gaming machines

The gaming machine uses a vibration generating mechanism to address internal ball jams by generating consistent vibrations during winning results, effectively preventing and resolving ball jams.

JP7757270B2Active Publication Date: 2025-10-21FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2022210377
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-27
Publication Date
2025-10-21
Estimated Expiration
2042-12-27

AI Technical Summary

Technical Problem

Existing gaming machines are unable to effectively address ball jams that occur inside the machine.

Method used

The gaming machine incorporates an operating means, a ball path, a lottery means, a variable display means, and a vibration generating means that generates vibrations during the variable display of patterns when a winning result is obtained by the lottery means, with the vibration intensity remaining consistent regardless of player operation.

Benefits of technology

This configuration effectively resolves ball jamming issues within the gaming machine and reduces the likelihood of such jams occurring.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To favorably solve a ball jam which occurs within a game machine.SOLUTION: A game machine includes: a ball path through which a game ball is supplied to a shooting device; lottery means which, on the condition that a game ball enters a predetermined winning port, carries out a winning / losing lottery of a special game in which a specific winning port is opened; variable display means which carries out a variable display of a drawing pattern on the basis of a lottery result by the lottery means; special game execution means which executes the special game, when a winning result is given by the lottery means and the drawing pattern is displayed in a specific display mode; and vibration generating means which generates vibration transmitted to the ball path. The vibration generating means can generate vibration in a later half of a period of the variable display of the drawing pattern, when the winning result is given by the lottery means.SELECTED DRAWING: Figure 33
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Description

[Technical Field]

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

[0002] As described in Patent Document 1, a vibration generator is provided in the outer tank installed in correspondence with the gaming machine, and the vibrations generated by the vibration generator are used to eliminate ball clogging in the outer tank. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-97602 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above-mentioned out-tank cannot resolve ball jams that occur inside the gaming machine. It is desirable to be able to resolve ball jams that occur inside the gaming machine.

[0005] Therefore, an object of the present invention is to efficiently eliminate ball jamming that occurs in a gaming machine. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises an operating means operable by a player, a ball path for supplying gaming balls to a launching device, a lottery means for drawing a lottery to determine whether a special game in which a specific winning port is opened is to be played on the condition that the gaming ball has entered a predetermined winning port, a variable display means for displaying a variable pattern based on the result of the lottery drawn by the lottery means, a special game execution means for executing the special game when a winning result is obtained by the lottery means and the pattern is displayed in a specific display mode, and a vibration generating means for generating vibrations that are transmitted to the ball path, and the vibration generating means generates vibrations during the variable display of the pattern when a winning result is obtained by the lottery means. To, The operation means can generate vibrations when operated by a player, and can also generate vibrations even when not operated by a player, and when a winning result is obtained by the lottery means, during the varying display of the symbols, Swing When generating vibration, vibration is generated with the same vibration intensity regardless of whether the operating means is operated by the player or not. [Effects of the Invention]

[0007] According to the present invention, ball jamming that occurs in a gaming machine can be preferably resolved. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a perspective view showing the appearance of the gaming machine. [Figure 2] This is an oblique view of the gaming machine with the front frame open. [Figure 3] FIG. [Figure 4] 10 is a diagram illustrating the main display and the fourth pattern display. FIG. [Figure 5] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 6] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 7] FIG. 10 is a diagram illustrating a screen displayed on the LCD unit. [Figure 8] 10 is a flowchart showing the main processing on the main control side. [Figure 9] 10 is a flowchart showing the main control side timer interrupt processing. [Figure 10] 10 is a flowchart showing a frame control side main process. [Figure 11] 10 is a flowchart showing a timer interrupt process on the frame control side. [Figure 12] 10 is a flowchart showing a switch detection process. [Figure 13] 10 is a flowchart showing a port input process. [Figure 14] A diagram explaining the transition of edge data of the subtraction calculation port switch and the foul ball switch. [Figure 15] 10 is a flowchart showing a subtraction mechanism control process. [Figure 16] 10 is a flowchart showing the main processing on the performance control side. [Figure 17] 10 is a flowchart showing the timer interrupt processing on the performance control side. [Figure 18] FIG. 2 is an exploded perspective view of the launching device and the lifting device, seen from diagonally above the front right. [Figure 19] FIG. 2 is an exploded perspective view of the launching device and the lifting device, seen from diagonally above and to the rear right. [Figure 20] A diagram showing the configuration of the out ball recovery section. [Figure 21] FIG. 2 is a diagram illustrating the configuration of a junction. [Figure 22] FIG. 2 is a diagram illustrating the configuration of a forward path section. [Figure 23] FIG. 2 is an exploded perspective view of the elevator section as seen from diagonally above the front right. [Figure 24] FIG. 2 is a diagram showing the configuration of a launch device. [Figure 25] 10A and 10B are diagrams illustrating the operation of the ball feeding solenoid and the launching movable piece. [Figure 26] FIG. 10 is a diagram showing the configuration of a foul ball recovery unit. [Figure 27] 10 is a diagram illustrating the collection of foul balls by a foul ball collection section. FIG. [Figure 28]FIG. 10 is a schematic diagram illustrating sensors in the pre-lifting path and the post-lifting path. [Figure 29] 10 is a diagram illustrating the positional relationship between the subtraction port switch, the foul ball switch, and the radio wave sensor. FIG. [Figure 30] FIG. [Figure 31] FIG. [Figure 32] 10A and 10B are diagrams illustrating timings at which vibrations are generated by a vibration device. [Figure 33] This is a diagram explaining the timing of the special pattern change display game and jackpot game when a jackpot occurs. [Figure 34] This is a diagram explaining the timing of the special pattern change display game when you lose and the jackpot game. [Figure 35] FIG. [Figure 36] FIG. [Figure 37] 10 is a diagram illustrating a wiring diagram between the frame control board and each part provided on the front frame. FIG. [Figure 38] 10A and 10B are diagrams illustrating the arrangement of electronic components on the front frame relay board. [Figure 39] 10 is a diagram showing the wiring pattern on the component side of the front frame relay board. FIG. [Figure 40] 10 is a diagram showing the wiring pattern on the solder side of the front frame relay board. FIG. [Figure 41] FIG. 10 is a wiring diagram of the front frame relay board. [Figure 42] 10 is a diagram illustrating the relationship between the variable resistance value (voltage) of the emission intensity VR and the rotation angle of the handle. FIG. [Figure 43] 10 is a diagram illustrating the relationship between the rotation angle of the handle and the firing intensity. FIG. [Figure 44] FIG. 4 is a diagram illustrating a timing chart of launch control. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, embodiments of the present invention will be described in the following order with reference to the accompanying drawings. <1. Structure of the gaming machine> <2. Control configuration of gaming machine> [2.1 Main control board] [2.2 Frame control board] [2.3 Power supply board] [2.4 Performance control board] <3. Overview of operation> [3.1 Game Status] [3.2 Special symbol change display game] [3.3 Jackpot Game] [3.4 Regular symbol variation display game] [3.5 Screen displayed on LCD unit] <4. Processing the main control board> [4.1 Main control side main processing] [4.2 Main control side timer interrupt processing] <5. Processing of frame control board> [5.1 Main processing on frame control side] [5.2 Timer interrupt processing on the frame control side] <6. Processing of the performance control board> [6.1 Main processing on the performance control side] [6.2 Performance control side timer interrupt processing] <7. Structure of the Circulatory Mechanism> <8. Placement of radio wave sensors> <9. Configuration of the vibration device> <10. Connections between the frame control board and each part on the front frame> <11. Control of the launcher> <12.Configuration Example>

[0010] <1. Structure of the gaming machine> The overall structure of a gaming machine 1 according to an embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a perspective view showing the exterior of the gaming machine 1, and Figure 2 is a perspective view of the gaming machine 1 with its front frame 7 open. In the following, the right direction as seen by a player facing the gaming machine 1 will be referred to as the right direction of the gaming machine 1, and the left direction as seen by a player facing the gaming machine 1 will be referred to as the left direction of the gaming machine 1. Furthermore, the vertically upward direction will be referred to as the upward direction of the gaming machine 1, and the vertically downward direction will be referred to as the downward direction of the gaming machine 1. Furthermore, the direction from the gaming machine 1 toward the player facing it will be referred to as the forward direction of the gaming machine 1, and the direction from the player facing it will be referred to as the rearward direction of the gaming machine 1. The left and right directions of the gaming machine 1 are the same as the width direction of the gaming machine 1.

[0011] The gaming machine 1 is a so-called smart pachinko machine in which gaming balls enclosed inside are circulated and used for playing games.

[0012] 1 and 2, the gaming machine 1 comprises a wooden outer frame 3, an inner frame 5 attached to the outer frame 3 by a hinge mechanism 4 so as to be openable and closable, and a front frame 7 attached to the inner frame 5 by the hinge mechanism 4 so as to be openable and closable. The hinge mechanisms 4 are provided at the upper left and lower left ends of the gaming machine 1. The inner frame 5 is formed in the shape of a picture frame, and holds a gaming board 9 inside.

[0013] The front frame 7 holds a transparent glass 11 in the center, and a side unit 13 is provided so as to surround the periphery of the transparent glass 11 entirely or partially. The side unit 13 is formed in a decorative shape that matches the theme of the gaming machine 1, and may be equipped with LEDs, movable accessories, and other presentation means inside, thereby achieving a presentation effect that conveys the atmosphere of the game to the player. The side unit 13 is attached to the front frame 7 in an interchangeable manner.

[0014] A key cylinder 15 for unlocking the door is provided at the right end of the front frame 7. By inserting a key into this key cylinder 15 and operating it to one side, the locked state of the front frame 7 relative to the inner frame 5 is released, allowing the front frame 7 to be opened to the front, and by operating it to the other side, the locked state of the inner frame 5 relative to the outer frame 3 is released, allowing the inner frame 5 to be opened to the front.

[0015] A front operation panel 17 is disposed below the front frame 7. A handle device 19 for causing the launcher 31 to launch game balls is provided on the right end side of the front operation panel 17.

[0016] A game ball count display 21 and a counting switch 23 are provided on the left side of the front operation panel 17. The game ball count display 21 is composed of a 6-digit 7-segment LED, and displays the number of game balls managed by the gaming machine 1 (the number of game balls owned by the player: hereinafter referred to as the managed game ball count). The counting switch 23 accepts an operation input from the player to transfer the managed game ball count to a valuable medium (card) of the game ball etc. lending device.

[0017] In addition, operation buttons 25 that can be operated by the player are provided on the front operation panel 17. The operation buttons 25 include a performance button 25a, a direction key 25b, a brightness change button 25c, and a volume change button 25d. The effect button 25a is operable (input acceptable) during a predetermined input acceptance period, and can bring about changes in the effect by performing a predetermined operation (pressing, tapping repeatedly, pressing and holding, etc.). The effect button 25a also serves as an operator for instructing the confirmation of an item selected by the directional key 25b. A vibration device 77 for effect (see FIG. 6) is attached to the effect button 25a, and the vibration device 77 for effect vibrates the effect button 25a at a predetermined timing, thereby further enhancing the effect of the effect. The direction keys 25b are controls that allow users such as players and hall staff to select various items, give direction instructions, etc. The direction keys 25b include an up key located on the top for indicating up, a left key located on the left for indicating left, a right key located on the right for indicating right, and a down key located on the bottom for indicating down. The brightness change button 25c is an operator for adjusting the brightness of the performance LED 27 for the performance, and is configured to include a plus button for increasing the brightness of the performance LED 27 and a minus button for decreasing the brightness of the performance LED 27. The volume change button 25d is an operator for adjusting the volume of the sound output from the speaker 29, and includes a plus button for increasing the volume and a minus button for decreasing the volume.

[0018] A plurality of effect LEDs 27 (decorative light emitters) that can be controlled to various lighting modes and light colors are provided at appropriate positions on the front frame 7. A large number of effect LEDs 27 are provided around the gaming machine 1, for example, on the periphery of the front frame 7, inside the side unit 13, and inside the gaming board 9, and their lighting is controlled by the effect control board 120.

[0019] Additionally, around the gaming machine 1, for example, on the periphery of the front frame 7, a plurality of speakers 29 for outputting sound are provided. The plurality of speakers 29 allows so-called stereophonic sound reproduction or multi-channel sound reproduction for sounds related to the performance.

[0020] The inner frame 5 is provided with a circulation mechanism 300 including a launching device 31 and a lifting device 33 below the gaming board 9. The circulation mechanism 300 circulates gaming balls within the gaming machine 1. The launching device 31 launches gaming balls toward the gaming area 37 with a strength according to the amount of operation (rotation angle) of the handle 19a of the handle device 19 by the player. The lifting device 33 transports gaming balls discharged from the gaming area 37 (gaming board 9) to the launching device 31. The lifting device 33 incorporates a polishing device that polishes the game balls while lifting them.

[0021] In addition, a vibration device 500 is provided at the bottom of the inner frame 5 and the front frame 7 to prevent game balls from clogging in the circulation mechanism 300. As will be described in detail later, the vibration device 500 is configured to include a vibration device 501 and a vibration transmission unit 503. The vibration device 501 is provided at the bottom center of the front frame 7 and generates vibrations based on the control of the performance control board 120. The vibration transmitting unit 503 is composed of a vibration transmitting member 511 and a vibration receiving member 513, and transmits the vibration generated by the vibration device 501 to the circulation mechanism 300. The circulation mechanism 300 is shaken as a whole by the vibration generated by the vibration device 501 and transmitted via the vibration transmitting unit 503, and if a ball jam has occurred inside, the ball jam is eliminated, and even if a ball jam has not occurred inside, the shaking reduces the possibility of the ball jam occurring. Vibration transmission member 511 is configured to include vibration transmission members 511a and 511b. Vibration transmission member 511a is provided at the lower center of front frame 7, and vibration transmission member 511b is provided at the lower right end of front frame 7 (the side farthest from hinge mechanism 4). Vibration transmitted member 513 is configured to include vibration transmitted members 513a and 513b. Vibration transmitted member 513a is provided in the lower center of inner frame 5 at a position that abuts against vibration transmitting member 511a when front frame 7 is closed relative to inner frame 5. Vibration transmitted member 513b is provided in the lower right end portion of inner frame 5 (the side farthest from hinge mechanism 4) at a position that abuts against vibration transmitting member 511b when front frame 7 is closed relative to inner frame 5.

[0022] Next, the configuration of the game board 9 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 9.

[0023] As shown in Figure 3, the game board 9 is provided with an outer rail 35 and an inner rail 36 that guide the launched game ball. The outer rail 35 extends in an arc shape from the slightly lower left end in the left-right direction, passing through the upper center end in the left-right direction and extending to the upper right. The roughly circular area surrounded by the outer rail 35 forms the game area 37, and the area outside the roughly circular area forms the non-game area. The game area 37 is a space formed between the game board 9 and the transparent glass 11, and is an area where game balls can flow down. The inner rail 36 extends in an arc shape from the slightly lower left end to the upper left end along the outer rail 35. The area sandwiched between the outer rail 35 and the inner rail 36 is formed as a game ball guide path 35a. The game ball guide path 35a is a path along which game balls launched from the launching device 31 pass, and guides the game balls launched from the launching device 31 to a game area 37.

[0024] The play area 37 is divided into a left play area 37a and a right play area 37b by a center ornament 39 provided in the center. The center ornament 39 has a center vertex 39a that protrudes most upward to divide the left play area 37a and the right play area 37b. The center vertex 39a does not have to be in the center in the left-right direction, but may be positioned to the right or left of the center. A game ball launched by the launching device 31 at a predetermined launch strength that does not exceed the center vertex 39a flows down the left game area 37a, and a game ball launched at a predetermined launch strength or more that exceeds the center vertex 39a flows down the right game area 37b.

[0025] In the play area 37, a collision stopper 38 is provided so as to be continuous with the upper right end of the outer rail 35. By being arranged at a position along the outer rail 35, the collision stopper 38 causes game balls launched by the launching device 31 with a predetermined launch strength or higher to collide with the collision stopper 38 and guide them to the right play area 37b.

[0026] In addition, a backflow prevention member 40 is provided at the upper left end of the inner rail 36. The backflow prevention member 40 is biased counterclockwise by a spring (not shown) so as to block the game ball guide path 35a, and can rotate clockwise around the upper left end of the inner rail 36 as a fulcrum by a game ball entering the game area 37 from the game ball guide path 35a. This allows the backflow prevention member 40 to prevent a game ball that has entered the game area 37 from flowing back into the game ball guide path 35a.

[0027] A special symbol 1 start port 41 is provided at the center lower side of the game board 9. The special symbol 1 start port 41 is a winning port related to the start condition of the variable display operation of the first special symbol (hereinafter referred to as special symbol 1, and may be abbreviated as special symbol 1) on the main display 63, and is configured as a fixed start port.

[0028] A special symbol 2 start port 43 is provided on the right side of the game board 9. The special symbol 2 start port 43 is a winning port related to the start conditions for the variable display operation of the second special symbol (hereinafter referred to as special symbol 2, and may be abbreviated as special symbol 2) on the main display 63, and is configured as a variable start port whose opening and closing is controlled by a normal electric device 45.

[0029] By operating the movable piece 45a, the normal electric device 45 can be switched between an open state that allows the game ball to enter the special pattern 2 starting hole 43 and a closed state that makes it difficult or impossible for the game ball to enter the special pattern 2 starting hole 43.

[0030] Above the special symbol 2 start port 43 in the right gaming area 37b, there is provided a normal symbol start port 47 through which the gaming ball can pass. This normal symbol start port 47 is a gate related to the variable display operation of the normal symbol on the main display 63.

[0031] A special winning hole 49 is provided below the special symbol 2 starting hole 43 in the right gaming area 37b. The special winning hole 49 is controlled to open and close by a special electric device 51. By operating the movable piece 51a, the special electric device 51 can be switched between an open state that allows game balls to enter the large prize opening 49 and a closed state that makes it difficult or impossible for game balls to enter the large prize opening 49.

[0032] In addition, a plurality of winning holes 53 are provided on the left and right lower sides of the game area 37. In addition, an outlet 55 is provided at the lower center end of the game area 37, and game balls that do not enter any of the winning holes are discharged from the game area 37 through the outlet 55.

[0033] Although only game balls that have flowed down the left game area 37a can enter the special pattern 1 starting hole 41, game balls that have flowed down the right game area 37b may also be allowed to enter the special pattern 1 starting hole 41. In addition, only game balls that have flowed down the right game area 37b can enter the special pattern 2 starting hole 43, the normal pattern starting hole 47, and the big prize hole 49, but game balls that have flowed down the left game area 37a may also be able to enter or pass through them.

[0034] In the gaming machine 1, when a gaming ball enters one of the various winning holes provided in the gaming area 37, the number of prize balls set for the winning hole into which the gaming ball entered (for example, 3 balls for the special pattern 1 starting hole 41, 1 ball for the special pattern 2 starting hole 43, 15 balls for the big winning hole 49, and 5 balls for the winning hole 53) is paid out.

[0035] An LCD unit (liquid crystal display device) 57 and an illumination panel 59 are provided in the area surrounded by the center ornament 39 in the center of the game board 9. The LCD unit 57 displays, for example, three decorative symbols 201a to 201c (see FIG. 7) in a variable or static manner, and displays various images (still images and moving images) for various effects, according to the control of the effect control board 120 described later. There are provided a plurality of types of decorative symbols 201 including different numbers and symbols, and the result of a big win lottery, which will be described later, is notified to the player depending on the combination of the three decorative symbols 201a to 201c that are stopped and displayed.

[0036] The illumination panel 59 is made of a plate-like transparent synthetic resin material, and is placed closer to the player (front side) than the LCD unit 57, facing the LCD unit 57. The illumination panel 59 has predetermined patterns such as letters, figures, symbols, designs, etc. formed by uneven processing on the front or back surface. When light is not incident on the illumination panel 59 from the side, the patterns are invisible or difficult to see, but when light is incident on the illumination panel 59 from the side, the patterns emit diffused light, making them visible to the player.

[0037] A space is formed between the LCD unit 57 and the illumination panel 59, and a movable accessory 61 is arranged in this space. The movable device 61 is positioned in front of the LCD unit 57, and is normally retracted to a position that is not visible to the player, as shown by the dashed line in FIG. As shown by the solid line in Figure 3, the movable device 61 is driven by the movable motor 61a (see Figure 6) while the decorative pattern 201 is being displayed in a changing manner (while the special patterns 1 and 2 are being displayed in a changing manner), and moves to the front of the LCD unit 57, giving the player a sense of anticipation of a big win.

[0038] A main display 63 made up of a dot display is provided in the non-play area at the lower left of the gaming board 9. In addition, a fourth symbol display 65 made up of a dot display is provided at the lower right of the LCD unit 57 on the gaming board 9.

[0039] 4 is a diagram illustrating the main display 63 and the fourth symbol display 65. The main display 63 is controlled by the main control board 100, and displays (notifies) information about the progress of the game by lighting, blinking, and extinguishing an LED. Note that, hereinafter, lighting, blinking, and extinguishing of an LED will be collectively referred to as lighting display. 4(a), the main display 63 is provided with a special symbol 1 display 63a for performing a variable display operation (lighting display) of special symbol 1, a special symbol 2 display 63b for performing a variable display operation of special symbol 2, and a normal symbol display 63c for performing a variable display operation of normal symbols. The main display 63 is also provided with a special symbol 1 reserved number display 63d for displaying the reserved number of special symbol 1, a special symbol 2 reserved number display 63e for displaying the reserved number of special symbol 2, a normal symbol reserved number display 63f for displaying the reserved number of normal symbols, a round display 63g for displaying the specified number of rounds (maximum number of rounds) related to a jackpot, a game status display 63h for displaying the game status (time-shortened state, high probability state), and a right-hit display 63i for prompting the player to hit the right. Note that right hit means that the player operates the handle 19a to launch the game ball toward the right game area 37b. The right hit indicator 63i is an indicator that notifies the player that launching the game ball toward the right game area 37b is more advantageous for the player than launching the game ball toward the left game area 37a.

[0040] The fourth symbol display 65 is controlled by the performance control board 120, and notifies information regarding the progress of the game by lighting up the LED. As shown in Fig. 4(b), the fourth symbol display 65 is provided with a special symbol 1 display 65a that performs a variable display operation of special symbol 1, and a special symbol 2 display 65b that performs a variable display operation of special symbol 2. The fourth symbol display 65 is also provided with a special symbol 1 reserved number display 65c that displays the reserved number of special symbol 1, a special symbol 2 reserved number display 65d that displays the reserved number of special symbol 2, and a right hit display 65e that prompts the player to hit right.

[0041] <2. Control configuration of gaming machine> 5 and 6 are block diagrams showing the control configuration of the gaming machine 1. The control configuration of the gaming machine 1 will be described with reference to the block diagrams of FIGS. The gaming machine 1 of this embodiment is mainly composed of a main control board 100 that is responsible for overall control related to the progress of the game (game operation control), a frame control board 110 that is responsible for overall control related to the management of the number of gaming balls (prize balls) and control related to the management of gaming balls (launching, circulation), a presentation control board 120 that receives presentation control commands from the main control board 100 and is responsible for overall control of the execution of presentations by the presentation means, a power supply board 130 that generates and supplies the power supply voltage required for the gaming machine 1 from an external power source, a gaming ball etc. lending device connection terminal board 140 that is connected to the gaming ball etc. lending device, a decorative relay board 150 on which components related to the presentation means are mounted or connected, a front frame relay board 160, an upper decorative board 170, and a decorative board 180.

[0042] [2.1 Main control board] The main control board 100 comprises a main control unit 101 and a system reset circuit 103. The main control unit 101 is a microprocessor comprising a CPU (Central Processing Unit), ROM (Read Only Memory), and RWM (Read / Write Memory). The ROM stores control programs for controlling game operations as well as various data required for game operation control. The RWM functions as a work area and buffer memory. The CPU controls game operations by executing control programs stored in the ROM.

[0043] The system reset circuit 103 detects power-on, power-off, power supply abnormality, etc., and outputs a system reset signal to reset the main control unit 101. Although not shown, the main control unit 101 also includes a CTC (Counter Timer Circuit) for implementing periodic interrupts, a function for generating pulse outputs at regular intervals (bit rate generator), and a time measurement function, an interrupt controller circuit that performs interrupt enable / disable functions such as timer interrupts that issue interrupt signals, a watchdog timer (WDT) circuit that monitors for abnormal operation of the control program, an IAT (Inhibit Abort Outside Designated Area) circuit that monitors whether the program is being executed correctly within a preset address range, and a counter circuit (random number generation circuit) for generating random numbers within a certain range (hard random number values) in a hardware manner.

[0044] The counter circuit includes a random number generation circuit that generates random numbers and a sampling circuit that samples random numbers from the random number generation circuit at predetermined timing, and functions as a 16-bit counter as a whole. The main control unit 101 sends instructions to the sampling circuit depending on the processing status, thereby obtaining the number indicated by the random number generation circuit as a random number (0 to 65535) for determining a jackpot, and using the random number for determining a jackpot in the lottery. Note that the random number for determining a jackpot is obtained by adding a software random number generated by appropriate software processing and a hard random number to prevent cheating, such as aiming for a jackpot.

[0045] The main control board 100 is connected to a special symbol 1 start port switch 41a that detects a game ball entering the special symbol 1 start port 41, a special symbol 2 start port switch 43a that detects a game ball entering the special symbol 2 start port 43, a normal symbol start port switch 47a that detects a game ball passing through the normal symbol start port 47, a prize port switch 53a that detects a game ball entering the prize port 53, and a special prize port switch 49a that detects a game ball entering the special prize port 49. The detection signals output from these switches are input to the main control unit 101. Therefore, the main control unit 101 can determine which prize port the game ball entered (passed through) based on the detection signals from each switch.

[0046] Also connected to the main control board 100 are a large prize opening solenoid 51b that operates the special electric role 51 (movable piece 51a) that opens and closes the large prize opening 49, and a normal electric role solenoid 45b that operates the normal electric role 45 (movable piece 45a) that opens and closes the special symbol 2 starting opening 43. The main control unit 101 outputs control signals to control these solenoids.

[0047] The game board 9 is also provided with a magnetic sensor 67 for detecting magnetism, a radio wave sensor 69 for detecting radio waves, and a vibration sensor 71 for detecting vibrations, and these sensors are connected to the main control board 100. Signals from these sensors are input to the main control unit 101.

