gaming machines
The gaming machine's integrated data management system addresses the lack of effective oversight in existing machines by storing and processing game-related information, facilitating efficient operation and user interaction.
Patent Information
- Application Number
- JP2025068490
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-04-18
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2037-02-03
AI Technical Summary
Existing gaming machines lack effective management systems, necessitating improvements in their operational oversight and data handling.
The gaming machine incorporates a storage execution means for storing event-related information, an information calculation means for processing game results, a result storage means for sequential data logging, and a control means for managing game progression and storage processes, along with notification mechanisms for user interaction and power outage handling.
Enables appropriate management and data handling of gaming machines, enhancing operational efficiency and user engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a tray storage section on the front of the machine that stores gaming balls awarded to a player. The gaming balls stored in the tray storage section are guided to a gaming ball launcher and launched toward a gaming area in response to a player's launch operation. Then, for example, when a gaming ball enters a ball entry section provided in the gaming area, the gaming ball is paid out to the tray storage section from, for example, a payout device. In addition, a pachinko machine is also known that has a configuration in which the tray storage section includes an upper tray storage section and a lower tray storage section. In this case, the gaming balls stored in the upper tray storage section are guided to the gaming ball launcher, and surplus gaming balls in the upper tray storage section are discharged to the lower tray storage section (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-009055 Summary of the Invention [Problem to be solved by the invention]
[0004] Here, in gaming machines such as those exemplified above, it is necessary to appropriately manage the gaming machines, and there is still room for improvement in this regard.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and has as its object to provide a gaming machine that allows for suitable management of the gaming machine. [Means for solving the problem]
[0006] In order to solve the above problem, the invention of claim 1 comprises a predetermined storage execution means for executing a predetermined storage process so that when a predetermined event occurs as a result of a game, information corresponding to the event is stored in the predetermined storage means, thereby storing the predetermined information in the predetermined storage means; an information calculation means for calculating, each time a predetermined calculation trigger occurs, behavior information corresponding to a game result during a predetermined period using the predetermined information; a result storage execution means for sequentially storing the aspect information obtained by the calculation by the information calculation means in a calculation result storage means; Equipped with the result storage execution means includes means for causing the mode information to be stored among the mode information obtained by the calculation by the information calculation means to be stored in the calculation result storage means; the state information obtained by the calculation by the information calculation means, which is not a storage target, is not stored in the calculation result storage means; This gaming machine is a predetermined control means capable of executing predetermined processes including a predetermined progression process for progressing a game and the predetermined storage process; A means for generating a specific advantageous period when a specific opportunity occurs; means for erasing the predetermined information from the predetermined storage means after the information calculation means has completed the calculation of the mode information; a notification means capable of notifying the user of the content corresponding to the aspect information stored in the calculation result storage means; a means for terminating the notification of the content corresponding to the status information by the notification means when the supply of operating power is stopped, and for making a notification of the content corresponding to the status information before the supply of operating power is stopped when the supply of operating power is resumed; Equipped with In one processing cycle of the predetermined process, the predetermined progress process is executed, and then the predetermined storage process is executed, When a specific event occurs that stops the game progress control, the predetermined storage process is not executed by the predetermined storage execution means. The information calculation means is characterized in that it calculates the status information corresponding to the game results during the specified period by using the specified information during the specific advantageous period. [Effects of the Invention]
[0007] According to the present invention, it is possible to appropriately manage gaming machines. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 2 is a front view showing the configuration of the game board. [Figure 4] FIG. 2 is a front view of the game board showing an enlarged view of the adjustment mechanism and its surroundings. [Figure 5] 1A is a front view and a right side view of a rotating body separated from an adjustment mechanism, and FIG. 1B is a front view and a plan view of the rotating body. [Figure 6] This is a cross-sectional view of the window panel and the game board when cut directly above the intake port on a plane perpendicular to the front of the game board. [Figure 7] 10(a) and 10(b) are front views of the adjustment mechanism shown to explain the movement of the game ball taken into the adjustment mechanism. [Figure 8] 10(a) and 10(b) are front views of the adjustment mechanism shown to explain the movement of a gaming ball that is discharged from the adjustment mechanism and enters the first through gate. [Figure 9] A front view of the adjustment mechanism showing the movement of the game ball being discharged from the adjustment mechanism and leaving the first through gate. [Figure 10](a) A cross-sectional view of the window panel and game board when cut directly above the intake port on a plane perpendicular to the surface of the game board, (b) a longitudinal cross-sectional view of the first blade portion when cut on a plane perpendicular to the surface of the game board, and (c) a cross-sectional view of the window panel and game board when cut directly above the intake port on a plane perpendicular to the surface of the game board. [Figure 11] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area. [Figure 12] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 13] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 14] (a) A low frequency winning determination value table showing the winning determination values for the regular power opening lottery in the low frequency support mode, and (b) a high frequency winning determination value table showing the winning determination values for the regular power opening lottery in the high frequency support mode. [Figure 15] (a) to (c) are time charts showing the timing at which a normal power release winning can occur in a comparative pachinko machine. [Figure 16] (a) to (d) are time charts showing the timing when a normal power release winning may occur. [Figure 17] 10 is a flowchart showing a main process executed by a main CPU. [Figure 18] 10 is a flowchart showing a timer interrupt process executed by the main CPU. [Figure 19] 10 is a flowchart showing an open counter update process executed by the main CPU. [Figure 20] 10 is a flowchart showing a general-purpose power control process executed by the main CPU. [Figure 21] This is a flowchart showing the process of obtaining hold information on the main side executed by the main side CPU. [Figure 22] This is a flowchart showing the normal map change start processing executed by the main CPU. [Figure 23]10 is a flowchart showing the normal power release lottery processing executed by the main CPU. [Figure 24] This is a flowchart showing the process during general map confirmation executed by the main CPU. [Figure 25] This is an explanatory diagram to explain the configuration in which the detection results of the ball entry detection sensor are input to the main CPU. [Figure 26] This is a flowchart showing the ball entry detection process executed by the main CPU. [Figure 27] A block diagram for explaining the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Figure 28] 10 is a flowchart showing the timer interrupt processing executed by the dispensing CPU. [Figure 29] FIG. 2 is a block diagram for explaining the electrical configuration of a management IC. [Figure 30] FIG. 10 is an explanatory diagram illustrating the configuration of an input port of a management side I / F. [Figure 31] FIG. 2 is an explanatory diagram for explaining the configuration of a correspondence relationship memory; [Figure 32] FIG. 2 is an explanatory diagram illustrating the configuration of a history memory. [Figure 33] 10 is a flowchart showing a recognition process executed by a main CPU. [Figure 34] 10 is a flowchart showing a management process executed by a management-side CPU. [Figure 35] 10(a) to 10(d) are time charts showing how information on the correspondence between the first to fifteenth buffers and the types of signals is stored in the correspondence memory. [Figure 36] 10 is a flowchart showing a management output process executed by the main CPU. [Figure 37] 10 is a flowchart showing a history setting process executed by a management-side CPU. [Figure 38] 10(a) to 10(e) are time charts showing how history information is stored in a history memory. [Figure 39]10 is a flowchart showing a data output process executed by the main CPU. [Figure 40] 10 is a flowchart showing an external output process executed by a management CPU. [Figure 41] FIG. 10 is a front view of a game board showing an enlarged view of the adjustment mechanism and its surroundings in a second embodiment. [Figure 42] 1A is a plan view of the housing, showing a section directly above the adjustment mechanism, and FIG. 1B is a front view of the housing, showing an enlarged view of the area around the rotation shaft. [Figure 43] FIG. 10 is a front view of the rotating body separated from the adjustment mechanism. [Figure 44] (a) A cross-sectional view of the window panel and game board when cut directly above the sorting nail on a plane perpendicular to the surface of the game board; (b) A front view of the adjustment mechanism shown to explain the movement of the game ball that is discharged from the adjustment mechanism and enters the first through gate; (c) A cross-sectional view of the window panel and game board when cut directly above the sorting nail on a plane perpendicular to the surface of the game board; (d) A front view of the adjustment mechanism shown to explain the movement of the game ball that is discharged from the adjustment mechanism and misses the first through gate. [Figure 45] 10(a) to 10(d) are front views of the adjustment mechanism shown to explain the movement of the game ball taken into the adjustment mechanism and transported. [Figure 46] 10(a) to 10(c) are front views of the adjustment mechanism shown to explain the movement of the game ball near the intake port. [Figure 47] FIG. 11 is a front view of a game board showing an enlarged view of the adjustment mechanism and its surroundings in a third embodiment. [Figure 48] (a) is a front view of the game board showing an enlarged view of the area around the electric nail in the permitted position, and (b) is a front view of the game board showing an enlarged view of the area around the electric nail in the prohibited position. [Figure 49] 10(a) to 10(c) are front views of the adjustment mechanism shown to explain the movement of the game ball around the adjustment mechanism. [Figure 50] 10(a) to 10(c) are front views of the adjustment mechanism shown to explain how a game ball is released from being pinched at the top of the adjustment mechanism. [Figure 51]FIG. 11 is a front view of a game board showing an enlarged view of the adjustment mechanism and its surroundings in the fourth embodiment. [Figure 52] This is a vertical cross-sectional view of the rotating body cut along a plane perpendicular to the surface of the game board. [Figure 53] 10(a) to 10(d) are front views of the adjustment mechanism shown to explain the movement of a gaming ball that is discharged from the adjustment mechanism and enters the first through gate. [Figure 54] 10(a) and 10(b) are front views of the adjustment mechanism shown to explain the movement of a game ball that is discharged from the adjustment mechanism and deviates from the first through gate. [Figure 55] FIG. 11 is a front view of a game board showing an enlarged view of the adjustment mechanism and its surroundings in a fifth embodiment. [Figure 56] FIG. 2A is a front view of the adjusting device in a closed state, and FIG. 2B is a front view of the adjusting device in an open state. [Figure 57] 10(a) to 10(d) are front views of the adjustment mechanism shown to explain the movement of the game ball around the adjustment mechanism. [Figure 58] FIG. 13 is a front view of the game board in the sixth embodiment. [Figure 59] 5(a) and 5(b) are schematic diagrams showing the configuration of a second operating port. [Figure 60] (a) is a vertical cross-sectional view of the prize-allocation device as seen from the side, and (b) is a vertical cross-sectional view of the prize-allocation device as seen from the back side. [Figure 61] FIG. 13 is a front view of the game board showing an enlarged view of the adjustment mechanism and its surroundings in the seventh embodiment. [Figure 62] FIG. 20 is an explanatory diagram illustrating the configuration of an input port of a management side I / F in the eighth embodiment. [Figure 63] 10 is a flowchart showing a recognition process executed by a main CPU. [Figure 64] 10 is a flowchart showing a management process executed by a management-side CPU. [Figure 65] 10(a) to 10(h) are time charts showing how information on the correspondence between the first to twelfth buffers and the types of signals is stored in the correspondence memory. [Figure 66] FIG. 13 is a block diagram for explaining the electrical configuration of a management IC according to a ninth embodiment. [Figure 67] FIG. 10 is an explanatory diagram illustrating the configuration of an input port of a management side I / F. [Figure 68] 10 is a flowchart showing a power outage information storage process executed by a main CPU. [Figure 69] 10 is a flowchart showing a power failure response process executed by a management CPU. [Figure 70] 10 is a flowchart showing an external output process executed by a management CPU. [Figure 71] 23 is a flowchart showing a power outage response process executed by a control CPU in the tenth embodiment. [Figure 72] 19A is a flowchart showing a trigger identification process executed by a main CPU in the eleventh embodiment, and FIG. 19B is a flowchart showing a calculation process executed by a management CPU. [Figure 73] 23 is a flowchart showing a trigger identification process executed by a main CPU in the twelfth embodiment. [Figure 74] 23 is a flowchart showing a calculation process executed by a control-side CPU in the thirteenth embodiment. [Figure 75] 23 is a flowchart showing a history setting process executed by a management-side CPU in the fourteenth embodiment. [Figure 76] FIG. 23 is an explanatory diagram for explaining the configuration of a history memory in the fifteenth embodiment. [Figure 77] 10 is a flowchart showing a history setting process executed by a management-side CPU. [Figure 78] FIG. 22 is a block diagram for explaining the electrical configuration of the MPU of the main control device in the sixteenth embodiment. [Figure 79] This is a flowchart showing the ball entry detection process executed by the main CPU. [Figure 80] FIG. 22 is a block diagram for explaining the electrical configuration of a main control device in the seventeenth embodiment. [Figure 81] FIG. 10 is an explanatory diagram illustrating the configuration of an input port of a management side I / F. [Figure 82] FIG. 2 is an explanatory diagram illustrating the configuration of a history memory. [Figure 83] 10 is a flowchart showing a history setting process executed by a management-side CPU. [Figure 84] 10 is a flowchart showing an external output process executed by a management CPU. [Figure 85] 10 is a flowchart showing a parameter management process executed by a main CPU. [Figure 86] This is a block diagram to explain the configuration of the signal path that transmits the detection results of each ball entry detection sensor to the main CPU and management IC in the 18th embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of the pachinko machine 10, and Fig. 2 is a perspective view showing the main components of the pachinko machine 10 in an exploded form. For convenience, Fig. 2 omits the components within the gaming area PA of the pachinko machine 10.
[0010] As shown in Figure 1, a pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so that it can rotate forward. The outer frame 11 is made up of wooden boards connected at all four sides, forming a rectangular frame. The pachinko machine 10 is installed in an amusement hall by attaching and fixing the outer frame 11 to island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to island equipment in the amusement hall.
[0011] 2, the gaming machine main body 12 includes an inner frame 13, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is rotatably supported by the outer frame 11. In detail, the inner frame 13 can be rotated forward with the left side as the base end of rotation and the right side as the tip end of rotation when viewed from the front.
[0012] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side being the base end and the right side being the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated rearward with the left side being the base end and the right side being the tip end when viewed from the front.
[0013] The gaming machine main body 12 is provided with a locking device at its rotating tip, which has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame 13. Each of these locked states can be released by using an unlocking key to unlock the cylinder lock 17, which is exposed on the front of the pachinko machine 10.
[0014] Next, the configuration of the front side of the gaming machine main body 12 will be described.
[0015] The inner frame 13 is mainly composed of a resin base 21 whose outer shape is substantially the same as that of the outer frame 11. A substantially elliptical window hole 23 is formed in the center of the resin base 21. A game board 24 is detachably attached to the resin base 21. The game board 24 is made of plywood, and a game area PA formed on the front surface of the game board 24 is exposed to the front side of the inner frame 13 through the window hole 23 in the resin base 21.
[0016] As shown in Fig. 2, a front door frame 14 is provided so as to cover the entire front side of the inner frame 13 formed by attaching the game board 24 having the above-described configuration to the resin base 21. As shown in Fig. 1, the front door frame 14 is formed with a window portion 51 that allows almost the entire area of the game area PA to be viewed from the front. The window portion 51 has a substantially elliptical shape, and a window panel 52 is fitted into the window portion 51. The window panel 52 is formed of colorless and transparent glass, but is not limited to this and may be formed of colorless and transparent synthetic resin, or may be formed of colored and transparent as long as the game area PA is visible through the window panel 52 from the front of the pachinko machine 10.
[0017] Here, the configuration of the game board 24 will be explained based on Figure 3. Figure 3 is a front view of the game board 24. As shown in Figure 3, the game board 24 has multiple large and small openings that penetrate in the front-to-rear direction. Each opening is provided with a general winning opening 31, a special electric winning device 32, a first operating opening 33, a second operating opening 34, a first through gate 35, a second through gate 39, a variable display unit 36, a special symbol unit 37, and a general symbol unit 38. There are a total of four general winning openings 31, and one of each of the others.
[0018] The variable display unit 36 is provided with a pattern display device 41 that variably displays (or variably displays or switches between) patterns. The pattern display device 41 has a display surface 41a that displays effects, and is arranged in an opening 24c that is provided in the game board 24 so that the display surface 41a can be seen from the front of the pachinko machine 10. In addition, the variable display unit 36 is provided with a center frame 57 that surrounds the pattern display device 41. An upper portion of this center frame 57 extends to the front of the pachinko machine 10. This prevents game balls from falling in front of the display surface 41a of the pattern display device 41, and is configured to prevent inconvenience such as a decrease in visibility of the display screen due to a falling game ball B1.
[0019] 3, the center frame 57 includes a roof unit 58 that defines the upper edge and the left and right side edges of the opening 24c. The game board 24 includes game areas PA on both the left and right sides of the center frame 57.
[0020] An inner rail portion 25 and an outer rail portion 26 are attached to the game board 24 so as to define a part of the outer edge of the game area PA, and these inner rail portion 25 and outer rail portion 26 form a guide rail that guides the game ball B1. The game ball B1 launched from a game ball launching mechanism 27 (see Figure 2) attached below the window hole 23 in the resin base 21 is guided to the upper part of the game area PA by the guide rail.
[0021] 2, the game ball launching mechanism 27 includes a launching rail 27a extending toward the guide rail, a ball feeding device 27b that supplies game balls B1 stored in an upper tray 55a (described later) onto the launching rail 27a, and a solenoid 27c, which is an electric actuator that launches the game balls B1 supplied onto the launching rail 27a toward the guide rail. The solenoid 27c is driven and controlled by rotating a launching operation device (or operating handle) 28 provided on the front door frame 14, and the game ball B1 is launched. By adjusting the amount of rotation in the rotation operation, the player can launch the game ball B1 toward the game area PA on the left side of the center frame 57, or can launch the game ball B1 toward the game area PA on the right side of the center frame 57.
