in the embodiment and can be set in various ways. For example, if a ball jam error occurs and a game is in progress, the power supply to the main control device 80 is stopped, and whether or not to stop the power supply may be determined primarily based on information about an operational abnormality. Furthermore, the conditions for stopping the power supply to the main control device 80 may be set based on the occurrence of an operational abnormality and the progress of the game, rather than on the combination described above, and on whether or not it will cause a disadvantage to the player. For example, if a ball jam error occurs during a jackpot game, the power supply is controlled to be stopped. The frame control device 81 can also be configured to respond to operational abnormalities occurring on the main control device 80 side. Specifically, the main control device 80 includes a board-side abnormality detection means for detecting operational abnormalities on the main control device 80 side, and a board-side abnormality information transmission means for transmitting information about the operational abnormality to the frame control device 81 when the board-side abnormality detection means detects an operational abnormality. When the frame control device 81 receives the information about the operational abnormality, it references the status on the frame control device 81 side (regardless of the status on the frame control device 81 side, depending on the content of the operational abnormality), and executes a predetermined abnormality response process. Here, multiple abnormality response processes are set depending on the content of the operational abnormality, and one of them is selectively executed based on the information about the operational abnormality received from the main control device 80. In this configuration, functions for responding to operational abnormalities occurring on the main control device 80 side and operational abnormalities occurring on the frame control device 81 side are integrated into the frame control device 81, and the frame control device 81 can appropriately respond to either operational abnormality. Furthermore, since the frame control device 81 can also receive information from the CR unit 46, when an operational abnormality occurs on the main control device 80 side, the frame control device 81 may refer to the information from the CR unit 46 and select and execute a corresponding process (abnormality response process). Alternatively, when an operational abnormality occurs on the CR unit 46 side, the frame control device 81 may refer to the game progress information received from the main control device 80 and select and execute a corresponding process. Here, the information transmitted from the CR unit 46 to the frame control device 81 can be set, for example, as the information shown in FIG. 26. Note that in FIG. 26, the counting status information indicates whether or not a counting process can be executed to transfer the ball count information on the frame control device 81 side to the ball count information on the CR unit 46 side, and the ball lending instruction information is information notifying the frame control device 81 that the lending operation area 158 (lending switch 58) has been operated. Such a configuration can appropriately respond to an operational abnormality occurring in a device other than the frame control device 81, even when no operational abnormality has occurred in the frame control device 81. According to the present invention, such a configuration can also be provided.
[0116] Furthermore, in the above-described embodiment, when the power supply to the main control device 80 is stopped due to the occurrence of an operational abnormality, the launch of game balls by the launching device 31 may also be stopped. Specifically, the power supply stop process or ball lending stop process of the operational abnormality response process performs a process of forcibly stopping the transmission of a signal to the launching motor 106 of the launching device 31. This makes it possible to forcibly stop the launch of game balls into the play area 3 before the power supply to the main control device 80 is stopped, thereby minimizing the increase in disadvantages due to the occurrence of an operational abnormality.
[0117] In the above-described embodiment, the game progress information combined with the operation abnormality information is determined as shown in FIG. 18(B), but other information may be used. For example, in addition to the information shown in FIG. 19(B), it is also possible to use information specifying the effect content during a jackpot game, information regarding the variation pattern, and information regarding the number of reserved memories. As an example, in a configuration using variation pattern information, it is preferable to assign a variation pattern that selects an SP reach effect to Type 1, a variation pattern that selects a miss effect to Type 2, and a variation pattern that results in a jackpot to Type 1. With this configuration, the response to the operation abnormality changes depending on the player's level of expectation from the variation effect, allowing for a response that is in line with the player's psychology. Furthermore, in a configuration with a V-winning feature during a jackpot game, game progress information can include information on the opening and closing round in which a V-winning occurs and information on whether or not a V-winning has occurred. Here, a V-winning may refer to a specific area within the jackpot opening 14 where a game ball enters the opening, resulting in a jackpot game. Alternatively, in a game configuration with a probability variable feature, a V-winning may refer to a specific area within the jackpot opening where a game ball enters the opening during a jackpot game, resulting in a high probability of winning after the jackpot game. In either case, this information provides important winning information that gives the player an advantage, and so it can be classified into Type 1 and Type 2 depending on the content of the information. In addition, in a configuration that can temporarily store game balls in the game area, such as a configuration called a shuttlecock, whether or not game balls are being stored can be used as game progress information. In such a configuration, in a configuration in which the storage of game balls is released by power outage, if the game balls are in the stored state, the game can be continued as type 2, and then the storage can be released and if a V win is made, the game can be handled as type 1, so that the player is less likely to suffer a disadvantage. In this way, it is preferable to set game progress information according to the machine on which various games are played.
[0118] 18(A) can be used as the game progress information combined with the information on the operational abnormality. By using such information to be transmitted to the hall computer 87, the transmission load from the main control device 80 to the frame control device 81 can be reduced because the transmission information alone can be used to transmit information to the hall computer 87 and to select a response to the operational abnormality.
[0119] In the above-described embodiment, the operational abnormalities to be detected are the device abnormality shown in FIG. 19, ball jam abnormality, various abnormalities, and unauthorized electromagnetic wave abnormality. However, the present invention is not limited to these, and other operational abnormalities may be detected. For example, a card ID read error, a CR unit security error, or the like that can be detected by the CR unit may be set, and upon detection of such an error, an error detection signal may be sent to the frame control device 81. As described above, such operational abnormalities in the CR unit may selectively perform an operation to stop the power supply to the main control device 80 or an operation to notify the player. The frame control device can recognize the CR unit error information from the information sent from the CR unit to the frame control device (see FIG. 26). Here, since the frame control device 81 can receive information from both the main control device 80 and the CR unit, it is possible to make a comprehensive judgment, including information that the frame control device 81 can obtain directly, and respond to operational abnormalities. For example, when the frame control device 81 detects a ball jamming malfunction and receives jackpot opening progress information from the main control device 80, it performs an abnormality response process by determining whether to transfer the ball count information on the frame control device 81 depending on whether it receives information indicating the IC card insertion status from the CR unit 46 or information indicating the IC card non-insertion status. Alternatively, when a card ID read error occurs and jackpot opening progress information is received, it performs an abnormality response process by stopping the power supply to the main control device 80. In this way, even when no abnormality is occurring in the frame control device 81, if an abnormality occurs in the CR unit 46 or the main control device 80, the frame control device 81 can perform a response process based on the information on the respective abnormalities. This function is only possible with a frame control device 81 configured to collect all information. Also, a configuration may be possible in which information received from the CR unit 46 takes priority over information from the frame control device 81. For example, if a player removes his / her IC card and leaves his / her seat while the frame control device 81 retains the ball count information for a toilet break or the like, and another player inserts his / her own IC card without noticing that the ball count information remains, the frame control device 81 may be configured to compare the card ID stored therein and, if there is a mismatch, to notify the player that play is suspended or to notify the player that the card IDs do not match. Such a configuration can prevent trouble between players.
