gaming machines

The gaming machine addresses the challenge of determining the launch mechanism status by implementing a notification system that manages and alerts players about the launch mechanism's operation, ensuring proper ball launching and preventing issues.

JP7779538B2Active Publication Date: 2025-12-03NEWGIN KK
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Patent Information

Application Number
JP2022120490
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-28
Publication Date
2025-12-03
Estimated Expiration
2042-07-28

AI Technical Summary

Technical Problem

In circulation-type gaming machines, it is difficult for managers to determine the status of the launch mechanism, such as whether it is broken or if control has been applied to restrict its operation, leading to potential issues with gaming balls not being launched despite an updated ball count.

Method used

The gaming machine includes a notification mechanism that alerts players when the launch mechanism is stopped, equipped with a ball entry, storage, and erasure operation means, allowing for the suspension or release of ball launching based on predetermined conditions and power supply states.

Benefits of technology

Facilitates easy monitoring of the launch mechanism status, ensuring that gaming balls are launched as intended and preventing issues related to the launch mechanism's operation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To facilitate knowing a situation of a mechanism for shooting a game ball.SOLUTION: A circular type game machine which electronically manages the number of game balls that a player can use, includes a shooting mechanism which carries out operation for shooting the game ball, and notification means (performance equipment ES) which can give a notification. The operation for shooting the game ball is restricted in response to that a predetermined condition is satisfied. The notification means gives a specific notification for communicating the restriction of the operation for shooting the game ball. Additionally, there is a plurality of predetermined conditions.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, as an example of a gaming machine, a circulation type pachinko gaming machine in which gaming balls are circulated inside the machine is known (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 7-313664 Summary of the Invention [Problem to be solved by the invention]

[0004] Some circulation-type gaming machines electronically manage the number of gaming balls a player can use for play (the so-called ball count). As an example, the number of gaming balls is stored in the gaming machine's memory. The number of gaming balls is updated in relation to the operation of the mechanism for launching gaming balls (hereinafter referred to as the launch mechanism). In such gaming machines, it is preferable to perform control that limits the operation of the launch mechanism when a predetermined condition is met, so as to prevent a situation in which gaming balls are not launched despite the number of gaming balls being updated.

[0005] However, when a gaming ball is not launched, it is difficult for the manager of the gaming machine to determine the status of the launch mechanism, such as whether the launch mechanism is broken or whether control has been applied to restrict the operation of the launch mechanism. [Means for solving the problem]

[0006] The gaming machine that solves the above problem is a circulation type gaming machine that electronically manages the number of gaming balls that a player can use for play, and is equipped with a launching mechanism that performs an operation to launch gaming balls, a notification means that can make a notification, a ball entry means that allows gaming balls to enter, a storage means that stores information, and an erasure operation means that can erase the contents stored in the storage means, and in response to the establishment of a predetermined condition, the operation to launch the gaming balls is stopped, and the notification means outputs a specific notification so that the player can directly or indirectly recognize the stop of the operation to launch the gaming balls. The predetermined conditions are plural, and when a reference number, which is updated in response to the entry of a gaming ball into the ball entry means, reaches a certain number, the game is stopped and the operation for launching the gaming ball is stopped, and when the reference number reaches the certain number and the power supply to the gaming machine is cut off and then the power supply is resumed, if the erasure operation means is not operated, the suspension of the game and the suspension of the operation for launching the gaming ball continue, and if the erasure operation means is operated, the suspension of the game and the suspension of the operation for launching the gaming ball are released. When the reference number reaches a certain number during the execution of the specific notification, the specific notification is terminated. The gist of this is as follows. [Effects of the Invention]

[0007] According to the present invention, it is easy to grasp the status of the mechanism for launching game balls. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram showing an outline of a pachinko gaming machine. [Figure 2] FIG. [Figure 3] FIG. 2 is a diagram showing the electrical configuration of a pachinko gaming machine. [Figure 4] FIG. 2 is a diagram showing the electrical configuration of a pachinko gaming machine. [Figure 5] 10A and 10B are diagrams illustrating the timing of the supply operation and the shooting operation. [Figure 6] 10A to 10E are diagrams illustrating an example of a notification mode in a display and rendering device. [Figure 7] FIG. 10 is a diagram showing conditions for stopping the launch of game balls. DETAILED DESCRIPTION OF THE INVENTION

[0009] An embodiment of a pachinko gaming machine will be described below. 1, in an island facility (gaming island), pachinko gaming machines 10, which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are installed next to the pachinko gaming machines 10.

[0010] The management unit 100 will now be described. The management unit 100 has a medium insertion section 101 into which a card-type or coin-type management medium can be inserted. The management medium can store the remaining amount of money deposited and the number of game balls owned by the player (hereinafter referred to as the first number of balls under management PA). The management unit 100 has a cash insertion section 102 into which cash can be inserted. The amount deposited into the cash insertion section 102 is stored in the management medium.

[0011] The management unit 100 is equipped with an operation panel 110 that can be operated by a player. As an example, the operation panel 110 is equipped with a ball lending operation section, a payout operation section, a return operation section, a first ball number display section, and a balance display section. The ball lending operation section is operated when increasing the second managed ball number PB based on the balance stored in the management medium. The payout operation section is operated when increasing the second managed ball number PB based on the first managed ball number PA. The managed ball numbers PA and PB are the number of balls the player has. The return operation section is operated when receiving the return of the management medium. The first managed ball number PA is displayed on the first ball number display section. The balance display section displays the remaining amount of the payment.

[0012] The management unit 100 includes a CU control board 120. The CU control board 120 includes a CPUa and a memory 120b. The CPU 120a executes a management unit control program to perform predetermined processing. The memory 120b stores the management unit control program. The memory 120b stores various information that is rewritten while the management unit 100 is in operation.

[0013] The management unit 100 includes a communication terminal 120d. The CU control board 120 is connected to the pachinko gaming machine 10 via the communication terminal 120d. The CU control board 120 is configured to be able to input various types of control information output by the pachinko gaming machine 10. The CPU 120a outputs a connection signal to the pachinko gaming machine 10 as an example of the various types of control information.

[0014] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external device. As an example, the external device (not shown) is a hall computer installed in the amusement facility. The external device is a management computer that can communicate with server equipment installed in a data center outside the amusement facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so that they can communicate with each other.

[0015] The processing executed by the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a of the CU control board 120 reads out the remaining balance and the first management ball count PA stored in the management medium. The CPU 120a adds the amount inserted into the cash insertion unit 102 to the remaining balance. When the remaining balance is not 0 and the ball lending operation unit is operated, the CPU 120a subtracts a specified amount from the remaining balance and outputs to the pachinko gaming machine 10 award information that can specify the award of the number of game balls corresponding to the specified amount.

[0016] When the first management ball count PA is 1 or more, upon operation of the payout operation unit, the CPU 120a subtracts a predetermined number from the first management ball count PA and outputs grant information that can identify the grant of the predetermined number of game balls to the pachinko gaming machine 10. When counting information is input from the pachinko gaming machine 10, the CPU 120a adds the number of game balls that can be identified from the counting information to the first management ball count PA. The CPU 120a controls the first ball count display unit to display the first management ball count PA at that time. The CPU 120a controls the balance display unit to display the remaining balance at that time. When the return operation unit is operated, the CPU 120a writes the remaining balance and the first management ball count PA at that time to the management medium. The CPU 120a ejects the management medium from the medium insertion unit.

[0017] The pachinko gaming machine 10 will be described. As shown in FIGS. 1 and 2, the pachinko gaming machine 10 is a gaming machine that electronically manages the number of gaming balls available to a player. As an example, the pachinko gaming machine 10 is a circulation-type gaming machine configured to circulate a predetermined number of gaming balls within the machine. The number of gaming balls managed by the pachinko gaming machine 10 includes a second managed ball count PB. The gaming balls may be either magnetic or non-magnetic. Alternatively, the pachinko gaming machine 10 may be a non-circulating gaming machine. The pachinko gaming machine 10 may be configured to receive gaming balls from an island facility (not shown) and return gaming balls to the island facility. The pachinko gaming machine 10 includes a frame 11 and a gaming board 20 held by the frame 11. The gaming board 20 has a gaming area 21a through which the gaming balls flow.

[0018] Box 11 will now be explained. The frame 11 comprises an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to the island equipment using nails or the like. The middle frame 13 holds the game board 20. The front frame 14 has a protective glass 14a. The protective glass 14a covers the game area 21a of the game board 20. The middle frame 13 is supported so that it can be opened and closed relative to the outer frame 12. The front frame 14 is supported so that it can be opened and closed relative to the middle frame 13. The frame 11 comprises a locking device 11A. The locking device 11A can be locked and unlocked using a compatible key. The middle frame 13 can be opened relative to the outer frame 12 when the locking device 11A is unlocked. The front frame 14 can be opened relative to the middle frame 13 when the locking device 11A is unlocked.

[0019] The frame 11 is equipped with a firing operation unit 15. The firing operation unit 15 is configured to enable an operation to fire game balls. As an example, the firing operation unit 15 is provided on the front side of the middle frame 13. As an example, the firing operation unit 15 is handle-shaped. The pachinko gaming machine 10 is configured to shoot game balls with a firing strength corresponding to the amount of operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 3). The touch sensor D01 outputs a touch signal when a player holds the firing operation unit 15 and the player's finger touches an electrically conductive ring (not shown). The firing stop switch D02 outputs a stop signal when a firing stop button protruding from the side of the firing operation unit 15 is pressed. When the handle lever is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation.

[0020] The pachinko gaming machine 10 includes a presentation operation unit 16a. The presentation operation unit 16a is configured to be operable by a player. The presentation operation unit 16a may be any of a button type, a lever type, and a touch sensor type. The pachinko gaming machine 10 may include multiple presentation operation units 16a, or may include a single presentation operation unit 16a. The frame 11 includes a second ball number display unit 16b capable of displaying a second management ball number PB. For example, the second ball number display unit 16b is provided on the front side of the front frame 14. The second ball number display unit 16b may be capable of issuing a predetermined notification. The frame 11 includes a counting switch 16c. For example, the counting switch 16c is provided on the front side of the front frame 14. The counting switch 16c allows a counting operation when a predetermined counting-enabled state is established. The counting switch 16c outputs a counting signal when a counting operation is performed. The frame 11 includes a counting notification unit 16d. As an example, the counting notification unit 16d is provided on the front side of the front frame 14.

