gaming machines
The gaming machine addresses the challenge of enhancing gaming media transfer convenience by implementing dual control modes with reduced operation requirements and clear notifications, thereby improving user experience.
Patent Information
- Application Number
- JP2023171973
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-03
- Publication Date
- 2025-09-29
- Estimated Expiration
- 2043-10-03
AI Technical Summary
Existing gaming machines lack improved mechanisms for transferring gaming media to management devices, which can enhance player convenience.
A gaming machine with a management means, operation means, and control means that allows for two control modes: one requiring minimal operation for transferring gaming media and another with reduced operation requirements, accompanied by control notifications and error notifications, and the ability to switch control modes based on specific operations and power status.
Enhances player convenience by simplifying the transfer process and providing clear control mode notifications and error handling, improving overall user experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines capable of electronically managing gaming media are known (for example, Patent Document 1). A player can play games using digitized gaming media. The digitized gaming media can be transferred to a management device outside the gaming machine based on a predetermined operation (a so-called counting operation). The management device generally writes information about the gaming media transferred from the gaming machine (the number of gaming media) to a card-type or coin-type management medium. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-162817 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, it is expected that the manner in which gaming media are transferred to the management device will be further improved to increase convenience for players. [Means for solving the problem]
[0005] A gaming machine that solves the above problem comprises a management means for electronically managing gaming media that can be used for gaming, an operation means that can be operated by a player, and a control means that can execute control related to the transfer of gaming media, and the control modes related to the transfer of gaming media include a first control mode and a second control mode, and in the first control mode, it is possible to execute predetermined control to transfer gaming media to the outside of the machine in response to a first operation using the operation means, and in the second control mode, it is possible to execute predetermined control to transfer gaming media to the outside of the machine without performing the first operation, The amount of operation of the operating means required to transfer more than a predetermined number of game media to the outside of the machine is smaller in the second control mode than in the first control mode, and in a situation where a predetermined control is executed to transfer game media to the outside of the machine in the second control mode, a control notification is made that allows the player to recognize that control has been switched to the second control mode, and in a situation where a predetermined error has occurred, an error notification is made that allows the player to recognize that a predetermined error has occurred, and the control notification can be executed even while the error notification is being executed.The gist of the invention is that when in the first control mode, the device can be controlled to the second control mode in response to a second operation using the operating means, and when in the second control mode, the device can be controlled to the first control mode in response to a third operation using the operating means, the first operation and the second operation are operations of operating the operating means for a longer period of time than the third operation, and the second operation includes an operation in which the operating means is continuously operated for a specified period of time or more, the second control mode is set based on the second operation, and when the power supply is cut off while a predetermined control is being executed to transfer the gaming medium to the outside of the machine, and when the power supply is resumed, even if the second operation has been continuing since before the power supply was resumed, the predetermined control is not executed based on the second operation to transfer the gaming medium to the outside of the machine, and when controlled to the first control mode in response to the third operation using the operating means, if operation of the operating means is continued after being controlled to the first control mode, the device will not be controlled to the second control mode. A gaming machine that solves the above problem comprises a management means for electronically managing gaming media that can be used for gaming, an operation means that can be operated by a player, and a control means that can execute control related to the transfer of gaming media, and the control modes related to the transfer of gaming media include a first control mode and a second control mode, and in the first control mode, it is possible to execute predetermined control to transfer gaming media to the outside of the machine in response to a first operation using the operation means, and in the second control mode, it is possible to execute predetermined control to transfer gaming media to the outside of the machine without performing the first operation, The amount of operation of the operating means required to transfer more than a predetermined number of game media to the outside of the machine is smaller in the second control mode than in the first control mode, and in a situation where a predetermined control is executed to transfer game media to the outside of the machine in the second control mode, a control notification is made that allows the player to recognize that control has been switched to the second control mode, and in a situation where a predetermined error has occurred, an error notification is made that allows the player to recognize that a predetermined error has occurred, and the control notification can be executed even while the error notification is being executed.The gist of the invention is that when in the first control mode, the device can be controlled to the second control mode in response to a second operation using the operating means, and when in the second control mode, the device can be controlled to the first control mode in response to a third operation using the operating means, the first operation and the second operation are operations of operating the operating means for a longer period of time than the third operation, and the second operation includes an operation in which the operating means is continuously operated for a specified period of time or more, the second control mode is set based on the second operation, and in a situation in which power supply is cut off while a predetermined control is being executed to transfer the gaming medium to the outside of the machine and power supply is resumed, and the second operation has been continuing since before power supply was resumed, a predetermined control can be executed to transfer the gaming medium to the outside of the machine based on the second operation, and when controlled to the first control mode in response to the third operation using the operating means, if operation of the operating means is continued after being controlled to the first control mode, the device will not be controlled to the second control mode. [Effects of the Invention]
[0006] According to the present invention, convenience for players can be improved. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of the gaming machine. [Figure 2] FIG. 2 is a front view of the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the gaming machine. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the gaming machine. [Figure 5] FIG. 5 is an explanatory diagram for explaining the number of balls to be counted according to the operation mode of the counting switch. [Figure 6] FIG. 6 is a timing chart for explaining input / output processing of the frame control board. [Figure 7] FIG. 7 is a timing chart for explaining the transition of the number of gaming balls managed by the gaming machine. [Figure 8] FIG. 8 is a timing chart for explaining the automatic counting function. [Figure 9] FIG. 9 is a timing chart for explaining the automatic counting function. [Figure 10] FIG. 10 is a timing chart for explaining the automatic counting function. [Figure 11] FIG. 11 is a timing chart for explaining the automatic counting function in the modified example. DETAILED DESCRIPTION OF THE INVENTION
[0008] An example of a pachinko gaming machine will be described below. As shown in FIG. 1, an island facility (not shown) can accommodate a plurality of gaming machines 10. The gaming machines 10 are pachinko gaming machines. A management device 90 is provided for each of the gaming machines 10. In the island facility, the gaming machines 10 and the management devices 90 are arranged alternately.
[0009] The management device 90 will now be described. The management device 90 has a medium insertion unit 91 into which a card-type or coin-type management medium (not shown) can be inserted. The management medium can store the remaining amount of money deposited and the number of gaming media P1. The number of gaming media P1 is the number of gaming media owned by the player. The gaming medium is value that can be used for games on the gaming machine 10. As an example, the gaming medium is gaming balls. The management device 90 has a cash insertion unit 92 into which cash can be inserted. The amount inserted into the cash insertion unit 92 is stored in the management medium.
[0010] The management device 90 is equipped with an operation panel 93 that can be operated by a player. As an example, the operation panel 93 is equipped with a ball lending operation section, a payout operation section, a return operation section, a holding number display section, and a balance display section. The ball lending operation section is operated when increasing the number of gaming media P2 managed by the gaming machine 10 based on the remaining amount stored in the management medium. The number of gaming media P2 indicates the quantity of gaming media owned by the player. The payout operation section is operated when increasing the number of gaming media P2 based on the number of gaming media P1. The return operation section is operated when receiving the return of the management medium. The holding number display section displays the number of gaming media P1. Each of the numbers of gaming media P1 and P2 indicates the number of gaming media managed electronically. The balance display section displays the remaining amount of payment.
[0011] The management device 90 includes a management unit control board 95. The management unit control board 95 includes a CPU 95a and a memory 95b. The CPU 95a executes a management unit control program to perform predetermined processing. The memory 95b stores the management unit control program. The memory 95b stores various information that is rewritten while the management device 90 is in operation.
[0012] The management device 90 includes a communication terminal 95d. The management unit control board 95 is connected to the gaming machine 10 via the communication terminal 95d. The management unit control board 95 is configured to be able to input various types of control information output by the gaming machine 10. The CPU 95a outputs a connection signal to the gaming machine 10 as an example of the various types of control information.
[0013] The management device 90 is equipped with an external communication terminal (not shown) for connecting to an external device. As an example, the external device (not shown) may be a hall computer installed in the amusement facility. The external device may be a management computer that can communicate with server equipment installed in a data center outside the amusement facility via a network. In this case, it is preferable that the management computer and the management device 90 are connected so that they can communicate with each other.
[0014] The process executed by the management device 90 will now be described. When a management medium is inserted into the medium insertion section 91, the CPU 95a of the management unit control board 95 reads the remaining balance and the number of gaming media P1 stored in the management medium. The CPU 95a adds the amount inserted into the cash insertion section 92 to the remaining balance. When the remaining balance is not 0 and the ball lending operation section is operated, the CPU 95a subtracts a specified amount from the remaining balance stored in the management medium and outputs to the gaming machine 10 grant information that can identify the grant of the number of gaming media corresponding to the specified amount.
[0015] When the number of gaming media P1 is 1 or more, upon operation of the payout operation unit, the CPU 95a subtracts a predetermined number from the number of gaming media P1 stored in the management medium and outputs grant information that can identify the grant of the predetermined number of gaming media to the gaming machine 10. Upon input of counting information from the gaming machine 10, the CPU 95a adds the number of gaming media that can be identified from the counting information to the number of gaming media P1 stored in the management medium. The CPU 95a controls the owned number display unit to display the current number of gaming media P1. The CPU 95a controls the balance display unit to display the current balance. Upon operation of the return operation unit, the CPU 95a ejects the management medium from the medium insertion unit 91.
[0016] The gaming machine 10 will now be described. As shown in Figures 1 and 2, for example, the gaming machine 10 is configured to be able to electronically manage gaming balls. For example, the gaming machine 10 is configured to circulate a predetermined number of gaming balls within the machine. However, the gaming machine 10 may be a non-circulating gaming machine. The gaming machine 10 may be configured to be able to receive gaming balls from an island facility (not shown) and return gaming balls to the island facility. The gaming machine 10 is configured to be able to manage the number of gaming media P2.
[0017] The gaming machine 10 comprises a frame 11 and a gaming board 20 held by the frame 11. The gaming board 20 has a gaming area 21a through which gaming balls flow down. The frame 11 will now be described. The frame 11 comprises an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to the island equipment using nails or the like. The middle frame 13 holds the gaming board 20. The front frame 14 has a protective glass 14a. The protective glass 14a seals an opening 14b in the front frame 14. The protective glass 14a covers the gaming area 21a of the gaming board 20. The middle frame 13 is supported so as to be able to open and close relative to the outer frame 12. The front frame 14 is supported so as to be able to open and close relative to the middle frame 13. The frame 11 comprises a locking device 11A. The locking device 11A can be locked and unlocked using a matching key. When the locking device 11A is unlocked, the middle frame 13 can be opened relative to the outer frame 12. When the locking device 11A is unlocked, the front frame 14 can be opened relative to the middle frame 13.
[0018] The frame 11 is equipped with a firing operation unit 15. The firing operation unit 15 is configured to allow an operation to fire gaming balls. As an example, the firing operation unit 15 is provided on the front side of the middle frame 13. As an example, the firing operation unit 15 is handle-shaped. The gaming machine 10 is configured to shoot gaming balls with a firing strength corresponding to the amount of operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 3). The touch sensor D01 outputs a touch signal when a player's finger touches an electrically conductive ring (not shown). The firing stop switch D02 outputs a stop signal when a firing stop button protruding from the side of the firing operation unit 15 is pressed. When the handle lever is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation.
[0019] The frame 11 is equipped with a gaming media number display unit 16a capable of displaying the number of gaming media P2. As an example, the gaming media number display unit 16a is provided on the front side of the front frame 14. The gaming media number display unit 16a is an example of a display means for displaying the number of gaming media P2. The gaming media number display unit 16a may be capable of performing a predetermined notification. The frame 11 is equipped with a counting switch 16b. As an example, the counting switch 16b is provided on the front side of the front frame 14. The counting switch 16b allows a counting operation when a predetermined countable state is reached. The counting switch 16b outputs a counting signal when a counting operation is performed. The counting switch 16b is an example of an operation means that can be operated by a player. The frame 11 is equipped with a counting notification unit 16c. As an example, the counting notification unit 16c is provided on the front side of the front frame 14. As an example, the counting notification unit 16c notifies whether or not counting is possible by turning on and off the light.
[0020] The frame 11 is equipped with an audio production device 17, an example of which is a speaker. As an example, the audio production device 17 is disposed on the front side of the front frame 14. The audio production device 17 can perform a production that outputs a predetermined audio (hereinafter referred to as audio production). The audio production device 17 can perform an announcement that outputs a predetermined audio (hereinafter referred to as audio announcement). For example, the predetermined audio is a piece of music, a sound effect, or a human voice reading a predetermined string of characters.
[0021] The frame 11 is equipped with a light-emitting performance device 18. The light-emitting performance device 18 can perform performances (hereinafter referred to as light-emitting performances) by lighting, flashing, and extinguishing a light-emitting element (not shown), such as an LED. The light-emitting performance device 18 can perform notifications (hereinafter referred to as light-emitting notifications) by lighting, flashing, and extinguishing a light-emitting element (not shown). As an example, the light-emitting performance device 18 is disposed on the front side of the front frame 14. However, the light-emitting performance device 18 may be disposed on the game board 20 instead of or in addition to the frame 11.
[0022] The frame 11 is provided with a performance operation unit 22 that can be operated by a player. As an example, the performance operation unit 22 is a button-type operation device configured to be able to be pressed down. However, the performance operation unit 22 is not limited to this, and may be a lever-type operation device configured to be able to be pressed down or pulled, or may be a pistol-type or joystick-type operation device.
[0023] The frame 11 is equipped with a radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 3). The radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. The gaming board 20 may be equipped with a radio wave sensor in addition to the radio wave sensor D16 in the middle frame 13, so that abnormal radio waves can be detected on the gaming board 20. The gaming machine 10 may be equipped with a magnetic sensor in one or both of the middle frame 13 and the gaming board 20, so that it can detect the approach of a magnet.
[0024] The frame 11 is equipped with a first door opening switch D17 that detects that the front frame 14 is open relative to the middle frame 13 (see FIG. 3). The first door opening switch D17 outputs a first door opening signal when it detects that the front frame 14 is open. The middle frame 13 is equipped with a second door opening switch D18 that detects that the middle frame 13 is open relative to the outer frame 12 (see FIG. 3). The second door opening switch D18 outputs a second door opening signal when it detects that the middle frame 13 is open.
[0025] The frame 11 includes a frame control board 82 and a launch control board 83. The frame control board 82 and the launch control board 83 are fixed to the rear side of the middle frame 13. In other words, each control board 82, 83 is mounted on the frame 11. Each control board 82, 83 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened. The electrical configuration of each control board 82, 83 will be described later. The frame 11 includes a power supply unit 89. The power supply unit 89 is fixed to the rear side of the middle frame 13. The power supply unit 89 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened.
[0026] The frame 11 is provided with a distribution mechanism 40 for game balls. 2, the game ball distribution mechanism 40 includes a collection mechanism 41, a circulation mechanism 42, and a launch mechanism 43. As an example, the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are provided in the inner frame 13. The operations of the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are controlled by a frame control board 82 and a launch control board 83.
[0027] The collection mechanism 41 guides game balls discharged from the game board 20 to the circulation mechanism 42. The collection mechanism 41 is composed of a combination of passages extending downward or passages inclined downward. As indicated by arrows Y1 and Y2, when game balls are received by the collection mechanism 41 from the game board 20, they flow down the passages constituting the collection mechanism 41 to reach the circulation mechanism 42. The circulation mechanism 42 transports the game balls received from the collection mechanism 41 in a predetermined direction. As an example, the circulation mechanism 42 lifts the game balls. The circulation mechanism 42 includes a transport unit 42A that transports the game balls. The transport unit 42A includes a transport passage extending in a predetermined direction, a screw housed in the transport passage, and a transport motor 42a that rotates the screw (see FIG. 3). As indicated by arrow Y3, the game balls transported by the circulation mechanism 42 reach the launch mechanism 43.
[0028] As indicated by arrow Y4, the launching mechanism 43 can launch the game balls transported by the circulation mechanism 42 so that they reach the game area 21a of the game board 20. The launching mechanism 43 performs an operation for launching game balls. As an example, the launching mechanism 43 includes a supply unit 43A that performs a supply operation to supply game balls, and a launch unit 43B that performs a launch operation (launching operation) to launch the game balls supplied from the supply unit 43A. The supply unit 43A supplies the game balls transported by the transport unit 42A to the launch unit 43B by cutting them out one by one. The supply unit 43A has a supply member (movable piece) configured to be able to operate to supply game balls one by one, a supply solenoid 43a that drives the supply member, and a supply sensor D19 that detects the game balls being supplied (see FIG. 3). The game balls dispensed one by one from the supply unit 43A flow into the impact position of the launch unit 43B. As an example, the supply sensor D19 detects the game balls upstream of the supply member (circulation mechanism 42). When the supply sensor D19 detects a game ball, it outputs a supply signal. The launch unit 43B launches the game balls that have flowed into the impact position toward the game area 21a. The launch unit 43B has a launch hammer that strikes the game balls at the impact position and a launch solenoid 43b that drives the launch hammer (see FIG. 3).