[0120] Furthermore, the display mode for notifying the occurrence of an operational abnormality on the unit display device 47 is not limited to the above-described embodiment, and can be set in various ways. For example, when the power supply stop process is not executed in the operational abnormality response process, as shown in FIG. 27, an abnormality information symbol 161a notifying the occurrence of a ball jam error, a symbol 165 indicating the location of the abnormality, and a symbol 168 prompting the player to operate the return operation area (a text symbol saying "Just in case, please take your card") are displayed. Furthermore, an enlarged return operation area 169 provided in advance on the unit display device 47 is enabled. By using such a display mode, the player may be prompted to return the card when an operational abnormality occurs.
[0121] In the above-described embodiment, the delay circuit 96 provided in the frame control device 81 delays the conversion timing of the selector switch 95 by a predetermined time, but this is not limiting and a configuration without a delay circuit may also be used. In a configuration without a delay circuit, the power supply to the main control device may be stopped immediately upon detection of an operational abnormality, or the conversion timing of the selector switch may be delayed by program processing or the like. Here, a configuration for delaying the conversion timing of the selector switch without a delay circuit may be configured in which the frame control device 81 performs the abnormality response classification process of the operational abnormality response process (FIG. 20), and then notifies the main control device 80 that the power supply will be stopped after a predetermined time (a certain number of seconds) or after all game balls launched into the game area have entered the game area, and further executes a process to stop the power supply (process to convert the selector switch) in response to the notification. Furthermore, it is possible to notify the player of the power supply stoppage and to process the power supply stoppage more quickly by having the frame control device 81 forcibly stop the launching device 31. In any case, since the changeover switch is changed after a certain amount of time has elapsed, the power supply can be stopped while preventing players from becoming confused by a sudden stop in play.
[0122] Furthermore, in the above-described embodiment, the unit display device 47 is configured to display notifications of operational abnormalities and power outages, but this is not limiting and they may also be displayed on the effect symbol display device 6. In this case, a configuration is adopted in which commands can be sent from the frame control device to the sub-integrated control device, and the above-mentioned abnormality information symbols, corresponding symbols, explanatory symbols, character symbols, etc. are displayed on the effect symbol display device 6. By notifying in this way on the effect symbol display device 6, the player can more easily recognize the occurrence of operational abnormalities, etc. Naturally, it is also possible to implement such operational abnormality notifications on both the unit display device 47 and the effect symbol display device 6. In this configuration, when the power supply to the main control device 80 is stopped (a first type of action), the unit display device 47 issues an abnormality notification because the effect symbol display device 6 cannot display the abnormality. On the other hand, when the power supply to the main control device 80 is not stopped (a second type of action), the effect symbol display device 6 issues an abnormality notification. In this way, an abnormality notification can be implemented in the location that the player pays the most attention to.
[0123] In addition, in the above-described embodiment, a power supply relay board 91 is provided between the power supply device 85 and the frame control device 81, and a backup power supply circuit 92 is provided on the power supply relay board 91, but this is not limited to this, and a circuit (device) that generates backup power can also be provided separately from the power supply relay board 91. For example, the backup power circuit may be provided in the power supply 85, or in the main control device 80 or the frame control device 81. Alternatively, a power relay board that relays between the main control device 80 and the frame control device 81 may be provided, and the backup power circuit may be provided on the power relay board. Furthermore, a configuration may be adopted in which backup power circuits are provided in all or some of the power supply 85, power relay board 91, main control device 80, frame control device 81, and the power relay boards. In any case, as long as the information of the main control device 80 and the frame control device 81 can be backed up as described above, any of the above configurations can be adopted. Note that the power relay board that relays between the main control device 80 and the frame control device 81 is provided in the game board 2 when the game board 2 is connected to the inner frame 70 via a drawer connector. Furthermore, in a configuration in which backup power circuits are provided in the power supply 85, main control device 80, and frame control device 81, it is possible to omit the power relay board. Furthermore, the means (switch) for switching between a power supply state and a power non-supply state to the main control device 80 may be provided in the power relay board 91 or the power device 85, rather than in the frame control device 81. In addition, in this embodiment, a power interruption monitoring circuit (see FIG. 5) that monitors whether the main switch is turned off or whether the power is interrupted due to a power outage is disposed in the power supply 85, but this is not limited to this, and the power interruption monitoring circuit may be disposed in the power supply relay board 91, or in the main control device 80 or frame control device 81. Alternatively, the power interruption monitoring circuit may be disposed in all or more of the power supply 85, power supply relay board 91, main control device 80, and frame control device 81. In either configuration, this embodiment can be suitably implemented.
[0124] Incidentally, in enclosed gaming machines, unlike conventional gaming machines (pinball gaming machines), gaming balls only circulate within the machine, and even when a prize ball is won, the prize ball is not paid out outside the machine, but the value on the ball count display device 61 is simply updated. For this reason, players familiar with conventional gaming machines no longer have to experience the sound of the gaming balls hitting the upper and lower trays and the coin box when prize balls are paid out, the vibration, or the ability to visually check how many balls they have won by looking at the number of gaming balls in the upper and lower trays and the coin box, and the number indicating the number of gaming balls simply changes, so even when the number of balls increases during a jackpot game, there is little sense that the number is actually increasing, resulting in a lack of excitement. Therefore, in the following modified example, a function is provided that gives the player the feeling that they have won prize balls, even if actual prize balls have not been paid out, in a manner other than numerical value.
[0125] (Variation 1) The following describes Modification 1. Note that a description of the same parts as those exemplified in the above embodiment will be omitted. The gaming machine of Modification 1, like the gaming machine shown in this embodiment, is equipped with a special first start opening 11, a second start opening 12, a large prize opening 14, and a general prize opening 15. Furthermore, when a player wins at the special first start opening 11, three prize balls are awarded, when a player wins at the special second start opening 12, one prize ball is awarded, and when a player wins at the large prize opening 14, fifteen prize balls are awarded. There are four general prize openings 15, and when these are designated as general prize opening 15a, general prize opening 15b, general prize opening 15c, and general prize opening 15d (not shown), one prize ball is awarded at general prize opening 15a, four prize balls at general prize opening 15b, six prize balls at general prize opening 15c, and ten prize balls at general prize opening 15d. In variant 1, the general winning slots 15 are set up so that the number of prize balls varies depending on the likelihood of winning. General winning slot 15a is designed to have a very high winning rate, so it has one prize ball, while general winning slot 15d is designed to have the lowest winning rate, so it has ten prize balls.
[0126] In the first modification, a special sound effect (hereinafter referred to as a payout sound) is provided to notify the player that a prize ball has been awarded. This sound effect is output by the process illustrated in FIG. 28. This will be explained below. FIG. 28 shows sound effect output process 1, which first checks whether a ball has entered the ball entrance (prize entrance) (S1200). If the answer is affirmative (S1200: yes), it is checked whether the number of prize balls in that entrance is six or more (S1205). Note that in the illustrated process, where the number of prize balls is six or more, only the general prize entrance 15c (six prize balls), the general prize entrance 15d (ten prize balls), and the special prize entrance 14 (15 prize balls) are targeted. If any of the above three cases apply (S1205: yes), a sound effect (denoted as SE in the figure) is output (S1210). If the ball has not entered the entrance (S1200: no), or if the entrance has fewer than six prize balls (S1205: no), the process exits to RETURN.