[0021] The frame 11 is equipped with an audio production device 17, an example of which is a speaker. As an example, the audio production device 17 is disposed on the front side of the front frame 14. The audio production device 17 can execute a production that outputs a predetermined audio (hereinafter referred to as audio production) and an announcement that outputs a predetermined audio (hereinafter referred to as audio announcement). For example, the predetermined audio is a piece of music, a sound effect, a human voice reading a predetermined character string, etc.

[0022] The frame 11 is equipped with a light-emitting effect device 18. The light-emitting effect device 18 is capable of performing effects (hereinafter referred to as light-emitting effect) by lighting, flashing, and extinguishing a light-emitting element (not shown), such as an LED. The light-emitting effect device 18 is capable of performing notifications (hereinafter referred to as notification light) by lighting, flashing, and extinguishing a light-emitting element (not shown). As an example, the light-emitting effect device 18 is disposed on the front side of the front frame 14. However, the light-emitting effect device 18 may be disposed on the game board 20 instead of or in addition to the frame 11.

[0023] The frame 11 is equipped with a radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 3). The radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. The game board 20 may be equipped with a radio wave sensor in addition to the radio wave sensor D16 in the middle frame 13, so that abnormal radio waves can be detected on the game board 20. The pachinko gaming machine 10 does not have a magnetic sensor that detects magnetic fields exceeding a predetermined strength as abnormal magnetism. However, the pachinko gaming machine 10 may be equipped with a magnetic sensor in one or both of the middle frame 13 and the game board 20, so that it can detect the approach of a magnet.

[0024] The frame 11 is equipped with a first door opening switch D17 that detects that the front frame 14 has been opened relative to the middle frame 13 (see FIG. 3). The first door opening switch D17 outputs a first door opening signal when it detects that the front frame 14 has been opened. The middle frame 13 is equipped with a second door opening switch D18 that detects that the middle frame 13 has been opened relative to the outer frame 12 (see FIG. 3). The second door opening switch D18 outputs a second door opening signal when it detects that the middle frame 13 has been opened.

[0025] The frame 11 includes a frame control board 82 and a launch control board 83. The frame control board 82 and the launch control board 83 are fixed to the rear side of the middle frame 13. In other words, the multiple control boards 82, 83 are mounted on the frame. The multiple control boards 82, 83 are located in positions that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened. The electrical configuration of the control boards 82, 83 will be described later. The frame 11 includes a power supply unit 99. The power supply unit 99 is fixed to the rear side of the middle frame 13. The power supply unit 99 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened.

[0026] The frame 11 is provided with a distribution mechanism 40 for game balls. 2, the game ball distribution mechanism 40 includes a collection mechanism 41, a circulation mechanism 42, and a launch mechanism 43. As an example, the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are provided in the inner frame 13. The operations of the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are controlled by a frame control board 82 and a launch control board 83.

[0027] The collection mechanism 41 guides game balls discharged from the game board 20 to the circulation mechanism 42. The collection mechanism 41 is composed of a combination of passages extending downward or passages inclined downward. As indicated by arrows Y1 and Y2, when game balls are received by the collection mechanism 41 from the game board 20, they flow down the passages constituting the collection mechanism 41 to reach the circulation mechanism 42. The circulation mechanism 42 transports the game balls received from the collection mechanism 41 in a predetermined direction. As an example, the circulation mechanism 42 lifts the game balls. The circulation mechanism 42 includes a transport unit 42A that transports the game balls. The transport unit 42A includes a transport passage extending in a predetermined direction, a screw housed in the transport passage, and a transport motor 42a that rotates the screw (see FIG. 3). As indicated by arrow Y3, the game balls transported by the circulation mechanism 42 reach the launch mechanism 43.

[0028] As indicated by arrow Y4, the launching mechanism 43 can launch the game balls transported by the circulation mechanism 42 so that they reach the game area 21a of the game board 20. The launching mechanism 43 performs an operation for launching game balls. The launching mechanism 43 includes a supply unit 43A that performs a supply operation to supply game balls, and a launch unit 43B that performs a launch operation (launching operation) to launch the game balls supplied from the supply unit 43A. The supply unit 43A supplies the game balls transported by the transport unit 42A to the launch unit 43B by cutting them out one by one. The supply unit 43A includes a supply member (movable piece) configured to be able to operate to supply game balls one by one, a supply solenoid 43a that drives the supply member, and a supply sensor D19 that detects the game balls being supplied (see FIG. 3). The game balls dispensed one by one from the supply unit 43A flow into the impact position of the launch unit 43B. As an example, the supply sensor D19 detects the game balls upstream of the supply member (circulation mechanism 42). When the supply sensor D19 detects a game ball, it outputs a supply signal. The launch unit 43B launches the game balls that have flowed into the impact position toward the game area 21a. The launch unit 43B has a launch hammer that strikes the game balls at the impact position and a launch solenoid 43b that drives the launch hammer (see FIG. 3).

[0029] The flow of game balls in the distribution mechanism 40 will be described. As shown by arrow Y4, game balls are launched by the launching portion 43B of the launching mechanism 43. The game balls can reach the game area 21a. When the game balls reach the game area 21a, they enter a winning hole or an outlet opening into the game area 21a. As shown by arrow Y1, the game balls are discharged to the collection mechanism 41 from an outlet (not shown) formed in the game board 20. Game balls that are launched by the launching mechanism 43 but do not reach the game area 21a (so-called foul balls) also flow into the collection mechanism 41. As shown by arrow Y2, the game balls pass through the collection mechanism 41 and reach the circulation mechanism 42. The game balls are transported by the circulation mechanism 42. As shown by arrow Y3, the game balls return to the launching mechanism 43 and are launched again.

[0030] The game board 20 will now be described. The gaming board 20 has a display and presentation device 19, a game control board 80, and a presentation control board 81. The display and presentation device 19, the game control board 80, and the presentation control board 81 are provided on the rear part of the gaming board 20. In other words, the display and presentation device 19, the game control board 80, and the presentation control board 81 are mounted on the gaming board 20.

[0031] As shown in FIG. 2, the gaming board 20 has a square gaming board 21. A gaming area 21a, which is substantially circular in front view, is defined on the front of the gaming board 21. Nails, windmills, and the like are arranged in the gaming area 21a. A display window 21b is formed in the approximate center of the gaming area 21a, penetrating the gaming board 21 in the front-to-rear direction. A launch passage 21c is formed to the left of the gaming area 21a, which guides gaming balls launched by operating the launch operation unit 15 into the gaming area 21a. The gaming area 21a and the launch passage 21c are covered by protective glass 14a.

[0032] The game board 20 is equipped with an information display device 30. As an example, the information display device 30 is provided on the gaming board 20. The information display device 30 displays various types of information. As an example, the information display device 30 includes a first special symbol display unit 31, a second special symbol display unit 32, a first hold display unit 33, a second hold display unit 34, a normal symbol display unit 35, and a normal hold display unit 36. As an example, the multiple display units 31 to 36 are arranged together in a part of the gaming board 20 that is visible to the player, but this is not limited to this, and some or all of them may be arranged in different parts.

[0033] The special symbol display units 31 and 32 can execute a special symbol variable game (hereinafter referred to as a special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The special symbols are symbols for announcing the results of an internal lottery (a lottery for determining whether a special symbol is a winning symbol). The special symbols include jackpot symbols and losing symbols. The special symbols may also include small win symbols. In the pachinko gaming machine 10, when a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in a special game, and a jackpot game is awarded after the special game for that jackpot is completed. The jackpot game will be described later. In the following description, the special game executed on the first special symbol display unit 31 will be referred to as the "first special game," and the special game executed on the second special symbol display unit 32 will be referred to as the "second special game."

[0034] The first hold display unit 33 displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 34 displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).

[0035] The normal symbol display unit 35 can execute a normal game in which predetermined symbols are variably displayed and finally a normal symbol is statically displayed. The normal symbol is a symbol for announcing the result of an internal lottery (a normal symbol winning lottery). The normal symbol includes a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, when a normal winning symbol is won in the normal symbol winning lottery, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.

[0036] The normal hold display unit 36 ​​displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 30 may include a right hit display unit that displays information instructing a right hit, and a round display unit that notifies the upper limit of the number of rounds of play.

[0037] The game board 20 is formed with a plurality of winning holes 23. The plurality of winning holes 23 open to the game area 21a so that game balls can enter. The plurality of winning holes 23 include a first starting hole 23A, a second starting hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes 23.

[0038] The first start opening 23A is a winning opening through which game balls are allowed to enter in order to fulfill the conditions for awarding prize balls and the conditions for holding the first special game. As an example, the first start opening 23A is located below the display and performance device 19. The first start opening 23A is always open so that game balls can enter. The game board 20 is equipped with a first start sensor D11 as a winning sensor that detects game balls that have entered the first start opening 23A (see FIG. 3).

[0039] The second start opening 23B is a winning opening through which game balls are inserted to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. For example, the second start opening 23B is located to the right of the first start opening 23A. The second start opening 23B is provided with a normal opening / closing piece 23Ba, for example, in the form of a door. When a normal win game is not awarded, the second start opening 23B is closed to prevent or make it difficult for game balls to enter. When a normal win game is awarded, the second start opening 23B is opened to allow or facilitate game balls to enter. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second start opening 23B (see FIG. 3). The game board 20 also has a second start sensor D12 as a winning sensor that detects game balls that have entered the second start opening 23B (see FIG. 3). The normal opening / closing piece 23Ba is a so-called "normal electric accessory."