[0048] Furthermore, a main display 63 is connected to the main control board 100. The main control unit 101 outputs a control signal for lighting up the main display 63.

[0049] The main control board 100 is connected to the frame control board 110 so that they can communicate with each other. The main control board 100 (main control unit 101) transmits to the frame control board 110 control commands that mainly include information about prize balls, and launch control signals that indicate whether or not game balls can be launched. The main control board 100 also receives from the frame control board 110 a door open signal that indicates the opening of the front frame 7, an RWM clear signal for clearing the RWM, a power supply abnormality signal that indicates a power supply abnormality, and a frame communication confirmation signal for confirming communication. Furthermore, the main control board 100 receives drive power (DC35VA, DC12VA, DC5VA, backup power supply) from the frame control board 110.

[0050] The main control board 100 transmits various performance control commands, including information about the special symbol variation display game and information about errors, to the performance control board 120. However, in order to prevent fraudulent activities such as cheating, the main control board 100 only transmits signals to the performance control board 120, and is configured for one-way communication in which it cannot receive signals from the performance control board 120.

[0051] [2.2 Frame control board] The frame control board 110 includes a frame control unit 111, an RWM clear switch 112a, a game ball count clear switch 112b, a ball removal switch 112c, an error release switch 112d, a performance indicator 113, a system reset circuit 114, a power supply abnormality signal generating circuit 115, a launch control circuit 116, and a backup power supply generating circuit 117.

[0052] The frame control unit 111 is a microprocessor equipped with a CPU, a ROM, and a RWM. The ROM stores control programs for managing the number of game balls and controlling the launching device 31 and the lifting device 33, as well as various data required for these controls. The RWM functions as a work area and buffer memory. The CPU executes the control programs stored in the ROM to manage the number of game balls and control the launching device 31 and the lifting device 33.

[0053] The RWM clear switch 112a, the game ball count clear switch 112b, the ball removal switch 112c, and the error reset switch 112d are push-button switches. If the RWM clear switch 112a is pressed when the power is turned on, the frame control unit 111 clears the RWM and transmits an RWM clear signal to the main control board 100. Upon receiving the RWM clear signal, the main control unit 101 clears a predetermined area of ​​the RWM.

[0054] If the game ball count clear switch 112b is pressed when the power is turned on, the frame control unit 111 clears the game ball count that it manages. When the game ball count is cleared, 0 is displayed on the game ball count display 21.

[0055] If the ball removal switch 112c is pressed when the power is turned on, the frame control unit 111 performs a ball removal process to discharge the game balls enclosed in the gaming machine 1 to the outside. Specifically, the frame control unit 111 drives the lifting motor 33a on the condition that a game ball is detected by the lifting entrance switch 33f described later.

[0056] If the error reset switch 112d is pressed when a specific error occurs, the frame control unit 111 resets the specific error that has occurred.

[0057] The performance display 113 is configured, for example, with a 6-digit, 8-segment (7-segment + 1 dot) display. The performance display 113 is controlled by the frame control unit 111, and displays game performance information calculated based on game results over a predetermined period (for example, every 6,000 games). The game performance information includes the consecutive role ratio, role ratio, and base. The consecutive role ratio is the proportion of the number of prize balls resulting from winning into the large prize slot 49 to the total number of prize balls. The role ratio is the proportion of the number of prize balls resulting from winning into the special pattern 2 start slot 43 and the number of prize balls resulting from winning into the large prize slot 49 to the total number of prize balls. The base is the proportion of the total number of prize balls to the number of game balls shot out. The performance display 113 can switch between displaying game performance information for each predetermined period (each section).

[0058] The system reset circuit 114 detects when the power is turned on, when the power is turned off, or when a power abnormality occurs, and outputs a system reset signal to reset the frame control unit 111 .

[0059] The power supply abnormality signal generating circuit 115 monitors voltage drops in the drive power (5V DC voltage (DC5VA), 12V DC voltage (DC12VA)) supplied from the power supply board 130, and outputs a power supply abnormality signal to the main control unit 101 when the voltage drops below a predetermined threshold. The power supply abnormality signal generating circuit 115 may also monitor voltage drops in 24V AC voltage (AC24V).

[0060] The launch control circuit 116 controls the launch of game balls from the launch device 31 by controlling the driving of the launch device 31 (ball feeding solenoid 31a, launch solenoid 31b).

[0061] The backup power generation circuit 117 generates a backup power (VBB) that is supplied to the RWMs of the main control unit 101 and the frame control unit 111 when power is cut off. The RWMs of the main control unit 101 and the frame control unit 111 that receive the backup power (VBB) can retain (back up) stored data for a certain period of time even when power is cut off.

[0062] A door open sensor 73 provided on the inner frame 5 is connected to the frame control board 110. When the door open sensor 73 detects at least one of that the front frame 7 has been opened relative to the inner frame 5 and that the inner frame 5 has been opened relative to the outer frame 3, it outputs a door open signal to the main control board 100 via the frame control board 110.

[0063] The circulation mechanism 300 provided in the inner frame 5 is provided with a lifting motor 33a, an out ball switch 33b, a foul ball switch 33c, an excess position detection switch 33d, an insufficient position detection switch 33e, a lifting inlet switch 33f, a lifting outlet switch 33g, and a lifting position detection switch 33h, which are connected to the frame control board 110.

[0064] The circulation mechanism 300 is formed with a pre-lifting path along which game balls discharged from the game area 37 are guided, a lifting path along which game balls that have passed through the pre-lifting path are lifted, and a post-lifting path along which game balls lifted up on the lifting path are guided to the launching device 31. In the circulation mechanism 300, game balls discharged from the game area 37 are guided to the lowest end of the lifting path through a pre-lifting path. The game balls guided to the lowest end of the lifting path are lifted upward within the lifting path by the lifting device 33. Then, the game balls that reach the highest end of the lifting path are sent to a post-lifting path, and then guided to the launching device 31 through the post-lifting path.

[0065] The lifting motor 33a is controlled by the frame control unit 111 and rotates a lifting section 376 (see FIG. 23) arranged in the lifting path. The rotated lifting section 376 guides game balls that have reached the downstream end of the pre-lifting path to the lifting path, and lifts game balls that are retained in the lifting path upward. It also sends game balls from the top end of the lifting path to the post-lifting path.

[0066] The out ball switch 33b, foul ball switch 33c, excessive position detection switch 33d, insufficient position detection switch 33e, lifting entrance switch 33f, and lifting exit switch 33g are switches that detect game balls, and when a game ball is detected, they output a detection signal to the frame control board 110 (frame control unit 111).

[0067] The out ball switch 33b is arranged on the upstream side of the pre-lifting path, and detects a game ball (out ball) that is discharged from the game area 37 and guided to the pre-lifting path. The foul ball switch 33c is arranged on a foul ball merging path connected between the positions where the out ball switch 33b and the excess position detection switch 33d are respectively arranged on the pre-lifting path, and detects game balls launched from the launching device 31 that do not reach the game area 37 but pass through the foul ball merging path and are returned to the pre-lifting path.

[0068] The over-position detection switch 33d and the under-position detection switch 33e are located downstream of the out ball switch 33b on the pre-lift path at a predetermined distance, and detect game balls remaining in the pre-lift path. The over-position detection switch 33d is located upstream of the under-position detection switch 33e on the pre-lift path. Then, when the power is turned on, if the excess position detection switch 33d does not detect any game balls and the insufficient position detection switch 33e detects game balls, that is, if there are game balls at the position where the insufficient position detection switch 33e is located and there are no game balls at the position where the excess position detection switch 33d is located, the frame control unit 111 determines that the normal number of game balls are enclosed in the gaming machine 1. On the other hand, if the insufficient position detection switch 33e did not detect any gaming balls when the power was turned on, the frame control unit 111 determines that there are not enough gaming balls in the gaming machine 1. Conversely, if the excessive position detection switch 33d detected any gaming balls when the power was turned on, the frame control unit 111 determines that there are too many gaming balls in the gaming machine 1. In other words, in these cases, the frame control unit 111 determines that the correct number of gaming balls are not included in the gaming machine 1. In this case, the frame control unit 111 transmits a signal indicating that the correct number of gaming balls are not included to the main control unit 101, and the main control unit 101 transmits a presentation control command indicating that the correct number of gaming balls are not included to the presentation control unit 121. The presentation control unit 121 then notifies the hall staff or the like by displaying on the LCD unit 57 or the like that the correct number of gaming balls are not included.

[0069] The lifting entrance switch 33f is arranged near the downstream end of the pre-lifting path, and detects game balls that are retained near the downstream end of the pre-lifting path. The lifted exit switch 33g is arranged midway along the path after lifted, and detects the gaming balls remaining at that position. The frame control unit 111 rotates the lifting motor 33a when a game ball is detected by the lifting entrance switch 33f (game balls are accumulated in the pre-game path) and when a game ball is not detected by the lifting exit switch 33g (when a predetermined number of game balls are not accumulated in the post-lifting path).

[0070] Then, the frame control unit 111 stops the lifting motor 33a when a gaming ball is detected by the lifting exit switch 33g, that is, when a predetermined number of gaming balls are staying in the path after lifting.

[0071] The lifting position detection switch 33h detects the rotation angle of the lifting motor 33a. The frame control unit 111 rotates the lifting motor 33a based on the rotation angle detected by the lifting position detection switch 33h.

[0072] The launching device 31 includes a ball feeding solenoid 31a, a launching solenoid 31b, and a subtraction port switch 31c. The ball feeding solenoid 31a sends the game ball located at the downstream end of the path after lifting to a launch position within the launching device 31 based on the control by the frame control unit 111. The launch solenoid 31b launches the game ball sent to the launch position by the ball sending solenoid 31a toward the game area 37 based on the control by the frame control unit 111. The subtraction port switch 31c is located at the downstream end of the post-lift path and detects the game balls sent to the launch position within the launch device 31 by the ball feed solenoid 31a.

[0073] When a game ball is detected by the subtraction port switch 31c, the frame control unit 111 subtracts 1 from the number of managed game balls. Also, when a game ball launched from the launching device 31 is detected by the foul ball switch 33c as it is guided to the pre-lift path through the foul ball junction path without reaching the play area 37, the frame control unit 111 adds 1 to the number of managed game balls to restore the subtracted value. Furthermore, when the frame control unit 111 receives a control command indicating the number of prize balls from the main control board 100 (main control unit 101), it adds the number of prize balls indicated in the command to the number of managed game balls.

[0074] In addition, when the player operates the counting switch 23 provided on the front frame 7, the frame control unit 111 transfers the number of managed game balls to the valuable medium of the game ball lending device etc. via the game ball lending device connection terminal board 140. Specifically, when the counting switch 23 is operated for a time shorter than a predetermined time, a signal is output to the game ball lending device to subtract 1 from the number of managed game balls and to increment the number of game balls recorded on the valuable medium by 1. As a result, the game ball lending device increments the number of game balls recorded on the valuable medium by 1. Furthermore, if the counting switch 23 is operated for a period of time longer than a predetermined period of time, a signal is output to the game ball etc. lending device at regular intervals to subtract 250 from the number of managed game balls and to add 250 to the number of game balls recorded on the valuable medium. As a result, the game ball etc. lending device adds 250 to the number of game balls recorded on the valuable medium each time it receives a signal. Furthermore, when the slot control unit 111 receives a loan notification from the gaming ball lending device based on the number of gaming balls or monetary information stored in the valuable medium to loan gaming balls, it adds the number of gaming balls according to the loan notification to the number of managed gaming balls. In this case, the number of gaming balls or monetary information recorded in the valuable medium is subtracted by a value corresponding to the number of gaming balls according to the loan notification.

[0075] The handle device 19 provided on the front frame 7 is provided with a touch sensor 19b, a firing stop switch 19c, and a firing intensity VR 19d, and these sensors are connected to the frame control board 110. The frame control board 110 can receive detection signals from the touch sensor 19b, the firing stop switch 19c, and the firing intensity VR 19d.

[0076] The touch sensor 19b detects when the player touches the handle 19a. The firing stop switch 19c is a push button type switch. The firing intensity VR19d detects the amount of operation (rotation angle) of the handle 19a.

[0077] The launch control circuit 116 controls the energization of the ball feed solenoid 31a and the launch solenoid 31b based on the launch control signal and the like output from the main control unit 101 and the frame control unit 111, thereby causing the launch device 31 to launch the gaming ball. Specifically, when the main control unit 101 and the frame control unit 111 output a launch control signal permitting the launch, the touch sensor 19b detects that the player is touching the handle 19a, and the launch stop switch 19c is not operated, the launch operation of the launch device 31 to launch the gaming ball is permitted. Then, the launch control circuit 116 controls the launch solenoid 31b so that the gaming ball is launched with a launch intensity according to the operation amount detected by the launch intensity VR19d.

[0078] In addition, a game ball count display 21 is connected to the frame control board 110. The frame control board 110 transmits a control signal to the game ball count display 21 to light up and display the number of managed game balls.

[0079] Additionally, a radio wave sensor 75 for detecting radio waves is provided on the front frame 7 opposite the foul ball switch 33c, and the radio wave sensor 75 is connected to the frame control board 110. The radio wave sensor 75 has a coil and detects radio waves based on an induced magnetic field applied to the coil. The radio wave sensor 75 mainly detects unauthorized radio waves directed at the foul ball switch 33c and outputs a detection signal to the frame control board 110.

[0080] [2.3 Power supply board] The power supply board 130 receives an AC input power supply (24V AC) from the outside and generates DC voltages that serve as drive power sources for various components based on the input AC input power supply (24V AC). The power supply board 130 generates 35V DC voltages (DC35VA, DC35VB), 12V DC voltages (DC12VA, DC12VB), and 5V DC voltages (DC5VA) from the AC input power supply.

[0081] The generated 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), 5V DC voltage (DC5VA), and the externally input AC input power (AC24V) are supplied to the frame control board 110. In addition, the 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), and 5V DC voltage (DC5VA) supplied to the frame control board 110 are also supplied to the main control board 100 along with the backup power generated by the frame control board 110. The generated 35V DC voltage (DC35VB) and 12V DC voltage (DC12VB) are supplied to the performance control board 120. The generated 12V DC voltage (DC12VB) is also supplied to the front frame relay board 160.

[0082] [2.4 Performance control boards, etc.] The performance control board 120 is connected to a decorative relay board 150, a front frame relay board 160 and an LCD unit 57, and is also connected to an upper decorative board 170 via the front frame relay board 160. The decorative relay board 150 is connected to a movable body motor 61a that drives the movable body device 61, a movable body position detection switch 61b that detects the position of the movable body device 61, a fourth pattern display 65, and a decorative board 180. The decorative relay board 150 is also provided with a motor driver 61c that drives the movable body motor 61a and an LED driver 27a that controls the lighting of the LEDs 27 for performance. The front frame relay board 160 is connected to a speaker 29, operation buttons 25, a vibration device 77 for providing vibrations to the player, a decorative board 180, and a vibration device 501. The front frame relay board 160 is also provided with a power supply generation circuit 151 that generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB). The 5V DC voltage (DC5VB) generated by the power supply generation circuit 151 is supplied to the upper decorative board 170 together with the 12V DC voltage (DC12VB). The upper decorative board 170 is connected to the movable body motor 61a, the movable body position detection switch 61b, the wind device 79, and the decorative board 180. The wind device 79 is driven under the control of the performance control unit 121, and blows wind toward the player.

[0083] The decorative substrates 180 include those on which the performance LEDs 27 are mainly arranged and those on which the performance LEDs 27 and LED drivers 27a are arranged, and different decorative substrates 180 may be connected in series. The number and connection relationship of the decorative substrates 180 are merely an example, and other configurations may be used.

[0084] The performance control board 120 includes a performance control unit 121, a sound ROM 123, an audio IC 125, a VDP circuit 127, and a power supply generating circuit 129.

[0085] The performance control unit 121 is a microprocessor equipped with a CPU, ROM, and RWM. The ROM stores the control program for the performance means and various data required for performance operation control. The RWM functions as a work area and buffer memory. The CPU controls the performance means by expanding and executing the control program stored in the ROM into the RWM.

[0086] The performance control unit 121 performs calculations for various performance operations and controls each performance means based on the performance control program and performance control commands received from the main control board 100. The performance means is a device that performs a performance that notifies the player of the possibility of a profit state occurring while a game is in progress, and includes the performance LED 27, speaker 29, LCD unit 57, movable role object 61, performance vibration device 77, and wind device 79.

[0087] The performance control unit 121 receives a performance control command from the main control board 100, and determines a performance pattern based on the performance control command. Then, the performance control unit 121 controls the performance means to execute the performance of the determined performance pattern.

[0088] For example, the performance control unit 121 instructs the motor driver 61c to move the movable part 61 based on the performance pattern, or instructs the LED driver 27a to light up the performance LED 27 based on the performance pattern. The LED driver 27a provided on the decorative relay board 150 instructs the fourth symbol display 65 to light up in addition to the performance LED 27. Furthermore, the performance control unit 121 drives the performance vibration device 77 so as to generate vibrations based on the performance pattern, and drives the wind device 79 so as to blow air based on the performance pattern. Furthermore, the performance control unit 121 drives the vibration device 501 in accordance with the progress of the game, and applies vibration to the circulation mechanism 300 to reduce (eliminate) clogging of the game balls. The control of the vibration device 310 will be described in detail later.

[0089] The sound ROM 123 stores sound data such as background music and sound effects. The sound IC 125 reads out sound data corresponding to the determined effect pattern from the sound ROM 123 and outputs it to the speaker 29. As a result, the speaker 29 produces background music and sound effects corresponding to the determined effect pattern.

[0090] The VDP circuit 127 includes a VDP (Video Display Processor), an image ROM, and a VRAM (Video RAM). The VDP controls all video output processes, including image expansion and image drawing. The image ROM stores image data that the VDP uses for image development processing. VRAM is an image memory area that temporarily stores image data developed by the VDP. The VDP circuit 127 generates various image data based on the effect pattern and outputs it to the LCD unit 57. As a result, various effect images are displayed on the LCD unit 57.

[0091] The power supply generating circuit 129 generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB).

[0092] <3. Overview of operation> Next, an outline of the gaming operation of the gaming machine 1 realized by the above-described control configuration (FIGS. 5 and 6) will be described.

[0093] [3.1 Game Status] The gaming machine 1 is configured to be able to set a plurality of types of gaming states in addition to a jackpot game, which is a special gaming state. To facilitate understanding of this embodiment, first, various gaming states will be described.

[0094] In the gaming machine 1, a game progresses in any one of the gaming states that combines either a low probability state or a high probability state with either a non-time-shortening state or a time-shortening state.

[0095] The low probability state is a state in which the probability of winning the jackpot lottery is relatively low, and the high probability state is a state in which the probability of winning the jackpot lottery is relatively high. The non-time-shortening state is a state in which it is relatively difficult for a gaming ball to enter the special pattern 2 starting hole 43, and the time-shortening state is a state in which it is relatively easy for a gaming ball to enter the special pattern 2 starting hole 43. For example, the opening time of the special pattern 2 starting hole 43 when the regular winning lottery is won is set longer in the time-shortening state than in the non-time-shortening state. However, if it is easier for a gaming ball to enter the special pattern 2 starting hole 43 in the time-shortening state than in the non-time-shortening state, the time-shortening state may, for example, have a higher probability of winning the regular winning lottery or the fluctuation time of the regular pattern may be shorter than in the non-time-shortening state. In this embodiment, the "normal state" refers to a low probability state and a non-time-saving state, and corresponds to the initial state.

[0096] [3.2 Special symbol change display game] In the gaming machine 1, a special symbol 1 variable display game is executed based on the fact that a gaming ball has entered the special symbol 1 starting hole 41 (winning). In the special pattern 1 variable display game, random numbers (random number for determining a jackpot, random number for determining a special pattern, random number for a variable pattern) used in the special pattern 1 variable display game are obtained based on the game ball entering the special pattern 1 starting hole 41, and the main control unit 101 performs a jackpot lottery and a variable pattern lottery based on the obtained random numbers, and after the special pattern 1 is displayed on the special pattern 1 display 63a, the lottery result of the jackpot lottery is displayed in a static manner after the variable time based on the lottery result of the variable pattern lottery has elapsed. In the gaming machine 1, when a game ball passes through the special pattern 1 start port 41, that is, when a detection signal is input from the special pattern 1 start port switch 41a, a random number used in the special pattern 1 variable display game is obtained, and this random number is stored as reserved data in the special pattern 1 reserved memory area of ​​the RWM up to the maximum reserved memory number (for example, a maximum of 4).

[0097] Furthermore, in the gaming machine 1, a special symbol 2 variable display game is executed based on the fact that a gaming ball has entered (won) the special symbol 2 starting hole 43. In the special symbol 2 variable display game, similar to the special symbol 1 variable display game, the main control unit 101 performs a jackpot lottery and a variable pattern lottery based on the acquired random number, and after the special symbol 2 is variably displayed on the special symbol 2 display 63b, the lottery result of the jackpot lottery is displayed in a static manner after the lapse of a variable time based on the lottery result of the variable pattern lottery.

[0098] In the gaming machine 1, when a gaming ball passes through the special pattern 2 start port 43, that is, when a detection signal is input from the special pattern 2 start port switch 43a, a random number related to the special pattern 2 variable display game is obtained, and this random number is reserved and stored as reserved data in the special pattern 2 reserved memory area of ​​the RWM up to the maximum reserved memory number (for example, a maximum of 4).

[0099] When explaining the special pattern 1 variable display game and the special pattern 2 variable display game without distinguishing between them, they will simply be referred to as the special pattern variable display game.

[0100] [3.3 Jackpot Game] When a jackpot is won in the jackpot lottery and the special symbol is stopped and displayed in a "jackpot" mode on the special symbol 1 display 63a or the special symbol 2 display 63b, a jackpot game (special game state: profit state) that is more advantageous to the player than during the special symbol variable display game is then played based on the jackpot type. The jackpot type is determined based on the random number for determining the special symbol and the game state, etc., when a jackpot is won in the jackpot lottery, and the specified number of rounds, etc. are specified.

[0101] In the jackpot game, after a predetermined interval time before opening (opening time) has elapsed, the large prize opening 49 is opened and a predetermined time (maximum opening time) has elapsed, or when the number of game balls that have entered the large prize opening 49 reaches the maximum number of winnings, the large prize opening 49 is closed, and this "round game" is repeated for a predetermined number of rounds (number of rounds based on the type of jackpot). Then, after the specified number of rounds has elapsed, the jackpot game ends when a predetermined interval time after opening (ending time) has elapsed.

[0102] When a jackpot game is executed, the game state after the jackpot game ends, the number of chance variations, and the number of time reduction variations are determined according to the game state at the time of winning the jackpot and the determined type of jackpot. The probability variation count is the number of times the special symbol variation display game can be played, allowing the high probability state to continue as the gaming state after a jackpot game. If the high probability state is set after the jackpot game ends, when the special symbol variation display game of the probability variation count ends without a jackpot being won, the gaming state will transition to a low probability state. The number of times the time-saving mode is set is the number of times the special symbol variation display game can be played in which the time-saving mode can be continued as the game mode after a jackpot game. If the time-saving mode is set after the end of a jackpot game, when the special symbol variation display game for the number of time-saving modes ends without winning a jackpot, the game mode will transition to a non-time-saving mode.

[0103] [3.4 Regular symbol variation display game] In the gaming machine 1, a normal symbol variation display game is executed based on the fact that the gaming ball has passed through the normal symbol start hole 47. In the normal symbol variable display game, the main control unit 101 draws a lottery for a normal symbol win using a random number (random number for determining whether a normal symbol wins) obtained based on the game ball passing through the normal symbol starting port 47, and based on the result of the lottery for a normal symbol win, the normal symbol is displayed in a variable manner on the normal symbol display 63c, and then the lottery result is displayed in a static manner after a predetermined variable time has elapsed. In the gaming machine 1, when a game ball passes through the normal pattern start port 47, that is, when a detection signal is input from the normal pattern gate detection sensor 26a, a random number related to the normal pattern change display game (random number for determining whether a normal pattern is a hit) is obtained, and this random number is reserved and stored in the normal pattern reserve memory area of ​​the RWM as reserved data up to the maximum number of reserved memories (for example, a maximum of 4).

[0104] When a normal symbol is selected in the normal symbol lottery and the normal symbol is displayed in a "normal symbol win" mode on the normal symbol display 63c, a normal power release game is then played. In the normal power release game, the normal electric accessory solenoid 45b is activated, the normal electric accessory 45 is opened, and the special symbol 2 start port 43 is opened, allowing game balls to flow in more easily. In the normal power release game, the special symbol 2 start port 43 is opened a predetermined number of times (for example, once) until a predetermined time (for example, 5.7 seconds) has elapsed or the number of game balls that have entered the special symbol 2 start port 43 reaches a predetermined number (for example, 6).

[0105] [3.5 Screen displayed on LCD unit 57] 7 is a diagram illustrating a screen displayed on the LCD unit 57. In the center of the LCD unit 57, based on the control of the performance control board 120, three decorative symbols 201 (left decorative symbol 201a, center decorative symbol 201b, right decorative symbol 201c) are displayed variably by scrolling or the like in synchronization with the special symbol variable display game. In addition, at the bottom of the LCD unit 57, there is provided a hold display area 205 in which hold displays 203 (203a to 203d) are displayed according to the number of holds in the hold data stored for the special pattern change display game currently being executed, and a display area 209 for displaying the hold display corresponding to the special pattern change display game currently being executed as the hold display 207.

[0106] A plurality of display patterns are provided for the reserve display 203 and the reserve display 207. The display pattern displayed on the reserve display 203 and the reserve display 207 is determined by the performance control unit 121 based on the results of the jackpot lottery and the variation pattern lottery that are performed in advance by the main control unit 101 when a gaming ball enters the special symbol 1 starting hole 41 or the special symbol 2 starting hole 43. The hold display area 205 and the corresponding display area 209 display the hold display 203 and the corresponding hold display 207 in a display pattern determined by the performance control unit 121. As the display pattern, for example, patterns with different display colors such as default (white), blue, green, red, gold, etc. are provided. Note that the plurality of display patterns may differ not only in display color but also in shape. Also, the display pattern may change from the time it is first displayed in the reserved display area 205 until it is no longer displayed in the display area 209. The display pattern of the reserved display 207 that is finally displayed in the display area 209 indicates the likelihood of a jackpot.