[0022] As shown in Fig. 3, even if a ball enters the first through gate 35 or the second through gate 39, the payout of game ball B1 is not executed. On the other hand, when balls enter the general winning opening 31, the special electric winning device 32, the first operating opening 33, and the second operating opening 34, a predetermined number of game balls B1 are paid out. Specifically, when one game ball B1 enters the first operating opening 33 or when one game ball B1 enters the second operating opening 34, one prize ball is paid out; when one game ball B1 enters the general winning opening 31, ten prize balls are paid out; and when one game ball B1 enters the special electric winning device 32, fifteen prize balls are paid out.
[0023] The number of prize balls is arbitrary, and for example, the second actuation port 34 may be configured to have fewer prize balls than the first actuation port 33, or the second actuation port 34 may be configured to have more prize balls than the first actuation port 33.
[0024] In addition, an outlet 24a is provided at the bottom of the game board 24, and game balls B1 that do not enter any of the various winning holes are discharged from the game area PA through the outlet 24a. In addition, the game board 24 is provided with a large number of nails 24b for appropriately dispersing and adjusting the falling direction of the game balls B1, and various components such as windmills are also provided.
[0025] Here, "entering" means that the game ball B1 passes through a predetermined opening, and includes not only the case where the game ball B1 passes through the opening and is discharged from the game area PA, but also the case where the game ball B1 continues to flow down the game area PA without being discharged from the game area PA after passing through the opening. However, in the following explanation, in order to clearly distinguish from the game ball B1 entering the outlet 24a, the game ball B1 entering the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, the first through gate 35, and the second through gate 39 will also be referred to as "winning."
[0026] As shown in FIG. 3, the first actuation port 33 and the second actuation port 34 are united as an actuation port device and installed on the game board 24. Both the first actuation port 33 and the second actuation port 34 open upward. The first actuation port 33 and the second actuation port 34 are aligned vertically, with the first actuation port 33 facing upward. The second actuation port 34 is provided with a normal power device 34a, which serves as a guide piece consisting of a pair of movable pieces on the left and right. When the normal power device 34a is closed, the game ball B1 cannot enter the second actuation port 34. When the normal power device 34a is open, the game ball B1 can enter the second actuation port 34.
[0027] 3, in the game area PA to the left of the center frame 57, a first through gate 35 is provided upstream of the second actuation port 34 in the direction in which the game ball B1 flows down. The first through gate 35 has a through-hole (not shown) that runs vertically through it, and the game ball B1 that enters the first through gate 35 flows down the game area PA after winning. Therefore, the game ball B1 that enters the first through gate 35 can reach the area where the first actuation port 33 and the second actuation port 34 are provided and enter either the first actuation port 33 or the second actuation port 34.
[0028] 3, in the game area PA to the right of the center frame 57, a second through gate 39 is provided upstream of the second actuation port 34 in the direction in which the game ball B1 flows down. The second through gate 39 has a through hole (not shown) that runs vertically through it, and the game ball B1 that enters the second through gate 39 flows down the game area PA after winning. Therefore, the game ball B1 that enters the second through gate 39 can reach the area where the first actuation port 33 and the second actuation port 34 are provided, and can enter either the first actuation port 33 or the second actuation port 34.
[0029] Based on winning the through gates 35, 39, the normal power device 34a of the second operating port 34 is switched from a closed state to an open state. Specifically, a normal power release lottery is held, triggered by winning the through gates 35, 39, and a variable image display is performed on the normal power display unit 38a of the normal power unit 38, which is located in the lower left corner of the game area PA, an area where the game ball B1 does not pass. Then, when the result of the normal power release lottery is a normal power release win, the stop result corresponding to that result is displayed and the variable display on the normal power display unit 38a is terminated, the game transitions to the normal power release state. In the normal power release state, the normal power device 34a is opened in a predetermined manner.
[0030] In the pachinko machine 10 of this embodiment, a low frequency support mode is set in which, when the through gates 35, 39 are won, the normal power device 34a is intermittently opened to support winning into the second operating port 34, and a high frequency support mode is set in which the normal power device 34a is opened in a manner that makes it easier for the game ball B1 to win into the second operating port 34 than in the low frequency support mode.
[0031] In this pachinko machine 10, in the low frequency support mode when the transition to the high frequency support mode has not been made, an effect is performed in a manner that makes the player aim at the left playing area PA where the first through gate 35 is provided. Then, when the mode is made to the high frequency support mode, an effect is performed in a manner that makes the player aim at the right playing area PA where the second through gate 39 is provided. The low frequency support mode and the high frequency support mode will be described in detail later.
[0032] The map display unit 38a is configured with a segment display in which a plurality of segment light-emitting elements are arranged in a predetermined manner, but is not limited to this and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. As for the image displayed variably on the map display unit 38a, a configuration in which a plurality of types of letters are displayed variably, a configuration in which a plurality of types of symbols are displayed variably, a configuration in which a plurality of types of characters are displayed variably, or a configuration in which a plurality of types of colors are displayed in an alternating manner may be considered.
[0033] In the normal map unit 38, a normal map reserve display unit 38b is provided adjacent to the normal map display unit 38a. The number of game balls B1 that enter the through gates 35, 39 is reserved up to a maximum of four, and the number of reserved balls is displayed by lighting up the normal map reserve display unit 38b.
[0034] A winning lottery is triggered by the entry into the first operating port 33 or the second operating port 34. The result of the lottery is then displayed clearly through the display effects on the special symbol unit 37 and the symbol display device 41 of the variable display unit 36.
[0035] Specifically, the special symbol unit 37 includes a special symbol display section 37a. The display area of the special symbol display section 37a is smaller than the display surface 41a of the symbol display device 41. A winning lottery is triggered by a win through the first operating port 33 or the second operating port 34, and the special symbol display section 37a displays a variable or predetermined symbol. The result corresponding to the lottery result is then displayed. While the special symbol display section 37a is configured as a segment display device in which multiple segment light-emitting elements are arranged in a predetermined manner, it is not limited to this and may be configured as a liquid crystal display device, an organic electroluminescence display device, a cathode ray tube (CRT), a dot matrix display, or another type of display device. The symbol displayed on the special symbol display section 37a may be configured to display multiple characters, multiple symbols, multiple characters, or multiple colors.
[0036] In the special symbol unit 37, a special symbol reserve display unit 37b is provided adjacent to the special symbol display unit 37a. The number of game balls B1 that have entered the first operating port 33 or the second operating port 34 can be reserved up to a maximum of four, and the number of reserved balls is displayed by lighting up the special symbol reserve display unit 37b.
[0037] More specifically, the pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to a liquid crystal display device, and may be other display devices having a display screen such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device.
[0038] In the symbol display device 41, when a variable or predetermined display of symbols is performed in the special symbol display unit 37a based on a winning entry in the first actuation port 33 or a winning entry in the second actuation port 34, a variable or predetermined display of symbols is performed accordingly. For example, the display surface 41a of the symbol display device 41 has three symbol rows (top, middle, and bottom) set as multiple display areas, and in each symbol row, main symbols numbered "1" through "9" are scrolled and displayed in ascending or descending order. In this scrolling display, scrolling of all symbol rows is first started, then switched from scrolling display to standby display in the order of the top symbol row → bottom symbol row → middle symbol row, and finally ended with a predetermined symbol being statically displayed in each symbol row. Then, for example, in a game where the game result is a jackpot, a predetermined combination of symbols is displayed stationary on a predetermined pay line on the display surface 41a of the symbol display device 41.
[0039] In addition, the symbol display device 41 not only displays effects triggered by winning a prize in the first actuation port 33 or the second actuation port 34, but also displays effects during the opening / closing execution mode to which the game enters after a winning combination is achieved. Furthermore, based on a winning combination in either actuation port 33, 34, display begins on the special symbol display unit 37a and the symbol display device 41, and one game session is played until a predetermined result is displayed and the game ends. Furthermore, the manner in which the symbols are displayed in the symbol display device 41 is not limited to the above and is arbitrary, and the number of symbol rows, the direction of the symbol display in the symbol rows, the number of symbols in each symbol row, etc. can be changed as appropriate. Furthermore, the symbols displayed in the symbol display device 41 are not limited to the above-described symbols; for example, a configuration in which only numbers are displayed as symbols may be used.
[0040] If a jackpot is won in a lottery based on a win through the first operating port 33 or the second operating port 34, the system transitions to an open / close execution mode in which a prize can be won in the special power winning device 32. The special power winning device 32 includes a large prize opening (not shown) that leads to the back side of the game board 24, and an open / close door 32a that opens and closes the large prize opening. The open / close door 32a is positioned in either a closed state or an open state. Specifically, the open / close door 32a is normally in a closed state in which the game ball B1 cannot win a prize. If a lottery is selected to transition to the open / close execution mode, the open / close execution mode is switched to an open state in which the game ball B1 can win a prize. The open / close execution mode is a mode that is transitioned to when a prize is won. Note that while a prize is not impossible in the closed state, it may be configured to be less likely to win than in the open state.
[0041] As shown in Fig. 3, an adjustment mechanism 180 is provided above the first through gate 35 to adjust the timing at which the game ball B1 is supplied toward the first through gate 35. The adjustment mechanism 180 supplies the game ball B1 to the first through gate 35 by discharging the game ball B1 toward the first through gate 35 below. The distance between the adjustment mechanism 180 and the first through gate 35 is set so that the game ball B1 discharged from the adjustment mechanism 180 reaches the first through gate 35 after flowing down a distance equal to or greater than the diameter of the game ball B1. The adjustment mechanism 180 will be described below.
[0042] Fig. 4 is a front view of the game board 24 showing an enlarged view of the first through gate 35 and the configuration above the first through gate 35. As shown in Fig. 4, the adjustment mechanism 180 includes a rotating body 183 that takes in the game ball B1 at the top of the adjustment mechanism 180 and transports it to the bottom of the adjustment mechanism 180, an adjustment drive unit 184 that rotates the rotating body 183 clockwise, and a storage unit 181 that stores the rotating body 183 and prevents the game ball B1 that has been taken in by the rotating body 183 from being thrown out before the discharge position due to centrifugal force associated with the rotation.
[0043] As shown in FIG. 4, the rotor 183 is provided at the center of the adjustment mechanism 180. The rotor 183 is formed by providing four recesses 183b to 183e capable of catching the game ball B1 in a substantially disk-shaped transparent resin member whose diameter tapers toward the rear. FIG. 5(a) is a front view and a right side view of the rotor 183, and FIG. 5(b) is a front view and a plan view of the rotor 183. As shown in FIG. 5(a), the recesses 183b to 183e of the rotor 183 are formed so as to be recessed from the outer edge portion of the rotor 183 toward the axis. The recesses 183b to 183e are formed so that their centers are equally spaced in the circumferential direction and in the rotational direction in the order of the first recess 183b, the second recess 183c, the third recess 183d, and the fourth recess 183e.
[0044] As shown in Figure 5(a), none of the recesses 183b-183e reach the position of the axis of the rotor 183 and are discontinuous with one another. Each recess 183b-183e has a shape and size that allows one entire game ball B1 to fit inside. In each of the recesses 183b-183e, the inner wall near the outer edge of the rotor 183 has a slope such that the recesses 183b-183e become wider toward the outer edge, and the width of each recess 183b-183e near the outer edge is set wider than the diameter of the game ball B1.
[0045] As shown in Figure 5(a), the rotating body 183 has a first blade portion 188 sandwiched between the fourth recessed portion 183e and the first recessed portion 183b, a second blade portion 189 sandwiched between the first recessed portion 183b and the second recessed portion 183c, a third blade portion 190 sandwiched between the second recessed portion 183c and the third recessed portion 183d, and a fourth blade portion 191 sandwiched between the third recessed portion 183d and the fourth recessed portion 183e.
[0046] 4, in the adjustment mechanism 180, the storage section 181 that stores the rotor 183 includes a base body 181a that prevents the game ball B1 captured in each of the recesses 183b to 183e of the rotor 183 from moving rearward from the front surface of the game board 24 during transport. The base body 181a includes a fixing flange 181b that is formed to protrude radially from the outer periphery of the base body 181a.
[0047] FIG. 6 is a cross-sectional view of the window panel 52 and the gaming board 24 taken along a plane perpendicular to the front surface of the gaming board 24, taken directly above the intake port 185. In order to explain the configuration of the storage section 181, FIG. 6 shows the state in which the rotating body 183 has been removed. As shown in FIG. 6, a fixing recess 24d capable of accommodating the base body 181a and the fixing flange 181b is formed on the front surface of the gaming board 24. As shown in FIG. 4, the storage section 181 is fixed to the gaming board 24 by screwing the fixing flange 181b in a state in which the base body 181a and the fixing flange 181b are accommodated in the fixing recess 24d (FIG. 6). The base body 181a is located behind the rotating body 183, and the front surface of the base body 181a is flush with the front surface of the gaming board 24.
[0048] As shown in Fig. 4, a storage space for storing the rotating body 183 is formed in front of the base body 181a, and the rotating body 183 is stored in this storage space. An adjustment drive unit 184 is arranged behind the rotating body 183. The adjustment drive unit 184 is equipped with an output shaft 184a that extends forward from the front surface of the adjustment drive unit 184 in a manner perpendicular to the front surface of the game board 24. The rotating body 183 is connected to the output shaft 184a of the adjustment drive unit 184 so that the axis of the rotating body 183 is positioned on the same straight line as the output shaft 184a.
[0049] The adjustment driver 184 is connected to the output port of the MPU 62 (see FIG. 12 ), which will be described later. When a drive signal is supplied to the adjustment driver 184, the rotor 183 rotates clockwise at an angular velocity of 90° per second. A stepping motor is used as the adjustment driver 184, and specifically, a 1-2 phase excitation drive is employed, which alternates between one-phase excitation and two-phase excitation. The phase excitation method is not limited to this, and other phase excitation methods may also be employed. The adjustment driver 184 is configured so that the output shaft makes one revolution when 500 pulses of excitation signal are sent from the main control device 60. The angle change based on one excitation signal pulse, i.e., the angle change per step, is 0.72°.
[0050] As shown in FIG. 4, the storage unit 181 has upright walls 181c and 181d for partitioning the storage space. The upright walls 181c and 181d partition the storage space into a space slightly larger than the rotor 183. The distance from the center of the rotor 183 to the upright walls 181c and 181d of the storage unit 181 is longer than the distance from the center of the rotor 183 to the circumferential surfaces 188a to 191a of each of the blades 188 to 191, and the difference between these two distances is shorter than the radius of the game ball B1. This eliminates the possibility of the game ball B1 getting caught between the circumferential surfaces 188a to 191a of each of the blades 188 to 191 and the upright walls 181c and 181d.
[0051] The upright walls 181c, 181d are formed at intervals in the circumferential direction of the base body 181a in a manner that they protrude forward from the front surface of the base body 181a. Of the upright walls 181c, 181d, the left upright wall 181c on the left side and the right upright wall 181d on the right side are spaced apart in the lateral direction, so that an inlet 185 is present at the top of the storage section 181.
[0052] 4, the shape and size of the intake port 185 are set so that one game ball B1 can pass through the intake port 185, but multiple game balls B1 cannot pass through the intake port 185 at the same time. Therefore, the adjustment mechanism 180 can take in the game balls B1 from the intake port 185 one by one.
[0053] The left-side upright wall 181c prevents the game ball B1 flowing down from the upper left of the intake port 185 from entering the inside of the adjustment mechanism 180. For this reason, the game ball B1 is taken into the recessed portions 183b to 183e that open toward the left, and the game ball B1 is not discharged after being transported for a long time in the order of the upper part → right part → lower part of the adjustment mechanism 180. In addition, the right-side upright wall 181d prevents the game ball B1 that has been taken into the adjustment mechanism 180 from being thrown out of the adjustment mechanism 180 by the centrifugal force of the rotor 183 before it is transported to the lower part of the adjustment mechanism 180 and the discharge timing arrives.
[0054] 4, the left standing wall 181c and the right standing wall 181d are spaced apart laterally, so that the storage section 181 is open downward. Therefore, the game ball B1 that is taken into one of the recesses 183b to 183e of the rotating body 183 and transported to the bottom of the adjustment mechanism 180 is discharged toward the first through gate 35 located below.
[0055] As shown in Fig. 4, the storage section 181 is provided with a discharge protrusion 181e for discharging the game ball B1 captured in the recesses 183b to 183e of the rotating body 183 at a predetermined discharge position. The discharge protrusion 181e is provided near the lower center of the base body 181a. As shown in Fig. 6, the discharge protrusion 181e protrudes forward from the front surface of the base body 181a to a position halfway into the game area PA so that the protrusion dimension is 9 mm.
[0056] As already explained, the length of the play area PA (FIG. 3) sandwiched between the front of the play board 24 and the back of the window panel 52 (FIG. 1) is 18 mm in the front-to-rear direction, and the diameter of the play ball B1 is 11 mm. Therefore, the discharge protrusion 181e has a length in the front-to-rear direction that can contact both the play ball B1 located on the back side of the play area PA (the play board 24 side) and the play ball B1 located on the front side of the play area PA (the window panel 52 side). Also, as shown in FIG. 4, the discharge protrusion 181e is formed to extend downward from near the bottom of the center of the base body 181a.
