gaming machines

The gaming machine effectively manages gaming values by utilizing performance information display and initialization mechanisms to track and display gaming performance, addressing the need for improved value management in pachinko machines.

JP7787589B2Active Publication Date: 2025-12-17SANYO BUSSAN KK
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Patent Information

Application Number
JP2023182137
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-23
Publication Date
2025-12-17
Estimated Expiration
2037-12-22

AI Technical Summary

Technical Problem

There is a need for improved management of gaming values awarded to players in gaming machines, particularly in pachinko machines, to ensure appropriate tracking and display of gaming performance information.

Method used

The gaming machine is equipped with gaming performance information display means, confirmation display means, storage means, initialization means, and post-initialization display means to manage and display gaming values based on predetermined conditions, including displaying gaming performance information differently before and after initialization, and calculating gaming values for a predetermined period.

Benefits of technology

This approach allows for appropriate management of gaming values by ensuring accurate tracking and display of gaming performance information, enhancing player engagement and fairness.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suitably changing a probability.SOLUTION: In a game machine, provability change processing for changing a provability that determination means leads to a predetermined result in a plurality of levels is executed by change processing execution means with the proviso that predetermined conditions are satisfied when power is turned on. When power is turned on, a display result differing from a predetermined display result in which predetermined game value is granted to a player is set by setting means from among display results appearing in dynamic display of identification information as a display mode displayed on display means in execution of the probability change processing by the change processing means.SELECTED DRAWING: Figure 69
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Description

[Technical Field]

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

[0002] Traditionally, There is a gaming machine that, when a predetermined condition is met, awards a predetermined gaming value to a player based on the met condition. (For example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-340046 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, there has been a demand for suitable management of gaming values ​​awarded to players in such gaming machines.

[0005] The present invention has been made in view of the above circumstances, Gaming value can be managed appropriately The object is to provide a gaming machine. [Means for solving the problem]

[0006] In order to achieve this object, the gaming machine described in claim 1 is one that, when a predetermined condition is met, awards a predetermined gaming value to a player based on the met predetermined condition, and is equipped with: gaming performance information display means that displays gaming performance information that indicates the performance of a game executed on the gaming machine; confirmation display means that causes the gaming performance information display means to perform a confirmation display to confirm whether normal display is possible or not; storage means that stores information related to the gaming performance information displayed by the gaming performance information display means; initialization means that initializes the information stored in the storage means when power is turned on to the gaming machine; and post-initialization display means that, when the information stored in the storage means is initialized by the initialization means, starts calculating the number of gaming values ​​corresponding to games played after the initialization and causes the gaming performance information based on the new information stored in the storage means to be displayed on the gaming performance information display means in a manner different from normal for at least a predetermined period of time, The gaming performance information is information indicating game performance for a predetermined calculation period, the predetermined period being shorter than the calculation period, and the gaming machine is equipped with a means for displaying, after the predetermined period, the gaming performance information calculated for the current calculation period on the gaming performance information display means in a manner different from normal and different from the manner in the predetermined period for a second predetermined period from when information used to determine the calculation period is initialized and the calculation period begins. After the gaming machine is powered on and the confirmation display is performed by the confirmation display means, if the end condition for at least the specified period for displaying the gaming performance information on the gaming performance information display means has not been met, the post-initialization display means displays the gaming performance information on the gaming performance information display means in a manner different from normal. [Effects of the Invention]

[0008] According to the gaming machine of the present invention, when a predetermined condition is met, a predetermined gaming value is awarded to a player based on the met predetermined condition, and the gaming machine comprises: gaming performance information display means for displaying gaming performance information showing the performance of a game executed on the gaming machine; confirmation display means for making the gaming performance information display means perform a confirmation display to confirm whether normal display is possible or not; storage means for storing information related to the gaming performance information displayed by the gaming performance information display means; initialization means for initializing the information stored in the storage means when power is turned on to the gaming machine; and post-initialization display means for, when the information stored in the storage means is initialized by the initialization means, starting to calculate the number of gaming values ​​corresponding to games played after the initialization and displaying the gaming performance information based on the new information stored in the storage means in a manner different from normal for at least a predetermined period of time on the gaming performance information display means, The gaming performance information is information indicating game performance for a predetermined calculation period, the predetermined period being shorter than the calculation period, and the gaming machine is equipped with a means for displaying, after the predetermined period, the gaming performance information calculated for the current calculation period on the gaming performance information display means in a manner different from normal and different from the manner in the predetermined period for a second predetermined period from when information used to determine the calculation period is initialized and the calculation period begins. After the gaming machine is powered on and the confirmation display is made by the confirmation display means, if the end condition for at least the specified period for displaying the gaming performance information on the gaming performance information display means has not been met, the post-initialization display means displays the gaming performance information on the gaming performance information display means in a manner different from normal, thereby providing the effect of enabling the gaming value to be managed appropriately. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a front view of the game board of a pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] 1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 7]This is a diagram showing the configuration of various counters, reserved ball storage area, and reserved ball execution area. [Figure 8] (a) is a diagram showing a schematic example of a jackpot random number table, (b) is a diagram showing a schematic example of a jackpot type table, (c) is a diagram showing a schematic example of a jackpot fluctuation pattern table when the number of reserved balls is 2, (d) is a diagram showing a schematic example of a miss (normal) fluctuation pattern table when the number of reserved balls is 2, and (e) is a diagram showing a schematic example of a miss (special chance) fluctuation pattern table when the number of reserved balls is 2. [Figure 9] A diagram showing a schematic example of a prize ball number table. [Figure 10] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 11] 10 is a flowchart showing a switch reading process executed by an MPU in the main control device. [Figure 12] This is a flowchart showing the start-up winning process executed by the MPU in the main control unit. [Figure 13] 10 is a flowchart showing a variation process executed by an MPU in the main control device. [Figure 14] 10 is a flowchart showing the fluctuation start processing executed by the MPU in the main control device. [Figure 15] 10 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 16] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 17] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Figure 18] 10 is a flowchart showing the main processing of the reel ratio management executed by the reel ratio management chip in the main control device. [Figure 19] 10 is a flowchart showing part of the setting information receiving process executed by the role ratio management chip in the main control device. [Figure 20] 10 is a flowchart showing part of the setting information receiving process executed by the role ratio management chip in the main control device. [Figure 21] 10 is a flowchart showing the reel ratio calculation process executed by the reel ratio management chip in the main control device. [Figure 22] 10 is a flowchart showing the inspection result output process executed by the accessory ratio management chip in the main control device. [Figure 23] 10 is a flowchart showing the startup process executed by the MPU in the voice lamp control device. [Figure 24] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device. [Figure 25] 10 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device. [Figure 26] 10 is a flowchart showing the variable display processing executed by the MPU in the voice lamp control device. [Figure 27] (a) is a flowchart showing the main processing executed by the MPU in the display control device, (b) is a flowchart showing the command interrupt processing executed by the MPU in the display control device, and (c) is a flowchart showing the V interrupt processing executed by the MPU in the display control device. [Figure 28] FIG. 10 is a block diagram showing the electrical configuration of a main control device in a second embodiment. [Figure 29] This is a flowchart showing the winning information storage process executed by the bonus ratio management chip in the main control device. [Figure 30] 10 is a flowchart showing the inspection result output process executed by the accessory ratio management chip in the main control device. [Figure 31] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a third embodiment. [Figure 32] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 33]This is a flowchart showing the role ratio processing executed by the MPU in the main control unit. [Figure 34] This is a flowchart showing the role ratio main processing executed by the MPU in the main control unit. [Figure 35] 10 is a flowchart showing the role ratio processing executed by the MPU in the main control device in the fourth embodiment. [Figure 36] This is a flowchart showing the role ratio main processing executed by the MPU in the main control unit. [Figure 37] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a fifth embodiment. [Figure 38] FIG. 2A is a schematic diagram showing a base display device, and FIG. 2B is a schematic diagram showing the display contents of the base display device. [Figure 39] (a) is a schematic diagram showing the information required to display the base value, which is stored in the external working area of ​​the RAM in the MPU of the main control unit, and (b) is a schematic diagram showing the structure of each base value data. [Figure 40] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 41] 10 is a flowchart showing base value processing executed by an MPU in the main control device. [Figure 42] 10 is a flowchart showing a base value calculation process executed by an MPU in the main control device. [Figure 43] 10 is a flowchart showing a part of a base value display process executed by an MPU in the main control device. [Figure 44] 10 is a flowchart showing the remaining part of the base value display process executed by the MPU in the main control device. [Figure 45] FIG. 13 is a rear view of the pachinko machine according to the sixth embodiment. [Figure 46] FIG. 2A is a front view of the setting key showing the setting key in the OFF state, and FIG. 2B is a front view of the setting key showing the setting key in the ON state. [Figure 47] This figure shows the start-up modes of a pachinko machine and the states of the RAM erase switch, setting key, and door open switch when the power is turned on to start up the pachinko machine in that start-up mode. [Figure 48] 10A is a diagram showing the roles of the RAM erase switch and setting key in the setting change mode, and FIG. 10B is a diagram showing the role of the setting key in the setting check mode. [Figure 49] 5A to 5C are schematic diagrams showing various examples of display contents of the base display device in a setting change mode and a setting confirmation mode. [Figure 50] 10A to 10C are schematic diagrams showing various examples of display content when an error history is displayed on the base display device. [Figure 51] (a) is a schematic diagram showing the arrangement of the LEDs of the first pattern display device, and (b) is a diagram showing the lighting pattern of the round number notification LED when it indicates that the maximum number of rounds is 2, when it indicates that the maximum number of rounds is 15, when it indicates that the setting is being changed, and when it indicates that the setting is being confirmed. [Figure 52] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 53] This is a schematic diagram showing data stored in the external working area of ​​the RAM in the MPU of the main control device. [Figure 54] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 55] 10 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 56] 10 is a flowchart showing a setting confirmation process executed by an MPU in the main control device. [Figure 57] 10 is a flowchart showing a base display process executed by an MPU in the main control device. [Figure 58]10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 59] 13 is a flowchart showing a setting change process executed by an MPU in a main control device of a pachinko machine in the seventh embodiment. [Figure 60] FIG. 13 is a block diagram showing the electrical configuration of a pachinko machine in the eighth embodiment. [Figure 61] FIG. 2 is a schematic diagram showing data stored in a working area of ​​the RAM in the MPU of the main control device. [Figure 62] 10A and 10B are diagrams for explaining start-up modes that are set in response to start-up operations when the power is turned on after being turned off while changing settings or checking settings; [Figure 63] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 64] 10 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 65] 10 is a flowchart showing a setting confirmation process executed by an MPU in the main control device. [Figure 66] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 67] This is a schematic diagram showing the display of a pattern on the first pattern display device, which is displayed immediately after power-on based on the state at the time of power-on, and the display of a pattern on the second pattern display device of a pachinko machine related to the ninth embodiment. [Figure 68] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 69] This is a schematic diagram showing the display of a pattern on the first pattern display device, which is displayed immediately after power-on based on the state at the time of power-on, and the display of a pattern on the second pattern display device of a pachinko machine related to the 10th embodiment. [Figure 70] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 71]This is a schematic diagram showing the display of a pattern on the first pattern display device, which is displayed immediately after power-on based on the state at the time of power-on, and the display of a pattern on the second pattern display device of a pachinko machine related to the 11th embodiment. [Figure 72] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 73] This is a schematic diagram showing the display of a pattern on the first pattern display device, which is displayed immediately after power-on based on the state at the time of power-on, and the display of a pattern on the second pattern display device of a pachinko machine related to the 12th embodiment. [Figure 74] 10 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 75] 10 is a flowchart showing a startup process executed by an MPU in the main control device. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, a first embodiment in which the present invention is applied to a pachinko gaming machine (hereinafter simply referred to as a "pachinko machine") 10 will be described with reference to Figures 1 to 26. Figure 1 is a front view of the pachinko machine 10 in this embodiment, Figure 2 is a front view of a game board 13 of the pachinko machine 10, and Figure 3 is a rear view of the pachinko machine 10.

[0012] As shown in Figure 1, pachinko machine 10 comprises outer frame 11, an outer shell formed by wooden frames assembled in a substantially rectangular shape, and inner frame 12, which is formed in substantially the same external shape as outer frame 11 and is supported so as to be able to open and close relative to outer frame 11. Metal hinges 18 are attached to outer frame 11 at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), in order to support inner frame 12, and inner frame 12 is supported so as to be able to open and close towards the front, with the side where hinges 18 are provided serving as the axis for opening and closing.

[0013] A game board 13 (see FIG. 2) having numerous nails and winning holes 63a, 63b, 64a, 64b, 65a, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by balls flowing down the front of the game board 13. Attached to the inner frame 12 are a ball launching unit 112a (see FIG. 5) that launches balls toward the front area of ​​the game board 13, a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of ​​the game board 13, and the like.

[0014] The front side of the inner frame 12 is provided with a front frame 14 that covers the upper front side, and a lower tray unit 15 that covers the lower side. Metal hinges 19 are attached to two locations, top and bottom, on the left side when viewed from the front (see Figure 1), to support the front frame 14 and the lower tray unit 15, and the front frame 14 and the lower tray unit 15 are supported so that they can be opened and closed toward the front, with the side where the hinges 19 are provided serving as the opening and closing axis. The inner frame 12 and the front frame 14 are each unlocked by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation. The pachinko machine 10 is also provided with a door opening switch 208g (see Figure 6) that detects when either the inner frame 12 or the front frame 14 has been unlocked and opened (the door has been opened).

[0015] The front frame 14 is fitted with decorative resin parts, electrical parts, etc., and has a window 14c formed as a roughly oval opening in its approximate center. A glass unit 16 having two glass plates is disposed on the back side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.

[0016] In the front frame 14, an upper tray 17 for storing balls is formed in a roughly box-like shape with an open top and protruding forward, and prize balls, loan balls, etc. are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward slope to the right when viewed from the front (see Figure 1), and this slope guides balls dropped into the upper tray 17 to the ball launching unit 112a. In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.

[0017] The frame button 22 is a button that is pressed by the player when, for example, changing the stage of the effect displayed on the third symbol display device 81 (see FIG. 2) described later. The frame button 22 is also used as an operation button for allowing the player to select the effect content in the so-called super reach, which is one aspect of the variable effect.

[0018] The variable effect is an effect displayed on the third pattern display device 81, and as described below, is executed when a ball fired into the front area of ​​the game board 13 enters a specific winning hole (the second starting hole 64b described below; see Figure 2) (starting winning), and after the pattern (the third pattern described below) is displayed in a variable manner for a predetermined period of time, the result of the lottery held for the starting winning (whether it is a jackpot or not) is presented to the player based on the combination of patterns that are displayed in a stationary state.

[0019] The stage is a presentation mode that provides uniformity to the various presentations displayed on the third symbol display device 81, and the present pachinko machine 10 has three stages: "town stage," "sky stage," and "island stage." Various presentations, such as the above-mentioned variable presentations and reach presentations executed during the variable presentations, are designed to be performed in accordance with the theme given to each stage.

[0020] The stage changes when the frame button 22 is pressed by the player during a period when no variation effect is being performed or during high-speed variation when the third symbol is displayed in a rapid variation manner that is invisible to the player, and each time the frame button 22 is pressed, the stage is repeatedly changed in the following order: "town stage" → "sky stage" → "island stage" → "town stage" → ... Also, immediately after power-on, the "town stage" is set as the initial stage.

[0021] In addition, when a normal reach presentation is started in the variable presentation performed by the third pattern display device 81, when the normal reach develops into a super reach, a selection screen for the presentation mode of the super reach is configured to be displayed on the third pattern display device 81 during the normal reach.

[0022] On the selection screen, a plurality of presentation mode candidates that can be selected as the presentation mode of the Super Reach are displayed, and one of the presentation mode candidates is selected. If the frame button 22 is pressed by the player while the selection screen is displayed, the selected presentation mode candidate is changed. Then, the presentation mode of the Super Reach is determined based on the presentation mode candidate that was selected when the game developed into the Super Reach, and the Super Reach is executed on the third symbol display device 81 according to that presentation mode.

[0023] In this embodiment, the frame button 22 is configured as a button to be pressed, but instead of the frame button 22, it may be configured as an operation lever that can be tilted by the player in a predetermined direction (for example, forward, backward, rightward, or leftward with respect to the pachinko machine 10) with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the performance stage may be selected or changed, or the performance mode of a super reach may be selected.

[0024] The front frame 14 is provided with various light-emitting devices such as lamps around its periphery (e.g., corners). These light-emitting devices change their light-emitting modes by lighting or blinking in response to changes in the game state, such as when a jackpot is hit or a predetermined reach is reached, thereby enhancing the presentation effects during play. The periphery of the window 14c is provided with illumination units 29-33 incorporating light-emitting devices such as LEDs. In the pachinko machine 10, these illumination units 29-33 function as presentation lamps, such as jackpot lamps. When a jackpot is hit or a reach presentation is being performed, the built-in LEDs cause each illumination unit 29-33 to light up or blink, thereby indicating that a jackpot is being achieved or that the player is in a reach phase just before a jackpot. Additionally, an indicator lamp 34 incorporating light-emitting devices such as LEDs is provided at the upper left of the front frame 14 when viewed from the front, and can indicate whether prize balls are being paid out or if an error has occurred.

[0025] A small window 35 is formed by attaching a transparent resin to the underside of the right-side illumination unit 32 from the backside so that the backside of the front frame 14 can be seen, and certificate stamps and the like affixed to the attachment space K1 (see Figure 2) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, a plated member 36 made of chrome-plated ABS resin is attached to the area around the illumination units 29 to 33 to create a more dazzling appearance.

[0026] A ball dispensing operation unit 40 is disposed below the window 14c. The ball dispensing operation unit 40 is provided with a power display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball dispensing unit) (not shown) located on the side of the pachinko machine 10, balls are dispensed in accordance with the operation. Specifically, the power display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and an internal LED lights up to display the remaining balance numerically as the remaining balance information. The ball dispensing button 42 is operated to obtain dispensed balls based on information recorded on a card, etc. (recording medium), and dispensed balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated to request the return of a card, etc. inserted into the card unit.

[0027] In addition, in pachinko machines where balls are directly dispensed from a ball dispensing device to the upper tray 17 without going through a card unit, i.e., in so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation part of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to standardize pachinko machines that use card units and cash machines.

[0028] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing balls that could not be stored in the upper tray 17. On the right side of the lower tray 50 is disposed an operating handle 51 that is operated by the player to shoot balls into the front of the game board 13. Inside the operating handle 51 are built a touch sensor 51a for permitting the operation of the ball launching unit 112a, a push-button type shooting stop switch 51b that stops the launching of balls while the switch is pressed, and a variable resistor (not shown) that detects the amount of rotation of the operating handle 51 by changes in electrical resistance.

[0029] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, causing the ball to be launched with a strength corresponding to the resistance value of the variable resistor, which changes in accordance with the amount of rotation of the operating handle 51, thereby hitting the ball toward the front of the game board 13 at a distance corresponding to the player's operation. The interval between ball launches from the ball launching unit 112a is set to approximately 0.6 seconds. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the shot stop switch 51b are off.

[0030] A ball ejection lever 52 is provided on the lower front portion of the lower tray 50 to be operated when ejecting balls stored in the lower tray 50 downward. This ball ejection lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall naturally from the bottom opening and are ejected. This ball ejection lever 52 is usually operated with a box (commonly called a "senryo box") placed below the lower tray 50 to receive the balls ejected from the lower tray 50. As mentioned above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.

[0031] As shown in FIG. 2, the game board 13 is constructed by assembling numerous ball guide nails, windmills, and rails 61 and 62, a first normal winning opening 63a, a second normal winning opening 63b, a first starting opening 64a, a second starting opening 64b, a variable winning device 65, a through gate 67, a variable display unit 80, and the like, on a wooden base board 60 machined into a generally square shape when viewed from the front, and the peripheral portion of the board is attached to the back side of the inner frame 12. The first normal winning opening 63a, the second normal winning opening 63b, the first starting opening 64a, the second starting opening 64b, the variable winning device 65, and the variable display unit 80 are arranged in through holes formed in the base board 60 by router processing and are fixed from the front side of the game board 13 with wood screws or the like. The center of the front of the game board 13 can be seen from the front side of the inner frame 12 through a window 14c (see FIG. 1) in the front frame 14. The configuration of the game board 13 will be described below mainly with reference to FIG.

[0032] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially circular arc shape is set up on the front of the gaming board 13, and an inner rail 61 formed from a strip-shaped metal plate like the outer rail 62 is set up inside the outer rail 62. The outer periphery of the front of the gaming board 13 is surrounded by the inner rail 61 and outer rail 62, and the front and back are surrounded by the gaming board 13 and glass unit 16 (see Figure 1), so that a gaming area where games are played based on the behavior of the ball is formed on the front of the gaming board 13. The gaming area is a substantially circular area (an area where winning holes and the like are arranged and where shot balls flow down) defined on the front of the gaming board 13 by the two rails 61, 62 and the arc member 70.

[0033] The two rails 61, 62 are provided to guide the ball launched from the ball launching unit 112a (see FIG. 5) to the top of the game board 13. A ball return prevention member 68 is attached to the tip (upper left in FIG. 2) of the inner rail 61, preventing a ball that has been guided to the top of the game board 13 from returning to the ball guide passage. A return rubber 69 is attached to the tip (upper right in FIG. 2) of the outer rail 62 at a position corresponding to the maximum flight point of the ball. A ball launched with more than a predetermined force hits the return rubber 69, reducing its momentum and bouncing back toward the center. In addition, a resin arc member 70, formed with an arc on the inner surface connecting the rails, is driven into the base plate 60 between the tip on the lower right side of the inner rail 61 and the tip on the upper right side of the outer rail 62.

[0034] At the upper right side of the game area when viewed from the front (upper right side of Fig. 2), a first symbol display device 37 is provided, which is provided with a plurality of light emitting diodes (hereinafter abbreviated as "LED") 37a as light emitting means and a 7-segment display 37b. The first symbol display device 37 displays according to the various controls performed by the main control device 110, which will be described later, and mainly displays the game status of the pachinko machine 10.

[0035] The LEDs 37a indicate, by their lighting states, the variable display that occurs when a ball enters either the first or second starting slot 64a or 64b (a starting winning entry), and indicate, by their lighting states, the stop pattern that appears after the variable display ends, a pattern corresponding to the result of a lottery held for that starting winning entry. The seven-segment display 37b indicates, by its lighting states, the number of balls that have entered the first or second starting slot 64a or 64b but have not yet been changed (reserved balls). The seven-segment display 37b displays the number of rounds during a jackpot and any errors. Each LED 37a is configured to emit a different light color (e.g., red, green, or blue), and the combination of these light colors can indicate various game states of the pachinko machine 10 using a small number of LEDs.

[0036] In this pachinko machine 10, a jackpot determination (jackpot lottery) is performed on the ball that enters the first starting hole 64a or the second starting hole 64b, and if a jackpot is determined, the type of jackpot is also determined. The types of jackpots that can be determined here include a 15R variable jackpot, a 2R variable jackpot, and a 15R normal jackpot.

[0037] The LED 37a not only indicates whether the result of the jackpot lottery is a jackpot or not, but also displays a pattern corresponding to the type of jackpot, as the stopping pattern after the change that is performed when the ball enters the first starting hole 64a or the second starting hole 64b is completed.

[0038] Here, a "15R probability jackpot" is a probability jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 15, and a "2R probability jackpot" is a probability jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 2. Also, a "15R normal jackpot" is a jackpot that transitions to a low probability state after a jackpot with a maximum number of rounds of 15 and is in a time-saving state for a predetermined number of fluctuations (for example, 100 fluctuations).

[0039] In addition, the "high probability state" refers to a state in which the probability of a subsequent jackpot increases as an added value after the end of a jackpot, that is, a time when the probability is fluctuating (during a probability change, a probability change state), in other words, a game state in which it is easy to transition to a special game state (jackpot). The high probability state (during a probability change, a probability change state) in this embodiment includes a game state in which the probability of a hit of the second symbol described later increases and it is easy for the ball to enter the second starting hole 64b.

[0040] On the other hand, the "low probability state" refers to a time when the probability of winning is not in a special state, and refers to a state in which the probability of winning is normal, that is, a state in which the probability of winning is lower than when the probability of winning is in a special state. Also, the time-saving state (during time-saving) in the "low probability state" refers to a game state in which the probability of winning is normal, and the probability of winning the second symbol remains the same, but only the probability of winning is increased, making it easier for the ball to enter the second starting hole 64b.

[0041] Instead of changing the probability of winning the second symbol, the time for which the electric device associated with the second starting hole 64b (described later) is opened or the number of times the electric device is opened per one win with the second symbol may be changed according to the gaming state of the pachinko machine 10. Specifically, in the time-shortened state, the time for which the electric device associated with the second starting hole 64b is opened may be made longer than in a state other than the time-shortened state, or the number of times the electric device is opened per one win may be made greater than in a state other than the time-shortened state. Also, in the time-shortened state, at least two of the following may be simultaneously performed: increasing the probability of winning the second symbol, lengthening the time for which the electric device is opened, and increasing the number of times the electric device is opened.

[0042] A first normal winning opening 63a is disposed on the lower left side of the gaming area, and a second normal winning opening 63b is disposed on the lower right side of the gaming area. When a ball enters the first normal winning opening 63a, a first normal winning opening switch 208c (see FIG. 6) provided on the back side of the gaming board 13 is turned on, and eight balls are paid out as prize balls when the first normal winning opening switch 208c is turned on. When a ball enters the second normal winning opening 63b, a second normal winning opening switch 208d (see FIG. 6) provided on the back side of the gaming board 13 is turned on, and eight balls are paid out as prize balls when the second normal winning opening switch 208d is turned on. In addition, the number of prize balls awarded when a ball enters the first normal prize slot 63a does not necessarily have to be the same as the number of prize balls awarded when a ball enters the second normal prize slot 63b; for example, the former may be 6 balls and the latter may be 8 balls, etc.

[0043] A variable display device unit 80 is disposed in the center of the gaming area. The variable display device unit 80 is provided with a third symbol display device 81 and a second symbol display device 83. The third symbol display device 81 is configured with a liquid crystal display (hereinafter simply referred to as "display device") that displays a third symbol (variable performance) in synchronization with the variable display in the first symbol display device 37, triggered by a ball entering either the first start hole 64a or the second start hole 64b (start winning). The second symbol display device 83 is provided with a second symbol display device 83, which is configured with an LED that displays a second symbol in a variable manner in response to a ball passing through the through gate 67. In addition, a center frame 86 is disposed in the variable display device unit 80 so as to surround the outer periphery of the third symbol display device 81.

[0044] The third pattern display device 81 is composed of a large liquid crystal display, for example, an 8-inch size, and the display content is controlled by the display control device 114 (see Figure 5) described later, so that three pattern rows, for example, left, center, and right, are displayed.