[0107] 7(a), it is assumed that the previous special symbol variable display game has ended, and the left decorative symbol 201a is a "1" symbol, the middle decorative symbol 201b is a "2" symbol, and the right decorative symbol 201c is a "3" symbol. Also, it is assumed that four reserved displays 203a to 203d are displayed in the reserved display area 205.

[0108] Thereafter, the presentation pattern and the decorative pattern 201 to be finally stopped for the next special pattern change display game are determined by the presentation control unit 121, and when the special pattern change display game starts, the display of the decorative patterns 201a to 201c changes as shown in Figure 7(b) (in the figure, the decorative pattern 201 during the changing display is indicated by a white arrow), and the reserve display 203 is shifted and displayed in the reserve display area 205, and the reserve display 203a that was displayed on the far left in the reserve display area 205 is displayed as the reserve display 207 in the display area 209.

[0109] As shown in Figure 7(c), after the left and right decorative patterns 201a and 201c temporarily stop at, for example, the same "7" pattern (after the so-called reach state is reached), as shown in Figure 7(d), when a predetermined development image (shown as "BATTLE" in the figure) is displayed on the LCD unit 57, the hold display 203 and the hold display 207 are hidden and the decorative patterns 201a to 201c are displayed small, for example, in the upper right corner.

[0110] 7(e), for example, the decorative symbols 201a to 201c are stopped and displayed as the same "7" symbol, thereby informing the player that he has won the jackpot. Note that if the jackpot is not won, the decorative symbols 201a to 201c are not stopped and displayed together, and this informs the player that he has lost.

[0111] When the jackpot game starts after the decorative symbols 201a to 201c are stopped and displayed as the same symbol, as shown in Fig. 7(f), an image relating to the jackpot game (indicated as "Jackpot" in the figure) is displayed on the LCD unit 57, and a right-hit image 210 encouraging a right hit is displayed in the right-hit display area 211 at the top right of the LCD unit 57. This causes the player to make a right hit.

[0112] <4. Processing the main control board> Next, a description will be given of the processing performed by the main control unit 101 of this embodiment. The processing performed by the main control unit 101 is mainly a main processing (main control side main processing: FIG. 8) and a timer interrupt processing (main control side timer interrupt processing: FIG. 9) that is started by a regular interrupt.

[0113] [4.1 Main control side main processing] FIG. 8 is a flowchart showing the main processing on the main control side. When power is supplied from the power supply board 130 and the main control side main processing is started, the main control unit 101 sets the internal register of the CPU in step S101.

[0114] In step S102, the main control unit 101 determines whether a power supply abnormality signal indicating an abnormality in the power supply is ON (abnormal). If it is determined in step S102 that the power supply abnormality signal is ON, the process returns to step S102.

[0115] If it is determined in step S102 that the power supply abnormality signal is not ON (normal), the main control unit 101 permits access to the RWM in step S103.

[0116] In step S104, the main control unit 101 determines whether the input signal (RWM clear signal) from the RWM clear switch 112a is ON. The input signal from the RWM clear switch 112a is ON when the RWM clear switch 112a is pressed, and is OFF when the RWM clear switch 112a is not pressed. If it is determined in step S104 that the input signal from the RWM clear switch 112a is not ON, the main control unit 101 determines in step S105 whether the backup flag is ON. The backup flag is a flag that indicates whether backup processing has been performed in the power supply check / backup processing in step S201, which will be described later, and is turned ON if backup processing has been performed.

[0117] If it is determined in step S105 that the backup flag is ON, the main control unit 101 performs backup recovery processing in step S106. The backup recovery processing is a recovery processing for resuming a game after power is turned on, based on the game information backed up in the RWM when the power was turned off. In addition, in the backup recovery process, a performance control command corresponding to the backup recovery is sent to the performance control board 120.

[0118] If it is determined in step S104 that the input signal from the RWM clear switch 112a is ON, and if it is determined in step S105 that the backup flag is not ON, the main control unit 101 executes RAM clear restoration processing in step S107. This RAM clear restoration processing initializes values ​​in a predetermined area (usage area) including the work area in the RWM, and transmits a performance control command to the performance control board 120 indicating that the RAM has been cleared and restored.

[0119] In step S108, the main control unit 101 executes startup initialization processing required to start game operations, such as initializing the values ​​of registers of each unit including the main control unit 101. The startup initialization processing includes processing for sending a performance control command to the performance control board 120 to instruct the start of game play, processing for sending a command indicating the reserved number of special symbols 1 and special symbols 2, and processing for turning on a launch control signal for the frame control board 110.

[0120] The main control unit 101 sets an interrupt inhibit state in step S109, and then executes a random number update process in the following step S110. In this random number update process, various random numbers used in the special symbol variable display game and the normal symbol variable display game are updated, and an interrupt permitted state is set in step S111, and the process returns to step S109.

[0121] In this way, the processing of steps S109 to S111 is repeated in an infinite loop. The main control unit 101 repeatedly executes the processing of steps S109 to S111 except while performing timer interrupt processing, which is executed intermittently.

[0122] [4.2 Main control side timer interrupt processing] FIG. 9 is a flowchart showing the main control side timer interrupt processing. The main control side timer interrupt processing is initiated by an interrupt from the CTC at regular intervals (4 ms) and is executed while the main control side main processing is being executed.

[0123] 9, when a timer interrupt occurs, the main control unit 101 executes a power check / backup process in step S201. This power check / backup process mainly monitors the power level supplied from the power supply board 130, and if an abnormality such as a power outage occurs, a backup process is performed to store predetermined game information at the time of the power outage in the RWM so that game play can be resumed without any problems when the power is restored. When the main control unit 101 executes the backup process, it turns on a backup flag.

[0124] In step S202, the main control unit 101 executes a timer management process for managing timers used for game operation control. Here, the values ​​of various timers used for game operation control of the gaming machine 1 are updated (subtracted).

[0125] In step S203, the main control unit 101 executes input management processing. In the input management processing, input data is created based on input information (ON / OFF signals and rising states (ON edge, OFF edge)) output from various sensors and switches, and the value of the winning counter is updated based on the created input data. The input information here is, for example, ON / OFF information of the detection signal output from detection switches such as the special symbol 1 start gate switch 41a, the special symbol 2 start gate switch 43a, the normal symbol start gate switch 47a, the big prize gate switch 49a, and the prize gate switch 53a (winning detection information), ON / OFF information of the detection signal output from the magnetic sensor 67, the radio wave sensor 69, and the vibration sensor 71, and the status signal (ON / OFF information of the door open sensor 73, the radio wave sensor 75, etc.) from the frame control board 110. As a result, whether a game ball has been detected at each winning gate is monitored for each interrupt. Furthermore, a "winning counter" is a counter provided for each winning slot, which counts the number of winning game balls (number of winning balls).

[0126] In step S204, the main control unit 101 executes a random number management process within a timer interrupt that periodically updates the random numbers associated with each variable display game. Here, in order to randomize the count value of the random number counter, the random numbers for determining special symbols and the random numbers for determining normal symbols are updated (+1 is added at each interrupt) and the start value of the random number counter is changed each time the random number counter goes around once. Note that the random numbers for determining big wins are generated by the random number generation circuit, and are not updated here.

[0127] In step S205, the main control unit 101 executes an error management process, which monitors whether an error has occurred based on input data from various sensors and status signals from the frame control board 110. When an error occurs, the main control unit 101 handles the error by sending an error command corresponding to the type of error that occurred as a performance control command to the performance control board 120. When the performance control board 120 receives this error command, it issues an error notification according to the error type. Furthermore, when the currently occurring error is resolved, the main control unit 101 sends an error release command to the performance control board 120. When the performance control board 120 receives this error release command, it terminates the error notification that is currently being executed.

[0128] In step S206, the main control unit 101 executes normal symbol management processing. In the normal symbol management processing, the processing required to execute the normal symbol variable display game is performed, such as acquiring and storing reserved data of normal symbols, drawing a normal symbol in the normal symbol variable display game, and determining the variable time for variably displaying the normal symbol on the normal symbol display device 63c based on the lottery result.

[0129] In step S207, the main control unit 101 executes a normal electric accessory management process. In the normal electric accessory management process, the main control unit 101 performs processes necessary for executing a normal electric opening game, such as opening and closing control of the normal electric accessory solenoid 45b.

[0130] In step S208, the main control unit 101 executes a special symbol management process. The special symbol management process mainly performs processes required to execute the special symbol variable display game, such as obtaining and storing reserved data for special symbol 1 and special symbol 2, drawing a jackpot lottery and a symbol lottery in the special symbol variable display game, and drawing a variation pattern of the special symbol based on the lottery results.

[0131] In step S209, the main control unit 101 executes a special electric accessory management process. In the special electric accessory management process, the process required for executing a jackpot game is executed.

[0132] In step S210, the main control unit 101 performs right-hit notification information management processing. In the right-hit notification information management processing, processing is performed to notify right-hit players in situations where right-hit is advantageous, such as when the special symbol 2 start port 43 or the big prize port 49 is opened.

[0133] In step S211, the main control unit 101 executes an LED management process. In the LED management process, output control of a control signal to the main display 63 is performed. The control signal is generated based on decisions made in the normal symbol management process (step S206), the special symbol management process (step S208), the right-hit notification information management process (step S210), etc., and is output to the main display 63 in this LED management process. This realizes a series of variable display operations (variable display and stop display) of special symbols and normal symbols on the main display 63, display of the number of reserved symbols, etc.

[0134] In step S212, the main control unit 101 performs solenoid management processing. In the solenoid management processing, the signal related to the control of the normal electric role solenoid 45b generated in the normal electric role management processing (step S207) is confirmed, and the signal related to the control of the special electric role port solenoid 51b generated in the special electric role management processing (step S209) is confirmed. Then, based on these signals, the operation / stop of the normal electric role solenoid 45b and the special prize port solenoid 51b is controlled, and the special symbol 2 start port switch 43a is opened or closed, or the special prize port 49 is opened or closed.

[0135] In step S213, the main control unit 101 determines whether the communication cycle (for example, 108 ms interval) for communicating with the frame control board 110 has arrived. If it is determined that the communication cycle for communicating with the frame control board 110 has arrived, in step S214 the main control unit 101 performs received data acquisition processing to receive signals transmitted from the frame control board 110 (door open signal, power supply abnormality signal, etc.).

[0136] In step S215, the main control unit 101 outputs a control command corresponding to the gaming machine information of the gaming machine 1 to the frame control board 110. The gaming machine information includes, for example, jackpot game occurrence information, symbol variation display game execution start information, information on the number of winnings and the number of winning balls, error information, and the like.

[0137] When the above timer interrupt process is completed, the main control unit 101 repeats the above steps S105 to S107 until the next timer interrupt occurs.

[0138] <5. Processing of frame control board> Next, a description will be given of the processing performed by the frame control unit 111 of this embodiment. The processing of the frame control unit 111 mainly includes a main processing (frame control side main processing: FIG. 10) and a timer interrupt processing (frame control side timer interrupt processing: FIG. 11) that is started by a regular interrupt.

[0139] [5.1 Main processing on frame control side] FIG. 10 is a flowchart showing the frame control side main process. When power is supplied from the power supply board 130 and the frame control side main process is started, the frame control unit 111 sets an internal register of the CPU in step S301.

[0140] In step S302, the frame control unit 111 determines whether a power supply abnormality signal indicating a power supply abnormality is ON. If it is determined in step S302 that the power supply abnormality signal is ON, the process returns to step S302.

[0141] If it is determined in step S302 that the power supply abnormality signal is not ON (is OFF), the frame control unit 111 permits access to the RWM in step S303.

[0142] In step S304, the frame control unit 111 determines whether the input signal from the game ball count clear switch 112b is ON (the game ball count clear switch 112b is pressed down). If it is determined in step S304 that the input signal from the game ball count clear switch 112b is not ON, in step S305 the frame control unit 111 calculates a checksum for the area related to the game ball count in the RWM and determines whether the checksum is normal.

[0143] If it is determined in step S304 that the input signal from the game ball count clear switch 112b is ON, or if it is determined in step S305 that the checksum is not normal, then in step S306 the frame control unit 111 executes a game ball count clear process to initialize the value of the area related to the game ball count in the RWM.

[0144] In step S307, the frame control unit 111 determines whether the input signal from the RWM clear switch 112a is ON (the RWM clear switch 112a is pressed down). If it is determined in step S307 that the input signal from the RWM clear switch 112a is not ON, in step S308, the frame control unit 111 calculates a checksum for the area related to the gaming machine information in the RWM, and determines whether the checksum is normal.

[0145] If it is determined in step S307 that the input signal from the RWM clear switch 112a is ON, or if it is determined in step S308 that the checksum is not normal, in step S309 the frame control unit 111 executes an RWM clear process to initialize the value of the area related to gaming machine information in the RWM.

[0146] In step S310, the frame control unit 111 executes startup initialization processing such as initializing a work area that does not require backup, setting the WDT and timer interrupt, and performing ball removal processing if the ball removal switch 112c is pressed.

[0147] The frame control unit 111 sets an interruption prohibited state in step S311, checks for a power interruption abnormality in step S312, and allows interruption in step S313.

[0148] In step S314, the frame control unit 111 switches the firing control signal ON / OFF based on a predetermined condition, and performs firing stop control processing to output the firing control signal to the firing control circuit 116.

[0149] In step S315, the frame control unit 111 performs main control board communication processing to receive a control command if there is one sent from the main control board 100, and to transmit a signal to the main control board 100 if there is one to send to the main control board 100.

[0150] In step S316, the frame control unit 111 performs gaming machine information management processing to manage gaming machine information based on the control command transmitted from the main control board 100. In the gaming machine information management processing, the frame control unit 111 updates the number of managed gaming balls, for example. Here, the frame control unit 111 adds the number of gaming balls in response to the control command related to the number of prize balls transmitted from the main control board 100, subtracts the number of gaming balls in response to the detection of a gaming ball by the subtraction calculation port switch 31c, and adds the number of gaming balls in response to the detection of a gaming ball by the foul ball switch 33c.

[0151] In step S317, the frame control unit 111 performs SC board communication processing to communicate with the SC board of the game ball etc. lending device. In the SC board communication processing, the frame control unit 111 updates, for example, the number of managed game balls. Here, the frame control unit 111 adds game balls in response to a lending notification from the game ball etc. lending device, and subtracts game balls in response to the operation of the counting switch 23.

[0152] In step S318, the frame control unit 111 performs a game ball number display control process to generate a control signal for causing the game ball number display 21 to light up and display the managed game ball number updated in steps S316 and S317.

[0153] The frame control unit 111 executes an in-area error removal process in step S319, executes a game ball circulation management process to appropriately control the lifting device 33 in step S320, executes an out-of-area error removal process in step S321, and executes a fraud detection process in step S322.

[0154] In step S323, the frame control unit 111 calculates values ​​for calculating the game performance information to be displayed on the performance display 113 (number of game balls shot out, total number of prize balls, number of prize balls resulting from winning at the large prize opening 49, total number of prize balls resulting from winning at the special pattern 2 start opening 43 and number of prize balls resulting from winning at the large prize opening 49, etc.), and performs performance information management processing to calculate the game performance information based on the calculated values.

[0155] In step S324, the frame control unit 111 performs a performance indicator control process to generate a control signal for lighting and displaying the gaming performance information calculated in step S323 on the performance indicator 113, and then returns the process to step S311.

[0156] Therefore, the frame control unit 111 repeatedly executes the processes of steps S311 to S324.

[0157] [5.2 Timer interrupt processing on the frame control side] FIG. 11 is a flowchart showing the timer interrupt process on the frame control side. The timer interrupt process on the frame control side is started by an interrupt from the CTC at fixed intervals (1 ms) and is executed while the main process on the frame control side is being executed.

[0158] 11, when a timer interrupt occurs, the frame control unit 111 saves the register in step S401. In step S402, the frame control unit 111 adds 1 to the value of the counter that counts the first period (2 ms) and the second period (4 ms), and performs counter management processing to decrement the timer every 1 ms.

[0159] In step S403, the frame control unit 111 performs a lifting motor management process for controlling the driving of the lifting motor 33a.

[0160] In step S404, the frame control unit 111 determines whether it is the first period (2 ms) based on the value of the counter that counts the first period. If it is determined to be the first period, in step S405, the frame control unit 111 sets the control signals (game ball number display segment data, game ball number display common data) generated in step S318 above in the SPI communication buffer, and performs game ball number display LED control processing to update the common counter.

[0161] In step S406, the frame control unit 111 performs a switch detection process to detect the state of each switch connected to the frame control unit 111. In step S407, the frame control unit 111 monitors the ball feed solenoid 31a and the foul ball switch 33c and performs a subtraction mechanism control process to update the counter related to the number of managed game balls. The switch detection process and the subtraction mechanism control process will be described in detail later.

[0162] In step S408, the frame control unit 111 sets the control signals (performance display segment data, performance display common data) generated in step S324 in the SPI communication buffer, and performs performance indicator LED control processing to update the common counter.

[0163] In step S409, the frame control unit 111 detects the state of each switch provided on the lifting device 33 and performs a game ball circulation switch detection process to update various timers related to the circulation of game balls.

[0164] In step S410, the frame control unit 111 executes an out-of-area error monitoring management process for monitoring an out-of-area error.

[0165] The processing of steps S405 to S410 up to this point is executed in a first cycle (every 2 ms).

[0166] In step S411, the frame control unit 111 determines whether it is the second period (4 ms) based on the value of the counter that counts the second period. If it is determined that it is the second period, in step S412, the frame control unit 111 performs test signal output processing to output a test signal.

[0167] In step S413, the frame control unit 111 performs a performance indicator display setting process for switching the section displayed on the performance indicator 113.

[0168] The processing of steps S412 and S413 up to this point is executed in a second cycle (every 4 ms).

[0169] In step S414, the frame control unit 111 outputs data from the output port. In step S415, the frame control unit 111 performs SPI communication. In SPI communication, for example, the control signal set in step S405 (game ball count display segment data and game ball count display common data, which will be described later) is serially output to the game ball count display 21. In addition, the frame control unit 111 serially outputs the control signal set in step S408 (performance display segment data and performance display common data, which will be described later) to the performance display 113. As a result, the game ball count display 21 and the performance display 113 light up and display the number of game balls and game performance information based on the transmitted control signal.

[0170] In step S416, the frame control unit 111 restores the register.

[0171] When the above timer interrupt process is completed, the frame control unit 111 repeats the above steps S311 to S324 until the next timer interrupt occurs.

[0172] [5.2.1 Switch detection process (step S406)] Fig. 12 is a flowchart showing the switch detection process, and Fig. 13 is a flowchart showing the port input process.

[0173] As shown in FIG. 12, when the switch detection process (step S406) starts, in step S421, the frame control unit 111 performs port input process to save (store) the level data of each switch connected to the frame control unit 111 in the RWM, and to generate edge data for the out ball switch 33b, the subtraction calculation port switch 31c, and the lift position detection switch 33h and store it in the RWM. Here, the edge data is generated for each switch connected to the frame control unit 111 (out ball switch 33b, foul ball switch 33c, over-position detection switch 33d, under-position detection switch 33e, lift inlet switch 33f, lift outlet switch 33g, lift position detection switch 33h, and subtraction calculation port switch 31c), and is set to 1 when it is determined that the detection signal has switched from OFF to ON, and 0 at other times. Note that the port input process also generates edge data for the subtraction reference signal, which will be described later.

[0174] 13, in the port input process, in step S441, the frame control unit 111 clears the edge data of each switch connected to the frame control unit 111. In step S442, the frame control unit 111 acquires the state of the detection signal (state of the input port) input from each switch connected to the frame control unit 111 as the current level data. Here, if the detection signal is ON, 1 is acquired as the level data, and if the detection signal is OFF, 0 is acquired as the level data.

[0175] In step S443, the frame control unit 111 generates edge data based on the previous level data and the current level data for the detection signals of the out ball switch 33b, the lift position detection switch 33h, and the subtraction port switch 31c. Here, if the previous level data stored in the RWM at the time of the previous frame control side timer interrupt processing is 0 (OFF) and the level data acquired this time is 1 (ON), the edge data is set to 1; otherwise, the edge data is set to 0. Therefore, the edge data indicates that the ON edge of the detection signal is detected. For switches other than the lifted position detection switch 33h and the subtraction port switch 31c, the ON edge is determined based on the conditions determined for each switch, and edge data is created by other processing.

[0176] In step S444, the frame control unit 111 stores the currently acquired level data in the RWM, and also stores the edge data in the RMW.

[0177] 12, in step S422, the frame control unit 111 determines whether the foul ball detection flag is 1. The foul ball detection flag is a flag that is set to 1 when it is determined that the foul ball switch 33c has detected a game ball.

[0178] If it is determined that the foul ball detection flag is 1, in step S423 the frame control unit 111 determines whether the detection signal output from the foul ball switch 33c is ON. If the detection signal output from the foul ball switch 33c is not ON, in step S424 the frame control unit 111 subtracts 1 from the foul ball switch detection timer. The foul ball switch detection timer is a timer for counting whether the foul ball switch 33c has detected a game ball over a predetermined period of time, and a maximum of 3 corresponding to 6 ms is input.

[0179] In step S425, the frame control unit 111 determines whether the foul ball switch detection timer is 0. If it is determined that the foul ball switch detection timer is 0, the frame control unit 111 sets the foul ball detection flag to 0 in step S426.

[0180] If the foul ball detection flag is not 1 (No in step S422), if the foul ball switch detection timer is not 0 (No in step S425), and after the processing of step S426 is completed, in step S427 the frame control unit 111 determines whether the foul ball detection flag is 0.

[0181] If it is determined that the foul ball detection flag is 0, the frame control unit 111 determines whether the detection signal output from the foul ball switch 33c is ON in step S428. If it is determined that the detection signal output from the foul ball switch 33c is ON, the frame control unit 111 decrements the foul ball switch detection timer by 1 in step S429.

[0182] In step S430, the frame control unit 111 determines whether the foul ball switch detection timer is 0. If it is determined that the foul ball switch detection timer is 0, in step S431 the frame control unit 111 sets the foul ball detection flag to 1. Next, in step S432, the frame control unit 111 sets the edge data of the foul ball switch 33c to 1, and in step S433 sets the foul ball switch detection timer to 3.

[0183] Also, if it is determined that the foul ball detection flag is 1 and the foul ball switch is ON (Yes in step S422, Yes in step S423), the frame control unit 111 sets the foul ball switch detection timer to 3 in step S433.

[0184] FIG. 14 is a diagram illustrating the transition of edge data of the subtraction calculation port switch 31c and the foul ball switch 33c. As shown in Figure 14(a), the subtraction port switch 31c outputs an OFF detection signal when no gaming ball is detected, and outputs an ON detection signal when a gaming ball is detected, for example, between times T1 and T2. As will be described in detail later, the subtraction port switch 31c is a through-type proximity switch through which a gaming ball passes through a through-hole formed by a coil, and the time it takes for the subtraction port switch 31c to output an ON detection signal when one gaming ball passes through the through-hole is, for example, approximately 30 ms. In other words, when one gaming ball is detected, the subtraction port switch 31c continues to output an ON detection signal for approximately 30 ms.

[0185] The frame control unit 111 performs the switch detection process every first period (2 ms), so when the switch detection process is performed at time T2 after time T1, the frame control unit 111 sets the edge data of the subtraction port switch 31c to 1 in step S443 above. Then, in the switch detection process after the next first period (time T3), the frame control unit 111 sets the subtraction port switch edge data to 0 in step S441 above. Therefore, for the subtraction port switch 31c, the edge data becomes 1 on condition that the detection signal is ON in one switch detection process, and it is determined that a gaming ball has been detected.

[0186] 14(b), the foul ball switch 33c outputs an OFF detection signal when no gaming ball is detected, and outputs an ON detection signal when a gaming ball is detected, for example, between time T11 and time T12. The foul ball switch 33c is a through-type proximity switch like the subtraction port switch 31c, and when one gaming ball is detected, it continues to output an ON detection signal for approximately 20 ms.

[0187] In such a case, in the switch detection process (step S406: see Figure 12) before time T11, steps S422 to S426 are skipped because the foul ball detection flag is 0, the result is Yes in step S427, and the detection signal of the foul ball switch 33c is OFF so the result is No in step S428, and the foul ball switch detection timer continues to be set to 3 in step S433.

[0188] Then, in the switch detection process at time T12, the detection signal of the foul ball switch 33c is ON, so the answer is Yes in step S428, and in step S429 the foul ball switch detection timer is decremented by 1 to become 2, but does not become 0, so the answer is No in step S430 and the process ends.

[0189] Furthermore, in the switch detection process at time T13, the foul ball switch detection timer is decremented by 1 in step S429 to become 1, but does not become 0, so the result is No in step S430 and the process ends. Then, in the switch detection process at time T14, the foul ball switch detection timer is decremented by 1 in step S429 to become 0, so the result is Yes in step S430, the foul ball detection flag becomes 1 in step S431 (see FIG. 14(b)), and the edge data of the foul ball switch 33c becomes 1 in step S432. Furthermore, the foul ball switch detection timer is set to 3 in step S433. Therefore, for the foul ball switch 33c, if the detection signal is ON for three consecutive switch detection processes after the detection signal first turns ON, the edge data becomes 1 and it is determined that a game ball has been detected.

[0190] Thereafter, until the detection signal of the foul ball switch 33c turns OFF, the answer in step S423 becomes Yes, and the foul ball switch detection timer in step S433 continues to be set to 3. Then, when the first switch detection process (time T21) is performed after the detection signal of the foul ball switch 33c turns OFF, the answer in step S423 becomes No because the detection signal of the foul ball switch 33c is OFF, and the foul ball switch detection timer is decremented by 1 in step S424 to 2, but does not become 0, so the answer in step S425 becomes No and the process ends.

[0191] Furthermore, in the next switch detection process (time T22), the foul ball switch detection timer is decremented by 1 in step S424 to become 1, but does not become 0, so the answer is No in step S425 and the process ends. Furthermore, in the next switch detection process (time T23), the foul ball switch detection timer is decremented by 1 in step S424 to become 0, so the answer is Yes in step S425 and the foul ball detection flag becomes 0 in step S426. This completes the series of steps for detecting one gaming ball.