[0127] The above is the processing of Variation 1, but the key feature is that no sound effect is output when the number of winning balls is low. The player can check the increase or decrease in the number of balls held on the ball count display device 61, but as the player plays, the number of balls held decreases with each shot. Even if a ball lands in the second starting hole 12 or the general winning hole 15a, the prize ball is only one, so even if the player looks at the ball count display device 61, it does not appear that the number of balls held has increased. Even if a sound effect indicating a payout is output to a player who does not recognize that the number of balls held has increased, there is a risk that the player will not understand what the sound is about, and this is not effective. If this were a slot machine, the timing of medal decrease (when betting) and increase (payout after the game ends) would be clearly separated, so there would be no particular problem if sound effects were output when a small number of medals were paid out. However, in the gaming machine of this modified example, the number of balls held decreases and increases at different times during play, so this kind of measure is taken so that sound effects are only output when the player can recognize that the number of balls held has increased. This allows a sound effect to be output when a prize ball is awarded, so that the player can actually feel that the number of balls he has has increased.
[0128] In FIG. 28, the number of prize balls is set to six or more, but it may be set arbitrarily as long as the number of prize balls makes the player feel that the number of balls he has is increased. Also, in the process of Figure 28, sound effects are output or not output depending on the number of winning balls, but it is also possible to configure the sound effects to vary in volume. If the number of winning balls is six or more, the sound is output at a high volume, and if the number is less than six, the sound is output at a low volume (preferably a volume that is difficult to hear over other game sounds). This allows the player to barely hear the sound when there are less than six winning balls because it blends in with the other game sounds, but to clearly understand only when there are six or more winning balls. In this way, it is possible to provide a difference in recognition ability while notifying the player of all winning balls. In addition to varying the volume, sound effect A may be output if the number of prize balls is 6 or more, and sound effect B if the number is less than 6. In this case, the player can tell whether the number of prize balls is 6 or more by the difference in the sound effect, and there is no need to check the ball count display device 61 one by one.
[0129] (Variation 2) The following describes Modification 2. Note that a description of the same parts as those exemplified in the above embodiment will be omitted. In Modification 2, the number of prize balls is set for each winning slot, just like Modification 1, and sound effects are provided just like Modification 1. The difference from Modification 1 is that Modification 1 has settings where sound effects are output or not output when a ball enters a winning slot based on the number of prize balls, whereas Modification 2 has settings where ball entrance slots that output sound effects and ball entrance slots that do not output sound effects are set in advance. The sound effect output process 2 shown in Figure 29 first checks whether the ball has entered the ball entry port (winning port) (S1250). If the answer is affirmative (S1250: yes), it is checked whether that ball entry port is the target ball entry port for which a sound effect is to be output (S1255). In variant 2, the target ball entry ports are only the first starting port 11, the regular winning port 15c, the regular winning port 15d, and the special winning port 14. If it is any of the above four (S1255: yes), a sound effect (denoted as SE in the figure) is output (S1260). If the ball has not entered the ball entry port (S1250: no), or if the ball entry port is not the target (S1255: no), the process exits to return.
[0130] The above is the processing of Modification 2, but the key feature is that sound effects are not output when the ball entrance is not the target. Note that if the ball entrance with a small number of winning balls is not targeted, essentially the same effect as Modification 1 can be achieved. In this way, a sound effect indicating that a prize ball will be awarded can be output only to the ball entry hole where the player wishes to highlight that a ball has been entered. A different use from variant example 1 is, for example, in a game configuration that allows for left-handed play and right-handed play (the configuration in Figure 1 has the normal gate 17 and second starting hole 12 located on the right side of the board, with left-handed play being the state in which play is mainly performed using the first starting hole 11 and right-handed play being the state in which play is mainly performed using the second starting hole 12), it is possible to use the device in such a way that sound effects are not output for entry holes where it is not recommended to enter, but are output for entry holes where it is recommended. In addition, if the ball enters an entry port that is not recommended, a warning message (such as to fire the game ball into the left-hand play area or the right-hand play area) or an error message (if the ball enters the big prize entry port 14 without a jackpot) may be issued, and sound effects may not be output in order to prioritize these messages.
[0131] In addition, sound effects can be output for prize balls from entry ports that are important for the game, such as the start port (first start port 11, second start port 12) where the winning / losing lottery is held, and the large prize port 14 which is the target of the game and where it is possible to win (a prize can be won if a winner is selected), and sound effects can be output for prize balls from the general prize port 15 which has a comparatively smaller impact on the game, thereby allowing the entry ports to function as a navigation system for the game, or conversely, the general prize port 15, which has a lower impact, can be configured to highlight the awarding of prize balls and increase its impact as an entry port. If this were a slot machine, the timing of medal reduction (when betting) and medal increase (payout after the game ends) would be clearly separated, so there would be no problem if sound effects were output for all payouts. However, in this modified gaming machine, the number of balls held decreases and increases in a jumble during play, so by outputting sound effects to appeal to the player when a ball enters the ball entry slot, the player can be made to recognize it more appropriately.
[0132] (Variation 3) The following describes Modification 3. Note that a description of the same parts as those exemplified in the above embodiment will be omitted. In Modification 3, the number of prize balls is set for each winning slot, just like Modifications 1 and 2, and sound effects are provided just like Modifications 1 and 2. The difference from Modifications 1 and 2 is that the standard for the number of prize balls for outputting sound effects changes depending on the game state. The sound effect output process 3 shown in Figure 30 first checks whether the ball has entered the ball entrance (winning entrance) (S1300). If the answer is affirmative (S1300: yes), it is checked whether the game state is a normal game state (S1305). The normal game state refers to a state in which the bonus game state (a probability variable state in which a probability fluctuation function that increases the probability of a jackpot is activated, a time-saving state in which the opening extension function of a normal electric device is activated, etc.) described below is not activated.
[0133] If the game is in normal play mode (S1305: yes), it is checked whether the ball-entering slot contains three or more prize balls (S1310). The ball-entering slots that contain three or more prize balls are the first starting slot 11 (three prize balls), the general prize slot 15b (four prize balls), the general prize slot 15c (six prize balls), the general prize slot 15d (ten prize balls), and the special prize slot 14 (fifteen prize balls). If the ball-entering slot is a target (S1310: yes), a sound effect (denoted as SE in the figure) is output (S1315). Note that, since balls almost never enter the special prize slot 14 during normal play mode, the special prize slot 14 is effectively excluded from the target slots. It may be excluded from the target slots from the start. If the game state is not the normal game state (S1305: no), it is checked whether or not the game state is a special game state (S1320). Note that the special game state refers to a big win game in which the big prize opening 14 is opened and closed multiple times. It may also include a small win game state. In this modified example, since sound effects are output regardless of which ball opening the ball enters during the special game state, if the game state is a special game state (S1320: yes), sound effects are output (S1315). If the game is not in a special game state (S1320: no), it is checked whether the game is in a bonus game state (S1330). As mentioned above, the bonus game state in this modified example refers to the probability variable state or the time-saving state. If the game is in a bonus game state (S1330: yes), it is checked whether the ball-entering slot contains 10 or more prize balls (S1335). Of the ball-entering slots that contain 10 or more prize balls, only the general prize slot 15d (10 prize balls) and the big prize slot 14 (15 prize balls) are eligible. Since the big prize slot 14 can only be used to enter a ball when the game is in a special game state, in reality, only the general prize slot 15d is eligible. If the ball-entering slot is eligible (S1335: yes), a sound effect is output (S1315). If the bonus game state is not active (S1330: no), the system determines that the state is other than the normal game state, the special game state, or the bonus game state, and the system exits to RETURN. Possible states include balls entering the machine when the power is being restored or the front door is open, making it impossible to play. Also, if the ball entry port does not contain 10 or more prize balls (S1335: no), the system exits to RETURN.