[0045] Each symbol row is made up of a plurality of symbols, and these symbols are scrolled vertically for each symbol row, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In the pachinko machine 10, the first symbol display device 37 displays the game status in accordance with the control of the main control device 110, while the third symbol display device 81 displays decorative information corresponding to the display of the first symbol display device 37. Note that instead of a display device, the third symbol display device 81 may be configured using, for example, a reel or the like.

[0046] Here, the display contents of the third symbol display device 81 will be explained with reference to Fig. 4. Fig. 4 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 4(a) is a diagram that schematically shows the area division setting and the effective line setting of the display screen, and Fig. 4(b) is a diagram that exemplifies the actual display screen.

[0047] The third design is composed of 10 main designs numbered "0" to "9." Each main design is composed of a wooden box with the numbers "0" to "9" placed on top of the rear design. The main designs with odd numbers (1, 3, 5, 7, 9) have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers (0, 2, 4, 6, 8) have additional designs imitating characters such as planes, furoshiki cloths, and helmets added to almost the entire front of the wooden box, and even numbers are added in small green to the lower right of the additional designs, displayed in front of the additional designs.

[0048] Furthermore, in the pachinko machine 10 of this embodiment, if the result of the lottery by the main control device 110 (see FIG. 5), which will be described later, is a jackpot, a variable display (variable presentation) is performed in which the same main symbols are aligned on the active line L1, and the jackpot occurs after the variable display ends. If a transition to a high probability state (probability variable state) occurs after the jackpot ends, a variable display is performed in which main symbols with odd numbers (corresponding to "high probability symbols") are aligned on the active line L1. On the other hand, if a transition to a low probability state occurs after the jackpot ends, a variable display is performed in which main symbols with even numbers (corresponding to "low probability symbols") are aligned on the active line L1.

[0049] As shown in Fig. 4(a), the display screen of the third symbol display device 81 is roughly divided into two parts, top and bottom, with the lower 2 / 3 being a main display area Dm that displays the third symbol (main symbol) in a variable manner (variable performance), and the remaining upper 1 / 3 being a sub-display area Ds that displays preview performances, characters, etc. Also, in the center of the bottom side of the display screen of the third symbol display device 81, a reserved ball number display area Db that displays the reserved ball number is provided.

[0050] The main display area Dm is divided into three display areas Dm1 to Dm3, left, center, and right, and the pattern row Z1 is displayed in the display area Dm1, the pattern row Z2 is displayed in the display area Dm2, and the pattern row Z3 is displayed in the display area Dm3.

[0051] In each of the symbol columns Z1 to Z3, the third symbols are displayed in a predetermined order. That is, in each of the symbol columns Z1 to Z3, the main symbols are arranged in ascending or descending order of numbers, and the display is changed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. In particular, in the left symbol column Z1, the numbers of the main symbols are arranged in descending order, and in the center symbol column Z2 and the right symbol column Z3, the numbers of the main symbols are arranged in ascending order.

[0052] In addition, in the main display area Dm, third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol columns Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and during each variable performance, the third symbols are stopped and displayed on the active line L1 in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2. When the third symbols stop, if a jackpot symbol combination (a combination of the same main symbols) is aligned on the active line L1, a jackpot animation is displayed as a jackpot.

[0053] The sub-display area Ds is horizontally elongated and positioned above the main display area Dm, and is further divided horizontally into three equal small areas Ds1 to Ds3. The small areas Ds1 to Ds3 are areas that display characters and preview effect images, respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of anticipation that a jackpot will result from the variable display performed in the main display area Dm. The reserved ball count display area Db is an area that displays the number of reserved balls, which is the number of balls (reserved balls) that have entered the first start opening 64a and the second start opening 64b and for which the variable display (variable effect) has not yet been executed.

[0054] On the actual display screen, as shown in Figure 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, moving images are displayed in the left small area Ds1 and the right small area Ds3, suggesting to the player that the transition to a jackpot is easier than usual. In the central small area Ds2, a predetermined character (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes performs a special action other than the predetermined action, or the boy's hair, which is usually black, or the color of his headband, which is usually white, changes, or another character appears, to provide a preview effect.

[0055] On the other hand, if a ball enters the first starting hole 64a or the second starting hole 64b while a variable effect (variable display) is being performed on the third pattern display device 81 (first pattern display device 37), the number of times the ball enters will be reserved up to a maximum of four times. The number of reserved balls is displayed by the first pattern display device 37 and is also displayed in the reserved ball number display area Db. In the reserved ball number display area Db, one reserved ball number symbol (a "●" symbol) is displayed for each reserved ball, and the number of reserved balls is displayed according to the number of displayed reserved ball number symbols.

[0056] That is, when one reserved ball number symbol is displayed in the reserved ball number display area Db, it indicates that the number of reserved balls is 1, and when four reserved ball number symbols are displayed, it indicates that the number of reserved balls is 4. Also, when no reserved ball number symbol is displayed in the reserved ball number display area Db, it indicates that the number of reserved balls is 0, that is, there are no reserved balls.

[0057] In this embodiment, balls entering the first starting hole 64a and the second starting hole 64b are configured to be reserved up to a maximum of four times in total. However, the maximum number of reserved balls is not limited to four times in total and may be set to three or less, or five or more times (e.g., eight times). Instead of displaying the reserved ball number symbol in the reserved ball number display area Db, the number of reserved balls may be displayed numerically in a portion of the third pattern display device 81, or in four divided areas with different modes (e.g., colors or lighting patterns) corresponding to the number of reserved balls. Since the number of reserved balls is indicated by the first pattern display device 37, the third pattern display device 81 may not display the number of reserved balls. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, the number corresponding to the maximum number of reserved balls, and the number of reserved balls may be displayed according to the number of lit reserved lamps.

[0058] Returning to Figure 2, the explanation will continue. The second symbol display device 83 performs a variable display in which a "circle" symbol and an "x" symbol are alternately lit as a display symbol (second symbol) each time the ball passes through the through gate 67. The pachinko machine 10 is configured so that when the variable display on the second symbol display device 83 stops at a predetermined symbol (the "circle" symbol in this embodiment), the electric accessory provided in the second starting opening 64b is activated (opened) for a predetermined period of time.

[0059] Balls can be reserved up to four times through the through gate 67, and the number of reserved balls is displayed by the first symbol display device 37 and also lit up in the second symbol reservation lamp 84. Four second symbol reservation lamps 84 are provided, the maximum number of reserved balls, and are arranged symmetrically below the third symbol display device 81. The number of reserved balls is displayed by the number of lit second symbol reservation lamps 84.

[0060] In addition, the display of the second symbol fluctuation may be performed by switching on and off a plurality of lamps in the second symbol display device 83 as in this embodiment, or may be performed using a part of the first symbol display device 37 or the third symbol display device 81. Similarly, instead of lighting the second symbol reserve lamp 84, the display of the second symbol fluctuation may be performed by a part of the third symbol display device 81. Furthermore, as with the second starting port 64b, the maximum number of reserved balls passing through the through gate 67 is not limited to four times, but may be set to three or less times, or five or more times (for example, eight times). Furthermore, since the number of reserved balls is indicated by the first symbol display device 37, the second symbol reserve lamp 84 may not be illuminated.

[0061] A first start opening 64a is disposed below the variable display unit 80, and a second start opening 64b is disposed below the first start opening 64a. The first start opening 64a has an opening facing upward to allow a ball to enter. The opening of the first start opening 64a is always open, allowing a ball to enter. When a ball enters the first start opening 64a, a first start opening switch 208a (see FIG. 6) disposed on the back side of the game board 13 is turned on. When the first start opening switch 208a is turned on, a jackpot lottery is conducted by the main control device 110 (see FIG. 5). A display corresponding to the lottery result is displayed on the LED 37a of the first symbol display device 37, and a variable third symbol presentation is executed by the third symbol display device 81. The first start opening 64a also serves as one of the prize openings from which three balls are paid out as prize balls when a ball enters.

[0062] Meanwhile, second starting hole 64b is provided with an electric device having two blades that cover the opening through which the ball enters second starting hole 64b. The electric device opens and closes the two blades to open second starting hole 64b (expanded state) or close (reduced state). Under normal circumstances, second starting hole 64b is in a closed state with the blades of the electric device closed (the blades are standing up), making it impossible or difficult for the ball to enter second starting hole 64b.

[0063] Then, when the variable display on the second pattern display device 83 stops on the "○" pattern, the electric device in the second starting hole 64b is activated for a predetermined period of time. While the electric device is activated, the blades of the electric device move from an upwardly raised position to a roughly V-shaped (inverted V-shape), and the second starting hole 64b enters an open state. When the second starting hole 64b enters an open state, the ball can enter the second starting hole 64b, or it becomes easier for the ball to enter compared to a closed state. In other words, when the variable display on the second pattern display device 83 stops on the "○" pattern, a win is made, and the second starting hole 64b enters an open state, the ball can enter the second starting hole 64b, allowing for more jackpot draws.

[0064] When a ball enters the second start hole 64b, a second start hole switch 208b (not shown) provided on the back side of the game board 13 is turned on, and when the second start hole switch 208b is turned on, a lottery for a jackpot is conducted by the main control device 110 (see FIG. 5), and a display according to the lottery result is shown on the LED 37a of the first symbol display device 37, and a variable third symbol presentation is executed by the third symbol display device 81. The second start hole 64b is also one of the winning holes from which two balls are paid out as prize balls when a ball enters it.

[0065] A variable prize-winning device 65 is disposed below the second starting opening 64b, and a horizontally elongated rectangular large prize opening (also called a large opening or a specific prize opening) 65a is disposed in the approximate center of the variable prize-winning device. In the pachinko machine 10, when the lottery by the main control device 110 results in a jackpot, after a predetermined time (variable time) has elapsed, the LED 37a of the first symbol display device 37 is illuminated to show the jackpot stop symbol, and the stop symbol corresponding to the jackpot is displayed on the third symbol display device 81, indicating the occurrence of the jackpot. After that, the game state transitions to a special game state (jackpot) in which balls are more likely to win. In this special game state, the large prize opening 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds have elapsed or until 10 balls have won).

[0066] This big prize opening 65a is closed after a predetermined time has elapsed, and after that closure, the big prize opening 65a is opened again for a predetermined time. The opening and closing operation of this big prize opening 65a can be repeated up to, for example, 15 times (15 rounds).

[0067] Specifically, the variable winning device 65 includes a horizontally long rectangular opening / closing plate that covers the large winning opening 65a, and a large winning opening solenoid (not shown) that drives the opening / closing plate to open and close forward around the lower edge of the opening / closing plate. The large winning opening 65a is normally in a closed state in which balls cannot or do not easily win a prize. When a jackpot is hit, the large winning opening solenoid is driven to tilt the opening / closing plate downward toward the front, temporarily creating an open state in which balls can easily win a prize in the large winning opening 65a, and the device operates to alternate between this open state and the normal closed state.

[0068] When a ball enters the special prize opening 65a, a special prize opening switch 208e (see FIG. 6) provided on the back side of the game board 13 turns on. By counting the number of times the special prize opening switch 208e turns on, the number of balls that have entered the special prize opening 65a is counted, and the closing condition of the special prize opening 65a is determined. Furthermore, when the special prize opening switch 208e is turned on, 12 balls are paid out as prize balls. Then, by repeatedly opening and closing the special prize opening 65a due to a jackpot, many balls become likely to enter the special prize opening 65a, and the player is paid out a larger number of prize balls than usual as a reward for the game (game value). This state is one form of a special game state that is advantageous to the player.

[0069] The special game state is not limited to the above-described form. A special winning opening and a large opening that opens and closes separately from the special winning opening may be provided in the game area, and when the LED 37a corresponding to a jackpot is lit in the first symbol display device 37, the special winning opening is opened for a predetermined time, and while the special winning opening is open, the large opening is opened for a predetermined number of times and for a predetermined time in response to a ball entering the special winning opening.

[0070] A through gate 67 is provided on each of the left and right sides of the variable display unit 80. The through gate 67 has a through hole (not shown) formed in the vertical direction for the ball to pass through. When a ball shot into the game area passes through the through gate 67, a through gate switch (not shown) provided in the through hole is turned on, and as a result of this on-statement, the main control device 110 performs a lottery for a second symbol (also called a normal symbol).

[0071] If the result of the lottery for the second symbol (normal symbol) performed on the ball that passed through the through gate 67 is determined to be a win, the second symbol is displayed fluctuatingly on the second symbol display device 83, and then the symbol "○" is displayed stationary, and then the electric device of the second starting opening 64b is activated. As a result, the blades of the electric device, which make it difficult for the ball to enter the second starting opening 64b, move from a substantially vertically erect state to a substantially V-shape (an inverted V-shape), making it possible for the ball to enter the second starting opening 64b for a predetermined period of time, or making it easier for the ball to enter compared to the closed state.

[0072] At the left and right corners of the lower side of the game board 13, attachment spaces K1 and K2 are provided for attaching stamps, identification labels, etc., and the stamps, etc. attached to attachment space K1 can be seen through a small window 35 in the front frame 14 (see Figure 1).

[0073] Furthermore, the game board 13 is provided with an outlet 66. Balls that do not enter any of the winning openings 63a, 63b, 64a, 64b, and 65a are guided through the outlet 66 to a ball discharge path (not shown). Balls that enter the winning openings 63a, 63b, 64a, 64b, and 65a pass through a switch for detecting ball entry provided for each winning opening, and are then guided to the ball discharge path. Balls guided to the ball discharge path pass through an out switch 208f (see FIG. 6) for detecting the guided ball, and are then discharged to an island facility (not shown) on which the pachinko machine 10 is installed.

[0074] Here, a ball shot into the game area of ​​the pachinko machine 10 always enters one of the winning openings 63a, 63b, 64a, 64b, 65a or the outlet 66. Therefore, balls that enter these winning openings 63a, 63b, 64a, 64b, 65a and the outlet 66 are guided to the ball discharge path and always pass through the out switch 208f. Therefore, by counting the number of balls detected by the out switch 208f, the number of balls shot into the game area (the number of balls used in play) can be determined. In addition, the out switch 208f detects balls that actually pass through the game area and enter one of the winning openings 63a, 63b, 64a, 64b, 65a or the outlet 66. In other words, balls that were shot into the game area but got stuck somewhere in the game area and were therefore not used in play are not detected. Therefore, by counting the number of balls detected by the out switch 208f, it is possible to prevent balls that were not used in the game from being counted as balls that were shot into the game area as a result of this.

[0075] The game board 13 has many nails planted thereon to appropriately distribute and adjust the direction in which the balls fall, and various components (apparatuses) such as windmills are also arranged thereon.

[0076] As shown in Fig. 3, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is a unit equipped with a main board (main control device 110), a voice lamp control board (voice lamp control device 113), and a display control board (display control device 114). The control board unit 91 is a unit equipped with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115), and a card unit connection board 116.

[0077] The back pack unit 94 is a unit consisting of the back pack 92 that forms the protective cover and the payout unit 93. In addition, each control board is equipped with an MPU as a one-chip microcomputer that controls each function, ports for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as needed.

[0078] The main board is also provided with an inspection terminal 207a (see FIG. 5) to which an inspection device 300 can be connected, which inspects the performance of the gaming machine, such as the ratio of special features. The inspection terminal 207a is normally covered by the rear pack 92 of the rear pack unit 94, and is revealed by opening the rear pack 92. However, the rear pack 92 may be provided with an opening for the inspection terminal 207a, and the inspection terminal 207a may be exposed from the opening. When the connector of the cable connected to the inspection device 300 is inserted into the inspection terminal 207a, the inspection device 300 can inspect the gaming performance of the pachinko machine 10, such as the ratio of special features.

[0079] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each housed in board boxes 100 to 104. The board boxes 100 to 104 are equipped with a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house the respective control devices and boards.

[0080] Furthermore, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) have their box bases and box covers connected (connected by a crimping structure) by a sealing unit (not shown) so that they cannot be opened. A sealing seal (not shown) is attached to the connecting portion between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcibly open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or sealing seal, it is possible to know whether the board box 100, 102 has been opened.

[0081] The payout unit 93 comprises a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently sloping downstream, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and dispensing balls using a predetermined electrical configuration of a payout motor 216 (see Figure 5). The tank 130 is successively replenished with balls supplied from the island equipment of the gaming hall, and the payout device 133 appropriately dispenses the required number of balls. A vibrator 134 is attached to the tank rail 131 to impart vibrations to the tank rail 131.

[0082] In addition, the payout control device 111 is provided with a state restoration switch 120, the firing control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 122. The state restoration switch 120 is operated to resolve ball jamming (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see Figure 5). The operation knob 121 is operated to adjust the firing force of the firing solenoid. The RAM erase switch 122 is operated when the power is turned on to return the pachinko machine 10 to its initial state.

[0083] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 5. Fig. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0084] The main control device 110 is equipped with an MPU 201, which is a one-chip microcomputer that is a calculation device. The MPU 201 contains a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 202 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.

[0085] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for a jackpot, the setting of variable displays (variable presentation) on the first and third symbol display devices 37 and 81, and the lottery for display results on the second symbol display device 83. The main processes of this pachinko machine 10 are executed by the MPU 201, and the RAM 203 is provided with a counter buffer for storing various counters for controlling these processes.

[0086] The NMI terminal (non-maskable interrupt terminal) of MPU201 is configured to receive a power outage signal SG1 from power outage monitoring circuit 252 when the power is cut off due to a power outage or the like, and when this power outage signal SG1 is input to MPU201, NMI interrupt processing (see Figure 15) is immediately executed as processing to be performed during a power outage.

[0087] An input / output port 205 is connected to the MPU 201 via a bus line 204 consisting of an address bus and a data bus. The input / output port 205 is connected to the payout control device 111, the sound lamp control device 113, the first symbol display device 37, the second symbol display device 83, the second symbol hold lamp 84, and solenoids 209 consisting of a large prize opening solenoid for driving the large prize opening 65a to open and close forward around the lower side of the opening / closing plate as an axis, and a solenoid for driving the electric device, and the like, and the MPU 201 transmits various commands and control signals to these via the input / output port 205.

[0088] In addition, in order to instruct sub-controllers such as the dispensing control unit 111 and the voice lamp control unit 113 to operate, various commands are sent from the main control unit 110 to the sub-controllers via a data transmission / reception circuit, but such commands are sent only in one direction from the main control unit 110 to the sub-controllers.

[0089] In addition, the input / output port 205 is connected to various switches 208, which consists of a group of switches and sensors including various switches for detecting balls that have entered each winning port and balls that have been guided to the ball discharge path through each winning port and outlet, as well as a RAM erasure switch circuit 253, described below, which is provided in the power supply unit 115, and the MPU 201 performs various processes based on the signals output from the various switches 208 and the RAM erasure signal SG2 output from the RAM erasure switch circuit 253.

[0090] The main control device 110 is provided with a role ratio management chip that manages information relating to role ratios in the pachinko machine 10. The role ratio management chip 207 is connected to the MPU 201 via the bus 206, and is a microchip (integrated circuit) that receives information necessary for managing role ratios from the MPU 201, processes the received information, and stores it to manage information relating to role ratios in the pachinko machine 10.

[0091] An inspection terminal 207a is connected to the feature ratio management chip 207. The inspection terminal 207a is configured to be connectable to an external inspection device 300 that inspects the performance of the gaming machine, such as the feature ratio, and when the inspection device 300 is connected to the inspection terminal 207a via a cable and connector, information relating to the feature ratio managed by the feature ratio management chip 207 and other inspection information is transmitted to the inspection device 300. The inspection device 300 can determine whether the feature ratio of the pachinko machine 10 is within a normal range based on the information relating to the feature ratio received via the inspection terminal 207a.

[0092] Here, the detailed configuration of main control device 110 will be described with reference to Fig. 6. Fig. 6 is a block diagram showing the electrical configuration of main control device 110.

[0093] As described above, the input / output port 205 is connected to the RAM erasure switch circuit 253 as an input side, and to the solenoid 209, the first symbol display device 37, the second symbol display device 38, the second symbol hold lamp 84, the payout control device 111, and the sound lamp control device 113 as an output side. In addition, various switches 208 connected as an input side include a first start port switch 208a for detecting a ball that has entered the first start port 64a, a second start port switch 208b for detecting a ball that has entered the second start port 64b, and a first normal winning port switch 208c for detecting a ball that has entered the first normal winning port 63a. Connected to the switch are a first normal prize opening switch 208c for detecting balls, a second normal prize opening switch 208d for detecting balls that have entered the second normal prize opening 63b, a large prize opening switch 208e for detecting balls that have entered the large prize opening 65a, an out switch 208f for detecting balls that have entered each prize opening 63a, 63b, 64a, 64b, 65a and balls that have entered the out opening 66 and are guided to the ball discharge path, and a door opening switch 208g for detecting when at least one of the inner frame 12 and the front frame 14 is locked and opened.

[0094] The input / output port 205 includes a start 1 port 205a to which the output of the first start port switch 208a is input, a start 2 port 205b to which the output of the second start port switch 208b is input, a normal 1 port 205c to which the output of the first normal prize port switch 208c is input, a normal 2 port 205d to which the output of the second normal prize port switch 208d is input, a large prize port port 205e to which the output of the large prize port switch 208e is input, an out port 205f to which the output of the out switch 208f is connected, and a door opening port 205g to which the output of the door opening switch 208g is connected.

[0095] The MPU 201 executes a switch read process (see FIG. 11) to check the status of various switches during a timer interrupt process (see FIG. 10) executed every 2 milliseconds. During this switch read process, the MPU 201 references the start 1 port 205a, start 2 port 205b, normal 1 port 205c, normal 2 port 205d, special prize opening port 205e, and out port 205f to determine whether a prize opening has been won and whether any balls have been guided to the ball discharge path. Then, within 0.5 seconds, the MPU 201 counts the number of balls that have entered each prize opening and the number of balls that have been guided to the ball discharge path (i.e., the number of balls that have been shot into the game area). The counted number of balls and the game status at that time (whether a jackpot is being won, whether the inner frame 12 or front frame 14 (so-called door) is open, whether an error state is occurring, etc.) are set in the bonus ratio management chip 207 every 0.5 seconds. The bonus feature ratio management chip 207 calculates and manages the bonus feature ratio based on the number of balls. Whether the inner frame 12 or the front frame 14 is open is determined by the MPU 201 referring to the door open port 205g and checking the output of the door open switch 208g.

[0096] The ROM 202 of the MPU 201 stores at least a jackpot random number table 202a, a jackpot type table 202b, a stop pattern table 202c, a variation pattern table 202d, a prize ball count table 202e, and trigger information data 202f. The main control device 110 executes the main processing of the pachinko machine 10 using various counters stored in the RAM 203 and various tables 202a to 202d stored in the ROM 202. The prize ball count table 202e and the trigger information data 202f are data used to manage the prize ball ratio in the prize ball ratio management chip 207, and are transmitted to the prize ball ratio management chip 207 when the main control device 110 is powered on.

[0097] Here, the counters and the like provided in the RAM 203 of the main control device 110 will be described with reference to Fig. 7. These counters and the like are used by the MPU 201 of the main control device 110 to perform the jackpot lottery, the setting of the variable display (variable presentation) of the first pattern display device 37 and the third pattern display device 81, the lottery of the display result of the second pattern display device 83, etc. In addition, in the explanation of the various counters, various tables 202a to 202d stored in the ROM 202 of the main control device 110 will also be described with reference to Fig. 8.

[0098] To set the jackpot lottery and the variable display (variable presentation) of the first pattern display device 37 and the third pattern display device 81, a first jackpot random number counter C1 used to draw the jackpot lottery, a first jackpot type counter C2 used to select the jackpot pattern, a stop pattern selection counter C3, a variable type counter CS1 used to select the variable pattern, and a first initial value random number counter CINI1 used to set the initial value of the first jackpot random number counter C1 are used.

[0099] In addition, the second winning random number counter C4 is used for the lottery of the second pattern display device 83, and the second initial value random number counter CINI2 is used to set the initial value of the second winning random number counter C4. Each of these counters is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value.

[0100] Each counter is updated, for example, at 2 millisecond intervals, which is the execution interval of the timer interrupt process (see FIG. 10), and some counters are updated irregularly during the main process (see FIG. 17), and the updated values ​​are stored appropriately in a counter buffer set in a predetermined area of ​​the RAM 203. As will be described in detail later, the RAM 203 is provided with a reserved ball storage area 203b consisting of four reserved areas (reserved areas 1 to 4), and each of these areas stores the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 in accordance with the timing of the balls entering the first start hole 64a and the second start hole 64b.

[0101] Each counter will be explained in detail. The first hit random number counter C1 is configured to be incremented by 1 in sequence within a predetermined range (for example, 0 to 899), and to return to 0 after reaching a maximum value (for example, 899 in the case of a counter that can take values ​​from 0 to 899). Furthermore, when the first hit random number counter C1 has completed one cycle of updating, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the first hit random number counter C1, and the first hit random number counter C1 is updated from that initial value.

[0102] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the first hit random number counter C1. That is, for example, if the first hit random number counter C1 is a loop counter that can take on a value from 0 to 899, the first initial value random number counter CINI1 is also a loop counter that has a range from 0 to 899. This first initial value random number counter CINI1 is updated once for each execution of the timer interrupt process (see FIG. 10), and is repeatedly updated within the remaining time of the main process (see FIG. 17).

[0103] The value of the first winning random number counter C1 is updated, for example, periodically (in this embodiment, once per timer interrupt process), and when a ball enters either the first start port 64a or the second start port 64b (start winning), the value of the first winning random number counter C1 at that time is stored in a first winning random number counter storage area 203b1 of one of the first to fourth reserved areas provided in the reserved ball storage area 203b of the RAM 203. The value of the random number that results in a jackpot is set by a jackpot random number table 202a stored in the ROM 202 of the main control device, and a jackpot is determined when the value of the first winning random number counter C1 stored in the reserved area matches the value of the random number that results in a jackpot set by the jackpot random number table 202a.

[0104] Here, the details of the jackpot random number table 202a will be described with reference to Figure 8(a). Figure 8(a) is a schematic diagram showing an example of the jackpot random number table 202a. The jackpot random number table 202a is divided into two types: one for a low probability state, which is used when the gaming state of the pachinko machine 10 is in a low probability state (a period when the game is not in a probability variable state), and one for a high probability state, which is used when the gaming state of the pachinko machine 10 is in a high probability state (in a probability variable state) in which the probability of winning a jackpot is higher than in the low probability state. The numbers of random numbers that result in a jackpot are set differently for the low probability state and the high probability state. In this way, by making the numbers of random numbers that result in a jackpot different, the probability of winning a jackpot is changed between the low probability state and the high probability state.

[0105] The first win random number counter C1 in the pachinko machine 10 of this embodiment is configured as a 2-byte loop counter in the range of 0 to 899. In this first win random number counter C1, the value of the random number that results in a jackpot in a low probability state (jackpot random number value) is 3, and this value "7,307,582" is stored in the jackpot random number table 202a.

[0106] On the other hand, the number of random number values ​​(jackpot random number values) that result in a jackpot in a high probability state is 30, and the values ​​"28, 58, 85, 122, 144, 178, 213, 238, 276, 298, 322, 354, 390, 420, 448, 486, 506, 534, 567, 596, 618, 656, 681, 716, 750, 772, 809, 836, 866, 892" are stored in the jackpot random number table 202a.