[0192] [5.2.2 Subtraction mechanism control process (step S407)] FIG. 15 is a flowchart showing the subtraction mechanism control process.

[0193] 15, when the subtraction mechanism control process (step S407) starts, in step S451 the frame control unit 111 determines whether the edge data of the foul ball switch 33c is 1. If it is determined that the edge data of the foul ball switch 33c is 1, in step S452 the frame control unit 111 determines whether the ball removal process is in progress.

[0194] If it is determined that the ball removal process is not in progress, in step S453 the frame control unit 111 increments the foul ball counter by 1. If the foul ball counter is incremented by 1 here, in step S316 (FIG. 10) above, the number of managed game balls is incremented by 1 and the foul ball counter is decremented by 1.

[0195] If it is determined that the edge data of the foul ball switch 33c is not 1, or if it is determined that the ball removal process is in progress, after the processing of step S453 is completed, in step S454 the frame control unit 111 determines whether the lifting motor 33a is stopped due to an abnormality. If it is determined that the lifting motor 33a is not stopped due to an abnormality, in step S455, the frame control unit 111 determines whether the subtraction port switch 31c has detected an abnormality.

[0196] Next, in step S456, the frame control unit 111 determines whether the launch control process is 0. The launch control process indicates the control stage of the launch device 31, and is 0 while waiting for a subtraction reference signal, and is 1 while waiting for the subtraction port switch 31c to detect a gaming ball.

[0197] If it is determined that the launch control process is 0 (waiting for a subtraction reference signal), in step S457 the frame control unit 111 determines whether the subtraction reference signal is 0. If it is determined that the subtraction reference signal is not 0 (determined to be 1), in step S458 the frame control unit 111 sets the launch control process to 1 (waiting for game ball detection). In addition, in step S459, the frame control unit 111 sets a value equivalent to 510 ms to the launch control timer. The launch control timer is a timer for effectively accepting the detection of the gaming ball by the subtraction calculation port switch 31c, and is counted in the counter management process (step S402: see FIG. 11).

[0198] If it is determined that the launch control process is not 0 (if it is determined that it is 1), in step S460, the frame control unit 111 determines whether the launch control timer is 0. If it is determined that the launch control timer is not 0, in step S461, the frame control unit 111 determines whether the edge data of the subtraction port switch 31c is 1. If it is determined that the edge data of the subtraction port switch 31c is 1, the frame control unit 111 resets the abnormality detection of the subtraction port switch 31c in step S462. Also, in step S463, the frame control unit 111 increments the subtraction ball number counter by 1. Note that if the subtraction ball number counter is incremented by 1 here, in the above step S316 (Figure 10), the number of managed game balls will be decremented by 1 and the subtraction ball number counter will be decremented by 1.

[0199] If it is determined that the lifting motor 33a has stopped due to an abnormality, or if it is determined that the launch control timer is not 0, after processing step S463, the frame control unit 111 sets the launch control process to 0 in step S464.

[0200] <6. Processing of the performance control board> Next, we will explain the processing performed by the performance control board 120 of this embodiment. The processing of the performance control board 120 mainly includes main processing (performance control side main processing: FIG. 16) and timer interrupt processing (performance control side timer interrupt processing: FIG. 17) that is started by a regular interrupt.

[0201] [6.1 Main processing on the performance control side] FIG. 16 is a flowchart showing the main processing on the performance control side. First, in step S501, the performance control unit 121 performs the necessary initial setting process before the start of the game operation. Here, the initial setting process includes, for example, setting a command reception interrupt, returning the movable body accessory 61 to its starting point, initial setting of the CTC, enabling timer interrupts, and initial setting of register values ​​within the CPU including each part of the microcomputer.

[0202] After the above initial setting process is completed, the main loop process of steps S504 to S511 is performed at predetermined time intervals (16 ms), and otherwise the performance software random number update process of step S503 is repeatedly performed.

[0203] In step S502, the performance control unit 121 references the main loop update counter to determine whether the main loop update period (counter value > 15), which is the trigger for executing the main loop processing, has arrived. The main loop update counter is a counter that is incremented during the performance control side timer interrupt processing, which is executed every 1 ms and will be described later. In this embodiment, the main loop processing is performed every 16 ms, and in the determination processing of step S502, the main loop update counter value is determined. If the value is greater than "15" (Yes in step S502), it is determined that the timing for executing the main loop processing has arrived, and the processing of steps S504 to S511 is executed. Otherwise, in step S1003, various performance lottery random numbers used in the lottery for determining the performance scenario are updated until the main loop update period arrives (No in step S502).

[0204] If the main loop update period has arrived (Yes in step S502), the performance control unit 121 clears the main loop update counter in step S504 and executes demo / power saving mode processing in step S505. In the demo / power saving mode processing, the pre-customer waiting performance (demo start waiting display), customer waiting performance (demo display), and setting processing required for the power saving mode are executed.

[0205] In step S506, the performance control unit 121 executes a performance switch input process. In the performance switch input process, the operation state of the operation button 25 is monitored, and when an operation is detected, a performance control process corresponding to the operation is executed.

[0206] In step S507, the performance control unit 121 performs command analysis processing. In the command analysis processing, it monitors whether a performance control command is stored in the command reception buffer, and if a performance control command is stored, it reads the command and executes the performance processing corresponding to the read performance control command. When a performance control command is sent from the main control board 100, it is stored in the command reception buffer of the RWM.

[0207] For example, when a variation pattern designation command and a decorative design designation command are received and stored in the receiving buffer, a presentation scenario is determined based on the information contained in the command in the command analysis process, and the presentation scenario data (presentation scenario data) is stored in the scenario setting area of ​​the RWM. The presentation scenario specifies a time schedule for when and for how long one or more presentations should be made.

[0208] In step S508, the performance control unit 121 executes a scenario update process. This scenario update process updates the timers required to execute the performance scenario, and executes a process to advance the performance scenario based on the timer values. A typical example of the timer is a performance scenario timer, which manages a time schedule for the timing of performance occurrence. For example, during the variable period during which the decorative pattern 201 is displayed in a variable manner, which is essentially the same period as the variable period during which the special pattern is displayed in a variable manner, this timer manages a time schedule for what performance will be displayed, for how long, and by what means on that time axis. The performance scenario timer is also used in the LED drive data update process (step S510) and the movable body / gimmick operation update process (not shown), which will be described later.

[0209] In step S509, the production control unit 121 performs sound output processing. In the sound output processing, data such as phrases and volume is output to the audio IC 125 based on the production scenario data and the production scenario timer, and sound effects are output from the speaker 29 via the audio IC 125. In this way, sound effects according to the production scenario are realized.

[0210] In step S510, the performance control unit 121 executes an LED drive data update process. In the LED drive data update process, a control signal (LED data) for lighting up the performance LED 27 is created based on the performance scenario data and the performance scenario timer. In addition, the performance control unit 121 creates a control signal (LED data) for lighting up the fourth pattern display 65 based on the performance control commands (commands for the number of reserved special patterns and normal patterns, right-hit notification, etc.) sent from the main control board 100 and the performance scenario timer.

[0211] In step S511, the performance control unit 121 executes an LED output process. In this LED output process, the control signal (LED data) created in the LED drive data update process is output to the LED driver 27a, and the fourth symbol display device 65 and the performance LED 27 are turned on and displayed through the LED driver 27a.

[0212] [6.2 Performance control side timer interrupt processing] Figure 17 is a flowchart showing the timer interrupt process on the performance control side. The timer interrupt process on the performance control side is started by an interrupt from the CTC every fixed time (1 ms) and is executed while the main process on the performance control side is being executed.

[0213] In step S601, the performance control unit 121 saves the contents of the register in the stack area, and then in step S602 executes a button input state update process. In this button input state update process, the input state of the operation detection signal from the operation button 25 is monitored, and when it is confirmed that an operation detection signal has been received, the detection information is stored in a predetermined area of ​​the RWM.

[0214] In step S603, the performance control unit 121 executes a movable body accessory operation update process. In this movable body accessory operation update process, motor control data for the movable body motor 61a that operates the movable body accessory 61 is created based on the performance scenario data and the performance scenario timer.

[0215] In step S604, the performance control unit 121 performs SOL·MOT output processing. In this SOL·MOT output processing, the motor control data of the movable body motor 61a created in the movable body role operation update processing is output to the motor driver 61c. The motor driver 61c outputs a control signal based on the motor control data to the movable body motor 61a of the movable body role 61 to be operated, and controls its operation. In this way, a movable body performance by the movable body role 61 in accordance with the performance scenario is realized.

[0216] In step S605, the production control unit 121 performs an LCD command transmission process. In this LCD command transmission process, if there is an LCD command created in the scenario update process (step S508), the LCD command is transmitted to the VDP circuit 127, causing image display control of the LCD unit 57 to be executed. As a result, an image according to the production scenario is displayed.

[0217] In step S606, the performance control unit 121 executes an RTC information acquisition process. In this RTC information acquisition process, date and time information (RTC information) kept by the RTC is acquired. This RTC information is used when producing a performance based on the RTC information.

[0218] In step S607, the performance control unit 121 increments the main loop update counter, which was reset in step S503 during the performance control main processing and is incremented here.

[0219] In step S608, the performance control unit 121 restores the saved contents of the register, ends the timer interrupt processing, and executes the performance control side main processing until the next timer interrupt occurs.

[0220] 7. Configuration of Circulation Mechanism 300 Fig. 18 is an exploded perspective view of the circulation mechanism 300 as seen from diagonally above the front right. Fig. 19 is an exploded perspective view of the circulation mechanism 300 as seen from diagonally above the rear right. In Figs. 18 and 19, the connections of the paths through which the game balls pass are indicated by dashed lines.

[0221] 18 and 19, the circulation mechanism 300 includes, in addition to the launching device 31 and the lifting device 33, an out ball recovery section 301, a foul ball recovery section 302, a junction section 303, a recovered ball guide section 304, a panel section 305, and a frame section 306, which form a circulation path for circulating game balls within the gaming machine 1. As will be described later, the frame section 306 also functions as a part of the foul ball recovery section 302.

[0222] The frame section 306 is located within the inner frame 5 and below the game board 9, and is equipped with the launching device 31, lifting device 33, out ball recovery section 301, foul ball recovery section 302, junction section 303, and recovered ball guide section 304, as well as various boards provided in the inner frame 5. In the circulation mechanism 300, the launching device 31, lifting device 33, foul ball recovery section 302, and recovered ball guide section 304 are arranged on the front side of the frame section 306, and the out ball recovery section 301, junction section 303, and panel section 305 are arranged on the rear side of the frame section 306.

[0223] The panel portion 305 is a plate-shaped member that extends in the left-right and up-down directions, and is positioned at the rearmost of the parts that make up the circulation mechanism 300, blocking the out ball path 322 (see Figure 20) of the out ball recovery portion 301 from the rear side.

[0224] Figure 20 shows the configuration of the out ball recovery section 301. As shown in Figures 20(a) and 20(b), the out ball recovery section 301 has an out ball collection section 321, an out ball path 322, an out ball outlet 323, and a storage space 324 that are integrally formed from a transparent resin material.

[0225] The out ball collection section 321 is a place where game balls discharged from the game board 9 fall, and has a downward slope toward the out ball path 322 (rear side). In other words, all game balls discharged from the game board 9 fall into the out ball collection section 321.

[0226] Out ball recovery section 301 has out ball path 322 formed on the rear side. Out ball path 322 is formed with alternating slopes, from top to bottom, that slope downward from one side to the other in the left-right direction, slope downward from the other side to one side, and slope downward from one side to the other in the left-right direction, in order to decelerate the out ball and allow it to merge with the foul balls. In addition, out ball path 322 is open on the rear side and is blocked by panel section 305.

[0227] The out ball path 322 guides the game balls that have fallen into the out ball collection section 321, and then slows down the guided game balls through multiple inclined sections before guiding them downstream. An out ball switch 33b is arranged midway along the out ball path 322.

[0228] The out ball switch 33b is a through-hole type proximity switch that allows the game ball to pass through a through hole formed by a coil. The out ball switch 33b detects the game ball passing through the out ball path 322, i.e., the game ball (out ball) that has been ejected from the game board 9.

[0229] An out ball outlet 323, through which the game ball can pass, is formed at the downstream end of the out ball path 322. The game ball that passes through the out ball path 322 is discharged forward from the out ball outlet 323 and guided to the junction 303.

[0230] In addition, a storage space 324 for accommodating the confluence section 303 is formed on the front side of the out ball recovery section 301.

[0231] Figure 21 is a diagram illustrating the configuration of the junction section 303. Figure 21(a) is an exploded perspective view of the junction section 303 viewed from diagonally above the front right. Figure 21(b) is an exploded perspective view of the junction section 303 viewed from diagonally above the rear right. Figures 21(c) and 21(d) are diagrams illustrating the detection of game balls by the excess position detection switch 33d.

[0232] As shown in FIGS. 21( a ) and 21 ( b ), the junction 303 includes a junction base 331 , a junction cover 332 , an excess position detection switch case 333 , and an excess position movable piece 334 . The confluence base 331 has a confluence inlet 341 formed which connects to the out ball outlet 323 of the out ball recovery section 301, and the confluence inlet 341 is connected to the upstream end and the confluence outlet 343 is connected to the downstream end, forming a confluence path 342 through which the game balls pass. The junction path 342 is formed to slope downward from the junction entrance 341 toward the junction exit 343 (from left to right), and is covered by the junction cover 332. The junction path 342 guides game balls that have entered from the junction entrance 341 to the junction exit 343. The game balls that have been discharged from the junction exit 343 are guided to the collected ball guide section 304 through the through-hole 306a of the frame section 306 (see FIG. 18 ).

[0233] In the junction base 331, a foul ball junction path 344 is formed in front of the junction path 342, and the foul ball junction path 344 is connected to the junction path 342. A foul ball entrance 345 is formed in front of the foul ball junction path 344, and game balls (foul balls) collected by the foul ball collection section 302 enter the foul ball junction path 344. The foul ball junction path 344 is formed so as to incline toward the junction path 342 (rear side), and guides game balls that enter from the foul ball entrance 345 to the junction path 342.

[0234] Foul ball switch 33c is disposed in foul ball merging path 344 near foul ball entrance 345. Foul ball switch 33c is a through-hole-type proximity switch that allows game balls to pass through a through-hole formed by a coil. Foul ball switch 33c detects game balls passing through foul ball merging path 344, i.e., game balls (foul balls) collected by foul ball collection unit 302.

[0235] An excess position movable piece 334 is disposed downstream (to the right) of the junction point of the junction path 342 with the foul ball junction path 344. The excess position movable piece 334 is supported by the excess position detection switch case 333 so as to be rotatable about a support shaft.

[0236] As shown in Figure 21(c), the excess position movable piece 334 has two protruding contact portions 334a and blocking portions 334b, and the contact portion 334a is disposed so as to protrude toward the junction path 342. Then, as shown in Figure 21(d), when a gaming ball passes through the junction path 342, the gaming ball comes into contact with the contact portion 334a, causing the excess position movable piece 334 to rotate clockwise in the figure.

[0237] An excessive position detection switch 33d is housed in the excessive position detection switch case 333. The excessive position detection switch 33d is a transmission type photosensor that receives light emitted from a light emitting element with a light receiving element. The blocking portion 334b ​​of the excess position movable piece 334 does not block the space between the light emitting element and the light receiving element (hereinafter referred to as the sensor position) when it is not rotated by the gaming ball (FIG. 21(c)). Then, when the excess position movable piece 334 is rotated by the gaming ball, the blocking portion 334b ​​blocks the sensor position.

[0238] In this way, the excess position detection switch 33d switches whether or not the light receiving element receives light emitted from the light emitting element depending on whether or not the sensor position is blocked by the blocking portion 334b ​​of the excess position movable piece 334. As a result, the foul ball switch 33c detects a gaming ball passing through the junction path 342 based on the amount of light received by the light receiving element.

[0239] Furthermore, in the junction section 303, the junction position where game balls join the junction section path 342 and the foul ball junction path 344 is downstream of the out ball switch 33b and the foul ball switch 33c and upstream of the excess position detection switch 33d. This allows the junction section 303 to merge after detecting the out ball and the foul ball, and because game balls are not usually waiting upstream of the excess position detection switch 33d, it is possible to reduce the occurrence of ball jams at the junction position.

[0240] Figure 22 is a diagram explaining the configuration of the recovered ball guide section 304. Figure 22(a) is a perspective view of the recovered ball guide section 304 seen from diagonally above the rear right. Figure 22(b) is an exploded perspective view of the recovered ball guide section 304 seen from diagonally above the rear right. Figures 22(c) and 22(d) are diagrams explaining the detection of game balls by the under-position detection switch 33e.

[0241] As shown in Figures 22(a) and 22(b), the recovered ball guide section 304 comprises a recovered ball guide section base 351, a recovered ball guide section back surface 352, an under-position detection switch case 353, and an under-position movable piece 354. The recovered ball guide section 304 has a recovered ball inlet 361 formed by the recovered ball guide section base 351 and the recovered ball guide section back surface 352, which is connected to the confluence section outlet 343 of the confluence section 303, and the recovered ball inlet 361 is connected to the upstream end and the recovered ball outlet 362 is connected to the downstream end, forming a recovered ball path 363 through which the game balls pass. The collected ball path 363 is formed to slope downward from the collected ball inlet 361 to the collected ball outlet 362 (from left to right), and guides the game balls that enter through the collected ball inlet 361 to the collected ball outlet 362.

[0242] An under-position movable piece 354 is disposed midway along the collected ball path 363. The under-position movable piece 354 is supported by the under-position detection switch case 353 so as to be rotatable about a support shaft.

[0243] As shown in Figure 22(c), the insufficient position movable piece 354 has two protruding contact portions 354a and a blocking portion 354b, and the contact portion 354a is arranged to protrude toward the recovered ball path 363. Then, as shown in Figure 22(d), when a gaming ball passes through the recovered ball path 363, the gaming ball comes into contact with the contact portion 354a, causing the insufficient position movable piece 354 to rotate clockwise in the figure.

[0244] The under-limit position detection switch 33e is housed in the under-limit position detection switch case 353. The under-limit position detection switch 33e is a transmission type photosensor that receives light emitted from a light-emitting element with a light-receiving element. The other protrusion of the insufficient position movable piece 354 does not block the sensor position when it is not rotated by the gaming ball (FIG. 22(c)). Then, when the excessive position movable piece 334 is rotated by the gaming ball, the blocking part 354b blocks the sensor position.

[0245] In this way, the under-position detection switch 33e switches whether the light-receiving element receives light irradiated from the light-emitting element depending on whether the space between the sensor position light-emitting element and the light-receiving element is blocked by the under-position movable piece 354. As a result, the under-position detection switch 33e detects game balls passing through the collected ball path 363 based on the amount of light received by the light-receiving element.

[0246] 23 is an exploded perspective view of the lifting device 33 as seen from diagonally above the front right. The lifting device 33 includes a base portion 371, a first support portion 372, a second support portion 373, a lifting rear portion 374, a cover portion 375, a lifting portion 376, and a polishing device 377.

[0247] The base portion 371 is a member that serves as a foundation on which the components that make up the lifting device 33 and the polishing device 377 are placed, and has a lifting section inlet path 381 formed on the right side. The lifting section inlet path 381 is connected to the recovered ball outlet 362 of the recovered ball guide portion 304, and is formed with a downward slope toward the lifting section 376 (rear). On the right side of the lifting section inlet path 381, a lifting section inlet switch 33f is arranged so as to face the lifting section inlet path 381.

[0248] The lifting entrance switch 33f is a proximity switch that detects a gaming ball by a change in impedance of a detection coil, and detects a gaming ball passing through the lifting entrance path 381.

[0249] The first support portion 372 and the second support portion 373 are arranged so as to be sandwiched between the base portion 371 and the cover portion 375 when combined from the left and right. As a result, the first support portion 372 and the second support portion 373 form a cylindrical space extending in the up and down direction. The lifting portion 376 is rotatably arranged in this cylindrical space.

[0250] The lifting portion 376 is formed in a spiral shape as a whole, and game balls can enter the spiral space sandwiched between the lifting portion 376, the first support portion 372, and the second support portion 373. A lifting motor 33a is connected to the lower end of the lifting portion 376 via a gear mechanism, and when the lifting motor 33a is driven, the lifting portion 376 is rotated via the gear mechanism. As a result, game balls in the spiral space sandwiched between the first support portion 372, the second support portion 373, and the lifting portion 376 are moved upward as the lifting portion 376 rotates.

[0251] A grinder 377 is also connected to the gear mechanism. The grinder 377 is sandwiched between the base part 371 and the cover part 375 so as to be approximately parallel to the lifting part 376. The grinder 377 is arranged so that the grinding member is rotatable and comes into contact with the game balls being carried by the lifting part 376. Therefore, the grinder 377 can grind the game balls being carried upward by the lifting part 376 with the grinding member.

[0252] A lift-up rear section 374 is disposed below the cover section 375 and to the left of the first support section 372. The lift-up rear section 374 is connected to the upper end of the first support section 372. A lift-up outlet path 382 is formed in the lift-up rear section 374. The lift-up outlet path 382 is connected to the upper end of the lift-up section 376, and a lift-up rear outlet 383 is connected to the left end of the lift-up outlet path 382. The lift-up outlet path 382 is formed with a downward slope toward the lift-up rear outlet 383. Then, the gaming balls carried upward by the lifting part 376 are guided to the post-lifting outlet 383 through the lifting outlet path 382. The gaming balls guided to the post-lifting outlet 383 are supplied to the launching device 31 via the relay path 306b of the frame part 306 (see FIG. 18).

[0253] A lift-up exit switch 33g is disposed on the lift-up exit path 382 on the side of the post-lift-up exit 383. The lift-up exit switch 33g is a through-hole-type proximity switch that allows game balls to pass through a through-hole formed by a coil. The lift-up exit switch 33g detects game balls passing through the post-lift-up exit 383, i.e., game balls lifted by the lift-up part 376.

[0254] Figure 24 shows the configuration of launcher 31. Figure 24(a) is an exploded perspective view of launcher 31 as seen from the front upper right. Figure 24(b) is an exploded perspective view of launcher 31 as seen from the rear upper right.

[0255] 24, the launching device 31 includes a launching base 401, a launching body 402, and a launching cover 403. The launching base 401 is provided with a hammer 406 and a launching rail 407. The launching body 402 is provided with a ball feeding movable piece 404 and a ball removal lever 405.

[0256] Launching body 402 is formed with launching entrance 411 that receives balls from post-lifting exit 383, and launching exit 413 that penetrates in the front-to-back direction is formed on the left side of the center. In addition, launching path 412 is formed on the front of launching body 402, with launching entrance 411 and launching exit 413 connected to both ends. Launching path 412 is formed with a downward slope from launching entrance 411 to launching exit 413 (from right to left), and guides game balls that enter from launching entrance 411 to launching exit 413.

[0257] A ball removal path 414 extending downward is connected to the middle of the launch path 412. In addition, a ball removal lever 405 for opening and closing the ball removal path 414 is arranged between the launch path 412 and the ball removal path 414. The ball removal lever 405 is biased by a spring in a direction that blocks the ball removal path 414 (to the left), and normally the ball removal path 414 is blocked and the game ball passes over the ball removal lever 405 and is guided to the launch outlet 413, but the game ball is not guided to the ball removal path 414. When the ball ejection lever 405 is moved to the right by a hall staff member or the like, the game ball that has passed through the launch entrance 411 is guided into the ball ejection path 414 and is ejected to the outside from the downstream end.

[0258] In addition, a ball-transporting movable piece 404 is disposed at the left end (downstream end) of the launch path 412, in front of the launch outlet 413. The ball-transporting movable piece 404 is formed in a substantially concave shape, and is rotated by the ball-transporting solenoid 31a to send the game balls one by one to the launch position.

[0259] Figure 25 is a diagram illustrating the operation of the ball feed solenoid 31a and the ball feed movable piece 404. Figure 25(a) is a diagram illustrating the launching device 31 when the ball feed solenoid 31a is stopped. Figure 25(b) is a diagram illustrating the launching device 31 when the ball feed solenoid 31a is driven.

[0260] As shown in Figure 25, the ball feeding movable piece 404 is formed in a concave shape so that the protrusions 404b and 404c protrude at a distance from each other, and a concave space 404d capable of accommodating one game ball is formed between the protrusions 404b and 404c.

[0261] 25(a), when the ball feeding solenoid 31a is stopped, the ball feeding movable piece 404 moves clockwise in the figure around the rotation axis 404a due to its own weight, and the protrusion 404b faces the launch path 412. As a result, the game ball flowing along the launch path 412 is blocked by the protrusion 404b and does not move toward the launch device 31 from the launch outlet 413.

[0262] When the ball feeding solenoid 31a is driven, as shown in Figure 25(b), the magnetic force generated by the ball feeding solenoid 31a causes the ball feeding movable piece 404 to rotate counterclockwise around the rotation axis 404a, and the recessed space 404d faces the launch path 412. As a result, of the game balls blocked in the launch path 412, the one most downstream moves into the recessed space 404d. A metal plate is attached to the ball feeding movable piece 404 at a position opposite the ball feeding solenoid 31a, and the metal plate is attracted to the magnetic force generated by the ball feeding solenoid 31a, causing the ball feeding movable piece 404 to rotate together with the metal plate.

[0263] After that, when the ball feeding solenoid 31a stops driving, the ball feeding movable piece 404 moves clockwise in the figure around the rotation axis 404a due to its own weight (see Figure 25(a)), and the protrusion 404b again faces the launch path 412. At this time, the game ball that has moved to the recessed space 404d is guided to the launch position through the launch outlet 413 and the subtraction port switch 31c.

[0264] 24, the launch base 401 is formed in a generally plate-like shape that extends in the left-right and up-down directions and is thin in the front-rear direction. The launch base 401 is provided with a launch solenoid 31b, a hammer 406, and a launch rail 407.

[0265] Launching rail 407 is disposed so as to incline from the lower right to the upper left. On launching base 401, ball receiving portion 408 is formed at a position opposite launching rail 407, protruding forward. An opening is formed between the launch rail 407 and the ball receiving portion 408, the opening being shorter than the diameter of the gaming ball and longer than the tip 406a of the hammer 406. The gaming ball sent out from the launch outlet 413 stays between the launch rail 407 and the ball receiving portion 408. The position where this gaming ball stays is the launch position 409 (see FIG. 27).