[0029] The flow of game balls in the distribution mechanism 40 will be described. As shown by arrow Y4, game balls are launched by the launching portion 43B of the launching mechanism 43. The game balls can reach the game area 21a. When the game balls reach the game area 21a, they enter a winning hole or an outlet opening into the game area 21a. As shown by arrow Y1, the game balls are discharged to the collection mechanism 41 from an outlet (not shown) formed in the game board 20. Game balls that are launched by the launching mechanism 43 but do not reach the game area 21a (so-called foul balls) also flow into the collection mechanism 41. As shown by arrow Y2, the game balls pass through the collection mechanism 41 and reach the circulation mechanism 42. The game balls are transported by the circulation mechanism 42. As shown by arrow Y3, the game balls return to the launching mechanism 43 and are launched again.
[0030] The game board 20 will now be described. The gaming board 20 has a display and presentation device 19, a game control board 80, and a presentation control board 81. The display and presentation device 19, the game control board 80, and the presentation control board 81 are provided on the rear part of the gaming board 20. In other words, the display and presentation device 19, the game control board 80, and the presentation control board 81 are mounted on the gaming board 20.
[0031] The gaming board 20 has a square gaming board 21. A gaming area 21a that is substantially circular when viewed from the front is defined on the front of the gaming board 21. Nails, windmills, and the like are arranged in the gaming area 21a. A display window 21b is formed in the approximate center of the gaming area 21a, penetrating the gaming board 21 in the front-to-rear direction. A launch passage 21c is formed to the left of the gaming area 21a, which guides gaming balls launched by operating the launch operation unit 15 into the gaming area 21a. The gaming area 21a and the launch passage 21c are covered by protective glass 14a.
[0032] The game board 20 is equipped with an information display device 30. As an example, the information display device 30 is provided on the gaming board 20. The information display device 30 displays various information. As an example, the information display device 30 includes a first special symbol display unit 31, a second special symbol display unit 32, a first hold display unit 33, a second hold display unit 34, a normal symbol display unit 35, and a normal hold display unit 36. As an example, the display units 31 to 36 are arranged together in a part of the gaming board 20 that is visible to the player, but this is not limited to this, and some or all of them may be arranged in different parts.
[0033] The special symbol display units 31 and 32 can execute a special symbol variable game (hereinafter referred to as a special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The special symbols are symbols for announcing the results of an internal lottery (a lottery for determining whether a special symbol is a winning symbol). The special symbols include jackpot symbols and losing symbols. The special symbols may also include small win symbols. In the gaming machine 10, when a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in a special game, and a jackpot game is awarded after the special game for that jackpot is completed. The jackpot game will be described later. In the following description, the special game executed on the first special symbol display unit 31 will be referred to as the "first special game," and the special game executed on the second special symbol display unit 32 will be referred to as the "second special game."
[0034] The first hold display unit 33 displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 34 displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).
[0035] The normal symbol display unit 35 can execute a normal game in which predetermined symbols are variably displayed and finally normal symbols are statically displayed. The normal symbols are symbols for announcing the result of an internal lottery (a normal symbol winning lottery). The normal symbols include normal winning symbols and normal losing symbols. In the gaming machine 10, when a normal winning symbol is won in the normal symbol winning lottery, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.
[0036] The normal hold display unit 36 displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 30 may include a right hit display unit that displays information instructing a right hit, and a round display unit that notifies the upper limit of the number of rounds of play.
[0037] The game board 20 is formed with a plurality of winning holes 23. The plurality of winning holes 23 open to the game area 21a so that game balls can enter. The plurality of winning holes 23 include a first starting hole 23A, a second starting hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes 23.
[0038] The first start opening 23A is a winning opening through which game balls are allowed to enter in order to fulfill the conditions for awarding prize balls and the conditions for holding the first special game. As an example, the first start opening 23A is located below the display and performance device 19. The first start opening 23A is always open so that game balls can enter. The game board 20 is equipped with a first start sensor D11 as a winning sensor that detects game balls that have entered the first start opening 23A (see FIG. 3).
[0039] The second start opening 23B is a winning opening through which game balls are inserted to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. For example, the second start opening 23B is located to the right of the first start opening 23A. The second start opening 23B is provided with a normal opening / closing piece 23Ba, for example, in the form of a door. When a normal win game is not awarded, the second start opening 23B is closed to prevent or make it difficult for game balls to enter. When a normal win game is awarded, the second start opening 23B is opened to allow or facilitate game balls to enter. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second start opening 23B (see FIG. 3). The game board 20 also has a second start sensor D12 as a winning sensor that detects game balls that have entered the second start opening 23B (see FIG. 3). The normal opening / closing piece 23Ba is a so-called "normal electric accessory."
[0040] The large prize opening 23C is an opening through which game balls enter to fulfill the conditions for awarding a prize ball. For example, the large prize opening 23C is located at the lower right of the display and effect device 19. The large prize opening 23C is provided with a special opening / closing piece 23Ca, for example, in the form of a door. When a large prize game is not awarded, the large prize opening 23C is closed to prevent game balls from entering or to make it difficult for balls to enter. When a large prize game is awarded, the large prize opening 23C is opened to allow game balls to enter or to make it easy for balls to enter. The gaming board 20 is provided with a special solenoid SL2 as a means for opening the large prize opening 23C (see FIG. 3). The gaming board 20 also has a count sensor D13 as a winning sensor that detects game balls that enter the large prize opening 23C (see FIG. 3).
[0041] The normal winning opening 23D is a winning opening into which a gaming ball enters in order to fulfill the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the display and performance device 19 and at the lower right of the display and performance device 19. The normal winning opening 23D is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor D14 as a winning sensor that detects a gaming ball that enters the normal winning opening 23D (see FIG. 3).
[0042] The game board 20 is provided with a gate 24. As an example, the gate 24 is located in the right area of the game area 21a, above the second start opening 23B and the special prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter. The gate 24 has a gate sensor D15 as a prize sensor that detects game balls that have entered the gate opening 24a (see Figure 3). The gate 24 is a ball entry opening through which game balls can enter in order to establish the conditions for starting a normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.
[0043] An outlet 25 is formed on the gaming board 20. As an example, the outlet 25 opens at the bottom of the gaming area 21a. If a gaming ball does not enter any of the first start opening 23A, the second start opening 23B, the big prize opening 23C, and the normal prize opening 23D, it enters the outlet 25. The multiple prize openings 23 and the outlet 25 can be understood as outlets for ejecting gaming balls from the gaming area 21a, or as return openings for returning gaming balls from the gaming area 21a. When a gaming ball enters any of the multiple prize openings 23 or the outlet 25, it is ejected from an outlet (not shown) of the gaming board 20. A gaming ball ejected from the gaming area 21a of the gaming board 20 is a so-called "out ball."
[0044] The display and rendering device 19 will now be described. The display and effect device 19 has an image display area 19a capable of displaying an image. The display and effect device 19 is attached to the rear surface of the game board 21 so that the image display area 19a can be viewed through the display window 21b. As an example, the display and effect device 19 is a liquid crystal display. The display and effect device 19 can execute an effect that displays a predetermined image (hereinafter referred to as a display effect). The display and effect device 19 can execute an announcement that displays a predetermined image (hereinafter referred to as a display announcement). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when the term "display" is used to refer to these effect patterns, characters, etc., it means that these characters, etc. are displayed as an image.
[0045] The audio performance device 17, the light-emitting performance device 18, and the display performance device 19 constitute performance equipment ES, which is an example of a performance execution means that executes a predetermined performance (see Figure 1). The audio performance device 17, the light-emitting performance device 18, and the display performance device 19 can all execute a predetermined notification. Therefore, the performance equipment ES is an example of a notification means that can issue a predetermined notification. The notification means is also used as a performance execution means that can execute a predetermined performance. The performance devices included in the performance equipment ES are not limited to the audio performance device 17, the light-emitting performance device 18, and the display performance device 19, and may be configured with some of these performance devices omitted. In addition to these performance devices, or instead of one or more of them that can be selected arbitrarily, the performance equipment ES may include a movable performance device that executes a movable performance, or a vibration performance device that executes a vibration performance.
[0046] The display effects by the display effect device 19 include an effect pattern variable game (hereinafter referred to as an effect game) using multiple rows of effect patterns. In an effect game, multiple rows of effect patterns are variably displayed, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is stopped and displayed. The effect patterns are decorated with characters, patterns, etc., and are used to diversify the display effects. As an example, an effect game is performed by variably displaying (scrolling) the effect patterns of the left, middle, and right pattern rows in a predetermined direction. The effect game may include a reach effect performed by forming a reach. An effect game is started and ended together with a special game. In an effect game, a pattern combination corresponding to the special pattern stopped and displayed in the special game is stopped and displayed. When a jackpot pattern is stopped and displayed in the special game, the jackpot pattern combination is stopped and displayed in the effect game. When a losing pattern is stopped and displayed in the special game, the losing pattern combination is stopped and displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as the "variable game." In this way, the display effect device 19 constituting the effect device ES can execute variable display of symbols. The special symbol display units 31, 32 and the display effect device 19 are an example of means for executing the variable game.
[0047] We will explain about jackpot games. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the large prize opening 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the opening, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the large prize opening 23C is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.
[0048] The functions of the gaming machine 10 will now be described. The gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). The gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."
[0049] The gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. The gaming machine 10 has two states in which the ball entry rate into the second starting hole 23B can vary: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability that the gaming ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that the gaming ball will enter the second starting hole 23B increases, making it easier for the gaming ball to enter the second starting hole 23B, making it an advantageous state for the player (easy ball entry state). The high ball entry rate state is what is known as an "electric support state," and the low ball entry rate state is what is known as a "non-electric support state."
[0050] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, which can be arbitrarily selected, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which increases the probability of winning the normal win lottery (normal win probability) compared to the low ball entry rate state. The third control is opening time extension control, which extends the total opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 23B is opened in one normal win game compared to the low ball entry rate state, and control that extends the opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to when the ball is in a low winning rate state. When the special symbol fluctuation time shortening control is performed, a high winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and a low winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0051] The game state is determined by the combination of whether or not the probability variable function is activated and whether or not the ball-scoring assist function is activated. In the following explanation, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, low-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, low-ball-scoring rate state." Also, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, high-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, high-ball-scoring rate state."
[0052] The gaming machine 10 is equipped with a complete function. The complete function stops the operation of the gaming machine 10 before the number of balls dispensed from the gaming machine 10 exceeds a reference number (value). The activation condition for the complete function is established when the difference ball PC during one day of operation reaches an activation reference number (95,000 balls), which is set to a number less than the reference number (e.g., 100,000 balls). The difference ball PC is the difference between the number of out balls (number of game balls fired) and the number of safe balls (number of game balls paid out). For example, the difference ball PC may be calculated by subtracting 1 from the difference ball PC each time a game ball is fired, and adding the number of prize balls set for that prize ball slot to the difference ball PC each time a game ball enters a prize slot 23. For example, when the difference ball PC is 0 or less, the difference ball PC may be calculated by subtracting 1 from the difference ball PC when a game ball is fired, or may not be calculated by subtracting 1 from the difference ball PC. That is, the difference in balls PC may be the total difference in balls during business hours in one day, or the maximum difference in balls during business hours in one day. The number of out balls may be the number of game balls that have reached the game area 21a, or may be the number of game balls obtained by adding the number of game balls to the number of foul balls.
[0053] The electrical configuration of the gaming machine 10 will be described. 3, the gaming machine 10 includes a plurality of control boards, which include a game control board 80, a performance control board 81, a frame control board 82, and a launch control board 83.
[0054] The game control board 80 and the presentation control board 81 are connected so that control information (signals, control commands, messages, etc.) can be output in one direction from the game control board 80 to the presentation control board 81. The game control board 80 executes predetermined processing and outputs control information to the presentation control board 81. The presentation control board 81 executes predetermined processing based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected so that control information can be output in two directions. The frame control board 82 and the launch control board 83 are connected so that control information can be output in two directions. The frame control board 82 executes predetermined processing and outputs control information to the game control board 80 and the launch control board 83. The launch control board 83 operates in a predetermined procedure and outputs control information to the frame control board 82. The frame control board 82 of the gaming machine 10 and the management unit control board 95 of the management device 90 are connected via a connection terminal board 88 provided in the gaming machine 10 so that control information can be output in both directions.
[0055] The gaming machine 10 includes a power supply unit 89. As an example, the power supply unit 89 is provided on the back side of the inner frame 13. The power supply unit 89 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 89 supplies power to the supply solenoid 43a, the launch solenoid 43b, various sensors, and switches. The power supply unit 89 includes a main switch 89a. The gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 89 while the main switch 89a is on, or by turning on the main switch 89a while power is being supplied.
[0056] The game control board 80 will now be described in detail. As shown in FIG. 4, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generation circuit 80d. The CPU 80a executes a game control program to perform processing related to the progress of the game. The ROM 80b stores the game control program, judgment values used for various judgments and lotteries, tables, and the like. The ROM 80b stores multiple types of fluctuation patterns. The fluctuation pattern is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can identify the fluctuation content (effect content) of an effect game performed during execution of a special game. As an example, the fluctuation pattern includes a jackpot fluctuation pattern and a loss fluctuation pattern. As an example, an effect game based on a jackpot fluctuation pattern has fluctuation content that goes through a reach effect and finally stops and displays a jackpot symbol combination. As an example, an effect game based on a loss fluctuation pattern has fluctuation content that goes through a reach effect and finally stops and displays a loss symbol combination, with or without a reach effect.
[0057] The RAM 80c stores various information that is rewritten depending on the processing results of the CPU 80a. For example, information stored in the RAM 80c includes flags, counters, and timers. The RAM 80c is an example of a means capable of storing information. The random number generation circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers through random number generation processing by the CPU 80a.
[0058] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input detection signals output by each of the sensors D11-D15 upon detecting a game ball. The CPU 80a can input radio wave detection signals, first door opening signals, and second door opening signals from the frame control board 82. The game control board 80 is connected to each of the display units 31-36. The CPU 80a can control the display content of each of the display units 31-36. The game control board 80 is connected to each of the solenoids SL1 and SL2. The CPU 80a can control the opening mode of the second start opening 23B and the special prize opening 23C by controlling the operation of each of the solenoids SL1 and SL2.
[0059] The performance control board 81 will now be described in detail. The effect control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes an effect control program to perform processing related to effects. The ROM 81b stores the effect control program and judgment values used in predetermined lotteries. The ROM 81b stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The RAM 81c stores various information that is rewritten during operation of the gaming machine 10. For example, information stored in the RAM 81c includes flags, counters, and timers. The effect control board 81 is configured to be able to generate software random numbers through random number generation processing by the CPU 81a. The effect control board 81 may also be equipped with a random number generation circuit to be able to generate hardware random numbers.
[0060] The performance control board 81 is connected to the display performance device 19. The CPU 81a can control the display content of the display performance device 19. As an example, the CPU 81a arranges objects on multiple control layers, generates an image by superimposing these control layers, and displays it on the display performance device 19. Priorities are set for each of the multiple control layers. The CPU 81a displays an object arranged on a control layer with a relatively high priority as if it were in front of an object arranged on a control layer with a relatively low priority. Conversely, the CPU 81a displays an object arranged on a control layer with a relatively low priority so that it is hidden behind an object arranged on a control layer with a relatively high priority. Objects include characters, letters (character strings), icons, backgrounds, effects, and symbols.
[0061] The performance control board 81 is connected to the audio performance device 17. The CPU 81a is capable of controlling the output contents of the audio performance device 17. The performance control board 81 is connected to the light-emitting performance device 18. The CPU 81a is capable of controlling the light-emitting mode of the light-emitting performance device 18. The performance control board 81 is connected to the performance operation unit 22. The CPU 81a is capable of inputting an operation signal output by the performance operation unit 22 when the performance operation unit 22 is operated.
[0062] The frame control board 82 will now be described in detail. As shown in Figure 3, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error reset switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to perform processing related to the operation of the mechanism mounted on the middle frame 13. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during operation of the gaming machine 10. For example, information stored in the RAM 82c includes flags, counters, and timers.
[0063] The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of winning balls during normal play. Normal play is play when the game is in a low probability, low ball entry rate state and no jackpot game is being played. Winning balls are game balls that have reached the game area 21a among the game balls fired from the firing mechanism 43 (firing section). The base value is calculated using the formula "total number of winning balls during normal play ÷ total number of winning balls during normal play × 100".