[0040] The large prize opening 23C is an opening through which game balls enter to fulfill the conditions for awarding a prize ball. For example, the large prize opening 23C is located at the lower right of the display and effect device 19. The large prize opening 23C is provided with a special opening / closing piece 23Ca, for example, in the form of a door. When a large prize game is not awarded, the large prize opening 23C is closed to prevent game balls from entering or to make it difficult for balls to enter. When a large prize game is awarded, the large prize opening 23C is opened to allow game balls to enter or to make it easy for balls to enter. The gaming board 20 is provided with a special solenoid SL2 as a means for opening the large prize opening 23C (see FIG. 3). The gaming board 20 also has a count sensor D13 as a winning sensor that detects game balls that enter the large prize opening 23C (see FIG. 3).

[0041] The normal winning opening 23D is a winning opening into which a gaming ball enters in order to fulfill the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the display and performance device 19 and at the lower right of the display and performance device 19. The normal winning opening 23D is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor D14 as a winning sensor that detects a gaming ball that enters the normal winning opening 23D (see FIG. 3).

[0042] The game board 20 is provided with a gate 24. As an example, the gate 24 is located in the right area of ​​the game area 21a, above the second start opening 23B and the special prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter. The gate 24 has a gate sensor D15 as a prize sensor that detects game balls that have entered the gate opening 24a (see Figure 3). The gate 24 is a ball entry opening through which game balls can enter in order to establish the conditions for starting a normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.

[0043] An outlet 25 is formed on the gaming board 20. As an example, the outlet 25 opens at the bottom of the gaming area 21a. If a gaming ball does not enter any of the first start opening 23A, the second start opening 23B, the big prize opening 23C, and the normal prize opening 23D, it enters the outlet 25. The multiple prize openings 23 and the outlet 25 can be understood as outlets for ejecting gaming balls from the gaming area 21a, or as return openings for returning gaming balls from the gaming area 21a. When a gaming ball enters any of the multiple prize openings 23 or the outlet 25, it is ejected from the gaming board 20. A gaming ball ejected from the gaming area 21a of the gaming board 20 is a so-called "out ball."

[0044] The display and rendering device 19 will now be described. The display and effect device 19 has an image display area 19a capable of displaying an image. The display and effect device 19 is attached to the rear surface of the game board 21 so that the image display area 19a can be viewed through the display window 21b. As an example, the display and effect device 19 is a liquid crystal display. The display and effect device 19 can execute an effect that displays a predetermined image (hereinafter referred to as a display effect) and an announcement that displays a predetermined image (hereinafter referred to as a display announcement). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when the term "display" is used to refer to these effect patterns, characters, etc., it means that these characters, etc. are displayed as an image.

[0045] The audio production device 17, the light-emitting production device 18, and the display production device 19 constitute production equipment ES, which is an example of a means for executing a predetermined production (see FIG. 1). The audio production device 17, the light-emitting production device 18, and the display production device 19 can all execute a predetermined notification. The production equipment ES is an example of a notification means capable of issuing a predetermined notification. The production devices 17 to 19 that constitute production equipment ES are an example of a plurality of notification sections that constitute notification means. The production devices included in the production equipment ES are not limited to the audio production device 17, the light-emitting production device 18, and the display production device 19, and may be configured with some of these production devices omitted. In addition to these production devices, or instead of one or more that can be selected arbitrarily, the production equipment ES may include a movable production device that executes a moving performance, or a vibration production device that executes a vibration performance.

[0046] For example, the display effects of the display effect device 19 include an effect pattern variable game (hereinafter referred to as an effect game) using multiple rows of effect patterns (decorative patterns). In an effect game, multiple rows of effect patterns are variably displayed, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is stopped and displayed. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, an effect game is performed by variably displaying (scrolling) the effect patterns of the left, middle, and right pattern rows in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. An effect game is started together with a special game and ended together with the special game. In an effect game, a pattern combination corresponding to the special patterns stopped and displayed in the special game is stopped and displayed. When a jackpot pattern is stopped and displayed in the special game, the jackpot pattern combination is stopped and displayed in the effect game. When a losing symbol is displayed in the special game, a losing symbol combination is displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as the "variable game."

[0047] We will explain about jackpot games. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the large prize opening 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the opening, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the large prize opening 23C is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.

[0048] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."

[0049] The pachinko gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. The pachinko gaming machine 10 has two states in which the ball entry rate into the second starting hole 23B can vary: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 23B increases, making it easier for a gaming ball to enter the second starting hole 23B, making it an advantageous state for the player (easy ball entry state). The high ball entry rate state is what is known as an "electric support state," and the low ball entry rate state is what is known as a "non-electric support state."

[0050] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which changes the probability of winning the normal win lottery (normal win probability) to a higher probability compared to the low ball entry rate state. The third control is opening time extension control, which lengthens the total opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 23B is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to when the ball is in a low winning rate state. When the special symbol fluctuation time shortening control is performed, a high winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and a low winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0051] The game state is determined by the combination of whether or not the probability variable function is activated and whether or not the ball-scoring assist function is activated. In the following explanation, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, low-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, low-ball-scoring rate state." Also, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, high-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, high-ball-scoring rate state."

[0052] The pachinko gaming machine 10 is equipped with a complete function. The complete function stops the operation of the pachinko gaming machine 10 before the number of balls dispensed from the pachinko gaming machine 10 exceeds a reference number (value). The activation condition for the complete function is established when the difference ball PC during one day of operation reaches an activation reference number (95,000 balls), which is set to a number less than the reference number (e.g., 100,000 balls). The difference ball PC is the difference between the number of out balls (number of fired game balls) and the number of safe balls (number of paid-out game balls). For example, the difference ball PC may be calculated by subtracting 1 from the difference ball PC each time a game ball is fired, and adding the number of prize balls set for that prize ball slot to the difference ball PC each time a game ball enters a prize slot 23. For example, when the difference ball PC is 0 or less, the difference ball PC may be calculated by subtracting 1 from the difference ball PC when a game ball is fired, or may not be calculated by subtracting 1 from the difference ball PC. That is, the difference in balls PC may be the total difference in balls during business hours in one day, or the maximum difference in balls during business hours in one day. The number of out balls may be the number of game balls that have reached the game area 21a, or may be the number of game balls obtained by adding the number of game balls to the number of foul balls.

[0053] The electrical configuration of the pachinko gaming machine 10 will be described. 3, the pachinko gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board 80, a performance control board 81, a frame control board 82, and a launch control board 83.

[0054] The game control board 80 and the presentation control board 81 are connected so that control information (signals, control commands, telegrams, etc.) can be output in one direction from the game control board 80 to the presentation control board 81. The game control board 80 executes predetermined processing and outputs control information to the presentation control board 81. The presentation control board 81 executes predetermined processing based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected so that control information can be output in two directions. The frame control board 82 and the launch control board 83 are connected so that control information can be output in two directions. The frame control board 82 executes predetermined processing and outputs control information to the game control board 80 and the launch control board 83. The launch control board 83 operates in a predetermined procedure and outputs control information to the frame control board 82. The frame control board 82 of the pachinko gaming machine 10 and the CU control board 120 of the management unit 100 are connected via a connection terminal board 98 provided on the pachinko gaming machine 10 so that control information can be output in both directions.

[0055] The pachinko gaming machine 10 includes a power supply unit 99. As an example, the power supply unit 99 is provided on the back side of the inner frame 13. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 43a, the launch solenoid 43b, various sensors, and switches. The power supply unit 99 includes a main switch 99a. The pachinko gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.

[0056] The game control board 80 will now be described in detail. As shown in FIG. 4, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generation circuit 80d. The CPU 80a executes a game control program to perform processing related to the progress of the game. The ROM 80b stores the game control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The ROM 80b stores multiple types of fluctuation patterns. The fluctuation pattern is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can identify the fluctuation content (effect content) of an effect game performed during execution of a special game. As an example, the fluctuation pattern includes a jackpot fluctuation pattern and a loss fluctuation pattern. As an example, an effect game based on a jackpot fluctuation pattern has fluctuation content in which a jackpot symbol combination is stopped and displayed after a reach effect. As an example, an effect game based on a loss fluctuation pattern has fluctuation content in which a loss symbol combination is stopped and displayed after a reach effect or without a reach effect.

[0057] The RAM 80c stores various information that is rewritten depending on the processing results of the CPU 80a. For example, information stored in the RAM 80c includes flags, counters, and timers. The RAM 80c is an example of a means capable of storing information. The random number generation circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers through random number generation processing by the CPU 80a.

[0058] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input detection signals output by each of the sensors D11 to D15 when they detect a game ball. The CPU 80a can input radio wave detection signals, first door opening signals, and second door opening signals from the frame control board 82. The game control board 80 is connected to each of the display units 31 to 36. The CPU 80a can control the display content of each of the display units 31 to 36. The game control board 80 is connected to each of the solenoids SL1 and SL2. The CPU 80a can control the opening state of the second start opening 23B and the special winning opening 23C by controlling the operation of each of the solenoids SL1 and SL2.

[0059] The performance control board 81 will now be described in detail. The effect control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes an effect control program to perform processing related to effects. The ROM 81b stores the effect control program, a judgment value used for a predetermined lottery, and the like. The ROM 81b stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The RAM 81c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RAM 81c includes flags, counters, and timers. The effect control board 81 is configured to be able to generate software random numbers through random number generation processing by the CPU 81a. The effect control board 81 may also include a random number generation circuit to be able to generate hardware random numbers.

[0060] The performance control board 81 is connected to the display performance device 19. The CPU 81a is capable of controlling the display content of the display performance device 19. The performance control board 81 is connected to the audio performance device 17. The CPU 81a is capable of controlling the output content of the audio performance device 17. The performance control board 81 is connected to the light-emitting performance device 18. The CPU 81a is capable of controlling the light-emitting mode of the light-emitting performance device 18. The performance control board 81 is connected to the performance operation unit 16a. The CPU 81a is capable of inputting an operation signal that is output when the performance operation unit 16a is operated.

[0061] The frame control board 82 will now be described in detail. As shown in Fig. 3, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error reset switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to perform processing related to the operation of the mechanism mounted on the middle frame 13. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RAM 82c includes flags, counters, timers, and the like.