[0266] The launch solenoid 31b is disposed on the rear side of the launch base 401, and rotatably supports the hammer 406. The hammer 406 rotates when driven by the launch solenoid 31b, and strikes the gaming ball at the launch position with its tip 406a, launching the gaming ball toward the play area 37. At this time, the gaming ball is launched along the launch rail 407. Therefore, the launch rail 407 has the function of stopping the gaming ball at the launch position, and also functions as a guide that guides the gaming ball to the game ball guide path 35a and the play area 37.

[0267] A subtraction port switch 31c is disposed between the launch outlet 413 and the launch position 409. The subtraction port switch 31c is a through-type proximity switch that allows the gaming ball to pass through a through hole formed by a coil. The subtraction port switch 31c detects the gaming ball that is guided from the launch outlet 413 to the launch position, i.e., the gaming ball that is launched from the launch device 31.

[0268] Figure 26 shows the configuration of the foul ball recovery section 302. Figure 26(a) is an exploded perspective view of the foul ball recovery section 302 as seen from the front upper right. Figure 26(b) is an exploded perspective view of the foul ball recovery section 302 as seen from the rear upper right. Figure 27 is a diagram for explaining the collection of foul balls by the foul ball collection section 302. Note that Figure 27 does not show the launching device 31 and the lifting device 33 (foul ball collection section 302) in part.

[0269] 26, the foul ball recovery section 302 includes a frame section 306, a foul ball recovery cover 421, and a return ball guide section 422. The foul ball recovery cover 421 is integrally formed with a flat plate section 421a facing the frame section 306, a side wall section 421b protruding from the left edge of the flat plate section 421a toward the frame section 306, an inclined section 421c protruding from the lower edge of the flat plate section 421a toward the frame section 306, and an outlet section 421d that is continuous with the right end of the inclined section 421c and has an open top.

[0270] The side wall portion 421b is formed to extend in the vertical direction, and the inclined portion 421c is formed to slope downward toward the launching device 31, and the side wall portion 421b and the inclined portion 421c are formed continuously. The thickness of the side wall portion 421b and the inclined portion 421c in the front-to-rear direction is longer than the diameter of the gaming ball.

[0271] Outlet portion 421d slopes downward toward junction 303 (rearward), and faces through-hole 423 formed in frame portion 306. Through-hole 423 is connected to foul ball junction path 344 (foul ball inlet 345) of junction 303.

[0272] In the foul ball recovery section 302, the foul ball recovery cover 421 is positioned so that it abuts against the frame section 306, so that the space surrounded by the frame section 306 and the foul ball recovery cover 421 is formed as a recovery space 424, as shown in Figure 27.

[0273] The return ball guide section 422 is disposed in the approximate center of the recovery space 424, at a position where it will not collide with the game balls launched from the launching device 31. The return ball guide section 422 has an inclined section 422a formed on the left side thereof, which slopes downward toward the opposite side from the launching device 31, and prevents foul balls from entering the launching rail 407 side.

[0274] The recovery space 424 is connected to the launch space including the launch position 409 of the launching device 31 and the game ball guide path 35a. The game balls launched from the launching device 31 pass through the recovery space 424 and are guided to the game ball guide path 35a.

[0275] At this time, a game ball launched with a launch strength greater than that required to reach the backflow prevention member 40 (see FIG. 3) reaches the play area 37. However, a game ball launched with a launch strength less than that required to reach the backflow prevention member 40 flows back along the game ball guide path 35a along the outer rail 35 without reaching the play area 37, and is guided to the recovery space 424 as a foul ball.

[0276] The gaming ball guided to the recovery space 424 collides with the return ball guide portion 422, moves along the inclined portion 422a of the return ball guide portion 422 in the opposite direction from the launching device 31 (toward the lower left), and collides with the side wall portion 421b or the inclined portion 421c of the foul ball recovery cover 421. The gaming ball that collides with the side wall portion 421b or the inclined portion 421c is guided by the inclined portion 421c and moves toward the launching device 31 (to the right), and is then led to the outlet portion 421d and guided through the through-hole 423 to the junction portion 303. It should be noted that some of the foul balls may pass through the recovery space 424 of the foul ball recovery section 302 and return to the launch position.

[0277] Figure 28 is a schematic diagram illustrating sensors in the pre-lifting path and post-lifting path. As shown in Figures 28(a) and 28(b), game balls discharged from the game board 9 are guided to the lifting section 376 through the out ball path 322, the junction path 342, the recovered ball path 363, and the lifting section inlet path 381. Therefore, these paths correspond to the pre-lifting path.

[0278] 28(c), the game ball lifted by the lifting section 376 is guided to the position where the ball feeding movable piece 404 is provided through the lifting outlet path 382, ​​the relay path 306b, and the launch path 412. Therefore, these paths correspond to the post-lifting path. In the post-lift path, when the ball feed solenoid 31a is stopped, the game ball at the most downstream position in the post-lift path will come into contact with the protrusion 404b of the ball feed movable piece 404. Then, since the game ball will be lifted by the lifting section 376 until the state in which the game ball is detected by the lift exit switch 33g continues, the game ball will remain in the post-lift path up to the position where the lift exit switch 33g is provided. On the post-lift path, the distance from the protrusion 404b of the ball-feeding movable piece 404 to the position where the lift-up exit switch 33g is provided is set to approximately a distance obtained by adding the radius of the game ball to an integral multiple of the diameter of the game ball (for example, within a range of ±2 mm from that distance). As a result, when a game ball is retained on the post-lift path, the approximate center of the game ball is located in the center of the central axis direction of the through-hole of the lift-up exit switch 33g. This allows the lift-up exit switch 33g to improve the game ball detection accuracy.

[0279] 28(a) and 28(b), an excess position detection switch 33d and an insufficient position detection switch 33e are arranged in the pre-lift path, and when the power is turned on, they detect whether there are game balls at the respective positions. However, since the downstream end of the pre-lift path is connected to the lifting part 376, the position of the game ball at the downstream end of the pre-lift flow path changes depending on the stopped state (rotation angle) of the lifting part 376.

[0280] Therefore, in the pre-lifting flow path, an excess position movable piece 334 and an insufficient position movable piece 354 are provided, and the excess position detection switch 33d and the insufficient position detection switch 33e detect the game ball based on the rotation of the excess position movable piece 334 and the insufficient position movable piece 354. Here, the excessive position movable piece 334 is shaped so that when lowered under its own weight, the lower edge of the contact part 334a is at a height from the bottom surface of the junction path 342 that is equal to or greater than the radius of the gaming ball, and the distance from the sensor position to the blocking part 334b ​​when lowered under its own weight is shorter than the vertical length of the blocking part 334b. Similarly, the insufficient position movable piece 354 is shaped so that when lowered under its own weight, the lower edge of the contact part 354a is at a height from the bottom surface of the recovered ball path 363 that is equal to or greater than the radius of the gaming ball, and the distance from the sensor position to the blocking part 354b when lowered under its own weight is shorter than the vertical length of the blocking part 354b. As a result, even if the position of the game ball at the downstream end of the pre-lifting flow path changes depending on the rotation angle of the lifting section 376, if there is a game ball at the position where the excess position movable piece 334 and the insufficient position movable piece 354 are located, the excess position movable piece 334 and the insufficient position movable piece 354 will rotate, making it possible to detect the presence or absence of a game ball by the excess position detection switch 33d and the insufficient position detection switch 33e.

[0281] <8. Placement of radio wave sensor 75> Figure 29 is a diagram illustrating the positional relationship between the subtraction port switch 31c, the foul ball switch 33c, and the radio wave sensor 75. Figure 30 is a rear view of the front frame 7. Note that in Figure 29, the subtraction port switch 31c, the foul ball switch 33c, and the radio wave sensor 75 are shown on the front side in order to clarify their positional relationship. Also, Figure 29 shows a projection of the radio wave sensor 75 when the front frame 7 is closed.

[0282] 30, radio wave sensor 75 is disposed in approximately the center of front frame 7 below transparent glass 11. Specifically, radio wave sensor 75 is disposed in the portion of front frame 7 below transparent glass 11, above the center in the vertical direction and slightly toward the hinge from the center in the horizontal direction.

[0283] Additionally, a metal plate 76 that supports the transparent glass 11 is provided over a wide area below the transparent glass 11 of the front frame 7. The metal plate 76 is cut out at a position facing the radio wave sensor 75 so as not to interfere with the detection of radio waves by the radio wave sensor 75.

[0284] As shown in Figure 29, when the front frame 7 is closed, the radio wave sensor 75 is positioned between the subtraction calculation port switch 31c and the foul ball switch 33c in the left-right direction, and above the subtraction calculation port switch 31c and the foul ball switch 33c in the up-down direction.

[0285] The foul ball switch 33c is disposed left-right within the width of the foul ball collection cover 421. More specifically, the foul ball switch 33c is disposed in a position facing the outlet portion 421d left-right (near the right end of the inclined portion 421c), that is, in a position within the width of the foul ball collection cover 421 that is closer to the radio wave sensor 75 (subtraction outlet switch 31c).

[0286] Here, when the foul ball switch 33c detects a game ball, the number of managed game balls is incremented by one, so it is necessary to particularly monitor for unauthorized radio waves to the foul ball switch 33c. Therefore, by placing the radio wave sensor 75 near the foul ball switch 33c, it mainly detects unauthorized radio waves to the foul ball switch 33c. In addition, because the radio wave sensor 75 is placed near the subtraction port switch 31c, it is also possible to detect unauthorized radio waves to the subtraction port switch 31c. Furthermore, since the radio wave sensor 75 is positioned on the game board 9 side (above) at the bottom of the inner frame 5, it is also possible to detect unauthorized radio waves to each switch provided on the game board 9 (for example, special pattern 1 start port switch 41a, special pattern 2 start port switch 43a, normal pattern start port switch 47a, big prize port switch 49a, prize port switch 53a).

[0287] Furthermore, the central axes of the coils of the subtraction port switch 31c, foul ball switch 33c, and radio wave sensor 75 are arranged to be roughly aligned in the front-to-rear direction. When these switches or sensors are arranged facing each other in the front-to-rear direction, they must be spaced apart by at least a specified distance.

[0288] However, by arranging the subtraction port switch 31c and the foul ball switch 33c side by side in the left-right direction, they can be arranged closer together than if they were arranged opposite each other in the front-rear direction.

[0289] In addition, since the subtraction calculation port switch 31c and the foul ball switch 33c are provided on the inner frame 5 and the radio wave sensor 75 is provided on the front frame 7, it is possible to ensure a sufficient distance in the front-to-back direction between the subtraction calculation port switch 31c and the foul ball switch 33c and the radio wave sensor 75. This allows the radio wave sensor 75 to accurately detect any tampering with the subtraction port switch 31c and the foul ball switch 33c.

[0290] 9. Configuration of Vibration Device 500 Fig. 31 is a front view of the inner frame 5. Note that Fig. 31 illustrates the inner frame 5 with the game board 9 removed, and also shows the vibration device 501 and the vibration transmission member 511 projected and hatched when the front frame 7 is closed. In the explanation of Figure 30, the left-right direction of the figure and the left-right direction of the gaming machine 1 are opposite directions, so for convenience, the left direction of the gaming machine 1 (right direction in Figure 30) will be explained as the hinge direction, and the right direction of the gaming machine 1 (left direction in Figure 30) will be explained as the key direction.

[0291] 30, hinge mechanisms 4 are provided on the top and bottom of the left end (right end in the figure) of the front frame 7, and the front frame 7 is rotatable around the hinge mechanisms 4 as a rotation axis. A vibration device 501 and vibration transmission members 511 (511a, 511b) are provided on the back side of the front frame 7.

[0292] The vibration device 501 is a device that generates vibrations by moving a weight using a motor or an actuator. The vibration device 501 is located in the lower part of the front frame 7, in the center in the left-right direction (the middle part of the width W of the gaming machine 1 divided into three equal parts in the left-right direction), more precisely, slightly toward the hinge in the center part.

[0293] The vibration transmission member 511a is disposed in the center in the left-right direction below the vibration device 501. The vibration transmission member 511a is formed of a resin material so as to protrude rearward from the rear surface of the front frame 7. The cross section of the vibration transmission member 511a is formed in a substantially rectangular shape.

[0294] Vibration transmission member 511b is disposed at the lower part of front frame 7, at the end on the key direction side (the end on the key direction side of the three equal parts divided left and right). Vibration transmission member 511b is formed of a resin material so as to protrude rearward from the rear surface of front frame 7. Vibration transmission member 511b has a substantially rectangular cross section.

[0295] As shown in FIG. 31, vibration transmitted member 513 (513a, 513b) is provided on inner frame 5. Vibration transmitted member 513a is disposed in the center in the left-right direction of the lower part of inner frame 5, facing vibration transmitting member 511a, and positioned below vibration transmitting member 511a in the up-down direction. Vibration transmitted member 513a is formed of a resin material so as to protrude forward from the front surface of inner frame 5. A metal plate is disposed on the surface of the resin material of vibration transmitted member 513a. It is sufficient that either vibration transmitting member 511a or vibration transmitted member 513a is formed so as to protrude.

[0296] Vibration receiving member 513b is arranged on the key direction side in the left-right direction at the bottom of inner frame 5, facing vibration transmitting member 511b, and positioned below vibration transmitting member 511b in the up-down direction. Vibration receiving member 513b is formed of a resin material so as to protrude forward from the front surface of inner frame 5. A metal plate is arranged on the surface of the resin material of vibration receiving member 513b. It is sufficient that either vibration transmitting member 511b or vibration receiving member 513b is formed so as to protrude.

[0297] When the front frame 7 is closed relative to the inner frame 5, the lower surface of the vibration transmitting member 511a abuts against the upper surface of the vibration transmitted member 513a, and the lower surface of the vibration transmitting member 511b abuts against the upper surface of the vibration transmitted member 513b.

[0298] At this time, due to the weight of the front frame 7, the vibration transmitting member 511a is pressed against the vibration transmitted member 513a, and the vibration transmitting member 511b is pressed against the vibration transmitted member 513b.

[0299] As a result, vibrations generated by the vibration device 501 are transmitted to the vibration-transmitted member 513a through the vibration transmitting member 511a, and are also transmitted to the vibration-transmitted member 513b through the vibration transmitting member 511b. The vibrations transmitted to the vibration-transmitted members 513a and 513b are transmitted to the lifting device 33 from different directions.

[0300] Since multiple game balls pass through and remain in the circulation mechanism 300, there is a risk of so-called ball jamming (a state in which game balls get stuck in the path and cannot flow). Therefore, by transmitting the vibrations generated by the vibration device 501 to the circulation mechanism 300, it is possible to eliminate ball jamming in the circulation mechanism 300 (including reducing the occurrence of ball jamming).

[0301] Here, it is desirable to arrange the vibration transmitting member 511 and the vibration transmitted member 513 at a position facing the circulation mechanism 300 in the left-right direction. In this embodiment, the vibration device 501, the vibration transmitting member 511a, and the vibration transmitted member 513b are arranged within the width W1 of the circulation mechanism 300 in the left-right direction, which makes it possible to more effectively prevent ball clogging in the circulation mechanism 300.

[0302] Furthermore, ball jamming is particularly likely to occur at the junction 303 where game balls converge (the junction of the junction path 342 through which out balls flow and the foul ball junction path 344 through which foul balls flow). Therefore, the vibration transmitting member 511a and the vibration transmitted member 513a are positioned facing the junction 303 in the front-to-rear direction. This makes it easier for the vibrations generated by the vibrating device 501 to be transmitted to the junction 303 by the vibration transmitting member 511a and the vibration transmitted member 513a, making it possible to more effectively eliminate ball jamming at the junction 303.

[0303] Fig. 32 is a diagram illustrating the timing of vibration generation by the vibration device 500. As shown in Fig. 32, the vibration device 500 generates vibration when the power is turned on, during the special symbol variable display game, and during a jackpot game.

[0304] When the power is turned on, the vibration device 500 generates vibration in the initial setting process of step S501 (see FIG. 16) described above. More specifically, when the main control unit 101 transmits a performance control command corresponding to backup restoration in the backup restoration process of step S106 (see FIG. 8), the vibration device 500 generates vibration in response to the performance control command. That is, the vibration device 500 generates vibration when the backup restoration is performed.

[0305] Furthermore, when the main control unit 101 transmits a performance control command corresponding to the RWM clear return in the RWM clear return process (see FIG. 8) in step S107, the vibration device 500 generates vibration in response to the performance control command. That is, the vibration device 500 generates vibration when the RWM is cleared and returned.

[0306] In this way, the vibration device 500 generates vibrations even when the main control unit 101 has returned to backup or when the RWM has been cleared, thereby making it possible to eliminate ball jamming caused by a long stop of the gaming machine 1. Furthermore, the vibration device 500 can improve the operating efficiency of the gaming machine 1 by reducing the inability to start a game due to ball jamming when the power is turned on.

[0307] Figure 33 is a diagram for explaining the timing of the special symbol variable display game and the jackpot game when a jackpot is won. Figure 34 is a diagram for explaining the timing of the special symbol variable display game and the jackpot game when a loss occurs.

[0308] As shown in Figure 33, when a jackpot is won in the jackpot lottery, the LCD unit 57 in the special symbol variable display game displays a variable decorative symbol 201 ("Variable Display" in the figure), then the left and right decorative symbols 201a and 201c temporarily stop as the same symbol ("Reach" in the figure), a predetermined development image is displayed ("Development" in the figure), and finally the decorative symbols 201a to 201c stop as the same symbol ("Stop" in the figure). Then, when the special symbol variable display game ends, the jackpot game begins, and after a pre-open interval time ("OP" in the figure, sometimes simply referred to as "Opening" hereinafter) has elapsed, round games ("1R", "2R" in the figure) and interval time ("IR" in the figure) are repeated multiple times.

[0309] Here, in a jackpot game, it is possible to obtain a prize ball by making the game ball enter the big prize opening 49, but if the ball becomes jammed in the circulation mechanism 300 and the game ball cannot be released, the game ball cannot enter the big prize opening 49, which may cause a disadvantage to the player.

[0310] Furthermore, in the case of a gaming machine 1 in which a specific area (so-called V area) is provided inside the big prize opening 49, and on the condition that the gaming ball passes through the specific area during a big win game, the gaming machine transitions to a gaming state that is more advantageous than the normal gaming state, such as a high probability gaming state or a time-saving gaming state, after the big win game ends, if a ball becomes jammed in the circulation mechanism 300 and the gaming ball cannot be released, it may not be possible to transition to the advantageous gaming state, which may be detrimental to the player.

[0311] Furthermore, in the case of a gaming machine 1 in which a specific area (a so-called V area) is provided inside the large prize opening 49, and the large prize game continues after the game ball passes through the specific area during the small prize game, if the ball becomes jammed in the circulation mechanism 300 and the game ball cannot be released, the large prize game may not start, causing a disadvantage to the player.

[0312] Thus, in the gaming machine 1, if the gaming balls become jammed during a jackpot game (or a small jackpot game) and cannot be released, it may be detrimental to the player. In particular, it is important to resolve ball jams in gaming machines 1 that transition to an advantageous gaming state or start a jackpot game by making the gaming balls enter a specific area. In particular, in the case of so-called smart pachinko machines that circulate the gaming balls sealed inside for use in games, the gaming balls inside the circulation mechanism 300 cannot be seen, so it is not possible to visually confirm whether a ball jam has occurred.

[0313] Therefore, in the gaming machine 1, based on the control of the performance control unit 121, vibration is generated from the vibration device 501 at least at one of the times during the special pattern change display game at the time of the jackpot and during the jackpot game, thereby eliminating ball jamming in the lifting device 33.

[0314] FIG. 33 shows five examples of timing at which vibration is generated from the vibration device 501. For example, as shown in Figure 33(a), when a jackpot game starts after the special symbol variation display game at the time of a jackpot ends, vibrations are generated by driving the vibration device 501 for a predetermined period from the start of the opening. This makes it possible to clear ball jams in the lifting device 33 before the start of the first round of play. Note that, although vibrations are generated by driving the vibration device 501 from the start of the opening time here, as long as vibrations can be generated for a predetermined period during the opening time, for example, vibrations may not be generated from the start of the opening time.

[0315] 33(b), when a jackpot game starts after the special symbol variation display game at the time of a jackpot ends, the vibration device 501 is activated to generate vibrations for a predetermined period spanning the opening period and the first round of play. This allows the ball jam to be cleared at the start of the first round of play, or even if the ball jam is not cleared at the start of the first round of play, it can be cleared midway through the first round of play. Therefore, even in a gaming machine 1 in which the game ball must pass through a specific area during the first round of play, the risk of causing a disadvantage to the player can be reduced.

[0316] 33(c), when the jackpot game starts after the special symbol variation display game at the time of the jackpot ends and the first round of play starts after the opening period has elapsed, the vibration device 501 is activated for a predetermined period of time during the first round of play to generate vibrations. This allows the ball jam to be cleared during the first round of play even if it is not cleared at the start of the first round of play. Therefore, even in a gaming machine 1 in which the game ball must pass through a specific area during the first round of play, the risk of a player being disadvantaged can be reduced.

[0317] 33(d), vibration is generated by driving the vibration device 501 during the special symbol variation display game at the time of the jackpot. More specifically, vibration is generated in the latter half (after the reach) of the special symbol variation display game at the time of the jackpot. This reduces the risk of ball jamming in the subsequent jackpot game, and reduces the risk of causing disadvantage to the player. The latter half of the special symbol variable display game may be, for example, after a jackpot confirmation effect is performed, or after the special symbol is displayed in a jackpot mode (after the decorative symbols 201a to 201c are displayed stopped in the same pattern).

[0318] 33(e), vibration is generated by driving the vibration device 501 from the middle of the special symbol variation display game at the time of the jackpot to the jackpot game. At this time, vibration may be generated only during the opening period in the jackpot game, or vibration may be generated over the opening period and the first round of play.

[0319] The gaming machine 1 may be configured to generate vibrations in only one of the five patterns shown in FIG. 33, or may be configured to generate vibrations by switching between a plurality of patterns.

[0320] On the other hand, since the jackpot game does not start when the winning combination is lost, as shown in FIG. 34, the vibration device 501 is not driven and no vibration is generated in the special pattern change display game (for example, the second half) when the winning combination is lost.

[0321] In addition to the above, the performance control unit 121 may be configured to drive the vibration device 501 to generate vibration when a button (not shown) for generating vibration is operated. This allows the player to resolve the ball jam when he or she notices it.

[0322] The driving time and vibration intensity of the vibration device 501 may be the same for all the above, or at least one of the driving time and vibration intensity may be varied depending on the timing of occurrence. Furthermore, the vibration device 501 may be driven to generate vibrations in a special symbol variation display game when a losing combination occurs.

[0323] <10. Connection Relationship Between Frame Control Board 110 and Each Part Provided on Front Frame 7> Fig. 35 is a front view of the front frame 7. Fig. 36 is a rear view of the front frame 7. Note that Fig. 35 shows the front frame relay board 602 provided on the rear side of the front frame 7 as projected from the front side. Fig. 36 also illustrates the state in which a board cover for protecting boards such as the front frame relay board 602 has been removed.

[0324] As shown in Figure 35, the handle device 19, game ball count display 21, counting switch 23, and effect button 25a are arranged on the front frame 7 so as to face the player. The handle device 19 is designed to be operated with the player's right hand, and is therefore arranged at the bottom right of the front frame 7. In addition, the effect button 25a is arranged at the bottom center of the front frame 7 in a position that allows the player to easily operate it with either hand. A game ball count display 21 is disposed at the bottom left of the front frame 7, facing diagonally upward and forward so that it can be seen by the player. The game ball count display 21 is disposed at the bottom left of the front frame 7 because it needs to be disposed in a position that does not overlap the game board 9 (transparent glass 11) and avoids the handle device 19 and the effect button 25a. The game ball number display 21 is disposed at the topmost position at the bottom of the front frame 7 (below the transparent glass 11), which is a position that is as easy for the player to see as possible, so that it is always visible to the player.

[0325] 35 and 36, a front frame relay board 602 is disposed on the back side of the front frame 7. The front frame relay board 602 is disposed below the transparent glass 11 and closer to the hinge direction (leftward) than the center in the left-right direction. In other words, the front frame relay board 602 is disposed in a position close to the hinge mechanism 4 in the left-right direction. In addition, the front frame relay board 602 is arranged below the game ball count display 21 so as to be aligned with the game ball count display 21 in the vertical direction. Therefore, the front frame relay board 602 is placed closer to the game ball number display 21 than the handle device 19.

[0326] Figure 37 is a diagram illustrating the wiring diagram between the frame control board 110 and each part provided on the front frame 7. As shown in Figure 37, the frame control board 110, the handle device 19 (touch sensor 19b, firing stop switch 19c, firing intensity VR 19d), the game ball number display 21 (game ball number display board 21a), the counting switch 23, and the radio wave sensor 75 are electrically connected via the inner frame relay board 601 and the front frame relay board 602.

[0327] As shown in Fig. 31 , the inner frame relay board 601 is disposed within the frame portion 306 of the inner frame 5. Specifically, the inner frame relay board 601 is disposed within the frame portion 306 at a position close to the hinge mechanism 4 (on the left side in the left-right direction). The inner frame relay board 601 is also disposed at approximately the same height as the front frame relay board 602. Because both the inner frame relay board 601 and the front frame relay board 602 are disposed in positions close to the hinge mechanism 4 in this way, it is possible to shorten the transmission cable 621 connecting the inner frame relay board 601 and the front frame relay board 602.

[0328] A 30-pin connector 110a is provided on the frame control board 110, and a 30-pin connector 601a is provided on the inner frame relay board 601. The connector 110a and the connector 601a are connected via a transmission cable 621.