[0064] The ball removal switch 82e is operated to create a state in which game balls inside the machine can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 40. The error release switch 82f is operated to cancel the error setting when a specified error is set. An error is set when an error is detected. The game ball clear switch 82g is operated to initialize the number of game media P2 stored as data in RAM 82c to 0 (zero). The RAM clear switch 82h is operated to initialize the information stored in RAM 80c and the information stored in RAM 82c (hereinafter referred to as RAM clear). When pressed, the RAM clear switch 82h outputs a RAM clear signal.
[0065] The backup power supply 82j supplies backup power to the RAM 82c of the frame control board 82 and the RAM 80c of the game control board 80 when the external power supply is cut off (hereinafter referred to as "power outage"). Each RAM 80c, 82c receives backup power, allowing the contents stored in the RAM 80c, 82c at the time of power outage to be retained even after power outage. Alternatively, one or both of the RAMs 80c, 82c may be non-volatile memory, allowing information to be retained even after power outage. Information to be backed up includes the number of game media P2, game information, and performance information. For example, game information is information related to game progress, such as the first reserved number, the second reserved number, and special symbols. For example, game information includes a complete flag, which indicates the activation of the complete function. For example, performance information is information necessary for calculating base values. The difference ball PC is not included in the information to be backed up. The difference ball PC is initialized when power is cut off. The automatic counting flag is not included in the information to be backed up. The automatic counting flag is initialized when the power is turned off. The automatic counting flag will be described later.
[0066] When the supply voltage falls below a specified voltage, the backup circuit 82k outputs a power interruption detection signal to the CPU 80a and the CPU 82a. The launch permission circuit 82m is a circuit for outputting a signal (hereinafter referred to as a launch permission signal) that can identify that the launch control board 83 is in a launch permission state that allows the launch of game balls. The output conditions for the launch permission signal will be described later.
[0067] The frame control board 82 is connected to the counting switch 16b. The CPU 82a is configured to be able to input the counting signal output by the counting switch 16b. The frame control board 82 is connected to various sensors and switches such as the radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, and the supply sensor D19. The CPU 82a is configured to be able to input various signals such as the radio wave detection signal, the first door opening signal, and the second door opening signal. When the radio wave detection signal, the first door opening signal, the second door opening signal, and the supply signal are input, the frame control board 82 outputs each of these signals to the game control board 80.
[0068] The frame control board 82 is connected to the game medium number display unit 16a. The CPU 82a is configured to be able to control the display content of the game medium number display unit 16a. The frame control board 82 is connected to the transport unit 42A (transport motor 42a). The CPU 82a is configured to be able to control the transport operation of the transport unit 42A. The frame control board 82 is connected to the supply unit 43A (supply solenoid 43a). The CPU 82a controls the supply of electricity to the supply solenoid 43a, thereby displacing the supply member (movable piece) and causing the game balls to be supplied.
[0069] The frame control board 82 is connected to the management device 90. The CPU 82a is configured to be able to input various control information (such as telegrams) output by the management unit control board 95. The connection signal output by the management device 90 is input from the connection terminal board 88 to the launch permission circuit 82m without passing through the CPU 82a. The launch stop signal output by the game control board 80 and the error signal output by the CPU 82a are also input to the launch permission circuit 82m.
[0070] The launch control board 83 will now be described in detail. The launch control board 83 is equipped with a launch control circuit 83a for controlling the operation of the firing section 43B of the launch mechanism 43. The launch control circuit 83a outputs a drive signal to the launch solenoid 43b based on a control signal input from the frame control board 82 and signals input from sensors and switches. The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input a touch signal, a stop signal, and a volume signal. The launch control board 83 is connected to the launch solenoid 43b. When the launch control circuit 83a outputs a drive signal to the launch solenoid 43b, the launch solenoid 43b is driven and the launch hammer strikes the gaming ball.
[0071] The launch control circuit 83a has a pulse clock generation unit, an operation determination unit, a delay circuit, a timing pulse generation unit, and a solenoid drive unit. The pulse clock generation unit generates a pulse signal at a predetermined period tb (e.g., 600 ms). If the operation enable condition is met, the operation determination unit outputs an operation signal to the timing pulse generation unit via the delay circuit. If the operation enable condition is not met, the operation determination unit does not output an operation signal. The operation enable condition is met when the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. When the operation determination unit stops outputting the operation signal, it outputs an operation stop signal to the frame control board 82. When the operation stop signal is input, the frame control board 82 (CPU 82a) outputs predetermined information (hereinafter referred to as the blank firing generation command) to the game control board 80.
[0072] When an operation signal is input to the delay circuit, the delay circuit outputs the operation signal as is to the timing pulse generating unit. The delay circuit is configured to continue outputting the operation signal for a predetermined period (hereinafter referred to as a specific period ta) even after the operation signal is no longer input. In other words, the delay circuit delays the timing at which the output of the operation signal ends. As an example, the specific period ta is a period twice as long as the generation period tb of the pulse signal by the pulse clock generating unit. However, the specific period ta may be a period the same length as the generation period tb of the pulse signal, or a period more than twice as long.
[0073] When the timing pulse generating unit receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generating unit and outputs a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies a driving current having a voltage corresponding to the volume signal (voltage) received from the handle volume D03 to the firing solenoid 43b as the driving signal. This drives the firing solenoid 43b with a strength corresponding to the amount of rotation of the handle lever, and launches a gaming ball. Therefore, the generation period tb of the pulse signal is the firing period tb of the gaming ball.
[0074] When the operable condition is satisfied, the launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 each time the launch solenoid 43b is driven. When the operable condition is not satisfied, the launch control circuit 83a does not output a subtraction reference signal to the frame control board 82 even when the launch solenoid 43b is driven. On the other hand, when the CPU 82a of the frame control board 82 inputs the subtraction reference signal, it controls the supply solenoid 43a to displace the supply member (movable piece) and supply one gaming ball. As a result, one gaming ball is dispensed from the supply unit 43A and flows into the impact position of the delivery unit 43B. As described above, the operation signal is output for a specific period ta even after the operable condition is no longer satisfied and the subtraction reference signal is no longer output. Therefore, even if the operable condition is no longer satisfied, the launch solenoid 43b may operate one or more times during the specific period ta, resulting in a so-called "blank shot."
[0075] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame-side power cutoff process will now be described. When the CPU 82a receives the power interruption detection signal output by the backup circuit 82k, it executes frame-side power interruption processing. In the frame-side power interruption processing, the CPU 82a calculates a checksum value for the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter referred to as a backup flag) that can identify that the frame-side power interruption processing has been executed successfully in the RAM 82c. The CPU 82a then waits until power is completely interrupted. The various pieces of information stored in the RAM 82c when power is interrupted are retained even after power is interrupted by the backup power mentioned above.
[0076] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 82 reaches the voltage required for the CPU 82a's operation, the CPU 82a starts up and determines whether the backed-up information is normal. Specifically, the CPU 82a determines whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and determines whether the calculated checksum value matches the checksum value calculated during the frame-side power-off process. The CPU 82a determines the information as normal if the backup flag is stored and the checksum values match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 82a initializes the number of gaming media P2 and the gaming information stored in the RAM 82c. The CPU 82a does not initialize the performance information. The CPU 82a then returns to normal operation based on the initialized or backed-up number of gaming media P2, the gaming information, and the performance information, and executes the frame-side normal processing described below.
[0077] On the other hand, if the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g has been operated based on whether the game ball clear signal is in the ON state. When the game ball clear switch 82g has been operated, the CPU 82a initializes the number of game media P2. The CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g has not been operated, the CPU 82a does not initialize the number of game media P2. The CPU 82a does not initialize the game information and performance information.
[0078] The CPU 82a determines whether the RAM clear switch 82h has been operated based on whether a RAM clear signal has been input. When the RAM clear switch 82h has been operated, the CPU 82a initializes the gaming information stored in the RAM 82c. The CPU 82a does not initialize the number of gaming media P2 and the performance information. When the RAM clear switch 82h has not been operated, the CPU 82a does not initialize the gaming information. In other words, the performance information is not initialized regardless of whether the number of gaming media P2 is initialized or the gaming information is initialized. Thereafter, the CPU 82a returns to normal operation based on the initialized or backed-up number of gaming media P2, gaming information, and performance information, and executes normal frame-side processing.
[0079] The frame-side normal processing of the frame control board 82 will now be described. The game media number management process among the frame-side normal processes will be described. When the CPU 82a receives the information on the number of prize balls acquired from the game control board 80, it adds the number of acquired prize balls that can be determined from the information on the number of prize balls acquired to the number of game media P2. The information on the number of prize balls acquired is control information that is output by the game control board 80 when the conditions for awarding prize balls are met following a win at a predetermined winning slot, and is configured to be able to determine the number of prize balls set at that winning slot.
[0080] When the CPU 82a receives the award information from the management device 90, it adds the number of award balls indicated in the award information to the number of game media P2. When the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the shot unit 43B, the CPU 82a subtracts one from the number of game media P2. Alternatively, the CPU 82a may subtract one from the number of game media P2 in response to the actuation of the launch solenoid 43b. As described above, when the CPU 82a receives the subtraction reference signal, it controls the energization of the supply solenoid 43a to displace the supply member (movable piece) and operate to supply one game ball. As a result, one game ball is dispensed from the supply unit 43A and flows into the impact position of the shot unit 43B. When a foul ball is detected by a foul ball detection sensor (not shown), the CPU 82a may add one to the number of game media P2. The CPU 82a controls the game media count display unit 16a to display the current number of game media P2. When the number of game media P2 becomes zero as a result of the subtraction, the CPU 82a outputs a game media count zero signal to the launch permission circuit 82m. In this way, the CPU 82a updates the number of game media P2 in accordance with the operation of the launch mechanism 43. By executing a game media count management process, the CPU 82a can function as a management means for electronically managing game media available for play.
[0081] The counting process in the frame-side normal process will be described. When the CPU 82a is in the countable state, it can transition to a counting execution state in which gaming balls equivalent to the number of gaming media P2 are transferred to the outside of the machine based on the operation of the counting switch 16b. As an example, the countable state is a state in which the necessary power is supplied and the number of gaming media P2 is not 0. When the CPU 82a is in the countable state, it controls the light emitters built into the counting notification unit 16c so that the counting notification unit 16c lights up. When the CPU 82a is in the counting execution state, it outputs a counting signal to the emission permission circuit 82m. As will be described in detail later, in the counting execution state, the CPU 82a outputs counting information to the management device 90. The CPU 82a subtracts the number of counted balls that can be determined from the counting information from the number of gaming media P2. In other words, the CPU 82a transfers gaming balls as electronic gaming media to the management device 90. The CPU 82a controls the game medium number display unit 16a to display the updated game medium number P2. The CPU 82a executes the counting process, thereby functioning as a control means capable of executing control relating to the transfer of game media.
[0082] We will explain the difference ball monitoring process, which is part of the frame side normal processing. The ball difference monitoring process monitors whether the activation conditions for the complete function are met. When the CPU 82a receives information about the number of prize balls acquired from the game control board 80, it adds the number of acquired prize balls that can be determined from the information about the number of prize balls acquired to the ball difference PC. For example, the ball difference PC is managed by updating a reference value counter stored in the RAM 82c. When the ball difference PC is 1 or greater, the CPU 82a subtracts 1 from the ball difference PC when the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the delivery unit 43B. When the ball difference PC is 0, the CPU 82a does not subtract 1 from the ball difference PC even when it detects that one game ball has been supplied from the supply unit 43A to the delivery unit 43B. Alternatively, the recovery mechanism 41 may be provided with an out-ball sensor that detects game balls discharged from the game board 20, and the ball difference PC may be subtracted 1 each time the out-ball sensor detects a game ball. In this case, the game balls detected by the out ball sensor do not include foul balls, but may include foul balls.
[0083] When the difference ball PC reaches the activation reference number (for example, 95,000 balls) as a result of the update, the CPU 82a activates the complete function. As an example, the CPU 82a stores a complete flag in the RAM 82c. The CPU 82a outputs a game stop signal to the launch permission circuit 82m while the complete flag is stored. The CPU 82a outputs a complete command to the game control board 80. Note that the CPU 82a also outputs a complete command to the game control board 80 when it returns with the complete flag stored after power-on and starts normal frame-side processing. The complete flag is included in the game information stored in the RAM 82c, and is therefore stored and retained until it is initialized in response to the operation of the RAM clear switch 82h.
[0084] The frame-side error processing of the frame-side normal processing will be described. Frame-side error processing is processing for detecting the occurrence of an error and setting the error. In the following description, when "setting" an error is indicated, it means that information (such as a flag) that can identify the error is stored in a storage means such as RAM. When "cancelling the setting" is indicated, it means that information that can identify the error is erased from a storage means such as RAM. When the CPU 82a sets an error, it outputs control information that can identify the occurrence of the error (hereinafter referred to as an error occurrence command) to the game control board 80. When the CPU 82a cancels the error setting, it outputs control information that can identify the resolution of the error (hereinafter referred to as an error resolution command) to the game control board 80.
[0085] When the CPU 82a receives a first door open signal from the first door open switch D17, it sets a first door open error in which the front frame 14 is in an open state. When the CPU 82a stops receiving the first door open signal, it cancels the setting of the first door open error. When the CPU 82a receives a second door open signal from the second door open switch D18, it sets a second door open error in which the middle frame 13 is in an open state. When the CPU 82a stops receiving the second door open signal, it cancels the setting of the second door open error.
[0086] When the CPU 82a receives a radio wave detection signal from the radio wave sensor D16, it sets a radio wave error. The radio wave error indicates a state where there is a high possibility that illegal activity (sabotage) using radio waves is being carried out. Once the CPU 82a sets the radio wave error, it does not解除 the radio wave error until the power is turned off. If the radio wave error has been resolved after the power is turned on, the radio wave error is not set. If the radio wave error is detected again, the radio wave error is set even after the power is turned on.
[0087] When the CPU 82a detects that a jam has occurred in the supply unit 43A based on the supply signal output by the supply sensor D19, it sets a supply sensor error. As an example, when the supply signal does not turn off after a specified time has elapsed since it turned on during the driving of the supply solenoid 43a, the CPU 82a sets a supply sensor error. When the error解除 switch 82f is operated, the CPU 82a解除 the setting of the supply sensor error. Even if the setting of the supply sensor error is解除, if the jam in the supply unit 43A has not been resolved, the supply sensor error is reset after a predetermined time has elapsed.
[0088] When the number of game media P2 exceeds the predetermined number of balls Z1, the CPU 82a sets a game ball number over error. When the number of game media P2 becomes less than the predetermined number of balls Z2 (where Z2 < Z1), the CPU 82a解除 the setting of the game ball number over error. The number of game media P2 can be reduced by outputting a part of the number of game media P2 as the counted number of balls to the management device 90 through the operation of the counting switch 16b.
[0089] An error notification process in the normal frame-side process will be described. It should be noted that the original text seems to have some inconsistent or unclear terms like "解除" which might need further clarification in the context. I've translated it as best as possible based on the common understanding, but it might be beneficial to double-check the accuracy with the original Japanese source for any domain-specific or more precise meaning.While an error is being set, the CPU 82a controls the performance display monitor 82d to display an error code, which is an example of information that can identify the error. The CPU 82a may alternate between displaying the error code and the base value (performance information) at predetermined time intervals. When multiple types of errors are set, the CPU 82a displays the multiple types of error codes and the base value in sequence for a predetermined time. Alternatively, the CPU 82a may display the error code but not the base value. The CPU 82a controls the performance display monitor 82d to end the display of the error code when the currently set error is cleared. The CPU 82a may control the gaming medium number display unit 16a to display an error code that can identify the error while an error is being set. The gaming machine 10 may be provided with a dedicated display unit on the back of the machine for displaying error codes.
[0090] The CPU 82a may exercise control to restrict the launch of gaming balls while a specific error is set. As an example, the CPU 82a outputs an error signal to the launch permission circuit 82m while a supply sensor error is set. Here, the launch permission circuit 82m generates a launch permission signal and outputs it to the launch control board 83 when it receives a connection signal from the management device 90, does not receive a launch stop signal from the gaming control board 80, and does not receive a zero gaming media signal, a counting signal, a gaming stop signal, or an error signal from the CPU 82a. In other words, the launch permission signal is in an ON state. Thus, the output condition of the launch permission circuit 82m is satisfied when it receives a connection signal from the management device 90, does not receive a launch stop signal from the gaming control board 80, and does not receive an error signal, a counting signal, a gaming stop signal, or a zero gaming media signal from the CPU 82a.
[0091] The input of a connection signal from the management device 90 indicates that the management device 90 and the gaming machine 10 are connected normally. The absence of an error signal from the CPU 82a indicates that no error has occurred in the frame control board 82 that requires the release of gaming balls to be prohibited. The absence of a gaming media number zero signal from the CPU 82a indicates that the gaming media number P2 is not 0. The absence of a counting signal from the CPU 82a indicates that the counting is not in progress. The absence of a gaming stop signal from the CPU 82a indicates that the complete function is not in operation.