[0134] The above is the processing of Variation 3, which is characterized by changing the criteria for the number of prize balls for outputting sound effects depending on the game state. For example, in the normal game state, sound effects are output whenever a ball is entered, but are not output when the number of prize balls is so small that it is offset by the decrease in the number of balls held due to the number of shots. On the other hand, in the special game state, since successive balls enter the large prize entry slot 14 and the number of balls held tends to increase significantly, sound effects are output for all balls entering slots other than the large prize entry slot 14 to enhance the special game state. In the bonus game state, the number of balls held is repeatedly increasing and decreasing slightly due to an improved winning rate for the normal electric device (second starting slot 12). Therefore, sound effects are output only when a ball enters a slot with a large number of prize balls that clearly increases the number of balls held, and other balls do not indicate prize balls. In this way, sound effects can be output for the payout of an appropriate number of prize balls according to the game status.
[0135] In addition, in FIG. 30, the configuration uses "more than" such as "3 or more prize balls (S1310)" and "10 or more prize balls (S1335)", but it is also possible to use "only" such as "3 prize balls only" as a condition, or "less than" such as "3 or less prize balls". It is sufficient to change it appropriately according to the desired game configuration.
[0136] (Variation 4) The following describes Modification 4. Note that a description of the same parts as those exemplified in the above embodiment will be omitted. In Modification 4, the number of winning balls is set for each winning slot as in Modifications 1 and 2, and sound effects are provided as in Modifications 1 and 2. The difference from Modifications 1 and 2 is that the target of the winning slot that outputs the sound effects changes depending on the game state. The sound effect output process 4 shown in Figure 31 first checks whether the ball has entered the ball entrance (winning entrance) (S1400). If the answer is affirmative (S1400: yes), it is checked whether the game state is a normal game state (S1405). The normal game state refers to a state in which the bonus game state (a probability variable state in which a probability fluctuation function that increases the probability of a jackpot is activated, a time-saving state in which the opening extension function of a normal electric device is activated, etc.) described below is not activated.
[0137] If the game is in normal play mode (S1405: yes), it is checked whether the ball entry port is a target ball entry port for outputting a sound effect in normal play mode (S1410). In variant 4, the target ball entry ports are first start port 11, general prize entry port 15b, general prize entry port 15c, and general prize entry port 15d. If the target ball entry port is a target ball entry port (S1410: yes), a sound effect (denoted as SE in the figure) is output (S1415). If the game state is not the normal game state (S1405: no), it is checked whether or not the game state is a special game state (S1420). Note that the special game state refers to a big win game in which the big prize opening 14 is opened and closed multiple times. It may also include a small win game state. In this modified example, sound effects are output regardless of which ball entry opening a ball enters during the special game state, so if the game state is a special game state (S1420: yes), sound effects are output for balls entering all of the entry openings (S1415). If the game is not in a special game state (S1420: no), it is checked whether the game is in a bonus game state (S1430). As mentioned above, the bonus game state in this modified example refers to the probability variable state and the time-saving state. If the game is in a bonus game state (S1430: yes), it is checked whether the ball entry port is a target ball entry port for outputting a sound effect in the bonus game state (S1410). In modified example 4, only the general winning port 15c and the general winning port 15d are targeted. If the ball entry port is a target ball entry port (S1435: yes), a sound effect is output (S1415). If the bonus game state is not active (S1430: no), the system determines that the state is other than the normal game state, the special game state, or the bonus game state, and the system exits to RETURN. Possible states include a ball entering the machine when it is not possible to play, such as when the power is being restored or when the front door is open. Also, if the ball is entering the machine through a slot that is not a target for outputting sound effects in the bonus game state (S1435: no), the system exits to RETURN.
[0138] The above is the processing of Variation 4, but its key feature is that the target ball entry port for sound effect output changes depending on the game state. For example, in the normal game state, sound effects are output whenever a ball is entered, but ball entry ports with a small number of prize balls, which are offset by the decrease in the ball count display due to the number of shots, are not targeted. On the other hand, in the special game state, winning balls are continuously entered into the large prize entry port 14, and the ball count display has a noticeable tendency to increase. Therefore, the special game state can be enhanced by outputting sound effects for all balls entering into entry ports other than the large prize entry port 14. In the bonus game state, the ball count display shows a slight increase and decrease due to an improved winning rate for the normal electric device (second starting port 12). Therefore, sound effects are output only for ball entry ports with a large number of prize balls, which clearly increase the ball count display. In this way, it is possible to output sound effects for the ball entrance that are appropriate for the game status. In the normal game state, sound effects are output based on whether or not the ball entrance is the target, as in Variation 4, but in the bonus game state, sound effects may be output based on the number of winning balls, as in Variation 3. By combining a configuration that outputs sound effects appropriately according to the game state, it becomes possible to output sound effects that are more in line with the intention.
[0139] As described above, in the modified examples 1 to 4, a sound effect is output when a prize ball is awarded, so that the player can feel that the number of balls he or she has increased. Other examples are also described below. The sound effect may be, for example, a "beep" sound to indicate the presence of a winning ball, or a "ding" sound simulating the sound made when a prize ball is dispensed into the upper tray in conventional gaming machines. When recreating the "ding" sound, it is also possible to change the sound effect pattern depending on the number of prize balls. For example, a "colon" sound may be output for one prize ball, a "ding" sound for three prize balls, a "ding" sound for ten prize balls, and a "ding" sound for fifteen prize balls. This allows the player to know to some extent how many prize balls have been awarded without checking the ball count display 61. Furthermore, if multiple prizes are awarded to the jackpot slot 14 during a jackpot game, the "ding" sound effect is output continuously, allowing the player to experience the auditory sensation of winning balls being dispensed all at once. Furthermore, when a series of winning balls are being won, a dedicated sound effect may be output. For example, when 15 winning balls are being won in succession, a "Gah" sound effect may be output to indicate that the winning balls are being paid out without interruption. In this way, the player can be informed not only of the number of winning balls but also of the winning pace through the sound effect. The same effect can be achieved by changing the electronic sound pattern in the same way.
[0140] Also, different sound effects may be output depending on the winning slot. It is possible to determine which winning slot a prize has been won in just by the sound effect, and once the winning slot is identified, the number of winning balls can also be determined. In addition, in a configuration in which different sound effects are set for each winning slot, if two or more winning balls are won at the same time, the sound effect for the winning slot with the most winning balls can be output preferentially, preventing the sound effect for the winning slot with the most winning balls from being blocked by the sound effect for the winning slot with the fewest winning balls and becoming inaudible.