[0107] In this embodiment, the jackpot random number values ​​for the low probability state and the high probability state stored in the jackpot random number table 202a are set so that they do not overlap. If there is a value that becomes a jackpot random number regardless of the state of the pachinko machine 10, that value will be easy to predict from the outside, which may increase the possibility of winning a jackpot fraudulently. In contrast, by changing the value of the random number that becomes a jackpot depending on the state (i.e., depending on whether the pachinko machine 10 is in a high probability state or a low probability state), as in this embodiment, the value of the random number that becomes a jackpot can be made difficult to predict, thereby preventing fraud.

[0108] Returning to Fig. 7, the explanation will be continued. The first win type counter C2 determines the type of jackpot when a jackpot occurs, and is configured to be incremented by one within a predetermined range (for example, 0 to 99) and return to 0 after reaching a maximum value (for example, 99 in the case of a counter that can take values ​​from 0 to 99). The value of the first win type counter C2 is updated, for example, periodically (once per timer interrupt process in this embodiment), and when a ball enters either the first start hole 64a or the second start hole 64b (start entry), the value of the first win type counter C2 at that time is stored in the first win type counter storage area 203b2 of the same reserve area in which the first win random number counter C1 is stored, among the reserve first to fourth areas provided in the reserve ball storage area 203b of the RAM 203.

[0109] Here, if the value of the first win random number counter C1 stored in one holding area in the reserved ball storage area 203b is not a random number that results in a jackpot, that is, if it is a random number that results in a miss, the variation pattern in the variation presentation and the type of stop symbol (hereinafter referred to as the "stop type") will be those for a miss. On the other hand, if the value of the first win random number counter C1 stored in one holding area in the reserved ball storage area 203b is a random number that results in a jackpot, the variation pattern in the variation presentation and the stop type will be those for a jackpot. In this case, the variation pattern and stop type for that jackpot are determined according to the jackpot type indicated by the value of the first win type counter C2 stored in the same holding area.

[0110] The value of the first win type counter C2 in the pachinko machine 10 of this embodiment is configured as a loop counter in the range of 0 to 99. The type of jackpot is determined based on this first win type counter C2 and a jackpot type table 202b stored in the ROM 202. Here, the jackpot type table 202b will be explained with reference to FIG. 8(b). FIG. 8(b) is a diagram schematically showing an example of the jackpot type table 202b. As shown in FIG. 8(b), the jackpot type table 202b is a table that associates jackpot types with the value of the first win type counter C2.

[0111] As for the types of jackpots, as mentioned above, there are "15R guaranteed jackpots" which transition to a high probability state after a jackpot with a maximum of 15 rounds, "15R normal jackpots" which transition to a low probability state after a jackpot with a maximum of 15 rounds and enter a time-saving state for 100 fluctuations, and "2R guaranteed jackpots" which transition to a high probability state after a jackpot with a maximum of 2 rounds.

[0112] In the jackpot type table 202b, the value of the first jackpot type counter C2 that determines the jackpot type is associated with each jackpot type. In the example of Fig. 8(b), the value "0 to 39" of the first jackpot type counter C2 is associated with the 15R variable probability jackpot, the value "40 to 79" of the first jackpot type counter C2 is associated with the 15R normal jackpot, and the value "80 to 99" of the first jackpot type counter C2 is associated with the 2R variable probability jackpot.

[0113] When the value of the first win random number counter C1 is a value that results in a jackpot, the jackpot type associated with the value of the first win type counter C2 stored in the same reserve area is determined from the jackpot type table 202b. For example, if the value of the first win type counter C2 is "20", a "15R variable probability jackpot" is determined as the jackpot type, if the value of the first win type counter C2 is "60", a "15R normal jackpot" is determined as the jackpot type, and if the value of the first win type counter C2 is "90", a "2R variable probability jackpot" is determined as the jackpot type.

[0114] In this embodiment, when a jackpot is hit, a 15R variable probability jackpot is selected with a 40% probability, a 15R normal jackpot is selected with a 40% probability, and a 2R variable probability jackpot is selected with a 20% probability. The probability of each jackpot type being selected when a jackpot is hit is set appropriately depending on the machine type. Then, the value of the first jackpot type counter C2 associated with each jackpot type is specified in the jackpot type table according to the set probability.

[0115] The probability of selecting a jackpot type may be changed depending on the gaming state of the pachinko machine 10. In this case, a jackpot type table corresponding to each gaming state may be prepared, and the number of values ​​of the first jackpot type counter C2 associated with each jackpot type may be changed in each jackpot type table.

[0116] Furthermore, the probability of a jackpot type being selected may vary depending on the starting port into which the ball lands. That is, the probability of each jackpot type being selected when the value of the first win random number counter C1 stored in the reserved ball storage area 203b in response to a ball entering the first starting port 64a is a random number that results in a jackpot may be, for example, 40% for a "15R certain jackpot," 40% for a "15R normal jackpot," and 20% for a "2R certain jackpot." The probability of each jackpot type being selected when the value of the first win random number counter C1 stored in the reserved ball storage area 203b in response to a ball entering the second starting port 64b is a random number that results in a jackpot may be, for example, 55% for a "15R certain jackpot," 40% for a "15R normal jackpot," and 5% for a "2R certain jackpot."

[0117] In this case, a jackpot type table corresponding to the first start opening 64a and a jackpot type table corresponding to the second start opening 64b may be prepared, and the number of values ​​of the first win type counter C2 associated with each jackpot type may be changed in each jackpot type table.Flags indicating whether the values ​​of the various counters stored in each area were stored in association with a winning entry into either the first start opening 64a or the second start opening 64b may also be stored in the first to fourth reserve areas of the reserve ball storage area 203b, and a jackpot type table to be used when determining the jackpot type based on the first win type counter C2 stored in each area may be selected based on the flags. Alternatively, a flag may be separately provided corresponding to each of the first to fourth reserved areas, and the flag may indicate whether the values ​​of the various counters stored in the corresponding area were stored in connection with a winning entry into either the first starting port 64a or the second starting port 64b, and based on the flag, a jackpot type table to be used when determining the jackpot type based on the first winning type counter C2 stored in each area may be selected.

[0118] Returning to Fig. 7, the explanation of the various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 99, and to return to 0 after reaching a maximum value (i.e., 99). In this embodiment, the stop pattern selection counter C3 selects the stop type at the time of a miss displayed on the third pattern display device 81, and selects three stop (effect) patterns: a "reach with miss before or after" in which the final stop symbol stops just one symbol before or after the reach symbol after a reach has occurred; a "reach other than miss before or after" in which the final stop symbol stops other than before or after the reach symbol after a reach has occurred; and a "complete miss" in which a reach does not occur.

[0119] The value of the stop pattern selection counter C3 is updated, for example, periodically (in this embodiment, once per timer interrupt processing), and when a ball enters (start entry) either the first start port 64a or the second start port 64b, the value of the stop pattern selection counter C3 at that time is stored in the stop pattern selection counter storage area 203b3 of the same holding area among the first to fourth holding areas provided in the reserved ball storage area 203b of RAM 203 as the holding area in which the first winning random number counter C1 is stored.

[0120] Corresponding to the stop pattern selection counter C3, a plurality of stop pattern tables 202c, which have different ranges of random number values ​​for selecting the stop types, are provided in the ROM 202. The reason why a plurality of stop pattern tables 202c are provided is to change the selection ratio of the stop types depending on whether the current state of the pachinko machine 10 is a high probability state or a low probability state, etc.

[0121] For example, in a high probability state, since a jackpot is likely to occur, the stop pattern table 202c having a wide range of random numbers from 0 to 89 corresponding to the stop type of "complete miss" is selected so that "complete miss" is more likely to be selected. In this stop pattern table 202c, the "reach of a front or rear miss" is narrowed to 98,99, and the "reach other than a front or rear miss" is also narrowed to 90 to 97, making it difficult to select the "reach of a front or rear miss" or "reach other than a front or rear miss."

[0122] Furthermore, in a low-probability state, a stop pattern table 202c is selected in which the range of random numbers corresponding to the "complete miss" stop type is narrowed to 0 to 79 in order to ensure the ball's time to enter the first start hole 64a or the second start hole 64b, making it difficult to select "complete miss." This stop pattern table 202c has a wider range of random numbers corresponding to the "reach except for front and rear miss" stop type, to 80 to 97, making it easier to select "reach except for front and rear miss." Therefore, in a low-probability state, it is possible to perform many reach displays with long presentation times, thereby ensuring the ball's time to enter the first start hole 64a or the second start hole 64b, making it easier to continue the variable display by the third symbol display device 81. Note that in the latter stop pattern table 202c, the range of random numbers corresponding to the "reach except for front and rear miss" stop type is also set to 98, 99.

[0123] The fluctuation type counter CS1 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The value of the fluctuation type counter CS1 is updated once each time a timer interrupt process (see FIG. 10), which will be described later, is executed, and is also repeatedly updated within the remaining time in the main process (see FIG. 17). Furthermore, when a ball enters either the first start hole 64a or the second start hole 64b (start entry), the value of the fluctuation type counter CS1 at that time is stored in the fluctuation type counter storage area 203b4 of the same reserve area in which the first winning random number counter C1 is stored, among the first to fourth reserve areas provided in the reserved ball storage area 203b of the RAM 203.

[0124] The variation type counter CS1 is used to determine the variation pattern. That is, when the MPU 201 performs a variation effect based on various counters stored in one holding area, it determines the variation pattern based on the variation type counter CS1 stored in the variation type counter storage area 203b4 of that holding area and the variation pattern table 202d stored in the ROM 202. Specifically, determining the variation pattern is determining the variation time of the pattern variation. Based on the variation pattern (variation time) determined by the variation type counter CS1, the audio lamp control device 113 and the display control device 114 determine the reach type and detailed pattern variation mode of the third pattern displayed on the third pattern display device 81, and also determine whether or not to execute a preview effect and the execution mode of the preview effect.

[0125] Here, the details of the fluctuation pattern table 202d will be explained with reference to Figures 8(c) to (e). In this pachinko machine 10, as the fluctuation pattern table 202d, a jackpot fluctuation pattern table 202d1 used at the time of a jackpot, and loss fluctuation pattern tables 202d2 and 202d3 used at the time of a loss are prepared. In addition, as the loss fluctuation pattern tables 202d2 and 202d3, a loss (probability variable) fluctuation pattern table 202d3 and a loss (normal) fluctuation pattern table 202d2 are prepared depending on whether the game state is a time-shortened state or a high-probability state during a probability variable, or a normal low-probability state excluding the time-shortened state.

[0126] Furthermore, each of the fluctuation pattern tables 202d1 to 202d3 is provided separately as a table to be referenced when the number of reserved balls is 0 (i.e., when there are no reserved balls), a table to be referenced when the number of reserved balls is 1, a table to be referenced when the number of reserved balls is 2, a table to be referenced when the number of reserved balls is 3, and a table to be referenced when the number of reserved balls is 4.

[0127] It should be noted that, unlike the present embodiment, it is not necessary to provide a variation pattern table for each number of reserved balls. The variation pattern tables 202d1-202d3 may be provided so that the table to be referenced changes simply based on the number of reserved balls. For example, each variation pattern table 202d1-202d3 may be provided as a table to be referenced when the number of reserved balls is less than three and a table to be referenced when the number of reserved balls is three or more. Furthermore, the variation pattern tables 202d1-202d3 may each have a different number of reserved balls to determine which table to reference. For example, the jackpot variation pattern table 202d1 may be provided as a table to be referenced when the number of reserved balls is less than three and a table to be referenced when the number of reserved balls is three or more. The loss (normal) variation pattern table 202d2 may be provided as a different table for each number of reserved balls, and the loss (probable variable) variation pattern table 202d3 may be provided as a single table regardless of the number of reserved balls.

[0128] FIG. 8(c) is a diagram showing an example of the jackpot variation pattern table 202d1 stored in the ROM 202, which is referred to when the number of reserved balls is 2.

[0129] The jackpot fluctuation pattern table 202d1 is divided into groups (groups) based on the jackpot type, regardless of the number of reserved balls it corresponds to. Specifically, it is divided into a 15R jackpot common, which is referenced when a 15R probability variable jackpot and a 15R normal jackpot are determined as the jackpot type, and a 2R probability variable jackpot exclusive, which is referenced when a 2R probability variable jackpot is determined. Each of these divided groups is associated with a value of the fluctuation type counter CS1.

[0130] When the value of the first win random number counter C1 is a value that results in a jackpot (jackpot random number value), a group (groups) to be referenced in the jackpot fluctuation pattern table 202d1 that determines the fluctuation pattern is determined according to the jackpot type corresponding to the value of the first win type counter C2 stored in the same reserve area. In the group (groups) of the jackpot fluctuation pattern table 202d1, the fluctuation pattern associated with the value of the fluctuation type counter CS1 stored in the same reserve area is determined as the fluctuation pattern in the fluctuation performance reserved in that reserve area.

[0131] For the 15R jackpot, three fluctuation patterns are available for selection: fluctuation A with a fluctuation time of 30 seconds, fluctuation B with a fluctuation time of 60 seconds, and fluctuation C with a fluctuation time of 90 seconds, and the value of the fluctuation type counter CS1 is associated with each fluctuation pattern.

[0132] Variation A is a variation pattern in which a so-called normal reach, in which the third symbol is aligned after a reach with a short variation time, is executed on the third symbol display device 81. Variation B is a variation pattern in which a so-called super reach, in which the third symbol is aligned after a reach with a longer variation time than a normal reach, is executed on the third symbol display device 81. Super reaches include, for example, reaches that develop from normal reaches, as well as long reaches that simply have a long reach time. Variation C is a variation pattern in which a so-called special reach, in which the third symbol is aligned after a reach with an even longer variation time than a super reach, is executed on the third symbol display device 81. Special reaches include, for example, reaches that develop further after super reaches, as well as special reaches that develop from normal reaches in a different way from super reaches.

[0133] In the example shown in Figure 8(c), the correspondence between the fluctuation pattern and the value of the fluctuation type counter CS1 when the number of reserved balls is 2 is 0 to 10 for fluctuation A, 11 to 99 for fluctuation B, and 100 to 198 for fluctuation C in the table common to 15R jackpots. The table common to 15R jackpots is selected when a 15R variable jackpot or a 15R normal jackpot occurs, so to create a sense of anticipation in the player, fluctuation C, which executes a special reach, is more likely to be selected. However, by configuring the table so that fluctuation A, which executes a normal reach, and fluctuation B, which executes a super reach, can also be selected, it is possible to provide a gameplay in which a jackpot can be expected from any reach.

[0134] In addition, in this pachinko machine 10, many different presentation contents are prepared for each reach, for example, the super reach includes a reach that displays a rapidly changing back image (an image displayed behind the third symbol, which is the main image displayed on the third symbol display device 81), a reach that suddenly displays a certain character, and a plurality of reaches with different presentation contents, such as a reach that adds a notice presentation before the start of the variation, and a reach that adds a presentation that becomes a jackpot after a re-variation. In the case of a 15R probability jackpot or a 15R normal jackpot, the main control device 110 determines only variation A, variation B, and variation C as the variation pattern, and the sound lamp control device 113 and the display control device 114 determine detailed variation patterns corresponding to each of variations A to C. According to the detailed variation pattern, the variation presentation is executed on the third symbol display device 81.

[0135] For 2R probability variable jackpots, only the "2R variation" variation pattern with a variation time of 59 seconds is available for selection. In the jackpot variation pattern table 202d1, regardless of the number of reserved balls, in the group dedicated to 2R probability variable jackpots, 2R variation is associated with all possible values ​​(0 to 198) of the variation type counter CS1, as shown in Figure 7(c). In other words, when the jackpot variation type is a 2R probability variable jackpot, 2R variation is always selected as the variation pattern.

[0136] When 2R variation is selected by the main control device 110, a detailed variation pattern corresponding to the 2R variation is determined by the sound lamp control device 113 and the display control device 114. Therefore, when the main control device 110 determines that a 2R variable jackpot is the jackpot type, a variation effect is executed on the third symbol display device 81 according to a detailed variation pattern corresponding to the 2R variation. In this pachinko machine 10, the detailed variation pattern corresponding to the 2R variation includes, for example, a variation pattern in which a character such as a "chicken" or a "girl" is displayed in the small areas Ds1 and Ds3 of the third symbol display device 81, and the third symbol finally stops at a specific symbol, and a variation pattern in which the third symbol finally stops at a specific symbol as a specific lamp lights up or flashes.

[0137] Although the fluctuation pattern at the time of a jackpot is determined using only the fluctuation type counter CS1, it may be configured to be determined using a plurality of other fluctuation type counters. For example, whether or not to add a notice effect that notifies the start of a jackpot or reach effect before the start of fluctuation or during the fluctuation effect may be determined by another fluctuation type counter, and when a reach is established, how many symbols the third symbol that stops last should be shifted to stop (for example, a miss by one symbol, etc.) may be determined by another fluctuation type counter.

[0138] In addition, in the jackpot fluctuation pattern table 202d1, a group dedicated to 2R variable probability jackpots is provided, but in this pachinko machine 10, when a 2R variable probability jackpot occurs, only the "2R fluctuation" fluctuation pattern is selected, so a group dedicated to 2R variable probability jackpots may not be provided, and the jackpot fluctuation pattern table 202d1 may only specify the correspondence between the fluctuation type counter CS1 and the fluctuation pattern when a 15R variable probability jackpot or a 15R normal jackpot occurs. In this case, when a 2R variable probability jackpot occurs as the jackpot type, 2R fluctuation may be determined as the fluctuation pattern without referring to the jackpot fluctuation pattern table 202d1.

[0139] In addition, in this pachinko machine 10, only "2R variation" is selected when a 2R variable probability jackpot occurs, but one variation pattern may be selected from multiple variation patterns when a 2R variable probability jackpot occurs. In this case, even in a group dedicated to 2R variable probability jackpots, like a group common to 15R jackpots, a variation type counter CS1 may be associated with the variation pattern selected when a 2R variable probability jackpot occurs, and the variation pattern associated with the value of the variation type counter CS1 stored in a certain reserve area may be determined as the variation pattern in the variation presentation reserved in that reserve area.

[0140] Figure 8(d) is a schematic diagram showing an example of a miss (normal) fluctuation pattern table 202d2 stored in ROM 202, which is referenced when the number of reserved balls is 2.

[0141] As shown in Figure 8(d), the (normal) fluctuation pattern table 202d2 for misses is divided into groups (sets) based on the type of stop at the time of a miss: a complete miss only table that is referenced when a complete miss is determined as the type of stop at the time of a miss, and a reach common table that is referenced when a front or rear miss reach or a reach other than a front or rear miss is determined, and the value of the fluctuation type counter CS1 is associated with each of these divided groups.

[0142] If the value of the first winning random number counter C1 stored in a certain holding area is not a value that results in a jackpot (jackpot random number value), i.e., a value that results in a loss, and the game state is in a normal low probability state excluding the time-saving state, then the fluctuation pattern corresponding to the value of the fluctuation type counter CS1 stored in that holding area is determined from the loss (normal) fluctuation pattern table 202d2, depending on the stop type corresponding to the value of the stop pattern selection counter C3 stored in the same holding area as the first winning random number counter C1.

[0143] For complete misses only, two selectable fluctuation patterns are provided: fluctuation D with a fluctuation time of 7 seconds, and fluctuation E with a fluctuation time of 10 seconds, and the value of the fluctuation type counter CS1 is associated with each fluctuation pattern. When fluctuation D or fluctuation E is selected as the fluctuation pattern, the third symbol display device 81 executes a fluctuation effect in which the third symbol starts to fluctuate at high speed, and then stops and is displayed without a reach being achieved. As shown in FIG. 8(d), in the (normal) fluctuation pattern table 202d2 for misses, when the number of reserved balls is 2, the correspondence between each fluctuation for complete misses only and the value of the fluctuation type counter CS1 is 0 to 98 for fluctuation D, and 99 to 198 for fluctuation E.

[0144] Furthermore, for the reach common, three variation patterns are available for selection from the three variations A to C mentioned above, namely, variation A, which has a variation time of 30 seconds and executes a normal reach on the third pattern display device 81, variation B, which has a variation time of 60 seconds and executes a super reach on the third pattern display device 81, and variation C, which has a variation time of 90 seconds and executes a special reach on the third pattern display device 81. In the loss (normal) variation pattern table 202d2, when the number of reserved balls is 2, the correspondence between each variation common to the reach and the value of the variation type counter CS1 is as follows: variation A is 0 to 98, variation B is 99 to 190, and variation C is 191 to 198.

[0145] Figure 8(e) is a diagram showing a schematic example of a miss (probable change) fluctuation pattern table 202d3 stored in ROM202, which is referenced when the number of reserved balls is 2.

[0146] As shown in Figure 8(e), the miss (normal) fluctuation pattern table 202d3, like the miss (normal) fluctuation pattern table, is divided into groups (sets) based on the type of stop when a miss occurs: a complete miss only table that is referenced when a complete miss is determined as the type of stop when a miss occurs, and fluctuations D and E can be selected as the fluctuation pattern, and a common reach table that is referenced when a front or rear miss reach or a reach other than a front or rear miss is determined, and fluctuations A to C can be selected as the fluctuation pattern, and in each divided group, the value of the fluctuation type counter CS1 is associated with the fluctuation pattern that can be selected.

[0147] When the value of the first winning random number counter C1 stored in a certain holding area is a value that does not result in a jackpot, i.e., a miss value, and the game state is in a time-saving state or a high-probability state during a special probability mode, the fluctuation pattern corresponding to the value of the fluctuation type counter CS1 stored in that holding area is determined from the miss (special probability mode) fluctuation pattern table 202d3 according to the stop type corresponding to the value of the stop pattern selection counter C3 stored in the same holding area.

[0148] As shown in Figure 8 (e), in the loss (probable variable) fluctuation pattern table 202d3, the correspondence between each fluctuation and the value of the fluctuation type counter CS1 in the complete loss only when the number of reserved balls is 2 is as follows: Fluctuation D is 0 to 190, and Fluctuation E is 191 to 198. Also, the correspondence between each fluctuation and the value of the fluctuation type counter CS1 in the reach common when the number of reserved balls is 2 is as follows: Fluctuation A is 0 to 98, Fluctuation B is 99 to 190, and Fluctuation C is 191 to 198. In other words, the correspondence between each fluctuation and the value of the fluctuation type counter CS1 in the reach common is the same in the loss (normal) fluctuation pattern table 202d2 and the loss (probable variable) fluctuation pattern table 202d3.

[0149] On the other hand, when the game state is in a time-saving state or a high probability state during a probability variation, the ball is likely to enter the second starting hole 64b, and if a large number of complete misses (variation E) with long variation times are executed, it takes a long time until the next variation display starts, which may cause the player to feel uncomfortable while waiting. Also, it is not desirable for the hall to have a lower utilization rate.

[0150] Therefore, in the case of a complete miss when the game state is in a time-saving state or a high-probability state during a probability change, the (normal) miss variation pattern table 202d2 and the (probability change) miss variation pattern table 202d3 are configured so that a complete miss (variation D) with a shorter variation time is more likely to be selected than in other game states (normal states excluding the time-saving state). This makes it possible to reduce the possibility of causing discomfort to the player by starting the next variation display early. It is also possible to prevent the operating rate from decreasing drastically.

[0151] Although the fluctuation pattern at the time of failure is selected using only the fluctuation type counter CS1, it may be selected by using multiple fluctuation type counters in combination (selecting whether or not to display a warning, etc.) Also, the selection of the failure type is configured to be divided into a failure (normal) fluctuation pattern table and a failure (probable variable) fluctuation pattern table, but even if the game state is normal, if there are multiple reserved balls (for example, three or more if the maximum is four), the fluctuation display may be ended early, so it may be selected by referring to the failure (probable variable) fluctuation pattern table.

[0152] Furthermore, since the correspondence between the fluctuations A to C selected when the fluctuation type is a front or rear miss reach or a reach other than a front or rear miss and the value of the fluctuation type counter CS1 is the same regardless of the game state, the miss (normal) fluctuation pattern table 202d2 and the miss (probable hit) fluctuation pattern table 202d3 do not include a group common to reaches, and these fluctuation pattern tables 202d2, 202d3 are referenced only when the stop type is a complete miss, and a separate fluctuation pattern table may be prepared that is referenced when the stop type is a front or rear miss reach or a reach other than a front or rear miss regardless of the game state.

[0153] In this pachinko machine 10, the correspondence between the variations A to C selected when the variation type is a front or rear miss reach or a reach other than a front or rear miss and the value of the variation type counter CS1 is the same regardless of the game state, but it may also be different depending on the game state.

[0154] Furthermore, in the fluctuation pattern tables 202d2 and 202d3 for each loss shown in Figures 8(d) and 8(e), fluctuations D and E may simply be set as "complete loss fluctuations," and when the "complete loss fluctuation" is selected, another table may be referenced to select fluctuations D and E with a predetermined probability. Of course, in this case, a table corresponding to the number of reserved balls may also be prepared.

[0155] Returning to Figure 7, the second win random number counter C4 is configured as a loop counter that increments by 1 in sequence within a range of, for example, 0 to 250, and returns to 0 after reaching a maximum value (i.e., 250). Also, when the second win random number counter C4 completes one cycle, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the second win random number counter C4.

[0156] In this embodiment, the value of the second winning random number counter C4 is updated for each timer interrupt process (see FIG. 14), and is acquired when it is detected that the ball has passed through either the left or right through gate 67. There are 149 possible random number values ​​that result in a win, and the range is "5 to 153." That is, when the acquired value of the second winning random number counter C4 is within the range of "5 to 153," it is determined to be a win, and the second symbol display device 83 lights up and displays a "circle" symbol as the stop symbol (second symbol), and the electric device of the second starting hole 64b is activated, and the second starting hole 64b is opened for a predetermined time.

[0157] In addition, the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the second hit random number counter C4 (value = 0 to 250), and is updated once for each timer interrupt processing (see Figure 10) and repeatedly updated within the remaining time of the main processing (see Figure 17).

[0158] In this way, RAM 203 is provided with various counters, etc., and the main control unit 110 can execute the main processes of the pachinko machine 10, such as drawing lots for jackpots, setting variable displays (variable presentations) on the first pattern display device 37 and the third pattern display device 81, and drawing lots for display results on the second pattern display device 83, depending on the values ​​of these counters, etc.

[0159] Returning to Figure 6, the explanation will continue. The prize ball number table 202e in the ROM 202 is a table that specifies the number of prize balls to be paid out when a ball enters each of the prize openings 63a, 63b, 64a, 64b, and 65a (winning a prize). Here, the details of the prize ball number table 202e will be explained with reference to Figure 9. Figure 9 is a schematic diagram showing the contents of the prize ball number table 202e.