[0092] Various processes performed by the game control board 80 (CPU 80a) will be described. The main side power cutoff process will be described. When the CPU 80a receives the power interruption detection signal output by the backup circuit 82k, it executes main-side power interruption processing. In the main-side power interruption processing, the CPU 80a calculates a checksum value for the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores a backup flag in the RAM 80c. The CPU 80a then waits until complete power interruption occurs. The various information stored in the RAM 80c at the time of power interruption is retained even after power interruption by the backup power mentioned above. The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the start of the main-side power interruption processing until complete power interruption occurs.
[0093] The main power-on process will now be described. When the CPU 80a of the game control board 80 starts up upon power-on, it executes a main-side power-on process. The CPU 80a determines whether the backed-up information is normal. For example, the CPU 80a determines whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value in the RAM 80c and determines whether the calculated checksum value matches the checksum value calculated in the main-side power-off process. The CPU 80a determines the information as normal if a backup flag is stored and the checksum values match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 80a initializes the game information stored in the RAM 80c. The CPU 80a outputs control information (hereinafter referred to as an initialization command) that can identify that the game information has been initialized to the performance control board 81. The CPU 80a then terminates the main-side power-on process.
[0094] If the backed-up information is determined to be normal, the CPU 80a determines whether a RAM clear signal has been input from the RAM clear switch 82h via the frame control board 82. The RAM clear switch 82h may be provided on the game control board 80, or on a control board different from the game control board 80. If a RAM clear signal has been input, the CPU 80a initializes the game information stored in the RAM 80c. In this case, the CPU 80a outputs an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been input, the CPU 80a outputs control information (hereinafter referred to as a power restoration command) that can specify a return based on the backed-up game information to the performance control board 81. Thereafter, the CPU 80a ends the main-side power-on process.
[0095] The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the start of the main power-on process until the end of the main power-on process. In other words, when the main power-on process ends, the output of the firing stop signal stops. The output of the firing stop signal ends simultaneously with the output of the power recovery command or the initialization command, or immediately after the output of the power recovery command or the initialization command. Then, when the main power-on process ends, the CPU 80a permits timer interrupt processing. In other words, if the game information has been initialized, the timer interrupt processing is executed based on the game information after initialization. In this case, the CPU 80a executes various processes based on a state in which the first reserved number and the second reserved number are both zero, neither the first special game nor the second special game is being executed, and no jackpot game has been awarded. If the game information has not been initialized, the timer interrupt processing is executed based on the backed-up game information. In this case, if the first reserved number and the second reserved number are the reserved numbers at the time of power outage and either the first special game or the second special game is being executed at the time of power outage, the CPU 80a returns to the process of executing that special game, and if a jackpot game is being awarded at the time of power outage, the CPU 80a returns to the process of awarding the jackpot game.
[0096] The CPU 80a executes timer interrupt processing every predetermined control period (for example, 4 ms), such as special symbol input processing and special symbol start processing. The processing realized as timer interrupt processing also includes processing for a jackpot game, a state transition processing, and a main side error processing, which will be described later.
[0097] The special symbol input process will be described. The CPU 80a determines whether a gaming ball has entered the first start opening 23A based on whether a detection signal has been input from the first start sensor D11. When a gaming ball has entered the first start opening 23A, the CPU 80a determines whether the first reserved number stored in the RAM 80c is less than an upper limit number (for example, 4). When the first reserved number is less than the upper limit number, the CPU 80a updates the first reserved number by adding 1. Next, the CPU 80a controls the first reserved display unit 33 to display information that can identify the updated first reserved number. The CPU 80a outputs control information that can identify the updated first reserved number to the performance control board 81. The reserved condition for the first special game is met when a gaming ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.
[0098] Next, the CPU 80a acquires random numbers generated by the random number generation circuit 80d and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers may be winning random numbers used in the lottery to determine whether a special symbol is a winning symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 80a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or information obtained by processing the random numbers using a predetermined method.
[0099] When the random number information for the first special game is stored in the RAM 80c, if the gaming ball has not entered the first start opening 23A and if the first reserved number is not less than the upper limit number, the CPU 80a determines whether the gaming ball has entered the second start opening 23B based on whether a detection signal has been input from the second start sensor D12. If the gaming ball has entered the second start opening 23B, the CPU 80a determines whether the second reserved number stored in the RAM 80c is less than the upper limit number (for example, 4). If the second reserved number is less than the upper limit number, the CPU 80a updates the second reserved number by adding 1. The CPU 80a controls the second reserved display unit 34 to display information that can identify the second reserved number after the addition. The CPU 80a outputs control information that can identify the updated second reserved number to the performance control board 81. The reserved condition for the second special game is met when the gaming ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.
[0100] Next, the CPU 80a acquires random numbers generated within the gaming control board 80 and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the special game in the RAM 80c, the gaming machine 10 can suspend its execution until the start condition of the special game is met. When the random number information for the second special game is stored in the RAM 80c, if the gaming ball has not entered the second start hole 23B and if the second reserved number is not less than the upper limit number, the CPU 80a terminates the special symbol input process.
[0101] The special symbol start process will be described. First, the CPU 80a determines whether the start conditions for the special game are met. The CPU 80a determines the answer as "yes" if the game is not a jackpot game and no special game is being played, and determines the answer as "no" if the game is a jackpot game or any special game is being played. If the start conditions for the special game are not met, the CPU 80a terminates the special symbol start process. If the start conditions for the special game are met, the CPU 80a determines whether the second reserved number is greater than zero. If the second reserved number is zero, the CPU 80a determines whether the first reserved number is greater than zero. If the first reserved number is zero, the CPU 80a terminates the special symbol start process.
[0102] If the first reserved number is greater than zero, the CPU 80a executes a process to execute a first special game. Specifically, the CPU 80a updates the first reserved number by subtracting one. The CPU 80a controls the first reserved display unit 33 to display information that identifies the first reserved number after subtraction. The CPU 80a outputs control information that identifies the updated first reserved number to the performance control board 81. The CPU 80a acquires the random number information for the first special game that was stored first from the RAM 80c. The CPU 80a uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a special symbol winning lottery. The CPU 80a performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the special symbol winning function is activated). As an example, the jackpot lottery may be performed based on whether or not the value of the winning random number is a value that indicates a jackpot.
[0103] When a jackpot is won, the CPU 80a performs jackpot variation processing. In the jackpot variation processing, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the CPU 80a ends the special pattern start processing.
[0104] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. After that, the CPU 80a ends the special symbol start process.
[0105] If the second reserved number is greater than zero, the CPU 80a performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, with "first special game" replaced with "second special game" and "first reserved number" replaced with "second reserved number," so a detailed explanation will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.
[0106] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation processing and the loss variation processing. The variation start command is control information that can identify the variation pattern determined in each variation processing and the start of the variation game. The special symbol command is control information that can identify the special symbol determined in each variation processing. The variation start command and the special symbol command are control information that differ when the variation processing of the first special game is executed and when the variation processing of the second special game is executed.
[0107] When the special symbol start process is completed, the CPU 80a executes a first special game or a second special game through a process separate from the special symbol start process. As an example, when the CPU 80a executes the first special game, it controls the first special symbol display unit 31 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the first special symbol display unit 31 to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs control information (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the performance control board 81.
[0108] As an example, when the CPU 80a executes the second special game, it controls the second special symbol display unit 32 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the second special symbol display unit 32 to statically display the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs a variation end command to the performance control board 81.
[0109] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 80a stops and displays a jackpot symbol in a special game, the CPU 80a executes the jackpot game processing after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start processing. The CPU 80a is configured to award the specified type of jackpot game.
[0110] First, the CPU 80a outputs control information (hereinafter referred to as an opening command) capable of identifying the start of the opening time to the effect control board 81. After the opening time has elapsed, the CPU 80a performs processing to execute a round of play. As an example, the CPU 80a controls the special solenoid SL2 using the identified opening control data for the jackpot game to open the special prize opening 23C. When the number of game balls detected by the count sensor D13 reaches the upper limit or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the special prize opening 23C, thereby ending the round of play. The CPU 80a repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 80a outputs control information (hereinafter referred to as a round command) capable of identifying the start of the round of play to the effect control board 81. When the final round of play ends, the CPU 80a outputs control information capable of specifying the start of the ending time (hereinafter referred to as an ending start command) to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the jackpot game. The CPU 80a may output control information capable of specifying the passage of the ending time (hereinafter referred to as an ending end command) to the performance control board 81.
[0111] The state transition process will be described. As an example, when the CPU 80a completes a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 80c. In other words, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot symbol ends, the CPU 80a does not clear the probability flag until the next jackpot game is awarded. As an example, when the CPU 80a completes a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 80c. In other words, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the CPU 80a controls to a low probability state during the jackpot game.
[0112] As an example, the CPU 80a sets an activation flag in the RAM 80c when a jackpot game based on the first or second jackpot symbol ends. In other words, the CPU 80a controls the system to a high ball entry rate state. After a jackpot game based on the second jackpot symbol ends, the CPU 80a counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 80c each time a special game is started. As an example, the CPU 80a erases the activation flag stored in the RAM 80c when a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends. In other words, the CPU 80a controls the system to a low ball entry rate state when the activation number of the special game ends after a jackpot game based on the second jackpot symbol ends. Note that the CPU 80a does not erase the activation flag until the next jackpot game is awarded after a jackpot game based on the first jackpot symbol ends. When the CPU 80a starts a jackpot game and the activation flag is set, the CPU 80a clears the activation flag. That is, the CPU 80a controls the jackpot game to a low ball entry rate state.
[0113] The main side error processing will be explained. In the main side error processing, various error settings are made, error settings are cancelled, and predetermined control information (control commands) is output. When the CPU 80a receives an error occurrence command from the frame control board 82, it outputs the command to the performance control board 81. When the CPU 80a receives an error resolution command from the frame control board 82, it outputs the command to the performance control board 81.
[0114] The CPU 80a sets a first door open error when a first door open signal is input from the first door open switch D17 via the frame control board 82. The CPU 80a sets a second door open error when a second door open signal is input from the second door open switch D18 via the frame control board 82. When a door open error is set, the CPU 80a outputs predetermined control information (hereinafter referred to as a door open error setting command) to the performance control board 81. When the first door open signal is no longer being input, the CPU 80a cancels the first door open error setting. When the second door open signal is no longer being input, the CPU 80a cancels the second door open error setting. When both the first door open error setting and the second door open error setting are canceled, the CPU 80a outputs predetermined control information (hereinafter referred to as a door open error cancel command) to the performance control board 81. The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the time the first door open error is set until the setting is released.
[0115] When the CPU 80a inputs a blank shot generation command, it outputs predetermined control information (hereinafter referred to as a blank shot notification command) to the performance control board 81. When the CPU 80a inputs a complete command, it outputs predetermined control information (hereinafter referred to as a complete notification command) to the performance control board 81. Then, the CPU 80a generates a game stop state. As an example, the CPU 80a disables detection of game balls by the first start sensor D11, the second start sensor D12, and the gate sensor D15. In other words, the CPU 80a does not increase the first reserved number even when it inputs a detection signal from the first start sensor D11. The CPU 80a does not increase the second reserved number even when it inputs a detection signal from the second start sensor D12. The CPU 80a does not increase the reserved number for the normal game even when it inputs a detection signal from the gate sensor D15. The CPU 80a controls the normal solenoid SL1 to close the second start port 23B. The CPU 80a controls the special solenoid SL2 to close the big prize opening 23C.
[0116] The various processes executed by the performance control board 81 (CPU 81a) will be explained. The sub-side power-on process will now be described. When the CPU 81a is started up following power-on, it waits until an initialization command or a power restoration command is input. When the initialization command or the power restoration command is input, the CPU 81a executes a sub-side power-on process.
[0117] When the CPU 81a inputs an initialization command, it controls some or all of the rendering devices 17 to 19 that constitute the rendering equipment ES, and causes them to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification includes displaying information that can identify the execution of a RAM clear (hereinafter referred to as RAM clear information), such as the string "RAM clear," on the display rendering device 19. When a predetermined time (e.g., 30 seconds) has elapsed since the start of the RAM clear notification, the CPU 81a controls the rendering equipment ES to end the RAM clear notification. When the CPU 81a inputs an initialization command, it controls the display rendering device 19 to display a predetermined background image and a combination of predetermined rendering patterns.
[0118] When the CPU 81a inputs a power restoration command, it controls some or all of the rendering devices 17 to 19 that make up the rendering equipment ES to execute a power restoration notification. As an example, the power restoration notification includes displaying information that can identify non-execution of RAM clearing (hereinafter referred to as power restoration information), such as the string "Power restoration in progress," on the display rendering device 19. The CPU 81a controls the rendering equipment ES to end the power restoration notification when a predetermined time (e.g., 30 seconds) has elapsed since the start of the power restoration notification. Without being limited to this, the CPU 81a may be configured not to execute the power restoration notification. When the CPU 81a inputs a power restoration command, it controls the display rendering device 19 to display a predetermined background image and a combination of rendering patterns that is different from the combination of the predetermined rendering patterns.
[0119] When the CPU 81a receives an initialization command or a power recovery command, it executes various normal processing steps at predetermined control intervals (e.g., every 108 ms). The normal processing steps include sub-side error processing, jackpot effect processing, and effect game processing.
[0120] The big win effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 81a controls the effect device ES including the display effect device 19 to execute an opening effect. When a round command is input, the CPU 81a controls the effect device ES including the display effect device 19 to execute a round effect. When an ending start command is input, the CPU 81a controls the effect device ES including the display effect device 19 to execute an ending effect. When an ending end command is input, the CPU 81a controls the effect device ES including the display effect device 19 to end the ending effect. A jackpot effect is an example of a predetermined effect. The jackpot effect is executed accompanied by an audio effect in which a predetermined audio effect is output from the audio effect device 17. The predetermined audio effect may be the voices of people or animals, music (BGM), sound effects, etc.
[0121] The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, it controls the effect device ES including the display effect device 19 to execute an effect game. Specifically, when the CPU 81a inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the command. Furthermore, when the CPU 81a inputs a special symbol command, it determines a symbol combination to be stopped and displayed in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a jackpot symbol combination. If a losing symbol can be specified from the special symbol command, the CPU 81a determines a losing symbol combination. Note that when executing a reach effect, the CPU 81a determines a losing symbol combination including a reach.
[0122] The CPU 81a controls the display effect device 19 to start the variable display of effect symbols in each symbol row in response to the input of a variation start command. That is, the CPU 81a starts an effect game. Furthermore, when the CPU 81a executes a preview effect in connection with an effect game, it controls the effect equipment ES including the display effect device 19 to execute the preview effect. The preview effect is an effect that suggests or notifies the expectation that the effect game currently being executed will result in a jackpot (hereinafter referred to as the jackpot expectation). The effect game and the preview effect are examples of predetermined effects. The effect game and the preview effect are executed accompanied by an audio effect in which a predetermined audio effect is output from the audio effect device 17. The predetermined audio effect may be the voices of people or animals, music (BGM), sound effects, etc.
[0123] When a predetermined timing arrives after starting the effect game, the CPU 81a temporarily stops and displays the symbol combination, and when the input of the variation end command is triggered, the CPU 81a stops and displays the symbol combination as confirmed. Note that the CPU 81a may stop and display the symbol combination as confirmed when the variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted.
[0124] The sub-side error processing will be explained. The sub-side error processing is a process for executing an error notification in response to an error-related command input from the game control board 80.
[0125] When the CPU 81a inputs a door open error setting command, it controls some or all of the rendering devices 17 to 19 that make up the rendering equipment ES to execute a door open error notification. As an example, the door open error notification includes displaying information (hereinafter referred to as door open error information) on the display rendering device 19 that can identify that at least one of the middle frame 13 and the front frame 14 is open. As an example, the door open error information is the string "The door is open." When the CPU 81a inputs a door open error release command, it controls some or all of the rendering devices 17 to 19 that make up the rendering equipment ES to terminate the door open error notification. In other words, the display of the door open error information ends.
[0126] When the CPU 81a inputs the complete notification command, it controls some or all of the presentation devices 17-19 that constitute the presentation equipment ES, and executes a notification that the complete function has been activated (hereinafter referred to as a complete notification). As an example, the complete notification includes displaying information that can identify that the complete function has been activated (hereinafter referred to as complete information) on the display presentation device 19. As an example, the complete information is information that indirectly indicates that the complete function is activated, such as the string "Today's game is over." As an example, the complete information may include information that directly indicates that the complete function is activated, such as the string "Complete function activated."