[0329] The first terminals of the connector 110a and the connector 601a are assigned as terminals for a detection signal (touch sensor signal 1) output from the touch sensor 19b to the frame control board 110. Terminal 2 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the touch sensor 19b and the emission intensity VR 19d. Terminal 3 is assigned as a terminal for a detection signal (emission stop signal) output from the emission stop switch 19c to the frame control board 110. Terminals 4, 7, 8, and 17 to 20 are connected to ground. Terminal No. 5 is assigned as a terminal for a detection signal (emission intensity VR signal) output from emission intensity VR 19d to frame control board 110. Terminal 6 is assigned as a terminal for 12V DC voltage (DC12VA) supplied from the frame control board 110 to the front frame relay board 602. Terminals 8 to 15 are assigned as terminals for data signals (game ball number display segment_A to game ball number display segment_G) output from the frame control board 110 to the game ball number display 21 to turn on or off the 7-segment LEDs of each digit that make up the game ball number display 21. Terminal 16 is assigned as a terminal for a 12V DC voltage (DC12VK) supplied from the frame control board 110 to the counting switch 23. Terminals 21 to 26 are assigned as terminals for a common signal (game ball display segment_6th digit to game ball display segment_1st digit) output from the frame control board 110 to the game ball number display 21 to select the digit to be lit among the 7-segment LEDs for each digit that make up the game ball number display 21. Terminals 27 and 28 are assigned as terminals for performance signals (performance signals 1 and 2) output from the frame control board 110 to the performance connection board. Terminal 29 is assigned as a terminal for a detection signal (count button signal) output from the count switch 23 to the frame control board 110. Terminal No. 30 is assigned as a terminal for a detection signal (frame radio signal) output from the radio wave sensor 75 to the frame control board 110.

[0330] A 30-pin connector 601b is provided on the inner frame relay board 601, and a 30-pin connector 611 is provided on the front frame relay board 602. The connector 601b and the connector 611 are connected via a transmission cable 622.

[0331] Terminals 1, 2, 5, 18, 24, 26, and 28 of connector 601b and connector 611 are connected to ground. Terminal No. 3 is assigned as a terminal for a detection signal (touch sensor signal 1) output from the touch sensor 19b to the frame control board 110. Terminal No. 4 is assigned as a terminal for a detection signal (emission stop signal) output from the emission stop switch 19c to the frame control board 110. Terminal No. 6 is assigned as a terminal for a detection signal (emission intensity VR signal) output from emission intensity VR 19d to frame control board 110. Terminals 7, 9, 11, 13, 15, and 17 are assigned as terminals for a common signal (game ball display segment_6th digit to game ball display segment_1st digit) output from the frame control board 110 to the game ball number display 21 to select the digit to be lit among the 7-segment LEDs for each digit that make up the game ball number display 21. Terminal 8 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the touch sensor 19b and the emission intensity VR 19d. Terminals 10 and 12 are assigned as terminals for performance signals (performance signals 1 and 2) output from the frame control board 110 to the performance connection board. Terminal 14 is assigned as a terminal for 12V DC voltage (DC12VA) supplied from the frame control board 110 to the front frame relay board 602. Terminal 16 is assigned as a terminal for a detection signal (frame radio signal) output from radio wave sensor 75 to frame control board 110. Terminals 19, 21, 23, 25, 27, 29, and 30 are assigned as terminals for data signals (game ball number display segment_A to game ball number display segment_G) output from the frame control board 110 to the game ball number display 21 for turning on or off the 7-segment LEDs of each digit that make up the game ball number display 21. Terminal No. 20 is assigned as a terminal for a detection signal (count button signal) output from the count switch 23 to the frame control board 110. Terminal 22 is assigned as a terminal for a 12V DC voltage (DC12VK) supplied from the frame control board 110 to the counting switch 23.

[0332] In this way, the inner frame relay board 601 is provided between the frame control board 110 and the front frame relay board 602, and relays signals and power supply transmitted between the frame control board 110 and the front frame relay board 602. At this time, the inner frame relay board 601 relays signals and power supply by changing the terminal arrangement of the connector.

[0333] The front frame relay board 602 is provided with connectors 612, 613, 614, 615, and 616 in addition to the connector 611.

[0334] The connector 612 has an 8-pin configuration, and is connected to the handle device 19 (touch sensor 19b, firing stop switch 19c, firing intensity VR 19d) via a transmission cable 623. Terminals 1 to 3 are connected to the firing intensity VR 19d, terminals 4 and 5 are connected to the firing stop switch 19c, and terminals 6 to 8 are connected to the touch sensor 19b. Terminal 1 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the emission intensity VR 19d. Terminal 2 is assigned as a terminal for a detection signal (emission intensity VR signal) output from emission intensity VR 19d to frame control board 110. Terminal 3 is connected to ground. Terminal No. 4 is assigned as a terminal for a detection signal (emission stop signal) output from the emission stop switch 19c to the frame control board 110. Terminal 5 is connected to ground. Terminal No. 6 is assigned as a terminal for a 5V DC voltage (DC5VH) supplied from the frame control board 110 to the touch sensor 19b. Terminal No. 7 is assigned as a terminal for a detection signal (touch sensor signal 1) output from the touch sensor 19b to the frame control board 110. Terminal 8 is connected to ground.

[0335] The connector 613 has a two-pin configuration, and the radio wave sensor 75 is connected via a transmission cable 624 . Terminal 1 is connected to ground. Terminal 2 is assigned as a terminal for a detection signal (frame radio signal) output from the radio wave sensor 75 to the frame control board 110.

[0336] The connector 614 has a three-pin configuration, and the counting switch 23 is connected via a transmission cable 625 . Terminal 1 is assigned as a terminal for a 12V DC voltage (DC12VK) supplied from the frame control board 110 to the counting switch 23. The second terminal is connected to ground. Terminal 3 is assigned as a terminal for a detection signal (counting button signal) output from the counting switch 23 to the frame control board 110.

[0337] The connector 615 has a 14-pin configuration, and is connected to the game ball number display 21 (game ball number display board 21a) via a transmission cable 626. Terminals 1 to 6 are assigned as terminals for a common signal (game ball display segment_6th digit to game ball display segment_1st digit) output from the frame control board 110 to the game ball number display 21 to select the digit to be lit among the 7-segment LEDs for each digit that make up the game ball number display 21. Terminals 7 to 13 are assigned as terminals for data signals (game ball number display segment_A to game ball number display segment_G) output from the frame control board 110 to the game ball number display 21 to turn on or off the 7-segment LEDs of each digit that make up the game ball number display 21. Terminal 14 is connected to ground.

[0338] The connector 616 has a three-pin configuration and is connected to a front frame connection board (not shown) provided on the front frame 7 via a transmission cable 627 . Terminals 1 and 2 are assigned as terminals for performance signals (performance signals 1 and 2) output from the frame control board 110 to the performance connection board. Terminal 3 is connected to ground.

[0339] Fig. 38 is a diagram illustrating the arrangement of electronic components on the front frame relay board 602. As shown in Fig. 38, the front frame relay board 602 has connectors 611 to 616, a resistor 617, and a photocoupler 618 mounted on a component surface 602a. In the diagram, electronic components are also labeled with identifiers (alphabet + numbers). For example, "CN" indicates a connector, "R" indicates a resistor, and "RL" indicates a photocoupler, and the numbers following these letters are unique values ​​for identification. These identifiers are used to identify electronic components on a single board, so although the same identifier may be used on different boards, this does not mean that they are the same electronic components. Additionally, a plurality of numbers indicating the terminal numbers (terminal arrangement) are attached around each of connectors 611 to 616. For example, "1," "2," and "30" are attached around connector 611. This indicates that the upper and leftmost terminal of connector 611 is terminal 1, the lower and leftmost terminal is terminal 2, and the lower and rightmost terminal is terminal 30, and also indicates that the terminal numbers are shifted by one from left to right in the order of the upper and lower rows.

[0340] When the component surface 602a is viewed from the front, the connector 611 is located below the center (slightly to the lower right from the center) of the front frame relay board 602 (component surface 602a). Since the connector 611 will be connected to the other connectors 612 to 616, it is located near the center so that wiring patterns can be easily laid between the connectors 612 to 616.

[0341] When the component surface 602a is viewed from the front, the connectors 612, 613, 615, and 616 are arranged above the connector 611 and in a straight line in the left-right direction. When the component surface 602a is viewed from the front, the connectors 612 and 615 are arranged above the connector 611 and side by side in the left-right direction so that at least a portion of the left-right direction overlaps with the width of the connector 611 in the left-right direction. The connector 612 is disposed to the left of the connector 615 when the component surface 602a is viewed from the front. When the component surface 602a is viewed from the front, the connector 613 is disposed on the left side of the connector 612. The connector 616 is disposed on the left side of the connector 613. The connector 614 is disposed to the right of the connector 611 when the component surface 602a is viewed from the front.

[0342] When the component surface 602a is viewed from the front, two resistors 617 are arranged vertically next to each other on the left side of the connector 611. When the component surface 602a is viewed from the front, two photocouplers 618 are arranged vertically next to each other on the left side of the resistors 617 and the connector 613 and on the right side of the connector 616.

[0343] The front frame relay board 602 is then arranged on the back surface of the front frame 7 so that the component surface 602a faces rearward. Therefore, in the front frame relay board 602, the connector 615 is arranged closer to the hinge mechanism 4 than the connector 612. In other words, the connector 612 is arranged closer to the handle device 19 than the connector 615, and the connector 615 is arranged closer to the game ball count display 21 than the connector 612.

[0344] The transmission cable 623 connecting the connector 612 of the front frame relay board 602 and the handle device 19 (touch sensor 19b, firing stop switch 19c, firing intensity VR 19d) is connected to each other through a through hole 7b (see Figure 36) provided on the rear side of the handle device 19 in the front frame 7.

[0345] In addition, the transmission cable 626 connecting the connector 615 of the front frame relay board 602 and the game ball count display 21 is connected to each other through the through hole 7c (see Figure 36) provided on the rear side of the game ball count display 21.

[0346] Therefore, the transmission cables 626 connect the game ball count display 21, which is located closer than the handle device 19, to the front frame relay board 602, and therefore are shorter although there are more of them than the transmission cables 623 that connect the handle device 19 to the front frame relay board 602.

[0347] Fig. 39 is a diagram showing the wiring pattern on the component side 602a of the front frame relay board 602. Fig. 40 is a diagram showing the wiring pattern on the solder side 602b of the front frame relay board 602. Fig. 41 is a wiring diagram of the front frame relay board 602. Note that Fig. 40 is a diagram that is mirrored horizontally to make it easier to understand the connection relationship with Fig. 39.

[0348] 39, the component surface 602a is provided with a solid ground (solid pattern) 631. The solid ground 631 is provided in the left-right direction from approximately the center of the photocoupler 618 to the right of the right end of the connector 614. The solid ground 631 is connected to the ground.

[0349] Of the terminals provided on the connector 611, terminals 3, 4, 6, and 8, which are connected to the connector 612, are collectively referred to as a handle connection terminal group 611a. The handle connection terminal group 611a is arranged on the left side of the connector 611, i.e., on the connector 612 side. This makes it possible to shorten the wiring pattern between the handle connecting terminal group 611a and the connector 612. This makes it easier to design the wiring pattern and also makes it possible to reduce noise in the detection signal obtained by the handle device 19.

[0350] Furthermore, among the terminals provided on connector 611, terminals 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, and 30 connected to connector 615 are collectively referred to as game ball number display connection terminals 611b. Game ball number display connection terminals 611b are located on the right side of connector 611 and in the upper row (excluding terminal 30). This makes it possible to shorten the wiring pattern between the game ball count display connection terminal 611b and the connector 615. This makes it easier to design the wiring pattern and reduces noise in the signal output to the game ball count display 21.

[0351] In addition, by connecting a connector 616 and a resistor 617 connected to the performance control board 120 with a photocoupler 618, the circuit including the frame control board 110 and the circuit including the performance connection board can be physically insulated from each other.

[0352] <11. Control of Launcher 31> Fig. 42 is a diagram illustrating the relationship between the variable resistance value (voltage) of the emission intensity VR19d and the rotation angle of the handle 19a. Fig. 43 is a diagram illustrating the relationship between the rotation angle of the handle 19a and the emission intensity. In Fig. 43, the detection signal (voltage) output from the emission intensity VR19d is shown by a dashed line.

[0353] The handle 19a is connected to the firing intensity VR19d, and when the handle 19a is rotated by the player, the variable resistance value of the firing intensity VR19d also changes proportionally. The firing intensity VR19d outputs a voltage that is inversely proportional to the variable resistance value as a detection signal.

[0354] As shown in FIG. 42, the handle 19a is biased to a rotation angle θ of θ0 (0 degrees) which is a reference position, and is rotatable from the reference position θ0 (0 degrees) to a maximum value θMAX.

[0355] On the other hand, the emission intensity VR19d can be varied from a minimum value (MIN in the figure) to a maximum value (MAX in the figure) as the variable resistance value, but is set so that the variable resistance value is greater than the minimum value (MIN) when the handle 19a is in the reference position (θ0).Furthermore, the emission intensity VR19d is set so that the variable resistance value is less than the maximum value (MAX) when the handle 19a is in θMAX.

[0356] Here, at the emission intensity VR19d, as shown in FIG. 43, a detection signal of a voltage corresponding to the rotation angle of the handle 19a is output.

[0357] The launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) so as to launch the gaming ball at the minimum launch intensity while the rotation angle of the handle 19a is between θ0 and θ2 or less, regardless of the value of the detection signal output according to the rotation angle of the handle 19a. The minimum launch intensity is set to an intensity at which the launched gaming ball exceeds the launch rail 407 but does not reach the backflow prevention member 40. Therefore, a game ball shot at the minimum shooting intensity will reach the game ball guide path 35a but will not reach the game area 37, and will be collected in the foul ball collection section 302 as a foul ball.

[0358] In addition, the launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) so that the game ball is launched with a launch intensity corresponding to the value of the detection signal output according to the rotation angle of the handle 19a while the rotation angle of the handle 19a is greater than θ2 and less than θ6. Specifically, the launch control circuit 116 launches the gaming ball with a launch intensity that prevents the gaming ball from exceeding the backflow prevention member 40 when the rotation angle is less than θ3, and launches the gaming ball with a launch intensity that exceeds the backflow prevention member 40 when the rotation angle is θ3 or greater. Furthermore, the launch control circuit 116 launches the gaming ball with a launch intensity that prevents the gaming ball from exceeding the center apex 39a (see FIG. 3) when the rotation angle is less than θ4, and launches the gaming ball with a launch intensity that exceeds the center apex 39a when the rotation angle is θ4 or greater. Furthermore, the launch control circuit 116 launches the gaming ball with a minimum launch intensity that causes the gaming ball to collide with the impact stopper 38 when the rotation angle is θ5.

[0359] When the rotation angle of the handle 19a reaches or exceeds θ6, the launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) to launch the game ball with maximum launch strength. The maximum launch strength is set to a strength slightly stronger than the minimum strength at which the launched game ball collides with the impact stopper 38. Therefore, the launch control circuit 116 launches the game ball at a launch intensity between the minimum launch intensity and the maximum launch altitude when the rotation angle of the handle 19a is between θ2 and θ6.

[0360] The launch control circuit 116 controls the launch device 31 (solenoid current of the launch solenoid 31b) so that the game ball is launched at maximum launch intensity when the rotation angle of the handle 19a is between θ6 and θMAX, regardless of the value of the detection signal output according to the rotation angle of the handle 19a.

[0361] Furthermore, the handle device 19 is provided with a mechanism that physically turns on the firing stop switch 19c when the rotation angle of the handle 19a becomes θ1 or less, even if the player does not operate the firing stop switch 19c. Therefore, in the handle device 19, while the rotation angle of the handle 19a is between θ0 and θ1, the firing stop switch 19c is maintained on regardless of the value of the detection signal output according to the rotation angle of the handle 19a. θ1 is set to a rotation angle smaller than θ2. Therefore, when the rotation angle is such that the launch stop switch 19c is physically turned ON, the launch control circuit 116 controls the launch of the game ball with the minimum launch strength.

[0362] In this way, the launch control circuit 116 launches the game ball with a launch intensity that does not reach the game area 37 when the rotation angle of the handle 19a is less than θ0 to θ3, and collects the launched game ball as a foul ball. Furthermore, the launch control circuit 116 launches the gaming ball with a launch intensity that will enter the left gaming area 37a in the gaming area 37 when the rotation angle of the handle 19a is equal to or greater than θ3 and less than θ4. Furthermore, the launch control circuit 116 launches the gaming ball with a launch intensity that will enter the right gaming area 37b in the gaming area 37 when the rotation angle of the handle 19a is from θ4 or more to θMAX.

[0363] 44 is a timing chart for explaining firing control. The firing control circuit 116 determines whether the operation confirmation condition is met based on the detection signal input from the touch sensor 19b, the detection signal input from the firing stop switch 19c, and the connection confirmation signal. The connection confirmation signal is a signal (ON when normal) that indicates whether the connection between the main control board 100 and the frame control board 110, and the connection between the frame control board 110 and the game ball etc. lending device are normal. The firing control circuit 116 determines that the operation confirmation conditions are met when both the detection signals input from the touch sensor 19b and the firing stop switch 19c are ON and the connection confirmation signal is ON, and determines that the operation confirmation conditions are not met when at least either of them is OFF. In other words, the operation confirmation condition is met when the main control board 100 and the frame control board 110 are connected normally, the frame control board 110 and the game ball etc. lending device are connected normally, the player is holding the handle 19a, and rotates the handle 19a to a rotation angle greater than θ1 without operating the launch stop switch 19c.

[0364] The firing control circuit 116 starts one operation cycle on the condition that the operation determination condition is met. Here, one operation cycle is a unit for driving and controlling the launching device 31 (ball feeding solenoid 31a, launching solenoid 31b), and is set to, for example, about 0.6 seconds.

[0365] The firing control circuit 116 determines whether to operate the ball feed solenoid 31a and the firing solenoid 31b and whether to output the subtraction reference signal based on the firing solenoid control signal and the ball feed solenoid control signal at the start of one operating cycle. The launch solenoid control signal is a signal output from the frame control unit 111 or the main control unit 101 to the launch control circuit 116, and is turned ON when the frame control unit 111 is normally connected to the gaming ball lending device and a launch control signal (ON) is output from the main control unit 101. The ball feeding solenoid control signal is a signal output from the frame control unit 111 or the main control unit 101 to the launch control circuit 116, and is turned ON when the device is normally connected to the gaming ball lending device, a launch control signal (ON) is output from the main control unit 101, and a launch control signal (ON) is output from the frame control unit 111. These launch solenoid control signals and ball feed solenoid control signals are output from the frame control unit 111 or the main control unit 101 and input to the launch control circuit 116. The subtraction reference signal is also used in step S457 (see FIG. 15) to transition the launch control process to 1 and determine whether or not to input a value equivalent to 510 ms to the launch control timer (steps S458, S459).

[0366] As shown in FIG. 43, at the start of one operating cycle, if the launch solenoid control signal and the ball feed solenoid control signal are both ON, the launch control circuit 116 drives the ball feed solenoid 31a and outputs a subtraction reference signal.

[0367] As a result, as shown in FIG. 25, the recessed space 404d of the ball-feeding movable piece 404 faces the launch path 412, and one game ball retained in the launch path 412 enters the recessed space 404d. The launch control circuit 116 then drives the ball-sending solenoid 31a for approximately 160 ms and then stops it. This causes the game ball that entered the recessed space 404d to be sent to the launch position. At this time, the sent game ball passes through the through-hole of the subtraction port switch 31c, and the subtraction port switch 31c detects the game ball being sent to the launch position.

[0368] Furthermore, the firing control circuit 116 outputs a subtraction reference signal for approximately 45 ms at the start of one operation cycle. Note that the subtraction reference signal is negative logic (active low), so is output low at the start of one operation cycle.

[0369] Thereafter, when approximately 550 ms has elapsed since the start of one operation cycle, the launch control circuit 116 drives the launch solenoid 31b for approximately 50 ms to launch the gaming ball. At this time, the launch control circuit 116 supplies the launch solenoid 31b with a solenoid current having a current value corresponding to the value (voltage) of the detection signal of the launch intensity VR19d when approximately 550 ms has elapsed since the start of one operation cycle, i.e., the rotation angle of the handle 19a when approximately 550 ms has elapsed since the start of one operation cycle. Regardless of whether the firing stop switch 19c is ON or OFF, the firing control circuit 116 supplies the firing solenoid 31b with a solenoid current of a current value corresponding to the value of the detection signal of the firing intensity VR19d approximately 550 ms after the start of one operating cycle.

[0370] Therefore, in one operation cycle, the ball feeding solenoid 31a is driven, and then the launch solenoid 31b is driven. Therefore, in the same operation cycle, the game balls sent to the launch position by the ball feeding solenoid 31a are launched by the launch solenoid 31b. This makes it possible to prevent game balls from remaining at the launch position. In particular, in the gaming machine 1, when a game ball is sent to the launch position, the number of managed game balls is decremented by one, so it is possible to prevent the game ball that was the basis for the decrement from remaining at the launch position without being launched, which would cause a disadvantage to the player.

[0371] Furthermore, when one operating cycle is started, the launch control circuit 116 continues to determine whether or not the ball feeding solenoid 31a and the launch solenoid 31b are operable, as determined at the start of one operating cycle, even if any of the operation determination conditions, the launch solenoid control signal, and the ball feeding solenoid control signal is changed during that operating cycle. For example, even if the detection signal input from the touch sensor 19b turns OFF after one operation cycle has started, the launch solenoid 31b is driven to launch the game ball after approximately 550 ms has passed since the start of that operation cycle. This allows the game ball to be launched with a launch strength that exceeds at least the launch rail 407, thereby preventing the game ball that was the basis for the subtraction from being left at the launch position without being launched, which would cause a disadvantage to the player.

[0372] In addition, at the start of one operating cycle, if the launch solenoid control signal and the ball feed solenoid control signal are both OFF, the launch control circuit 116 controls both the ball feed solenoid 31a and the launch solenoid 31b not to be driven, and does not output the subtraction reference signal.

[0373] In addition, when the launch solenoid control signal is ON and the ball feed solenoid control signal is OFF at the start of one operating cycle, the launch control circuit 116 does not drive the ball feed solenoid 31a, and controls the launch solenoid 31b to be driven approximately 550 m after the start of that one operating cycle, and does not output the subtraction reference signal.

[0374] In addition, when the launch solenoid control signal is OFF and the ball feed solenoid control signal is ON at the start of one operating cycle, the launch control circuit 116 controls the ball feed solenoid 31a to be driven at the start of that operating cycle and controls the launch solenoid 31b not to be driven, and does not output the subtraction reference signal.

[0375] <12.Configuration Example> An example of the configuration of the gaming machine 1 will be described below.

[0376] The gaming machine 1 of the embodiment has the following (Configuration A1). (Configuration A1) The gaming machine 1 comprises a ball path that supplies gaming balls to the launching device, a lottery means that draws a lottery to determine whether a special game in which a specific winning port is opened is to be played on the condition that the gaming ball enters a predetermined winning port, a variable display means that displays a variable pattern based on the lottery result by the lottery means, a special game execution means that executes the special game when a winning result is obtained by the lottery means and the pattern is displayed in a specific display mode, and a vibration generating means that generates vibrations that are transmitted to the ball path, and the vibration generating means is capable of generating vibrations during a predetermined period at the start of the special game.

[0377] In the case of this (Configuration A1) concept, the predetermined winning slot corresponds to the special symbol 1 starting slot 41 and the special symbol 2 starting slot 43, and the specific winning slot corresponds to the large winning slot 49. The lottery means corresponds to the main control unit 101 that conducts the jackpot lottery, the variable display means corresponds to the main control unit 101 that variably displays the special symbols on the special symbol 1 display 63a and the special symbol 2 display 63b, and the special game execution means corresponds to the main control unit 101 that executes the jackpot game. The ball path corresponds to the path through which the game ball flows within the circulation mechanism 300, the special game corresponds to the jackpot game, and the specific display mode corresponds to the jackpot mode. The vibration generating means corresponds to the vibration device 501, and the predetermined start period corresponds to the opening period and the first round of play.

[0378] As shown in FIGS. 33(a) to (c) and (e), when a jackpot game is started, the vibration device 501 generates vibrations during either or both of the opening period and the first round of play. This makes it possible to eliminate ball clogging in the circulation mechanism 300 before the start of the first round of play or during the first round of play, reducing the risk of game balls not being released in a jackpot game, which would be detrimental to the player. Also, even in gaming machines 1 that require game balls to pass through a specific area in the first round of play, it is possible to reduce the risk of players being disadvantaged.

[0379] The gaming machine 1 of the embodiment has the following (Configuration A2). (Configuration A2) The gaming machine 1 comprises a ball path that supplies gaming balls to the launching device, a lottery means that draws a lottery to determine whether a special game in which a specific winning port is opened is won on the condition that the gaming ball enters a predetermined winning port, a variable display means that displays a variable pattern based on the lottery result by the lottery means, a special game execution means that executes the special game when a winning result is obtained by the lottery means and the pattern is displayed in a specific display mode, and a vibration generating means that generates vibrations that are transmitted to the ball path, and the vibration generating means is capable of generating vibrations during the latter period of the variable pattern display when a winning result is obtained by the lottery means.

[0380] In the case of this (Configuration A2) concept, the predetermined winning slots correspond to the special symbol 1 starting slot 41 and the special symbol 2 starting slot 43, and the specific winning slot corresponds to the large winning slot 49. The lottery means corresponds to the main control unit 101 that conducts the jackpot lottery, the variable display means corresponds to the main control unit 101 that variably displays the special symbols on the special symbol 1 display 63a and the special symbol 2 display 63b, and the special game execution means corresponds to the main control unit 101 that executes the jackpot game. The ball path corresponds to the path through which the game ball flows within the circulation mechanism 300, the special game corresponds to the jackpot game, and the specific display mode corresponds to the jackpot mode. The vibration generating means corresponds to the vibration device 501.

[0381] As shown in FIGS. 33(d) and (e), the vibration device 501 generates vibrations during the latter half of the special symbol variation display game when a big win is won. This makes it possible to eliminate ball clogging in the circulation mechanism 300 before the start of a jackpot game, reducing the risk of the game ball not being released during the jackpot game, which would be detrimental to the player. Also, even in gaming machines 1 in which the game ball must pass through a specific area during the first round of play, it is possible to reduce the risk of the player being disadvantaged.

[0382] The gaming machine 1 of the embodiment has the following (Configuration A2-2) in addition to (Configuration A2). (Configuration A2-2) In the gaming machine 1, the vibration generating means can not generate vibration during the latter half of the period during which the varying symbols are displayed when no winning result is obtained by the lottery means.