[0062] The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of winning balls during normal play. Normal play is play when the game is in a low probability, low ball entry rate state and no jackpot game is being played. Winning balls are game balls that have reached the game area 21a among the game balls fired from the firing mechanism 43 (firing section). The base value is calculated using the formula "total number of winning balls during normal play ÷ total number of winning balls during normal play × 100".

[0063] The ball removal switch 82e is operated to create a state in which game balls inside the machine can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 40. The error release switch 82f is operated to cancel the error setting when a specified error is set. An error is set when an error is detected. The game ball clear switch 82g is operated to initialize the second management ball count PB stored as data in RAM 82c to 0. The RAM clear switch 82h is operated to initialize the information stored in RAM 80c and the information stored in RAM 82c (hereinafter referred to as RAM clear). When pressed, the RAM clear switch 82h outputs a RAM clear signal.

[0064] The backup power supply 82j supplies backup power to the RAM 82c of the frame control board 82 and the RAM 80c of the game control board 80 when the external power supply is cut off (hereinafter referred to as "power outage"). The RAMs 80c and 82c receive backup power, allowing them to retain the contents stored in the RAMs 80c and 82c even after the power outage. Alternatively, one or both of the RAMs 80c and 82c may be non-volatile memory, allowing them to retain information even after the power outage. Information to be backed up includes the second ball management count PB, game information, and performance information. For example, the game information is information related to the progress of the game, such as the first reserved number, the second reserved number, and special symbols. For example, the game information includes a complete function activation flag, which indicates the activation of the complete function. For example, the performance information is information necessary for calculating the base value. The difference ball PC is not included in the information to be backed up. In other words, the difference ball PC is initialized when the power is turned off.

[0065] When the supply voltage falls below a specified voltage, the backup circuit 82k outputs a power interruption detection signal to the CPU 80a and the CPU 82a. The launch permission circuit 82m is a circuit for outputting a signal (hereinafter referred to as a launch permission signal) that can identify that the launch control board 83 is in a launch permission state that allows the launch of game balls. The output conditions for the launch permission signal will be described later.

[0066] The frame control board 82 is connected to the counting switch 16c. The CPU 82a is configured to be able to input the counting signal output by the counting switch 16c. The frame control board 82 is connected to various sensors and switches such as the radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, and the supply sensor D19. The CPU 82a is configured to be able to input various signals such as the radio wave detection signal, the first door opening signal, and the second door opening signal. The frame control board 82 outputs the radio wave detection signal, the first door opening signal, the second door opening signal, and the supply signal to the game control board 80.

[0067] The frame control board 82 is connected to the second ball number display unit 16b. The CPU 82a is configured to be able to control the display content of the second ball number display unit 16b. The frame control board 82 is connected to the transport unit 42A (transport motor 42a). The CPU 82a is configured to be able to control the transport operation of the transport unit 42A. The frame control board 82 is connected to the supply unit 43A (supply solenoid 43a). The CPU 82a controls the supply of electricity to the supply solenoid 43a, thereby displacing the supply member (movable piece) and causing the operation to supply game balls.

[0068] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to input various telegrams output by the CU control board 120. The connection signal output by the management unit 100 is input from the connection terminal board 98 to the launch permission circuit 82m without passing through the CPU 82a. The launch stop signal output by the game control board 80 and the error signal output by the CPU 82a are also input to the launch permission circuit 82m.

[0069] The launch control board 83 is equipped with a launch control circuit 83a for controlling the operation of the firing section 43B of the launch mechanism 43. The launch control circuit 83a outputs a drive signal to the launch solenoid 43b based on a control signal input from the frame control board 82 and signals input from sensors and switches. The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input a touch signal, a stop signal, and a volume signal. The launch control board 83 is connected to the launch solenoid 43b. When the launch control circuit 83a outputs a drive signal to the launch solenoid 43b, the launch solenoid 43b is driven and the launch hammer strikes the gaming ball.

[0070] The launch control circuit 83a has a pulse clock generation unit, an operation determination unit, a delay circuit, a timing pulse generation unit, and a solenoid drive unit. The pulse clock generation unit generates a pulse signal at a predetermined period tb (e.g., 600 ms). If the operation enable condition is met, the operation determination unit outputs an operation signal to the timing pulse generation unit via the delay circuit. If the operation enable condition is not met, the operation determination unit does not output an operation signal. The operation enable condition is met when the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. When the operation determination unit stops outputting the operation signal, it outputs an operation stop signal to the frame control board 82. When the operation stop signal is input, the frame control board 82 (CPU 82a) outputs predetermined information (hereinafter referred to as the blank firing generation command) to the game control board 80.

[0071] When an operation signal is input to the delay circuit, the delay circuit outputs the operation signal as is to the timing pulse generating unit. The delay circuit is configured to continue outputting the operation signal for a predetermined period (hereinafter referred to as a specific period ta) even after the operation signal is no longer input. In other words, the delay circuit delays the timing at which the output of the operation signal ends. As an example, the specific period ta is a period twice as long as the generation period tb of the pulse signal by the pulse clock generating unit. However, the specific period ta may be a period the same length as the generation period tb of the pulse signal, or a period more than twice as long.

[0072] When the timing pulse generating unit receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generating unit and outputs a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies a driving current having a voltage corresponding to the volume signal (voltage) received from the handle volume D03 to the firing solenoid 43b as the driving signal. This drives the firing solenoid 43b with a strength corresponding to the amount of rotation of the handle lever, and launches a gaming ball. Therefore, the generation period tb of the pulse signal is the firing period tb of the gaming ball.

[0073] When the operable condition is met, the launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 each time the launch solenoid 43b is driven. When the operable condition is not met, the launch control circuit 83a does not output a subtraction reference signal to the frame control board 82 even when the launch solenoid 43b is driven. On the other hand, when the CPU 82a of the frame control board 82 inputs the subtraction reference signal, it controls the supply solenoid 43a to displace the supply member (movable piece) and operate to supply one gaming ball. As a result, one gaming ball is dispensed from the supply unit 43A and flows into the impact position of the shooting unit 43B.

[0074] An example of a specific operation of the firing mechanism 43 will now be described. As shown in Figure 5, the enable condition is established and an operation signal is output from time T0 to time T7. At time T7, the enable condition is no longer established. The output of the operation signal is continued (extended) by the delay circuit for a specific period ta from time T7 to time T11. At time T12, the output of the operation signal ends.

[0075] In this case, at time T1, the launch solenoid 43b is driven and a gaming ball is launched. At time T1, the operable condition is met, so a subtraction reference signal is output to the frame control board 82. At time T2, the supply solenoid 43a is driven based on the subtraction reference signal and a gaming ball is supplied. Similarly, at time T3 and time T5 for each launch cycle tb, the launch solenoid 43b is driven and a gaming ball is launched. At time T3 and time T5, the operable condition is met, so a subtraction reference signal is output to the frame control board 82. At time T4 and time T6 for each launch cycle tb, the supply solenoid 43a is driven based on the subtraction reference signal and a gaming ball is supplied.

[0076] At time T8, when the next firing cycle tb arrives, the output of the operation signal is extended, so the firing solenoid 43b is driven and a gaming ball is fired. In other words, the first blank firing operation is executed. However, at time T8, the operable condition is not met, so the subtraction reference signal is not output to the frame control board 82. Therefore, at time T9, the supply solenoid 43a is not driven, and no gaming ball is supplied. In other words, the gaming ball is no longer present at the striking position of the firing section 43B.

[0077] At time T10, when the next firing cycle arrives, the output of the operation signal is extended, so the firing solenoid 43b is driven. In other words, a second blank firing operation is performed. However, since the game ball is not at the striking position of the firing section 43B, the game ball is not fired. Also, at time T10, the operable condition is not met, so the subtraction reference signal is not output to the frame control board 82. Therefore, at time T11, the supply solenoid 43a is not driven, and no game ball is supplied. Thereafter, at time T13, when the next firing cycle arrives, the output of the operation signal has ended, so the firing solenoid 43b is not driven.

[0078] In this way, the supply operation by the supply unit 43A is restricted during the period from when the operable condition is not satisfied until the specific period ta has elapsed. On the other hand, the firing operation by the firing unit 43B continues without restriction during the period from when the operable condition is not satisfied until the specific period ta has elapsed. In other words, when the operable condition is not satisfied, a predetermined number of blank firing operations are performed. As an example, since the specific period ta is twice as long as the firing cycle tb, the blank firing operation is performed twice. The blank firing operation may be performed once, or may be performed three or more times. As described above, in the pachinko gaming machine 10, the operation for firing game balls is restricted in response to the satisfaction of a predetermined condition (condition for stopping the firing of game balls). As an example, restricting the operation for firing game balls means stopping the supply operation while continuing the firing operation.

[0079] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame-side power cutoff process will now be described. When the CPU 82a receives the power interruption detection signal output by the backup circuit 82k, it executes frame-side power interruption processing. In the frame-side power interruption processing, the CPU 82a calculates a checksum value for the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter referred to as a backup flag) that can identify that the frame-side power interruption processing has been executed successfully in the RAM 82c. The CPU 82a then waits until power is completely interrupted. The various pieces of information stored in the RAM 82c when power is interrupted are retained even after power is interrupted by the backup power mentioned above.

[0080] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 82 reaches the voltage required for the CPU 82a's operation, the CPU 82a starts up and determines whether the backed-up information is normal. Specifically, the CPU 82a determines whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and determines whether the calculated checksum value matches the checksum value calculated during the frame-side power-off process. The CPU 82a determines the information as normal if the backup flag is stored and the checksum values ​​match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 82a initializes the second ball management count PB and game play information stored in the RAM 82c. The CPU 82a does not initialize the performance information. The CPU 82a then returns to normal operation based on the initialized or backed-up second ball management count PB, game play information, and performance information, and executes the frame-side normal process described below.

[0081] On the other hand, if the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g has been operated based on whether the game ball clear signal is on. When the game ball clear switch 82g has been operated, the CPU 82a initializes the second managed ball count PB. The CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g has not been operated, the CPU 82a does not initialize the second managed ball count PB.