[0127] When the CPU 81a inputs the blank hit notification command, it controls some or all of the presentation devices 17-19 that make up the presentation equipment ES to execute the blank hit notification. As an example, the blank hit notification includes displaying information (hereinafter referred to as blank hit occurrence information) on the display presentation device 19 that can identify that a blank hit has occurred. As an example, the blank hit occurrence information is displayed in a manner that displays an image resembling a star. The blank hit notification may include causing the light-emitting presentation device 18 to light up, turn off, or light up in a specific light-emitting pattern that can identify that a blank hit has occurred. The specific light-emitting pattern may be a light-emitting pattern dedicated to blank hit notification, or may be a light-emitting pattern that is also used for a specified error. When a specific period ta has elapsed since the CPU 81a input the blank hit notification command, it controls the presentation equipment ES to end the blank hit notification. In other words, the display of the blank hit occurrence information ends.
[0128] When the CPU 82a receives an error occurrence command from the game control board 80 that can identify the occurrence of an over-number-of-game-balls error, it controls some or all of the effect devices 17-19 constituting the effect device ES to execute an over-number-of-game-balls notification. As an example, the over-number-of-game-balls notification includes displaying information that can identify the occurrence of an over-number-of-game-balls error (hereinafter referred to as over-number-of-game-balls information) on the display effect device 19. As an example, the over-number-of-game-balls information is information that directly indicates the occurrence of an over-number-of-game-balls error, such as the text "Over-number of game balls has occurred!" The over-number-of-game-balls information may also be information that indirectly indicates the occurrence of an over-number-of-game-balls error. The over-number-of-game-balls notification may include illuminating, extinguishing, or illuminating the light-emitting effect device 18 in a light-emitting pattern that can identify the occurrence of an over-number-of-game-balls error. This light-emitting pattern may be a light-emitting pattern dedicated to the over-number-of-game-balls notification or may be a light-emitting pattern that is also used for a specified error. As an example, the over-ball count notification may include outputting a sound from the audio effect device 17 that can identify the occurrence of an over-ball count error, such as a voice reading out the string "The number of game balls exceeds the specified number of balls." When the CPU 81a inputs an error resolution command that can identify the resolution of the over-ball count error, the CPU 81a terminates the over-ball count notification. In other words, the display of the over-ball count information is terminated.
[0129] In this way, the over-number-of-game-balls notification starts when the number of game media P2 exceeds the predetermined number of balls Z1, and ends when the number of game balls falls below the predetermined number of balls Z2. Although the over-number-of-game-balls notification is treated as an error, it does not interfere with the game like other errors, and is more intended to alert the player that the number of game balls has increased too much. The over-number-of-game-balls notification corresponds to a notification that encourages the player to transfer the balls they have, which are indicated by the number of game media P2. Because the over-number-of-game-balls notification requires the operation of the counting switch 16b to transfer the balls they have, it can also be said to be a notification that encourages the operation of the counting switch 16b.
[0130] There are multiple conditions for stopping the launch of the game ball. As an example, there are ten launch stop conditions, conditions [1] to
[10] . Condition [1] is that the touch signal from the touch sensor D01 is in the OFF state. Condition [2] is that the stop signal from the launch stop switch D02 is in the ON state. Condition [3] is that the volume signal (voltage) input from the handle volume D03 is 0. Condition [4] is that the counting execution state is entered. Condition [5] is that the number of gaming media P2 is 0. Conditions [1] to [5] are examples of specific conditions other than the detection of a predetermined error. In the gaming machine 10, the action for launching gaming balls is restricted in response to the establishment of a specific condition other than the detection of a predetermined error. Then, the performance device ES issues a specific notification so that the restriction on the action for launching gaming balls can be recognized. Part or all of the specific condition is that the number of electronically managed media (for example, the number of gaming media P2) becomes 0 (zero).
[0131] Condition [6] is that a launch stop signal is output from the gaming control board 80. The launch stop signal is output when the main side power-on process is being executed (condition [6A]), when the main side power-off process is being executed (condition [6B]), or when a first door open error is being set (condition [6C]). In this way, in the gaming machine 10, when a predetermined condition is met, the gaming control board 80 can output a launch stop signal (information) to the frame control board 82, instructing it to restrict the operation for launching the gaming ball. Conditions [6A] to [6C] are examples of predetermined conditions. In other words, there are multiple predetermined conditions. Furthermore, some or all of the predetermined conditions are met when a predetermined error is detected. The first door open error is an example of a predetermined error.
[0132] Condition [7] is that no connection signal is input from the management device 90. For example, a situation in which the management device 90 and the frame control board 82 are not connected, or a situation in which a cable has been broken, is assumed. Condition [8] is that an error that will cause launch to stop is set in the frame control board 82. As an example, an error that will cause launch to stop is a supply sensor error. Condition [9] is that there is an abnormality in the connection between the frame control board 82 and the launch control board 83. For example, a situation in which the frame control board 82 and the launch control board 83 are not connected, or a situation in which a cable has been broken, is assumed. Condition
[10] is that the complete function has been activated.
[0133] The gaming machine 10 is configured to be able to transfer the gaming media indicated by the number of gaming media P2 to an external device (for example, the management device 90) by operating the counting switch 16b. In the following description, counting some or all of the gaming media indicated by the number of gaming media P2 and transferring them to an external device may be simply referred to as "counting." The transfer of gaming media to an external device is performed by generating counting information as control information capable of identifying the number of gaming media to be transferred and outputting the counting information to the external device. In the following description, the number of gaming media identified by the counting information may be referred to as the "indicated number."
[0134] The gaming machine 10 is equipped with an automatic counting function. The automatic counting function is a function that automatically counts the number of gaming media P2 without operating the counting switch 16b. When the automatic counting function is activated, counting information is generated and output so that gaming media are transferred to the outside of the machine without a specific operation using the counting switch 16b. When the automatic counting function is inactive, counting information is generated and output so that gaming media are transferred to the outside of the machine in accordance with a specific operation using the counting switch 16b. When the automatic counting function is inactive, the automatic counting function is turned off. The state in which the automatic counting function is turned off corresponds to a first control mode for the transfer of gaming media. When the automatic counting function is activated, the automatic counting function is turned on. The state in which the automatic counting function is turned on corresponds to a second control mode for the transfer of gaming media. Thus, there are two control modes for the transfer of gaming media: a first control mode and a second control mode. The first control mode is a so-called "manual counting mode," and the second control mode is a so-called "automatic counting mode."
[0135] The process of switching the automatic counting function will now be described. The switching process is a process of switching the automatic counting function on and off. As an example, the automatic counting function can be switched on and off by a predetermined operation using the counting switch 16b.
[0136] The process of switching the automatic counting function from off to on will now be described. When the automatic counting function is off and the operation of the counting switch 16b is started, the CPU 82a measures the operation time of the counting switch 16b. As an example, the CPU 82a measures the operation time by updating the value of a second operation timer stored in the RAM 82c. If the operation time from the start to the end of the operation of the counting switch 16b is less than a third operation time Tp (for example, 4000 ms), the CPU 82a does not switch the automatic counting function on. On the other hand, if the operation time from the start to the end of the operation of the counting switch 16b is equal to or greater than the third operation time Tp, the CPU 82a switches the automatic counting function on. That is, the CPU 82a stores an automatic counting flag in the RAM 82c. When the CPU 82a sets the automatic counting function on, it outputs predetermined control information (hereinafter referred to as an automatic counting start command) to the game control board 80. When the CPU 80a of the game control board 80 receives the automatic counting start command, it outputs predetermined control information (hereinafter referred to as a start notification command) to the performance control board 81.
[0137] The process of switching the automatic counting function from on to off will now be described. When the automatic counting function is on and the operation of the counting switch 16b is started, the CPU 82a switches the automatic counting function off. That is, the CPU 82a erases the automatic counting flag in the RAM 82c. As will be described in detail later, when the automatic counting function is switched from on to off, counting information is not output unless the counting switch 16b is operated again. When the CPU 82a sets the automatic counting function to off, it outputs control information (hereinafter referred to as an automatic counting cancel command) that can identify that the automatic counting function has been set to off to the game control board 80. When the CPU 80a of the game control board 80 inputs the automatic counting cancel command, it outputs predetermined control information (hereinafter referred to as a cancel notification command) to the performance control board 81.
[0138] Next, the count information generation process will be described. The counting information generation process is a process in which the CPU 82a of the frame control board 82 generates counting information based on the number of game media P2. In the counting information generation process, the CPU 82a can generate counting information based on the operation of the counting switch 16b. The counting information generated in the counting information generation process is output to the management device 90 by the information input / output process described below.
[0139] The processing contents when the automatic counting function is off (first control mode) will be described. As shown in FIG. 5, the counting information is generated as control information corresponding to different instruction numbers (number of balls to be counted) depending on the operation mode of the counting switch 16b. As an example, when the operation mode of the counting switch 16b is the first operation mode, the counting information is generated as information capable of identifying one ball (hereinafter referred to as first counting information). When the operation mode of the counting switch 16b is the second operation mode, the counting information is generated as information capable of identifying up to 250 balls (hereinafter referred to as second counting information). As an example, the first operation mode is a short press operation in which the operation time from the start of operation of the counting switch 16b is less than a first operation time Tm (for example, 500 ms). As an example, the second operation mode is a long press operation in which the operation time from the start of operation of the counting switch 16b is equal to or longer than the first operation time Tm. The gaming machine 10 is configured to be able to adjust the number of game balls to be transferred, such as one ball or 250 balls, depending on the operation mode of the counting switch 16b.
[0140] In order to transfer the number of gaming media P2 in a short time, it is preferable to transfer as many gaming media P2 as possible with a single short or long press of the counting switch 16b. However, the reason for enabling the first operation mode is to provide convenience by allowing the player to transfer fractional balls at their discretion, such as transferring the "two balls" in the ones digit when the number of gaming balls is "1202." Furthermore, the reason not to transfer all gaming media P2 with a single short or long press of the counting switch 16b is to prevent a situation in which all gaming media P2 are lost due to a communication failure or other reason while the counting information is being output. Furthermore, transferring gaming media in stages allows the player to more easily grasp the number of balls they have and gives them a sense of security.
[0141] The CPU 82a measures the operation time of the counting switch 16b. As an example, the CPU 82a measures the operation time by updating the value of a first operation timer stored in the RAM 82c. The CPU 82a generates first counting information if the operation time from the start to the end of the operation of the counting switch 16b is less than the first operation time Tm. The CPU 82a generates second counting information if the operation time from the start to the end of the operation of the counting switch 16b is equal to or greater than the first operation time Tm. In this case, if the number of game media P2 exceeds 250 balls, the CPU 82a generates second counting information that can identify 250 balls. On the other hand, if the number of game media P2 is less than 250 balls, the CPU 82a generates counting information that can identify that number. Note that even if the operation time of the counting switch 16b is equal to or greater than the first operation time Tm, if the number of game media P2 at that time is one ball, the CPU 82a generates second counting information that can identify one ball, just as when the operation time is less than the first operation time Tm. Furthermore, if the counting switch 16b is continuously (successively) operated even when the operation time exceeds the first operation time Tm, the CPU 82a generates second counting information thereafter each time the operation time reaches a second operation time Tn (for example, 300 ms). When the number of gaming media P2 becomes 0 as a result of the transfer, the CPU 82a outputs control information (hereinafter referred to as a counting completion command) capable of identifying the completion of counting to the gaming control board 80. When the counting completion command is input, the CPU 80a of the gaming control board 80 outputs predetermined control information (hereinafter referred to as a completion notification command) to the performance control board 81.
[0142] As described above, by increasing the number of counted balls in response to an increase in the operation time of the counting switch 16b, the time required to transfer the game balls of the number of game media P2 to the management device 90 can be shortened. For example, assume that the number of game media P2 is 50,000 balls. In this case, when attempting to transfer all of the game media P2 by performing a short press operation on the counting switch 16b, the number of operations of the counting switch 16b will be 50,000 times. Assuming that one short press operation takes less than 500 ms but is close to 500 ms, approximately 2,500 seconds are required to transfer all of the game media P2. On the other hand, if the counting switch 16b is long-pressed, it only takes about 60 seconds. That is, according to the second operation mode of the counting switch 16b, time reduction for transfer can be achieved. Such time reduction can also suppress the annoyance of the player due to the lengthening of the time required to stop the game and the annoyance of the player who attempts to continue the game by once transferring the number of game balls. Note that in a scenario where the automatic counting function continues to be off, it is necessary to continuously long-press the counting switch 16b to continuously generate the second counting information.
[0143] The processing content when the automatic counting function is on (second control mode) will be described. When the automatic counting function is on, the CPU 82a generates specific counting information every time an automatic counting time Tq (for example, 300 ms) elapses until the automatic counting function is set to off or the number of game media P2 becomes 0. The automatic counting time Tq and the second operation time Tn satisfy the relationship Tn = Tq. Not limited to this, the automatic counting time Tq and the second operation time Tn may satisfy the relationship Tn < Tq, or may satisfy the relationship Tq < Tn.
[0144] When the number of game media P2 exceeds 250 balls, the CPU 82a generates specific count information that can identify 250 balls. On the other hand, when the number of game media P2 is less than 250 balls, the CPU 82a generates specific count information that can identify that number. Thus, as an example, the specific count information and the second count information have the same properties in that they can identify the number of game balls transferred outside the machine as 1 to 250 balls, and their generation cycles are the same. The specific count information and the second count information have different properties in that the specific count information is generated without the need for intermittent or continuous operations using the count switch 16b, while the second count information is generated based on intermittent or continuous operations using the count switch 16b. The same applies to the first count information. When the number of game media P2 becomes 0, the CPU 82a outputs a count completion command to the game control board 80. When the CPU 80a of the game control board 80 receives the count completion command, it outputs a completion notification command to the effect control board 81.
[0145] As an example, each operation time Tm, Tn, Tp satisfies the relationship Tn < Tm < Tp. Not limited to this, each operation time Tm, Tn, Tp may satisfy the relationship Tm < Tn < Tp, or may satisfy the relationship Tm = Tn < Tp. As an example, the third operation time Tp is longer than the time obtained by adding the time obtained by multiplying the second operation time Tn by N to the first operation time Tm (where N is a natural number). Not limited to this, the third operation time Tp is preferably longer than 1 times the first operation time Tm, and preferably longer than 1 times the second operation time Tn. That is, the third operation time Tp is preferably a length of time during which the generation of count information based on a long-press operation can be performed once or multiple times.
[0146] Assuming the automatic counting function remains off, when transferring more than 3,000 gaming media by long pressing, the counting switch 16b must be operated for 4,100 ms or more, which corresponds to one first operation time Tm (500 ms x 1) and 12 second operation times Tn (300 ms x 12). On the other hand, when the automatic counting function is turned on by a long press, after performing a long press for the third operation time Tp (4,000 ms), the transfer of more than 3,000 gaming media can be completed by automatic counting without operating the counting switch 16b. Assuming the automatic counting function remains off, when transferring more than 3,000 gaming media by short pressing, the counting switch 16b must be operated for 3,000 or more times. If a single short press is performed for a time close to but less than 500 ms, it would take more than 1500 seconds to transfer all of the game media P2. On the other hand, in a situation where the automatic counting function is turned on by a long press, after a single long press for the third operation time Tp (4000 ms), the transfer of more than 3000 game media can be completed by automatic counting without operating the counting switch 16b.
[0147] In this way, the amount of operation (number of operations or operation time) of the counting switch 16b required to transfer more than the predetermined number of gaming media to the outside of the machine is less in the second control mode than in the first control mode. The counting switch 16b is capable of a long press operation, where the continuous operation time is equal to or longer than the first operation time Tm. The first operation time Tm is an example of a specified time. The predetermined number may be the number of gaming media to be transferred to the outside of the machine when a predetermined amount of long press operation is performed. One long press operation spanning the first operation time Tm and 12 long presses spanning the second operation time Tn is an example of a predetermined amount of long press operation. One example of the predetermined number is 3,000 balls.
[0148] Furthermore, it can be said that the output of specific information based on the first operation or the second operation can be executed to transfer a first specified number of gaming media to the outside of the machine. A short press operation is an example of the first operation. A long press operation that exceeds the first operation time Tm but does not exceed the third operation time Tp is an example of the second operation. The first specified number is, for example, 1 ball or 250 balls. It can be said that the output of specific information based on the third operation can be executed to transfer a second specified number of gaming media, which is greater than the first specified number, to the outside of the machine. A long press operation that exceeds the third operation time Tp is an example of the third operation. The second specified number is, for example, a number of gaming media that exceeds the predetermined number of 3,000 balls.
[0149] The information input / output process included in the frame-side normal process will be described. The information input / output process is a process in which the frame control board 82 inputs and outputs various information related to the number of game balls (hereinafter referred to as game ball information) between the frame control board 82 and an external device. As an example, the external device is the management device 90.