[0057] As shown in Fig. 4, the distance from the center of the rotating body 183 to the lower end of the discharge protrusion 181e is shorter than the distance from the center of the rotating body 183 to the peripheral surfaces 188a to 191a (Fig. 5(a)) of the blade portions 188 to 191. Furthermore, as shown in Fig. 5(a), the first blade portion 188 and the third blade portion 190 of the rotating body 183 are provided with collision avoidance grooves 192 for avoiding collision with the discharge protrusion 181e, and as shown in Fig. 5(b), the second blade portion 189 and the fourth blade portion 191 are also provided with collision avoidance grooves 192 for avoiding collision with the discharge protrusion 181e.
[0058] Collision avoidance groove 192 is provided to be larger than the protruding dimension of ejection protrusion 181e, and no matter what state of rotation ejection protrusion 181e is in, it will not come into contact with rotating body 183. Therefore, ejection protrusion 181e will not interfere with the rotation of rotating body 183.
[0059] 4, the discharge protrusion 181e has a discharge right side surface 181g that slopes downward and leftward as its right side surface. The discharge right side surface 181g comes into contact with the game ball B1 present in the recesses 183b to 183e of the rotor 183 at the discharge position of the game ball B1 taken into the adjustment mechanism 180. After the game ball B1 is transported to the bottom of the adjustment mechanism 180 by the rotation of the rotor 183, it comes into contact with the discharge right side surface 181g and is then discharged toward the first through-gate 35 below.
[0060] When the game ball B1 is discharged straight down from the adjustment mechanism 180, it will enter the first through gate 35 located below without colliding with any obstacles along the way. As already explained, the game ball B1 discharged from the adjustment mechanism 180 reaches the first through gate 35 after flowing down a distance equal to or greater than the diameter of the game ball B1. Specifically, the game ball B1 discharged from the discharge position reaches the first through gate 35 after flowing down a distance approximately 1.5 times the diameter of the game ball B1. Because the distance from the discharge position to the first through gate 35 is equal to or greater than the diameter of the game ball B1, there is a possibility that the discharged game ball B1 will miss the first through gate 35 depending on the discharge direction and discharge speed of the game ball B1 at the discharge position. The discharge position of the game ball B1 in the adjustment mechanism 180 is fixed by the discharge protrusion 181e, and the distance from the discharge position to the first through gate 35 is short. Therefore, when the discharged game ball B1 enters the first through gate 35, the time from when the game ball B1 is discharged in the adjustment mechanism 180 to when the game ball B1 enters the first through gate 35 falls within a predetermined range.
[0061] Since the timing of discharging the game ball B1 in the adjustment mechanism 180 occurs in a 1-second cycle, the game ball B1 also enters the first through gate 35 in approximately 1-second cycles. The flow of discharging the game ball B1 from the adjustment mechanism 180 will be described in detail later.
[0062] The rotating body 183 conveys the game ball B1 taken in from the intake port 185 toward the lower part of the adjustment mechanism 180 by rotating clockwise while the game ball B1 is present in the recessed parts 183b to 183e.
[0063] The adjustment mechanism 180 can take in game balls B1 flowing down from above when any of the recesses 183b to 183e of the rotating body 183 is open facing upward. By configuring the inner walls of the recesses 183b to 183e near the outer edge of the rotating body 183 to have a shape that widens toward the outer edge, it is possible to extend the period during which the adjustment mechanism 180 can take in game balls B1 at the intake port 185. This makes it possible to increase the number of game balls B1 taken in by the adjustment mechanism 180 and also increase the number of game balls B1 discharged from the adjustment mechanism 180.
[0064] Furthermore, by configuring the rotor 183 to have a plurality of recesses 183b to 183e, it is possible to reduce the rotation speed of the rotor 183 required to discharge the game ball B1 from the adjustment mechanism 180 in one-second cycles. By rotating the rotor 183 slowly in this way, it is possible to increase the probability that the game ball B1 that has flowed down to the upper part of the adjustment mechanism 180 will be captured by the recesses 183b to 183e of the rotor 183.
[0065] Here, the configuration around the adjustment mechanism 180 on the game board 24 will be described. As shown in Fig. 4, a plurality of nails 24b are arranged above the inlet 185 in order to collect game balls B1 flowing down the game area PA upstream of the inlet 185 toward the inlet 185. In the area to the upper left of the inlet 185, a plurality of nails 24b are arranged in order to change the course of game balls B1 flowing down the area to the right and direct game balls B1 toward the inlet 185, and in the area to the upper right of the inlet 185, a plurality of nails 24b are arranged in order to change the course of game balls B1 flowing down the area to the left and direct game balls B1 toward the inlet 185.
[0066] As shown in FIG. 4, the multiple nails 24b arranged near the upper portion of the inlet 185 are arranged so that the distance from the nails 24b to the left-side upright wall 181c and the distance from the nails 24b to the right-side upright wall 181d are at least one size larger than the diameter of the game ball B1. Furthermore, spaces are provided on the left and right sides of the adjustment mechanism 180 to allow game balls B1 that flow down toward the inlet 185 and are not taken into the inlet 185 to escape downstream. No nails 24b are arranged in these spaces. Therefore, game balls B1 that flow down near the inlet 185 and are not taken into the adjustment mechanism 180 can be discharged between the nails 24b and the left-side upright wall 181c or between the nails 24b and the right-side upright wall 181d into the spaces on the left and right of the adjustment mechanism 180. This prevents game balls B1 from accumulating around the inlet 185.
[0067] Next, we will explain the detailed configuration of the adjustment mechanism 180. First, we will explain the configuration for taking in the game ball B1.
[0068] As already explained, the diameter of the game ball B1 is 11 mm, and the length of the game area PA (Figure 3) in the front-to-back direction is 18 mm, which is larger than the diameter of the game ball B1. Thus, there is a gap in the game area PA that allows the game ball B1 flowing down the game area PA to move in the front-to-back direction.
[0069] As shown in Fig. 5, each of the recesses 183b to 183e of the rotor 183 is inclined toward the axis toward the front. Therefore, when the rotor 183 is in a rotated state in which the recesses 183b to 183e are open upward, each of the recesses 183b to 183e is inclined downward toward the front. For example, as shown in Fig. 4, when the first recess 183b is open upward, the first recess 183b is inclined downward toward the front.
[0070] The game ball B1 taken into the adjustment mechanism 180 through the intake port 185 fits into one of the recessed portions 183b to 183e that are open upward at the top of the adjustment mechanism 180. As described above, the recessed portions 183b to 183e that are open upward at the top of the adjustment mechanism 180 are inclined downward toward the front. Therefore, while the game ball B1 is transported toward the bottom of the adjustment mechanism 180 by the rotation of the rotating body 183, the game ball B1 is located on the front side (window panel 52 side) of the game area PA that has a thickness in the front-to-rear direction.
[0071] Next, the timing at which the adjustment mechanism 180 takes in the game ball B1 will be described. As shown in Fig. 4, the intake port 185 is open facing upward. If the state in which any of the recesses 183b to 183e of the rotor 183 is located below the intake port 185 is defined as an intake permitted state, in this intake permitted state, the game ball B1 that has entered the adjustment mechanism 180 from the intake port 185 can fit into the recess 183b to 183e.
[0072] 4, the rotor 183 rotates, and if one of the blades 188-191 of the rotor 183 is positioned below the intake port 185, this state is called the intake prohibition state. In this intake prohibition state, the game ball B1 attempting to enter the adjustment mechanism 180 from the intake port 185 collides with the circumferential surfaces 188a-191a of the blades 188-191. In this case, the game ball B1 is not taken into the adjustment mechanism 180.
[0073] At the intake port 185 of the adjustment mechanism 180, as the rotating body 183 rotates, both an intake permitted state in which the game ball B1 can be taken in and an intake prohibited state in which the game ball B1 cannot be taken in are alternately repeated.
[0074] First, a case where the intake port 185 is in an intake permission state will be described. Figures 7(a) and (b) are front views of the game board 24 showing an enlarged view of the vicinity of the adjustment mechanism 180. The rotating body 183 in Figure 7(a) is in a rotated state in which the first recessed portion 183b is positioned at the top, and the rotating body 183 in Figure 7(b) is in a rotated state in which the rotating body 183 in Figure 7(a) has rotated 90° clockwise.
[0075] A game ball B1 that enters the intake port 185 in the intake permitted state is taken into the recessed portion 183b to 183e that is positioned above. For example, as shown in Fig. 7(a), a game ball B1 that enters the intake port 185 when the first recessed portion 183b is positioned above is taken into the first recessed portion 183b.
[0076] The game ball B1 that has been taken into one of the recesses 183b to 183e of the rotating body 183 at the top of the adjustment mechanism 180 is transported toward the bottom of the adjustment mechanism 180 as the rotating body 183 rotates. At this time, the right-side standing wall 181d prevents the game ball B1 that has been taken into the adjustment mechanism 180 from being released outside the adjustment mechanism 180 before the discharge timing arrives.
[0077] For example, as shown in Figure 7(a), the game ball B1 taken into the first recessed portion 183b is first subjected to a force directed forward in the rotation direction (to the right in Figure 7(a)) from the first wing portion 188. Next, the game ball B1, which is about to fall due to its own weight, is supported by the second wing portion 189.
[0078] 7(b), the game ball B1 attempts to fall to the lower right due to its own weight and the force applied by the second wing portion 189, but a resistance force is applied from the right-side upright wall 181d, preventing the game ball B1 from falling to the lower right. In this state, the game ball B1 taken in at the upper part of the adjustment mechanism 180 is transported toward the lower part of the adjustment mechanism 180 by the rotation of the rotor 183.
[0079] The game ball B1 is taken into one of the recesses 183b to 183e of the rotating body 183 and transported to the bottom of the adjustment mechanism 180, and is discharged in a certain direction by coming into contact with the discharge right side surface 181g (Figure 4) of the discharge protrusion 181e (Figure 4).
[0080] 5(b), the side surface of first blade portion 188 located on the front side in the rotation direction is referred to as first front surface 188b, and the side surface of second blade portion 189 located on the front side in the rotation direction is referred to as second front surface 189b. Furthermore, the side surface of third blade portion 190 located on the front side in the rotation direction is referred to as third front surface 190b, and the side surface of fourth blade portion 191 located on the front side in the rotation direction is referred to as fourth front surface 191b. The front surfaces 188b to 191b of each of blade portions 188 to 191 are surfaces that extend in the radial direction of rotor 183.
[0081] When the game ball B1 taken into any of the recesses 183b to 183e (Figure 5(b)) in the rotating body 183 comes into contact with the right side surface 181g for discharge and reaches the discharge timing, the game ball B1 is in contact with the front surface 188b to 191b on the rear side in the rotation direction and the right side surface 181g for discharge in the recessed portion 183b to 183e in which the game ball B1 is present.
[0082] 5(a), the first recessed portion 183b, the second recessed portion 183c, and the third recessed portion 183d have the same shape and size. Therefore, the discharge mode of the game ball B1 taken into the second recessed portion 183c and transported to the bottom of the adjustment mechanism 180, and the discharge mode of the game ball B1 taken into the third recessed portion 183d and transported to the bottom of the adjustment mechanism 180 are the same as the discharge mode of the game ball B1 taken into the first recessed portion 183b and transported to the bottom of the adjustment mechanism 180.
[0083] On the other hand, the fourth recessed portion 183e has the same shape as the first recessed portion 183b, the second recessed portion 183c, and the third recessed portion 183d, but is slightly smaller in size than the three recessed portions 183b to 183d. Therefore, the discharge mode of the game ball B1 captured in the fourth recessed portion 183e and transported to the bottom of the adjustment mechanism 180 may differ from the discharge mode of the game ball B1 captured in the first recessed portion 183b to the third recessed portion 183d and transported to the bottom of the adjustment mechanism 180. If the discharge mode of the game ball B1 discharged from all the recessed portions 183b to 183e were the same, the movement of the game ball B1 after discharge would be monotonous. By varying the discharge mode of the game ball B1 discharged from the fourth recessed portion 183e, it is possible to prevent a decrease in the player's interest in the movement of the game ball B1 after discharge.
[0084] First, the manner in which the game ball B1 that has been taken into any of the first recessed portion 183b to the third recessed portion 183d and transported to the bottom of the adjustment mechanism 180 is discharged will be described using the first recessed portion 183b as an example.
[0085] 8(a) and (b) are front views of the game board 24, each showing an enlarged view of the vicinity of the adjustment mechanism 180. Fig. 8(a) illustrates the state just before the game ball B1 taken into the first recessed portion 183b reaches the discharge timing, and Fig. 8(b) illustrates the state when the game ball B1 reaches the discharge timing.
[0086] As shown in Figure 8(a), just before the discharge timing, the contact state between the game ball B1 captured in the first recessed portion 183b and the right-side upright wall 181d is released. As a result, the game ball B1, which has lost its support, becomes able to fall downward to the right. However, because the rotating body 183 rotates at an angular velocity of 90° per second, the game ball B1 is pushed in the rotational direction (leftward in Figure 8) by the first blade portion 188 and continues to move in the rotational direction (leftward in Figure 8).
[0087] 8(b), at the time of discharge, the game ball B1 is in contact with the discharge right side surface 181g and the first front surface 188b. The distance between the two surfaces 181g, 188b sandwiching the game ball B1 gradually increases from the top to the bottom.
[0088] As the rotor 183 continues to rotate, the area sandwiched between the two surfaces 181g and 188b, which has a width greater than the diameter of the game ball B1, gradually disappears from the upper side. At this time, the force applied to the game ball B1 from the discharge right surface 181g and the force applied to the game ball B1 from the first front surface 188b both have components that push the game ball B1 downward. Therefore, the game ball B1 that was captured in the first recessed portion 183b is pushed downward as the rotor 183 rotates. Then, as shown in FIG. 8(b), the game ball B1 is discharged downward from the first recessed portion 183b and has a high probability of entering the first through gate 35.
[0089] 8(b), the right side surface 181g for ejection and the first front surface 188b for ejection apply a force downward to the game ball B1, which is originally attempting to fall downward due to its own weight. At this time, the movement of the game ball B1 to the left is restricted by the right side surface 181g for ejection. Therefore, the ejection direction of the game ball B1 is restricted to one direction, increasing the probability of the game ball B1 entering the first through gate 35.
[0090] As already explained, the width of the recesses 183b to 183e at the outer edge of the rotor 183 is wider than the diameter of the game ball B1. Therefore, the position of the game ball B1 in the recesses 183b to 183e just before the discharge timing is not always the same. The discharge direction of the game ball B1 will differ depending on the position of the game ball B1 in the recesses 183b to 183e just before the discharge timing.
[0091] At the design stage, the position of the discharge protrusion 181e and the inclination of the discharge right side surface 181g are adjusted so that the majority of the game ball B1 captured in the first recessed portion 183b, the game ball B1 captured in the second recessed portion 183c, and the game ball B1 captured in the third recessed portion 183d will enter the first through gate 35. However, as already explained, the distance between the discharge position in the adjustment mechanism 180 and the first through gate 35 is set to a distance approximately 1.5 times the diameter of the game ball B1. Therefore, when the game ball B1 discharged from the first recessed portion 183b gets caught on the first front surface 188b and is pushed to the left, when the game ball B1 discharged from the second recessed portion 183c gets caught on the second front surface 189b and is pushed to the left, and when the game ball B1 discharged from the third recessed portion 183d gets caught on the third front surface 190b and is pushed to the left, the game ball B1 after being discharged may fall off to the left of the first through gate 35.
[0092] Here, we will explain the discharge mode of the game ball B1 that has been taken into the fourth recessed portion 183e and transported to the bottom of the adjustment mechanism 180. Figure 9 is a front view of the game board 24 showing an enlarged view of the adjustment mechanism 180 to explain the case where the game ball B1 that is discharged from the fourth recessed portion 183e misses the first through gate 35.
[0093] As already explained, the fourth recessed portion 183e is formed slightly smaller than the first recessed portion 183b, the second recessed portion 183c, and the third recessed portion 183d. Therefore, as shown in Fig. 9, the game ball B1 discharged from the fourth recessed portion 183e is likely to be caught on the fourth front surface 191b and pushed to the left, and is likely to miss the first through gate 35 to the left.
[0094] During the design stage, the position of the discharge protrusion 181e and the inclination of the discharge right side surface 181g are adjusted so that the probability of a game ball B1 discharged from the fourth recess 183e entering the first through gate 35 is lower than the probability of a game ball B1 discharged from the other three recesses 183b to 183d entering the first through gate 35.
[0095] By configuring the adjustment mechanism 180 so that a portion of the game ball B1 discharged from the adjustment mechanism 180 misses the first through gate 35, the player's attention is prevented from being focused solely on the intake of the game ball B1 by the adjustment mechanism 180, and the player is also interested in the discharge of the game ball B1 by the adjustment mechanism 180.
[0096] As already explained, the discharge protrusion 181e is located below the center of the rotating body 183. For this reason, as shown in Fig. 8(b), at the lower part of the adjustment mechanism 180, the center of the game ball B1 that is in contact with the discharge protrusion 181e is located to the right of the center of the rotating body 183. The game ball B1 that has been taken into the rotating body 183 at the upper part of the adjustment mechanism 180 comes into contact with the discharge protrusion 181e and is discharged at a timing earlier than the time at which the game ball B1 rotates 180° around the center of the rotating body 183.