[0141] In addition, as a measure to deal with consecutive wins, if a win occurs while a sound effect is being output, it is possible to stop the output of the sound effect that was being output, and output the sound effect for the previous win after a predetermined interval. In this way, even if there are consecutive wins, the sound effects can be output with a break in between. Conversely, it may be configured to simply layer sound effects one after another without taking any action. The layering of sound effects gives the player a sense of multiple wins and prize balls being awarded. As mentioned above, when sound effects overlap, it is also possible to output different dedicated sound effects. In this case, it is possible to select the sound effect to be output based on the combination of overlapping sound effects. In this way, sound effects with a variety of patterns can be output, providing a lively gaming experience.
[0142] The sound effect is output as a sound for paying out winning balls to solve the above problem, but it may be output when a ball enters a winning slot, or may be output at the timing that is actually reflected on the ball count display device 61. In conventional gaming machines, there were gaming machines that output a winning sound when a ball enters a winning slot, but when a dedicated sound effect indicating a payout is output as in Variation 1, the timing of the winning sound and the payout sound are close together, which can make it difficult to tell which sound effect is which. For this reason, it is possible to allocate some winning slots to output only the winning sound, some to output only the payout sound, and some to output both. For example, in the case of the first starting slot 11 and the second starting slot 12, there may be few prize balls, but the player would rather be notified of the winning ball at the starting slot, indicating that they have earned the right to enter the lottery, than that they have been paid out. Furthermore, the traditional winning sound may be supplemented with a special winning sound as a pre-reading effect, and when a pre-reading judgment determines that a winning ball has been won (big win, small win, time-saving win, etc.), a special winning sound different from the normal winning sound is output to create a preview effect, thereby enhancing the presentation of the gaming machine. Therefore, a configuration without outputting the confusing payout sound is conceivable. Of course, if a sound effect as a payout sound is also output from the starting slot, the pre-reading effect can be achieved with the payout sound. Since it is timed close to the winning sound, it can have the same effect. On the other hand, since the general prize slot 15 only awards prize balls when it wins, it can be configured to output a payout sound that notifies the player that a payout has occurred rather than a winning sound that notifies the player of a win. Since the number of prizes that can be won in one round of play is regulated for the special prize slot 14, it can be configured to notify the number of prizes won with a winning sound, and also output a payout sound because a large number of prize balls can be obtained. Note that if more prizes than the regulated number for the special prize slot 14 are won (a so-called over-win), it can be configured that the payout sound output for that win is an over-win exclusive payout sound. In this way, it can be emphasized that prize balls that would not have been awarded have been awarded, and the player can be notified that he or she has made a profit.
[0143] The following flow is considered as the output timing of sound effects. (Output timing 1) When a game ball enters a winning slot, a winning signal is input to the main control device 80, and the main control device 80 transmits game information to the frame control device 81, including which winning slot the ball entered and the number of winning balls in that slot. At the same time, the main control device 80 instructs the sub-integrated control device 83 to output sound effects, and the sub-integrated control device 83 outputs the sound effects from the speaker 66. With this configuration, the main control device 80 determines whether or not to output a sound effect, and can directly instruct the sub-integrated control device 83 to output a sound effect. (Output timing 2) When a gaming ball enters a winning slot, a winning signal is input to the main control device 80, and the main control device 80 transmits game information to the frame control device 81, including which winning slot the ball entered and the number of winning balls in that slot. At the same time, the main control device 80 transmits similar game information to the sub-integrated control device 83, and the sub-integrated control device 83 determines from the received game information whether or not to output a sound effect, and if so, outputs the sound effect via the speaker 66. With this configuration, the sub-integrated control device 83 can determine whether or not to output a sound effect.
[0144] (Output timing 3) When a game ball enters a winning slot, a winning signal is input to the main control device 80, which then transmits game information to the frame control device 81, including which winning slot the ball entered and how many winning balls there are in that slot. Upon receiving this information, the frame control device 81 updates the display content of the ball count display device 61 and instructs the sub-integrated control device 83 to output sound effects. With this configuration, the frame control device 81 can be configured to determine whether or not to output a sound effect when updating the ball holding count display device. Note that in Figure 4, the frame control device 81 is configured not to communicate with the sub-integrated control device 83, but if this configuration is implemented, it must be configured to be able to communicate. (Output timing 4) When a game ball enters a winning slot, a winning signal is input to the main control device 80, and the main control device 80 transmits game information to the frame control device 81, including which winning slot the ball entered and the number of winning balls in that slot. Upon receiving this information, the frame control device 81 updates the display content of the ball count display device 61 and sends the same game information as sent by the main control device 80 to the sub-integrated control device 83, or sends a message that the update of the ball count display device 61 has been completed. The sub-integrated control device 83 then determines from the received information whether or not to output a sound effect, and if so, outputs the sound effect via the speaker 66. In this configuration, the sub-integrated control device 83 can determine and output sound effects after the frame control device 81 updates the display of the ball holding count display device. In particular, if the criteria for outputting sound effects differ depending on the gaming machine, it is preferable to have the sub-integrated control device 83 provided on the gaming machine determine the criteria.
[0145] (Output timing 5) When a game ball enters a winning slot, a winning signal is input to the main control device 80, and the main control device 80 transmits game information to the frame control device 81, indicating which winning slot the ball entered and the number of winning balls in that slot. Upon receiving this information, the frame control device 81 updates the display content of the ball count display device 61, and upon completion of the update, notifies the main control device 80 that the update of the display content has been completed. Upon receiving this notification, the main control device 80 instructs the sub-integrated control device 83 to output sound effects. With this configuration, the sound effect is output when the update of the ball count display device 61 is completed, so it can be output at the same timing as the sound that was generated when prize balls were paid out in a conventional gaming machine that paid out prize balls to the outside of the machine. Also, the output of the sound effect can be configured to be determined by the main control device 80. (Output Timing 6) When a game ball enters a winning slot, a winning signal is input to the main control device 80, and the main control device 80 transmits game information to the frame control device 81, including which winning slot the ball entered and the number of winning balls in that slot. When the frame control device 81 receives this information, it updates the display content of the ball count display device 61, and when the update is complete, it outputs a sound effect from a sound output means (not shown) controlled by the frame control device 81. With this configuration, the frame control device 81 can be configured to determine the output of sound effects along with updating the ball holding count display device 61.
[0146] The output timing and control of the sound effects are as described above. In particular, output timing 2 is controlled in a manner similar to that of the sound effect (winning sound) when a prize is won in a conventional gaming machine that actually pays out game balls. If a sealed gaming machine is configured to also output the winning sound, it is possible to use a different output timing configuration and control the winning sound and the payout sound completely separately, or it is possible to output both the winning sound and the payout sound at output timing 2 and output them at a different time when the actual sound is output. Of course, the above output timing is just an example, and if similar processing can be performed with other configurations, those may be used.
[0147] The above-described modified examples and alternative examples can be configured as independent structures, or alternative examples can be configured by combining a plurality of alternative examples.