[0160] 9, in the prize ball number table 202e, the first start port 64a, the second start port 64b, the first normal prize port 63a, the second normal prize port 63b, and the large prize port 65a are defined as "start port types," and the "number of prize balls" corresponding to each prize port is defined for each prize port. Specifically, in the prize ball number table 202e, the number of prize balls is three for the first start port 64a, two for the second start port 64b, eight for the first normal prize port 63a, eight for the second normal prize port 63b, and twelve for the large prize port 65a.

[0161] The prize ball number table 202e defines the number of prize balls corresponding to each winning port for all winning ports provided in the pachinko machine 10. Therefore, if the pachinko machine 10 has winning ports other than the above-mentioned winning ports 63a, 63b, 64a, 64b, and 65a, the prize ball number table 202e is defined to include the number of prize balls corresponding to those winning ports.

[0162] Furthermore, in this pachinko machine 10, the first normal winning port 63a and the second normal winning port 63b have the same number of prize balls. Therefore, in the number of prize balls table 202e, the first normal winning port 63a and the second normal winning port 63b may be collectively defined as a "starting port type" as a "normal winning port," and the number of prize balls may be defined as 8 in association with the "normal winning port." Furthermore, if the number of prize balls for the first starting port 64a and the second starting port 64b is the same as "3," the number of prize balls table 202e may collectively define the first starting port 64a and the second starting port 64b as a "starting port type," and the number of prize balls may be defined as 3 in association with the "starting port."

[0163] The prize ball number table 202e is sent to the reel ratio management chip 207 during the initialization process of the MPU 201, which is executed when power is turned on to the main control unit 110, and is used when calculating the reel ratio in the reel ratio management chip 207.

[0164] The trigger information data 202f is data that specifies the timing (trigger) for calculating the role ratio in the role ratio management chip 207. Details will be described later, but the role ratio management chip 207 calculates the role ratio at the timing (trigger) indicated by the trigger information data 202f.

[0165] The bonus feature ratio management chip 207 corresponds to three timings (triggers) for calculating the bonus feature ratio. The first is the number of balls fired, and the bonus feature ratio management chip 207 calculates the bonus feature ratio each time the number of fired balls reaches a predetermined number. The second is time, and the bonus feature ratio management chip 207 calculates the bonus feature ratio when a predetermined time has passed. The third is playing time, and the bonus feature ratio management chip 207 calculates the bonus feature ratio when a predetermined time has passed since the player lasted for playing.

[0166] In the trigger information data 202f, information indicating any one of "number of shots," "time," and "play time" is defined as a calculation timing (trigger) of the bonus ratio in the bonus ratio management chip 207.

[0167] When the trigger information data 202f specifies information indicating the "number of shots," it also specifies information indicating the "predetermined number of balls" that is the timing for calculating the bonus ratio. For example, if the trigger information data 202f specifies information indicating the "number of shots" and information indicating 500 balls as the "predetermined number of balls," the bonus ratio is calculated in the bonus ratio management chip 207 every time the number of shot balls reaches 500.

[0168] When the trigger information data 202f specifies information indicating "time", it also specifies information indicating "predetermined time" which is the timing for calculating the role ratio. For example, when the trigger information data 202f specifies information indicating "time" and information indicating 12:00, 17:00, 19:00, and 22:00 as "predetermined times", the role ratio is calculated in the role ratio management chip 207 at the timing when the time becomes 12:00, 17:00, 19:00, and 22:00.

[0169] When the trigger information data 202f specifies information indicating "play time", it also specifies information indicating "predetermined time" which is the timing for calculating the role ratio. For example, if the trigger information data 202f specifies information indicating "play time" and information indicating two hours as the "predetermined time", the role ratio is calculated in the role ratio management chip 207 every time two hours of play time have elapsed.

[0170] The trigger information data 202f, together with the prize ball number table 202e, is sent to the reel ratio management chip 207 during the initialization process of the MPU 201, which is executed when power is turned on to the main control unit 110, and is used to determine the trigger for calculating the reel ratio in the reel ratio management chip 207.

[0171] 7, the RAM 203 has a stack area in which the contents of the internal registers of the MPU 201 and the return addresses of the control programs executed by the MPU 201 are stored, and a work area (working region) in which values ​​of various flags, counters, I / O, etc. The RAM 203 is configured so that it can retain (back up) data by receiving a backup voltage from the power supply device 115 even after the power supply to the pachinko machine 10 is cut off, and all data stored in the RAM 203 is backed up.

[0172] When the power is cut off (including when a power outage occurs; the same applies below), a power outage signal SG1 output from the power outage monitoring circuit 252 is input to the NMI terminal of the MPU 201. This input causes the NMI interrupt process (see FIG. 15) to be executed, and information on the occurrence of a power outage is set. Then, when it is determined in the main process (FIG. 17) of the MPU 201 that there is information on the occurrence of a power outage, the stack pointer and the values ​​of each register at that time are stored in the RAM 203.

[0173] On the other hand, when the power is turned on (including when the power is turned on after a power outage is resolved, the same applies below), the state of the pachinko machine 10 is restored to the state before the power was turned off based on the information stored in the RAM 203. Writing to the RAM 203 is executed by the main processing (see FIG. 20) when the power is turned off, and the restoration of each value written to the RAM 203 is executed in the start-up processing (see FIG. 19) when the power is turned on.

[0174] The RAM 203 further has at least a reserved ball number counter 203a, a reserved ball storage area 203b, a reserved ball execution area 203c, a start 1 counter 203d, a start 2 counter 203e, a normal 1 counter 203f, a normal 2 counter 203g, a big prize slot counter 203h, and an out counter 203i.

[0175] The reserved ball number counter 203a counts the number of reserved balls (number of standby times) of the variable display (variable effect performed by the third symbol display device 81) performed by the first symbol display device 37, up to a maximum of four times, based on a ball entering either the first start hole 64a or the second start hole 64b (start winning) detected during a timer interrupt process (see FIG. 14) periodically executed every two milliseconds. This reserved ball number counter 203a is initially set to zero by the initialization process of the RAM 203 (S616 in FIG. 16) after power-on. Then, each time a start winning is detected and the number of reserved balls in the variable display increases, one is added up to a maximum value of four (see S202 and S203 in FIG. 12). On the other hand, the reserved ball number counter 203a is decremented by one each time a variable effect is performed (see S305 in FIG. 13).

[0176] The value of the reserved ball number counter 203a (i.e., the number of reserved balls) is notified to the voice lamp control device 113 by a reserved ball number command (see S205 in Fig. 12). The reserved ball number command is a command sent from the main control device 110 to the voice lamp control device 113 every time a start winning is detected and the reserved ball number counter 203a is incremented by one.

[0177] The voice lamp control device 113 can obtain the value of the number of reserved balls for the variable effect held in the main control device 110 using the reserved ball number command. This allows the voice lamp control device 113 to manage the number of reserved variable effect events without accessing the main control device 110. Furthermore, by sending a reserved ball number command from the main control device 110 to the voice lamp control device 113 every time a start winning is detected, even if the reserved ball number for the variable effect managed by the voice lamp control device 113 deviates from the actual reserved ball number for the variable effect held in the main control device 110 due to the influence of noise or the like, the deviation can be corrected by the next received reserved ball number command.

[0178] In addition, each time the number of reserved balls managed internally changes, the voice lamp control device 113 sends a reserved ball number display command to notify the display control device 114 of the number of reserved balls. The display control device 114 displays a reserved ball number pattern in the reserved ball number display area Db of the third pattern display device 81 based on the number of reserved balls notified by this reserved ball number display command.

[0179] Furthermore, in this embodiment, when the main control unit 110 sends a reserved ball number command to the voice lamp control unit 113, the reserved ball number command includes not only the value of the reserved ball number counter 203a incremented by 1, but also the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer (see Figure 6) in response to the above-mentioned start winning that triggered the increment of the reserved ball number counter 203a.

[0180] In other words, when a starting winning occurs, the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer by the main control unit 110 are transmitted to the voice lamp control unit 113 by a reserved ball number command.

[0181] The voice lamp control device 113 reads in advance the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 transmitted by the reserved ball number command before the variation effect based on each value is executed, and determines what the variation effect will be (whether it will be a jackpot or not, what the variation time will be, etc.) before the variation effect is executed. Then, based on the judgment result obtained by the read-ahead, it is possible to decide the execution of various effects.

[0182] The reserved ball storage area 203b is a memory for storing the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 obtained from the counter buffer (see FIG. 7) upon detection of a start winning. When the MPU 201 detects that a ball has won either the first start opening 64a or the second start opening 64b (start winning) during timer interrupt processing (see FIG. 10), it obtains the values ​​of the counters C1 to C3 and CS1 from the counter buffer and stores them in the reserved ball storage area 203b. The reserved ball storage area 203b has four reserved areas (reserved areas 1 to 4) so ​​that data corresponding to one start winning (values ​​of the counters C1 to C3 and CS1) can be stored (reserved) up to four times (see FIG. 7).

[0183] The reserved ball execution area 203c is a memory for storing data (values ​​of counters C1 to C3, CS1) to be referenced in processes such as the jackpot lottery and setting the variable display (variable performance) of the first pattern display device 37 and the third pattern display device 81.

[0184] When the MPU 201 detects that it is the timing to start executing the variable effect, it shifts the data corresponding to one start winning among the data corresponding to each start winning stored in the reserved ball storage area 203b (counter C1 to C3, CS1 values) to this reserved ball execution area 203c in order to execute processes such as the big win lottery and the setting of the variable display (variable effect) of the first symbol display device 37 and the third symbol display device 81. Note that, in this embodiment, shifting refers to moving data stored in one area to another area.

[0185] Here, the reserved ball storage area 203b and the reserved ball execution area 203c will be described in detail with reference to Fig. 7 again. The reserved ball storage area 203b and the reserved ball execution area 203c are used by the MPU 201 of the main control device 110 to perform the jackpot lottery and to set the variable display (variable performance) of the first symbol display device 37 and the third symbol display device 81.

[0186] A first winning random number counter C1 used for the jackpot lottery, a first winning type pattern counter C2 used for determining the jackpot type, a stop pattern selection counter C3 used for determining the stop type in the event of a loss, and a change type counter CS1 used for determining the change pattern are used to set the jackpot lottery and the change display (change presentation) of the first pattern display device 37 and the third pattern display device 81. The reserved ball storage area 203b stores the values ​​of the counters C1 to C3 and CS1 obtained from the counter buffer by the MPU 201 when a ball enters either the first start port 64a or the second start port 64b (start entry).

[0187] The reserved ball storage area 203b is made up of four reserved areas (reserved areas 1 to 4). Each of the four reserved areas (reserved areas 1 to 4) includes a first win random number counter storage area 203b1 that stores the value of a first win random number counter C1, a first win type counter storage area 203b2 that stores the value of a first win type counter C2, a stop pattern selection counter storage area 203b3 that stores the value of a stop pattern selection counter C3, and a fluctuation type counter storage area 203b4 that stores the value of a fluctuation type counter CS1.

[0188] In this embodiment, the first winning random number counter storage area 203b1, the first winning type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the variable type counter storage area 203b4 are provided in one reserved ball storage area 203b, but it is also possible to provide multiple reserved ball storage areas and provide each of the four areas 203b1, 203b2, 203b3, 203b4 in one of the reserved ball storage areas.

[0189] As described above, reserved ball storage area 203b stores up to four pieces of data (values ​​of counters C1-C3, CS1) acquired when a ball enters second start opening 64b (start winning), and in this case, data is stored in the empty areas of the four reserved areas (reserved areas 1-4) in order from the area with the smallest area number (1-4). In other words, the area with the smaller area number stores data corresponding to an older start winning, and reserved area 1 stores data corresponding to the oldest start winning.

[0190] On the other hand, the reserved ball execution area 203c is composed of only one area. Like the reserved ball storage area 203b, this reserved ball execution area 203c is provided with a first win random number counter storage area 203c1 that stores the value of the first win random number counter C1, a first win type counter storage area 203c2 that stores the value of the first win type counter C2, a stop pattern selection counter storage area 203c3 that stores the value of the stop pattern selection counter C3, and a fluctuation type counter storage area 203c4 that stores the value of the fluctuation type counter CS1.

[0191] When the MPU 201 determines that it is time to start the execution of the variable effect, it shifts the data (the values ​​of the counters C1 to C3 and CS1) stored in the first reserved area of ​​the reserved ball storage area 203b to the areas 203c1 to 203c4 of this reserved ball execution area 203c. Then, the data shifted to the reserved ball execution area 203c is referenced in the variable start process (see FIG. 17), and a jackpot lottery is performed based on the reference data, and a variable pattern and stop type corresponding to the lottery result are determined. In the first symbol display device 37, a variable display is performed based on the determined variable pattern and stop type under the control of the main control device 110.

[0192] In addition, the fluctuation pattern and stop type determined here are notified to the voice lamp control device 113 by a fluctuation pattern command and a stop type command, and are also notified to the display control device 114 via the voice lamp control device 113. Then, under the control of the display control device 114, the third pattern display device 81 performs a fluctuation performance based on the fluctuation pattern and stop type notified by the fluctuation pattern command and the stop type command.

[0193] The details of data shifting will be explained. When the MPU 201 determines that it is time to start executing the variable effect, it shifts the random number value in the first win random number counter storage area 203b1 in the reserved first area to the first win random number counter storage area 203c1 in the reserved ball execution area 203c. Similarly, it shifts the random number value in the first win type counter storage area 203b2 to the first win type counter storage area 203c2, it shifts the random number value in the stop pattern selection counter storage area 203b3 to the stop pattern selection counter storage area 203c3, and it shifts the random number value in the variable type counter storage area 203b4 to the variable type counter storage area 203c4.

[0194] Then, when the shifting of data to the reserved ball execution area 203c is completed, the reserved first area becomes empty, so a shift process is performed to move the data stored (reserved) in each area (2nd to 4th) of the reserved ball storage area 203b to the area (1st to 3rd) with the area number smaller by 1. Note that in this embodiment, data shifting is performed only for the reserved areas (1st to 4th) in the reserved ball storage area 203b where data is stored (reserved).

[0195] Here, we will explain the data shift performed for each reserved area in reserved ball storage area 203b. For example, when a determination is made to start a variable effect, the value of reserved ball counter 203a is "4" and data is stored in all areas (1st to 4th) of reserved ball storage area 203b. In this state, when the data in reserved area 1 is shifted to reserved ball execution area 203c and reserved area 1 becomes empty, MPU 201 shifts the data in the other areas (2nd to 4th) to areas (1st to 3rd) with area numbers one smaller. In other words, the data in reserved area 2 is shifted to reserved area 1, the data in reserved area 3 is shifted to reserved area 2, and the data in reserved area 4 is shifted to reserved area 3.

[0196] Also, for example, if the value of the reserved ball number counter 203a is "2" when the start determination of the variable effect is made, the MPU 201 shifts only the data in the reserved second area to the reserved first area and ends the data shift. As described above, in this embodiment, data shift processing is not performed for the reserved areas (third to fourth) in which data is not stored (reserved), so the number of data shifts can be reduced and the control burden can be reduced.

[0197] Note that, regardless of whether data is present or absent, each data in the reserved areas (second to fourth) may be configured to be shifted to an area with an area number smaller by 1. In this case, it is not necessary to determine whether data is stored (reserved) in the reserved areas (second to fourth), which makes it easier to create a program.

[0198] Returning to Figure 6, the explanation will continue. The start 1 counter 203d is a counter for counting the number of balls that have entered the first start opening 64a, the start 2 counter 203e is a counter for counting the number of balls that have entered the second start opening 64b, the normal 1 counter 203f is a counter for counting the number of balls that have entered the first normal opening 63a, the normal 2 counter 203g is a counter for counting the number of balls that have entered the second normal opening 63b, the special opening counter 203h is a counter for counting the number of balls that have entered the special opening 65a, and the out counter 203i is a counter for counting the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game). All of these counters 203d to 203i are set to zero as their initial values ​​by the initial setting process of the RAM 203 after power is turned on (S616 in Figure 16).

[0199] In addition, in the switch reading process (see FIG. 11) executed in the timer interrupt process (see FIG. 10) executed every 2 milliseconds, the MPU 201 refers to the start 1 port 205a, start 2 port 205b, normal 1 port 205c, normal 2 port 205d, special prize opening port 205e, and out port 205f to determine whether a ball has been detected in each of the first start opening switch 208a, second start opening switch 208b, first normal prize opening switch 208c, second normal prize opening switch 208d, special prize opening switch 208f, and out switch 208g. If a prize has been won in any of the winning openings (a ball has been detected in the corresponding switch), the counter corresponding to the winning opening where the prize has been won is counted up by one, and if a ball has been detected in out switch 208g, the out counter 203i is counted up by one.

[0200] The counters 203d to 203i continue to count the number of balls for 0.5 seconds. After 0.5 seconds have elapsed, the values ​​of the counters 203d to 203h are set as winning information, and the value of the out counter 203i is set as out information, together with information indicating the game status at that time, in the bonus feature ratio management chip 207. After the values ​​of the counters 203d to 203i have been set in the bonus feature ratio management chip 207, the values ​​of these counters 203d to 203i are initialized to zero, and the number of balls that have won in each winning slot in the next 0.5 seconds is counted for each winning slot, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted again.

[0201] In this way, in this pachinko machine 10, the MPU 201 counts the number of balls that have entered each winning slot at 0.5 second intervals, and also counts the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game), and sets the counting results in the bonus feature ratio management chip 207. Then, as will be described later, the bonus feature ratio management chip 207 accumulates these counted values ​​for each value until it is time to calculate the bonus feature ratio, thereby counting the number of balls that have entered each winning slot for each winning slot from the time the power is turned on until it is time to calculate the bonus feature ratio for the first time, or from the time the bonus feature ratio was calculated last time until it is time to calculate the bonus feature ratio next time, and also counts the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game).

[0202] In this way, the number of balls that have entered the winning slots, etc., that are actually detected by the MPU 201 are input from the MPU 201 to the bonus feature ratio management chip 207, so that the bonus feature ratio management chip 207 can accurately grasp the number of balls that have been recognized as winning in actual play.

[0203] Furthermore, if the MPU 201 were not to count the number of balls that entered each winning slot or the number of balls that were guided to the ball discharge path (i.e., the number of balls used in the game), and these counting were to be performed only by the device ratio management chip 207, the device ratio management chip would also have to monitor the balls that entered each winning slot and the balls that were guided to the ball discharge path at short intervals (for example, every 2 milliseconds), which would increase the processing load and could also increase power consumption.

[0204] In contrast, in this pachinko machine 10, the MPU 201 counts and sets these counting results in the bonus feature ratio management chip 207 at 0.5-second intervals, so the bonus feature ratio management chip 207 counts the number of balls that have entered each winning slot for each winning slot every 0.5 seconds from when the power is turned on until the timing for calculating the bonus feature ratio for the first time, or from when the bonus feature ratio was calculated last time until the timing for calculating the bonus feature ratio next time, and also executes a process of counting the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game). Therefore, the processing load and power consumption of the bonus feature ratio management chip 207 can be suppressed.

[0205] On the other hand, the MPU 201 monitors the winning balls at each winning slot and the balls guided to the ball discharge path at intervals of, for example, 2 milliseconds in order to count the number of balls that have entered each winning slot and the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game). However, these monitoring operations are necessary for controlling the main aspects of the game, such as the jackpot lottery and prize ball determination, and are therefore performed at short time intervals of 2 milliseconds. In addition, in the pachinko machine 10, the balls that are launched into the game area by the ball launching unit 112a (see FIG. 5) are launched at intervals of approximately 0.6 seconds, so the number of balls that have entered each winning slot and the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game), which are counted at 0.5-second intervals, are almost always 0 or 1 ball, or at most a few balls. Therefore, the amount of data required for the counters 203d to 203i provided in the RAM 203 may be small. Therefore, this counting process can suppress an increase in the capacity of RAM 203. Therefore, even if MPU 201 executes a process to count the number of balls that enter each winning slot in 0.5 seconds for each winning slot and the number of balls that are guided to the ball discharge path (i.e., the number of balls used in a game), there is no significant impact.

[0206] The bonus item ratio management chip 207 is provided with a CPU 261, a buffer 262, a first read / write memory 263, a second read / write memory 264, a setting register 265, and a real-time clock (hereinafter referred to as "RTC") 266, which are connected to one another via a bus 206. The bus 206 is also connected to the MPU 201 and an inspection terminal 207a.

[0207] A large-capacity capacitor 267 is also connected to the reel ratio management chip 207. While power is being supplied to the main control device 110, the capacitor 267 is charged, and when the power supply to the main control device 110 is stopped due to a power outage or the like, the reel ratio management chip 207 uses the power charged in the capacitor 267 to execute processing associated with the power cut. Note that instead of the capacitor 267, a rechargeable secondary battery may be connected to the reel ratio management chip 207.

[0208] The CPU 261 is a computing device that controls the operation of the feature ratio management chip 207, and by executing a control program stored in a ROM (not shown) provided in the feature ratio management chip 207, the feature ratio management chip 207 manages the feature ratios in the pachinko machine 10. By having the CPU 261 manage the feature ratios in the feature ratio management chip 207, it is possible to flexibly respond to changes in the functions and specifications of the feature ratio management chip 207 by changing the software.

[0209] The RTC 266 outputs the current time. The RTC 266 has a built-in rechargeable secondary battery (not shown), and using the secondary battery as a power source, the RTC 266 constantly keeps track of the current time and outputs that time. The time output by the RTC 266 is referenced by the CPU 261 when the timing (trigger) for calculating the bonus ratio set in the trigger setting area 265b is "time." When the time indicated by the RTC 266 matches or exceeds the "predetermined time" set in the trigger setting area 265b, the process for calculating the bonus ratio is executed. As will be described in detail later, when bonus information, open door information, error information, or after-hours information is added to the first reading / writing memory 263 for the bonus data 263g, the open data 263h, the error data 263i, and the after-hours data 263k, respectively, the current time is read from the RTC 266, and the read time is added to each piece of data along with the respective information.

[0210] The buffer 262 is a memory for temporarily storing various information set by the MPU 201, and is configured by SRAM (Static Random Access Memory), which is a volatile memory that can read and write data. The buffer 262 is provided with at least a start 1 buffer 262a, a start 2 buffer 262b, a normal 1 buffer 262c, a normal 2 buffer 262d, a big prize opening buffer 262f, a big win buffer 262g, an open buffer 262h, an error buffer 262i, and the like.

[0211] The start 1 buffer 262a stores the value of the start 1 counter 203d, which is set by the MPU 201 at 0.5 second intervals. The start 2 buffer 262b stores the value of the start 2 counter 203e, which is set by the MPU 201 at 0.5 second intervals. The normal 1 buffer 262c stores the value of the normal 1 counter 203f, which is set by the MPU 201 at 0.5 second intervals. The normal 2 buffer 262d stores the value of the normal 2 counter 203g, which is set by the MPU 201 at 0.5 second intervals. The special prize opening buffer 262e stores the value of the special prize opening counter 203h, which is set by the MPU 201 at 0.5 second intervals. The out buffer 262f stores the value of the out counter 203i, which is set by the MPU 201 at 0.5 second intervals.

[0212] The jackpot buffer 262g stores information (jackpot information) when the game status set by the MPU 201 at 0.5 second intervals is during a jackpot. The open buffer 262h stores information (door open information) when the game status set by the MPU 201 at 0.5 second intervals is during the opening of the inner frame 12 or the front frame 14. The error buffer 262i stores information (error information) when the game status set by the MPU 201 at 0.5 second intervals is during an error.

[0213] In the bonus ratio management chip 207, the MPU 201 sets (writes) various buffers provided in the buffer 262, and when an interrupt signal is received from the MPU 201, the CPU 261 executes the setting information reception process (see FIG. 19) described later. The setting information reception process counts the number of balls that have entered each winning slot based on the various information set in the buffer 262, counts the number of balls that have been guided to the ball discharge path (i.e., balls that have been shot into the game area), and stores these numbers of balls in the first reading / writing memory 263. At the same time, information relating to the game status of the pachinko machine 10 is also stored in the first reading / writing memory 263.

[0214] The setting register 265 is a register for setting a setting value required for the operation of the bonus ratio management chip 207. The setting register 265 is provided with at least a prize ball number data setting area 265a and a trigger setting area 265b.

[0215] The prize ball number table 202e (see FIG. 9) stored in the ROM 202 of the MPU 201 is set in the prize ball number data setting area 265a. The trigger information data 202f stored in the ROM 202 of the MPU 201 is set in the trigger setting area 265b. When the main control device 110 is powered on, the prize ball number table 202e and the trigger information data 202f are sent to the bonus device ratio management chip 207. Then, the CPU 261 sets the prize ball number table 202e in the prize ball number data setting area 265a, and sets the trigger information data 202f in the trigger setting area 265b.

[0216] The prize ball count table 202e set in the prize ball count data setting area 275a is referenced by the CPU 261 when calculating the bonus feature ratio. The number of prize balls awarded when a prize is awarded to each winning slot is determined by the model of the pachinko machine, and this information has traditionally been stored in ROM 202. Information about the number of prize balls is transmitted from the prize ball count table 202e stored in ROM 202 to the bonus feature ratio management chip 207 each time power is supplied, and set in the prize ball count data setting area 265a of the bonus feature ratio management chip 207. This eliminates the need to store information about the number of prize balls, which differs for each model, in the ROM of the bonus feature ratio management chip 207 during manufacturing. This simplifies manufacturing of the bonus feature ratio management chip 207. Furthermore, if the model of the pachinko machine is different, the ROM 202 can be changed, and the bonus feature ratio can be accurately calculated even when the same bonus feature ratio management chip 207 is used between different models of pachinko machines.

[0217] The trigger information data 202f set in the trigger setting area 265b is also referred to by the CPU 261, and it is determined whether or not it is the timing (trigger) to calculate the role ratio indicated in the trigger information data 202f, and if it is determined that the timing has arrived, the process of calculating the role ratio is executed. Here, since there is a physical limit to the storage capacity in the role ratio management chip 207 that can record information related to role ratios, it is preferable that the timing (trigger) for calculating the role ratio is one that takes into account the jackpot probability, probability rate, etc. in the pachinko machine 10, rather than fixing the timing in the role ratio management chip 207. Like this pachinko machine 10, trigger information data 202f that specifies the timing for calculating the role ratio determined in consideration of the jackpot probability, probability of special chance, etc. in the pachinko machine 10 is stored in ROM 202, and by transmitting the trigger information data 202f to the role ratio management chip 207 in ROM 202 every time power is supplied, the role ratio management chip 207 can calculate the role ratio and consecutive role ratio at a timing that matches the jackpot probability, probability of special chance, etc. in the pachinko machine 10, and record it in the second reading and writing memory 264.

[0218] Note that only the prize ball number table 202e and trigger information data 202f transmitted during the startup process (so-called boot process) executed by the MPU 201 when the main control device 110 is powered on are configured to be set in the prize ball number data setting area 265a and trigger setting area 265b. The startup process is so-called boot process, and is a non-user program not programmed by the user. This prevents a fraudster from setting false prize ball number tables and trigger information data in the prize ball number data setting area 265a and trigger setting area 265b.