[0383] As shown in FIG. 34, in the special symbol variation display game when a losing combination occurs, the vibration device 501 may be configured not to generate vibrations. In this way, by not generating vibrations during the latter half of the special symbol variation display game when a player loses, which does not cause any disadvantage to the player, it is possible to reduce power consumption.

[0384] The gaming machine 1 of the embodiment has the following (Configuration A3). (Configuration A3) The gaming machine 1 comprises a ball path that supplies gaming balls to the launching device, a lottery means that draws a lottery to determine whether a special game in which a specific winning port is opened is to be played on the condition that the gaming ball enters a predetermined winning port, a variable display means that displays a variable pattern based on the lottery result by the lottery means, a special game execution means that executes the special game when a winning result is obtained by the lottery means and the pattern is displayed in a specific display mode, and a vibration generating means that generates vibrations that are transmitted to the ball path, and the vibration generating means is capable of generating vibrations when the power is turned on.

[0385] In the case of this (Configuration A3) concept, the predetermined winning slot corresponds to the special symbol 1 starting slot 41 and the special symbol 2 starting slot 43, and the specific winning slot corresponds to the large winning slot 49. The lottery means corresponds to the main control unit 101 that conducts the jackpot lottery, the variable display means corresponds to the main control unit 101 that variably displays the special symbols on the special symbol 1 display 63a and the special symbol 2 display 63b, and the special game execution means corresponds to the main control unit 101 that executes the jackpot game. The ball path corresponds to the path through which the game ball flows within the circulation mechanism 300, the special game corresponds to the jackpot game, and the specific display mode corresponds to the jackpot mode. The vibration generating means corresponds to the vibration device 501.

[0386] As shown in FIG. 32, the vibration device 501f generates vibration when powered on. This allows the gaming machine 1 to clear ball jams even if the gaming balls become stuck in the circulation mechanism 300 due to a long-term stoppage. Also, the gaming machine 1 can improve operating efficiency by reducing the number of times a game cannot be started due to ball jams when the power is turned on.

[0387] The gaming machine 1 of the embodiment has the following (Configuration A3-2) in addition to (Configuration A3). (Configuration A3-2) The gaming machine 1 is provided with a storage means capable of retaining stored information even after power is cut off, and the vibration generating means generates vibration in both cases of backup recovery, in which game play is resumed based on information stored in the storage means when power is turned on, and RAM clear recovery, in which RAM clearing is performed when power is turned on.

[0388] In the case of this (Configuration A3-2) concept, the storage means corresponds to the RWM of the main control unit 101, and RAM clear corresponds to RWM clear. When the power is turned on, the vibration device 501 generates vibration whether the backup is restored or the RWM is cleared and restored. As a result, in the gaming machine 1, even if the main control unit 101 returns to RAM clear or RWM clear, vibrations are generated, so that even if gaming balls become clogged in the circulation mechanism 300 due to a long-term stop of the gaming machine 1, the ball jam can be cleared. Also, in the gaming machine 1, by reducing the inability to start a game due to ball jamming when the power is turned on, it is possible to improve operating efficiency.

[0389] The gaming machine 1 of the embodiment has the following (Configuration A3-3) in addition to (Configuration A3) and (Configuration A3-2). (Configuration A3-3) In the gaming machine 1, the vibration generating means generates vibration regardless of the gaming state when the backup is restored.

[0390] This makes it possible to eliminate ball jamming regardless of the game state when the backup is restored, even if game balls are jammed in the circulation mechanism 300. In particular, when the backup is restored during a jackpot game, it is possible to reduce the risk of game balls not being released due to ball jamming, which would cause a disadvantage to the player.

[0391] The gaming machine 1 of the embodiment has the following (Configuration B1). (Configuration B1) The gaming machine 1 is a gaming machine having an inner frame in which a gaming board is placed and a front frame connected to the inner frame via a hinge means, and is also provided with a ball path provided in the inner frame for supplying gaming balls to the launching device, a vibration generating means provided in the front frame for generating vibrations, and a vibration transmitting means for transmitting the vibrations generated by the vibration generating means from the front frame to the inner frame.

[0392] In this (configuration B1) concept, the hinge means corresponds to the hinge mechanism 4, the ball path corresponds to the path along which the game balls flow within the circulation mechanism 300, the vibration generating means corresponds to the vibration device 501, and the vibration transmission means corresponds to the vibration transmission unit 503.

[0393] In the gaming machine 1, a circulation mechanism 300 that circulates gaming balls within the gaming machine 1 is provided in the inner frame 5, and a gaming board 9 is provided in the inner frame 5. Therefore, it is difficult to provide a vibration device 501 in the inner frame 5 due to space limitations, and if the vibration device 501 were provided in the inner frame 5, it would also be difficult to transmit vibrations to areas where ball clogging is likely to occur.

[0394] Therefore, in the gaming machine 1, the vibration device 501 is provided on the front frame 7, and a vibration transmission section 503 that transmits the vibration generated by the vibration device 501 from the front frame 7 to the inner frame 5 is also provided.

[0395] This eliminates the need to provide the vibration device 501 for eliminating ball clogging in the inner frame 5, making it easier to layout the various parts provided in the inner frame 5. Furthermore, since the front frame 7 has more space to arrange parts than the inner frame 5, the vibration device 501 and the vibration transmission part 503 can be placed in a position where they can efficiently transmit vibrations to the circulation mechanism 300, which may become clogged with balls.

[0396] The gaming machine 1 of the embodiment has the following (Configuration B1-2) in addition to (Configuration B1). (Configuration B1-2) In the gaming machine 1, the ball path has a junction where a plurality of paths along which gaming balls are guided join together, and the vibration transmission means is disposed at a position opposite the junction.

[0397] Since the vibration transmission unit 503 is positioned opposite the junction 303, when the vibration generated by the vibration device 501 is transmitted to the junction 303 via the vibration transmission unit 503, the vibration can be transmitted directly to the junction 303.

[0398] At the junction 303, ball jamming is likely to occur because game balls merge from the foul ball junction path 344 to the junction path 342. In this way, by making it easier to transmit vibrations to the junction 303 where ball jamming is likely to occur, it becomes easier to resolve ball jamming, and the risk of players being disadvantaged can be further reduced.

[0399] The gaming machine 1 of the embodiment has the following (Configuration B1-3) in addition to (Configuration B1) and (Configuration B1-2). (Configuration B1-3) In the gaming machine 1, a plurality of vibration transmitting means are provided at different positions in the left-right direction.

[0400] In the vibration transmitting section 503, a vibration transmitting member 511a and a vibration transmitted member 513a are arranged substantially in the center in the left-right direction, and a vibration transmitting member 511b and a vibration transmitted member 513b are arranged on the right end side.

[0401] In this way, by providing a plurality of vibration transmission units 503 at different positions in the left-right direction, it becomes possible to transmit the vibration generated by the vibration device 501 to the circulation mechanism 300 via different paths. As a result, different vibrations are applied to the circulation mechanism 300 from different directions, making it easier to eliminate ball clogging.

[0402] The gaming machine 1 of the embodiment has the following (Configuration B1-4) in addition to (Configuration B1), (Configuration B1-2), and (Configuration B1-3). (Configuration B1-4) In the gaming machine 1, the vibration transmitting means includes a first member provided on the front frame and a second member provided on the inner frame, and the first member and the second member are made of different materials.

[0403] In the case of this (Configuration B1-4) concept, the first member corresponds to the vibration transmitting member 511, and the second member corresponds to the vibration transmitted member 513.

[0404] Vibration transmitting member 511a and vibration transmitting member 511b are made of a resin material, and vibration transmitted member 513a and vibration transmitted member 513b have a metal plate attached to the surface of the resin material.

[0405] In this way, by configuring the vibration transmitting member 511 and the vibration transmitted member 513 to include different materials, it is possible to reduce wear when transmitting vibrations.

[0406] The gaming machine 1 of the embodiment has the following (Configuration B1-5) in addition to (Configuration B1), (Configuration B1-2), (Configuration B1-3), and (Configuration B1-4). (Configuration B1-5) In the gaming machine 1, the vibration transmission means is brought into contact with a member that forms the ball path.

[0407] In the case of this (Configuration B1-5) concept, the member that forms the ball path corresponds to the frame portion 306.

[0408] Since the vibration transmitting member 513 is formed integrally with the frame portion 306, the vibrations emitted from the vibration device 501 are transmitted directly to the frame portion 306 through the vibration transmitting member 513. This makes it possible to further eliminate ball clogging.

[0409] The gaming machine 1 of the embodiment has the following (Configuration B2). (Configuration B2) The gaming machine 1 is equipped with a ball path that supplies gaming balls to the launching device and a vibration means that imparts vibration to the ball path, and the vibration means is arranged between the left and right ends of the ball path in the left-right direction of the gaming machine body.

[0410] In the case of this (Configuration B2) concept, the ball path corresponds to the path along which the game balls flow in the circulation mechanism 300, and the vibration means corresponds to the vibration device 501 and the vibration transmission unit 503.

[0411] The vibration device 501 and the vibration transmission unit 503 are disposed between the left and right ends of the circulation mechanism 300 in the left-right direction. In other words, the vibration device 501 and the vibration transmission unit 503 are disposed at positions facing the circulation mechanism 300.

[0412] This reduces the transmission loss when the vibration generated by the vibration device 501 is transmitted to the circulation mechanism 300 via the vibration transmission unit 503. Therefore, clogging of balls can be efficiently eliminated.

[0413] The gaming machine 1 of the embodiment has the following (Configuration B3). (Configuration B3) The gaming machine 1 includes a ball path that supplies gaming balls to the launching device, and a vibration means that applies vibration to the ball path, and the vibration means is disposed approximately in the center of the gaming machine body in the left-right direction.

[0414] In the case of this (Configuration B3) concept, the ball path corresponds to the path along which the game balls flow in the circulation mechanism 300, and the vibration means corresponds to the vibration device 501 and the vibration transmission unit 503.

[0415] The vibration device 501 and the vibration transmission unit 503 are disposed approximately in the center in the left-right direction (the middle part of the width W of the gaming machine 1 in the left-right direction divided into three equal parts).

[0416] This reduces the transmission loss when the vibration generated by the vibration device 501 is transmitted to the circulation mechanism 300 via the vibration transmission unit 503. Therefore, clogging of balls can be efficiently eliminated.

[0417] The gaming machine 1 of the embodiment has the following (Configuration C1). (Configuration C1) The gaming machine 1 is a gaming machine having an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, and is equipped with a relay board provided on the front frame and connected to the inner frame's base via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring and accepting operations by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring and displaying valuable values, wherein the third wirings are more numerous than the second wirings, the relay board is arranged on the hinge means side of the front frame in the left-right direction of the gaming machine main body, and the valuable value number display means is arranged in a position closer to the relay board than the handle device so that the length of the third wiring is shorter than the second wiring.

[0418] In the case of this (configuration C1) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626.

[0419] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so the number of transmission cables 626 is greater than the number of transmission cables 623 (see FIG. 37). The front frame relay board 602 is disposed on the hinge mechanism 4 side in the left-right direction. The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 623 (see FIG. 35).

[0420] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the number of components of the transmission cables 623 and 626 and to reduce costs. Thus, the gaming machine 1 can improve the efficiency of wiring.

[0421] The gaming machine 1 of the embodiment has the following (configuration C1-2). (Configuration C1-2) The gaming machine 1 is a gaming machine comprising an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, and is provided with a relay board provided on the front frame and connected to the inner frame's board via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring and accepting operation by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring and displaying valuable values, the third wirings being more numerous than the second wirings, the relay board being arranged on the front frame on the hinge means side in the left-right direction of the gaming machine body, the valuable value number display means being arranged in a position closer to the relay board than the handle device so that the third wiring is shorter in length than the second wiring, the relay board comprising a first connector to which the first wiring is connected, a second connector to which the second wiring is connected, and a third connector to which the third wiring is connected, the third connector being arranged on the relay board on the hinge means side of the second connector.

[0422] In the case of this (configuration C1-2) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626. The first connector corresponds to connector 611, the second connector corresponds to connector 612, and the third connector corresponds to 615.

[0423] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so the number of transmission cables 626 is greater than the number of transmission cables 623 (see FIG. 37). The front frame relay board 602 is disposed on the hinge mechanism 4 side in the left-right direction. The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 623 (see FIG. 35).

[0424] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the number of components of the transmission cables 623 and 626 and to reduce costs. Thus, the gaming machine 1 can improve the efficiency of wiring.

[0425] Furthermore, since the connector 615 is disposed closer to the hinge mechanism 4 than the connector 612 (see FIG. 38), the connector 615 can be located closer to the game ball count display 21, and the connector 612 can be located closer to the handle device 19. This allows the transmission cables 623 and 626 to be shorter, further reducing the number of components of the transmission cables 623 and 626 and further reducing costs. In addition, by setting the positions of the connectors 612 and 615 according to the positions of the handle device 19 and the game ball count display 21 to which they are connected, the wiring pattern of the front frame relay board 602 can be simplified and the intersection of the transmission cables 623 and 626 can be eliminated.

[0426] The gaming machine 1 of the embodiment has the following (configuration C1-3). (Configuration C1-3) The gaming machine 1 is a gaming machine comprising an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, and is provided with a relay board provided on the front frame and connected to the inner frame's base via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring and accepting operation by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring and displaying valuable values, wherein the third wirings are more numerous than the second wirings, the relay board is arranged on the front frame on the hinge means side in the left-right direction of the gaming machine body, and the valuable value number display means is arranged closer to the relay board than the handle device so that the length of the third wiring is shorter than the second wiring, and the relay board comprises a first connector to which the first wiring is connected, a second connector to which the second wiring is connected, and a third connector to which the third wiring is connected, and the valuable value number display means is arranged above the relay board, and the third connector is arranged above the first connector on the relay board.

[0427] In the case of this (configuration C1) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626. The first connector corresponds to connector 611, the second connector corresponds to connector 612, and the third connector corresponds to 615.

[0428] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so the number of transmission cables 626 is greater than the number of transmission cables 623 (see FIG. 37). The front frame relay board 602 is disposed on the hinge mechanism 4 side in the left-right direction. The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 623 (see FIG. 35).

[0429] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the number of components of the transmission cables 623 and 626 and to reduce costs. Thus, the gaming machine 1 can improve the efficiency of wiring.

[0430] In addition, the game ball count display 21 is positioned above the front frame relay board 602, and the connector 615 is positioned above the connector 611 (see Figure 38), so that the connector 615 and the game ball count display 21 can be brought closer together. This allows the transmission cable 626 connecting the front frame relay board 602 and the game ball count display 21 to be made shorter, and by further reducing the amount of components in the transmission cable 626, costs can be further reduced. In addition, by setting the position of the connector 615 according to the position of the game ball count display 21 to which it is connected, the wiring pattern of the front frame relay board 602 can be simplified and the intersection of the transmission cable 622 and the transmission cable 626 can be eliminated.

[0431] The gaming machine 1 of the embodiment has the following (configuration C1-4). (Configuration C1-4) The gaming machine 1 is a gaming machine having an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, and is provided with a relay board provided on the front frame and connected to the base of the inner frame via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring and for receiving operations by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring and for displaying valuable values, the third wiring being greater in number than the second wiring, and the relay board is provided on the front frame via hinges in the left-right direction of the gaming machine main body. The third wiring is arranged on the hinge means side, and the valuable value display means is arranged at a position closer to the relay board than the handle device so that the length of the third wiring is shorter than the second wiring, and the relay board has a first connector to which the first wiring is connected, a second connector to which the second wiring is connected, and a third connector to which the third wiring is connected, and the first connector is arranged so that its longitudinal direction is along the left-right direction, and has a handle-related terminal connected to the second wiring and a display-related terminal connected to the third wiring, and the display-related terminal is arranged on the hinge means side than the handle-related terminal.

[0432] In the case of this (configuration C1-4) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626. The first connector corresponds to connector 611, the second connector corresponds to connector 612, and the third connector corresponds to 615. The handle-related terminals correspond to the handle connection terminal group 611a, and the display-related terminals correspond to the game ball number display connection terminals 611b.

[0433] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so the number of transmission cables 626 is greater than the number of transmission cables 623 (see FIG. 37). The front frame relay board 602 is disposed on the hinge mechanism 4 side in the left-right direction. The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 623 (see FIG. 35).

[0434] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the number of components of the transmission cables 623 and 626 and to reduce costs. Thus, the gaming machine 1 can improve the efficiency of wiring.

[0435] Furthermore, since the game ball number display connection terminal 611b in the connector 611 is positioned closer to the hinge mechanism 4 than the handle connection terminal group 611a (see Figure 39), the transmission cables 623 and 626 can be made shorter, the amount of components in the transmission cables 623 and 626 can be further reduced, and costs can be further reduced. Furthermore, the wiring patterns of the front frame relay board 602 can be routed efficiently, and the number of through holes can be reduced due to fewer crossings of the wiring patterns.

[0436] The gaming machine 1 of the embodiment has the following (Configuration C2). (Configuration C2) The gaming machine 1 is a gaming machine comprising an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, and is provided with a relay board provided on the front frame and connected to the inner frame's base via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring to accept operation by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring to display the valuable value number, wherein the third wiring is more in number than the second wiring, the valuable value number display means is positioned closer to the hinge means than the handle device, and the relay board is positioned closer to the valuable value number display means than the handle device so that the length of the third wiring is shorter than the second wiring.

[0437] In the case of this (configuration C2) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626.

[0438] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so that the number of transmission cables 626 is greater than the number of transmission cables 623. The game ball count display 21 is disposed at a position closer to the hinge mechanism 4 than the handle device 19 (see Figure 35). The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 622.

[0439] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the amount of components of the transmission cables 623 and 626 and to reduce costs. Thus, in the gaming machine 1, it is possible to improve the efficiency of wiring. Thus, in the gaming machine 1, it is possible to improve the efficiency of wiring.

[0440] The gaming machine 1 of the embodiment has the following (configuration C2-2). (Configuration C2-2) The gaming machine 1 is a gaming machine comprising an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, and is provided with a relay board provided on the front frame and connected to the inner frame's base via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring and accepting operations by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring and displaying the valuable value number, wherein the third wiring is more numerous than the second wiring, the valuable value number display means is positioned closer to the hinge means than the handle device, and the relay board is positioned closer to the valuable value number display means than the handle device so that the length of the third wiring is shorter than the second wiring, and the relay board comprises a first connector to which the first wiring is connected, a second connector to which the second wiring is connected, and a third connector to which the third wiring is connected, and the third connector is positioned on the relay board closer to the hinge means than the second connector.

[0441] In the case of this (configuration C2-2) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626. The first connector corresponds to connector 611, the second connector corresponds to connector 612, and the third connector corresponds to 615.

[0442] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so that the number of transmission cables 626 is greater than the number of transmission cables 623. The game ball count display 21 is disposed at a position closer to the hinge mechanism 4 than the handle device 19 (see Figure 35). The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 622.

[0443] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the number of components of the transmission cables 623 and 626 and to reduce costs. Thus, the gaming machine 1 can improve the efficiency of wiring.

[0444] Furthermore, since the connector 615 is disposed closer to the hinge mechanism 4 than the connector 612 (see FIG. 38), the connector 615 can be located closer to the game ball count display 21, and the connector 612 can be located closer to the handle device 19. This allows the transmission cables 623 and 626 to be shorter, further reducing the number of components of the transmission cables 623 and 626 and further reducing costs. In addition, by setting the positions of the connectors 612 and 615 according to the positions of the handle device 19 and the game ball count display 21 to which they are connected, the wiring pattern of the front frame relay board 602 can be simplified and the intersection of the transmission cables 623 and 626 can be eliminated.

[0445] The gaming machine 1 of the embodiment has the following (configuration C2-3). (Configuration C2-3) The gaming machine 1 is a gaming machine comprising an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, and is provided with a relay board provided on the front frame and connected to the inner frame's board via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring and accepting operations by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring and displaying a valuable value number, wherein the third wiring is more numerous than the second wiring, the valuable value number display means is located closer to the hinge means than the handle device, and the relay board is located closer to the valuable value number display means than the handle device so that the third wiring is shorter than the second wiring, and the relay board comprises a first connector to which the first wiring is connected, a second connector to which the second wiring is connected, and a third connector to which the third wiring is connected, and the valuable value number display means is located above the relay board, and the third connector is located above the first connector on the relay board.

[0446] In the case of this (configuration C2-3) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626. The first connector corresponds to connector 611, the second connector corresponds to connector 612, and the third connector corresponds to 615.

[0447] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so that the number of transmission cables 626 is greater than the number of transmission cables 623. The game ball count display 21 is disposed at a position closer to the hinge mechanism 4 than the handle device 19 (see Figure 35). The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 622.

[0448] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the number of components of the transmission cables 623 and 626 and to reduce costs. Thus, the gaming machine 1 can improve the efficiency of wiring.

[0449] In addition, the game ball count display 21 is positioned above the front frame relay board 602, and the connector 615 is positioned above the connector 611 (see Figure 38), so that the connector 615 and the game ball count display 21 can be brought closer together. This allows the transmission cable 626 connecting the front frame relay board 602 and the game ball count display 21 to be made shorter, and by further reducing the amount of components in the transmission cable 626, costs can be further reduced. In addition, by setting the position of the connector 615 according to the position of the game ball count display 21 to which it is connected, the wiring pattern of the front frame relay board 602 can be simplified and the intersection of the transmission cable 622 and the transmission cable 626 can be eliminated.

[0450] The gaming machine 1 of the embodiment has the following (configuration C2-4). (Configuration C2-4) The gaming machine 1 is a gaming machine comprising an inner frame in which a gaming board is placed and a front frame connected to the inner frame via hinge means, a relay board provided on the front frame and connected to the inner frame board via a first wiring, a handle device provided on the front frame and connected to the relay board via a second wiring to receive operations by a player, and a valuable value number display means provided on the front frame and connected to the relay board via a third wiring to display a valuable value number, the third wiring being greater in number than the second wiring, and the valuable value number display means being closer to the hinge means than the handle device. The relay board is arranged at a position closer to the valuable value display means than the handle device so that the third wiring is shorter in length than the second wiring, and the relay board has a first connector to which the first wiring is connected, a second connector to which the second wiring is connected, and a third connector to which the third wiring is connected, and the first connector is arranged so that its longitudinal direction is along the left-right direction, and has a handle-related terminal connected to the second wiring and a display-related terminal connected to the third wiring, and the display-related terminal is arranged on the hinge means side of the handle-related terminal.

[0451] In the case of this (configuration C2-4) concept, the hinge means corresponds to the hinge mechanism 4, the inner frame substrate corresponds to the inner frame relay substrate 601, the relay substrate corresponds to the front frame relay substrate 602, the valuable value number display means corresponds to the game ball number display 21, the first wiring corresponds to the transmission cable 622, the second wiring corresponds to the transmission cable 623, and the third wiring corresponds to the transmission cable 626. The first connector corresponds to connector 611, the second connector corresponds to connector 612, and the third connector corresponds to 615. The handle-related terminals correspond to the handle connection terminal group 611a, and the display-related terminals correspond to the game ball number display connection terminals 611b.

[0452] The number of transmission cables 623 is eight and the number of transmission cables 626 is fourteen, so that the number of transmission cables 626 is greater than the number of transmission cables 623. The game ball count display 21 is disposed at a position closer to the hinge mechanism 4 than the handle device 19 (see Figure 35). The game ball count display 21 is disposed at a position closer to the front frame relay board 602 than the handle device 19 so that the transmission cable 626 is shorter than the transmission cable 622.

[0453] In this way, by arranging the game ball count display 21 closer to the front frame relay board 602 than the handle device 19 so that the relatively large number of transmission cables 626 can be shortened, it is possible to shorten the total length of the transmission cables 623 and 626. This makes it possible to reduce the number of components of the transmission cables 623 and 626 and to reduce costs. Thus, the gaming machine 1 can improve the efficiency of wiring.

[0454] Furthermore, since the game ball number display connection terminal 611b in the connector 611 is positioned closer to the hinge mechanism 4 than the handle connection terminal group 611a (see Figure 39), the transmission cables 623 and 626 can be made shorter, the amount of components in the transmission cables 623 and 626 can be further reduced, and costs can be further reduced. Furthermore, the wiring patterns of the front frame relay board 602 can be routed efficiently, and the number of through holes can be reduced due to fewer crossings of the wiring patterns.

[0455] The gaming machine 1 of the embodiment has the following (Configuration D1). (Configuration D1) The gaming machine 1 includes a first switch for detecting a game ball that has been launched from the launching device but has not reached the gaming area, a second switch for detecting a game ball that is guided to the launch position of the launching device, an input determination means for determining whether or not there is a switch input to the first switch and the second switch based on the detection signals input from the first switch and the second switch, respectively, and a management means for managing the number of valuables based on the determination result of the input determination means, and the input determination means sets different determination conditions for whether or not there is a switch input to the first switch and the second switch.

[0456] In the case of this (Configuration D1) concept, the first switch corresponds to the foul ball switch 33c, the second switch corresponds to the subtraction port switch 31c, the input determination means corresponds to the frame control unit 111 that executes the switch detection process (step S406: see Figures 12 and 13) and the subtraction mechanism control process (step S407: see Figure 15), and the management means corresponds to the frame control unit 111 that executes the gaming machine information management process (step S316: see Figure 10). Also, the number of valuables corresponds to the number of managed gaming balls.

[0457] The frame control unit 111 determines that a gaming ball has been detected when the detection signal for the foul ball switch 33c is ON three times in a row from the rising edge of the ON edge, while it determines that a gaming ball has been detected when the rising edge of the ON edge of the subtraction calculation port switch 31c is detected (see Figures 12 and 13). In this way, the frame control unit 111 uses different conditions for determining whether or not a switch input has occurred for the foul ball switch 33c and the subtraction calculation port switch 31c.

[0458] When the foul ball switch 33c detects a game ball, it adds 1 to the number of managed game balls, which increases the possibility of cheating (so-called cheating). Therefore, by making the judgment conditions stricter than those of the subtraction calculation port switch 31c, it is possible to reduce the number of managed game balls being added fraudulently.