[0082] The CPU 82a determines whether the RAM clear switch 82h has been operated based on whether a RAM clear signal has been input. When the RAM clear switch 82h has been operated, the CPU 82a initializes the game information stored in the RAM 82c. The CPU 82a does not initialize the second ball management number PB and performance information. When the RAM clear switch 82h has not been operated, the CPU 82a does not initialize the game information. In other words, the performance information is not initialized regardless of whether the second ball management number PB is initialized or the game information is initialized. Thereafter, the CPU 82a returns to normal operation based on the initialized or backed-up second ball management number PB, game information, and performance information, and executes normal frame-side processing.

[0083] The frame-side normal processing of the frame control board 82 will now be described. The second control ball number information generation process, which is part of the normal frame-side process, will be described. When the CPU 82a receives the information on the number of prize balls acquired from the game control board 80, it adds the number of prize balls acquired that can be determined from the information on the number of prize balls acquired to the second managed number of balls PB. The information on the number of prize balls acquired is control information that is output by the game control board 80 when the conditions for awarding prize balls are met following a win at a predetermined winning slot, and is configured to be able to determine the number of prize balls set at that winning slot.

[0084] When the CPU 82a receives the award information from the management unit 100, it adds the number of award balls indicated in the award information to the second maintenance ball number PB. When the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the shot unit 43B, the CPU 82a subtracts one from the second maintenance ball number PB. Alternatively, the CPU 82a may subtract one from the second maintenance ball number PB in response to the actuation of the launch solenoid 43b. As described above, when the CPU 82a receives the subtraction reference signal, it controls the energization of the supply solenoid 43a, displacing the supply member (movable piece) and supplying one game ball. This causes one game ball to be dispensed from the supply unit 43A and flow into the impact position of the shot unit 43B. The CPU 82a controls the second ball number display unit 16b to display the second maintenance ball number PB at that time. When the second control ball count PB becomes 0 as a result of the subtraction, the CPU 82a outputs a zero game ball count signal to the launch permission circuit 82m. The CPU 82a that executes the second control ball count information generation process constitutes an example of game ball count management means that electronically manages the number of game balls. The CPU 82a updates the second control ball count PB in accordance with the operation of the launch mechanism 43.

[0085] When the CPU 82a is in the countable state, it transitions to the counting execution state while receiving a counting signal from the counting switch 16c. In the counting execution state, the CPU 82a subtracts a predetermined number of balls (hereinafter referred to as the counting ball number) from the second control ball number PB at each predetermined cycle. The CPU 82a outputs counting information that can identify the counting ball number to the management unit 100 at each predetermined cycle. When the CPU 82a is in the counting execution state, it outputs a counting signal to the emission permission circuit 82m. As an example, the countable state is a state in which the necessary power is supplied and the second control ball number PB is not 0. When the CPU 82a is in the countable state, it controls the light emitter built into the counting notification unit 16d so that the counting notification unit 16d lights up.

[0086] We will explain the difference ball monitoring process, which is part of the frame side normal processing. The ball difference monitoring process monitors whether the activation conditions for the complete function are met. When the CPU 82a receives information about the number of prize balls acquired from the game control board 80, it adds the number of acquired prize balls that can be determined from the information about the number of prize balls acquired to the ball difference PC. For example, the ball difference PC is managed by updating a reference value counter stored in the RAM 82c. When the ball difference PC is 1 or greater, the CPU 82a subtracts 1 from the ball difference PC when the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the delivery unit 43B. When the ball difference PC is 0, the CPU 82a does not subtract 1 from the ball difference PC even when it detects that one game ball has been supplied from the supply unit 43A to the delivery unit 43B. Alternatively, the recovery mechanism 41 may be provided with an out-ball sensor that detects game balls discharged from the game board 20, and the ball difference PC may be subtracted 1 each time the out-ball sensor detects a game ball. In this case, the game balls detected by the out ball sensor do not include foul balls, but may include foul balls.

[0087] When the difference balls PC reaches the activation reference number (for example, 95,000 balls) as a result of the update, the CPU 82a activates the complete function. As an example, the CPU 82a stores a complete function activation flag in the RAM 82c. The CPU 82a outputs a game stop signal to the launch permission circuit 82m while the complete function activation flag is stored. The CPU 82a outputs a complete function activation command to the game control board 80. Note that the CPU 82a also outputs the complete function activation command to the game control board 80 when it returns with the complete function activation flag stored after power-on and starts normal frame-side processing. The complete function activation flag is included in the game information stored in the RAM 82c, and is therefore stored and retained until it is initialized in response to the operation of the RAM clear switch 82h.

[0088] The frame-side error processing of the frame-side normal processing will be described. Frame-side error processing is processing for detecting the occurrence of an error and setting the error. In the following description, when "setting" an error is indicated, it means that information (such as a flag) that can identify the error is stored in a storage means such as RAM. When "cancelling the setting" is indicated, it means that information that can identify the error is deleted from a storage means such as RAM.

[0089] When the CPU 82a receives a first door open signal from the first door open switch D17, it sets a first door open error in which the front frame 14 is in an open state. When the CPU 82a stops receiving the first door open signal, it cancels the setting of the first door open error. When the CPU 82a receives a second door open signal from the second door open switch D18, it sets a second door open error in which the middle frame 13 is in an open state. When the CPU 82a stops receiving the second door open signal, it cancels the setting of the second door open error.

[0090] When the CPU 82a receives a radio wave detection signal from the radio wave sensor D16, it sets a radio wave error. A radio wave error indicates a state in which there is a high possibility that fraud (cheating) using radio waves is occurring. Once the CPU 82a sets a radio wave error, it does not cancel the radio wave error until the power is turned off. Note that if the radio wave error is resolved after power is turned on, the radio wave error is not set, and if a radio wave error is detected again, the radio wave error is set even after power is turned on.

[0091] When the CPU 82a detects that a ball jam has occurred in the supply unit 43A based on the supply signal output by the supply sensor D19, it sets a supply sensor error. As an example, the CPU 82a sets a supply sensor error when a specified time has passed since the supply signal turned on as the supply solenoid 43a is driven without the signal turning off. The CPU 82a cancels the supply sensor error setting when the error cancel switch 82f is operated. Note that even if the supply sensor error setting is canceled, if the ball jam in the supply unit 43A has not been resolved, the supply sensor error will be reset after a specified time has passed.

[0092] The error notification process of the frame-side normal process will be described. While an error is being set, the CPU 82a controls the second ball count display unit 16b to display an error code, which is an example of information that can identify the error being set. The error code is information unique to each error. For example, an error code is set for each error, such as [E03] for a supply sensor error, [E21] for a first door open error, and [E22] for a second door open error.

[0093] The CPU 82a alternates between displaying the error code and the second ball management count PB at predetermined intervals. Furthermore, if multiple error types are set, the CPU 82a sequentially displays the multiple error codes and the second ball management count PB for a predetermined period of time. Alternatively, the CPU 82a may display the error code but not the second ball management count PB. When the currently set error is cleared, the CPU 82a controls the second ball count display unit 16b to stop displaying the error code corresponding to the cleared error.

[0094] The CPU 82a controls the performance display monitor 82d to display the error code. That is, the error code is displayed on both the second ball count display section 16b and the performance display monitor 82d. The CPU 82a alternates between displaying the error code and the base value (performance information) at predetermined intervals. When multiple types of errors are set, the CPU 82a sequentially displays the multiple types of error codes and the base value at predetermined intervals. Alternatively, the CPU 82a may display the error code but not the base value. The CPU 82a controls the performance display monitor 82d to stop displaying the error code when the currently set error is resolved.

[0095] The CPU 82a starts displaying the error code on the performance display monitor 82d and the second ball count display unit 16b at the same time or approximately the same time. This is not a limitation; the error code may be displayed on the performance display monitor 82d first and then on the second ball count display unit 16b. The error code may be displayed on the performance display monitor 82d first and then on the second ball count display unit 16b.

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

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

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

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

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

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

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

[0103] The special symbol input process will be described. The CPU 80a determines whether a gaming ball has entered the first start hole 23A based on whether a detection signal has been input from the first start sensor D11. When a gaming ball has entered the first start hole 23A, the CPU 80a determines whether the first reserved number stored in the RAM 80c is less than the upper limit number (four in this embodiment). If the first reserved number is less than the upper limit number, the CPU 80a updates the first reserved number by adding one. Subsequently, the CPU 80a controls the first reserved display unit 33 to display information that can identify the updated first reserved number. The reserved condition for the first special game is met when a gaming ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

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

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

[0106] Next, the CPU 80a acquires random numbers generated within the game control board 80 and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the special game in the RAM 80c, the pachinko gaming machine 10 can suspend the execution of the special game until the start conditions of the special game are met. When the random number information for the second special game is stored in the RAM 80c, if a gaming ball has not entered the second start hole 23B and if the second reserved number is not less than the upper limit number, the CPU 80a terminates the special symbol input process.

[0107] The special symbol start process will be described. First, the CPU 80a determines whether the conditions for starting a special game are met. The CPU 80a determines the answer as positive if neither a jackpot game nor a special game is being played, and determines the answer as negative if a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 80a terminates the special symbol start process. If the conditions for starting a special game are met, the CPU 80a determines whether the second reserved number is greater than zero. If the second reserved number is zero, the CPU 80a determines whether the first reserved number is greater than zero. If the first reserved number is zero, the CPU 80a terminates the special symbol start process.

[0108] If the first reserved number is greater than zero, the CPU 80a performs processing to execute a first special game. Specifically, the CPU 80a updates the first reserved number by subtracting 1. The CPU 80a controls the first reserved display unit 33 to display information that can identify the first reserved number after subtraction. The CPU 80a acquires the random number information for the first special game that was stored first from the RAM 80c. The CPU 80a uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a special symbol winning lottery. The CPU 80a performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the special symbol winning function is activated).

[0109] When a jackpot is won, the CPU 80a performs jackpot variation processing. In the jackpot variation processing, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the CPU 80a ends the special pattern start processing.

[0110] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. After that, the CPU 80a ends the special symbol start process.