[0150] As shown in FIG. 6, the CPU 82a performs processing to output and input game ball information in a predetermined order. After the gaming machine 10 is powered on and started up, the CPU 82a repeatedly executes information input / output processing every period T. For example, the period T is 300 ms. The period T is preferably shorter than a first operation time Tm (for example, 500 ms) during which the operation mode of the counting switch 16b is a long press operation, and is the same as a second operation time Tn (for example, 300 ms) corresponding to the period during which counting information is generated when the counting switch 16b is operated by a long press operation. In the information input / output processing, the CPU 82a inputs / outputs (transmits / receives) messages with the management device 90. For example, the messages include an information notification, a counting notification, a loan notification, and a loan receipt. These four types of messages are input / output in a predetermined order every period T.
[0151] In each cycle T, messages are input and output in the following order: information notification → counting notification → loan notification → loan receipt. The information notification is a message that notifies information about the gaming machine 10. The content of the information notification includes the number of gaming media P2 stored as data in RAM 82c. The counting notification is a message that notifies information about the number of gaming balls counted by operating the counting switch 16b. The content of the counting notification includes the number of counted balls output in cycle T and the cumulative counted number of balls, which corresponds to the cumulative value of the number of counted balls counted while the gaming machine 10 is powered on. In other words, the counting notification is counting information. The cumulative counted number of balls is stored as data in RAM 82c and is cleared to 0 (zero) when the gaming machine 10 is powered on.
[0152] The loan notification is a message that notifies information regarding the number of game balls loaned. The loan notification notifies a number corresponding to the number of game balls to be loaned when the ball loan operation unit (or payout operation unit) of the operation panel 93 is operated. The loan notification is an example of granted information. The loan notification notifies 0 (zero) if the number of balls counted in the counting notification in period T is 1 or more. The loan receipt is a message that notifies information regarding the receipt result of the loan notification. The loan receipt notifies normal if the receipt result of the loan notification is normal, and notifies abnormal if the receipt result of the loan notification is abnormal. Cases where the receipt result becomes abnormal include when the gaming machine 10 is in a ball-empty state and when the number of game balls stored in RAM 82c is 100,000 or more.
[0153] In a cycle T, the CPU 82a outputs an information notification to the management device 90. Next, in the same cycle T, the CPU 82a outputs a counting notification to the management device 90 after outputting the information notification. At this time, if the counted number of balls is 0 (zero), the CPU 82a outputs data indicating 0 (zero). On the other hand, if the counted number of balls is 1 or more, the CPU 82a outputs data indicating 1 or more, with 250 balls being the maximum value of data that can be output in one cycle T. Next, in the same cycle T, the CPU 82a inputs a loan notification output by the management device 90 after outputting the counting notification. Next, in the same cycle T, the CPU 82a outputs a loan receipt to the management device 90 after inputting the loan notification. Thereafter, after the cycle T has elapsed, the CPU 82a outputs a new information notification at the start of the next cycle T. As described above, the CPU 82a repeats the input and output of the information notification, counting notification, loan notification, and loan receipt for each cycle T. The CPU 82a does not output the number of balls counted by operating the counting switch 16b within a period T during that period T, but outputs it in the count notification for the next period T or later.
[0154] The counting information generation process and information input / output process are examples of predetermined control executed to transfer gaming media to the outside of the machine. The CPU 82a that executes the counting information generation process and information input / output process can function as an example of control means capable of executing control regarding the transfer of gaming media. Furthermore, the CPU 82a that executes the counting information generation process and information input / output process can also be understood as an example of output means capable of outputting specific information regarding the transfer of gaming media. The counting information (counting notification) is an example of specific information.
[0155] Here, the information input / output processing in one cycle T will be explained in detail by hypothetically fitting numbers. The hypothetical numbers are that the number of game media P2 is 600 balls, and the number of balls counted before a certain cycle T starts is 250 balls. The cumulative number of balls counted before a certain cycle T starts is 0 (zero). In Figures 6 and 7, the cumulative number of balls counted is illustrated as the cumulative number of balls.
[0156] Because the number of gaming media P2 at the start of the cycle T is 600 balls, the CPU 82a outputs an information notification including data indicating "number of gaming balls = 600 balls" to the management device 90. Next, after outputting the information notification, because the number of counted balls counted at the start of the cycle T is 250 balls, the CPU 82a outputs a counting notification including data indicating "counted number of balls = 250 balls" and data indicating "cumulative counted number of balls = 250 balls" to the management device 90. When outputting the counting notification, the CPU 82a stores in the RAM 82c the number of gaming media P2 when the transfer of the counted number of balls output in the counting notification is successful, that is, the number of gaming balls after subtraction (here, 350 balls) obtained by subtracting the counted number of balls output in the counting notification from the number of gaming balls output in the information notification, separately from the number of gaming balls.
[0157] Next, when the CPU 82a receives the loan notification, it determines that a number of gaming balls corresponding to the number of counted balls output in the counting notification have been transferred to the management device 90. If the loan notification has been received correctly, the CPU 82a outputs a loan receipt indicating "normal" as the receipt result to the management device 90. At this time, the CPU 82a updates the number of gaming media P2 stored in the RAM 82c by transferring a number of gaming balls corresponding to the number of counted balls output in the counting notification to the outside. As an example, the CPU 82a updates the number of gaming media P2 stored in the RAM 82c so that it is equal to the number of gaming balls after subtraction stored in the RAM 82c when the counting notification was output. In other words, the number of gaming media P2 is updated to 350, which is 600 balls minus 250 balls at this point. Here, the method of updating the number of gaming media P2 may be to overwrite the number of gaming media P2 with the number of gaming balls after subtraction, or to subtract the difference between the number of gaming media P2 and the number of gaming balls after subtraction from the number of gaming media P2. The difference corresponds to the number of counted balls output in the counting notification. After that, the CPU 82a clears the number of gaming balls after subtraction stored in the RAM 82c to 0 (zero) and leaves the cumulative count number at 250 balls. As a result, at the start of the next cycle T, the RAM 82c will store 350 balls as the number of gaming media P2 and 250 balls as the cumulative counted number of balls.
[0158] As described above, in the first control mode, predetermined control can be executed to transfer the gaming media to the outside of the machine in response to a specific operation using the counting switch 16b. In the second control mode, predetermined control can be executed to transfer the gaming media to the outside of the machine without a specific operation. A short press operation is an example of a specific operation. From the perspective of whether or not a counting operation is required, a long press operation performed each time a predetermined period (operation time Tm, Tn) that triggers the output of the second counting information is reached can also be considered a specific operation. In the second control mode, predetermined control can be executed to transfer the gaming media to the outside of the machine without the need to operate the counting switch 16b. Furthermore, the second control mode can be canceled by operating the counting switch 16b.
[0159] Based on a short press of the counting switch 16b, specific information is output to transfer the gaming media to the outside of the machine in a first mode. The short press is an example of a first operation. As an example, the first mode is a mode in which gaming balls are transferred to the management device 90 one ball at a time. Based on a long press of the counting switch 16b that exceeds the first operation time Tm but does not exceed the third operation time Tp, specific information is output to transfer the gaming media to the outside of the machine in a second mode. A long press that exceeds the first operation time Tm but does not exceed the third operation time Tp is an example of a second operation. As an example, the second mode is a mode in which gaming balls are transferred to the management device 90, in principle, 250 balls at a time, until the long press operation ends or the number of gaming media P2 becomes 0. Based on a long press of the counting switch 16b that exceeds the third operation time Tp, specific information is output to transfer the gaming media to the outside of the machine in a third mode. A long press that exceeds the third operation time Tp is an example of a third operation. As an example, the third mode is a mode in which gaming balls are transferred to the management device 90, in principle, 250 balls at a time, until the number of gaming media P2 becomes 0, without requiring operation of the counting switch 16b.
[0160] The counting notification process will be described. The counting notification process is executed by the CPU 81a of the effect control board 81. When the CPU 81a inputs a completion notification command, it controls some or all of the effect devices 17 to 19 that constitute the effect equipment ES to execute the counting completion notification. The counting completion notification is executed in a manner that outputs a sound that allows the player to recognize that the transfer of gaming media has been completed and that the number of gaming media P2 managed by the gaming machine 10 has reached 0. As an example, the counting completion notification may include outputting a counting completion sound from the sound effect device 17. As an example, the counting completion sound may be a sound effect such as "churi churin churi lirin ♪." As an example, the counting completion sound may be a human voice reading the string "Your balls have reached 0."
[0161] As one example, the counting completion notification may include displaying information (hereinafter referred to as counting completion information) on the display effect device 19 that enables the user to recognize that the transfer of the gaming media has been completed and the number of gaming media P2 has become 0. As one example, the counting completion information may be a string of characters that reads "Your balls are now 0." As one example, the counting completion notification may include illuminating, extinguishing, or lighting the light-emitting effect device 18 in a light-emitting pattern that enables the user to recognize that the transfer of the gaming media has been completed and the number of gaming media P2 has become 0.
[0162] When the CPU 81a receives the start notification command, it controls some or all of the performance devices 17 to 19 that constitute the performance equipment ES to execute an automatic counting start notification. The automatic counting start notification is executed by outputting a sound that allows the user to recognize that the automatic counting function has been set to on. As an example, the automatic counting start notification may include outputting an automatic counting start sound from the sound performance device 17. As an example, the automatic counting start sound may be a sound effect such as "Piro-pirorin♪". As an example, the automatic counting start sound may be a human voice reading out the string "Automatic counting will start."
[0163] As an example, the automatic counting start notification may include displaying information (hereinafter referred to as automatic counting start information) on the display effect device 19, which allows the user to recognize that the automatic counting function has been turned on. As an example, the automatic counting start information may be a string of characters such as "Starting automatic counting" or "Automatic counting is in progress." As an example, the automatic counting start notification may include causing the light-emitting effect device 18 to light up, turn off, or light up in a light-emitting pattern that allows the user to recognize that the automatic counting function has been turned on. The automatic counting start notification is an example of a predetermined notification. In a situation where predetermined control is executed to transfer the gaming media to the outside of the machine in the second control mode, a predetermined notification is made. The predetermined notification is made by at least audio output. It can also be said that a predetermined notification is made in a situation where specific information is output to transfer the gaming media to the outside of the machine in the third mode.
[0164] When the CPU 81a receives the cancellation notification command, it controls some or all of the performance devices 17-19 that constitute the performance equipment ES to execute the automatic counting cancellation notification. The automatic counting cancellation notification is executed in a manner that outputs a sound that enables the user to recognize that the automatic counting function has been set to off. As an example, the automatic counting cancellation notification may include outputting an automatic counting cancellation sound from the audio performance device 17. As an example, the automatic counting cancellation sound may be a sound effect such as "Come on, come on!" As an example, the automatic counting cancellation sound may be a human voice reading the string "Automatic counting has been canceled."
[0165] As one example, the automatic counting cancellation notification may include displaying information (hereinafter referred to as automatic counting cancellation information) on the display performance device 19, which allows the user to recognize that the automatic counting function has been set to off. As one example, the automatic counting cancellation information may be a string of characters such as "automatic counting has been canceled" or "manual counting is in progress." As one example, the automatic counting cancellation notification may include causing the light-emitting performance device 18 to light up, turn off, or light up in a light-emitting pattern that allows the user to recognize that the automatic counting function has been set to off.
[0166] In the gaming machine 10, a countable state may occur during the execution of a jackpot effect, an effect game, and a preview effect, which are examples of predetermined effects. Therefore, the execution periods of the counting completion notification, automatic counting start notification, and automatic counting cancellation notification may overlap at least partially with the execution periods of these predetermined effects. The priority of the counting completion notification may be higher than the priority of the predetermined effects. The priority of the automatic counting start notification may be higher than the priority of the predetermined effects. The priority of the automatic counting cancellation notification may be higher than the priority of the predetermined effects. To increase the priority of the audio notification relative to the audio effects, the volume of the audio notification may be set to 0 (stopped) or made lower than the volume of the audio notification during the execution period of the audio notification. To increase the priority of the display notification relative to the display effects, the display notification object may be placed on a control layer with a higher priority than the display effect object. To increase the priority of the light-emitting notification relative to the light-emitting effects, the light-emitting effects may be stopped during the execution period of the light-emitting notification.
[0167] In the gaming machine 10, a situation may occur in which the counting state becomes possible while an error notification is being issued. Therefore, the execution period of counting-related notifications, such as the counting completion notification, automatic counting start notification, and automatic counting cancellation notification, may at least partially overlap with the execution period of the error notification. The priority of the counting completion notification may be lower than the priority of the error notification. The priority of the automatic counting start notification may be lower than the priority of the error notification. The priority of the automatic counting cancellation notification may be lower than the priority of the error notification. Not limited to this, the priority of the counting-related notification may be higher than the priority of the error notification. Furthermore, the priority of any one or more of the counting completion notification, automatic counting start notification, and automatic counting cancellation notification may be lower than the priority of the first error notification, the same as the priority of the second error notification, and higher than the priority of the third error notification.
[0168] Here, to give a higher priority to a certain audio alert compared to other audio alerts, the volume of the other audio alerts can be set to 0 (stopped) or made lower than the volume of the certain audio alert during the execution period of the certain audio alert.To give a higher priority to a certain display alert compared to other display alerts, the object of the certain display alert can be placed in a control layer with a higher priority than the objects of the other display alerts.To give a higher priority to a certain light alert compared to other light alerts, the other light alerts can be stopped during the execution period of the certain light alert.
[0169] Furthermore, to ensure that the priority of a certain audio notification is the same as that of other audio notifications, the volume of the certain audio notification and the other audio notification may be set to the same, or each audio notification may be output in parallel at a predetermined volume. To ensure that the priority of a certain display notification is the same as that of other display notifications, the objects of the certain display notification and the other display notification may be made the same size and arranged on the control layer so that they do not overlap. To ensure that the priority of a certain light-emitting notification is the same as that of other light-emitting notification, the certain light-emitting notification and the other light-emitting notification may be executed in parallel using different light-emitting means. For example, in the above example, between the first error notification and the notification related to the counting, the first error notification may be executed with priority, and the notification related to the counting may not be executed. For example, between the second error notification and the notification related to the counting, the second error notification and the notification related to the counting may be executed simultaneously. For example, between the third error notification and the notification related to the counting, the notification related to the counting may be executed with priority, and the third error notification may not be executed.
[0170] A specific transition of the number of game media P2 will be described. FIG. 7 shows the transition of management data when all 600 gaming balls, which are managed as the number of gaming media P2 in the gaming machine 10, are transferred to an external location. In this example, it is assumed that the number of gaming media P2 does not increase due to prize balls or loaned balls. When transferring gaming balls, the counting switch 16b is operated in the second operation mode (long press operation). The automatic counting function is off when the counting switch 16b is first operated, and the operation time of the counting switch 16b until the transfer of all ball gaming media indicated by the number of gaming media P2 is completed does not reach the third operation time Tp. Periods T1 to T4 indicate the period T of the information input / output processing. In other words, FIG. 7 shows four periods of information input / output processing. As an example, periods T1 to T3 are 300 ms. As an example, the first operation time Tm is 500 ms, the second operation time Tn is 300 ms, and the third operation time Tp is 40000 ms.
[0171] At time t1, a long press of the counting switch 16b is initiated. At time t2, when the first operation time Tm has elapsed, the initial number of designated balls is confirmed as 250. This designated number is the number of counted balls that can be determined from the counting information generated in the counting information generation process of the normal frame-side processing. If it is confirmed at time t2 that 250 game balls will be transferred, the number of game media P2 expected after the transfer will be 350, as shown in the figure.
[0172] At time t2, data indicating 250 balls is generated as counting information. This counting information is not output in the information input / output process (processing of cycle T1) being executed at that time. The counting information is output as a counting notification in the information input / output process of the next cycle T2. At the start of cycle T2, RAM 82c stores "number of gaming media P2 = 600 balls", "number of gaming balls after subtraction = 350 balls", "number of counted balls = 250 balls", and "cumulative counted number of balls = 250 balls". In cycle T2, first, an information notification including data indicating "number of gaming media P2 = 600 balls" is output. Next, in cycle T2, a counting notification including data indicating "number of counted balls = 250 balls" and data indicating "cumulative counted number of balls = 250 balls" is output.
[0173] As the counting switch 16b continues to be pressed and held, the second operation time Tn elapses, and when time t3 within cycle T2 is reached, the second instruction number is confirmed as 250 balls. If it is confirmed at time t3 that 250 game balls will be transferred, the number of game media P2 expected after the transfer will be 100 balls, as shown in the figure. At time t3, data indicating 250 balls is generated as counting information. This counting information is not output in the information input / output process being executed at that time (processing in cycle T2). The counting information is output as a counting notification in the information input / output process of the next cycle T3.