[0148] (Variation 5) While the modified examples 1 to 4 were configured to output sound effects, the modified example 5 is configured to display the fact that a prize ball has been awarded on the performance symbol display device 6. Note that the explanation of the same parts as those exemplified in the above embodiment will be omitted. Figure 32(a) shows the screen display contents of the effect symbol display device 6 in normal game mode. The effect symbol 200 is displayed variably in the center of the screen, and the reserved symbol is displayed in the upper left of the screen. The reserved symbol is displayed when a game ball enters the first starting hole 11, a random number value for determining whether it is a win or a loss is obtained, and the reserved symbol is stored. Although not shown, there is also a case where a reserved symbol for the second starting hole 12 is displayed. Furthermore, the figure shows a situation in which a ball enters the first starting hole 11 (three prize balls), and immediately after that, a ball enters the general winning hole 15a (one prize ball), so the prize ball symbol 201 is displayed.
[0149] The symbol "+3" displayed among the prize ball symbols 201 indicates that a prize ball has been awarded by a ball entering the first starting hole 11, which is designated to award three prize balls. The symbol "+1" displayed among the prize ball symbols 201 indicates that a prize ball has been awarded by a ball entering the general prize hole 15a, which is designated to award one prize ball. When it is displayed, concentrated lines are displayed around the prize ball symbol 201, creating the effect of it suddenly appearing on the screen. After a predetermined time has passed since it began to be displayed, it slowly moves toward the top of the screen. However, since the transparency of the prize ball symbol 201 increases as it starts to move, it disappears from the screen before reaching the top of the screen. By doing this, even when there is a concentration of winning balls, it is possible to intuitively understand which prize ball symbol 201 has appeared and how much time has passed since it was displayed.
[0150] Figure 32(b) is an example of a display during a special game state where balls are actually being scored. The word "BONUS" is displayed on the effect symbol display device 6 to indicate that the special game state is in progress, and "5R" is displayed to indicate that the fifth round of play is in progress. A smiling character, "Tatsuyoshi the Bear," is displayed in the center of the screen. In this display state, the prize ball symbol 201 is displayed each time a ball enters the game. As mentioned above, the display mode of the prize ball symbol 201 changes over time, so the player can play while keeping track of how many newly generated prize balls there are. In the case of an enclosed gaming machine, prize balls are not actually paid out, so the player cannot tell that the number of balls they have is increasing unless they check the ball count display device 61. However, during special games, the player is concentrating on checking the special game effects being performed on the effect symbol display device 6 or the status of balls entering the big prize slot 14, making it difficult to keep an eye on the progress of the numbers displayed on the ball count display device 61. Therefore, the player was unable to feel the pace at which the number of balls he had was increasing, but by performing the display effect of Variation 5 on the effect symbol display device 6, he can grasp the status of the awarded prize balls in real time while enjoying the special game effects. Also, since the prize ball symbol 201 displays a number indicating the number of awarded prize balls within the symbol, he can visually recognize how many prize balls have been awarded specifically.
[0151] The display mode of the prize ball symbol 201 is just one example, and it is conceivable to change the shape of the prize ball symbol 201 itself according to the number of prize balls, as shown in Figure 32(c). In this way, the number of prize balls can be intuitively understood without looking at the numbers written on the symbol. A similar effect can be obtained by changing the color instead of the shape. It is also possible to specify the display start position of the prize ball symbol 201 according to the ball entry port. When a ball lands in the first starting port 11 located approximately in the center of the game board, the prize ball symbol 201 corresponding to the ball entering the first starting port 11 is displayed from the lower center of the screen, and when a ball lands in the second starting port 12 located on the right side of the game board, the prize ball symbol 201 is displayed from the lower right side of the screen. By starting to display the prize ball symbol 201 from a position that matches the layout of the game board, it is possible to intuitively grasp which ball entry port the prize ball is from.
[0152] Also, while the configuration has been shown in which the prize ball symbol 201 is displayed each time a ball enters the machine, if the winning rate is fast, a symbol may be provided that displays the number of prize balls generated by multiple wins all at once. For example, a symbol such as "+50" or "+100" may be provided to indicate a number of prize balls that exceeds the number of prize balls that can be obtained by a single win. In this way, in cases where the winning rate for the big prize slot 14 is extremely high, the symbols can be displayed together to a certain extent, rather than being displayed one by one, making it easier to recognize. It is also possible to change the display mode of the prize ball symbol 201 depending on the game state, or not display it depending on the game state. In a time-saving state, which is a bonus game state, the number of balls held is almost the same and does not decrease or increase in particular, so even if the fact that prize balls have been awarded is appealed to the player, the effect using the prize ball symbol 201 is refrained from being displayed at that time. It is also possible to configure the display of the prize ball symbol 201 to change depending on the game state. In normal game mode, the prize ball symbol 201 may be displayed when three or more prize balls are generated, but in bonus game mode, the prize ball symbol 201 may only be displayed when ten or more prize balls are generated. By targeting only the number of prize balls within a range that allows the player to recognize an increase in the number of balls held on the ball number display device 61, it is possible to achieve a presentation that suits the player's senses. It is also conceivable to configure the target ball entry port to change depending on the game state, without using the number of prize balls as a standard. In the normal game state, as shown in Figure 1, prize ball symbol 201 is displayed when a ball is entered only from the ball entry port located to the left of the center of the game area (first start port 11, general prize entry port 15). However, in the bonus game state, as shown in Figure 1, prize ball symbol 201 is displayed when a ball is entered only from the ball entry port located to the right of the game area (second start port 12). In this way, by targeting only the ball entry ports located in the game area recommended for each game state, it is possible to provide an effect only to players playing regular games.
[0153] The above is the configuration of variant example 5, and with this configuration, it is possible to grasp in real time that a prize ball has been generated and how many prize balls have been awarded while watching the various effects displayed by the effect display means performed by the effect pattern display device 6. It is also conceivable that the display of the prize ball, as in Variation 5, can be combined with the sound effects shown in Variations 1 to 4 and other examples. In this case, it is conceivable to output sound effects in accordance with the display of the prize ball symbol 201. The effect is enhanced by using both display and sound. In this case, it is conceivable to vary the sound effects depending on the display state of the prize ball symbol 201, to vary the sound effects depending on the game status, to vary the display position of the prize ball symbol 201, or to vary the sound effects when the display of the prize ball symbol 201 overlaps. Even with the same prize ball symbol 201, the sound effects will change depending on the above-mentioned situations, giving the player different impressions.
[0154] It is also possible to vary the time from when the prize ball symbol 201 is displayed until it disappears depending on the rate at which the prize balls are generated (for example, when balls are continuously entering the game, the number of prize ball symbols 201 displayed increases, so the time until they disappear can be shortened accordingly). In this case, the change in the display pattern of the prize ball symbol 201 can be notified by using different sound effects.
[0155] Furthermore, as a display process of variant 5, when a winning signal is input to the main control device 80, the main control device 80 transmits information about the winning to the sub-integrated control device 83, and the sub-integrated control device 83 controls the display. However, the display may also be controlled at the above output timings 1 to 6. When sound effects are also output, this is preferable because the same signal can be used to output both the display and the sound.