[0219] The first reading / writing memory 263 is a memory for temporarily storing, while accumulating, information set in the buffer 262 by the MPU 201 until the timing for calculating the ratio of the reel. The first reading / writing memory 263 is configured by a volatile memory, such as an SRAM, from which data can be read and written. The first reading / writing memory 263 may also be configured by a DRAM (Dynamic Random Access Memory), which is a volatile memory from which larger amounts of data can be read and written.

[0220] The first reading / writing memory 263 stores at least a start 1 counter 263a, a start 2 counter 263b, a normal 1 counter 263d, a normal 2 counter 263e, a big prize opening counter 263e, an out counter 263f, big win data 263g, open data 263h, error data 263i, and overtime data 263j. These counters and data stored in the first reading / writing memory 263 are all initialized to 0 by the CPU 261 based on an initialization signal transmitted from the MPU 201 when the main control device 110 is powered on (see S710 in FIG. 18).

[0221] In addition, these counters and data stored in the first reading / writing memory 263 are referenced by a role-playing device ratio calculation process executed by the CPU 261 when it is time to calculate the role-playing device ratio, and after the necessary process is executed, they are all initialized to 0 again by the CPU 261 (S744 in FIG. 21). As a result, the first reading / writing memory 263 temporarily stores, while accumulating, the information set in the buffer 262 by the MPU 201 again until it is time to calculate the role-playing device ratio next time.

[0222] The start 1 counter 263a is a counter for cumulatively counting the number of balls that have entered the first start port 64a up until the timing for calculating the bonus ratio. When the MPU 201 sets the value of the start 1 counter 203d, which indicates the number of balls that have entered the first start port 64a in 0.5 seconds, in the start 1 buffer 262a, the CPU 261 adds the value set in the start 1 buffer 262a (i.e., the number of balls that have entered the first start port 64a in 0.5 seconds) to the start 1 counter 263a.

[0223] The start 2 counter 263b is a counter for cumulatively counting the number of balls that have entered the second start port 64b up until the timing for calculating the bonus ratio. When the MPU 201 sets the value of the start 2 counter 203e, which indicates the number of balls that have entered the first start port 64a in 0.5 seconds, in the start 2 buffer 262b, the CPU 261 adds the value set in the start 2 buffer 262b (i.e., the number of balls that have entered the second start port 64b in 0.5 seconds) to the start 2 counter 263b.

[0224] The normal 1 counter 263c is a counter for cumulatively counting the number of balls that have entered the first normal winning port 63a up until the timing for calculating the bonus ratio. When the MPU 201 sets the value of the normal 1 counter 203f, which indicates the number of balls that have entered the first normal winning port 63a in 0.5 seconds, in the normal 1 buffer 262c, the CPU 261 adds the value set in the normal 1 buffer 262c (i.e., the number of balls that have entered the first normal winning port 63a in 0.5 seconds) to the normal 1 counter 263c.

[0225] The normal 2 counter 263d is a counter for cumulatively counting the number of balls that have entered the second normal winning port 63b up until the timing for calculating the bonus ratio. When the MPU 201 sets the value of the normal 2 counter 203g, which indicates the number of balls that have entered the second normal winning port 63b in 0.5 seconds, in the normal 2 buffer 262d, the CPU 261 adds the value set in the normal 2 buffer 262d (i.e., the number of balls that have entered the second normal winning port 63b in 0.5 seconds) to the normal 2 counter 263d.

[0226] The special prize opening counter 263e is a counter for cumulatively counting the number of balls that have entered the special prize opening 65a up until the time when the bonus ratio is calculated. When the MPU 201 sets the value of the special prize opening counter 203h, which indicates the number of balls that have entered the special prize opening 65a in 0.5 seconds, in the special prize opening buffer 262e, the CPU 261 adds the value set in the special prize opening buffer 262e (i.e., the number of balls that have entered the special prize opening 65a in 0.5 seconds) to the special prize opening counter 263e.

[0227] The out counter 263f is a counter for cumulatively counting the number of balls guided to the ball discharge path (i.e., balls shot into the game area) up until the timing for calculating the bonus feature ratio. When the MPU 201 sets the value of the out counter 203i, which indicates the number of balls guided to the ball discharge path for 0.5 seconds, in the out buffer 262f, the CPU 261 adds the value set in the out buffer 262f (i.e., the number of balls guided to the ball discharge path for 0.5 seconds) to the out counter 263f. When the trigger for calculating the bonus feature ratio set in the trigger setting area 265b is the "number of shots," the out counter 263f is referenced, and when the number of balls (number of shots) indicated by the out counter 263f becomes equal to or greater than the "predetermined number of balls" set in the trigger setting area 265b, the CPU 261 executes the bonus feature ratio calculation process.

[0228] The jackpot data 263g is data that specifies jackpot information indicating that the pachinko machine 10 has reached a jackpot, together with the time at which the jackpot has been reached, if the gaming state of the pachinko machine 10 has reached a jackpot by the time the ratio of the winning combinations is calculated. When the MPU 201 sets jackpot information indicating that the gaming state of the pachinko machine 10 is currently in a jackpot in the jackpot buffer 262g, the CPU 261 adds the jackpot information, together with the current time indicated by the RTC 266, to the jackpot data 263g.

[0229] The open data 263h is data that specifies door open information indicating that the pachinko machine 10 has entered the door open state, together with the time at that time, when the gaming status of the pachinko machine 10 has become one in which the inner frame 12 or the front frame 14 (door) is open by the time it is time to calculate the bonus ratio. When the MPU 201 sets door open information indicating that the inner frame 12 or the front frame 14 is open as the gaming status of the pachinko machine 10 in the open buffer 262h, the CPU 261 adds the door open information to the open data 263h together with the current time indicated by the RTC 266.

[0230] The error data 263g is data that specifies error information indicating that the pachinko machine 10 is in an error, together with the time at that time, when the gaming status of the pachinko machine 10 has become an error by the time it is time to calculate the bonus ratio. When the MPU 201 sets error information indicating that the gaming status of the pachinko machine 10 is in an error in the error buffer 262i, the CPU 261 adds the error information, together with the current time indicated by the RTC 266, to the error data 263i.

[0231] The after-hours data 263j is data that specifies after-hours information indicating that some operation was performed in the pachinko machine 10 late at night, together with the time of that time, when the MPU 201 sets (writes) the buffer 262 during a late-night time period (for example, between midnight and 6 a.m.), which is usually outside business hours. When the MPU 201 sets (writes) the buffer 262, the CPU 261 reads the time from the RTC 266, and if it is determined that the time is during the late-night time period, the after-hours information is added to the after-hours data 263j together with the current time indicated by the RTC 266.

[0232] The second read / write memory 264 is configured as a nonvolatile memory that can read and write data, such as a flash memory. This second read / write memory 264 only needs to retain the stored data even while the power is turned off, and other than flash memory, a ferroelectric memory (FeRAM: Ferroelectric Random Access Memory), a magnetoresistive RAM (MRAM: Magnetoresistive Random Access Memory), a resistive random access memory (ReRAM: Resistive Random Access Memory), etc. Alternatively, the second read / write memory 264 may be configured with a DRAM, and the power supply device 115 may continue to supply a backup voltage to the DRAM even while the power is off, thereby allowing the data to be retained even while the power is off.

[0233] The second reading memory 264 stores at least the following: bonus item ratio data 264a, consecutive bonus item ratio data 264b, shot ball number data 264c, and game information data 264d.

[0234] The reel ratio data 264a is data representing the reel ratio calculated for each timing (trigger) at which the reel ratio is calculated, and is recorded together with the time of calculation. The consecutive reel ratio data 264b is data representing the consecutive reel ratio calculated at the same timing (trigger), and is recorded together with the time of calculation.

[0235] Here, the role ratio indicates the ratio of the number of balls (prize balls) paid out in conjunction with winning into the second start opening 64b and the large prize opening 65a, which activate the role, to the total number of balls (prize balls) paid out to the player, and is set to be 70% or less. Also, the consecutive role ratio indicates the ratio of the number of balls (prize balls) paid out in conjunction with winning into the large prize opening 65a, which activates the role, to the total number of balls (prize balls) paid out to the player, and is set to be 60% or less.

[0236] Originally, the role ratio and the consecutive role ratio refer to the above ratios when a test shot test of game balls is conducted for 10 hours, but here, for each timing (trigger) for calculating the role ratio indicated by the trigger information data 202f set in the trigger setting area 265b, the CPU 261 calculates the ratio of the number of balls (prize balls) paid out in conjunction with winning into the second start opening 64b and the big prize opening 65a to the total number of balls (prize balls) paid out to the player from the time the power is turned on until the first time that timing is reached, or from the previous timing to the current timing, and records this ratio together with the time in the role ratio data 264a. Also, the ratio of the number of balls (prize balls) paid out in conjunction with winning into the big prize opening 65a to the total number of balls (prize balls) paid out to the player from the time the power is turned on until the first time that timing is reached, or from the previous timing to the current timing, is calculated and recorded together with the time in the consecutive role ratio data 264b.

[0237] Also, even when the power is cut off, the power stored in the capacitor 267 is used to calculate the role ratio and consecutive role ratio based on the number of balls (prize balls) paid out during the period from the timing (trigger) at which the most recent role ratio is calculated until it is determined that the power will be cut off, and these are recorded together with the time at that time in the role ratio data 264a or consecutive role ratio data 264b. As a result, after the role ratio and consecutive role ratio are calculated and recorded, the role ratio and consecutive role ratio can be calculated without omission even for the number of prize balls paid out before the power is cut off.

[0238] The number of balls that have entered the first start slot 64a indicated by the start 1 counter 263a, the number of balls that have entered the second start slot 64b indicated by the start 2 counter 263b, the number of balls that have entered the first normal prize slot 63a indicated by the normal 1 counter 263c, the number of balls that have entered the second normal prize slot 63b indicated by the normal 2 counter 263d, and the number of balls that have entered the special prize slot 65a indicated by the special prize slot counter 263e are multiplied by the number of prize balls associated with each prize slot shown in the prize ball number table 202e (see FIG. 9) set in the prize ball number data setting area 265a, and the number of balls paid out to each prize slot in connection with the winning of that prize slot can be calculated by adding these up.

[0239] This allows the ratio of the number of balls paid out in connection with winning the second starting opening 64b and the number of balls paid out in connection with winning the big winning opening 65a to the total number of balls paid out to the player to be calculated, thereby allowing the ratio of the number of balls paid out in connection with winning the big winning opening 65a to be calculated.Furthermore, the ratio of consecutive balls to be calculated can be calculated by calculating the ratio of the number of balls paid out in connection with winning the big winning opening 65a to the total number of balls paid out to the player.

[0240] The shot ball count data 264c is data that records the total number of balls shot into the play area counted by the out counter 263f of the first reading / writing memory 263, together with the time at each timing (trigger) for calculating the bonus ratio. The total number of balls shot into the play area from the time the power is turned on until the first timing is reached, or from the previous timing to the current timing, is indicated by the out counter 263f. When it is time to calculate the bonus ratio, the value of the out counter 263f at that time is recorded in the shot ball count data 264c together with the time indicated by the RTC 266.

[0241] The game status data 264d is data in which the jackpot information, door open information, error information, and after-hours information stored in the jackpot data 263g, open data 263h, error data 263i, and after-hours data 263j of the first reading / writing memory 263 are recorded together with the times associated with each piece of information. When it is time to calculate the ratio of the winning combination, the jackpot information, door open information, error information, and after-hours information stored in the jackpot data 263g, open data 263h, error data 263i, and after-hours data 263j of the first reading / writing memory 263, and the times associated with each piece of information are recorded in the game status data 264d by the CPU 261.

[0242] At this time, for example, if jackpot information is stored in the jackpot data 263g at intervals of less than one second, this means that jackpots are occurring consecutively as a gaming state, so only the oldest jackpot information and its time are recorded in the gaming state data 264d. Similarly, for the door open information, error information, and after-hours information, if each piece of information is stored in each data 263h-j at intervals of less than one second, only the oldest information and its time are recorded in the gaming state data 264d. This makes it possible to reduce the storage capacity required for the gaming state data 264d.

[0243] When recording jackpot information, door open information, error information, and after-hours information in the gaming status data 264d, the CPU 261 sorts each piece of information from oldest to newest and records it in the gaming status data 264d. Then, when outputting the information recorded in the gaming status data 264d to the inspection device 300, the CPU 261 outputs the information in the order in which it was recorded. As a result, each piece of information is output in order from oldest to newest, and the inspection device 300 can easily analyze changes in the gaming status over time by analyzing the information in the order in which it was output.

[0244] However, the CPU 261 does not necessarily have to store each piece of information in the game status data 264d in order from the oldest information. In this case, when outputting the information recorded in the game status data 264d to the inspection device 300, the CPU 261 may read the information from the game status data 264d in order from the oldest information and transmit it to the inspection device 300, or the CPU 261 may output each piece of information to the inspection device 300 in the order in which it was recorded, and the inspection device 300 may rearrange the received pieces of information in order from the oldest information.

[0245] The jackpot information, door open information, error information, and after-hours information stored in the first reading and writing memory 263, the jackpot data 263g, the open data 263h, the error data 263i, and the after-hours data 263j, may all be recorded in the game status data 264d together with the associated times. Although the memory capacity required for the game status data 264d is large, by outputting this to the inspection device 300, the operating status of the pachinko machine 10 can be analyzed while observing minute changes in the game status.

[0246] Here, the information regarding the role ratio, consecutive role ratio, and total number of balls shot into the game area that can be recorded in the role ratio data 264a, consecutive role ratio data 264b, and number of shot balls data 264c is limited to a predetermined number (for example, 1024), respectively. In addition, the total number of pieces of jackpot information, door open information, error information, and after-hours information that can be recorded in the game status data 264d is also limited to a predetermined number (for example, 16384). If a predetermined number of pieces of information have already been recorded in the role ratio data 264a, consecutive role ratio data 264b, number of shot balls data 264c, or game status data 264d, the oldest information is erased, and the latest information is recorded in its place. For example, the bonus feature ratio data 264a, the consecutive bonus feature ratio data 264b, the number of shot balls data 264c, and the game status data 264d can each be configured as a ring buffer, and a memory for managing the position where information is written in the ring buffer can be provided separately in the second read / write memory 264 or in a non-volatile memory provided separately from the second read / write memory 264. By shifting the writing position by one each time information is written, the oldest information can be erased and the latest information can be recorded there. In this way, by setting a limit on the number of pieces of information that can be stored in each data, the storage capacity of the second read / write memory 264 can be prevented from increasing. Furthermore, when the maximum number of pieces of information to be stored in each data reaches its limit, the oldest information can be erased and the latest information can be recorded, allowing the inspection device 300 to analyze the current status of the pachinko machine 10. Furthermore, by providing a memory for managing the position where information is written in the ring buffer in the second read / write memory 264, even if power is interrupted, new information can be added and recorded from the continuation of the previously stored information after power is supplied.

[0247] When the inspection device 300 is connected to the inspection terminal 207a, an interrupt is generated to the CPU 261, and the CPU 261 sequentially transmits the bonus feature ratio data 264a, the consecutive bonus feature ratio data 264b, the number of shot balls data 264c, and the game status data 264d recorded in the second reading / writing memory 264 to the inspection device 300. When transmitting each piece of data 264a-d to the inspection device 300, the CPU 261 reads out each piece of information recorded in each piece of data 264a-d (including recorded time information associated with each piece of information) in the order in which they were recorded, and transmits them to the inspection device 300. Simply connecting the inspection device 300 to the inspection terminal 207a generates an interrupt, and a process is executed to transmit each piece of information recorded in the second reading / writing memory 264 to the inspection device 300, so that the transmission can be quickly executed and completed. Therefore, the inspection device 300 analyzes the ratio of winning combinations and the ratio of consecutive winning combinations from the information received from the pachinko machine 10, and can quickly and easily detect fraudulent behavior from these ratios of winning combinations and the ratio of consecutive winning combinations.

[0248] Specifically, if the data to be transmitted to the inspection device 300 does not satisfy the upper limit (predetermined number) of the number of pieces of information that can be recorded for each piece of data, the CPU 261 sequentially reads out the information recorded from the position where information was first written to the data to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information with the latest time is recorded), and transmits it to the inspection device 300. On the other hand, if the data to be transmitted to the inspection device 300 satisfies the upper limit (predetermined number) of the number of pieces of information that can be recorded for each piece of data, the CPU 261 shifts the read position by one piece at a time, sequentially reading out the information recorded up to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information with the latest time is recorded), and transmits it to the inspection device 300. As a result, the information is output to the inspection device 300 in order from the oldest information.

[0249] Since the second reading / writing memory 264 is configured by a non-volatile memory, even if the power is cut off midway, the second reading / writing memory 264 continues to record information regarding the ratio of the winning combinations in the pachinko machine 10. Therefore, the inspection device 300 can receive and analyze information regarding the ratio of the winning combinations, including information before the power was cut off.

[0250] Here, some cheaters try to increase the chances of winning a jackpot by fraudulently opening the electric device in the second starting hole 64b or by guiding balls to the second starting hole 64b. Others try to obtain more prize balls by fraudulently opening the opening / closing plate of the large prize hole 65a or by guiding balls to the large prize hole 65a. When such fraudulent behavior occurs, the ratio of prizes and the ratio of consecutive prizes become higher.

[0251] In contrast, in the present pachinko machine 10, the main control device 110 is provided with a role ratio management chip 207, which obtains winning information for each winning slot from the MPU 201 of the main control device 110, thereby calculating and continuously recording the role ratio and consecutive role ratio of the pachinko machine 10 at predetermined timings. When the inspection device 300 is connected to the inspection terminal 207a, the role ratio and consecutive role ratio recorded in the role ratio management chip 207 are output to the inspection device 300. In this way, by analyzing the role ratio and consecutive role ratio in the inspection device 300, it is possible to discover any fraudulent activity that has been committed.

[0252] In addition, in this pachinko machine 10, information regarding the number of balls shot into the play area and information regarding the game status are also recorded in the bonus feature ratio management chip 207 and output to the inspection device 300. Therefore, if the analysis by the inspection device 300 shows that the bonus feature ratio and consecutive bonus feature ratio are high, the cause can be found based on the information regarding the number of balls shot into the play area and information regarding the game status.

[0253] Furthermore, the reel ratio management chip 207 is provided in the main control device 110 and is housed in one board box 100 together with the MPU 201, ROM 202, etc. This makes it difficult for a fraudster to alter the winning information, etc. input to the reel ratio management chip 207. It is also difficult to tamper with or erase the reel ratio and consecutive reel ratio recorded in the reel ratio management chip 207. Therefore, a high degree of reliability can be maintained for the reel ratio and consecutive reel ratio calculated and output by the reel ratio management chip 207.

[0254] The bonus feature ratio management chip 207 also includes a first read / write memory 263 and a second read / write memory 264. The first read / write memory 263 counts the number of winning balls at each winning slot. The bonus feature ratio and consecutive bonus feature ratio are calculated based on the number of winning balls at each winning slot counted by the first read / write memory 263, and are recorded in the second read / write memory 264. The second read / write memory 264 is nonvolatile. However, nonvolatile memory typically requires a large amount of power for writing, takes a long time to write, and has a limited number of writes due to durability. This embodiment separates the first read / write memory 263, which is volatile memory, from the second read / write memory 264, which is nonvolatile memory. The first read / write memory 263 is used to quickly count and store the number of winning balls at each winning slot, allowing all winning balls at each winning slot to be counted without missing a single one. Then, later, by performing a process of calculating the ratio of winning devices and the ratio of consecutive winning devices from the number of winning balls that have entered each winning slot stored in the first reading / writing memory 263 and recording the calculated ratio in the second reading / writing memory 264 at predetermined timings (triggers), the number of times data is written to the second reading / writing memory 264 can be reduced, thereby preventing the above-mentioned problems caused by using non-volatile memory from becoming apparent.

[0255] Returning to Figure 5, the explanation continues. The payout control device 111 controls the payout of prize balls and loan balls by driving the payout motor 216. The MPU 211, which is a calculation device, has a ROM 212 that stores control programs executed by the MPU 211, fixed value data, etc., and a RAM 213 that is used as a work memory, etc.

[0256] The RAM 213 of the payout control device 111, like the RAM 203 of the main control device 110, has a stack area in which the contents of the internal registers of the MPU 211 and return addresses of the control programs executed by the MPU 211 are stored, and a work area (working region) in which values ​​of various flags, counters, I / O, etc. are stored. The RAM 213 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 115 even after the power to the pachinko machine 10 is cut off, and all data stored in the RAM 213 is backed up. Like the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is also configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power is cut off due to a power outage or the like. When the power outage signal SG1 is input to the MPU 211, an NMI interrupt process (see FIG. 15) is immediately executed as a power outage process.

[0257] An input / output port 215 is connected to the MPU 211 of the payout control device 111 via a bus line 214 consisting of an address bus and a data bus. The input / output port 215 is connected to the main control device 110, payout motor 216, launch control device 112, etc. Also, although not shown, a prize ball detection switch for detecting paid-out prize balls is connected to the payout control device 111. Note that this prize ball detection switch is connected to the payout control device 111 but is not connected to the main control device 110.

[0258] When the main control unit 110 issues an instruction to launch a ball, the launch control device 112 controls the ball launch unit 112a so that the ball is launched with a strength corresponding to the amount of rotation of the operating handle 51. The ball launch unit 112a is equipped with a launch solenoid and electromagnet (not shown), and the launch solenoid and electromagnet are permitted to operate when predetermined conditions are met. Specifically, the touch sensor 51a detects that the player is touching the operating handle 51, and when the stop switch 51b for stopping the ball launch is off (not operated), the launch solenoid is excited in accordance with the amount of rotation of the operating handle 51, and the ball is launched at approximately 0.6 second intervals with a strength corresponding to the amount of rotation of the operating handle 51.

[0259] The audio lamp control device 113 controls the output of audio from the audio output device (such as a speaker not shown) 226, the output of lighting and extinguishing from the lamp display device (such as the lighting units 29 to 33 and the display lamp 34) 227, and the setting of the display mode of the effects performed by the third pattern display device 81, such as variable effects and continuous preview effects.

[0260] The MPU 221, which is a calculation device, has a ROM 222 that stores control programs executed by the MPU 221, fixed value data, etc., and a RAM 223 that is used as a work memory, etc.

[0261] An input / output port 225 is connected to the MPU 221 of the audio and lamp control device 113 via a bus line 224 consisting of an address bus and a data bus. The input / output port 225 is connected to the main control device 110, the display control device 114, the audio output device 226, the lamp display device 227, the frame button 22, etc.

[0262] The voice lamp control device 113 monitors input from the frame button 22, and when the frame button 22 is operated by the player, controls the voice output device 226 and the lamp display device 227 to change the stage of the performance displayed on the third pattern display device 81 or change the performance mode during a super reach, and also gives instructions to the display control device 114.

[0263] When the stage is changed, a rear image change command including information about the changed stage is sent to the display control device 114 so that a rear image corresponding to the changed stage is displayed on the third pattern display device 81. Here, the rear image refers to an image displayed on the rear side of the third pattern, which is the main image displayed on the third pattern display device 81.

[0264] When the frame button 22 is operated for a purpose other than changing the stage, such as changing the presentation mode of a super reach, a frame button operation command is transmitted to the display control device 114. Upon receiving the frame button operation command, the display control device 114 displays an image corresponding to the operation of the frame button 22 on the third pattern display device 81.

[0265] RAM 223 has a command memory area (not shown) that temporarily stores commands received from main control unit 110 until processing corresponding to the command is performed, and a fluctuation start flag (not shown) that indicates that a fluctuation performance should be started when it is turned on.

[0266] The command storage area is configured as a ring buffer, and data is read and written using the FIFO (First In First Out) method. When the command determination process (see FIG. 25) of the voice lamp control device 113 is executed, the first command stored among the unprocessed commands stored in the command storage area is read out, and the command determination process analyzes the command and performs processing according to the command.

[0267] The fluctuation start flag is set to off as an initial value when the power is turned on, and is turned on when a stop type command output from the main control device 110 is received (see S1005 in FIG. 25). Then, it is turned off when the variable display setting in the third pattern display device 81 is made (see S1102 in FIG. 26).

[0268] The display control device 114 is a device that controls the screen display of the third pattern display device (LCD) 81, and controls various screen displays such as the changing display of the third pattern (changing presentation) and the jackpot presentation when a jackpot occurs, in accordance with commands sent from the voice lamp control device 113 (main control device 110).

[0269] The display control device 114 has an MPU 231, a ROM (program ROM) 232, a work RAM 233, a video RAM 234, a character ROM 235, an image controller 236, an input port 237, an output port 238, and bus lines 239 and 240. The input side of the input port 237 is connected to the output side of the voice lamp control device 113, and the output side of the input port 237 is connected to the MPU 231, the ROM 232, the work RAM 233, and the image controller 236. The image controller 236 is connected to the video RAM 234 and the character ROM 235, and is also connected to the output port 238 via the bus line 240. The output side of the output port 238 is connected to the third pattern display device 81. In addition, even if there are different models of pachinko machine 10 that have different jackpot lottery probabilities and different numbers of prize balls paid out in one jackpot, there are models that have the exact same specifications for the pattern configuration displayed on the third pattern display device 81, so the display control device 114 is made into a common component to reduce costs.

[0270] The MPU 231 of the display control device 114 controls the display content of the third pattern display device 81 based on the display variable pattern command and other various commands output from the voice lamp control device 113. The ROM 232 is a memory for storing various control programs and fixed value data executed by the MPU 231. The work RAM 233 is a memory for temporarily storing work data and flags used when the MPU 231 executes various programs.

[0271] The character ROM 235 is a memory that stores, in a compressed format, data (character information) for effects such as the designs (background designs and third designs) displayed on the third design display device 81. The video RAM 234 is a memory that has an area (not shown) for storing, in a decompressed format, a plurality of pieces of character information read from the character ROM 235 to generate an image to be displayed on the third design display device 81, and a frame buffer area (not shown) for temporarily storing one frame of display data generated using at least a portion of the decompressed plurality of pieces of character information until the display is performed.

[0272] The image controller 236 adjusts the timing of the MPU 231, video RAM 234, and output port 238 to mediate the reading and writing of data, and also reads out the display data stored in the frame buffer area of ​​the video RAM 234 at a predetermined timing and displays it on the third pattern display device 81.

[0273] The power supply device 115 includes a power supply unit 251 for supplying power to each component of the pachinko machine 10, a power outage monitoring circuit 252 for monitoring power interruptions due to power outages and the like, and a RAM erasure switch circuit 253 provided with a RAM erasure switch 122 (see FIG. 3). The power supply unit 251 is a device that supplies the necessary operating voltages to each of the control devices 110-114, etc., via a power supply path (not shown). Briefly, the power supply unit 251 takes in 24-volt AC voltage supplied from an external source, generates 12-volt voltage for driving various switches such as the various switches 208, solenoids such as the solenoid 209, motors, etc., a 5-volt voltage for logic, a backup voltage for RAM backup, etc., and supplies the necessary voltages to each of the control devices 110-114, etc.