[0097] By configuring the game ball B1 taken in at the top of the adjustment mechanism 180 to be discharged before it rotates 180 degrees or more around the center of the rotating body 183 and begins to rise, it is possible to prevent the game ball B1 from rising at the bottom of the adjustment mechanism 180. Furthermore, by shortening the time from when the game ball B1 is taken in by the adjustment mechanism 180 to when it is discharged, it is possible to shorten the time required for the series of steps of taking in, transporting, and discharging the game ball B1 by the adjustment mechanism 180, and to reduce the possibility of the player's attention being shifted to something else during this series of steps.
[0098] As shown in FIG. 8(b), when the game ball B1 is in contact with both the discharge protrusion 181e and the rotating body 183 at the bottom of the adjustment mechanism 180, the area between the discharge right side 181g, with which the left side of the game ball B1 is in contact, and the front sides 188b-191b, with which the right side of the game ball B1 is in contact, has a shape that gradually widens from top to bottom. As the rotating body 183 continues to rotate clockwise, the width of the area between the discharge right side 181g and the front sides 188b-191b narrows overall. Therefore, within the area between the discharge right side 181g and the front sides 188b-191b, the portion wide enough for the game ball B1 to exist is limited to the lower part.
[0099] As shown in FIG. 8(b), the discharge right side surface 181g is inclined downward and leftward. Therefore, when a leftward force is applied from the rotating body 183 to the game ball B1 in contact with the discharge right side surface 181g, the game ball B1 moves leftward and downward along the inclination of the discharge right side surface 181g. At the lower part of the adjustment mechanism 180, the game ball B1, which is in contact with both the discharge protrusion 181e and the rotating body 183, is pushed downward and discharged as the rotating body 183 rotates. Because the discharge right side surface 181g is inclined downward and leftward, the game ball B1 is prevented from rising or remaining at the lower part of the adjustment mechanism 180 without being discharged.
[0100] Next, a configuration for allowing game balls B1 that attempt to enter the inlet 185 of the adjustment mechanism 180 but are not taken into the adjustment mechanism 180 to escape to the rear of the game board 24 will be described. As shown in FIG. 4, an escape passage 172 is provided at the rear of the game board 24 as a passage for allowing game balls B1 that are not taken in at the inlet 185 to escape. A passage entrance 171, which is the entrance of the escape passage 172, is provided on the front of the game board 24. The passage entrance 171 is located behind the inlet 185. By allowing game balls B1 that are not taken in at the inlet 185 to escape to the passage entrance 171, it is possible to prevent game balls B1 that are not taken in from accumulating around the inlet 185.
[0101] First, a description will be given of the game ball B1 that flows down into the intake port 185 in the intake prohibited state and is not taken into the intake port 185.
[0102] Figure 10(a) is a horizontal cross-sectional view of the window panel 52 and the game board 24 when cut directly above the intake port 185 on a plane perpendicular to the front surface of the game board 24, and Figure 10(b) is a vertical cross-sectional view of the first blade portion 188 when cut on a plane perpendicular to the front surface of the game board 24. In Figures 10(a) and (b), the rotating body 183 is in a rotating state with the first blade portion 188 positioned at the top.
[0103] As shown in Figure 10(a), when a game ball B1 flows down into an intake port 185 that is in an intake prohibited state, the game ball B1 comes into contact with the peripheral surface 188a to 191a (Figure 5(b)) of one of the blade portions 188 to 191 of the rotating body 183 located below the intake port 185.
[0104] As shown in Figures 5(a) and (b), the peripheral surfaces 188a-191a of the blades 188-191 of the rotor 183 are inclined toward the axis toward the rear. Therefore, as shown in Figure 5(a), when the first blade 188 is facing upward, the peripheral surface 188a of the first blade 188 is inclined downward toward the rear. As a result, as shown in Figure 10(a), the game ball B1 that comes into contact with the peripheral surface 188a of the first blade 188 is guided rearward.
[0105] In the intake prohibition state where second blade 189 faces upward, peripheral surface 189a of second blade 189 is inclined downward toward the rear, and in the intake prohibition state where third blade 190 faces upward, peripheral surface 190a of third blade 190 is inclined downward toward the rear. In addition, in the intake prohibition state where fourth blade 191 faces upward, peripheral surface 191a of fourth blade 191 is inclined downward toward the rear.
[0106] Although not shown, when in the intake prohibited state, a game ball B1 that comes into contact with any of the peripheral surface 189a of the second blade portion 189, the peripheral surface 190a of the third blade portion 190, and the peripheral surface 191a of the fourth blade portion 191, which are facing upward, is guided rearward, similar to the game ball B1 that comes into contact with the peripheral surface 188a of the first blade portion 188 shown in Figure 10(a).
[0107] 4, the passage entrance 171 is an opening provided on the front surface of the game board 24, and is located behind the intake port 185. The passage entrance 171 is formed from the left end of the intake port 185 to the right end of the intake port 185 on the front surface of the game board 24.
[0108] The upper end of the passage entrance 171 is set to be approximately half the size of the game ball B1 higher than the upper end of the game ball B1 that contacts the peripheral surfaces 188a to 191a of the blades 188 to 191 of the rotor 183 when the blades 188 to 191 are facing upward. Therefore, the game ball B1 that flows down from above the game area PA, collides with the peripheral surfaces 188a to 191a of the blades 188 to 191 that are inclined downward toward the rear, and bounces diagonally backward can be made to enter the passage entrance 171.
[0109] On the other hand, to prevent the game ball B1 flowing down the game area PA from entering the passage entrance 171 before reaching the intake port 185, the area above the passage entrance 171 is set to the minimum area that makes it possible to prevent the game ball B1 that has not been taken in by the intake port 185 from stopping or stagnating.
[0110] 4, when any of the blades 188-191 of the rotor 183 is facing upward, the lower left end of the passage entrance 171 is located lower than the upper end of the back surface of that blade 188-191. The lower right end of the passage entrance 171 is located lower than the lower left end. The lower right end of the passage entrance 171 will be described in detail later.
[0111] As shown in Figure 4, a passage recess 181f is formed on the upper part of the base body 181a in the storage section 181 so as not to interfere with the movement of the game ball B1 guided to the passage entrance 171 by the peripheral surface 188a-191a (Figure 5(a)) of one of the blade portions 188-191 of the rotating body 183.
[0112] Passage recess 181f is formed from the left end to the right end of passage entrance 171. The left side of passage recess 181f is formed so that when any of blades 188-191 of rotor 183 is facing upward, the upper end of base body 181a is positioned lower than the upper end of the back surface of said blade 188-191.
[0113] On the left side of the passage recess 181f, the upper end of the base body 181a is located at the same position as the lower end of the passage entrance 171 or higher than the lower end of the passage entrance 171. For this reason, as shown in FIG. 10(b), a game ball B1 that comes into contact with the blades 188-191 while trying to enter the intake port 185 in the intake prohibited state is guided by the peripheral surfaces 188a-191a of the blades 188-191, and enters the passage entrance 171 without its path being obstructed by the base body 181a of the storage section 181.
[0114] As shown in Figure 4, an escape passage 172 is formed as a recessed portion recessed toward the rear on the front surface of the game board 24. The escape passage 172 is formed as a recessed portion having a depth dimension greater than the diameter of the game ball B1 in the front-rear direction and a width dimension greater than the diameter of the game ball B1 in the lateral direction. Therefore, the escape passage 172 has a passage cross section that allows the game balls B1 to pass through when they are in a single file.
[0115] The upstream side of the escape passage 172 is formed from the passage entrance 171 toward the lower left, and the downstream side of the escape passage 172 is formed vertically downward. The escape passage 172 guides the game ball B1 that has entered from the passage entrance 171 to the lower left of the first through gate 35.
[0116] A step is provided on the edge of a recess formed as an escape passage 172 on the front surface of the game board 24. The escape passage 172 is covered from the front by a transparent acrylic plate 172a formed in the same shape as the portion of the escape passage 172 that does not overlap with the base body 181a of the storage section 181, in terms of its external shape when viewed from the front. The acrylic plate 172a is fixed to the step formed on the edge of the escape passage 172 with an adhesive.
[0117] The step formed on the edge of the escape passage 172 has a depth in the front-to-rear direction that is the same as the thickness of the acrylic plate 172a, and the front surface of the acrylic plate 172a is located on the same plane as the front surface of the game board 24. The escape passage 172 is closed by the acrylic plate 172a and the base body 181a of the storage section 181, and the places where the game ball B1 can enter and exit are limited to the passage entrance 171 and the passage exit 173.
[0118] The acrylic plate 172a fixed to the front of the escape passage 172 and the adjustment mechanism 180 are transparent, so the movement of the game ball B1 passing through the escape passage 172 can be seen from the outside. If the movement of the game ball B1 passing through the escape passage 172 cannot be seen from the outside, the player cannot follow the movement of the game ball B1 after it enters the passage entrance 171, and the flow of the game ball B1 is interrupted midway. In contrast, by making the game ball B1 passing through the escape passage 172 visible from the outside, the flow of the game ball B1 that the player can see can be maintained as a continuous flow.
[0119] As shown in Fig. 4, on the gaming board 24, a passageway exit 173, which is the exit of the escape passage 172, is provided to the lower left of the first through gate 35. The passageway exit 173 is formed as an opening facing forward on the front surface of the gaming board 24. The passageway exit 173 has a shape and size that allows the gaming balls B1 guided by the escape passage 172 to be discharged forward one by one.
[0120] As shown in Fig. 4, an exit roof 174 is provided above the passage exit 173 in the vicinity thereof to prevent the game ball B1 discharged from the passage exit 173 from colliding with the game ball B1 flowing down in front of the front surface of the game board 24. The exit roof 174 is provided as a protrusion that protrudes from the front surface of the game board 24 toward the window panel 52 (Fig. 1), and exists from the front surface of the game board 24 to the vicinity of the rear surface of the window panel 52. The upper surface of the exit roof 174 is inclined downward to the right, so that the game ball B1 that flows down from above and comes into contact with the exit roof 174 is guided to the right in a manner that does not collide with the game ball B1 discharged from the passage exit 173.
[0121] The game ball B1 that passes through the escape passage 172 and is discharged from the passage exit 173 forward of the front surface of the game board 24 flows down through the game area PA. As shown in Fig. 3, the passage exit 173 is located upstream of the first actuation port 33 and the second actuation port 34. Therefore, the game ball B1 that is discharged from the passage exit 173 can reach the area where the first actuation port 33 and the second actuation port 34 are provided and enter either the first actuation port 33 or the second actuation port 34.
[0122] As already explained, the game ball B1 that enters the first through gate 35 can also flow down the game area PA and enter either the first actuation port 33 or the second actuation port 34. The game ball B1 that is guided to the first through gate 35 by the adjustment mechanism 180, and the game ball B1 that is guided to the escape passage 172 by the adjustment mechanism 180 and discharged from the passage outlet 173 can both flow down to the area where the first actuation port 33 and the second actuation port 34 are provided. Therefore, the provision of the adjustment mechanism 180 does not reduce the number of game balls B1 that reach the area where the first actuation port 33 and the second actuation port 34 are provided.
[0123] Returning to the explanation of the intake of the game ball B1 at the intake port 185, as shown in FIG. 4, during the transition process from the intake permitted state to the intake prohibited state, when the gap between the blades 188-191 and the right-side upright wall 181d transitions from a wider gap than the diameter of the game ball B1 to a narrower gap, the game ball B1 may be caught between the blades 188-191 of the rotor 183 and the right-side upright wall 181d. Hereinafter, the state transitioning from the intake permitted state to the intake prohibited state will be referred to as an intermediate state. Also, the face defining the right end of the intake port 185 and the end face located at the top of the right-side upright wall 181d that sandwiches the game ball B1 together with the blades 188-191 in the intermediate state will be referred to as the upright-wall-side end face 182.
[0124] Here, we will explain the configuration for letting the game ball B1 sandwiched between the blade portions 188-191 and the upright wall side end face 182 escape to the escape passage 172 when the intake port 185 is in the intermediate state. First, we will explain the inclination of the front faces 188b-191b, which are side faces of the blade portions 188-191 and are located on the front side in the rotation direction of the rotor 183, with reference to Figure 5(b).
[0125] 5(b), the front surfaces 188b-191b of the blades 188-191 of the rotor 183 are inclined rearward in the direction of rotation. Therefore, when the blades 188-191 are facing upward, the front surfaces 188b-191b of the blades 188-191 are inclined leftward in the rearward direction.
[0126] Regardless of the rotation state of the rotor 183, the front surfaces 188b-191b of the upper blade portions 188-191 are inclined leftward and facing rearward. Therefore, in the intake port 185 in the intermediate state, the game ball B1 sandwiched between the second front surface 189b of the second blade portion 189 and the standing wall side end surface 182, the game ball B1 sandwiched between the third front surface 190b of the third blade portion 190 and the standing wall side end surface 182, and the game ball B1 sandwiched between the fourth front surface 191b of the fourth blade portion 191 and the standing wall side end surface 182 move in the same direction as the game ball B1 sandwiched between the first front surface 188b of the first blade portion 188 and the standing wall side end surface 182. Below, the movement of the game ball B1 sandwiched between the first front surface 188b and the upright wall side end surface 182 will be described as an example, while the game ball B1 sandwiched at the intake port 185 in the intermediate state.
[0127] As shown in FIG. 5(b), the first front surface 188b of the first blade portion 188 facing upward is inclined leftward toward the rear. FIG. 10(c) is a cross-sectional view of the window panel 52 and the game board 24 when cut directly above the inlet 185 by a plane perpendicular to the front surface of the game board 24. As shown in FIG. 10(c), the upright wall side end surface 182 is inclined rightward toward the rear. Therefore, when the game ball B1 flows down into the inlet 185 in the intermediate state and is sandwiched between the first front surface 188b and the upright wall side end surface 182, the two surfaces 182, 188b sandwiching the game ball B1 form a V-shaped relationship in which the rear side (game board 24 side) is wider than the front side (window panel 52 side).
[0128] When the rotating body 183 rotates clockwise while the game ball B1 is sandwiched between the two surfaces 182, 188b, the distance between the two surfaces 182, 188b gradually decreases from the front. At this time, the force applied to the game ball B1 from the first front surface 188b and the force applied to the game ball B1 from the upright wall side end surface 182 both have components that move the game ball B1 rearward. Therefore, as shown in FIG. 10(c), the game ball B1 sandwiched between the two surfaces 182, 188b is pushed toward the passage entrance 171 provided behind the intake port 185 by the rotation of the rotating body 183. The pushed-out game ball B1 then enters the escape passage 172 from the passage entrance 171 and is guided to the passage exit 173.
[0129] As already explained in FIG. 5(b), the front surfaces 188b-191b of each blade portion 188-191 are surfaces extending in the radial direction of the rotor 183. Therefore, when the game ball B1 is in contact with both one of the front surfaces 188b-191b and the right-side upright wall 181d (FIG. 10(c)) at the inlet 185, the front surface 188b-191b in contact with the game ball B1 is tilted downward and leftward. Therefore, when the rotor 183 rotates clockwise, the force applied to the game ball B1 from the front surfaces 188b-191b includes a downward component. This prevents the game ball B1 from moving upward when pushed toward the passage entrance 171.
[0130] As shown in Figure 10(c), by utilizing the inclination of the front surfaces 188b to 191b and the upright wall side end surface 182 and the rotation of the rotating body 183 to push the trapped game ball B1 out to the passage entrance 171, it is possible to eliminate the trapped state of the game ball B1 while preventing the game ball B1 from stagnating or rising.
[0131] As shown in Figure 4, the right side of the passage entrance 171 and the right side of the passage recess 181f are formed so that in the intermediate state, a game ball B1 sandwiched between the blade portions 188-191 of the rotating body 183 and the right-side upright wall 181d can enter the passage entrance 171.
[0132] The game ball B1 sandwiched between the blades 188 to 191 and the right-side upright wall 181d is positioned lower than the game ball B1 that, in the intake-prohibited state, comes into contact with the peripheral surfaces 188a to 191a of any of the blades 188 to 191. For this reason, as shown in Fig. 4, the lower end of the right side of the passage entrance 171 is positioned lower than the lower end of the left side of the passage entrance 171, and the upper end of the base body 181a on the right side of the passage recess 181f is positioned lower than the upper end of the base body 181a on the left side of the passage recess 181f.
[0133] The upper end of the base body 181a on the right side of the passage recess 181f is located lower than the lower end of the game ball B1 sandwiched between the blades 188-191 and the right standing wall 181d in the intermediate state. Also, the lower end of the right side of the passage entrance 171 is formed so as to be located at the same position as the upper end of the base body 181a on the right side of the passage recess 181f or lower than the upper end of the base body 181a.
[0134] However, in order to prevent the game ball B1 taken into one of the recesses 183b to 183e of the rotating body 183 in the intake permission state from passing through the passage recess 181f formed at the rear and entering the passage entrance 171, the upper end of the base body 181a on the right side of the passage recess 181f is set to be positioned slightly lower than the lower end of the game ball B1 sandwiched between the blade portions 188 to 191 and the right-side upright wall 181d in the intermediate state.