[0174] Cycle T2 ends after the output of the counting notification and the input / output of the loan notification and the receipt result. By inputting and outputting the loan notification and the input result, the number of gaming balls corresponding to the counted number of balls output in the counting notification is transferred to the outside. Therefore, at the start of cycle T3, RAM 82c stores "number of gaming media P2 = 350," "number of gaming balls after subtraction = 100 balls," "number of counted balls = 250 balls," and "cumulative counted number of balls = 500 balls." In cycle T3, first, an information notification including data indicating "number of gaming media P2 = 350 balls" is output. Next, in cycle T3, a counting notification including data indicating "number of counted balls = 250 balls" and "cumulative counted number of balls = 500 balls" is output.
[0175] As the counting switch 16b continues to be pressed and held, the second operation time Tn elapses, and when time t4 within cycle T3 is reached, the third instruction number is confirmed as 100 balls. At this stage, the number of game balls counted as count information out of the number of game media P2 is 100. If it is confirmed at time t4 that 100 game balls will be transferred, the number of game media P2 assumed as the number of game balls after the transfer becomes 0 (zero), as shown in the figure. At time t4, data indicating 100 balls is generated as count information. This count information is not output in the information input / output process being executed at that time (processing in cycle T3), but is output as a count notification in the information input / output process of the next cycle T4.
[0176] Cycle T3 ends after the output of the counting notification and the input / output of the loan notification and the receipt result. By inputting and outputting the loan notification and the input result, the number of gaming balls corresponding to the counted number of balls output in the counting notification is transferred to the outside. Therefore, at the start of cycle T4, RAM 82c stores "number of gaming media P2 = 100 balls," "number of gaming balls after subtraction = 0 balls," "number of counted balls = 100 balls," and "cumulative counted number of balls = 600 balls." In cycle T4, first, an information notification including data indicating "number of gaming media P2 = 100 balls" is output. Next, in cycle T4, a counting notification including data indicating "number of counted balls = 100 balls" and "cumulative counted number of balls = 600 balls" is output.
[0177] Cycle T4 ends after the output of the counting notification and the input / output of the loan notification and receipt result. By inputting and outputting the loan notification and loan receipt, the number of gaming balls equivalent to the number of counted balls output in the counting notification has been transferred to the outside. Therefore, from time t5, when the next cycle of cycle T4 begins, RAM 82c stores "number of gaming media P2 = 0 balls," "number of gaming balls after subtraction = 0 balls," "counted number of balls = 0 balls," and "cumulative counted number of balls = 600 balls." This means that all gaming balls equivalent to "number of gaming media P2 = 600 balls" have been transferred to the outside. Then, at time t5, when counting of the number of gaming media P2 is completed, a counting completion notification is initiated, and the counting completion notification is terminated after a predetermined period has elapsed. The total time from when the counting switch 16b is operated until the instruction for the number of balls to be counted is 1100 ms, which does not exceed the third operation time Tp (4000 ms in this case). Therefore, the automatic counting function remains off and does not turn on.
[0178] FIG. 8 shows a situation in which the automatic counting function is off at the start of a long press operation using the counting switch 16b, and the operation time of the counting switch 16b reaches the third operation time Tp before the transfer of all ball game media indicated by the number of game media P2 is completed. As an example, the number of game media P2 may be 3001 balls or more. The determination of the specified number (number of counted balls) and the input / output of the counting notification, loan notification, and receipt result after the generation of the counting information are the same as those described above, and therefore detailed explanations thereof are omitted. As an example, the automatic counting time Tq is 300 ms, the same as the second operation time Tn.
[0179] At time t11, a long press of the counting switch 16b is initiated. At time t12, when the first operation time Tm has elapsed, the initial number of indicated balls is confirmed as 250 balls. This indicated number becomes the number of counted balls that can be determined from the counting information generated in the counting information generation process of the normal frame-side processing. At time t12, data indicating 250 balls is generated as the counting information. At times t13 and t14, when the second operation time Tn has elapsed, the indicated number is confirmed as 250 balls. At each of times t13 and t14, data indicating 250 balls is generated as the counting information.
[0180] The automatic counting function remains OFF from time t11 when the operation of the counting switch 16b is started to time t15 when the third operation time Tp has elapsed. At time t15 when the third operation time Tp has elapsed, the automatic counting function is set ON. At time t15 when the automatic counting function is set ON, an automatic counting start notification is started, and after a predetermined period of time has elapsed, the automatic counting start notification is ended.
[0181] Immediately before the automatic counting function is switched on, at time t14, when the final indication of 250 balls is confirmed based on the long press of counting switch 16b, the initial indication by the automatic counting function is confirmed as 250 balls at time t16, when the automatic counting time Tq has elapsed. At time t16, data indicating 250 balls is generated as counting information.
[0182] At time t17, the long press of the counting switch 16b ends. When the automatic counting function is set to ON, the automatic counting function remains ON even after the long press of the counting switch 16b ends. At times t18 and t19, when the automatic counting time Tq has elapsed, the indicated number is confirmed as 250 balls. At each of times t18 and t19, data indicating 250 balls is generated as counting information.
[0183] Thereafter, automatic counting continues even if the counting switch 16b is not operated until the number of game media P2 reaches 0. In other words, counting information is generated with the designated number (number of counted balls) set to 250 balls or the number of game media P2, and output to the management device 90, until the number of game media P2 reaches 0. Then, when the number of game media P2 reaches 0 and counting is completed, a counting completion notification is initiated, and the counting completion notification is terminated after a predetermined period of time has elapsed.
[0184] 9 shows a situation in which the automatic counting function is on and automatic counting is being performed when the counting switch 16b is pressed and held down. The situation is shown in which the number of game media P2 is one or more when the counting switch 16b is pressed and held down.
[0185] When the automatic counting function is on, the indicated number is confirmed as 250 balls at each of the points t21 to t25 when the automatic counting time Tq has elapsed. At each of the points t21 to t25, data indicating 250 balls is generated as counting information. At the point t26, it is assumed that the counting switch 16b is operated in a predetermined manner. Here, it is assumed that the counting switch 16b is pressed and held. At the point t26 when the automatic counting function is set to off, an automatic counting cancellation notification is initiated, and after a predetermined period of time has elapsed, the automatic counting cancellation notification is terminated.
[0186] As the counting switch 16b continues to be pressed and held, the command number based on the long press operation is confirmed as 250 balls at time t27, when the first operation time Tm has elapsed since the counting switch 16b was first pressed and held. At time t27, data indicating 250 balls is generated as counting information. As the counting switch 16b continues to be pressed and held, the second command number is confirmed as 250 balls at time t28, when the second operation time Tn has elapsed. At time t28, data indicating 250 balls is generated as counting information. Thereafter, counting information indicating 250 game balls is generated each time the second operation time Tn has elapsed until the operation of the counting switch 16b is terminated or the number of game media P2 becomes 0.
[0187] In the gaming machine 10, the automatic counting function is not set to ON even if the long press operation that triggered the automatic counting function to be set to OFF continues and a third operation time Tp has elapsed since the long press operation began. Alternatively, the automatic counting function may be reset to ON if the long press operation that triggered the automatic counting function to be set to OFF continues and a third operation time Tp has elapsed since the long press operation began. Furthermore, when the automatic counting function is set to ON, if the counting switch 16b is short-pressed, the automatic counting function may be set to OFF, but the operation may not generate counting information indicating one ball as the number of counted balls. Alternatively, the short press operation that triggered the automatic counting function to be set to OFF may generate counting information indicating one ball as the number of counted balls.
[0188] 10 shows a situation in which the power supply is interrupted and then resumed during execution of automatic counting based on the automatic counting function being on. It is assumed that the automatic counting function is turned on based on a long press of the counting switch 16b, and that the long press continues across the interruption and resumption of the power supply.
[0189] A long press of the counting switch 16b is initiated, and at time t31, when the second operation time Tn has elapsed, the indicated number is confirmed as 250 balls. At time t31, data indicating 250 balls is generated as counting information. At time t32, when the third operation time Tp has elapsed since the long press was initiated, the automatic counting function is set to ON. At time t32, when the automatic counting function is set to ON, an automatic counting start notification is initiated, and after a predetermined period of time has elapsed, the automatic counting start notification ends. When the automatic counting function is ON, the indicated number is confirmed as 250 balls at each of times t33 to t36, when the automatic counting time Tq has elapsed. At each of times t33 to t36, data indicating 250 balls is generated as counting information.
[0190] At time t37, the power supply is interrupted, as indicated by "Power Off" in the figure. A predetermined period later, at time t38, as indicated by "Power Recovery" in the figure, the power supply is resumed, the frame-side power-on process is completed, the frame-side normal process is initiated, and the counting state is transitioned to. Here, since the automatic counting flag is information that is not subject to backup, the automatic counting function is reset to OFF. At time t38, the CPU 82a does not activate the first operation timer or the second operation timer, even if the counting switch 16b is continuously operated. The CPU 82a does not monitor whether the first operation time Tm or the third operation time Tp has elapsed. In other words, the CPU 82a does not generate counting information even if the first operation time Tm has elapsed since time t38. Even if the third operation time Tp has elapsed since time t38, the CPU 82a keeps the automatic counting function OFF and does not set it to ON. If the counting switch 16b is pressed for a short time or a long time again after the counting switch 16b is operated, the CPU 82a determines the number of instructions corresponding to the operation and generates counting information. Similarly, if the counting switch 16b is pressed for a long time again for a period exceeding the third operation time Tp after the counting switch 16b is operated, the CPU 82a sets the automatic counting function to ON.
[0191] If the power supply is interrupted while a predetermined control is being executed to transfer the gaming media to the outside of the machine based on a specific mode operation, and then the power supply is resumed, the predetermined control to transfer the gaming media to the outside of the machine based on the specific mode operation is not executed based on the specific mode operation, even if the specific mode operation has been ongoing since before the power supply was resumed. The operation to set the second control mode includes a specific mode operation in which the counting switch 16b is continuously operated for a specified time or longer. As described above, an example of the specific mode operation is a long press operation.
[0192] In this embodiment, the following effects can be obtained. (1) In the first control mode, a player can transfer gaming media to an external device by performing a specific operation. On the other hand, in the second control mode, a player can transfer gaming media to an external device without performing a specific operation. In this way, a player can be provided with both a function to transfer gaming media to an external device in response to a specific operation and a function to transfer gaming media to an external device without requiring a specific operation. This can increase convenience for players.
[0193] (2) In the second control mode, the gaming media can be transferred to the outside of the machine without operating any operating means. For example, the operating means is the counting switch 16b. This can improve convenience for the player.
[0194] (3) The second control mode can be cancelled by operating the operating means, which improves convenience for the player. (4) Depending on whether the first operation, second operation, or third operation is performed using the operating means, specific information (e.g., counting information) may be output so that the gaming medium is transferred to the outside of the machine in different manners. This may improve convenience for the player. For example, the first operation is a short press operation, the second operation is a long press operation that exceeds the first operation time Tm but does not exceed the third operation time Tp, and the third operation is a long press operation that exceeds the third operation time Tp.
[0195] (5) In the second control mode, a situation in which a predetermined control is executed to transfer the gaming media to the outside of the machine can be recognized by a predetermined notification. As an example, the predetermined notification is an automatic counting start notification. Therefore, a player can easily understand that the gaming media will be transferred in the second control mode. This can increase convenience for the player.
[0196] (6) The number of game media P2 is displayed, while the transfer of game media in the second control mode is notified by sound. Therefore, compared to a configuration in which predetermined notifications are made by display, it is possible to prevent the progress of the transfer of game media in the second control mode from becoming difficult to see.
[0197] (7) The predetermined notification is executed by a performance execution means (e.g., performance device ES) capable of executing a predetermined performance, so the configuration of the gaming machine 10 can be simplified compared to a configuration in which a dedicated notification means is provided. Furthermore, the priority of the predetermined notification is higher than the priority of the predetermined performance, so it is possible to prevent the player from overlooking the predetermined notification.
[0198] (8) Depending on whether the first operation, second operation, or third operation is performed using the operating means, specific information can be output to transfer the gaming media to the outside of the machine in a different manner. The situation in which specific information is output to transfer the gaming media in the third manner can be recognized by a predetermined notification. Therefore, the player can easily understand that the transfer will be performed in the third manner. This can increase convenience for the player.
[0199] (9) In the second control mode, more gaming media can be transferred to the outside of the machine with fewer operations of the operating means than in the first control mode, thereby improving convenience for the player.
[0200] (10) The third operation allows all electronically managed gaming media to be transferred to an external device. This makes it easier for players to understand the relationship between the operation of the operating means and the number of gaming media transferred. For example, the operating means is the counting switch 16b. For example, the third operation is a long press operation that exceeds the third operation time Tp.
[0201] (11) Depending on whether the first operation, second operation, or third operation is performed using the operating means, specific information can be output to transfer game media to the outside of the machine in different ways. Furthermore, the third operation allows a larger number of game media to be transferred to the outside of the machine than the first and second operations. This increases convenience for players.
[0202] (12) A specific mode operation in which the continuous operation time exceeds a specified time is a so-called "long press operation." Even if such a specific mode operation continues, if power is restored during that time, the predetermined control for transferring the gaming medium to the outside of the machine after power is restored is stopped. For example, if there is an erroneous operation of the operating means or an erroneous detection of an operation, the transfer of the gaming medium to the outside of the machine upon the resumption of power supply can be prevented. This can improve convenience for players.
[0203] (13) Even if the power supply is resumed, once the specific mode operation is terminated, specific information can be output in accordance with the specific mode information, thereby improving convenience for the player. (14) Depending on whether a first operation, a second operation, or a third operation is performed using the operating means, specific information can be output to transfer the gaming medium to the outside of the machine in different ways. Here, a specific mode operation in which the continuous operation time exceeds a specified time is a so-called "long press operation." Even if such a specific mode operation is continued, if power is restored during that time, the output of the specific information is stopped after power is restored. For example, when the operating means is operated incorrectly or an operation is erroneously detected, the output of the specific information upon resumption of power supply can be prevented. This can improve convenience for players.
[0204] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.
[0205] As shown in FIG. 11, when the gaming machine 10 is in the second control mode (automatic counting function is on), it may be configured to notify the user that the number of gaming media P2 has reached a specific number (hereinafter referred to as a specific number notification) as the automatic counting progresses. As an example, the specific number may be 250 balls. As another example, the specific number may be a number exceeding 250 balls. When the automatic counting function is on, the CPU 82a turns off the automatic counting function at time t43 when the number of gaming media P2 reaches the specific number due to the transfer of gaming media. At this time, the CPU 82a outputs predetermined control information (hereinafter referred to as a specific number command) to the gaming control board 80. When the CPU 80a inputs the specific number command, it outputs predetermined control information (hereinafter referred to as a specific number notification command) to the performance control board 81.
[0206] When the CPU 81a inputs the specific number notification command, it controls some or all of the presentation devices 17-19 that constitute the presentation equipment ES to execute the specific number notification. The specific number notification is executed in a manner that outputs a sound that allows the player to recognize that the number of gaming media P2 has reached the specific number as the automatic counting progresses. As an example, the specific number notification may include outputting a specific number sound from the sound presentation device 17. As an example, the specific number sound may be a sound effect such as "ping-pong." As an example, the specific number sound may be a human voice reading a string of characters such as "There are 250 balls remaining. Do you want to continue automatic counting?"
[0207] As an example, the specific number notification may include displaying on the display effect device 19 information (hereinafter referred to as specific number information) that allows the player to recognize that the number of gaming media P2 has reached the specific number as the automatic counting progresses. As an example, the specific number information may be a string of characters such as "There are 250 balls remaining. Do you want to continue automatic counting?" As an example, the specific number notification may include causing the light-emitting effect device 18 to light up, turn off, or light up in a light-emitting pattern that allows the player to recognize that the number of gaming media P2 has reached the specific number as the automatic counting progresses.
[0208] The gaming machine 10 may be configured to be able to issue a notification (hereinafter referred to as a counting notification) that a count has been completed as the counting is performed. When the number of gaming media P2 is reduced in accordance with the counting, the CPU 81a controls some or all of the effect devices 17-19 that constitute the effect device ES to issue a counting notification. As an example, the gaming machine 10 may be able to issue a counting notification (hereinafter referred to as a first counting notification) indicating that the counting of gaming balls based on a short press operation has been completed. The first counting notification can also be considered a notification indicating that one gaming ball has been transferred. As an example, the gaming machine 10 may be able to issue a counting notification (hereinafter referred to as a second counting notification) indicating that the counting of gaming balls based on a long press operation has been completed. The second counting notification can also be considered a notification indicating that a maximum of 250 gaming balls have been transferred. As an example, the gaming machine 10 may be capable of executing a counting notification (hereinafter referred to as a third counting notification) based on the second control mode, indicating that automatic counting of gaming balls has been performed as the automatic counting time Tq has elapsed. The third counting notification may also be an notification indicating that a maximum of 250 gaming balls have been transferred. The first counting notification, the second counting notification, and the third counting notification may be different from one another. The second counting notification and the third counting notification may be the same. In this case, the first counting notification may be the same as or different from one or both of the second counting notification and the third counting notification. Note that if at least one of the notification sound, notification image, and notification light-emitting pattern is different, the notification notification will be different from one another; if all of them are the same, the notification notification will be the same. According to this modified example, the counting notification is performed each time a counting is performed, making it easier to understand the progress of the counting.