[0274] The power outage monitoring circuit 252 is a circuit for outputting a power outage signal SG1 to each NMI terminal of the MPU 201 of the main control unit 110 and the MPU 211 of the dispensing control device 111 when power is cut off due to a power outage or other reason. The power outage monitoring circuit 252 monitors the 24-volt DC stabilized voltage, which is the maximum voltage output from the power supply unit 251, and if this voltage falls below 22 volts, it determines that a power outage (power outage, power interruption) has occurred and outputs the power outage signal SG1 to the NMI terminals of the main control unit 110 and the dispensing control device 111. By outputting the power outage signal SG1, the main control unit 110 and the dispensing control device 111 recognize the occurrence of a power outage and execute NMI interrupt processing. Note that the power supply unit 251 is configured to maintain the output of the 5-volt voltage, which is the drive voltage of the control system, at a normal value for a sufficient time to execute NMI interrupt processing, even after the 24-volt DC stabilized voltage falls below 22 volts. Therefore, the main control unit 110 and the dispensing control unit 111 can normally execute and complete the NMI interrupt processing (see FIG. 18).

[0275] The RAM clearing switch circuit 253 is a circuit for outputting a RAM clearing signal SG2 to the main control device 110 to clear the backup data when the RAM clearing switch 122 (see FIG. 3) is pressed. When the main control device 110 inputs the RAM clearing signal SG2 when the power of the pachinko machine 10 is turned on, it clears the backup data and sends a payout initialization command to the payout control device 111 to clear the backup data in the payout control device 111.

[0276] Next, each control process executed by the MPU 201 in the main control device 110 will be described with reference to the flowcharts of Figures 10 to 17. The processes of the MPU 201 can be broadly divided into start-up process that is started when the power is turned on, main process that is executed after the start-up process, timer interrupt process that is started periodically (every 2 millisecond in this embodiment), and NMI interrupt process that is started by input of a power failure signal SG1 to the NMI terminal. Here, for convenience of explanation, the timer interrupt process and NMI interrupt process will be described first, and then the start-up process and main process will be described.

[0277] 10 is a flowchart showing the timer interrupt process executed by the MPU 201 in the main control device 110. The timer interrupt process is a periodic process that is repeatedly executed, for example, every 2 milliseconds. The MPU 201 executes this timer interrupt process to perform various processes that should be executed periodically.

[0278] In this timer interrupt process, first, external output process is executed (S101). In the timer interrupt process and main process, commands to be sent to the dispensing control device 111, the voice lamp control device 113, etc. are generated based on various processes, and temporarily stored in a command sending ring buffer provided in RAM 203. In the external output process of S101, output data of commands, etc. stored in this command sending ring buffer is sent to each control device (peripheral control device) on the sub-side.

[0279] For example, the reserved ball number command set in the start winning process (see FIG. 12) is sent to the voice lamp control device 113. Also, the fluctuation pattern command, stop type command, confirmation command, etc. set in the fluctuation process (see FIG. 13) and the fluctuation start process (FIG. 14), which is one of the fluctuation processes, are sent to the voice lamp control device 113. In addition, a ball firing signal set when firing a ball in the process of S111 described below is sent to the firing control device 112.

[0280] Next, the prize ball count signal and payout abnormality signal received from the payout control device 111 are read (S102), and then, in the case of a jackpot state, a large opening opening / closing process is executed to open or close the large winning opening (large opening) 65a of the variable winning device 65 (S103). That is, for each round in the jackpot state, the large winning opening 65a is opened, and it is determined whether the maximum opening time of the large winning opening 65a has elapsed or whether a specified number of balls have entered the large winning opening 65a. Then, when either of these conditions is met, the large winning opening 65a is closed. This opening and closing of the large winning opening 65a is repeated a predetermined number of rounds.

[0281] Next, a display control process of the second symbol (for example, a symbol of "circle" or "cross") is executed by the second symbol display device 83 (S105). Briefly explained, on the condition that the ball has passed through the through gate 67, the value of the second winning random number counter C4 is acquired at the timing of the passage, and the second symbol is displayed variably on the second symbol display device 83. Then, a lottery for the second symbol is carried out based on the value of the second winning random number counter C4, and when the second symbol is in a winning state, the electric accessory attached to the second starting hole 64b is opened for a predetermined time.

[0282] Next, a switch reading process is executed (S106). That is, the states of the various switches 208 connected to the main control device 110 are read, and the state of the switch is determined and the detection information (winning detection information) is saved. Also, based on the winning detection information, a prize ball command corresponding to the number of acquired balls to be sent to the payout control device 111 is set in a command sending ring buffer provided in RAM 203. As a result, the prize ball command is sent to the payout control device 111 by the processing of S101 of the timer interrupt process that is executed next. Details of the switch reading process (S106) will be described later with reference to FIG. 11.

[0283] Next, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are updated (S107). Specifically, the first initial value random number counter CINI1 is incremented by 1, and when the counter value reaches its maximum value (899 in this embodiment), it is cleared to 0. The updated value of the first initial value random number counter CINI1 is then stored in the corresponding counter buffer area of ​​RAM 203. Similarly, the second initial value random number counter CINI2 is incremented by 1, and when the counter value reaches its maximum value (250 in this embodiment), it is cleared to 0, and the updated value of the second initial value random number counter CINI2 is stored in the corresponding counter buffer area of ​​RAM 203.

[0284] Furthermore, the first win random number counter C1, the first win type counter C2, the stop pattern selection counter C3, the variation type counter CS1, and the second win random number counter C4 are updated (S108). Specifically, the first win random number counter C1, the first win type counter C2, the stop pattern selection counter C3, the variation type counter CS1, and the second win random number counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values ​​(899, 99, 99, 198, and 250, respectively, in this embodiment), they are each cleared to 0. Furthermore, when the first win random number counter C1 or the second win random number counter C4 has completed one cycle, the value of the first initial value random number counter CINI1 or the second initial value random number counter CINI2 at that time is read as the initial value of the first win random number counter C1 or the second win random number counter C2, and that initial value is set to the first win random number counter C1 or the second win random number counter C2. Then, the updated values ​​of the counters C1 to C4 are stored in the corresponding counter buffer areas of the RAM 203.

[0285] Next, a process for displaying by the first symbol display device 37 and a variable process for setting a variable pattern of the third symbol by the third symbol display device 81 are executed (S109), and then a start winning process associated with a win in either the first start hole 64a or the second start hole 64b is executed (S110). Details of the variable process will be described later with reference to FIG. 13, and details of the start winning process will be described later with reference to FIG. 12.

[0286] After the start winning process is executed, the launch control process is executed (S111), and other processes that should be executed periodically are executed (S112), and the timer interrupt process is terminated. The launch control process determines whether the ball launch is on or off, provided that the touch sensor 51a detects that the player is touching the operating handle 51 and the stop switch 51b for stopping the launch is not operated. If the ball launch is on, the ball launch signal information is set in the command transmission ring buffer provided in the work RAM 203 to send a ball launch signal to the launch control device 112. As a result, the ball launch signal is sent to the launch control device 112 via the payout control device 111 by the process of S101 of the timer interrupt process that is executed next.

[0287] Furthermore, other processing (S112) includes processing for determining whether the pachinko machine 10 is in an error state. For example, if the ball guided to the ball discharge path (i.e., the ball fired into the play area) is not detected by the out switch 208f for a predetermined time or longer despite the ball firing signal information being set in the processing of S111, it is determined that an error state exists, as there is a possibility of ball jamming. Also, if a payout abnormality signal is read in the processing of S102, it is determined that there is an error state in the payout of the balls. Furthermore, if the pachinko machine 10 is subjected to large vibrations or if it is determined that a magnet has been brought close to the pachinko machine 10, it is determined that there is a possibility of cheating in the game, as there is an error state.

[0288] Whether or not a large vibration has been applied to the pachinko machine 10 is determined by providing the pachinko machine 10 with a vibration detection sensor that detects vibrations, configuring the output of the vibration detection sensor to be input to the input / output port 205 of the main control device 110, and reading the output of the vibration detection sensor during the processing of S112. Whether or not a magnet has been brought close to the pachinko machine 10 is determined by providing the pachinko machine 10 with a magnetic detection sensor that detects changes in magnetism, configuring the output of the magnetic detection sensor to be input to the input / output port 205 of the main control device 110, and reading the output of the magnetic detection sensor during the processing of S112.

[0289] If it is determined in the process of S112 that an error state exists, an error command including information about the error type is set in a command transmission ring buffer provided in the RAM 203. As a result, the error command is transmitted to the voice lamp control device 113 by the process of S101 of the timer interrupt process that is executed next. Then, a warning sound according to the error type is output from the voice output device 226, the display lamp 34 is turned on or flashes, and an image according to the error type is displayed on the third pattern display device 81.

[0290] Next, the switch reading process (S106), which is one process of the timer interrupt process executed by the MPU 201 in the main control device 110, will be described with reference to the flowchart of Fig. 11. Fig. 11 is a flowchart showing this switch reading process (S106).

[0291] In the switch reading process, first, the outputs of each switch, the first start port switch 208a, the second start port switch 208b, the first normal prize port switch 208c, the second normal prize port switch 208d, the large prize port switch 208f and the out switch 208g, are read by referring to the start 1 port 205a, start 2 port 205b, normal 1 port 205c, normal 2 port 205d, the large prize port port 205e and the out port 205f of the input / output port 205, and it is determined whether or not a prize has been won in the first start port 64a, the second start port 64b, the first normal prize port 63a, the second normal prize port 63b and the large prize port 65a, and whether or not a ball has been guided to the ball discharge path, and the detection information (winning detection information) is saved (S151). The determination of whether one ball has won or not and the determination of one ball guided to the ball discharge path are carried out over three timer interrupt processes based on the outputs of the switches 208a to 208f.

[0292] Next, based on the winning detection information, if there is a winning port among the first start port 64a, the second start port 64b, the first normal winning port 63a, the second normal winning port 63b, and the large winning port 65a that is determined to have won by the processing of S151, a prize ball command corresponding to the number of acquired balls is set in a command transmission ring buffer provided in RAM 203 so that the number of prize balls corresponding to the winning winning port (i.e., the number specified by the prize ball number table 202e) is paid out (S152). As a result, the prize ball command is sent to the payout control device 111 by the processing of S101 of the timer interrupt processing that is executed next.

[0293] Then, based on the winning detection information, if there is a winning port among the first starting port 64a, the second starting port 64b, the first normal winning port 63a, the second normal winning port 63b, and the large winning port 65a that is determined to have had a winning port by the processing of S151, the counter corresponding to the winning port that has had a winning port among the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, and large winning port counter 203h is counted up by one, and if it is determined that a ball has been guided to the ball discharge path, the out counter 203i is counted up by one (S153).

[0294] Next, it is determined whether 0.5 seconds have passed since the winning information (information relating to the value of each counter 203d-i and the gaming status of the pachinko machine 10) was set in the previous bonus ratio management chip 207 (S154). As a result, if 0.5 seconds have not passed (S154: No), the switch reading process is terminated and the process returns to the timer interrupt process.

[0295] On the other hand, if it is determined that 0.5 seconds have elapsed (S154: Yes), the processes of S155 to S157 are executed. First, in the process of S155, the values ​​of the start 1 counter 203d, the start 2 counter 203e, the normal 1 counter 203f, the normal 2 counter 203g, and the special prize opening counter 203h are set as winning information, and the value of the out counter 203i is set as out information, and together with the gaming state of the pachinko machine 10 at that time, they are set in the bonus ratio management chip 207 (S155).

[0296] As a result, the value of the start 1 counter 203d is set to the start 1 buffer 262a of the feature ratio management chip 207, the value of the start 2 counter 203e is set to the start 2 buffer 262b of the feature ratio management chip 207, the value of the normal 1 counter 203f is set to the normal 1 buffer 262c of the feature ratio management chip 207, the value of the normal 2 counter 203g is set to the normal 1 buffer 262d of the feature ratio management chip 207, the value of the large prize opening counter 203h is set to the large prize opening buffer 262e of the feature ratio management chip 207, and the value of the out counter 203i is set to the out buffer 262f of the feature ratio management chip 207.

[0297] In this way, the counters 203d to 203i continue to count the number of balls for 0.5 seconds, and when 0.5 seconds have passed, the values ​​of the counters 203d to 203h become winning information, and the value of the out counter 203i becomes out information, which are set together with information indicating the game status at that time in the bonus feature ratio management chip 207. That is, in this pachinko machine 10, the MPU 201 counts the number of balls that have won in each winning slot for each winning slot at 0.5 second intervals, and also counts the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in the game), and sets the counting results in the bonus feature ratio management chip 207. As will be described later, the feature ratio management chip 207 accumulates these counted values ​​for each value until it is time to calculate the feature ratio, thereby counting the number of balls that have entered each winning slot for each winning slot from the time the power is turned on until it is time to calculate the feature ratio for the first time, or from the time the feature ratio was calculated last time until it is time to calculate the feature ratio again, and also counts the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in the game).

[0298] If the MPU 201 were not to count the number of balls that entered each winning slot or the number of balls that were guided to the ball discharge path (i.e., the number of balls used in the game), and these counts were to be performed only by the device ratio management chip 207, the device ratio management chip would also have to monitor the balls that entered each winning slot and the balls that were guided to the ball discharge path at short intervals (for example, every 2 milliseconds), which would increase the processing load and could also increase power consumption.

[0299] In contrast, in this pachinko machine 10, the MPU 201 counts and sets these counting results in the bonus feature ratio management chip 207 at 0.5-second intervals, so the bonus feature ratio management chip 207 counts the number of balls that have entered each winning slot for each winning slot every 0.5 seconds from when the power is turned on until the timing for calculating the bonus feature ratio for the first time, or from when the bonus feature ratio was calculated last time until the timing for calculating the bonus feature ratio next time, and also executes a process of counting the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game). Therefore, the processing load and power consumption of the bonus feature ratio management chip 207 can be suppressed.

[0300] On the other hand, the MPU 201 counts the number of balls that have entered each winning slot and the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game) by monitoring the balls that have entered each winning slot and the balls that have been guided to the ball discharge path at 2-millisecond intervals when a timer interrupt process is executed. However, these monitoring processes are necessary for controlling the main aspects of the game, such as the jackpot lottery and prize ball determination, and are therefore originally performed at short time intervals of 2 milliseconds. In addition, in the pachinko machine 10, the balls that are launched into the game area by the ball launching unit 112a (see FIG. 5) are launched at intervals of approximately 0.6 seconds, so the number of balls that have entered each winning slot and the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in a game), which are counted at 0.5-second intervals, are almost always 0 or 1 ball, or at most a few balls. Therefore, the amount of data required for the counters 203d to 203i provided in the RAM 203 may be small. Therefore, this counting process can suppress an increase in the capacity of RAM 203. Therefore, even if MPU 201 executes a process to count the number of balls that enter each winning slot in 0.5 seconds for each winning slot and the number of balls that are guided to the ball discharge path (i.e., the number of balls used in a game), there is no significant impact.

[0301] The game status set by the processing of S155 includes, for example, a jackpot, the inner frame 12 or the front frame 14 being open, and an error. Whether the inner frame 12 or the front frame 14 is open is determined by the MPU 201 referring to the door opening port 205g and checking the output of the door opening switch 208g.

[0302] Whether the game state is in an error state or not is based on the result determined by the process of S112 of the timer interrupt process. In the process of S155, if it is determined that the game state is in an error state in the process of S112, information indicating that the game state is in an error state is set in the bonus ratio management chip 207.

[0303] If the game status set by the processing of S155 includes a jackpot, jackpot information is stored in the jackpot buffer 262g. If the game status includes an open state of the inner frame 12 or the front frame 14, door-open information is stored in the open buffer 262h. If the game status includes an error, error information is stored in the error buffer 262i. Finally, in the bonus feature ratio management chip 207, this information is ultimately recorded in the game status data 264d of the second read / write memory 264. When the inspection device 300 is connected to the inspection terminal 207a, information regarding the game status is transmitted to the inspection device 300 along with information regarding the bonus feature ratio. Therefore, if the inspection device 300 finds an inexplicable trend in the bonus feature ratio during the analysis of the bonus feature ratio of the pachinko machine 10, it can identify the cause by referring to the information indicating the game status.

[0304] After the process of S155, an interrupt signal is sent to the bonus feature ratio management chip 207 (S156). Based on this interrupt signal, the bonus feature ratio management chip 207 executes a setting information receiving process (see FIG. 19) described later, and based on the various information set in the buffer 262, counts the number of balls that have won for each winning slot, counts the number of balls that have been guided to the ball discharge path (i.e., balls that have been shot into the game area), and stores the number of balls in the first reading / writing memory 263. At the same time, information relating to the game status of the pachinko machine 10 is also stored in the first reading / writing memory 263.

[0305] After the processing of S156, the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, and special prize port counter 203h corresponding to each prize port, and the out counter 203i corresponding to the out switch 208f are initialized to 0 (S157), the switch reading process is terminated, and the process returns to the timer interrupt process. When these counters 203d-203i are initialized to 0 by the processing of S157, the number of balls that have entered each prize port in the next 0.5 seconds is counted for each prize port by the counters 203d-203h, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is counted by the out counter 203i.

[0306] In the process of S154, if this process is executed for the first time since power is supplied to the main control device 110, it is assumed that 0.5 seconds have passed since the previous setting of winning information (information on the values ​​of each counter 203d-i and the gaming status of the pachinko machine 10) in the bonus feature ratio management chip 207 (S154: Yes), and the process proceeds to S155. As a result, the values ​​of each counter 203d-203i in the RAM 203, which were detected before the power was turned off and were not set in the bonus feature ratio management chip 207 at the time of the power being turned off, can be set in the bonus feature ratio management chip 207 immediately after power is supplied, provided that they are retained even during the power being turned off. Therefore, it is possible to prevent the bonus feature ratio management chip 207 from missing winning information or out information due to a power outage.

[0307] Next, with reference to the flowchart in Fig. 12, the start winning process (S110), which is one process of the timer interrupt process executed by the MPU 201 in the main control device 110, will be described. Fig. 12 is a flowchart showing this start winning process (S110). The start winning process determines whether a ball has entered either the first start hole 64a or the second start hole 64b (start winning), and if a start winning has occurred, executes a process to store (reserve) the values ​​of each counter C1 to C3, CS1 in the reserved ball storage area 203b. In addition, it executes a process to transmit the reserved values ​​of each counter C1 to C3, CS1 together with the number of reserved balls to the voice lamp control device 113.

[0308] When the MPU 201 executes this start winning process, it first determines whether or not the ball has won (start winning) in the first start hole 64a or the second start hole 64b (S201). Here, the result of whether or not the ball has won in the first start hole 64a or the second start hole 64b is used, which is determined by the process of S151 of the switch reading process (see FIG. 11) based on the output signals of the first start hole switch 208a that detects winning in the first start hole 64a and the second start hole switch 208b that detects winning in the second start hole 64b.

[0309] When it is determined that a ball has entered the first start port 64a or the second start port 64b (a start entry has occurred) (S201: Yes), it is determined whether the value of the reserved ball number counter 203a (the number of reserved balls N for the variable effect reserved in the main control device 110) is less than the upper limit value (4 in this embodiment) (S202). Then, if there is no entry into either the first start port 64a or the second start port 64b (S201: No), or if there is a entry into the first start port 64a or the second start port 64b but the number of reserved balls N is not less than 4 (S202: No), the process returns to the timer interrupt process.

[0310] On the other hand, if there is a winning entry into the first start port 64a or the second start port 64b (S201: Yes) and the number of reserved balls N is less than 4 (S202: Yes), the value of the reserved ball number counter 203a (number of reserved balls N) is incremented by 1 (S203). Then, the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are read from the counter buffer (see FIG. 7), and are reserved (stored) in the first winning random number counter storage area 203b1, the first winning type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the variation type counter storage area 203b4, which are the areas corresponding to the value indicated by the reserved ball number counter 203a, among the first to fourth reserved areas provided in the reserved ball storage area 203b of the RAM 203 (S204).

[0311] Specifically, if the value of reserved ball counter 203a after the addition in the process of S203 is "1", the values ​​of counters C1 to C3, CS1 are reserved in each storage area of ​​reserved area 1. Also, if the value of reserved ball counter 203a after the addition is "2", the values ​​of counters C1 to C3, CS1 are reserved in each storage area of ​​reserved area 2, if the value of reserved ball counter 203a after the addition is "3", the values ​​of counters C1 to C3, CS1 are reserved in each storage area of ​​reserved area 3, and if the value of reserved ball counter 203a after the addition is "4", the values ​​of counters C1 to C3, CS1 are reserved in each storage area of ​​reserved area 4.

[0312] Next, in order to send a reserved ball number command including the value of the reserved ball number counter 203a after addition by the process of S203 (reserved ball number N) and the values ​​of the first winning random number counter C1, the first winning type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 stored (reserved) in the reserved ball storage area 203b by the process of S204 to the voice lamp control device 113, the reserved ball number command is set in a command sending ring buffer provided in RAM 203 (S205). As a result, the reserved ball number command is sent to the voice lamp control device 113 by the external output process of S101 of the timer interrupt process that is executed next.

[0313] Upon receiving the reserved ball count command, the voice lamp control device 113 instructs the display control device 114 to display the reserved ball count pattern corresponding to the reserved ball count N in the reserved ball count display area Db (see FIG. 4). Furthermore, the voice lamp control device 113 uses the values ​​of the counters C1-C3 and CS1 included in the reserved ball count command to read ahead before a variable effect based on each value is executed, and determines what the variable effect will be (whether it will be a jackpot, how long it will last, etc.) before the variable effect is executed. Based on the results of this read-ahead determination, it is possible to determine the execution of various effects.

[0314] In addition, the values ​​of each counter C1 to C3, CS1 to be included in the reserved ball number command in the processing of S205 may be the values ​​read from the counter buffer in the processing of S204, or the values ​​read from the reserved ball storage area 203b in the processing of S204 may be used.

[0315] When the process of S205 is completed, the process returns to the timer interrupt process.

[0316] Next, referring to Fig. 13, we will explain the variable processing (S109), which is one process of the timer interrupt processing executed by the MPU 201 in the main control device 110. Fig. 13 is a flowchart showing this variable processing (S109). The variable processing (S109) controls the variable display in the first pattern display device 37 and the variable performance performed in the third pattern display device 81.

[0317] In this variable process, first, it is determined whether or not a jackpot is currently being played (S301). The jackpot period includes the period during which the jackpot game is played as displayed on the third symbol display device 81 and the first symbol display device 37 at the time of the jackpot, and the period during which a predetermined time has elapsed since the end of the jackpot game. If the determination result shows that a jackpot is being played (S301: Yes), the process ends.

[0318] If it is not a jackpot (S301: No), it is determined whether the display mode of the first symbol display device 37 is changing (S302), and if the display mode of the first symbol display device 37 is not changing (S302: No), it is then determined whether a predetermined time has passed since the changing display on the first symbol display device 37 stopped (S303). As a result, if the predetermined time has not passed since the change stopped (S303: No), this process is terminated. As a result, the stopped symbols in the changing performance are displayed on the first symbol display device 37 and the third symbol display device 81 for a predetermined time, so that the stopped symbols can be visually recognized by the player.

[0319] On the other hand, as a result of the processing of S303, if a predetermined time has elapsed since the fluctuation stopped (S303: Yes), it is determined whether the value of the reserved ball number counter 203a (the number of reserved balls N of the fluctuation display held in the main control device 110) is greater than 0 (S304). As a result, if the value of the reserved ball number counter 203a (the number of reserved balls N) is not 0 (S304: Yes), it is determined that it is time to start executing the fluctuation effect, and first, the value of the reserved ball number counter 203a (the number of reserved balls N) is decremented by 1 (S305). This is because the fluctuation start processing (S307) starts the execution of one of the reserved fluctuation effects, so the number of reserved balls is reduced by one.

[0320] Next, the data stored in reserved ball storage area 203b is shifted (S306). This data shifting process shifts the data stored in reserved areas 1 to 4 of reserved ball storage area 203b sequentially toward reserved ball execution area 203c, and the data in each area is shifted in the following order: reserved area 1 → reserved ball execution area 203c, reserved area 2 → reserved area 1, reserved area 3 → reserved area 2, reserved area 4 → reserved area 3.

[0321] After the data shift process of S306, based on the values ​​of the various counters stored in the reserved ball execution area 203c by the data shift process, the fluctuation start process for the first symbol display device 37 and the third symbol display device 81 is executed (S307), and the process returns to the timer interrupt process. The fluctuation start process will be described later with reference to FIG.

[0322] In the process of S304, if it is determined that the value of the reserved ball number counter 203a (reserved ball number N) is 0 (S304: No), it is determined whether or not a demo performance is being performed in the third pattern display device 81, that is, whether or not a demo is in progress (S308). In this determination process, after a demo command is sent to the display control device 114 via the sound lamp control device 113, the period until it is determined that the value of the reserved ball number counter 203a (reserved ball number N) is greater than 0 is determined to be a demo.

[0323] Then, if it is determined that the demo is not in progress (S308: No), a demo command to be sent to the voice lamp control device 113 is set (S309), and the process returns to the timer interrupt process. On the other hand, if it is determined that the demo is in progress (S309: Yes), the process returns to the timer interrupt process. The demo command set in the process of S309 is stored in a ring buffer for command transmission provided in RAM 203, and is sent to the voice lamp control device 113 during the external output process (S101 in FIG. 14) of the timer interrupt process that is executed next. When the voice lamp control device 113 receives the demo command, it instructs the display control device 114 to display a demo effect on the third pattern display device 81.

[0324] Here, the demo command is set when there are no reserved balls when a predetermined time has passed after the fluctuation has stopped, as described above. Therefore, if the fluctuation display does not start even after a predetermined time has passed after the fluctuation has stopped, a demo effect is displayed on the third symbol display device 81.

[0325] If it is determined in the process of S308 that the demo is not in progress (S308: No), a process may be further executed to determine whether a second predetermined time longer than the predetermined time has elapsed since the fluctuation stopped, and if the second predetermined time has elapsed since the fluctuation stopped, the process of S309 may be executed to set a demo command. In this way, if there are no reserved balls after the fluctuation stopped, the demo effect does not start immediately, and the stopped symbols of the stopped variable effect can be shown to the player for a relatively long time.

[0326] In the process of S302, if it is determined that the display mode of the first pattern display device 37 is changing (S302: Yes), it is determined whether the change time has elapsed (S310). The display time during which the first pattern display device 37 is changing is determined according to the change pattern selected by the change type counter CS1 (determined according to the change pattern command), and if this change time has not elapsed (S310: No), the display of the first pattern display device 37 is updated (S311), and the process returns to the timer interrupt process.

[0327] In this embodiment, from the start of the fluctuation until the fluctuation time has elapsed, the display mode of the LED 37a of the first pattern display device 37 is set so that, for example, if the currently lit LED is red, the red LED is turned off and the green LED is turned on; if the green LED is lit, the green LED is turned off and the blue LED is turned on; and if the blue LED is lit, the blue LED is turned off and the red LED is turned on.