[0111] If the second reserved number is greater than zero, the CPU 80a performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, with "first special game" replaced with "second special game" and "first reserved number" replaced with "second reserved number," so a detailed explanation will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.

[0112] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation process and the loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol determined in each variation process. The variation start command and the special symbol command are control commands that differ when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0113] When the special symbol start process is completed, the CPU 80a executes a first special game or a second special game through a process separate from the special symbol start process. As an example, when the CPU 80a executes the first special game, it controls the first special symbol display unit 31 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the first special symbol display unit 31 to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the performance control board 81.

[0114] As an example, when the CPU 80a executes the second special game, it controls the second special symbol display unit 32 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the second special symbol display unit 32 to statically display the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs a variation end command to the performance control board 81.

[0115] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 80a stops and displays a jackpot symbol in a special game, the CPU 80a executes the jackpot game processing after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start processing. The CPU 80a is configured to award the specified type of jackpot game.

[0116] First, the CPU 80a outputs a control command (hereinafter referred to as the "opening command") capable of specifying the start of the opening time to the effect control board 81. After the opening time has elapsed, the CPU 80a performs processing to execute a round of play. As an example, the CPU 80a controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the special prize opening 23C. When the number of game balls detected by the count sensor D13 reaches the upper limit or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the special prize opening 23C, thereby ending the round of play. The CPU 80a repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 80a outputs a control command (hereinafter referred to as the "round command") capable of specifying the start of the round of play to the effect control board 81. When the final round of play ends, the CPU 80a outputs a control command capable of specifying the start of the ending time (hereinafter referred to as an ending start command) to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the jackpot game. The CPU 80a may output a control command capable of specifying the elapse of the ending time (hereinafter referred to as an ending end command) to the performance control board 81.

[0117] The state transition process will be described. As an example, when the CPU 80a completes a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 80c. In other words, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot symbol ends, the CPU 80a does not clear the probability flag until the next jackpot game is awarded. As an example, when the CPU 80a completes a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 80c. In other words, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the CPU 80a controls to a low probability state during the jackpot game.

[0118] As an example, the CPU 80a sets an activation flag in the RAM 80c when a jackpot game based on the first or second jackpot symbol ends. In other words, the CPU 80a controls the system to a high ball entry rate state. After a jackpot game based on the second jackpot symbol ends, the CPU 80a counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 80c each time a special game is started. As an example, the CPU 80a erases the activation flag stored in the RAM 80c when a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends. In other words, the CPU 80a controls the system to a low ball entry rate state when the activation number of the special game ends after a jackpot game based on the second jackpot symbol ends. Note that the CPU 80a does not erase the activation flag until the next jackpot game is awarded after a jackpot game based on the first jackpot symbol ends. When the CPU 80a starts a jackpot game and the activation flag is set, the CPU 80a clears the activation flag. That is, the CPU 80a controls the jackpot game to a low ball entry rate state.

[0119] The main side error processing will be explained. In the main-side error processing, various error settings are made, error settings are cleared, and predetermined control commands are output. When a first door open signal is input from the first door open switch D17 via the frame control board 82, the CPU 80a sets a first door open error. When a second door open signal is input from the second door open switch D18 via the frame control board 82, the CPU 80a sets a second door open error. When a door open error is set, the CPU 80a outputs predetermined control information (hereinafter referred to as a door open error setting command) to the performance control board 81. When the first door open signal is no longer being input, the CPU 80a clears the first door open error setting. When the second door open signal is no longer being input, the CPU 80a clears the second door open error setting. When both the first door open error setting and the second door open error setting are cleared, the CPU 80a outputs predetermined control information (hereinafter referred to as a door open error clear command) to the performance control board 81. The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the time the first door open error is set until the setting is released.

[0120] When the CPU 80a receives a blank shot generation command, it outputs predetermined control information (hereinafter referred to as a blank shot notification command) to the performance control board 81. When the CPU 80a receives a complete function activation command, it outputs predetermined control information (hereinafter referred to as a complete notification command) to the performance control board 81. The CPU 80a generates a game stop state. As an example, the CPU 80a disables the detection of game balls by the first start sensor D11, the second start sensor D12, and the gate sensor D15. In other words, the CPU 80a does not increase the first reserved number even when it receives a detection signal from the first start sensor D11. The CPU 80a does not increase the second reserved number even when it receives a detection signal from the second start sensor D12. The CPU 80a does not increase the reserved number for the normal game even when it receives a detection signal from the gate sensor D15. The CPU 80a controls the normal solenoid SL1 to close the second start port 23B. The CPU 80a controls the special solenoid SL2 to close the big prize opening 23C.

[0121] The various processes executed by the performance control board 81 (CPU 81a) will be explained. The sub-side power-on process will now be described. When the CPU 81a is started up following power-on, it waits until an initialization command or a power restoration command is input. When the initialization command or the power restoration command is input, the CPU 81a executes a sub-side power-on process.

[0122] When the CPU 81a inputs an initialization command, it controls some or all of the rendering devices 17 to 19 that constitute the rendering equipment ES, and causes them to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification includes displaying information that can identify the execution of a RAM clear (hereinafter referred to as RAM clear information), such as the string "RAM clear," on the display rendering device 19. When a predetermined time (e.g., 30 seconds) has elapsed since the start of the RAM clear notification, the CPU 81a controls the rendering equipment ES to end the RAM clear notification. When the CPU 81a inputs an initialization command, it controls the display rendering device 19 to display a predetermined background image and a combination of predetermined rendering patterns.

[0123] When the CPU 81a inputs a power restoration command, it controls some or all of the rendering devices 17 to 19 that make up the rendering equipment ES to execute a power restoration notification. As an example, the power restoration notification includes displaying information that can identify non-execution of RAM clearing (hereinafter referred to as power restoration information), such as the string "Power restoration in progress," on the display rendering device 19. The CPU 81a controls the rendering equipment ES to end the power restoration notification when a predetermined time (e.g., 30 seconds) has elapsed since the start of the power restoration notification. Without being limited to this, the CPU 81a may be configured not to execute the power restoration notification. When the CPU 81a inputs a power restoration command, it controls the display rendering device 19 to display a predetermined background image and a combination of rendering patterns that is different from the combination of the predetermined rendering patterns.

[0124] When the CPU 81a receives an initialization command or a power recovery command, it executes various normal processing steps at predetermined control intervals (e.g., every 108 ms). The normal processing steps include sub-side error processing, jackpot effect processing, and effect game processing.

[0125] The big win effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 81a controls the effect device ES to execute an opening effect. When a round command is input, the CPU 81a controls the effect device ES to execute a round effect. When an ending start command is input, the CPU 81a controls the effect device ES to execute an ending effect. When an ending end command is input, the CPU 81a controls the effect device ES to end the ending effect.

[0126] The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, it controls the effect device ES including the display effect device 19 to execute an effect game. Specifically, when the CPU 81a inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the command. Furthermore, when the CPU 81a inputs a special symbol command, it determines a symbol combination to be stopped and displayed in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a jackpot symbol combination. If a losing symbol can be specified from the special symbol command, the CPU 81a determines a losing symbol combination. Note that when executing a reach effect, the CPU 81a determines a losing symbol combination including a reach.

[0127] The CPU 81a controls the display effect device 19 to start the variable display of effect symbols in each symbol row in response to the input of a variation start command. That is, the CPU 81a starts the effect game. Furthermore, when the CPU 81a executes a preview effect in relation to the effect game, it controls the effect equipment ES including the display effect device 19 to execute the preview effect. The preview effect is an effect that suggests or notifies the expectation that the currently executed effect game will result in a jackpot (hereinafter referred to as the jackpot expectation). The preview effect may also be an effect that suggests or notifies the expectation of a jackpot for a pending variable game.

[0128] When a predetermined timing arrives after starting the effect game, the CPU 81a temporarily stops and displays the symbol combination, and when the input of the variation end command is triggered, the CPU 81a stops and displays the symbol combination as confirmed. Note that the CPU 81a may stop and display the symbol combination as confirmed when the variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted.

[0129] The sub-side error processing will be explained. The sub-side error processing is a process for notifying an error in response to an error-related command input from the game control board 80.

[0130] As shown in FIG. 6(a), when the CPU 81a inputs a door open error setting command, it controls some or all of the rendering devices 17-19 that make up the rendering equipment ES to issue a door open error notification. As an example, the door open error notification includes displaying information (hereinafter referred to as door open error information K1) on the display rendering device 19 that can identify that at least one of the middle frame 13 and the front frame 14 is open. As an example, the door open error information K1 is the text "The door is open." When the CPU 81a inputs a door open error release command, it controls some or all of the rendering devices 17-19 that make up the rendering equipment ES to end the door open error notification. In other words, the display of the door open error information K1 ends.

[0131] As shown in FIG. 6(b), when the CPU 81a inputs a complete notification command, it controls some or all of the effect devices 17-19 constituting the effect device ES to notify the user that the complete function has been activated (hereinafter referred to as a complete notification). As an example, the complete notification includes displaying information (hereinafter referred to as complete information K2) that can identify that the complete function has been activated on the display effect device 19. As an example, the complete information K2 is information that indirectly indicates that the complete function is activated, such as the string "Today's game is over." As an example, the complete information K2 may include information that directly indicates that the complete function is activated, such as the string "Complete function activated."

[0132] As shown in FIGS. 6(c) to 6(e), when the CPU 81a inputs a blank hit notification command, it controls some or all of the performance devices 17 to 19 constituting the performance equipment ES to execute a blank hit notification. For example, the blank hit notification includes displaying information (hereinafter referred to as blank hit occurrence information K3) on the display performance device 19, which can identify that a blank hit has occurred. For example, the blank hit occurrence information K3 is displayed in a manner that displays an image resembling a star. The blank hit notification may include causing the light-emitting performance device 18 to light up, turn off, or light up in a specific light-emitting pattern that can identify that a blank hit has occurred. The specific light-emitting pattern may be a light-emitting pattern dedicated to blank hit notification, or may be a light-emitting pattern that is also used for a specified error. When a specific period ta has elapsed since the input of the blank hit notification command, the CPU 81a controls the performance equipment ES to end the blank hit notification. In other words, the display of the blank hit occurrence information K3 ends. For example, the specific notification may be performed by multiple performance devices 18 and 19 constituting the performance equipment ES. The plurality of rendering devices 17 to 19 that constitute the rendering equipment ES are an example of a plurality of notification units.