[0459] The gaming machine 1 of the embodiment has the following (Configuration D1-2) in addition to (Configuration D1). (Configuration D1-2) In the gaming machine 1, the management means counts and manages the number of valuables, and adds the number of valuables when the first switch detects a gaming ball, and subtracts the number of valuables when the second switch detects a gaming ball.

[0460] The frame control unit 111 adds 1 to the number of managed game balls when a game ball is detected by the foul ball switch 33c, and subtracts 1 from the number of managed game balls when a game ball is detected by the subtraction calculation port switch 31c.

[0461] When the foul ball switch 33c detects a game ball, it adds 1 to the number of managed game balls, which increases the possibility of cheating (so-called cheating). Therefore, by making the judgment conditions stricter than those of the subtraction calculation port switch 31c, it is possible to make cheating less likely to occur.

[0462] The gaming machine 1 of the embodiment has the following (Configuration D1-3) in addition to (Configuration D1) and (Configuration D1-2). (Configuration D1-3) In the gaming machine 1, the input determination means determines that the first switch and the second switch have each detected a gaming ball, provided that the detection signal is determined to be on level a predetermined number of times, and the predetermined number of times for the detection signal of the first switch is greater than the predetermined number of times for the detection signal of the second switch.

[0463] The frame control unit 111 determines that a gaming ball has been detected when the detection signal for the foul ball switch 33c is ON three times in a row from the rising edge of the ON edge, while it determines that a gaming ball has been detected when the rising edge of the ON edge of the subtraction port switch 31c is detected. In this way, the frame control unit 111 determines the number of times (three times) that the detection signal for the foul ball switch 33c is detected is greater than the number of times (one time) that the detection signal for the subtraction port switch 31c is detected.

[0464] When the foul ball switch 33c detects a game ball, it adds 1 to the number of managed game balls, which increases the possibility of cheating (so-called cheating). Therefore, by making the judgment conditions stricter than those of the subtraction calculation port switch 31c, it is possible to make cheating less likely to occur.

[0465] The gaming machine 1 of the embodiment has the following (Configuration D2). (Configuration D2) The gaming machine 1 comprises an inner frame in which a gaming board is placed and a front frame connected to the inner frame via a hinge means, and is provided with a detection switch provided in the inner frame for detecting game balls that have been launched from the launching device but have not reached the gaming area, and a radio wave sensor provided in the front frame for detecting radio waves.

[0466] In the case of this (configuration D2) concept, the hinge means corresponds to the hinge mechanism 4, the detection switch corresponds to the foul ball switch 33c, and the radio wave sensor corresponds to the radio wave sensor 75.

[0467] In the gaming machine 1, a circulation mechanism 300 that circulates gaming balls within the gaming machine 1 is provided in the inner frame 5, and a gaming board 9 is also provided in the inner frame 5. Therefore, it is difficult to provide the radio wave sensor 75 in the inner frame 5.

[0468] Therefore, in the gaming machine 1, by providing a radio wave sensor 75 on the front frame 7, it is not necessary to provide a radio wave sensor 75 on the inner frame 5 to detect fraud caused by radio waves against the subtraction port switch 31c, making it possible to simplify the layout of each part provided on the inner frame 5.

[0469] The gaming machine 1 of the embodiment has the following (Configuration D2-2) in addition to (Configuration D2). (Configuration D2-2) The gaming machine 1 includes a metal plate provided below the transparent plate in the front frame, and the metal plate is cut out at a portion facing the radio wave sensor.

[0470] In the case of this (Configuration D2-2) concept, the transparent plate corresponds to the transparent glass 11.

[0471] The metal plate 76 has a notch at the portion facing the radio wave sensor 75. The metal plate 76 is made of a metal member in order to support the weight of the transparent glass 11. Therefore, if the metal plate 76 is provided between the radio wave sensor 75 and the foul ball switch 33c, there is a risk that the radio wave sensor 75 will not be able to detect unauthorized radio waves directed at the foul ball switch 33c.

[0472] Therefore, the metal plate 76 is cut out at a portion facing the radio wave sensor 75, so that the radio wave sensor 75 can detect unauthorized radio waves directed at the foul ball switch 33c.

[0473] The gaming machine 1 of the embodiment has the following (Configuration D2-2) in addition to (Configuration D2) and (Configuration D2-1). (Configuration D2-2) In the gaming machine 1, the radio wave sensor is disposed above the detection switch.

[0474] By positioning the radio wave sensor 75 above the foul ball switch 33c, the radio wave sensor 75 is able to detect unauthorized radio waves directed to the foul ball switch 33c, as well as to detect unauthorized radio waves directed to various switches provided on the game board 9 (for example, the special symbol 1 start port 41, the special symbol 2 start port 43, and the big prize port 49).

[0475] The gaming machine 1 of the embodiment has the following (Configuration D2-3) in addition to (Configuration D2), (Configuration D2-1), and (Configuration D2-2). (Configuration D2-3) In the gaming machine 1, the radio wave sensor and the detection switch are each provided with a coil, and are arranged spaced apart in the front-rear direction so that the central axes of the coils face in approximately the same direction.

[0476] The radio wave sensor 75 and the foul ball switch 33c are arranged at a distance in the front-to-rear direction so that the central axes of the coils face in approximately the same direction (front-to-rear direction). In this way, when the central axes of the coils are arranged facing each other and facing in approximately the same direction, it is necessary to increase the distance between the radio wave sensor 75 and the foul ball switch 33c.

[0477] Therefore, by placing the radio wave sensor 75 on the front frame 7, the distance between the radio wave sensor 75 and the foul ball switch 33c can be secured, and interference between the radio wave sensor 75 and the foul ball switch 33c and the other can be reduced.

[0478] The gaming machine 1 of the embodiment has the following (Configuration D3). (Configuration D3) The gaming machine 1 comprises a launching device that launches gaming balls toward a gaming area, a foul ball recovery means that recovers gaming balls that are launched from the launching device but do not reach the gaming area, a first switch that detects gaming balls recovered by the foul ball recovery means, and a second switch that detects gaming balls that are guided to the launch position of the launching device, and the foul ball recovery means has an inclined portion that slopes downward toward the second switch side, and the first switch is provided downstream of the inclined portion.

[0479] In the case of this (configuration D3) concept, the foul ball recovery means corresponds to the foul ball recovery unit 302, the first switch corresponds to the foul ball switch 33c, the second switch corresponds to the subtraction port switch 31c, and the inclined portion corresponds to the inclined portion 421c.

[0480] Furthermore, since the inclined portion 421c slopes downward (towards the right) toward the subtraction port switch 31c, it is possible to position the foul ball switch 33c, which detects the game balls collected by the foul ball collection section 302, near the subtraction port switch 31c.

[0481] As a result, for example, if an illegal radio wave is directed at the foul ball switch 33c, the illegal radio wave will also be directed at the subtraction port switch 31c. Therefore, if the foul ball switch 33c erroneously detects a gaming ball due to the illegal radio wave, the subtraction port switch 31c will also erroneously detect a gaming ball due to the illegal radio wave.

[0482] Therefore, even if the number of managed game balls is increased by 1 due to a false detection by the foul ball switch 33c, the number of managed game balls will be decreased by 1 due to a false detection by the subtraction calculation port switch 31c, thereby preventing fraudulent players from gaining unfair advantages and avoiding disadvantages to the gaming parlor (hall).

[0483] The gaming machine 1 of the embodiment has the following (Configuration D3-2) in addition to (Configuration D3). (Configuration D3-2) In the gaming machine 1, the first switch is arranged within the width of the foul ball recovery means in the left-right direction.

[0484] As a countermeasure against cheating, it is conceivable to place the foul ball switch 33c in a location where radio waves cannot reach, but in this case, the path that the foul ball must take may become complicated.

[0485] Therefore, by placing the foul ball switch 33c within the width of the foul ball recovery section 302 in the left-right direction, it is possible to reduce cheating while saving space for the path through which the foul ball passes.

[0486] The gaming machine 1 of the embodiment has the following (Configuration D3-3) in addition to (Configuration D3) and (Configuration D3-2). (Configuration D3-3) In the gaming machine 1, the first switch and the second switch are each provided with a coil, and are arranged side by side in the left-right direction so that the central axes of the coils face in approximately the same direction.

[0487] When the subtraction port switch 31c and the foul ball switch 33c are arranged opposite each other so that the central axes of the coils face in approximately the same direction, they need to be spaced apart by a certain distance to avoid interference with each other.

[0488] Therefore, by arranging the subtraction port switch 31c and the foul ball switch 33c side by side in the left-right direction with the central axis of the coil facing in the front-to-back direction, it is possible to prevent one of the subtraction port switch 31c and the foul ball switch 33c from interfering with the other.

[0489] The gaming machine 1 of the embodiment has the following (Configuration E1). (Configuration E1) The gaming machine 1 comprises an operating means capable of operating an operating part biased toward an origin position within a range from the origin position to a maximum position, a ball feeding means for sending a gaming ball to a launch position, a launching means for launching the gaming ball placed at the launch position, and a launch control means for driving and controlling the ball feeding means and the launching means based on an operation on the operating means, and the launch control means causes the ball feeding means to send the gaming ball to the launch position in one operating cycle, and then causes the launching means to launch the gaming ball with a launch strength based on the amount of operation of the operating part.

[0490] In the case of this (Configuration E1) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the firing means corresponds to the firing solenoid 31b, and the firing control means corresponds to the firing control circuit 116.

[0491] In one operation cycle, the launch control circuit 116 drives the ball feeding solenoid 31a to send the gaming ball to the launch position, and then drives the launch solenoid 31b to launch the gaming ball.

[0492] This means that the game ball is launched last in one operation cycle, which reduces the chance of a game ball remaining at the launch position, thereby reducing the risk of a game ball remaining at the launch position and not being used in a game, which would be a disadvantage to the player.

[0493] The gaming machine 1 of the embodiment has the following (Configuration E1-2) in addition to (Configuration E1). (Configuration E1-2) In the gaming machine 1, the launch control means launches the gaming ball with a launch intensity based on the amount of operation at the timing of launching the gaming ball.

[0494] After the game ball is sent to the launch position, the launch control circuit 116 controls the launch solenoid 31b so that the game ball is launched with a launch intensity based on the rotation angle of the handle 19a at the timing of launching the game ball.

[0495] As a result, regardless of whether the firing stop switch 19c is operated or not, the game balls are fired at a firing intensity based on the rotation angle of the handle 19a, so that the game balls can be fired at a firing intensity that the player intends.

[0496] The gaming machine 1 of the embodiment has the following (Configuration E2). (Configuration E2) The gaming machine 1 comprises an operating means capable of operating an operating unit biased toward an origin position within a range from the origin position to a maximum position, a ball feeding means for feeding a gaming ball to a launch position, a launching means for launching the gaming ball placed at the launch position, and a launch control means for driving and controlling the ball feeding means and the launching means based on an operation on the operating means, and the launch control means causes the ball feeding means to feed the gaming ball to the launch position in one operating cycle, and then causes the launching means to launch the gaming ball at a launch intensity based on the amount of operation of the operating unit, and when a predetermined condition is met and one operating cycle has begun, causes the launching means to launch the gaming ball at a launch intensity that prevents the gaming ball from reaching the game area.

[0497] In the case of this (Configuration E2) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the firing means corresponds to the firing solenoid 31b, and the firing control means corresponds to the firing control circuit 116.

[0498] In one operation cycle, the launch control circuit 116 drives the ball feeding solenoid 31a to send the gaming ball to the launch position, and then drives the launch solenoid 31b to launch the gaming ball.

[0499] This allows the game ball to be launched last in one operation cycle, preventing the game ball from remaining at the launch position. Therefore, it is possible to reduce the risk of a game ball remaining at the launch position and not being used in a game, which would be a disadvantage to the player.

[0500] Furthermore, when the handle 19a is moved to the origin position after one operation cycle has started, the launch control circuit 116 launches the game balls with a launch intensity that prevents the game balls from reaching the play area 37. As a result, the launched game balls are collected by the foul ball collection unit 302 and the number of managed game balls is incremented by one, thereby reducing the disadvantage to the player caused by game balls that are not used in a game remaining at the origin position.

[0501] The gaming machine 1 of the embodiment has the following (Configuration E3). (Configuration E3) The gaming machine 1 comprises an operating means capable of operating the operating unit biased toward the origin position within a range from the origin position to a maximum position, a ball feeding means for feeding the gaming ball to the launch position, a launch rail for stopping the gaming ball at the launch position, a launch means for launching the gaming ball placed at the launch position, and a launch control means for driving and controlling the ball feeding means and the launching means based on operation on the operating means, and the launch control means causes the ball feeding means to feed the gaming ball to the launch position in one operating cycle, and then causes the launching means to launch the gaming ball with a launch intensity based on the amount of operation of the operating unit, and when a predetermined condition is met and one operating cycle begins, causes the operating unit to be moved to the origin position, and then causes the launching means to launch the gaming ball with a launch intensity that exceeds the launch rail but does not reach the playing area.

[0502] In the case of this (Configuration E3) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the firing means corresponds to the firing solenoid 31b, and the firing control means corresponds to the firing control circuit 116.

[0503] In one operation cycle, the launch control circuit 116 drives the ball feeding solenoid 31a to send the gaming ball to the launch position, and then drives the launch solenoid 31b to launch the gaming ball.

[0504] This allows the game ball to be launched last in one operation cycle, preventing the game ball from remaining at the launch position. Therefore, it is possible to reduce the risk of a game ball remaining at the launch position and not being used in a game, which would be a disadvantage to the player.

[0505] Furthermore, when the handle 19a is moved to the origin position after one operation cycle has started, the launch control circuit 116 launches the game ball with a launch intensity that causes the game ball to exceed the launch rail 407 but not reach the play area 37. This causes the launched game ball to be collected by the foul ball collection unit 302 and the number of managed game balls is incremented by one, thereby reducing the disadvantage to the player, such as game balls that are not used in play remaining at the origin position. Furthermore, it is possible to prevent game balls from reaching the play area 37 even when the player has no intention of launching the game ball into the play area 37.

[0506] The gaming machine 1 of the embodiment has the following (Configuration E4). (Configuration E4) The gaming machine 1 comprises an operating means capable of operating an operating part biased toward an origin position within a range from the origin position to a maximum position, a ball feeding means for sending a gaming ball to a launch position, a launching means for launching the gaming ball placed at the launch position, and a launch control means for driving and controlling the ball feeding means and the launching means based on an operation on the operating means, wherein the launch control means causes the launching means to launch the gaming ball at a launch intensity based on the amount of operation of the operating part, and when the amount of operation is equal to or less than a predetermined amount, causes the gaming ball to be launched at a predetermined minimum launch intensity regardless of the amount of operation, the minimum launch intensity being a launch intensity at which the launched gaming ball does not reach the gaming area.

[0507] In the case of this (Configuration E4) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the firing means corresponds to the firing solenoid 31b, and the firing control means corresponds to the firing control circuit 116. Also, the predetermined amount corresponds to θ2.

[0508] The launch control circuit 116 launches the game ball with a launch intensity based on the rotation angle of the handle 19a, and when the rotation angle of the handle 19a is equal to or less than θ2, launches the game ball with the minimum launch intensity that prevents the launched game ball from reaching the game area 37.

[0509] By firing the game balls at the minimum firing intensity that prevents the game balls from reaching the game area 37, the fired game balls are collected by the foul ball collection unit 302 and the number of managed game balls is increased by one, thereby reducing the disadvantage to the player, such as game balls that are not used in the game remaining at the origin position.

[0510] The gaming machine 1 of the embodiment has the following (Configuration E5). (Configuration E5) The gaming machine 1 comprises an operating means capable of operating an operating part biased toward an origin position within a range from the origin position to a maximum position, a ball feeding means for sending gaming balls to a launch position, a launch rail for stopping the gaming balls at the launch position, a launch means for launching the gaming balls placed at the launch position, and a launch control means for driving and controlling the ball feeding means and the launch means based on an operation on the operating means, wherein the launch control means causes the launching means to launch the gaming balls at a launch intensity based on the amount of operation of the operating part, and when the amount of operation is equal to or less than a predetermined amount, causes the gaming balls to be launched at a predetermined minimum launch intensity regardless of the amount of operation, the minimum launch intensity being a launch intensity at which the launched gaming balls exceed the launch rail and do not reach the gaming area.

[0511] In the case of this (Configuration E5) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the firing means corresponds to the firing solenoid 31b, and the firing control means corresponds to the firing control circuit 116. Also, the predetermined amount corresponds to θ2.

[0512] The launch control circuit 116 launches the game ball with a launch intensity based on the rotation angle of the handle 19a, and when the rotation angle of the handle 19a is equal to or less than θ2, the game ball is launched with the minimum launch intensity that causes the launched game ball to exceed the launch rail 407 but not reach the game area 37.

[0513] By launching the game balls with the minimum launch intensity that causes the game balls to exceed the launch rail 407 but not reach the play area 37, the launched game balls are collected by the foul ball collection unit 302 and the number of managed game balls is incremented by 1, thereby reducing the disadvantage to the player that game balls not used in the game remain at the origin position. Also, it is possible to prevent game balls from reaching the play area 37 even when the player has no intention of launching the game ball into the play area 37.

[0514] The gaming machine 1 of the embodiment has the following (configuration E6). (Configuration E6) The gaming machine 1 has an operating unit that is biased toward the origin position and can be operated within a range from the origin position to a maximum position, and is equipped with an operating means that changes a detection value based on the amount of operation of the operating unit, a ball feeding means that sends gaming balls to the launch position, a launch means that launches the gaming balls placed at the launch position, and a launch control means that drives and controls the ball feeding means and the launch means based on operation of the operating means, the launch control means causes the launch means to launch the gaming balls at a launch intensity based on the detection value, and if the detection value is equal to or less than a predetermined value, causes the gaming balls to be launched at a predetermined minimum launch intensity regardless of the detection value, the launch means includes a solenoid that changes the launch intensity based on the current value of the current supplied, and the operating means changes the detection value according to the amount of operation even if the amount of operation of the operating unit is equal to or less than the predetermined amount, and the launch control means does not change the current value of the current supplied to the solenoid to a current value corresponding to the minimum launch intensity regardless of the detection value when the detection value is equal to or less than the predetermined value.

[0515] In the case of this (Configuration E6) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the firing means corresponds to the firing solenoid 31b, and the firing control means corresponds to the firing control circuit 116. Also, the detected value is a voltage, and the predetermined amount corresponds to θ2.

[0516] The launch control circuit 116 launches the game ball with a launch intensity based on the rotation angle of the handle 19a, and when the rotation angle of the handle 19a is equal to or less than θ2, launches the game ball with the minimum launch intensity that prevents the launched game ball from reaching the game area 37. At this time, the handle device 19 outputs a voltage corresponding to the rotation angle to the firing control circuit 116 even if the rotation angle of the handle 19a is less than θ2, but the firing control circuit 116 does not change the current supplied to the firing solenoid 31b to a current value corresponding to the minimum firing intensity.

[0517] By firing the game balls at the minimum firing intensity that prevents the game balls from reaching the game area 37, the fired game balls are collected by the foul ball collection unit 302 and the number of managed game balls is increased by one, thereby reducing the disadvantage to the player, such as game balls that are not used in the game remaining at the origin position. Furthermore, even if the rotation angle of the handle 19a is equal to or less than θ2, a voltage corresponding to the rotation angle will be output, but the firing control circuit 116 prevents the current value from changing to a value corresponding to the minimum firing intensity, thereby simplifying the configuration.

[0518] The gaming machine 1 of the embodiment has the following (configuration E7). (Configuration E7) The gaming machine 1 comprises an operating means for operating an operating part biased toward an origin position within a range from the origin position to a maximum position, a ball feeding means for sending a gaming ball to a launch position, a launching means for launching the gaming ball placed at the launch position, a launch control means for driving and controlling the ball feeding means and the launching means based on an operation on the operating means, and a collision means provided at a predetermined position along a guide rail that guides the gaming ball launched by the launching means, against which the gaming ball moving along the guide rail collides, the launch control means causing the launching means to launch the gaming ball with a launch strength based on the amount of operation of the operating part, and when the amount of operation is equal to or greater than a predetermined amount, causing the gaming ball to be launched with a predetermined maximum launch strength regardless of the amount of operation, the maximum launch strength being stronger than the minimum launch strength at which the launched gaming ball reaches the collision means.

[0519] In the case of this (Configuration E7) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the launching means corresponds to the launch solenoid 31b, and the launch control means corresponds to the launch control circuit 116. Also, the guide rail corresponds to the outer rail 35, and the collision means corresponds to the backflow prevention member 40. Also, the predetermined amount corresponds to θ6.

[0520] The launch control circuit 116 launches the game ball with a launch strength based on the rotation angle of the handle 19a, and when the rotation angle of the handle 19a is θ6 or more, the launch control circuit 116 launches the game ball with a launch strength stronger than the minimum launch strength at which the launched game ball reaches the backflow prevention member 40, regardless of the rotation angle.

[0521] In the game machine 1, even if a game ball is shot with a shooting strength stronger than the minimum shooting strength required to reach the backflow prevention member 40, the shot game ball collides with the backflow prevention member 40, so that the subsequent fall of the game ball is unlikely to change.

[0522] Therefore, when the rotation angle of the handle 19a is θ6 or more, regardless of the rotation angle, the game ball is launched at a launch intensity stronger than the minimum launch intensity at which the launched game ball reaches the backflow prevention member 40, thereby reducing power consumption caused by launching at a stronger launch intensity than that.

[0523] The gaming machine 1 of the embodiment has the following (configuration E8). (Configuration E8) The gaming machine 1 is equipped with an operating unit that is biased toward an origin position and can be operated within a range from the origin position to a maximum position, an operating means that changes a detection value based on the amount of operation of the operating unit, a ball feeding means that sends gaming balls to a firing position, a firing means that fires gaming balls placed at the firing position, a firing control means that drives and controls the ball feeding means and the firing means based on an operation on the operating means, and a collision means that is provided at a predetermined position along a guide rail that guides the gaming balls fired by the firing means and that collides with the gaming balls that have moved along the guide rail, and the firing control means controls the firing based on the detection value. The game ball is launched by the launching means at a launch intensity, and if the detection value is equal to or greater than a predetermined value, the game ball is launched at a predetermined maximum launch intensity regardless of the detection value, the launching means includes a solenoid that changes the launch intensity based on the current value of the current supplied, and the maximum launch intensity is stronger than the minimum launch intensity at which the launched game ball reaches the collision means, the operating means changes the detection value according to the operating amount even if the operating amount is equal to or greater than the predetermined amount, and the launch control means does not change the current value of the current supplied to the solenoid to a current value according to the maximum launch intensity regardless of the detection value when the operating amount exceeds the predetermined amount.

[0524] In the case of this (Configuration E8) concept, the operating unit corresponds to the handle 19a, the operating means corresponds to the handle device 19, the origin position corresponds to θ0, and the maximum position corresponds to θMAX. Also, the ball feeding means corresponds to the ball feeding solenoid 31a, the launching means corresponds to the launch solenoid 31b, and the launch control means corresponds to the launch control circuit 116. Also, the guide rail corresponds to the outer rail 35, and the collision means corresponds to the backflow prevention member 40. Also, the predetermined amount corresponds to θ6.

[0525] The launch control circuit 116 launches the game ball with a launch strength based on the rotation angle of the handle 19a, and when the rotation angle of the handle 19a is θ6 or more, the launch control circuit 116 launches the game ball with a launch strength stronger than the minimum launch strength at which the launched game ball reaches the backflow prevention member 40, regardless of the rotation angle. At this time, the handle device 19 outputs a voltage corresponding to the rotation angle to the firing control circuit 116 even when the rotation angle of the handle 19a is θ6 or more, but the firing control circuit 116 does not change the current supplied to the firing solenoid 31b to a current value corresponding to the maximum firing intensity.

[0526] In the game machine 1, even if a game ball is shot with a shooting strength stronger than the minimum shooting strength required to reach the backflow prevention member 40, the shot game ball collides with the backflow prevention member 40, so that the subsequent fall of the game ball is unlikely to change.

[0527] Therefore, when the rotation angle of the handle 19a is θ6 or more, regardless of the rotation angle, the game ball is launched at a launch intensity stronger than the minimum launch intensity at which the launched game ball reaches the backflow prevention member 40, thereby reducing power consumption caused by launching at a stronger launch intensity than that. Furthermore, even if the rotation angle of the handle 19a is θ6 or more, a voltage corresponding to the rotation angle will be output, but the firing control circuit 116 prevents the current value from changing to the maximum firing intensity, thereby simplifying the configuration.

[0528] The above describes the embodiments, but each of the configuration examples from (Configuration A1) to (Configuration E8) above can be combined in various ways, and by combining them in any way, it is possible to create a gaming machine 1 that combines the effects described for each configuration. In addition, it is possible to combine the configurations and operations described in the embodiments. Furthermore, the various specific examples given are merely one way of realizing each configuration, and various specific examples that are not specifically shown are also possible.

[0529] The present invention can also be applied to existing gaming machines in which gaming balls are not enclosed within the gaming machine 1. [Explanation of symbols]

[0530] 1. Gaming machines 19 Handle device 21 Game ball count indicator 31 Launcher 31a Ball feed solenoid 31b Launch solenoid 31c Subtraction port switch 33 Lifting device 33c Foul ball switch 75 Radio wave sensor 101 Main control unit 111 Frame control unit 300 Circulation mechanism 501 Vibration Device 503 Vibration transmission part 602 Front frame relay board

Claims

[Claim 1] an operating means operable by a player; a ball path for supplying gaming balls to the launcher; A lottery means for holding a lottery to determine whether a special game in which a specific winning hole is opened is to be played on the condition that the game ball has entered a predetermined winning hole; A variable display means for displaying a variable pattern based on the result of the lottery by the lottery means; a special game execution means for executing the special game when a winning result is obtained by the lottery means and the symbol is displayed in a specific display mode; a vibration generating means for generating vibrations that are transmitted to the spherical path; Equipped with The vibration generating means When a winning result is obtained by the lottery means, vibrations can be generated when the operation means is operated by a player during the variable display of the symbols, and vibrations can also be generated even when the operation means is not operated by a player, When a winning result is obtained by the lottery means, vibration is generated during the variable display of the symbols, and vibration is generated with the same vibration intensity regardless of whether the operation means is operated by the player or not. Gaming machine.

Citation Information

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