[0156] (Variation 6) The following describes Modification 6. Note that a description of the same parts as those exemplified in the above embodiment will be omitted. Variation 6 is characterized in that a ball holding number display 202 corresponding to the ball holding number display device 61 is displayed on the effect pattern display device 6. The effect ball count display 202 is displayed in a size that does not obstruct the various effects being displayed on the effect symbol display device 6, allowing the player to grasp the number of balls they have without taking their eyes off the effect display on the effect symbol display device 6. Also, since it is most important for the ball count display device 61 to display the accurate number of balls they have, its display method and display mode are lacking in effectivity, but since the effect ball count display 202 is displayed on the effect symbol display device 6 in the presence of the ball count display device 61 that accurately displays the number of balls they have, it is possible to display it in a manner that places a certain degree of emphasis on effect rather than displaying the accurate number of balls they have in real time. Because the effect ball count display 202 displays the number of balls they have in a way that adds effect, the player can enjoy the increase in the number of balls they have even more.
[0157] A method for creating the impression of an increase in the number of balls held will be described with reference to FIGS. FIG. 33(a) is an example of the effect when adding balls, and is an example of the display of the ball holding number display 202 when a ball enters the first starting hole 11 (3 prize balls) during normal game mode. The effect pattern 200 and reserved pattern are displayed on the screen of the effect pattern display device 6, and an effect ball count display 202, which displays the number of balls held, is displayed in a frame in the lower right corner of the screen. In the display example, it is displayed in the lower right corner of the screen, but the display position can be anywhere, and it is preferable to display it so that it does not overlap with the variable effect of the effect pattern 200. In addition to dealing with this with the display position and size, the effect ball count display 202 may be displayed semi-transparently so as not to interfere with the variable effect of the effect pattern 200. Also, if the variable effect takes up the entire screen, the display may be temporarily turned off. There is no problem because the ball count display device 61 always accurately displays the number of balls held.
[0158] Figure 33(b) shows a state where a winning bid has been made in the first starting slot 11. As a result of the winning bid, the number of reserved symbols increases to three, and the display of the number of balls held effect 202 begins a variable effect. Because the first starting slot 11 has three winning balls, the number of balls held is updated from "1250" to "1253" (for the sake of explanation, the subtraction due to firing is not taken into account). The number of balls held display device 61 simply switches to and displays "1253" without performing a variable display effect, but the number of balls held effect display 202 displays only the last single-digit number symbol for a predetermined period of time. This notifies the player that the number of balls held will change, and piques their interest in how many balls will have increased when the variable display ends. 33(c) shows the state where the display of the number of balls held by the effect 202 has finished changing and is fixed, indicating that the number of balls held has reached "1253." When a relatively small number of prize balls are awarded in this way, the increase in the number of balls held is displayed with a modest effect.
[0159] In contrast, the display examples of Figures 34(a)-(b) are examples of the effect display when 15 prize balls are awarded as a result of winning into the large prize slot 14 during a special game. In Figure 34(a), "BONUS" is displayed on the screen of the effect symbol display device 6, indicating that a special game is in progress, and "5R" is displayed, indicating that the fifth round of the special game is being played. Then, an effect ball count display 202 is displayed in the lower right corner of the screen. Conventionally, during special games, an acquired ball count display and the like are displayed during the special game to create the illusion of an increase in the balls held, but in this modified example, because the gaming machine is an enclosed type, the effect ball count display 202 can also function as an acquired ball count display.
[0160] Figure 34(b) shows the state in which a ball has entered the large prize slot 14, and the prize balls awarded to the large prize slot 14 are 15, which is the maximum number of prize balls in this modified example. Therefore, when the number of balls held is updated, the frame display showing the outer edge of the number of balls held display 202 is displayed vibratingly to create the effect of a dramatic increase in the number of balls held, and the numerical display does not simply display a variable display as in Figure 33(b), but displays a variable display in which the number pattern is engulfed in flames. This allows the player to intuitively recognize that many prize balls have been awarded, and allows them to anticipate how many more balls will be awarded when the variable display ends. In particular, in the special game mode, winnings into the big winning slot 14 occur continuously, so the effect ball count display 202 vibrates intermittently and the display of the number of balls held fluctuates intermittently, allowing the player to experience the number of balls being held increasing rapidly. It should be noted that, if the variable display is continued for a predetermined period of time as described above, it is conceivable that new balls will be scored during that time. In that case, one possible display method is to continue the variable display without finalizing the number of balls held, and then display the final number of balls held when the variable time expires without any new balls being scored. In this case, the final number of balls held will not be displayed for a while, but when it is, the total number of prize balls from multiple balls scored will be displayed, giving the player the joy of winning a large number of prize balls all at once. In addition, it is also possible to configure the display to display the number of balls held in the hand in a fixed manner when a new ball is scored, even if the time for the fixed display has not yet expired, without continuing the display of the variable number. In this case, the time for the variable display is cut according to the pace of winning, so the number of balls held can be displayed in small increments even if there is a concentration of balls scoring. In addition, the addition display effect may be changed depending on the game status, sound effects for the addition display effect may be output, or may be changed depending on the winning pace.
[0161] The above is the configuration of variant 6, and with this configuration, while enjoying various effects by the effect display means performed by the effect symbol display device 6, the player can check the number of balls held by the effect ball number display 202 displayed on the effect symbol display device 6 without having to check the number of balls held by the ball number display device 61 located in another location. Furthermore, the effect ball number display 202 does not simply update the number of balls held, but performs an effect according to the number of prize balls given and updates the number of balls held, so the player can proceed with the game while feeling that prize balls have been awarded. Since the ball holding number display 202 performs the effects described above, the display content may not be completely synchronized with the ball holding number display device 61, but this is not a problem as it is merely a display to show that prize balls have been awarded. The addition display method may be a display method in which the value increases by +1, a display method in which the value increases by a predetermined unit (for example, +15), or a configuration using both. During normal play, the value increases by +1, but for special games, the value may increase by +15, and it is possible to consider making it possible to update the display even if a large number of balls are scored. Depending on the situation, it is possible to appropriately convey to the player that the number of balls they have is increasing.
[0162] It is also conceivable that the awarding of prize balls is indicated by a display as in Variation 6, and that this is combined with the sound effects shown in Variations 1 to 4 and other examples. In this case, it is conceivable to output sound effects in accordance with the display update of the effect number of balls held display 202. The effect is enhanced by using both display and sound. In this case, it is conceivable to vary the sound effects depending on the display state of the effect number of balls held display 202, to change the sound effects depending on the game status, or to vary the sound effects depending on the display position of the effect number of balls held display 202. Even with the same update display of the effect number of balls held display 202, the sound effects will change in the above situations, giving the player a different impression.
[0163] Also, it is possible to change the time taken for the display of the number of balls held effect 202 to change depending on the pace at which winning balls are generated (for example, when balls are continuously scored, the display of the number of balls held effect 202 is updated more frequently, so the time for the display of the change can be shortened accordingly. Unlike the configuration in which the change time is stopped as mentioned above, the change time given can be made different). In that case too, it is possible to notify that the change pattern of the number of balls held effect display 202 has changed by changing the sound effect. Also, a configuration may be adopted in which the number of balls held display 202 is displayed together with the prize ball symbol 201 shown in Variation 5. When a ball enters the ball entrance, the number of balls held display device 202 changes and the prize ball symbol 201 is displayed on the screen, thereby further enhancing the effect of the performance.