[0133] There are multiple conditions for stopping the launch of the game ball. As shown in FIG. 7, for example, there are ten firing stop conditions, "Conditions 1 to 10." "Condition 1" is when the touch signal from the touch sensor D01 is turned off. "Condition 2" is when the stop signal from the firing stop switch D02 is turned on. "Condition 3" is when the volume signal (voltage) input from the handle volume D03 becomes 0. "Condition 4" is when the counting execution state is entered. "Condition 5" is when the second controlled number of balls PB becomes 0. "Conditions 1 to 5" are examples of specific conditions other than the detection of a predetermined error. In the pachinko gaming machine 10, the operation for firing game balls is restricted in response to the establishment of a specific condition other than the detection of a predetermined error. Then, the performance device ES issues a specific notification so that the restriction on the operation for firing game balls can be recognized. Part or all of the specific condition is when the number of electronically managed game balls (for example, the second controlled number of balls PB) becomes zero.

[0134] "Condition 6" is that a launch stop signal is output from the game control board 80. The launch stop signal is output when the main side power-on process is being executed (condition 6B), when the main side power-off process is being executed (condition 6A), or when a first door open error is being set (condition 6C). In this way, in the pachinko gaming machine 10, specific information that can specify restrictions on the operation for launching game balls can be transmitted from the game control board 80 to the frame control board 82 in response to the establishment of a predetermined condition. The launch stop signal is an example of specific information. Conditions 6A to 6C are examples of predetermined conditions. In other words, there are multiple predetermined conditions. Furthermore, some or all of the predetermined conditions are that a predetermined error is detected. The first door open error is an example of a predetermined error.

[0135] "Condition 7" is when no connection signal is input from the management unit 100. For example, a situation can be assumed in which the management unit 100 and the frame control board 82 are not connected, or a situation in which a cable has been broken. "Condition 8" is when an error that will cause launch to stop is set in the frame control board 82. As an example, an error that will cause launch to stop is a supply sensor error. "Condition 9" is when there is an abnormality in the connection between the frame control board 82 and the launch control board 83. For example, a situation can be assumed in which the frame control board 82 and the launch control board 83 are not connected, or a situation in which a cable has been broken. "Condition 10" is when the complete function has been activated.

[0136] 6(c) to (e), for example, when any one of "conditions 1 to 5, 6C, and 7 to 10" is met and the launch of the game ball is stopped, a blank shot operation is performed. Furthermore, the display performance device 19 displays blank shot occurrence information K3, and the light-emitting performance device 18 emits light in a light-emitting pattern for blank shot notification.

[0137] As shown in FIG. 6(c), for example, when any one of "conditions 1 to 5, 7 to 9" is met, if a variable game is being executed, the display effect device 19 displays blank hit occurrence information K3 while the effect game continues. The blank hit occurrence information K3 is displayed whether a jackpot variable game is being executed or a losing variable game is being executed. In other words, the blank hit occurrence notification can be issued whether a losing variable game or a winning variable game is being executed. The blank hit occurrence information K3 is displayed even when a winning game (a jackpot game, for example) is being executed. The blank hit occurrence information K3 is displayed even when a demonstration effect (hereinafter referred to as a demo effect) is being executed. The demo effect is an effect that is executed in a standby state where no winning game is being executed, no variable game is being executed, and no variable game is being held. The demo effect is what is known as a "customer waiting effect." The blank hit occurrence information K3 is displayed even when a warning about addiction (hereinafter referred to as an addiction warning) is being executed. The caution against addiction is executed by displaying a character string such as "Pachinko and Pachislot are games that should be enjoyed in moderation" on the display performance device 19. The caution against addiction can be executed during the execution of a demo performance, during the execution of the ending performance of a jackpot game, and when a low probability high ball entry rate state ends.

[0138] As shown in FIG. 6(d), for example, when "Condition 6C" is met, the display / effect device 19 may display door-opening error information K1 and blank-hit occurrence information K3. In this case, the display / effect device 19 hides the blank-hit occurrence information K3 as the specific period ta elapses, while maintaining the display of the door-opening error information K1. The effect device ES, an example of an alarm means, may issue a predetermined alarm different from the specific alarm in response to the detection of a predetermined error. For example, the display / effect device 19 may issue a door-opening error alarm different from the blank-hit occurrence alarm in response to the detection of a first door-opening error. The blank-hit occurrence alarm, an example of a specific alarm, and the error alarm, an example of a predetermined alarm, may be issued simultaneously. The door-opening error information K1 may be displayed whether a winning or losing variation game is in progress. In other words, the predetermined error alarm may be issued whether a losing or winning variation game is in progress. It can also be said that the variable game is not interrupted or terminated by the setting of a predetermined error. However, the variable game may be interrupted or terminated by the setting of a predetermined error.

[0139] As shown in FIG. 6(e), for example, when "Condition 10" is met, the display and effect device 19 may display the complete information K2 and the blank hit occurrence information K3. In this case, as the specific period ta elapses, the display and effect device 19 hides the blank hit occurrence information K3, while the display of the complete information K2 remains. The complete information K2 is displayed whether a winning variable game is being executed or a losing variable game is being executed. In other words, the complete notification may be performed whether a losing variable game or a winning variable game is being executed. It can also be said that the variable game is not interrupted or terminated by the activation of the complete function. However, the variable game may also be interrupted or terminated by the activation of the complete function.

[0140] In this embodiment, the following effects can be obtained. (1) When a predetermined condition (launch stop condition) is met, the operation for launching game balls is restricted, thereby preventing discrepancies in the number of game balls electronically managed (second managed ball count PB). A specific notification (blank shot notification) is then issued so that the restriction on the operation for launching game balls can be recognized. This prevents the player from mistakenly thinking that a malfunction has occurred in the launch mechanism 43. In other words, it is easy to grasp the status of the mechanism for launching game balls.

[0141] (2) If the ball launching operation were to be stopped even though the second control number of balls PB had been subtracted as balls were supplied from the supply unit 43A, the second control number of balls PB would not match the number of balls actually launched and used in play. In the pachinko gaming machine 10, the ball launching operation is executed for a specific period ta after the ball launch stop condition is met. This prevents balls supplied from the supply unit 43A from remaining unused in play.

[0142] (3) Whether a variable game is winning or losing, a specific notification (a blank shot notification) is given, making it easier for players to recognize the restrictions on the action of shooting the game ball. Therefore, even while continuing to play, it is easier to understand the reason for the shooting restriction.

[0143] (4) Since there are multiple predetermined conditions (conditions for stopping the release of game balls), detailed control can be performed to prevent discrepancies in the number of game balls. (5) The specific condition (condition for stopping the launch of game balls) is when the number of game balls reaches zero. Therefore, even if the action for launching game balls is restricted due to a reason other than an error, a specific notification (null shot notification) is issued, making it easier to understand the reason for the restriction on launch.

[0144] (6) Furthermore, since it is difficult for a player to grasp that the number of game balls (second control ball count PB) has reached zero, the player may easily mistake the situation in which game balls are not being shot for a malfunction of the shooting mechanism 43. Even if the number of game balls reaches zero, a specific notification (a blank shot occurrence notification) is issued so that the player can recognize the limitations on the operation for shooting game balls, thereby preventing such a misunderstanding from occurring.

[0145] (7) Since specific notifications (null shot occurrence notifications) can be made by multiple notification units (display effect device 19 and light-emitting effect device 18), it is possible to prevent managers of gaming machines from noticing them. (8) The system can notify the user of the restriction on the action of launching the game ball and the establishment of a predetermined condition (launch stop condition) that is the cause of the restriction. Therefore, the manager of the gaming machine can easily understand the status of the mechanism for launching the game ball and the cause of the restriction on the launch.

[0146] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0147] When the firing stop condition is met, the frame control board 82 (CPU 82a) may output information (hereinafter referred to as a firing stop notification) that can identify that the firing stop condition for the game ball has been met to the game control board 80. When the firing stop notification is input, the game control board 80 (CPU 80a) determines whether the firing stop condition that can be identified from the firing stop notification has been met. For example, a first door opening error can be detected by either the frame control board 82 or the game control board 80. When the firing stop condition that can be identified from the firing stop notification has been met, the CPU 80a outputs a blank firing notification command to the performance control board 81 and outputs information (hereinafter referred to as a firing stop response) that can identify that the firing stop notification has been input to the frame control board 82. The firing stop response is an example of the identification information. When the firing stop condition that can be identified from the firing stop notification has not been met, the CPU 80a does not output the blank firing notification command to the performance control board 81 and does not output the firing stop response to the frame control board 82. When the frame control board 82 (CPU 82a) receives a launch stop response, it may stop outputting a launch permission signal to the launch permission circuit 82m. Alternatively, when the game control board 80 (CPU 80a) receives a launch stop notification, it may output a launch stop signal to the frame control board 82 (launch permission circuit 82m) instead of outputting a launch stop response. By inputting specific information, the frame control board 82 can easily align the restrictions on the operation for launching game balls with the state of the game control board 80. Therefore, it is easy to maintain the link between the frame control board 82 and the game control board 80.

[0148] The manner in which the blank-fire occurrence notification is made may be changed. In the above embodiment, the blank-fire occurrence information K3 is displayed for a specific period ta, so when the blank-fire occurrence information K3 is displayed, it is possible to recognize that a blank-fire operation is occurring. In this case, the blank-fire occurrence information K3 is not limited to information that indirectly indicates that a blank-fire operation is occurring, such as an image that resembles a star, but may also be information that directly indicates that a blank-fire operation is occurring, such as the text "blank-fire occurring."