[0328] The variation process is executed every 2 milliseconds, but if the LED color were changed each time the variation process was executed, the player would not be able to see the change in the LED color. Therefore, to allow the player to see the change in the LED color, a counter (not shown) is counted by 1 each time the variation process is executed, and when the counter reaches 200, the LED color is changed. In other words, the LED color is changed every 0.4 seconds. The counter value is reset to 0 once the LED color is changed.

[0329] On the other hand, if the variation time for the first symbol display device 37 has elapsed (S310: Yes), a display mode corresponding to the stopped symbol is set for the first symbol display device 37 (S312). The stopped symbol is set in advance by a variation start process (S307) described later with reference to FIG. 14. In the variation start process, whether or not a jackpot has occurred is determined according to the value of the first win random number counter C1 stored in the reserved ball execution area 203c by the process of S306. If a jackpot has occurred, the value of the first win type counter C2 determines whether the symbol will result in a 15R probability jackpot (a probability jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 15), a 2R probability jackpot (a probability jackpot that transitions to a high probability state after a jackpot with a maximum number of rounds of 2), or a 15R normal jackpot (a jackpot that transitions to a low probability state after a jackpot with a maximum number of rounds of 15).

[0330] In this embodiment, if a jackpot is followed by a 15R probability jackpot, a blue LED is lit, if a 2R probability jackpot is lit, a red LED is lit, and if a 15R normal jackpot is lit, a red LED and a blue LED are lit. Also, if a miss occurs, a red LED and a green LED are lit. Note that each LED is turned off when the next variable display starts, but it may also be lit for only a few seconds after the variable display stops.

[0331] When the display mode of the first pattern display device 37 corresponding to the stopped pattern is set in the processing of S312, a confirmation command is set (S313) to confirm and display the stopped pattern of the variable performance in the third pattern display device 81 in synchronization with the lighting of the LED in the first pattern display device 37, and the processing returns to the timer interrupt processing. When the voice lamp control device 113 receives this confirmation command, it instructs the display control device 114 to stop the variable display of the third pattern in the third pattern display device 81 and confirm and display the stopped pattern.

[0332] Next, referring to Fig. 14, we will explain the fluctuation start process (S307), which is one of the fluctuation processes executed by the MPU 201 in the main control device 110. Fig. 14 is a flowchart showing the fluctuation start process (S307). This fluctuation start process (S307) draws a lottery (a big win lottery) for a "jackpot" or a "miss" based on the values ​​of various counters stored in the execution area of ​​the reserved ball storage area, and also determines the presentation pattern (variation pattern) of the fluctuation presentation performed by the first pattern display device 37 and the third pattern display device 81.

[0333] In the fluctuation start process, first, a jackpot lottery (win / lose determination) process is performed to determine whether or not there is a jackpot based on the value of the first win random number counter C1 stored in the reserved ball execution area 203c and the jackpot random number table 202a (see Figure 8(a)) (S401).

[0334] Whether or not a jackpot has occurred is determined based on the value of the first jackpot random number counter C1 and its relationship to the current mode. As described above, in the jackpot random number table 202a, when the game state (mode) that the pachinko machine 10 can take is in a normal low-probability state, "7,307,582" is specified as the jackpot random number value. Also, when the game state (mode) that the pachinko machine 10 can take is in a high-probability state, "28, 58, 85, 122, 144, 178, 213, 238, 276, 298, 322, 354, 390, 420, 448, 486, 506, 534, 567, 596, 618, 656, 681, 716, 750, 772, 809, 836, 866, 892" are specified as the jackpot random number values.

[0335] In the process of S401, the value of the first win random number counter C1 stored in the execution area of ​​the reserved ball storage area is compared with the jackpot random number value defined in the jackpot random number table 202a, and if they match, it is determined that there is a jackpot. As a result of the process of S401, if it is determined that there is a jackpot (S401: Yes), the display mode at the time of the jackpot is set based on the value of the first win type counter C2 stored in the reserved ball execution area 203c and the jackpot type table 202b (see Figure 8(b)) (S402).

[0336] In this process, the jackpot type table 202b determines the jackpot type associated with the value of the first jackpot type counter C2 stored in the reserved ball execution area 203c, i.e., whether it is a 15R variable probability jackpot in which the maximum number of rounds is 15 and then transitions to a high probability state, a 15R normal jackpot in which the maximum number of rounds is 15 and then transitions to a low probability state, or a 2R variable probability jackpot in which the maximum number of rounds is 2 and then transitions to a high probability state. Then, based on the determined jackpot type, the display mode (illumination state of LED 37a) at the time of a jackpot on the first symbol display device 37 is set.

[0337] In addition, in order to stop displaying various jackpot patterns corresponding to the jackpot type in the third pattern display device 81, the display mode at the time of a jackpot in the third pattern display device 81 is set by setting the jackpot type (15R special jackpot, 2R special jackpot, 15R normal jackpot) as the stop type.

[0338] Next, the fluctuation pattern at the time of a jackpot is determined (S403), and the process proceeds to S406. Specifically, the fluctuation time until the first symbol display device 37 and the third symbol display device 81 are stopped and displayed in the display mode at the time of a jackpot is determined. In determining the fluctuation pattern at the time of a jackpot, first, the jackpot fluctuation pattern table 202d1 (see FIG. 8(c)) to be used is selected according to the number of reserved balls at that time indicated by the reserved ball number counter 203a. Then, if a 15R certain variable jackpot or a 15R normal jackpot is set as the jackpot type in the process of S402, a fluctuation pattern associated with the value of the fluctuation type counter CS1 stored in the reserved ball execution area 203c is selected in the "15R jackpot common" group of the selected jackpot fluctuation pattern table 202d1. That is, in this case, one of fluctuation A, fluctuation B, and fluctuation C is selected.

[0339] Also, when the 2R probability variable jackpot is set as the jackpot type in the processing of S402, in the group "2R probability variable jackpot only" of the selected jackpot variation pattern table 202d1, the variation pattern associated with the value of the variation type counter CS1 stored in the reserved ball execution area 203c is selected. In this embodiment, in this case, only 2R variation is selected. Note that the relationship between the variation pattern (variation A, variation B, variation C, 2R variation) and the variation time is specified in advance by a table or the like.

[0340] On the other hand, if it is determined in the process of S401 that it is not a jackpot (S401: No), the display mode for when it is a miss is set (S404). In the process of S404, the display mode of the first symbol display device 37 is set to a display mode corresponding to the missing symbol, and based on the value of the stop pattern selection counter C3 stored in the reserved ball execution area 203c, one of the following stop types to be displayed on the third symbol display device 81 is set: front or rear miss reach, reach other than front or rear miss, or complete miss. In this embodiment, as described above, the table is set so that the range of the value of the stop pattern selection counter C3 corresponding to each stop type differs depending on whether the gaming state of the pachinko machine 10 is a high probability state or a low probability state.

[0341] Next, a fluctuation pattern for when a winning combination is lost is determined (S405), and the process proceeds to S406. Specifically, the fluctuation time until a winning combination is stopped and displayed is determined in the first symbol display device 37 and the third symbol display device 81. At this time, if the gaming state of the pachinko machine 10 is in a normal low-probability state other than the time-saving state, the loss (normal) fluctuation pattern table 202d2 (see FIG. 8(d)) corresponding to the number of reserved balls at that time indicated by the reserved ball number counter 203a is selected. Also, if the gaming state of the pachinko machine 10 is in a time-saving state or a high-probability state during a probability variable, the loss (probability variable) fluctuation pattern table 202d3 (see FIG. 8(e)) corresponding to the number of reserved balls at that time indicated by the reserved ball number counter 203a is selected.

[0342] Then, when the complete miss is set as the stop type in the processing of S404, the variation pattern associated with the value of the variation type counter CS1 stored in the reserved ball execution area 203c is selected in the "complete miss only" group of the selected variation pattern table for miss (normal) 202d2 or variation pattern table for miss (probable variable) 202d3. That is, in this case, variation D or variation E is selected.

[0343] Also, when the stop type is set to a forward or backward miss reach or a reach other than a forward or backward miss in the processing of S402, a fluctuation pattern associated with the value of the fluctuation type counter CS1 stored in the reserved ball execution area 203c is selected in the "common reach" group of the selected fluctuation pattern table for miss (normal) 202d2 or fluctuation pattern table for miss (probable change) 202d3. That is, in this case, fluctuation A, fluctuation B, or fluctuation C is selected. Then, the fluctuation time is set based on the relationship between the fluctuation pattern and the fluctuation time defined in advance by a table or the like.

[0344] In the processing of S406, based on the fluctuation pattern determined by the processing of S403 and S405, a fluctuation pattern command is set to notify the display control device 114 of the fluctuation pattern via the voice lamp control device 113 (S406). In addition, a stop type command is set to notify the display control device 114 of the stop type set in the processing of S402 or S404 via the voice lamp control device 113 (S415), and the processing returns to fluctuation processing. These fluctuation pattern commands and stop type commands are stored in a ring buffer for command transmission provided in RAM 203, and in the processing of S101 of the timer interrupt processing (FIG. 14) that is executed next, these commands are transmitted to the voice lamp control device 113. When the voice lamp control device 113 receives the fluctuation pattern command or stop type command, it generates a display fluctuation pattern command or display type command based on the command and transmits it to the display control device 114.

[0345] 15 is a flowchart showing the NMI interrupt process executed by the MPU 201 in the main control device 110. The NMI interrupt process is a process executed by the MPU 201 of the main control device 110 when the power to the pachinko machine 10 is cut off due to a power outage or the like. This NMI interrupt process stores information about the occurrence of a power outage in the RAM 203. That is, when the power to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal SG1 is output from the power outage monitoring circuit 252 to the NMI terminal of the MPU 201 in the main control device 110. Then, the MPU 201 interrupts the control being executed, starts the NMI interrupt process, stores the information about the occurrence of a power outage in the RAM 203 as the setting of the information about the occurrence of a power outage (S501), and ends the NMI interrupt process.

[0346] The above-mentioned NMI interrupt process is also executed in the payout control device 111, and the occurrence information of power outage is stored in the RAM 213 by this NMI interrupt process. That is, when the power supply to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal SG1 is output from the power outage monitoring circuit 252 to the NMI terminal of the MPU 211 in the payout control device 111, and the MPU 211 suspends the control being executed and starts the NMI interrupt process.

[0347] Next, referring to FIG. 16, the startup process executed by the MPU 201 in the main control device 110 when power is applied to the main control device 110 will be described. FIG. 16 is a flowchart showing this startup process. This startup process is initiated by a reset when power is applied. In the startup process, first, an initial setting process associated with power application is executed (S601). For example, a predetermined value is set in the stack pointer. Next, a wait process (1 second in this embodiment) is executed to wait for the sub-side control devices (peripheral control devices such as the voice lamp control device 113 and the dispensing control device 111) to become operable (S602). Then, access to the RAM 203 is permitted (S603).

[0348] Thereafter, it is determined whether or not the RAM clearing switch 122 (see FIG. 3) provided on the power supply device 115 is turned on (S604), and if it is turned on (S604: Yes), the process proceeds to S614. On the other hand, if the RAM clearing switch 122 is not turned on (S604: No), it is further determined whether or not information on the occurrence of a power outage is stored in the RAM 203 (S605), and if it is not stored (S605: No), there is a possibility that the process at the time of the previous power outage did not end normally, so in this case too, the process proceeds to S614.

[0349] If information about the occurrence of a power outage is stored in RAM 203 (S605: Yes), a RAM judgment value is calculated (S606). If the calculated RAM judgment value is not normal (S607: No), that is, if the calculated RAM judgment value does not match the RAM judgment value saved at the time of power outage, the backed-up data has been destroyed, and in such a case too, the process proceeds to S614.

[0350] 17, the RAM judgment value is, for example, a checksum value at a work area address of the RAM 203. Instead of this RAM judgment value, the validity of the backup may be determined based on whether or not a keyword written in a predetermined area of ​​the RAM 203 is correctly saved.

[0351] In the process of S614, a payout initialization command is sent to initialize the payout control device 111, which is the sub-side control device (peripheral control device) (S614). When the payout initialization command is received, the payout control device 111 clears the areas (working areas) other than the stack area of ​​the RAM 203, sets initial values, and becomes ready to start controlling the payout of game balls. After sending the payout initialization command, the main control device 110 executes initialization processing of the RAM 203 (S615, S616).

[0352] As described above, in the present pachinko machine 10, when RAM data is initialized upon power-on, for example, at the opening of a parlor, the power is turned on while the RAM clearing switch 122 is pressed. Therefore, if the RAM clearing switch 122 is pressed during startup processing, RAM initialization processing (S615, S616) is executed. Similarly, if power-off occurrence information is not set or if a backup abnormality is confirmed based on a RAM determination value (checksum value, etc.), RAM 203 initialization processing (S615, S616) is executed. In the RAM initialization processing (S615, S616), the used area of ​​RAM 203 is cleared to 0 (S615), and then an initial value is set in RAM 203 (S616). After the RAM 203 initialization processing is executed, the process proceeds to S610.

[0353] On the other hand, if the RAM clearing switch 122 is not turned on (S604: No), power outage occurrence information is stored (S605: Yes), and the RAM judgment value (checksum value, etc.) is normal (S607: Yes), the power outage occurrence information is cleared (S608) while retaining the data backed up in the RAM 203. Then, a payout return command upon power restoration is sent (S609) to return the sub-side control device (peripheral control device) to the gaming state at the time of power interruption, and the process proceeds to S610. When the payout control device 111 receives this payout return command, it becomes ready to start controlling the payout of game balls while retaining the data stored in the RAM 213.

[0354] In the process of S610, an initialization signal is sent to the reel ratio management chip 207 (S610). As a result, the reel ratio management chip 207 receives the initialization signal and executes an initial setting process such as initializing the buffer 262 and the first read / write memory 263 to all 0 (S711 in FIG. 18), thereby initializing the reel ratio management chip 207 so that it can manage the reel ratio.

[0355] Next, the information of the prize ball number table 202e is transmitted to the prize ball ratio management chip 207 (S611). As a result, in the prize ball ratio management chip 207, the prize ball number table 202e is set in the prize ball number data setting area 265a, and the prize ball ratio and consecutive prize ball ratio of the pachinko machine 10 are calculated based on the number of prize balls when a prize is won in each winning slot indicated by the prize ball number table 202e.

[0356] Here, the number of prize balls awarded when a prize is awarded to each prize slot is determined by the model of the pachinko machine, and conventionally, this information is stored in ROM 202. Information regarding the number of prize balls is transmitted to the prize ball number table 202e stored in ROM 202 and set in the prize ball number data setting area 265a of the prize ball ratio management chip 207 each time power is supplied. This eliminates the need to store information regarding the number of prize balls, which differs for each model, in the ROM of the prize ball ratio management chip 207 during the manufacturing stage. This simplifies the manufacture of the prize ball ratio management chip 207. Furthermore, if the model of the pachinko machine is different, it is only necessary to change the ROM 202, and the prize ball ratio can be accurately calculated even when the same prize ball ratio management chip 207 is used between different models of pachinko machines.

[0357] Next, the information of the trigger information data 202f is transmitted to the role ratio management chip 207 (S612). As a result, in the role ratio management chip 207, the trigger information data 202f is set in the trigger setting area 265b, and when the timing (trigger) for calculating the role ratio indicated by the trigger information data 202f arrives, the role ratio and the consecutive role ratio of the pachinko machine 10 are calculated.

[0358] Here, since there is a physical limit to the storage capacity of the reel ratio management chip 207 that can record information related to reel ratios, it is preferable that the timing (trigger) for calculating the reel ratio is not fixed in the reel ratio management chip 207, but is set in consideration of the jackpot probability, probability of a special bonus, etc. in the pachinko machine 10. As in the present pachinko machine 10, trigger information data 202f that specifies the timing for calculating the reel ratio determined in consideration of the jackpot probability, probability of a special bonus, etc. in the pachinko machine 10 is stored in the ROM 202, and by transmitting the trigger information data 202f to the reel ratio management chip 207 from the ROM 202 each time power is supplied, the reel ratio management chip 207 can calculate the reel ratio and consecutive reel ratio at a timing that matches the jackpot probability, probability of a special bonus, etc. in the pachinko machine 10, and record the calculated values ​​in the second reading and writing memory 264.

[0359] After the process of S612, interrupts are permitted (S613), and the process proceeds to the main process described below.

[0360] Next, the main processing executed by MPU 201 in main control device 110 after the above-mentioned startup processing will be described with reference to Fig. 16. Fig. 16 is a flowchart showing this main processing. This main processing is roughly divided into a counter update processing and a power-off processing.

[0361] In the main processing, it is determined whether or not power outage information is stored in RAM 203 (S701). If power outage information is not stored in RAM 203 (S701: No), the power outage signal SG1 is not output from the power outage monitoring circuit 252, and the power supply is not interrupted. Therefore, in such a case, the first initial value random number counter CINI1, the second initial value random number counter CINI2, and the fluctuation type counter CS1 are repeatedly updated (S702, S703).

[0362] First, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are updated (S702). Specifically, the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are incremented by 1, and when the counter values ​​reach their maximum values ​​(899 and 250 in this embodiment), they are cleared to 0. The updated values ​​of the first initial value random number counter CINI1 and the second initial value random number counter CINI2 are then stored in the corresponding counter buffer areas of RAM 203. Next, the fluctuation type counter CS1 is updated in the same manner as in the processing of S108 (see FIG. 10) (S703), and the processing proceeds to S701.

[0363] While this main process is being executed, the timer interrupt process described with reference to FIG. 10 is activated and executed at predetermined intervals (2 milliseconds in this embodiment). In the timer interrupt process, different processes are executed depending on the game state. For example, during a jackpot, the opening and closing of the jackpot entry port 65a is controlled, and if a ball passes through the through gate 67, the display of the second symbol by the second symbol display device 83 is controlled. Furthermore, in the jackpot lottery executed when the variable display on the first symbol display device 37 is started, the number of jackpot random numbers compared with the acquired first jackpot random number counter C1 differs depending on whether the state is high or low probability. Therefore, the time required to execute one timer interrupt process varies depending on the game state. Therefore, the remaining time from the end of one timer interrupt process to the execution timing of the next timer interrupt process is not constant but changes depending on the game state at each time.

[0364] The above-described processes of S702 and S703, which are part of the main processing, are executed within the remaining time of this timer interrupt processing. In other words, this remaining time is used to repeatedly update the first initial value random number counter CINI1 and the second initial value random number counter CINI2, so that the first initial value random number counter CINI1 and the second initial value random number counter CINI2 (i.e., the initial values ​​of the first hit random number counter C1 and the second hit random number counter C4) can be randomly updated, and similarly, the fluctuation type counter CS1 can also be randomly updated. In particular, by randomly updating the first initial value random number counter CINI1 and the second initial value random number counter CINI2, randomness can be imparted to the updates of the first hit random number counter C1 and the second hit random number counter C2, which use these counters as their initial values ​​for update.

[0365] In the process of S701, if power interruption information is stored in RAM 203 (S701: Yes), power was interrupted due to a power outage or power-off, and the power outage monitoring circuit 252 output a power outage signal SG1, resulting in the execution of the NMI interrupt process shown in FIG. 15. Therefore, the power interruption process from S704 onward is executed. First, the occurrence of each interrupt process is prohibited (S704), a power-off command indicating that power has been interrupted is sent to other control devices (peripheral control devices such as the payout control device 111 and the audio lamp control device 113), and power-off information is sent to the bonus item ratio management chip 207 (S705). Next, a RAM determination value is calculated and saved (S706), access to RAM 203 is prohibited (S707), and an infinite loop continues until power is completely interrupted and processing can no longer be executed. Here, the RAM determination value is, for example, a checksum value in the backed-up stack area and work area of ​​RAM 203.

[0366] The processing of S701 is executed at the end of one cycle of the processing of S702 and S703, which are performed within the remaining time of the timer interrupt processing. As a result, in the main processing of the main control unit 110, various settings by the timer interrupt processing are completed, and the power outage occurrence information is confirmed at the timing when the updating of each of the counters CINI1, CINI2, and CS1 is completed. Therefore, when recovering from a power-off state, the processing can be started from the processing of S701 after the start-up processing is completed. In other words, the processing can be started from the processing of S701, just as when initialization is performed during the start-up processing.

[0367] Therefore, in processing when the power is cut off, the contents of each register used by MPU 201 do not need to be saved to the stack area or the value of the stack pointer; instead, the stack pointer is set to a predetermined value (initial value) in the initial setting processing (S601), and processing can start from S701. As a result, the control burden on main control unit 110 can be reduced, and accurate control can be performed without main control unit 110 malfunctioning or going out of control.

[0368] In this embodiment, the case has been described in which the processes to be executed periodically are executed by timer interrupt processing, and in the main processing, the counters CINI1, CINI2, and CS1 are updated during the remaining time of the timer interrupt processing, but some or all of the processes executed by the timer interrupt processing may be configured to be executed every predetermined time (for example, 2 milliseconds) during the main processing. For example, in this embodiment, some or all of the prize ball count signal, payout abnormality signal reading process (S102), large opening opening / closing process (S103), second symbol control process (S105), and switch reading process (S106) executed during the timer interrupt processing may be configured to be executed every 2 milliseconds during the main processing instead of during the timer interrupt processing.

[0369] In this case, a step for determining whether a predetermined time (2 milliseconds) has elapsed may be provided in the main processing, and the processing to be performed at predetermined intervals may be performed only if it is determined that the predetermined time has elapsed, with the counters CINI1, CINI2, and CS1 being updated regardless of whether the predetermined time has elapsed. As a result, the counters CINI1, CINI2, and CS1 are updated during the remaining time of the processing to be performed at predetermined intervals, but since the time required to perform the processing to be performed at predetermined intervals varies depending on the state of the game, even with this configuration, the counters CINI1, CINI2, and CS1 can be updated randomly.

[0370] 18 to 22, the control processes executed by the CPU 261 in the bonus feature ratio management chip 207 will be described. The processes of the CPU 261 are roughly divided into bonus feature ratio management main process that is started when the power is turned on, setting information reception process that is executed based on an interrupt signal received from the MPU 201 after winning information and the like is set by the MPU 201, and inspection result output process that is executed based on the connection of the inspection device 300 to the inspection terminal 207a.

[0371] First, referring to Fig. 18, the main processing for managing the ratio of the reels executed by the CPU 261 in the reel ratio management chip 207 will be described. Fig. 18 is a flowchart showing the main processing for managing the ratio of the reels. The main processing for managing the ratio of the reels is started when power is supplied to the reel ratio management chip 207.

[0372] When the bonus feature ratio management main process is executed, first, it is determined whether or not an initialization signal has been received from the MPU 201 (S710). While it is determined that an initialization signal has not been received (S710: No), the determination of S710 is continued. Then, when it is determined that an initialization signal has been received (S710: Yes), the process proceeds to S711, where initialization is performed (S711). As a result, the bonus feature ratio management chip 207 waits until initialization of the RAM 203 in at least the MPU 201 is complete and it is ready to start controlling the game, before executing the initial setting of the bonus feature ratio management chip 207.

[0373] In the initial setting of S711, when the operation of the bonus feature ratio management chip 207 is started, the necessary initialization is performed for each device in the bonus feature ratio management chip 207. For example, the buffer 262 and the first read / write memory 263 are all initialized to 0. As a result, even if there is a buffer 262a to 262i that is not set by the MPU 201, meaningless data can be prevented from remaining in the buffer 262, and the meaningless data can be prevented from being stored in the first read / write memory 263. Furthermore, the first read / write memory 263 can cumulatively count the number of balls that have entered each winning slot and the number of balls that have been guided to the ball discharge path (i.e., the number of balls that have been shot into the game area) from the time power is supplied to the bonus feature ratio management chip 207 until the time when the bonus feature ratio is calculated, and can also store information regarding the game status during that time.

[0374] Next, it is determined whether or not information on the number of prize balls table 202e has been received from the MPU 201 (S712). If it has not been received (S712: No), the process of S712 is continued. On the other hand, if it is determined that it has been received (S712: Yes), the received number of prize balls table 202e is set in the number of prize balls data setting area 265a (S713). As a result, in the prize ball ratio management chip 207, the prize ball number table 202e is set in the prize ball number data setting area 265a, and the prize ball ratio and consecutive prize ball ratio of the pachinko machine 10 are calculated based on the number of prize balls when each winning slot indicated by the prize ball number table 202e wins.

[0375] Next, it is determined whether or not the trigger information data 202f has been received from the MPU 201 (S714). If the trigger information data 202f has not been received (S714: No), the process of S714 is continued. On the other hand, if it is determined that the trigger information data 202f has been received (S714: Yes), the received trigger information data 202f is set in the trigger setting area 265b. As a result, in the role ratio management chip 207, when the timing (trigger) for calculating the role ratio indicated by the trigger information data 202f set in the trigger setting area 265b arrives, the role ratio and continuous role ratio of the pachinko machine 10 are calculated.

[0376] In this way, only the prize ball number table 202e and trigger information data 202f transmitted during the start-up process (so-called boot process) executed by the MPU 201 when the power is turned on to the main control device 110 are configured to be set in the prize ball number data setting area 265a and the trigger setting area 265b. This makes it possible to prevent a fraudster from setting a false prize ball number table or trigger information data in the prize ball number data setting area 265a and the trigger setting area 265b.

[0377] Next, when the processing of S710 to S715 is completed, interrupt permission is set (S716). As a result, when an interrupt signal transmitted after the winning information or the like is set from the MPU 201 is received, a setting information receiving process is executed, and an inspection result output process is executed by an interrupt signal generated based on the inspection device 300 being connected to the inspection terminal 207a.

[0378] If an interrupt signal is input at the same time, the setting information reception process is executed with priority over the inspection result output process. As a result, the latest winning information, out information, and information regarding the game status input from the MPU 201 are accumulated and stored in the bonus feature ratio management chip 207, and then information such as bonus feature ratios can be transmitted to the inspection device 300, allowing the inspection device 300 to perform analysis including the latest information. On the other hand, if an interrupt signal is input at the same time, the inspection result output process may be executed with priority over the inspection device output process. In this case, if the inspection device 300 is connected to the inspection terminal 207a, information regarding bonus feature ratios and the like can be transmitted to the inspection device 300.

[0379] Next, it is determined whether or not power-off information has been received from the MPU 201 (S717), and S717 is continuously executed unless power-off information is received (S717: No). During this time, if the CPU 261 receives an interrupt signal from the MPU 201, it executes a setting information reception process in priority to the process of S717, and if it receives an interrupt signal generated based on the connection of the inspection device 300 to the inspection terminal 207a, it executes an inspection result output process.

[0380] As a result of the processing of S717, if power-off information is received (S717: Yes), the power to the main control device 110 (reel ratio management chip 207) is cut off due to a power outage or the like. Therefore, the reel ratio calculation process is executed (S718), and an infinite loop continues until the power is completely cut off and the process can no longer be executed. Details of the reel ratio calculation process will be described later with reference to FIG. 21.