[0135] As already explained, each of the recesses 183b to 183e of the rotor 183 is inclined toward the axis toward the front, so that the game ball B1 taken into each of the recesses 183b to 183e is held at the front side of the game area PA. Therefore, the possibility that the game ball B1 taken into each of the recesses 183b to 183e will enter the passage entrance 171 through the passage recess 181f located at the rear (particularly the right side of the passage recess 181f) is reduced.
[0136] In the state where one game ball B1 has already been taken into the upper recessed portions 183b to 183e at the inlet 185 (FIG. 7(a)), it is conceivable that another game ball B1 may arrive at the inlet 185. In this case, the recessed portions 183b to 183e are already held on the window panel 52 side. Therefore, it is highly likely that the center of the game ball B1 that arrives at the inlet 185 later will be located behind the center of the game ball B1 already taken into the recessed portions 183b to 183e. In this case, the game ball B1 that arrives at the inlet 185 later will come into contact with the game ball B1 taken into the recessed portions 183b to 183e, bounce back, and enter the passage entrance 171.
[0137] Furthermore, if the center of a game ball B1 that arrives at the intake port 185 later is shifted to the left or right from the center of the game ball B1 taken into the recessed portions 183b to 183e, the game ball B1 that arrives at the intake port 185 later will come into contact with the game ball B1 taken into the recessed portions 183b to 183e and bounce off to the left or right, and will flow downstream through the game area PA on the side of the adjustment mechanism 180 without being taken into the adjustment mechanism 180. In this way, if multiple game balls B1 arrive at the intake port 185 in a single intake permission state, one game ball B1 will be taken into one of the recessed portions 183b to 183e, and the remaining game balls B1 will be able to flow downstream through the game area PA without accumulating near the intake port 185.
[0138] FIG. 11 is an explanatory diagram for explaining the configuration regarding the discharge of the game ball B1 that has flowed down the game area PA.
[0139] As already explained, a game ball B1 that enters any of the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, and the outlet 24a is discharged from the game area PA. In other words, a game ball B1 that is launched from the game ball launching mechanism 27 and flows into the game area PA is discharged from the game area PA by entering any of the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, and the outlet 24a. A game ball B1 that enters any of the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, and the outlet 24a is guided to the back side of the game board 24.
[0140] On the back of the game board 24, discharge passages 42-48 are formed corresponding to the general winning opening 31, the special winning device 32, the first operating opening 33, the second operating opening 34, and the outlet 24a, respectively. The game balls B1 that flow into the discharge passages 42-48 flow down the discharge passages 42-48 into which they have flowed, and are guided to the lower end of the game board 24 on the back side of the game board 24, where they are collected by a discharge ball collection section (not shown). The game balls B1 collected by the discharge ball collection section are then discharged to a ball circulation device of the island equipment where the pachinko machine 10 is installed in the game hall.
[0141] Each of the discharge passage sections 42-48 is provided with various detection sensors 42a-48a for detecting the gaming ball B1. These discharge passage sections 42-48 and detection sensors 42a-48a will be described below. As already explained, four general winning openings 31 are provided, and therefore, there are discharge passage sections 42-44 corresponding to each of the four general winning openings 31. In this case, one detection sensor 42a, 43a is provided for each of the first discharge passage section 42 corresponding to the leftmost general winning opening 31 and the second discharge passage section 43 corresponding to the general winning opening 31 adjacent to it on the right. Specifically, the first winning opening detection sensor 42a is provided so that its detection range is located midway along the first discharge passage section 42, and the second winning opening detection sensor 43a is provided so that its detection range is located midway along the second discharge passage section 43. A gaming ball B1 that enters the leftmost general winning opening 31 is detected by the first winning opening detection sensor 42a as it passes through the first discharge passage 42, and a gaming ball B1 that enters the general winning opening 31 adjacent to it on the right is detected by the second winning opening detection sensor 43a as it passes through the second discharge passage 43. A third discharge passage 44 is provided for the two right-side general winning openings 31, and is formed so that the two general winning openings 31 merge midway. The third discharge passage 44 has entrance-side regions corresponding to the two general winning openings 31, and these entrance-side regions merge midway to form a single exit-side region. A third winning opening detection sensor 44a is provided so that a detection range is located midway in the exit-side region of the third discharge passage 44. A gaming ball B1 that enters either of the two right-side general winning openings 31 is detected by the third winning opening detection sensor 44a as it passes through the third discharge passage 44.
[0142] A fourth discharge passage section 45 exists corresponding to the special electric winning device 32. A special electric detection sensor 45a is provided so that a detection range exists at a midpoint of the fourth discharge passage section 45, and a game ball B1 that enters the special electric winning device 32 is detected by the special electric detection sensor 45a while passing through the fourth discharge passage section 45. A fifth discharge passage section 46 exists corresponding to the first operating port 33. A first operating port detection sensor 46a is provided so that a detection range exists at a midpoint of the fifth discharge passage section 46, and a game ball B1 that enters the first operating port 33 is detected by the first operating port detection sensor 46a while passing through the fifth discharge passage section 46. A sixth discharge passage section 47 exists corresponding to the second operating port 34. A second operating port detection sensor 47a is provided so that its detection range exists at a midpoint of the sixth discharge passage section 47, and a game ball B1 that enters the second operating port 34 is detected by the second operating port detection sensor 47a as it passes through the sixth discharge passage section 47. A seventh discharge passage section 48 exists corresponding to the outlet 24a. An outlet detection sensor 48a is provided so that its detection range exists at a midpoint of the seventh discharge passage section 48, and a game ball B1 that enters the outlet 24a is detected by the outlet detection sensor 48a as it passes through the seventh discharge passage section 48.
[0143] Note that a gaming ball B1 that has become the detection target of one of the various detection sensors 42a to 48a will not become the detection target of the other detection sensors 42a to 48a. Also, a first gate detection sensor 49a is provided for the first through gate 35, and a second gate detection sensor 50a is provided for the second through gate 39. For this reason, a gaming ball B1 that passes through the first through gate 35 while flowing down the gaming area PA is detected by the first gate detection sensor 49a, and a gaming ball B1 that passes through the second through gate 39 is detected by the second gate detection sensor 50a.
[0144] Electromagnetic induction type proximity sensors are used for the various detection sensors 42a-50a, but any sensor can be used as long as it can detect the gaming ball B1 individually. The various detection sensors 42a-50a are electrically connected to the main control device 60, which will be described later, and the detection results of the various detection sensors 42a-50a are output to the main control device 60. Specifically, the various detection sensors 42a-50a output a LOW level signal when they are not detecting the gaming ball B1, and output a HI level signal when they are detecting the gaming ball B1. However, this is not a limitation, and the relationship between HI and LOW may be reversed.
[0145] As shown in FIG. 2, a display light-emitting unit 53 is provided above the window 51. A pair of left and right speakers 54 are also provided, which output sound effects according to the game status. An upper bulge 55 and a lower bulge 56, which bulge toward the front, are arranged vertically below the window 51. An upper tray 55a with an upward opening is provided inside the upper bulge 55, and a lower tray 56a with an upward opening is provided inside the lower bulge 56. The upper tray 55a has the function of temporarily storing game balls B1 dispensed from a dispensing device (described later) and guiding them in a row toward the game ball launching mechanism 27. The lower tray 56a also has the function of storing surplus game balls B1 in the upper tray 55a.
[0146] Next, the configuration of the rear side of the gaming machine main body 12 will be described.
[0147] As shown in FIG. 2, a main control device 60, which is responsible for the primary control of the game, is mounted on the back of the inner frame 13 (specifically, the game board 24). The main control device 60 is configured by housing a main control board 61 in a board box 60a. The board box 60a may be provided with a trace means or a trace structure for leaving a trace of its opening. Possible trace means include a joint structure that inseparably connects the multiple case bodies constituting the board box 60a and requires destruction of a predetermined portion upon separation, or a structure in which a seal is attached across the boundaries between the multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the bonded object upon peeling. Another possible trace structure is a structure in which an adhesive is applied to the boundaries between the multiple case bodies constituting the board box 60a.
[0148] A back pack unit 15 is installed so as to cover the back side of the inner frame 13, including the main control device 60. The back pack unit 15 has a back pack 72 formed from a transparent synthetic resin, and a dispensing mechanism section 73 and a control device assembly unit 74 are attached to the back pack 72.
[0149] The payout mechanism 73 includes a tank 75 to which game balls B1 supplied from the island equipment of the gaming hall are successively replenished, and a payout device 76 for paying out the game balls B1 stored in the tank 75. The game balls B1 paid out from the payout device 76 are discharged into the upper tray 55a or the lower tray 56a through a payout passage provided downstream of the payout device 76. The payout mechanism 73 is supplied with a main power supply of, for example, 24 volts AC, and is equipped with a back pack board having a power switch for turning the power on and off.
[0150] The control device aggregate unit 74 is equipped with a payout control device 77 having the function of controlling the payout device 76, and a power supply / launch control device 78 which generates and outputs the predetermined power required by the various control devices, etc., and controls the launch of the game ball B1 in response to the player's operation of the launch operation device 28. The payout control device 77 and the power supply / launch control device 78 are stacked one behind the other so that the payout control device 77 is at the rear of the pachinko machine 10.
[0151] <Electrical configuration of pachinko machine 10> FIG. 12 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0152] The main control device 60 comprises a main control board 61 that is responsible for the main control of the game, and a power outage monitoring board 67 that monitors the power supply. The main control board 61 is equipped with an MPU 62. The MPU 62 has a main CPU 63, which is an arithmetic processing device including a control unit and an arithmetic unit, as well as a main ROM 64, a main RAM 65, and a management IC 66. In addition to the above elements, the MPU 62 also has built-in interrupt circuits, timer circuits, data input / output circuits, various counter circuits such as random number generators, etc.
[0153] The main ROM 64 is a memory (i.e., non-volatile storage means) that does not require an external power supply to retain its memory, such as a NOR flash memory or a NAND flash memory, and is used for read-only purposes. The main ROM 64 stores various control programs and fixed value data executed by the main CPU 63. As shown in FIG. 12, the main ROM 64 stores a low-frequency winning determination value table T1 and a high-frequency winning determination value table T2 that are used in a normal power release lottery that determines whether or not to open or close the normal power role 34a. The low-frequency winning determination value table T1 and the high-frequency winning determination value table T2 record judgment values that are eligible for winning in the normal power release lottery. Details of the low-frequency winning determination value table T1 and the high-frequency winning determination value table T2 will be described later.
[0154] The main RAM 65 is a memory (i.e., a volatile memory means) that requires an external power supply to retain data, such as SRAM or DRAM, and is used for both reading and writing. The main RAM 65 is randomly accessible and takes less time to read data than the main ROM 64 when compared for the same data capacity. The main RAM 65 temporarily stores various data for the execution of the control program stored in the main ROM 64.
[0155] The management IC 66 is a management device that manages the entry state of the game ball B1 in the game area PA based on information supplied from the main CPU 63. As will be described in detail later, the management IC 66 grasps the entry history of the game ball B1 into the general winning opening 31, the special electric winning device 32, the first actuation opening 33, the second actuation opening 34, and the outlet 24a, and also grasps the entry frequency into the general winning opening 31, the special electric winning device 32, the first actuation opening 33, and the second actuation opening 34 according to the grasped entry history.
[0156] The MPU 62 is provided with an input port and an output port. The input side of the MPU 62 is connected to a power outage monitoring board 67 and a dispensing control device 77 provided in the main control device 60. The power outage monitoring board 67 is connected to a power supply / launch control device 78 having the function of supplying operating power, and operating power is supplied to the MPU 62 via the power outage monitoring board 67.
[0157] Various sensors, such as the ball entry detection sensors 42a-50a, are connected to the input side of the MPU 62. As already explained, the ball entry detection sensors 42a-50a are the first prize entry opening detection sensor 42a, the second prize entry opening detection sensor 43a, the third prize entry opening detection sensor 44a, the special electric current detection sensor 45a, the first operation opening detection sensor 46a, the second operation opening detection sensor 47a, the outlet opening detection sensor 48a, the first gate detection sensor 49a, and the second gate detection sensor 50a. Based on the detection results of these ball entry detection sensors 42a-50a, the main CPU 63 determines whether a ball has entered each entry area. In addition, the main CPU 63 executes various lotteries based on the entry into the first operation opening 33, and also executes various lotteries based on the entry into the second operation opening 34.
[0158] The output side of the MPU 62 is connected to a power outage monitoring board 67, a payout control device 77, and an audio / light emitting control device 81. For example, a prize ball command is output to the payout control device 77 based on the game ball B1 entering a prize ball entry section among the above-mentioned entry sections, where the occurrence of the ball entry corresponds to the payout of the game ball B1. Various commands such as a variation command, a type command, and an opening command are output to the audio / light emitting control device 81.
[0159] The output side of the MPU 62 is connected to the special power drive unit 32b, which opens and closes the opening / closing door 32a of the special power winning device 32, the normal power drive unit 34b, which opens and closes the normal power device 34a of the second operating port 34, the special power unit 37, the normal power unit 38, and the adjustment drive unit 184. Incidentally, the special power unit 37 is provided with a special power display unit 37a and a special power reserve display unit 37b, all of which are connected to the output side of the MPU 62. Similarly, the normal power unit 38 is provided with a normal power display unit 38a and a normal power reserve display unit 38b, all of which are connected to the output side of the MPU 62. The main control board 61 is provided with various driver circuits, and the MPU 62 controls the drive of various drive units and various display units through these driver circuits.
[0160] That is, in the opening / closing execution mode, the main CPU 63 executes drive control of the special power drive unit 32b so that the special power winning device 32 is opened and closed. Also, when the open state of the normal power device 34a is won, the main CPU 63 executes drive control of the normal power drive unit 34b so that the normal power device 34a is opened and closed. Also, during each game round, the main CPU 63 executes display control of the special chart display unit 37a. Also, when the lottery result of whether or not the normal power device 34a is to be opened is clearly displayed, the main CPU 63 executes display control of the normal chart display unit 38a. In addition, when a prize is won at the first operating port 33 or the second operating port 34, or when a changing display starts in the special chart display unit 37a, the main CPU 63 executes display control of the special chart reserve display unit 37b, and when a prize is won at the through gates 35, 39, or when a changing display starts in the regular chart display unit 38a, the main CPU 63 executes display control of the regular chart reserve display unit 38b.
[0161] The power failure monitoring board 67 relays between the main control board 61 and the power supply / launch control device 78, and monitors the stable DC voltage of 24 volts, which is the maximum voltage output from the power supply / launch control device 78. The payout control device 77 controls the payout of prize balls and loan balls by the payout device 76 based on the prize ball command received from the main control device 60.
[0162] The power supply and launch control device 78 is connected to a commercial power source (external power source) in, for example, an amusement hall. Based on the external power supplied from the commercial power source, the power supply and launch control device 78 generates the necessary operating power for the main control board 61, the payout control device 77, the adjustment drive unit 184, and the like, and supplies the generated operating power. Incidentally, the power supply and launch control device 78 is provided with a power supply unit for use in the event of power interruption, such as a backup capacitor, and even when the power to the pachinko machine 10 is turned off, power for memory retention is supplied from the power supply unit for use in the event of power interruption to the main RAM 65 of the main control device 60 and the payout control device 77. The power supply and launch control device 78 also controls the launch of the game ball launching mechanism 27, which is driven when predetermined launch conditions are met.
[0163] The audio and light emitting control device 81 drives and controls the display light emitting unit 53 and speaker unit 54 provided on the front door frame 14 based on various commands received from the main control device 60, and also controls the display control device 82. The display control device 82 executes display control of the pattern display device 41 based on commands received from the audio and light emitting control device 81.
[0164] <Electrical configuration for performing various lotteries in the main CPU 63> Next, the electrical configuration for performing various lotteries in the main CPU 63 will be described with reference to FIG.
[0165] During play, the main CPU 63 uses various counter information to perform a lottery for determining whether a jackpot occurs, set the display of the special symbol display unit 37a, set the symbol display of the symbol display unit 41, set the display of the normal symbol display unit 38a, etc. Specifically, as shown in Figure 13, it uses a winning random number counter C1 used to determine the lottery for determining whether a jackpot occurs, a jackpot type counter C2 used to determine the type of jackpot, a reach random number counter C3 used to determine whether a reach occurs when the symbol display unit 41 misses and changes, a random number initial value counter CINI used to set the initial value of the winning random number counter C1, and a change type counter CS that determines the display duration on the special symbol display unit 37a and the symbol display unit 41. Furthermore, it uses a normal power device release counter C4 used to determine whether the normal power device 34a of the second operating port 34 is in a normal power release state, and an opening initial value counter C5 used to set the initial value of the normal power device release counter C4. The counters C1 to C3, CINI, CS, C4, and C5 are provided in the various counter area 65b of the main RAM 65.
[0166] Each counter C1 to C3, CINI, CS, C4, and C5 is a loop counter that adds 1 to the previous value each time it is updated and returns to "0" after reaching its maximum value. Each counter is updated at short intervals. Information corresponding to the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 is stored in the reserved storage area 65a provided as acquired information storage means in the main RAM 65 when a winning occurs in the first actuation port 33 or the second actuation port 34.
[0167] The reserve storage area 65a comprises a reserve area RE and an execution area AE. The reserve area RE comprises a first reserve area RE1, a second reserve area RE2, a third reserve area RE3 and a fourth reserve area RE4, and a combination of numerical information of the win random number counter C1, the jackpot type counter C2 and the reach random number counter C3 is stored as reserve information in one of the reserve areas RE1 to RE4 according to the winning history of the first actuation port 33 or the second actuation port 34.