[0209] The gaming machine 10 may include an operation unit configured to enable an operation to set the automatic counting function to ON, separate from the counting switch 16b. The gaming machine 10 may include an operation unit configured to enable an operation to set the automatic counting function to OFF, separate from the counting switch 16b.
[0210] When the automatic counting function is on, the CPU 82a may turn off the automatic counting function if the number of game media P2 becomes 0 as a result of the progress of automatic counting. However, the CPU 82a may also keep the automatic counting function on.
[0211] The automatic counting start notification, automatic counting stop notification, specific number notification, and counting completion notification may be performed by notification means different from the performance device ES. In other words, these counting-related notifications may be performed by dedicated notification means.
[0212] The automatic counting flag may be information to be backed up. That is, if the automatic counting function is on when the power supply is cut off, the CPU 82a may control the automatic counting function to be on when the power supply is resumed. If the automatic counting function is off when the power supply is cut off, the CPU 82a may control the automatic counting function to be off when the power supply is resumed.
[0213] Even if the power supply is interrupted during the counting execution state, the CPU 82a may resume the transfer of game media from the state where the power supply was interrupted if the power supply is resumed while the counting switch 16b is still in the operated state. For example, in the situation illustrated in FIG. 10, the CPU 82a may be able to output specific information when a specific mode operation (e.g., a long press operation) is terminated and then resumed after the power supply is resumed, or the output of specific information may be restricted until a predetermined condition is met. For example, the predetermined condition may be the passage of a predetermined time since the power supply was resumed. According to this modified example, the desired processing can be executed preferentially during the predetermined time.
[0214] The difference ball monitoring process (counting the difference ball PC) may be executed by the game control board 80 (CPU 80a). In this case, the game board 20 is equipped with an out-ball sensor that detects "out balls" discharged from the game area 21a, and the CPU 80a subtracts 1 from the difference ball PC each time it receives a detection signal from the out-ball sensor. When the difference ball PC reaches the activation reference number and the activation condition for the complete function is met, the CPU 80a outputs a launch stop signal to the frame control board 82 (launch permission circuit 82m). Even in this modified example, the launch of game balls can be stopped in response to the activation of the complete function.
[0215] The gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a drop lottery is won (a so-called drop machine), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a predetermined area (a so-called "V area") (a so-called V-variable machine). The gaming machine 10 may be configured to combine the drop machine and V-variable machine specifications.
[0216] In addition to the big win lottery, a small win lottery may be held as a winning lottery for special symbols. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).
[0217] The gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a gaming ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the gaming ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.
[0218] The specific configuration of the game board 20 may be changed arbitrarily. The CPU 80a, ROM 80b, RAM 80c, and random number generation circuit 80d may be configured on a single chip.
[0219] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the display performance device 19, a light-emitting control board that specializes in controlling the light-emitting performance device 18, and a sound control board that specializes in controlling the sound performance device 17 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. In addition, in an embodiment, the CPU 80a and CPU 81a may be mounted on a single board. Furthermore, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.
[0220] The gaming machine 10 is configured as a gaming machine that internally manages the number of gaming media P2, but the gaming media may be actual gaming balls. In this case, the gaming machine 10 is equipped with a ball tray for storing gaming balls, a discharge button that can be operated to discharge gaming balls from the ball tray, and a discharge sensor that detects gaming balls discharged from the ball tray. The gaming machine 10 may then output counting information that can identify the results detected by the discharge sensor (number of gaming balls) to the management device 90.
[0221] The gaming machine may be embodied as a spin-type gaming machine (so-called slot machine). In this modified example, the gaming machine has multiple reels, a bet button, a start lever, and a stop button. Each reel has multiple symbols arranged thereon. The gaming machine electronically manages the number of gaming media. In the gaming machine, the number of gaming media can be decreased and the number of bets can be increased by operating the bet button. In the gaming machine, when the number of bets reaches the specified number of bets, a variable game can be executed by operating the start lever. In the gaming machine, the right to the variable game can be acquired in a second situation in which a specific event occurs in exchange for the consumption of media. The variable game is executed by spinning multiple reels. In the gaming machine, the rotation of each reel can be stopped by operating the stop button. The gaming machine then awards various benefits (prizes) according to the combination of symbols displayed when each reel stops.
[0222] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (Appendix 1A) A gaming machine comprising: a management means for electronically managing gaming media that can be used for gaming; an operation means that can be operated by a player; and a control means that can execute control related to the transfer of gaming media, wherein the control modes related to the transfer of gaming media include a first control mode and a second control mode, and in the first control mode, predetermined control can be executed to transfer gaming media outside the machine in accordance with a specific operation using the operation means, and in the second control mode, predetermined control can be executed to transfer gaming media outside the machine without the specific operation.
[0223] (Supplementary Note 1B) The gaming machine according to Supplementary Note 1A, wherein in the second control mode, predetermined control can be executed to transfer gaming media to the outside of the machine without requiring operation of the operating means. (Appendix 1C) A gaming machine according to Appendix 1A or Appendix 1B, wherein the second control mode can be released by operating the operating means.
[0224] (Appendix 1D) A gaming machine comprising: a management means for electronically managing gaming media that can be used for gaming; an operation means that can be operated by a player; and an output means that can output specific information regarding the transfer of gaming media, wherein, based on a first operation of the operation means, specific information is output to transfer the gaming media outside the machine in a first manner; based on a second operation of the operation means, specific information is output to transfer the gaming media outside the machine in a second manner; and based on a third operation of the operation means, specific information is output to transfer the gaming media outside the machine in a third manner.
[0225] (Appendix 2A) A gaming machine comprising: a management means for electronically managing gaming media that can be used for gaming; an operation means that can be operated by a player; a control means that can execute control related to the transfer of gaming media; and an alert means; the control modes related to the transfer of gaming media include a first control mode and a second control mode; in the first control mode, predetermined control can be executed to transfer gaming media outside the machine in accordance with a specific operation using the operation means; in the second control mode, predetermined control can be executed to transfer gaming media outside the machine without the specific operation; and in a situation where predetermined control is executed to transfer gaming media outside the machine in the second control mode, a predetermined alert is issued.
[0226] (Appendix 2B) A gaming machine according to Appendix 2A, comprising a display means for displaying the number of gaming media, and the predetermined notification is made by audio output. (Appendix 2C) A gaming machine described in Appendix 2A or Appendix 2B, in which the notification means is also used as an effect execution means capable of executing a predetermined effect, and the priority of the predetermined notification is higher than the priority of the predetermined effect.
[0227] (Appendix 2D) A gaming machine described in any one of Appendices 2A to 2B, in which the notification means is also used as an effect execution means capable of executing a predetermined effect, and the execution period of the predetermined notification and the execution period of the predetermined effect may overlap at least partially.
[0228] (Appendix 2E) The gaming machine according to any one of Appendices 2A to 2D, wherein the notification means is used in combination with part or all of the performance execution means. (Appendix 2F) A gaming machine according to any one of Appendices 2A to 2E, wherein the notification means is different from all of the performance execution means.
[0229] (Appendix 2G) A gaming machine comprising: a management means for electronically managing gaming media that can be used for gaming; an operation means that can be operated by a player; an output means that can output specific information regarding the transfer of gaming media; and an alarm means, wherein, based on a first operation of the operation means, specific information is output to transfer the gaming media to the outside of the machine in a first manner; based on a second operation of the operation means, specific information is output to transfer the gaming media to the outside of the machine in a second manner; based on a third operation of the operation means, specific information is output to transfer the gaming media to the outside of the machine in a third manner; and when specific information is output to transfer the gaming media to the outside of the machine in the third manner, a predetermined alarm is issued.
[0230] (Appendix 3A) A gaming machine comprising: a management means for electronically managing gaming media that can be used for gaming; an operation means that can be operated by a player; and a control means that can execute control related to the transfer of gaming media; the control modes related to the transfer of gaming media include a first control mode and a second control mode; in the first control mode, predetermined control can be executed to transfer gaming media outside the machine in accordance with a specific operation using the operation means; and in the second control mode, predetermined control can be executed to transfer gaming media outside the machine without the specific operation; and the amount of operation of the operation means required to transfer more than a predetermined number of gaming media outside the machine is less in the second control mode than in the first control mode.
[0231] (Appendix 3B) A gaming machine as described in Appendix 3A, wherein the operating means is capable of a specific mode operation in which the continuous operation time is equal to or longer than a specified time, and the predetermined number is the number of gaming media transferred outside the machine when a predetermined amount of the specific mode operation is performed as the specific operation.
[0232] (Appendix 3C) A gaming machine comprising: a management means for electronically managing gaming media usable for gaming; an operation means operable by a player; and an output means capable of outputting specific information regarding the transfer of gaming media, wherein, based on a first operation of the operation means, specific information is output to transfer gaming media to the outside of the machine in a first manner; based on a second operation of the operation means, specific information is output to transfer gaming media to the outside of the machine in a second manner; based on a third operation of the operation means, specific information is output to transfer gaming media to the outside of the machine in a third manner; the output of specific information based on the first operation or the second operation can be executed to transfer a first specified number of gaming media to the outside of the machine; and the output of specific information based on the third operation can be executed to transfer a second specified number of gaming media to the outside of the machine, which is greater than the first specified number.
[0233] (Appendix 4A) A gaming machine comprising: management means for electronically managing gaming media that can be used for gaming; operation means operable by a player; and control means capable of executing control related to the transfer of gaming media; the control modes related to the transfer of gaming media include a first control mode and a second control mode; in the first control mode, predetermined control can be executed to transfer gaming media to the outside of the machine in accordance with a specific operation using the operation means; in the second control mode, predetermined control can be executed to transfer gaming media to the outside of the machine without the specific operation; the operation to set the second control mode includes a specific mode operation in which the continuous operation time of the operation means is equal to or longer than a specified time; the second control mode is set based on the specific mode operation; power supply is cut off while the predetermined control is being executed to transfer gaming media to the outside of the machine; and when power supply is resumed, the predetermined control to transfer gaming media to the outside of the machine is not executed based on the specific mode operation, even if the specific mode operation has been ongoing since before the power supply was resumed.
[0234] (Appendix 4B) A gaming machine as described in Appendix 4A or Appendix 4B, in which, when the power supply is resumed, the specific mode operation is terminated and then started again, a predetermined control can be executed to transfer the gaming medium outside the machine.
[0235] (Appendix 4C) A gaming machine comprising: a management means for electronically managing gaming media that can be used for gaming; an operation means operable by a player; and a control means capable of executing control related to the transfer of gaming media; wherein, based on a first specific operation of the operation means, a predetermined control is executed to transfer the gaming media to the outside of the machine in a first mode; based on a second specific operation of the operation means, a predetermined control is executed to transfer the gaming media to the outside of the machine in a second mode; at least one of the first specific operation and the second specific operation includes a specific mode operation in which the continuous operation time is equal to or longer than a specified time; and when the power supply is cut off while the predetermined control is being executed to transfer the gaming media to the outside of the machine based on one of the first specific operation and the second specific operation, and when the power supply is resumed, the predetermined control is not executed to transfer the gaming media to the outside of the machine based on the specific mode operation, even if the specific mode operation has been continuing since before the power supply was resumed.
[0236] (Appendix 4D) A gaming machine comprising: management means for electronically managing gaming media that can be used for gaming; operation means operable by a player; and control means capable of executing control related to the transfer of gaming media; the control modes related to the transfer of gaming media include a first control mode and a second control mode; in the first control mode, predetermined control can be executed to transfer gaming media to the outside of the machine in accordance with a specific operation using the operation means; and in the second control mode, predetermined control can be executed to transfer gaming media to the outside of the machine without the specific operation being performed; the specific operation includes a specific mode operation in which the continuous operation time of the operation means is equal to or longer than a specified time; and when power supply is cut off while the predetermined control is being executed to transfer gaming media to the outside of the machine based on the specific mode operation, and when power supply is resumed, the predetermined control to transfer gaming media to the outside of the machine is not executed based on the specific mode operation even if the specific mode operation has been ongoing since before power supply was resumed.
[0237] (Appendix 4E) A gaming machine comprising: a management means for electronically managing gaming media that can be used for gaming; an operation means operable by a player; and an output means capable of outputting specific information regarding the transfer of gaming media, wherein, based on a first operation of the operation means, specific information is output to transfer the gaming media to the outside of the machine in a first manner; based on a second operation of the operation means, specific information is output to transfer the gaming media to the outside of the machine in a second manner; based on a third operation of the operation means, specific information is output to transfer the gaming media to the outside of the machine in a third manner; at least one of the second operation and the third operation includes a specific manner operation whose continuous operation time is equal to or longer than a specified time; and when power supply is cut off while specific information is being output based on one of the second operation and the third operation, and when power supply is resumed, specific information is not re-output based on the specific manner operation even if the specific manner operation has been continuing since before power supply was resumed. [Explanation of symbols]
[0238] 10... Gaming machine 16a... Game medium number display unit 16b... Counting switch 17... Audio effect device 18... Light-emitting effect device 19... Display effect device 80... Gaming control board 80a... CPU 81... Effect control board 81a... CPU 82... Frame control board 82a... CPU 90... Management device ES... Effect device
Claims
1. a management means for electronically managing game media that can be used for games; an operating means operable by a player; A control means capable of executing control regarding the transfer of game media, The control modes relating to the transfer of the gaming medium include a first control mode and a second control mode, and in the first control mode, a predetermined control can be executed to transfer the gaming medium to the outside of the machine in response to a first operation using the operating means, and in the second control mode, a predetermined control can be executed to transfer the gaming medium to the outside of the machine without performing the first operation; the amount of operation of the operation means required to transfer more than a predetermined number of game media to the outside of the machine is smaller in the second control mode than in the first control mode, In a situation where a predetermined control is executed to transfer the game medium to the outside of the machine in the second control mode, a control notification is made that allows the player to recognize that the game medium has been controlled to the second control mode; When a predetermined error occurs, an error notification is made so that the user can recognize that a predetermined error has occurred. The control notification can be performed even during the execution of the error notification, When in the first control mode, the control can be changed to the second control mode in response to a second operation using the operation means, When in the second control mode, the control can be changed to the first control mode in response to a third operation using the operation means, the first operation and the second operation are operations of operating the operation means for a longer period of time than the third operation, the second operation includes an operation in which the continuous operation time of the operation means is equal to or longer than a specified time, When the second control mode is set based on the second operation and a predetermined control is being executed to transfer the gaming medium to the outside of the machine, the power supply is cut off, and in a situation where the power supply is resumed, even if the second operation has been continued since before the power supply was resumed, the predetermined control is not executed based on the second operation to transfer the gaming medium to the outside of the machine, A gaming machine characterized in that when it is controlled to the first control mode in response to the third operation using the operating means, if the operation of the operating means is continued even after it has been controlled to the first control mode, it is not controlled to the second control mode.
2. a management means for electronically managing game media that can be used for games; an operating means operable by a player; A control means capable of executing control regarding the transfer of game media, The control modes relating to the transfer of the gaming medium include a first control mode and a second control mode, and in the first control mode, a predetermined control can be executed to transfer the gaming medium to the outside of the machine in response to a first operation using the operating means, and in the second control mode, a predetermined control can be executed to transfer the gaming medium to the outside of the machine without performing the first operation; the amount of operation of the operation means required to transfer more than a predetermined number of game media to the outside of the machine is smaller in the second control mode than in the first control mode, In a situation where a predetermined control is executed to transfer the game medium to the outside of the machine in the second control mode, a control notification is made that allows the player to recognize that the game medium has been controlled to the second control mode; When a predetermined error occurs, an error notification is made so that the user can recognize that a predetermined error has occurred. The control notification can be performed even during the execution of the error notification, When in the first control mode, the control can be changed to the second control mode in response to a second operation using the operation means, When in the second control mode, the control can be changed to the first control mode in response to a third operation using the operation means, the first operation and the second operation are operations of operating the operation means for a longer period of time than the third operation, the second operation includes an operation in which the continuous operation time of the operation means is equal to or longer than a specified time, In a situation where the second control mode is set based on the second operation, and a predetermined control is being executed to transfer the game medium to the outside of the machine, the power supply is cut off and the power supply is resumed, and the second operation has been continuing since before the power supply was resumed, a predetermined control may be executed to transfer the game medium to the outside of the machine based on the second operation, A gaming machine characterized in that when it is controlled to the first control mode in response to the third operation using the operating means, if the operation of the operating means is continued even after it has been controlled to the first control mode, it is not controlled to the second control mode.
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