[0149] As an example, the blank-fire occurrence information K3 may be displayed during a period other than the specific period ta. This allows a player to recognize that a blank-fire operation is occurring when the blank-fire occurrence information K3 is not displayed. In this case, the blank-fire occurrence information K3 is not limited to information that indirectly indicates that a blank-fire operation is not occurring, such as an image resembling a star. It may also be information that directly indicates that a blank-fire operation is not occurring, such as text such as "blank-fire not occurring," "launch possible," or "normal operation in progress." Thus, the presentation device ES, which is an example of a notification means, may be configured in any way to provide a specific notification that allows a player to recognize limitations on the operation of launching a game ball. Furthermore, the specific notification may also be configured to notify an error. For example, when displaying an image that indicates the occurrence of an error, it is preferable to use a different color tone during the specific period ta than after the specific period ta has elapsed.

[0150] The blank hit occurrence information K3 is not limited to being displayed in a portion of the image display area 19a of the display performance device 19, but may be displayed using the entire image display area 19a by displaying an image that covers the entire image display area 19a or by changing the overall color tone of the image display area 19a.

[0151] The blank hit occurrence notification may be performed by one or more of the presentation devices 17-19 constituting the presentation equipment ES, which may be arbitrarily selected. The blank hit occurrence notification may be performed by a movable body displaceable by an actuator, or by a display device mounted on the movable body. In this case, the error notification and the complete notification may be performed by the display presentation device 19, by the movable body, or by a display device mounted on the movable body. In this case, the blank hit occurrence notification may be performed by the display presentation device 19, or by a display device mounted on the movable body. In particular, the error notification and the complete notification may be performed by a display device mounted on the movable body, and the blank hit occurrence notification may be performed by a presentation device other than the display device. In this way, the notification unit that performs a specific notification (blank hit occurrence notification) and the notification unit that performs a predetermined notification (such as an error notification) are different notification units, and the notification unit that performs a predetermined notification is configured to be operable, so the predetermined notification can be made more noticeable than the specific notification.

[0152] The pachinko gaming machine 10 is configured to be able to launch game balls while a power-back notification is being executed and a RAM clear notification (initialization notification) is being executed. When one of the conditions for stopping the launch of game balls (e.g., "conditions 1 to 5") is met and the launch of game balls is stopped, a blank shot operation is preferably performed. In this case, the display / effect device 19 displays blank shot occurrence information K3, and the light-emitting device 18 emits light in a blank shot notification light pattern. In other words, a blank shot occurrence notification can be executed. In this modified example, the power-back notification and the RAM clear notification are examples of predetermined notifications, and power-on is an example of a predetermined condition. In other words, the predetermined condition does not have to include the detection of a predetermined error.

[0153] The blank hit occurrence notification by the display performance device 19 and the blank hit occurrence notification by the light-emitting performance device 18 may be initiated simultaneously or approximately simultaneously, or the blank hit occurrence notification by the display performance device 19 may be initiated first, or the blank hit occurrence notification by the light-emitting performance device 18 may be initiated first. In this modified example, the display performance device 19 is an example of a first notification unit, and the light-emitting performance device 18 is an example of a second notification unit. This is not limited to this, and each notification unit can be selected arbitrarily from among the multiple performance devices 17 to 19. The blank hit occurrence notification may be executed simultaneously or approximately simultaneously by the multiple performance devices 17 to 18 that make up the performance equipment ES. The blank hit occurrence notification may be executed in a predetermined order by the multiple performance devices 17 to 18 that make up the performance equipment ES. The blank hit occurrence notification by the display and performance device 19 and the blank hit occurrence notification by the light-emitting performance device 18 may be terminated simultaneously or approximately simultaneously, or the blank hit occurrence notification by the display and performance device 19 may be terminated first, or the blank hit occurrence notification by the light-emitting performance device 18 may be terminated first. The blank hit occurrence notification may be terminated simultaneously or approximately simultaneously in the multiple performance devices 17-18 that make up the performance equipment ES. The blank hit occurrence notification may be terminated in a predetermined order in the multiple performance devices 17-18 that make up the performance equipment ES. It is preferable that the execution period of the blank hit occurrence notification by the display and performance device 19 and the execution period of the blank hit occurrence notification by the light-emitting performance device 18 overlap with each other, but they do not have to overlap.

[0154] Notification of a predetermined error (for example, a door open error) may be performed simultaneously or approximately simultaneously in the multiple performance devices 17-18 that make up the performance equipment ES. Notification of a predetermined error may be performed in a predetermined order in the multiple performance devices 17-18 that make up the performance equipment ES. Notification of a predetermined error may be completed simultaneously or approximately simultaneously in the multiple performance devices 17-18 that make up the performance equipment ES. Notification of a predetermined error may be completed in a predetermined order in the multiple performance devices 17-18 that make up the performance equipment ES.

[0155] The notification of a blank hit may be performed by a dedicated notification unit. As an example, the dedicated notification unit may be a light-emitting unit such as an LED controlled by the frame control board 82 (CPU 82a), or may be a light-emitting unit controlled by the game control board 80 (CPU 80a). The dedicated notification unit may be one of the display units in the information display device 30.

[0156] The shooting unit 43B may be equipped with an impact sensor that can detect whether or not a game ball is present at the impact position. In this case, the frame control board 82 (CPU 82a) may execute the shooting operation from when the launch stop condition is met until the impact sensor no longer detects a game ball. In other words, even if the launch stop condition is met, the CPU 82a may not execute the shooting operation if the impact sensor does not detect a game ball. Restricting the operation for shooting a game ball may include restricting at least one of the supply operation and the shooting operation.

[0157] The difference ball monitoring process (counting the difference ball PC) may be executed by the game control board 80 (CPU 80a). In this case, the game board 20 is equipped with an out-ball sensor that detects "out balls" discharged from the game area 21a, and the CPU 80a subtracts 1 from the difference ball PC each time it receives a detection signal from the out-ball sensor. When the difference ball PC reaches the activation reference number and the activation condition for the complete function is met, the CPU 80a outputs a launch stop signal to the frame control board 82 (launch permission circuit 82m). Even in this modified example, the launch of game balls can be stopped in response to the activation of the complete function.

[0158] The pachinko gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a predetermined area (a so-called "V area") (a so-called V-variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V-variable machine.

[0159] In addition to the big win lottery, a small win lottery may be held as a winning lottery for special symbols. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).

[0160] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.

[0161] The CPU 80a, ROM 80b, RAM 80c, and random number generation circuit 80d may be configured on a single chip. The specific configuration of the game board 20 may be changed arbitrarily.

[0162] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the display performance device 19, a light-emitting control board that specializes in controlling the light-emitting performance device 18, and a sound control board that specializes in controlling the sound performance device 17 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. In addition, in an embodiment, the CPU 80a and CPU 81a may be mounted on a single board. Furthermore, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.

[0163] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (Appendix 1) A circulating gaming machine that electronically manages the number of gaming balls that a player can use for play, the gaming machine is equipped with a launching mechanism that performs an operation to launch the gaming balls and a notification means that can issue a notification, the operation to launch the gaming balls is restricted in response to the establishment of a predetermined condition, the notification means issues a specific notification so that the player can recognize the restriction on the operation to launch the gaming balls, and there are multiple predetermined conditions.

[0164] (Appendix 2) A gaming machine as described in Appendix 1, wherein the predetermined condition is the detection of a predetermined error, and the notification means can make a predetermined notification different from the specific notification in response to the detection of the predetermined error, and the action to launch the gaming ball is restricted in response to the establishment of a specific condition different from the detection of a predetermined error, and the notification means makes the specific notification so that the restriction on the action to launch the gaming ball can be recognized.

[0165] (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, wherein the specific condition is that the number of gaming balls has reached zero. (Appendix 4) The gaming machine described in any one of Appendices 1 to 3, wherein the launch mechanism comprises a supply unit that performs a supply operation to supply gaming balls, and a launch unit that performs a launch operation to launch the gaming balls supplied from the supply unit, and the restriction on the operation for launching the gaming balls means that at least one of the supply operation and the launch operation is restricted.

[0166] (Appendix 5) A gaming machine described in any one of Appendices 1 to 4, wherein the operation for launching the gaming ball is restricted by stopping the supply operation while continuing the launch operation.

[0167] (Appendix 6) A gaming machine described in any one of Appendices 1 to 5, which is equipped with a gaming ball number management means that electronically manages the number of gaming balls, and the gaming ball number management means updates the number of gaming balls in accordance with the operation of the launch mechanism.

[0168] (Appendix 7) A gaming machine as described in any one of Appendices 1 to 6, comprising a frame for holding a gaming board, a gaming control unit mounted on the gaming board, and a frame control unit mounted on the frame, wherein the frame control unit controls the operation of the launching mechanism, and when the predetermined condition is met, the gaming control unit can transmit specific information from the gaming control unit to the frame control unit that can identify restrictions on the operation for launching the gaming ball. [Explanation of symbols]

[0169] 10... Pachinko gaming machine 11... Frame 17... Sound effect device 18... Light-emitting effect device 19... Display effect device 20... Game board 43... Firing mechanism 43A... Supply unit 43B... Firing unit 80... Game control board 80a... CPU 82... Frame control board 82a... CPU ES... Performance device

Claims

[Claim 1] In a circulation type gaming machine that electronically manages the number of game balls that a player can use for playing, a launching mechanism that performs an operation for launching a game ball; a notification means capable of making a notification; A ball entry means through which a game ball can be entered; a storage means for storing information; and erasure operation means for erasing the contents stored in the storage means, In response to the establishment of a predetermined condition, the operation for launching the game ball is stopped, The notification means issues a specific notification so that the player can directly or indirectly recognize the stop of the action for launching the game ball, There are a plurality of the predetermined conditions, When the reference number updated in response to the entry of the game ball into the ball entry means reaches a certain number, the game is stopped and the operation for launching the game ball is stopped; When the power supply to the gaming machine is cut off after the reference number has reached a certain number and the power supply is then resumed, if the erasure operation means is not operated, the suspension of the game and the suspension of the operation for launching the game balls continue, and if the erasure operation means is operated, the suspension of the game and the suspension of the operation for launching the game balls are released, A gaming machine characterized in that when the reference number reaches a certain number during the execution of the specific notification, the specific notification is terminated.

Citation Information

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