[0168] In this case, when multiple consecutive wins occur in the first actuation port 33 or the second actuation port 34, the numerical information is stored in the first hold area RE1 to the fourth hold area RE4 in chronological order from the first hold area RE1 to the second hold area RE2 to the third hold area RE3 to the fourth hold area RE4. By providing four hold areas RE1 to RE4 in this way, up to four winning histories of game balls B1 in the first actuation port 33 or the second actuation port 34 can be reserved and stored.
[0169] The number of items that can be stored on hold is not limited to four and can be any number, such as two, three, five or more, or it can be singular.
[0170] The execution area AE is an area for moving each piece of numerical information stored in the first holding area RE1 of the holding area RE when the variable display of the special chart display section 37a begins, and when one game round starts, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0171] In addition, information corresponding to the normal power feature opening counter C4 is stored in the normal power reserve storage area 65c provided in the main RAM 65 when a winning entry occurs in the first through gate 35 or the second through gate 39.
[0172] The normal power reserve storage area 65c has a normal power reserve area HA and a normal power execution area HB. The normal power reserve area HA has a first normal power reserve area HA1, a second normal power reserve area HA2, a third normal power reserve area HA3 and a fourth normal power reserve area HA4, and the numerical information of the normal power accessory opening counter C4 is stored in one of the normal power reserve areas HA1 to HA4 as normal power reserve information according to the winning history of the first through gate 35 or the second through gate 39.
[0173] In this case, when multiple wins occur consecutively at the first through gate 35 or the second through gate 39, the numerical information is stored in the first through gate 35 through the fourth through gate 39 in the order of the first through gate 35, the second through gate 39, the third through gate 39, the fourth through gate 39, and the fourth through gate 39. By providing four through gate 39, the four through gate 39, the numerical information is stored in the order of the first through gate 35, the second through gate 39, and the fourth through gate 39.
[0174] The number of items that can be stored on hold is not limited to four and can be any number, such as two, three, five or more, or it can be singular.
[0175] The normal power execution area HB is an area in which the normal power reserve information for the normal power release lottery is stored when the variable display is started in the normal map display unit 38a (Figure 3). Specifically, when the variable display in the normal map display unit 38a is started, the normal power reserve information stored in the first normal power reserve area HA1 is shifted to the normal power execution area HB.
[0176] Each of the counters will now be described in detail.
[0177] First, we will explain the normal power feature opening counter C4 and the opening initial value counter C5. The normal power feature opening counter C4 and the opening initial value counter C5 are loop counters that are incremented by 1 in sequence within the range of 0 to 65535 and return to "0" after reaching the maximum value. When the normal power feature opening counter C4 goes around once, the value of the opening initial value counter C5 at that time is read as the initial value of the normal power feature opening counter C4.
[0178] As already explained, in this pachinko machine 10, a normal power release lottery is executed when the game ball B1 enters the through gates 35, 39. The normal power release lottery uses numerical information updated by the normal power accessory release counter C4. Specifically, when the game ball B1 enters the through gates 35, 39, the numerical information updated by the normal power accessory release counter C4 is acquired as an opening random number. Hereinafter, the numerical information updated by the normal power accessory release counter C4, acquired when the game ball B1 enters the through gates 35, 39, and used in the normal power release lottery will be referred to as an opening random number. In the normal power release lottery, a determination is made as to whether the opening random number to be selected is a winning determination value that is eligible for winning the normal power release. If a positive determination is made, the normal power release is won, and if a negative determination is made, the result is a loss.
[0179] In the present pachinko machine 10, a plurality of types of support modes are set so that the manner of support by the normal power device 34a differs from one another. In detail, the support modes are set to a high frequency support mode and a low frequency support mode so that the frequency with which the normal power device 34a of the second operating port 34 is opened per unit time is relatively high or low when compared in a situation where the launch of the game ball B1 continues in the same manner into the game area PA.
[0180] First, we will explain the normal power release lottery executed in the low frequency support mode. The main ROM 64 (Fig. 12) stores a low frequency winning judgment value table T1 in which winning judgment values that are the targets for winning the normal power release lottery executed in the low frequency support mode are recorded. Fig. 14(a) shows the low frequency winning judgment value table T1.
[0181] As shown in Figure 14(a), the winning determination value for the normal power release lottery executed in the low frequency support mode is set to (250 x n-5) to (250 x n), where the variable n is a natural number between 1 and 262. The probability of winning the normal power release lottery executed in the low frequency support mode is approximately 1 / 42.
[0182] As shown in Figure 14(a), the winning judgment values that are eligible for winning the normal power release are consecutive numbers in units of 6. Also, the update cycle of the release random number in the normal power feature release counter C4 is 4 msec. Therefore, in the normal power feature release counter C4, the period during which the updated release random number becomes the winning judgment value eligible for winning the normal power release in the normal power release lottery in the low frequency support mode continues for 24 msec.
[0183] If the winning target period is the 24 msec period during which the winning determination value that is eligible for winning the normal power release continues, then in the low frequency support mode, the winning target period occurs in a 1-second cycle, as shown in Figure 14(a). Here, if the timing at which the game ball B1 discharged from the adjustment mechanism 180 (Figure 4) enters the first through gate 35 is defined as the winning potential timing, then as described above, the winning potential timing occurs in the same cycle of 1 second as the winning target period occurs in the low frequency support mode.
[0184] Therefore, in the low-frequency support mode, the period when the winning possibility timing overlaps with the winning target period becomes a consecutive winning period in which regular power release wins occur consecutively. This consecutive winning period continues until the initial value of the regular power feature release counter C4 is updated and the timing of the winning target period occurs shifted. If the timing of the winning target period occurs shifted, it becomes a consecutive non-winning period in which losing results continue in the regular power release lottery executed in the low-frequency support mode until the winning target period and the winning possibility timing overlap again.
[0185] As mentioned above, the timing when game ball B1 is discharged from adjustment mechanism 180 and enters first through gate 35 can occur every 1 second. For this reason, during the consecutive non-winning periods and consecutive winning periods in the low-frequency support mode, the normal map fluctuation time during which normal map display section 38a (Figure 3) fluctuates is set to 0.5 seconds, which is shorter than 1 second. Therefore, even if game ball B1 is discharged from adjustment mechanism 180 continuously every 1 second, when a win occurs, the fluctuation of normal map display section 38a corresponding to the previous win will have ended. This prevents the normal map pending information from exceeding the upper limit (4) from becoming a regular occurrence.
[0186] Next, we will explain the normal power release lottery executed in the high frequency support mode. The main ROM 64 (Fig. 12) stores a high frequency winning determination value table T2 in which winning determination values that are the targets for winning the normal power release lottery executed in the high frequency support mode are recorded. Fig. 14(b) shows the high frequency winning determination value table T2.
[0187] As shown in Figure 14(b), the winning judgment value for the regular power release lottery executed in high frequency support mode is set to (m to m + 2). Here, the variable m is a natural number between 1 and 65501. The probability of winning the regular power release lottery executed in high frequency support mode is approximately 3 / 5. In addition, the regular map fluctuation time in high frequency support mode is set to 0.5 seconds to speed up the consumption of regular map hold information.
[0188] The opening mode of the normal power role 34a when a normal power release is won in the low-frequency support mode is the same as the opening mode of the normal power role 34a when a normal power release is won in the high-frequency support mode. Specifically, a single normal power release win triggers a series of opening and closing operations in which the normal power role 34a is open for 1 second and then closed for 1 second, and this is repeated five times. In addition, in the low-frequency support mode, the minimum time required for the next normal power release lottery to be held after one normal power release lottery draw (i.e., the duration of one display on the normal power display unit 38a) is set to the same length as the time required in the high-frequency support mode.
[0189] During a consecutive non-winning period in the low-frequency support mode, a winning normal power release lottery triggered by a win at the first through gate 35 generally does not result in a winning normal power release lottery. On the other hand, even during a consecutive non-winning period in the low-frequency support mode, a win at the second through gate 39, which does not have the adjustment mechanism 180 above, may occur. In this case, there is a low probability (approximately 1 / 42) of a winning normal power release lottery triggered by a win at the second through gate 39. During a consecutive non-winning period in the low-frequency support mode, both the game ball B1 entering the first operating port 33 and the game ball B1 entering the second operating port 34 are possible. During a consecutive non-winning period in the low-frequency support mode, the likelihood of a winning normal power release lottery being won and the opening and closing operation of the normal power device 34a being performed is low, so the probability of a win at the first operating port 33 is higher than the probability of a win at the second operating port 34.
[0190] In the high frequency support mode, the regular power release lottery, which is triggered by winning through gates 35 and 39, has a high probability (approximately 3 / 5) of winning the regular power release. Here, the shortest interval at which game ball B1 is launched from game ball launching mechanism 27 (Figure 2) is 0.6 seconds. In contrast, the shortest interval at which game ball B1 is released from adjustment mechanism 180 toward first through gate 35 is 1 second. For this reason, in the high frequency support mode, it is more advantageous for the player to aim for second through gate 39 than for first through gate 35.
[0191] In the high frequency support mode, it is possible for the game ball B1 to enter both the first operating port 33 and the second operating port 34. In the high frequency support mode, the normal power opening win occurs and the opening and closing operation of the normal power device 34a is performed frequently, so there is a higher chance of the game ball entering the second operating port 34 than the chance of the game ball entering the first operating port 33. Since the payout of a predetermined number of game balls B1 is executed in response to the entry into the second operating port 34, in the high frequency support mode the player can play without reducing the number of balls they have.
[0192] During the consecutive winning period in the low frequency support mode, there is a high probability of consecutive winnings of the normal power release lottery, which is triggered by winning the first through gate 35. Therefore, the opening and closing operation of the normal power accessory 34a is performed more frequently, and during the consecutive winning period in the low frequency support mode, it is possible that the game ball B1 will win both the first operating port 33 and the second operating port 34.
[0193] During a consecutive winning period in the low frequency support mode, the shortest interval between consecutive normal power release wins is 1 second, and the likelihood of winning the normal power release is higher when shooting the game ball B1 aiming at the first through gate 35 than when shooting the game ball B1 aiming at the second through gate 39. For this reason, during a consecutive winning period in the low frequency support mode, it is more advantageous for the player to aim for the first through gate 35 than for the second through gate 39.
[0194] During a consecutive winning period in the low-frequency support mode, the possibility of aiming the game ball B1 at the first through gate 35, holding a normal power release lottery, and winning the normal power release is higher than the possibility of aiming the game ball B1 at the second through gate 39 in the high-frequency support mode, holding a normal power release lottery and winning the normal power release. Also, as already explained, the opening mode of the normal power device 34a when a normal power release is won in the low-frequency support mode is the same as the opening mode of the normal power device 34a when a normal power release is won in the high-frequency support mode. Therefore, in the low-frequency support mode, when a consecutive winning period occurs, it becomes temporarily easier for a winning ball to be won at the second operating port 34 than in the high-frequency support mode.
[0195] The consecutive winning period is set in the low-frequency support mode, in which the player's expectations for winning at the second operating port 34 are low, and the timing of the transition from the consecutive non-winning period to the consecutive winning period in the low-frequency support mode is not notified to the player. Therefore, during the consecutive non-winning period in the low-frequency support mode, the player will perform the operation of firing the game ball B1, aiming at the first through gate 35, while hoping for the transition to the consecutive winning period.
[0196] In the case of pachinko machines that do not have consecutive winning periods, the possibility of winning the normal power release in the low frequency support mode is lower than the possibility of winning the normal power release in the high frequency support mode. Therefore, the player's expectation of winning the normal power release is lower in the low frequency support mode than in the high frequency support mode.
[0197] In contrast to this, by configuring the pachinko machine 10 so that during a consecutive non-winning period in the low-frequency support mode, the initial value of the normal power device opening counter C4 can be changed to transition to a consecutive winning period, it is possible to make the player hopeful that even in the low-frequency support mode, the machine may transition to a consecutive winning period in which the possibility of a normal power opening win is higher than in the high-frequency support mode. And by configuring the machine not to notify the player of the timing of transition from a consecutive non-winning period to a consecutive winning period, the player can always maintain a sense of hope that a transition to a consecutive winning period may occur.
[0198] Therefore, the possibility of winning the normal power release in the low frequency support mode, which combines the consecutive non-winning periods and the consecutive winning periods, is maintained lower than the possibility of winning the normal power release in the high frequency support mode, and the player's expectation of winning the normal power release in the low frequency support mode can be increased.
[0199] The configuration for increasing the frequency of normal power release per unit time in the high-frequency support mode compared to the low-frequency support mode is not limited to the above. Here, the low-frequency support mode refers to a low-frequency support mode that combines a consecutive non-winning period with a consecutive winning period. For example, in a configuration in which multiple types of reserved time are available between one normal power release lottery and the next (e.g., the time of the variable display executed by the normal power display unit 38a based on winning through gates 35 and 39), the high-frequency support mode may be configured to be more likely to select a shorter reserved time or to have a shorter average reserved time than the low-frequency support mode. Furthermore, the advantage of the high-frequency support mode over the low-frequency support mode may be enhanced by applying any one or any combination of the following conditions: increasing the number of releases, lengthening the open time, shortening the reserved time between one normal power release lottery and the next, shortening the average reserved time, and increasing the probability of winning.
[0200] Here, the consecutive winning periods and consecutive non-winning periods that occur during the low frequency support mode will be explained based on Figures 15(a)-(c) and Figures 16(a)-(d). First, the timing at which a normal power release win occurs in a comparative pachinko machine in which no consecutive winning periods or consecutive non-winning periods occur will be explained based on the time charts of Figures 15(a)-(c). Figure 15(a) shows the timing at which a win at the through gates 35 and 39 can occur in the comparative pachinko machine, Figure 15(b) shows the winning target period during which the numerical information (release random number) updated in the normal power feature release counter C4 of the comparative pachinko machine becomes the winning determination value that is the target for a normal power release win, and Figure 15(c) shows the timing at which a normal power release win can occur in the comparative pachinko machine.
[0201] Here, the comparative pachinko machine is a pachinko machine in which the adjustment mechanism 180 (FIG. 4) is not provided on the game board 24 in the pachinko machine 10 of this embodiment, and the initial value of the release random number updated by the normal power accessory release counter C4 is not updated. Also, at timings t1 to t6 shown in FIGS. 15(a) to 15(c), the comparative pachinko machine is in the low frequency support mode. In the comparative pachinko machine, the timing at which winning occurs in the through gates 35 and 39 is random, so the timing shown in FIG. 15(a) is just an example.
[0202] As shown in Figure 15(a), at time t1, the game ball B1 enters the through gates 35, 39. However, as shown in Figure 15(b), time t1 is outside the period eligible for winning. The period eligible for winning starts at time t2, which follows time t1. Therefore, even if the winning at time t1 triggers the acquisition of an opening random number, and a regular power opening lottery is performed using that opening random number, the result will be a losing one.
[0203] As shown in Figure 15(b), when the next winning period begins at time t3 after time t2, the winning period continues for 24 msec. As shown in Figure 15(a), when the game ball B1 enters the through gates 35, 39 at time t4 within the winning period, the winning at time t4 triggers the acquisition of an opening random number. Then, as shown in Figure 15(c), the opening random number acquired at time t4 is used to draw the normal power opening lottery, resulting in a winning normal power opening lottery.
[0204] As shown in Figure 15(b), at time t5, one second after time t3, the next winning period, which lasts for 24 msec, begins. Then, as shown in Figure 15(a), at time t6 after the winning period ends, the game ball B1 enters the through gates 35, 39, and an opening random number is obtained. As shown in Figure 15(c), the normal power opening lottery, which is conducted using the opening random number obtained at time t6, results in a loss.
[0205] In this way, in the comparative pachinko machine in which the adjustment mechanism 180 is not provided on the game board 24 and the initial value of the release random number is not updated, the timing at which the game ball B1 enters the through gates 35, 39 is random, and the normal power release is won only when the timing of the winning coincides with the winning target period which starts every 1 second. For this reason, in the comparative pachinko machine, there are no consecutive winning periods or consecutive non-winning periods.
[0206] Next, the timing at which a normal power release winning occurs in the pachinko machine 10 of this embodiment will be explained based on the time charts of Figures 16(a) to (d). Figure 16(a) shows the timing at which the game ball B1 can enter the first through gate 35, Figure 16(b) shows the winning target period during which the numerical information (random number for release) updated in the normal power accessory opening counter C4 becomes the winning determination value that is the target for a normal power release winning, Figure 16(c) shows the timing at which the initial value of the numerical information (random number for release) updated in the normal power accessory opening counter C4 is updated, and Figure 16(d) shows the timing at which a normal power release winning can occur. At the timings t1 to t12 shown in Figures 16(a) to (d), this pachinko machine 10 is in the low frequency support mode.
[0207] As shown in Figure 16(b), the winning eligible period begins at time t1, and this winning eligible period lasts for 24 msec. As shown in Figure 16(a), the time t2 when a win occurs in the first through gate 35 is located between the winning eligible period that starts at time t1 and the next winning eligible period that starts at time t3, 1 second after time t1, and is outside the winning eligible period. Therefore, even if a win occurs in the first through gate 35 at time t2, it will not result in a normal power release win.