[0381] Next, the setting information reception process executed by the CPU 261 in the bonus ratio management chip 207 will be described with reference to Figures 19 and 20. Figure 19 is a flowchart showing this setting information reception process. This setting information reception process is executed based on an interrupt signal received from the MPU 201 after winning information and the like are set by the MPU 201.

[0382] The setting information reception process is a process of storing the winning information (values ​​of the start 1 counter 203d, start 2 counter 203e, normal 1 counter 203f, normal 2 counter 203g, and large winning port counter 203h) set in each buffer 262a to 262e by the MPU 201, the out information (value of the out counter 203i) set in the out buffer 262f, and the game status set in each buffer 262g to 262i in the first reading / writing memory 263. In addition, when it is time to calculate the ratio of the winning device, the ratio of the winning device and the consecutive winning device are calculated based on the counters 263a to 263e stored in the first reading / writing memory 263, and the calculated ratio is recorded in the second reading / writing memory 264 together with the data on the number of shot balls and the game status.

[0383] First, refer to Fig. 19. In the setting information receiving process, first, it is determined whether or not there is door open information in the open buffer 262h (S720). If there is door open information in the open buffer 262h (S720: Yes), the door open information is set (added and stored) in the open data 263h together with the current time indicated by the RTC 266 (S721).

[0384] If it is determined by the process of S720 that there is no door open information in the open buffer 262h (S720: No), and after the process of S721, it is then determined whether there is error information in the error buffer 262i (S722). If there is error information in the error buffer 262i (S722: Yes), the error information is set (added and stored) in the error data 263i together with the current time indicated by the RTC 266 (S723).

[0385] If it is determined by the processing of S722 that there is no error information in the error buffer 262i (S722: No), or after the processing of S723, it is then determined whether the current time indicated by the RTC 266 is in the late-night time zone (between midnight and 6:00 a.m.) (S724). Since the late-night time zone is usually outside of business hours, if an interrupt signal is sent from the MPU 201 during this late-night time zone and this setting information reception processing is executed, it is possible that some kind of fraudulent activity has been committed during the late-night time zone. Therefore, if it is determined by the processing of S724 that it is in the late-night time zone (S724: Yes), after-hours information is set (added and stored) in the after-hours data 264j together with the current time indicated by the RTC 266 to keep a record of this fact (S725).

[0386] If it is determined by the process of S724 that it is not a late-night time period (S724: No), and after the process of S725, it is then determined whether or not there is jackpot information in the jackpot buffer 262g (S726). If there is jackpot information in the jackpot buffer 262g (S726: Yes), the jackpot information is set (added and stored) in the jackpot data 263g together with the current time indicated by the RTC 266 (S727).

[0387] If it is determined by the processing of S726 that there is no jackpot information in the jackpot buffer 262g (S726: No), and after the processing of S727, the values ​​set in the buffers 262a to 262f corresponding to each winning slot and out switch 208f are added to the corresponding counters 263a to 263f of the first reading / writing memory 263 (S728).

[0388] Specifically, the value set in the start 1 buffer 262a corresponding to the first start port 64a (i.e., the number of balls that entered the first start port 64a in 0.5 seconds) is added to the start 1 counter 263a. As a result, the number of balls that entered the first start port 64a is accumulated in the start 1 counter 263a. The value set in the start 2 buffer 262b corresponding to the second start port 64b (i.e., the number of balls that entered the second start port 64b in 0.5 seconds) is added to the start 2 counter 263b. As a result, the number of balls that entered the second start port 64b is accumulated in the start 2 counter 263b.

[0389] The value set in the normal 1 buffer 262a corresponding to the first normal winning port 63a (i.e., the number of balls that entered the first normal winning port 63a in 0.5 seconds) is added to the normal 1 counter 263a. As a result, the number of balls that entered the first normal winning port 63a is accumulated in the normal 1 counter 263a. The value set in the normal 2 buffer 262b corresponding to the second normal winning port 63b (i.e., the number of balls that entered the second normal winning port 63b in 0.5 seconds) is added to the normal 2 counter 263b. As a result, the number of balls that entered the second normal winning port 63b is accumulated in the normal 2 counter 263b. The value set in the special winning port buffer 262e corresponding to the special winning port 65a (i.e., the number of balls that entered the special winning port 65a in 0.5 seconds) is added to the special winning port counter 263e. As a result, the number of balls that have entered the special prize opening 65a is accumulated in the special prize opening counter 263e.

[0390] The counters 263a to 264f and the data 263g to 264j of the first reading / writing memory 263 are initialized to 0 in an initial setting process (see FIG. 18) executed when power is supplied to the role ratio management chip 207, and in S744 (see FIG. 21) described later executed when it is time to calculate the role ratio. As a result, the first reading / writing memory 263 temporarily stores, while accumulating, the information set in the buffer 262 by the MPU 201 again until it is time to calculate the role ratio next time.

[0391] Next, with reference to FIG. 20, the explanation of the setting information winning process will be continued. After the process of S728, the trigger information data 202f set in the trigger setting area 265b is referenced (S729). Then, if the trigger (timing) for calculating the bonus feature ratio indicated by the trigger information data 202f is the "number of shots" (S729: "number of shots"), it is determined whether the value of the out counter 263f (i.e., the number of balls shot into the game area) is equal to or greater than the "predetermined number of balls" (set value) included in the trigger information data 202f (S730). If the value of the out counter 263f is equal to or greater than the "predetermined number of balls" (S730: Yes), it is determined that it is time to calculate the bonus feature ratio, and the bonus feature ratio calculation process is executed (S733), and the process proceeds to S734. The details of the bonus feature ratio calculation process will be described later with reference to FIG. 21. On the other hand, if the value of the out counter 263f is not equal to or greater than the "predetermined number of balls" (S730: No), the process proceeds directly to the process of S734.

[0392] By defining the trigger (timing) for calculating the bonus feature ratio based on the number of fired balls, it is possible to calculate the bonus feature ratio and consecutive bonus feature ratio for a specified number of balls fired. Therefore, since it is possible to calculate the bonus feature ratio and consecutive bonus feature ratio at the stage when many balls have entered various winning slots and winning balls have been drawn, it is possible to calculate average bonus feature ratios and consecutive bonus feature ratios. Therefore, it is possible to eliminate fluctuations in the bonus feature ratio and consecutive bonus feature ratio over a short period of time during normal play, making it easier for the inspection device 300 to analyze fraudulent activity.

[0393] In the process of S729, if the trigger (timing) for calculating the ratio of the winning combination shown in the trigger information data 202f is "time" (S729: "time"), it is determined whether the current time shown in the RTC 266 has reached the "predetermined time" (set value) included in the trigger information data 202f (S731). Here, "reached" includes not only the case where the current time shown in the RTC 266 matches the "predetermined time", but also the case where the "predetermined time" has been passed for the first time.

[0394] If the processing of S731 determines that the current time indicated by the RTC 266 has reached the "predetermined time" (S731: Yes), it is determined that it is time to calculate the ratio of the winning combination, and the winning combination ratio calculation processing is executed (S733), and the process proceeds to S734. On the other hand, if the current time indicated by the RTC 266 has not reached the "predetermined time" (S731: No), the process proceeds directly to S734.

[0395] By defining the trigger (timing) for calculating the bonus feature ratio based on the current time, the bonus feature ratio and consecutive bonus feature ratio can be reliably calculated at the arrival of a predetermined time even under circumstances where not many games have been played on the pachinko machine 10. Therefore, the reliably calculated bonus feature ratio and consecutive bonus feature ratio can be used to allow the inspection device 300 to reliably analyze whether or not there is any fraudulent activity.

[0396] In the processing of S729, if the trigger (timing) for calculating the ratio of the bonus items indicated in the trigger information data 202f is "play time" (S729: "play time"), it is determined whether the cumulative time (play time) during which the player has played on the pachinko machine 10 has reached or exceeded the "predetermined time" included in the trigger information data 202f (S732).

[0397] Here, the play time can be calculated, for example, using the following method. That is, a play time counter is provided in the first read / write memory 263. Like other counters and data stored in the first read / write memory 263, the play time counter is initialized to 0 during the initial setting process (see FIG. 18) executed when power is supplied to the bonus feature ratio management chip 207 and during step S744 (see FIG. 21), which will be described later and executed when the bonus feature ratio is calculated. Then, during the setting information reception process, the value of the out buffer 262f is checked. If a value of 1 or greater is set, this means that a ball guided to the ball discharge path has been detected, i.e., a ball has been released into the play area, and the play time counter is incremented by 1. The setting information reception counter is activated by an interrupt signal transmitted from the MPU 201 at 0.5-second intervals. Therefore, the play time can be calculated by adding 0.5 seconds to the value of the play time counter.

[0398] If it is determined by the processing of S732 that the gaming time has reached or exceeded the "predetermined time" (S732: Yes), it is determined that it is time to calculate the bonus feature ratio, and the bonus feature ratio calculation processing is executed (S733), and the process proceeds to S734. On the other hand, if the gaming time is less than the "predetermined time" (S731: No), the process proceeds directly to the processing of S734.

[0399] The role ratio and consecutive role ratio are originally calculated by conducting a test shot test of game balls for 10 hours. By specifying the trigger (timing) for calculating the role ratio based on the playing time, the role ratio management chip can calculate the role ratio and consecutive role ratio that are close to the original definition, and the inspection device 300 can perform analysis using the role ratio and consecutive role ratio that are close to the original definition.

[0400] In the process of S734, all of the buffers 262 are initialized to 0 (S734). As a result, even if there is a buffer that is not set among the buffers 262a to 262i in the next setting of winning information, out information, and game information from the MPU 201, it is possible to prevent meaningless data from remaining in the buffer, and to prevent the meaningless data from being stored in the first read / write memory 263. After the process of S734, the setting information receiving process is terminated.

[0401] Next, referring to Fig. 21, the role ratio calculation process (S718, S733) executed by the CPU 261 in the role ratio management chip 207 will be described. Fig. 21 is a flowchart showing this role ratio calculation process. The role ratio calculation process is a process of calculating the role ratio and the consecutive role ratio from the information stored in the first reading / writing memory 263 and recording them in the second reading / writing memory 264, and is executed when the timing (trigger) for calculating the role ratio occurs (see Fig. 20), and also when the power is turned off (see Fig. 18).

[0402] In the role ratio calculation process, first, the role ratio is calculated from the values ​​of the counters 263a to 263f stored in the first reading / writing memory 263, and is added to the role ratio data 264a together with the current time indicated by the RTC 266 and recorded (S740). Next, the continuous role ratio is calculated from the values ​​of the counters 263a to 263f stored in the first reading / writing memory 263, and is added to the continuous role ratio data 264b together with the current time indicated by the RTC 266 and recorded (S741).

[0403] The ratio of winning balls and the ratio of consecutive winning balls are calculated as follows: The number of balls entering the first starting slot 64a indicated by the start 1 counter 263a stored in the first reading memory 263, the number of balls entering the second starting slot 64b indicated by the start 2 counter 263b, the number of balls entering the first normal winning slot 63a indicated by the normal 1 counter 263c, the number of balls entering the second normal winning slot 63b indicated by the normal 2 counter 263d, and the number of balls entering the special winning slot 65a indicated by the special winning slot counter 263e are multiplied by the number of prize balls associated with each winning slot shown in the prize ball number table 202e (see FIG. 9) set in the prize ball number data setting area 265a, and the number of balls paid out to each winning slot in response to winning balls entering that winning slot is calculated by summing these values.

[0404] The ratio of the total number of balls paid out to the player when the ball wins the second start opening 64b and the total number of balls paid out when the ball wins the big winning opening 65a is calculated to calculate the ratio of the combination of the total number of balls paid out to the player when the ball wins the big winning opening 65a. The ratio of the consecutive combinations is calculated by calculating the ratio of the total number of balls paid out to the player when the ball wins the big winning opening 65a.

[0405] Originally, the role ratio and the consecutive role ratio refer to the above ratios when a test shot test of game balls is conducted for 10 hours, but in this embodiment, for each timing (trigger) for calculating the role ratio indicated by the trigger information data 202f set in the trigger setting area 265b, the ratio of the number of balls (prize balls) paid out in connection with winning into the second start opening 64b and the big prize opening 65a to the total number of balls (prize balls) paid out to the player from the time the power is turned on until the first time that timing is reached, or from the previous timing to the current timing, is calculated as the role ratio, and this is recorded together with the time in the role ratio data 264a. Also, the ratio of the number of balls (prize balls) paid out in connection with winning into the big prize opening 65a to the total number of balls (prize balls) paid out to the player from the time the power is turned on until the first time that timing is reached, or from the previous timing to the current timing, is calculated as the consecutive role ratio, and this is recorded together with the time in the consecutive role ratio data 264b.

[0406] Also, even when the power is cut off, the power stored in the capacitor 267 is used to calculate the role ratio and consecutive role ratio based on the number of balls (prize balls) paid out during the period from the timing (trigger) at which the most recent role ratio is calculated until it is determined that the power will be cut off, and these are recorded together with the time at that time in the role ratio data 264a or consecutive role ratio data 264b. As a result, after the role ratio and consecutive role ratio are calculated and recorded, the role ratio and consecutive role ratio can be calculated without omission even for the number of prize balls paid out before the power is cut off.

[0407] Next, the value of the out counter 263f, which indicates the total number of balls shot into the game area, is added to the shot ball count data 264c and recorded together with the current time indicated by the RTC 266 (S742). Furthermore, the various jackpot information, door open information, error information, and after-hours information stored in the jackpot data 263g, open data 263h, error data 263i, and after-hours data 263j, and the times associated with each piece of information (the times the information was stored) are sorted in chronological order from oldest to newest, and added to the game status data 264d and recorded (S743).

[0408] In the process of S743, for example, if jackpot information is stored in the jackpot data 263g at intervals of less than one second, this means that jackpots are occurring consecutively as a gaming state, so only the oldest jackpot information and its time are recorded in the gaming state data 264d. Similarly, for the door open information, error information, and after-hours information, if each piece of information is stored in each data 263h-j at intervals of less than one second, only the oldest information and its time are recorded in the gaming state data 264d. This makes it possible to reduce the storage capacity required for the gaming state data 264d.

[0409] As described above, when the bonus feature ratio management chip 207 receives winning information, out information, and information on the game status from the MPU 201, it accumulates and temporarily stores this information in the first read / write memory 263, and each time the timing (trigger) for calculating the bonus feature ratio occurs, it calculates the bonus feature ratio and continuous bonus feature ratio based on the information stored in the first read / write memory 263 and adds and records them in the second read / write memory 264. This makes it possible to manage the bonus feature ratio, etc. with a small storage capacity and transmit information on the bonus feature ratio, etc. to the inspection device 300.

[0410] The second read / write memory 264 also stores the times when the reel ratio and consecutive reel ratio were recorded in the second read / write memory 264. Furthermore, the second read / write memory 264 records not only the reel ratio and consecutive reel ratio, but also information indicating the total number of balls shot into the game area along with the time when the information was recorded in the second read / write memory 264. Furthermore, information regarding the game status (jackpot information, door open information, error information, and after-hours information) is stored in the second read / write memory 264 along with the time when each piece of information was stored in the first read / write memory 263. Therefore, if a significant change in the reel ratio or consecutive reel ratio is found as a result of analyzing the reel ratio and consecutive reel ratio in the inspection device 300, the cause of the change in the reel ratio or consecutive reel ratio can be identified by analyzing the total number of balls shot into the game area and the game status around the time when the changed reel ratio or consecutive reel ratio was recorded in the second read / write memory 264.

[0411] Here, the information regarding the role ratio, consecutive role ratio, and total number of balls shot into the game area that can be recorded in the role ratio data 264a, consecutive role ratio data 264b, and number of shot balls data 264c is limited to a predetermined number (for example, 1024), respectively. In addition, the total number of pieces of winning information, door open information, error information, and out-of-hours information that can be recorded in the game status data 264d is also limited to a predetermined number (for example, 16384). If a predetermined number of pieces of information have already been recorded in the role ratio data 264a, consecutive role ratio data 264b, number of shot balls data 264c, or game status data 264d, the oldest information is erased, and the latest information is recorded in its place.

[0412] Specifically, the continuous feature ratio data 264b, the number of balls fired data 264c, and the game status data 264d are each configured as a ring buffer, and a memory is provided for each to manage the position where information is written on the ring buffer, and by shifting the writing position by 1 each time information is written, the oldest information can be erased and the latest information can be recorded in its place.

[0413] In this way, by setting an upper limit on the number of pieces of information that can be recorded in each data, it is possible to prevent an increase in the storage capacity of the second reading / writing memory 264. Furthermore, when the upper limit on the number of pieces of information to be recorded in each data is reached, the oldest piece of information is deleted and the latest piece of information is recorded, thereby allowing the inspection device 300 to perform analysis, including the latest state of the pachinko machine 10.

[0414] After the process of S743, the first reading / writing memory 263 is initialized to all 0 (S744). As a result, the first reading / writing memory 263 temporarily stores the information set in the buffer 262 by the MPU 201 while accumulating it again until the next timing to calculate the ratio of the role object.

[0415] When the processing of S744 is completed, the reel ratio calculation processing is completed.

[0416] Next, the inspection result output process executed by the CPU 261 in the accessory ratio management chip 207 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing this inspection result output process. This inspection result output process is executed based on an interrupt signal input to the CPU 261 when the connector of the cable connecting the inspection device 300 is inserted into the inspection terminal 207a. In the inspection result output process, data in the second reading / writing memory 264 is output to the inspection device 300.

[0417] When the inspection result output process is executed, first, all the role ratios recorded in the role ratio data 264a and the time when each role ratio was recorded in the second reading and writing memory 264, which is associated with each role ratio, are output to the inspection device 300 in order from the oldest role ratio to the newest one (S751).

[0418] Specifically, if the reel ratio data 264a does not satisfy the upper limit (predetermined number) of information that can be recorded, the CPU 261 sequentially reads out the information about the reel ratio recorded in the reel ratio data 264a from the position where the information about the reel ratio was first written to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information about the reel ratio at the most recent time was recorded), and transmits it to the inspection device 300. On the other hand, if the upper limit (predetermined number) of information that can be recorded is satisfied in the reel ratio data 264a, the CPU 261 shifts the readout position by one, sequentially from the position next to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information about the reel ratio at the oldest time was recorded), and sequentially reads out the information recorded up to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information about the reel ratio at the most recent time was recorded), and transmits it to the inspection device 300. As a result, the information about the reel ratio is output to the inspection device 300 in order from the oldest information.

[0419] Next, all the continuous reel ratios recorded in the continuous reel ratio data 264b and the time at which each continuous reel ratio was recorded in the second reading and writing memory 264, which are associated with each continuous reel ratio, are output to the inspection device 300 in order from the reel ratio with the oldest recording time (S752).

[0420] Specifically, if the continuous reel ratio data 264b does not satisfy the upper limit (predetermined number) of recordable information, the CPU 261 sequentially reads out the continuous reel ratio information recorded in the continuous reel ratio data 264b from the position where the continuous reel ratio information was first written to the position indicated in the memory that manages the position where information is written (i.e., the position where the continuous reel ratio information for the most recent time is recorded), and transmits it to the inspection device 300. On the other hand, if the continuous reel ratio data 264b satisfies the upper limit (predetermined number) of recordable information, the CPU 261 shifts the readout position by one, sequentially from the position next to the position indicated in the memory that manages the position where information is written (i.e., the position where the continuous reel ratio information for the oldest time is recorded), and sequentially reads out the information recorded up to the position indicated in the memory that manages the position where information is written (i.e., the position where the continuous reel ratio information for the most recent time is recorded), and transmits it to the inspection device 300. As a result, the continuous reel ratio information is output to the inspection device 300 in order from the oldest information.

[0421] Next, information regarding the number of balls (number of fired balls) fired into all game areas recorded in the number of fired balls data 264c and the time at which the information on the number of fired balls was recorded in the second reading memory 264, which is associated with the information on each number of fired balls, are output to the inspection device 300 in order of the ratio of the device with the oldest recorded time (S753).

[0422] Specifically, if the number of shot balls data 264c does not meet the upper limit (predetermined number) of information that can be recorded, the CPU 261 sequentially reads out the information on the number of shot balls recorded in the number of shot balls data 264c from the position where the information on the number of shot balls was first written to the position indicated in the memory that manages the position where information is written (i.e., the position where the information on the number of shot balls at the most recent time was recorded), and transmits it to the inspection device 300. On the other hand, if the number of shot balls data 264c meets the upper limit (predetermined number) of information that can be recorded, the CPU 261 shifts the readout position by one, starting from the position next to the position indicated in the memory that manages the position where information is written (i.e., the position where the information on the number of shot balls at the oldest time was recorded), and sequentially reads out the information recorded up to the position indicated in the memory that manages the position where information is written (i.e., the position where the information on the number of shot balls at the most recent time was recorded), and transmits it to the inspection device 300. As a result, the information on the number of shot balls is output to the inspection device 300 in order from the oldest information.

[0423] Next, all jackpot information, door open information, error information and after-hours information recorded in the game status data 264d, and the time when the information was stored in the first reading memory 263, which is associated with each piece of information, are output to the inspection device 300 in order from the oldest information (S754).

[0424] Specifically, if the game status data 264d does not satisfy the upper limit (predetermined number) of recordable information, the CPU 261 sequentially reads out information recorded in the game status data 264d from the position where information was first written to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information at the latest time is recorded), and transmits the information to the inspection device 300. On the other hand, if the game status data 264d satisfies the upper limit (predetermined number) of recordable information, the CPU 261 shifts the readout position by one, sequentially reading out information recorded in the game status data 264d from the position next to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information at the oldest time is recorded), up to the position indicated in the memory that manages the positions where information is written (i.e., the position where the information at the latest time is recorded), and transmits the information to the inspection device 300. As described above, in the game status data 264d, each piece of information related to the game status is sorted from the oldest information and recorded in the game status data 264d. Therefore, the inspection device 300 outputs information relating to the gaming status in order from the oldest time.

[0425] By processing S751 to S754, each piece of information is output in order from the oldest to the newest, and the inspection device 300 can easily analyze the changes in the ratio of reels, consecutive reels, number of balls fired, and game status over time by analyzing each piece of information in the order in which it was output.

[0426] After the process of S754, the test result output process ends.

[0427] As described above, in this pachinko machine 10, the main control device 110 is provided with a role ratio management chip 207, which receives winning information from the MPU 201 and calculates and records the role ratio and consecutive role ratio in the role ratio management chip 207. When the inspection device 300 is connected to the inspection terminal 207a, information relating to the role ratio and consecutive role ratio recorded in the role ratio management chip 207 is output to the inspection device 300.

[0428] Here, some cheaters try to increase the chances of winning a jackpot by fraudulently opening the electric device in the second starting hole 64b or by guiding balls to the second starting hole 64b. Others try to obtain more prize balls by fraudulently opening the opening / closing plate of the large prize hole 65a or by guiding balls to the large prize hole 65a. When such fraudulent behavior occurs, the ratio of prizes and the ratio of consecutive prizes become higher.

[0429] In contrast, the present pachinko machine 10 is configured as described above, and by analyzing the ratio of winning combinations and the ratio of consecutive winning combinations in the inspection device 300, it is possible to detect any fraudulent activity that may be occurring.

[0430] In addition, in this pachinko machine 10, information regarding the number of balls shot into the play area and information regarding the game status are also recorded in the bonus feature ratio management chip 207 and output to the inspection device 300. Therefore, if the analysis by the inspection device 300 shows that the bonus feature ratio and consecutive bonus feature ratio are high, the cause can be found based on the information regarding the number of balls shot into the play area and information regarding the game status.

[0431] Moreover, the prize ratio management chip 207 is provided in the main control device 110 and is housed in one board box 100 together with the MPU 201, ROM 202, etc. This makes it difficult for a fraudster to alter the winning information, etc. input to the prize ratio management chip 207. Therefore, high reliability can be maintained for the prize ratio and consecutive prize ratio calculated and output by the prize ratio management chip 207.

[0432] Furthermore, instead of having the MPU 201 manage the ratio of the prizes, etc., a special prize ratio management chip 207 is provided for managing the ratio of the prizes, etc., so that the increase in the processing load on the MPU 201 can be suppressed and the MPU 201 can be dedicated to the main control of the game.

[0433] Furthermore, the prize ball number data setting area 265a is provided in the prize ball number management chip 207, and when power is supplied, the prize ball number table 202e stored in the ROM 202 is set in the prize ball number data setting area 265a, and the prize ball number management chip 207 calculates the prize ball ratio and the consecutive prize ball ratio using the prize ball number table 202e set in the prize ball number data setting area 265a. This eliminates the need to store information on the number of prize balls, which differs for each model, in the ROM of the prize ball ratio management chip 207 at the manufacturing stage. This simplifies the manufacture of the prize ball ratio management chip 207. Furthermore, if the model of the pachinko machine is different, it is sufficient to change the ROM 202, and the prize ball ratio can be accurately calculated even when the same prize ball ratio management chip 207 is used between different models of pachinko machines.

[0434] Next, with reference to Fig. 23 to Fig. 27, we will explain each control process executed by the MPU 221 in the voice lamp control device 113. The processes of the MPU 221 are roughly divided into a start-up process that is started when the power is turned on, and a main process that is executed after the start-up process.

[0435] First, the startup process executed by the MPU 221 in the voice and lamp control device 113 will be described with reference to Fig. 23. Fig. 23 is a flowchart showing this startup process. This startup process is started when the power is turned on.

[0436] When the startup process is executed, first, an initial setting process associated with power-on is executed (S801). Specifically, a predetermined value is set in the stack pointer. Then, depending ...

Claims

[Claim 1] A gaming machine that, when a predetermined condition is met, awards a predetermined gaming value to a player based on the met predetermined condition, a game performance information display means for displaying game performance information indicating the performance of a game executed on the gaming machine; a confirmation display means for displaying a confirmation display to confirm whether the game performance information display means is capable of displaying normally; a storage means for storing information relating to the gaming performance information displayed by the gaming performance information display means; an initialization means for initializing the information stored in the storage means when the gaming machine is powered on; and a post-initialization display means for, when the information stored in the storage means is initialized by the initialization means, starting to calculate the number of game values ​​corresponding to the games played after the initialization and displaying the game performance information based on the information newly stored in the storage means on the game performance information display means in a manner different from normal for at least a predetermined period of time, The gaming performance information is information indicating the gaming performance for a predetermined calculation period, The predetermined period is shorter than the calculation period, The gaming machine includes: and a means for displaying, for a second predetermined period after the predetermined period has elapsed since the information used to determine the calculation period is initialized and the calculation period has begun, the gaming performance information being calculated during the current calculation period in a manner different from normal, which is different from the manner during the predetermined period, on the gaming performance information display means; A gaming machine characterized in that, after the power is turned on to the gaming machine and the confirmation display is performed by the confirmation display means, if at least the termination condition for the specified period for displaying the gaming performance information on the gaming performance information display means is not met, the post-initialization display means displays the gaming performance information on the gaming performance information display means in a manner different from normal.

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