[0164] Furthermore, the display processing of variant example 6 can be configured such that the main control device 80 instructs the sub-integrated control device 83 to perform the display, or the sub-integrated control device 83 displays using the ball count data it manages itself, or the frame control device 81 instructs the sub-integrated control device 83 to perform the display, or the sub-integrated control device 83 displays based on instructions from both the main control device 80 and the frame control device 81. Considering that the frame control device 81 manages the accurate number of balls held, it is preferable that instructions come from the frame control device 81. Display control can also be performed at the above output timings 1 to 6. When both sound effects are output, it is preferable because the same signal can be used to output both the display and the sound.
[0165] As described above, in variants 5 and 6, when a prize ball is awarded, the display device 6 displays information about the prize ball, allowing the player to realize that the number of balls he or she has has increased. The display of the winning balls is not necessarily limited to the effect symbol display device 6, but may be configured to perform the effect on a dedicated display device. Note that the dedicated display device is a separate device from the ball count display device 61.
[0166] As another example, a configuration is conceivable in which the player can customize the sound effects, the prize ball design 201, and the display of the number of balls held 202. Figure 34(c) shows that the "SE custom screen" is displayed on the screen of the effect symbol display device 6. Note that "custom" mainly refers to the function that allows the player to change the effect content, and refers to the ability to set and change the effect mode, preview content, preview appearance rate, change in the expected winning probability of the preview, one-shot announcement (effect to announce winning), background music, etc. to the player's desired content. This may also include changing the volume and brightness of the lamps and LEDs. The "SE Customization Screen" displays items such as "Sound Effect 1," "Sound Effect 2," "Output for all payouts," "Output from 10 prize balls," and "Display Effects ON," and the items marked with a "●" indicate that they are selected. If you select "Sound Effect 1" or "Sound Effect 2," the sound effect will change after selection. You can have the player notify you that a prize ball has been awarded with their preferred sound effect. If you select "Output for all payouts," the condition for sound effect output, as in the configurations of variants 1 to 4, is canceled, and the sound effect is changed to be output for all balls that land, regardless of the conditions. This is a good choice when you want to know when all prize balls have been awarded. When "Output from 10 prize balls" is selected, the configuration is changed to output sound effects only when 10 or more prize balls are awarded, even if different conditions are set, as in the configurations of variants 1 to 4. Sound effects can be output under conditions preferred by the player. When "Display effect ON" is selected, the configuration is changed to display effects as shown in variants 5 and 6. Some players prefer to play with the volume at minimum. If you want to feel that prize balls have been awarded, you can select "Display effect ON" and the display will indicate this, allowing you to visually grasp the situation even with the volume at minimum.
[0167] In this way, customization allows players to change the sound effect output conditions to their liking, and also to display the number of balls they have, etc. Since preferences vary from player to player, and even a single player's preferences can change depending on the mood of the day, the amount of investment, the number of balls they have, the playing time, etc., it is possible to provide suitable effects in response to these changes.
[0168] As another example, it is possible to change the sound effects and the presentation of the number of balls held depending on the difference in balls. In recent years, gaming machines have been equipped with a complete function to curb excessive ball output. The complete function is a function that forces a game to end when the difference in balls reaches a predetermined number (for example, 95,000) within the same business day. In gaming machines equipped with this complete function, when the difference in balls reaches a certain number, the sound effects, prize ball design 201, and ball holding number display 202 are changed, which can be considered to congratulate the player on their steady increase in the number of balls held, or to indicate that the player is approaching the predetermined number at which the complete function is activated by changing the sound effects, prize ball design 201, and ball holding number display 202. In this way, the changes are not just due to an increase or decrease in the number of balls held, but also due to changes in the difference in balls, allowing for a wide variety of enjoyable patterns. It is also possible to measure the difference in balls regardless of the complete function. It is also possible to change it according to the number of consecutive wins or the number of balls displayed by the ball count display device 61. In either case, the sound effects and the content of the display of the number of balls held change according to the change in the number of balls held, so it is possible to give the player joy by changing the effects to suit the player's condition or as a bonus for having more balls. It is also possible to adopt the opposite approach, changing the sound effects and the display of the number of balls held when the number of balls held decreases by a predetermined number, etc. For players who continue playing even after the number of balls held decreases, changing the sound effects and the display of the number of balls held can provide an opportunity to change their mood.
[0169] In addition, if the gaming machine is equipped with a performance display monitor, it is possible to change the sound effects and the display of the number of balls held when the number of outs reaches a certain number.The performance display monitor measures the real-time base value every 60,000 outs, and is a function that can be used to check whether the gaming machine has been illegally modified. When the number of outs reaches a predetermined number, it is conceivable to change the sound effects and the display of the number of balls held to show gratitude for playing up to that point. In this way, it is possible to grasp how much the gaming machine has been played (how many balls have been fired) by the sound effects and the display of the number of balls held. In addition, if the gaming machine is equipped with a timing means, the sound effects, prize ball design 201, and display of the number of balls held 202 can be changed when a predetermined time or a predetermined amount of time has passed since the start of business, so that a thank you can be shown for playing for a long time, or a performance that matches the time can be performed.
[0170] In addition, it is also conceivable to implement vibration effects when producing sound effects, prize ball symbols 201, and the number of balls held display 202. Conventional gaming machines vibrate when prize balls actually dispense, either when the prize balls flow into the upper tray or when the game balls are transferred from the lower tray to the money box. However, by implementing vibration effects, it is possible to give the player the feeling that prize balls are actually being dispensed. Note that vibration effects are often used as advance notice effects with a relatively high expectation of winning, so it is preferable to implement them with a different pattern and strength from the vibration effects used as advance notice effects. If possible, providing a dedicated vibration means separate from the vibration means used for advance notice effects would allow the player to enjoy the sensation of payout without mistaking it for an advance notice effect. In addition, to solve the problems of the enclosed type gaming machine, the configuration for implementing sound effects, prize ball design 201, and display of the number of balls held 202 has been disclosed, but the above-mentioned modified examples and other examples may also be implemented in a gaming machine that is configured to actually pay out game balls as prize balls. By using sounds and displays in addition to the actual payout, the joy of winning a prize ball can be further amplified.
[0171] It should be noted that the above-described alternative examples can be configured as independent structures, or alternatively, a plurality of alternative examples can be combined to form a structure. [Explanation of symbols]
[0172] 1. Pachinko machines (pinball machines) 2 Game Board 3 Gaming area 6. Performance pattern display device 11 First starting gate (winning gate) 12 Second starting gate (winning gate) 14 Grand Prize Entrance (Prize Entrance) 15 General prize entry (prize entry) 16 Outlet 31 Launcher 33 Lifting equipment 35 Polishing equipment 80 Main control unit 81 Frame control device 85 Power supply 90 Power supply circuit 95 Changeover switch 200 Production Design 201 Prize ball design 202 Display of number of pitches held
Claims
[Claim 1] In a gaming machine that contains a predetermined number of game balls and circulates game balls that have been shot into a game area and used in a game so that they can be shot again into the game area, A plurality of ball entrances with different numbers of winning balls are arranged in the game area, A configuration with multiple game states with different game advantage levels, a sound effect output means for outputting a sound effect based on the entry of a game ball into the ball entry opening; The sound effect output means is configured to be able to change the number of prize balls that is the condition for outputting sound effects depending on the game status, and the game machine is characterized in that the ball entrances that output sound effects and the ball entrances that do not output sound effects change depending on the game status.
Citation Information
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