[0208] As already explained, the interval at which the game ball B1 can be discharged from the adjustment mechanism 180 toward the first through gate 35 is 1 second. As shown in FIG. 16(a), the timing t4 at which a winning entry into the first through gate 35 can occur after timing t2 is 1 second after timing t2. As shown in FIG. 16(b), timing t4 is outside the period eligible for winning. For this reason, as shown in FIG. 16(d), even if a winning entry into the first through gate 35 occurs at timing t4, it does not result in a normal power release winning.
[0209] The period during which it is possible to win at the first through gate 35 and the period during which the winning target period occurs are the same period. Therefore, if the timing at which it is possible to win at the first through gate 35 deviates from the winning target period, it will become a consecutive non-winning period in which there are consecutive losing results in the regular power open lottery.
[0210] As shown in Figure 16(c), the initial value of the normal power feature opening counter C4 is updated at timing t5. When the initial value of the normal power feature opening counter C4 is updated, the timing at which a prize can be won at the first through gate 35 may shift and overlap with the winning target period. In this case, as shown in Figure 16(b), the winning target period begins at timing t6, which is after timing t5. Then, as shown in Figure 16(a), a prize is won at timing t7 at the first through gate 35 within the winning target period, and an opening random number is obtained. As shown in Figure 16(d), when a normal power opening lottery is executed using the opening random number obtained at timing t7, the normal power opening lottery is won.
[0211] As shown in Figure 16(b), the winning eligible period begins again at timing t8, one second after timing t6. Also, as shown in Figure 16(a), at timing t9, one second after timing t7, a win occurs in the first through gate 35 and an opening random number is obtained. As shown in Figure 16(d), a regular power opening win occurs in the regular power opening lottery, which is conducted using the opening random number obtained at timing t9. In this way, once the timing at which a win is possible in the first through gate 35 overlaps with the winning eligible period, a consecutive winning period occurs in which regular power opening wins occur consecutively in the regular power opening lottery.
[0212] Then, as shown in FIG. 16(c), at timing t10, the initial value of the normal power feature opening counter C4 is updated again. As a result, the timing at which a prize can be won at the first through gate 35 is shifted from the winning target period. As shown in FIG. 16(a), at timing t11, which is later than timing t10, a prize is won at the first through gate 35, and an opening random number is obtained. As shown in FIG. 16(b), timing t11 is outside the winning target period, and the next winning target period begins at timing t12, which is later than timing t11. Therefore, as shown in FIG. 16(d), if the normal power opening lottery is executed using the opening random number obtained at timing t11, the result will be a loss. In this way, if the timing at which a prize can be won at the first through gate 35 is shifted from the winning target period due to the initial value update of the normal power feature opening counter C4, the normal power opening lottery will return to a consecutive non-winning period in which losing results continue.
[0213] As shown in Figure 12, the main RAM 65 is provided with a postponement flag 65d which is set to "1" at the start of a consecutive winning period, thereby enabling the postponement of updating the initial value in the normal power device opening counter C4, and a postponement completion flag 65e which is set to "1" when the consecutive winning period is reached and the postponement of updating the initial value in the normal power device opening counter C4 has already been performed during that consecutive winning period.
[0214] In this pachinko machine 10, when a consecutive winning period occurs, the initial value update of the normal power feature opening counter C4 is postponed once at the first timing of updating the initial value of the normal power feature opening counter C4 thereafter. By frequently updating the initial value of the normal power feature opening counter C4, the possibility of a consecutive winning period occurring during a consecutive non-winning period is increased, and by postponing the update of the initial value of the normal power feature opening counter C4 when a consecutive winning period occurs, the consecutive winning period is extended. This makes the occurrence of a consecutive winning period attractive to players. By making the occurrence of a consecutive winning period an event that players look forward to, the enjoyment of the game can be increased.
[0215] Next, the winning random number counter C1 will be described. The winning random number counter C1 is configured to increment by one within a range of, for example, 0 to 599, and return to "0" after reaching a maximum value. In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 599). The winning random number counter C1 is periodically updated, and is stored in the reserve storage area 65a of the main RAM 65 when the gaming ball B1 enters the first actuation port 33 or the second actuation port 34.
[0216] The random number value that results in a jackpot win is stored as a hit / miss table in the main ROM 64. As the hit / miss table, a hit / miss table for a low probability mode and a hit / miss table for a high probability mode are set. In other words, in this pachinko machine 10, a low probability mode and a high probability mode are set as the lottery modes in the hit / miss lottery means.
[0217] In a gaming state where the winning / losing table for the low probability mode is referenced in the lottery, the number of random numbers that will result in a jackpot is 2. On the other hand, in a gaming state where the winning / losing table for the high probability mode is referenced in the lottery, the number of random numbers that will result in a jackpot is 20. Note that the number of random numbers that will result in a jackpot can be any number as long as the winning probability is higher in the high probability mode than in the low probability mode.
[0218] The jackpot type counter C2 is configured to be incremented by 1 in sequence within a range of 0 to 29, and to return to "0" after reaching the maximum value. The jackpot type counter C2 is updated periodically, and is stored in the reserved storage area 65a when the gaming ball B1 enters the first actuation port 33 or the second actuation port 34.
[0219] A plurality of jackpot results are set in this pachinko machine 10. These plurality of jackpot results are set by providing differences in three conditions: (1) the manner of opening and closing control of the special power winning device 32 in the opening and closing execution mode, (2) the lottery mode in the winning / losing lottery means after the opening and closing execution mode ends, and (3) the support mode in the normal power device 34a of the second operating port 34 after the opening and closing execution mode ends.
[0220] As the manner of opening and closing control of the special power winning device 32 in the opening and closing execution mode, a high frequency winning mode and a low frequency winning mode are set so that the frequency of winning in the special power winning device 32 from the start to the end of the opening and closing execution mode is relatively high and low. Specifically, in either the high frequency winning mode or the low frequency winning mode, a predetermined number of rounds of play are played up to the upper limit.
[0221] Here, a round game is a game that continues until one of the following conditions is met: a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls B1 have entered the special winning device 32. Furthermore, the number of round games in the open / close execution mode triggered by a jackpot result is the same fixed number of rounds regardless of the type of jackpot result that triggered the transition. Specifically, regardless of the jackpot result, the upper limit number of round games is set to 15 rounds.
[0222] Furthermore, in this pachinko machine 10, a plurality of types are set for one opening mode of the special electric winning device 32, with different opening durations from when the special electric winning device 32 is opened until when it is closed. In detail, a long-time mode in which the opening duration is set to 29 seconds, which is a long time, and a short-time mode in which the opening duration is set to 0.06 seconds, which is a short time shorter than the long time, are set.
[0223] In this pachinko machine 10, when the launch operation device 28 is operated by a player, the game ball launching mechanism 27 is driven and controlled so that one game ball B1 is launched toward the play area PA every 0.6 seconds. The upper limit for the round game termination condition is set to nine. In this case, the long-time mode among the above-mentioned release modes sets the release duration longer than the product of the launch cycle of the game ball B1 and one round game. On the other hand, the short-time mode sets the release duration shorter than the product of the launch cycle of the game ball B1 and one round game, more specifically, shorter than the launch cycle of the game ball B1. Therefore, when a single release is performed in the long-time mode, it is expected that the special electric winning device 32 will win the maximum number of prizes in one round game. When a single release is performed in the short-time mode, it is expected that the special electric winning device 32 will not win, or if it wins, it will win only about one prize.
[0224] In the high frequency winning mode, the special power winning device 32 is opened once in each round of play in a long time mode. On the other hand, in the low frequency winning mode, the special power winning device 32 is opened once in each round of play in a short time mode.
[0225] In addition, the number of times the special electric winning device 32 is opened and closed, the number of rounds of play, the duration of opening for one opening, and the upper limit number of rounds of play in one round in the high frequency winning mode and low frequency winning mode are not limited to the above values and are arbitrary, as long as the frequency of winning in the special electric winning device 32 from the start to the end of the opening and closing execution mode is higher in the high frequency winning mode than in the low frequency winning mode.
[0226] The allocation destination of the game result for the jackpot type counter C2 is stored as an allocation table in the main ROM 64. The allocation destinations are set to a low probability jackpot result, a low prize winning high probability jackpot result, and a most advantageous jackpot result.
[0227] A low probability jackpot result is a jackpot result in which the opening / closing execution mode becomes a high frequency winning mode, and after the opening / closing execution mode ends, the winning / losing lottery mode becomes a low probability mode and the support mode becomes a high frequency support mode. However, this high frequency support mode will transition to a low frequency support mode if the number of games played after the transition reaches the termination reference number (specifically, 100 times).
[0228] A low-prize, high-probability jackpot result is a jackpot result in which the open / close execution mode becomes a low-frequency win mode, and after the open / close execution mode ends, the win / lose lottery mode becomes a high-probability mode and the support mode becomes a high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the win / lose lottery is a jackpot state win and the game transitions to the jackpot state.
[0229] The most favorable jackpot result is a jackpot result in which the open / close execution mode becomes a high-frequency winning mode, and after the open / close execution mode ends, the win / lose lottery mode becomes a high-probability mode and the support mode becomes a high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the win / lose lottery is a jackpot state win and the game transitions to the jackpot state.
[0230] In relation to the above game states, the normal game state refers to a state in which the win / lose lottery mode is a low probability mode and the support mode is a low frequency support mode, rather than the open / close execution mode. Also, a low-prize, high-probability jackpot result may not be set as a game result. In addition, in the open / close execution mode in a low-prize, high-probability jackpot result, the number of rounds of play may be fewer than in the case of a low-probability jackpot result and a most favorable jackpot result.
[0231] In the distribution table, of the values of the jackpot type counter C2 from "0 to 29", "0 to 9" corresponds to a low probability jackpot result, "10 to 14" corresponds to a low probability jackpot result with a high probability of winning, and "15 to 29" corresponds to the most favorable jackpot result.
[0232] Next, the reach random number counter C3 will be described. The reach random number counter C3 is configured to increment by one within a range of, for example, 0 to 238, and return to "0" after reaching a maximum value. Here, the pachinko machine 10 is configured with an expectation effect as one type of display effect on the symbol display device 41. The expectation effect refers to a display state that makes a player believe that a variable display state that is likely to result in a prize-related result is achieved in a gaming machine equipped with a symbol display device 41 capable of displaying variable symbols, and in which the final stop result in a game round resulting in a predetermined jackpot result is a prize-related result, from the start of the variable display of symbols on the symbol display device 41 until the stop result is derived and displayed. Specifically, the prize-related result is a combination of symbols with the same number displayed on any of the pay lines.
[0233] There are two types of expectation effects: a reach display and a notice display that is set to anticipate the occurrence of a reach display or a corresponding result before the reach display occurs.
[0234] The reach display includes a display state in which a reach symbol combination is displayed by stopping the display of symbols in some of the multiple symbol rows displayed on the display surface 41a of the symbol display device 41, and in that state, a variable display of symbols is performed in the remaining symbol rows. Also included are a reach effect in which, in a state in which a reach symbol combination is displayed as described above, a variable display of symbols is performed in the remaining symbol rows, and a reach effect is performed by displaying predetermined characters or the like as a moving image on the background screen, and a reach effect in which a reach symbol combination is displayed in a reduced size or is not displayed, and then a predetermined character or the like is displayed as a moving image on almost the entire display surface 41a.
[0235] The preview display includes a mode in which a character is displayed separately from the symbols on the symbol row when symbols are displayed variably in all symbol rows or when symbols are displayed variably in some symbol rows after the display of the variable symbols on the display surface 41a of the symbol display device 41 has started. It also includes a mode in which the background screen is displayed in a predetermined mode different from its previous mode, or a mode in which the symbols on the symbol row are displayed in a predetermined mode different from their previous mode. Such a preview display can occur in both game rounds when a reach display is made and when a reach display is not made, but is set to occur with a higher probability when a reach display is made than when a reach display is not made.
[0236] The reach display is executed regardless of the value of the reach random number counter C3 in a game in which the same symbol combination is finally stopped and displayed. Also, in a game in which a jackpot result is reached and the same symbol combination is not stopped and displayed, the reach display is not executed regardless of the value of the reach random number counter C3. Also, in a game in which a miss result is reached, the reach display is executed when the reach random number counter C3 obtained at a predetermined timing by referring to the reach table stored in the main ROM 64 corresponds to the occurrence of the reach display.
[0237] On the other hand, the decision on whether to display a notice is not made by the main control device 60 but by the audio and light emitting control device 81. In this case, the audio and light emitting control device 81 executes a lottery process for the notice display so as to satisfy at least one of the conditions that a notice display is more likely to occur in a game round corresponding to a jackpot result than a game round corresponding to a loss result, and that a notice display with a low occurrence rate is more likely to occur. Incidentally, this lottery result is reflected when the effect for the game round is executed by the symbol display device 41.
[0238] Next, the variation type counter CS will be explained. The variation type counter CS 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 the maximum value. The variation type counter CS is used by the main CPU 63 to determine the display duration in the special symbol display unit 37a and the display duration of the symbol in the symbol display device 41. The variation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated within the remaining time in the normal processing. Then, the buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of the variable display in the special symbol display unit 37a and at the start of the symbol variation by the symbol display device 41.
[0239] <Regarding the processing configuration of the main CPU 63> Next, we will explain each process executed to progress the game by the main CPU 63. The processes of the main CPU 63 are roughly divided into main processing that is started when the power is turned on, and timer interrupt processing that is started periodically (every 4 msec in this embodiment).
[0240] <Main processing> First, the main processing will be described with reference to the flowchart of FIG.
[0241] First, a power-on wait process is executed (step S101). In this power-on wait process, for example, the main process is started and a predetermined wait time (specifically, 1 second) elapses before proceeding to the next process. During the execution period of this power-on wait process, the operation start and initial setting of the pattern display device 41 are completed. Thereafter, access to the main RAM 65 is permitted (step S102), and the internal function register of the main CPU 63 is set (step S103).
[0242] Thereafter, it is determined whether the RAM erase switch provided on the power supply / launch control device 78 has been manually operated (step S104), and further whether the power outage flag of the main RAM 65 has been set to "1" (step S105). Also, a checksum calculation process is executed to calculate a checksum (step S106), and it is determined whether the checksum matches the checksum saved when the power was shut off, i.e., the validity of the stored data (step S107).
[0243] In this pachinko machine 10, when the power is turned on, for example, when the gaming hall opens for business, the RAM data is initialized by pressing the RAM clear switch while the power is turned on. Therefore, if the RAM clear switch is pressed, the process proceeds to step S108. Similarly, if the power interruption occurrence information is not set or if an abnormality in the stored data is confirmed by the checksum, the process proceeds to step S108. In step S108, the main RAM 65 is cleared. Then, the process proceeds to step S109.
[0244] On the other hand, if the RAM erase switch has not been pressed, the process proceeds to step S109 without executing the process of step S108, provided that the power outage flag is set to "1" and the checksum is normal. In step S109, a power-on setting process is executed. In the power-on setting process, a predetermined area of the main RAM 65 is set to an initial value, such as initializing the power outage flag, and a command corresponding to the current game status is sent to the sound and light emission control device 81. After executing the process of step S109, a recognition process (step S110) is executed to have the management IC 66 recognize various information, and a data output process is executed to output various data to a reader connected to the MPU 62 (step S111). The details of the recognition process and the data output process will be described later.
[0245] The main CPU 63 is configured to periodically execute timer interrupt processing, but the occurrence of timer interrupt processing is prohibited when the main processing is started. This state in which the occurrence of timer interrupt processing is prohibited is released when the processing of step S111 is completed and before the processing of step S112 is executed, and execution of the timer interrupt processing is permitted. As a result, when the supply of operating power to the main CPU 63 starts, the data output processing of step S111 ends and the timer interrupt processing is not executed until the stage before the processing of step S112 is started. Therefore, processing for progressing the game in the main CPU 63 is not started until this situation is reached.
[0246] Thereafter, the process proceeds to the remaining process of steps S112 to S115. In other words, the main CPU 63 is configured to periodically execute timer interrupt processing, but there is a remaining time between one timer interrupt processing and the next timer interrupt processing. This remaining time varies depending on the processing completion time of each timer interrupt processing, but this irregular time is used to repeatedly execute the remaining process of steps S112 to S115. In this respect, the remaining process of steps S112 to S115 can be said to be non-periodic processing that is executed non-periodically.
[0247] In the remaining process, first, in step S112, interrupt prohibition is set to prohibit the occurrence of timer interrupt processing. In the following step S113, random number initial value update processing is performed to update the random number initial value counter CINI and the release initial value counter C5, and in step S114, fluctuation counter update processing is performed to update the fluctuation type counter CS. In these update processing, current numerical information is read from the corresponding counter in the main RAM 65, and the read numerical information is incremented by 1, and then the counter from which it was read is overwritten. In this case, when the counter value reaches its maximum value, each is cleared to "0". Thereafter, in step S115, interrupt permission is set to switch from a state in which the occurrence of timer interrupt processing is prohibited to a state in which it is permitted. After executing the processing of step S115, the process returns to step S112, and the processing of steps S112 to S115 is repeated.
[0248] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to the flowchart of Fig. 18. The timer interrupt process is executed periodically (for example, every 4 msec).
[0249] First, a power outage information storage process is executed (step S201). In the power outage information storage process, it is monitored whether a power outage signal corresponding to the occurrence of a power outage has been received from the power outage monitoring board 67, and if a power outage is identified, a power outage process is executed and then an infinite loop is entered. In the power outage process, the power outage flag in the main RAM 65 is set to "1", and a checksum is calculated and stored.
[0250] After that, a lottery random number update process is executed (step S202). In the lottery random number update process, the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are updated. Specifically, the current numerical information is read out sequentially from the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3, and the read numerical information is incremented by 1, and then the read numerical information is overwritten onto the counter from which it was read. In this case, when the counter value reaches its maximum value, it is cleared to "0".
[0251] After step S202, in step S203, an open counter update process is executed to update the normal power accessory open counter C4 (FIG. 13). The details of the open counter update process will be described later. Then, in step S204, a random number initial value update process is executed to update the random number initial value counter CINI and the open initial value counter C5 (FIG. 13) in the same way as in step S113, and in step S205, a variable counter update process is executed in the same way as in step S114.
[0252] The normal power feature opening counter C4 is a loop counter, and the opening counter update process for updating the normal power feature opening counter C4 is executed periodically. Therefore, the normal power feature opening counter C4's initial value update timing, which occurs when the normal power feature opening counter C4 makes one revolution, occurs periodically.
[0253] Here, when the opening initial value counter C5 for updating the initial value of the normal power feature opening counter C4 is a loop counter and the updating of the opening initial value counter C5 is performed periodically, the numerical information obtained as the initial value from the opening initial value counter C5 at the timing of updating the initial value of the normal power feature opening counter C4 is limited to a part of the numerical information updated by the opening initial value counter C5.
[0254] In this case, the timing of the occurrence of consecutive winning periods in the low frequency support mode, as explained above, will not be random. There may be a situation where the winning period and the timing of winning do not overlap, and so no consecutive winning period occurs, a situation where the winning period and the timing of winning do not overlap, and so consecutive winning periods occur frequently, or a situation where consecutive winning periods occur periodically, and so that the player can easily guess when the consecutive winning periods will occur.
[0255] In contrast, the present pachinko machine 10 is configured to execute the random number initial value update process, which updates the release initial value counter C5, both during periodic timer interrupt processing and during non-periodic remaining processing of the main processing. Therefore, the winning target period and the timing of winning overlap at an appropriate frequency. This allows the occurrence of a winning period in the low-frequency support mode, which combines consecutive non-winning periods and consecutive winning periods, to occur in a manner that makes the probability of a winning normal power release win lower than the probability of a winning normal power release win in the high-frequency support mode.
[0256] Returning to the explanation of FIG. 18 , after the fluctuation counter update process is executed in step S205, rotation control process is executed in step S206 to rotate the rotor 183 once every 4 seconds. In this rotation control process, it is determined whether it is time to rotate the output shaft 184a of the adjustment driver 184, which is in communication with the rotor 183. If it is time to rotate the output shaft 184a, a pulse signal is sent to the adjustment driver 184 to rotate the output shaft 184a. In this rotation control process, a pulse signal is sent once every 8 msec to rotate the output shaft 184a of the adjustment driver 184 by 0.72°. In other words, in the timer interrupt process, which is executed in a 4 msec cycle, a pulse signal is sent once every two times to drive the adjustment driver 184.
[0257] Thereafter, a fraud detection process is executed to monitor whether or not a predetermined event set as a target for fraudulent use has occurred (step S207). In this fraud detection process, the occurrence of multiple types of events is monitored, and if a predetermined event has occurred, a game stop flag provided in the main RAM 65 is set to "1". In the following step S208, it is determined whether or not the game progress has been stopped by determining whether or not the game stop flag has been set to "1". If a negative determination is made in step S208, the process from step S209 onwards is executed.
[0258] In step S209, port output processing is executed. In the port output processing, if output information has been set in the previous timer interrupt processing, processing is executed to output corresponding to that output information to the various drive units 32b, 34b. For example, if information to switch the special power winning device 32 to an open state is set, output of a drive signal to the special power drive unit 32b is started, and if information to switch to a closed state is set, output of the drive signal is stopped. Also, if information to switch the normal power device 34a of the second operating port 34 to an open state is set, output of a drive signal to the normal power drive unit 34b is started, and if information to switch to a closed state is set, output of the drive signal is stopped.
[0259] Then, a read process is executed (step S210). In the read process, signals other than the power outage signal and the winning signal are read, and the read information is stored for use in subsequent processes.
[0260] Thereafter, a ball entry detection process is executed (step S211). In the ball entry detection process, signals received from each ball entry detection sensor 42a-50a are read, and based on the read results, it is determined whether or not a ball has entered the outlet 24a, the general winning port 31, the special electric winning device 32, the first operating port 33, the second operating port 34, the first through gate 35, and the second through gate 39. Details of the ball entry detection process will be explained later.
[0261] Thereafter, a timer update process is executed (step S212) for collectively updating the numerical information of the multiple types of timer counters provided in the main RAM 65. In this case, the timer counters in which the stored numerical information is updated by subtraction are handled collectively, but it is also possible to collectively update both the subtraction type timer counters and the addition type timer counters.
[0262] Thereafter, a launch control process is executed to control the launch of the gaming ball B1 (step S213). While the launch operation to the launch operation device 28 continues, one gaming ball B1 is launched at a predetermined launch cycle of 0.6 seconds. In the following step S214, as an input status monitoring process, based on the information read in the reading process of step S210, a disconnection check is performed for each ball entry detection sensor 42a-50a, and the opening of the gaming machine main body 12 and the front door frame 14 is confirmed.
[0263] Thereafter, a special symbol special electric control process is executed to control the execution of a game round and the execution of the open / close execution mode (step S215). In the special symbol special electric control process, when a winning occurs in the first actuation port 33 or the second actuation port 34 in a situation where the number of reserved information stored in the reserved storage area 65a is less than the upper limit number, the numerical information of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 at that time is stored as reserved information in the reserved storage area 65a in chronological order.
[0264] Here, if the period during which the normal power device 34a is opening and closing is defined as the support execution period, if a win occurs at the second actuation port 34 during the support execution period, a process of incrementing the support win counter by "1" is performed. Then, if the value of the support win counter reaches the upper limit of wins set for the support execution period, a support end flag is set to "1." Here, the support win counter is a counter that the main CPU 63 references to determine the total number of wins at the second actuation port 34 that occurred during the support execution period, and is provided in the main RAM 65. The support win counter is cleared to "0" at the start of the support execution period. The support end flag is a flag that the main CPU 63 references to determine that the number of wins at the second actuation port 34 that occurred during the support execution period has reached the upper limit and that the support execution period has ended, and is provided in the main RAM 65.
[0265] In the special chart special electricity control process, on the condition that the game is not being played or the open / close execution mode is not being performed and reserved information is stored, a win / loss determination process is executed to determine whether or not the reserved information corresponds to a jackpot win, and if it does correspond to a jackpot win, an allocation determination process is executed to determine which jackpot result the reserved information corresponds to.
[0266] Here, in the win / loss determination process, if a jackpot is won, the high frequency flag is set to "1." The high frequency flag is a flag that is set to "1" when the support mode for winning at the second operating port 34 is the high frequency support mode. By referring to the high frequency flag, the main CPU 63 determines whether the support mode for winning at the second operating port 34 is the high frequency support mode or the low frequency support mode. As already explained, if a jackpot is won, the support mode will become the high frequency support mode after the opening / closing execution mode ends, regardless of the type of jackpot.
[0267] The special symbol special signal control process not only performs a win / loss determination process and a distribution determination process, but also, if the pending information does not correspond to a jackpot win, performs a reach determination process to determine whether the pending information corresponds to a reach occurrence, and performs a process to select the duration of the game round using the numerical information of the variation type counter CS at that time. Then, a variation command containing duration information corresponding to the results of each process and a type command containing information on the game result are sent to the audio and light-emitting control device 81, and the special symbol display unit 37a begins displaying the varying symbols. Upon receiving the variation command and the type command, the audio and light-emitting control device 81 initiates the display and light-emitting unit 53 and the speaker unit 54 to display the corresponding game round effects. The audio and light-emitting control device 81 also transmits a variation pattern command corresponding to the variation command and the type command to the display control device 82. Upon receiving the variation pattern command, the display control device 82 begins displaying the varying symbols corresponding to the variation pattern command on the symbol display device 41. This marks the start of one game round.
[0268] During a game round, the special symbol special signal control process determines whether the game round's duration determined at the start of the game round has elapsed, thereby determining whether the time for the game round to end has arrived. If the time for the game round to end has arrived, the process ends the game round with a display corresponding to the game result. In this case, if the current game round corresponds to the occurrence of a jackpot, a symbol corresponding to the type of jackpot result is displayed frozen on the special symbol display unit 37a. If the current game round corresponds to a loss result, a symbol corresponding to the loss result is displayed frozen on the special symbol display unit 37a. A final stop command indicating that the game round should end is sent to the audio and light-emitting control device 81. Upon receiving the final stop command, the audio and light-emitting control device 81 terminates the effects for the current game round on the display light-emitting unit 53 and speaker unit 54. The audio and light-emitting control device 81 also transmits the final stop command to the display control device 82. Upon receiving the final stop command, the display control device 82 terminates the effects for the current game round on the symbol display device 41.
[0269] In the special symbol special electric control process, if the result of a game round corresponds to a transition to the open / close execution mode, a process is executed to start the open / close execution mode. To start the open / close execution mode, an opening command indicating the start of the open / close execution mode is sent to the audio / light-emitting control device 81. The special symbol special electric control process also executes processes to start each round of play and to end each round of play. When a round of play starts, the special electric winning device 32 enters an open state, and when a round of play ends, the special electric winning device 32 enters a closed state. During each of these processes, an open command indicating the start of a round of play is sent to the audio / light-emitting control device 81, and a close command indicating the end of a round of play is sent to the audio / light-emitting control device 81. In addition, when the special symbol special electric control process ends the open / close execution mode, an ending command indicating this is sent to the audio / light-emitting control device 81. The audio / light-emitting control device 81 controls the display / light-emitting unit 53 and the speaker unit 54 to execute effects for the open / close execution mode in a manner corresponding to the various commands received during the open / close execution mode. Furthermore, the sound and light emission control device 81 transmits a command corresponding to the command received during the opening and closing execution mode to the display control device 82. The display control device 82 causes the pattern display device 41 to execute the effects for the opening and closing execution mode in a manner corresponding to the various commands received during the opening and closing execution mode. Furthermore, in the special pattern special electricity control process, when the opening and closing execution mode is to be ended, a process is executed so that the win / loss lottery mode and support mode after the end of the opening and closing execution mode become modes corresponding to the type of jackpot result that triggered the execution of the opening and closing execution mode.
[0270] Specifically, if the jackpot result is a low-probability jackpot, the game play counter is set to "100" as the termination criterion for the high-frequency support mode. The game play counter is a counter that allows the main CPU 63 to determine whether the termination criteria number of play times has been consumed while the high-frequency support mode is set. The numerical information set in the game play counter is updated so that "1" is subtracted each time a play time ends. Furthermore, if the jackpot result is a low-prize-winning, high-probability jackpot, or if the jackpot result is the most favorable, the indefinite-period flag is set to "1." The indefinite-period flag is a flag that continues the high-frequency support mode until the lottery result in the win / lose lottery results in a jackpot state after the opening / closing execution mode ends, and the game transitions to the jackpot state. In the high frequency support mode when the indefinite flag is set to "1", if the jackpot result that occurs is a low probability jackpot, the indefinite flag is cleared to "0" and the number of plays counter is set to "100", and if the jackpot result that occurs is a low winning high probability jackpot or a most advantageous jackpot, the indefinite flag is set to "1" again.
[0271] After executing the special chart special power control process in step S215 in the timer interrupt process, execute the normal chart normal power control process (step S216). In the normal chart normal power control process, when a prize is won in the through gates 35, 39, a process of executing a normal power opening lottery to determine whether to open or close the normal power role 34a, and a process of displaying the normal chart display unit 38a and opening or closing the normal power role 34a in a manner according to the result of the normal power opening lottery are performed. The details of the normal chart normal power control process will be described later.
[0272] In the following step S217, based on the processing results of the immediately preceding steps S215 and S216, output information is set to reflect the increase or decrease in the number of reserved information related to the special map display unit 37a in the special map reserved display unit 37b, and output information is set to reflect the increase or decrease in the number of reserved information related to the ordinary map display unit 38a in the ordinary map reserved display unit 38b. Also, in step S217, based on the processing results of the immediately preceding steps S215 and S216, output information is set to update the display contents of the special map display unit 37a, and output information is set to update the display contents of the ordinary map display unit 38a.
[0273] Thereafter, the contents of the command and signal received from the payout control device 77 are confirmed, and a payout status receiving process is executed to perform processing corresponding to the confirmation result (step S218). Also, a payout output process is executed to set the prize ball command as an output target (step S219). Also, an external information setting process is executed to control the start and end of the output of an external signal according to the processing results of various processes executed in this timer interrupt process (step S220). Thereafter, a management output process is executed to output information corresponding to the ball entry result of the game ball B1 in the game area PA to the management IC 66 (step S221). The details of the management output process will be explained later.
[0274] Next, the open counter update process executed in step S203 of the timer interrupt process (Fig. 18) will be described with reference to the flowchart of Fig. 19. Fig. 19 is a flowchart showing the open counter update process executed by the main CPU 63.
[0275] First, in step S301, the current numerical information of the normal power reel opening counter C4 is read, and in step S302, it is determined whether the current numerical information read in step S301 is a value obtained by subtracting "1" from the current initial value. Here, the current initial value is numerical information that is newly stored each time the initial value of the normal power reel opening counter C4 is updated.
[0276] If the current numerical information is a value obtained by subtracting "1" from the current initial value (step S302: YES), this means that this is the time to update the initial value of the normal power feature opening counter C4. In this case, in step S303, it is determined whether the high frequency flag is set to "1." If the high frequency flag is not set to "1" in step S303, this means that the low frequency support mode is in effect. In this case, in step S304, it is determined whether the pass-through completion flag 65e (FIG. 12) is set to "1."
[0277] As already explained, the main RAM 65 (Fig. 12) has a skip flag 65d (Fig. 12) and a skip completion flag 65e (Fig. 12). The skip flag 65d is a flag that is set to "1" when a period of consecutive wins occurs in the normal power release lottery held in the low frequency support mode and normal power release wins occur three times in a row.
[0278] In the low frequency support mode, winning of the normal power release may occur when a win occurs at the second through gate 39 during a consecutive non-winning period, when a win occurs at the first through gate 35 during a consecutive winning period, or when a win occurs at the second through gate 39 during a consecutive winning period. Of these, the probability of winning the normal power release when a win occurs at the second through gate 39 is approximately 1 / 42 during both the consecutive non-winning period and the consecutive winning period.
[0279] For this reason, in the low frequency support mode, the probability of winning the regular power release three times in a row in the regular power release lottery, which is triggered by winning the second through gate 39, is low (approximately 1 / 74000), and winning the regular power release three times in a row almost never occurs. Even if it does happen by chance, if the next regular power release win ends in a loss, the pass-through flag 65d is cleared to "0".
[0280] On the other hand, during a consecutive winning period, if a normal power release lottery is held in response to a win at the first through gate 35, the normal power release will be won. Therefore, if a consecutive winning period begins while a player is operating the game ball launcher aiming at the first through gate 35, the send-off flag 65d will be set to "1" when the first through gate 35 has been won three times since the start of the consecutive winning period. During a consecutive winning period, when the send-off flag 65d is set to "1", the update of the initial value of the normal power device release counter C4 is postponed.
[0281] Furthermore, the skip completion flag 65e is a flag that is set to "1" when the timing for updating the initial value arrives with the skip flag 65d set to "1" and the update of the initial value of the normal power role opening counter C4 is postponed. Here, the skip flag 65d is a flag that is set to "1" on the condition that it is in the low frequency support mode. Therefore, the skip flag 65d is never set to "1" in the high frequency support mode. Since the skip flag 65d is not set to "1" in the high frequency support mode, the skip completion flag 65e is never set to "1". The process of setting the skip flag 65d to "1" will be described later.
[0282] If the skip completion flag 65e is set to "1" in step S304 of the opening counter update process (Figure 19), it means that the update of the initial value of the normal electric device opening counter C4 has already been skipped during the current consecutive winning period.
[0283] If the pass-by completion flag 65e is not set to "1" in step S304, it is determined in step S305 whether the pass-by flag 65d is set to "1." If the pass-by flag 65d is set to "1" (step S305: YES), this means that the current initial value update timing is the initial value update timing for the pass-by target. In this case, the pass-by flag 65d is cleared to "0" in step S306, and the pass-by completion flag 65e is set to "1" in step S307.
[0284] After determining in step S302 that it is not time to update the initial value, or after clearing the pass-through completion flag 65e to "0" in step S307, in step S308 it is determined whether the current numerical information is the maximum value ("65505") of the normal electric device opening counter C4.
[0285] If the current numerical information is not the maximum value in step S308, "1" is added to the current numerical information to update the numerical information in step S309. If the current numerical information is the maximum value in step S308, the current numerical information is cleared to "0" in step S310 to update the numerical information.
[0286] If the skip completion flag 65e is set to "1" in step S304, it means that the normal power accessory opening counter C4 has completed one cycle after the initial value update was postponed, and it is time to update the initial value again. In this case, the skip completion flag 65e is cleared to "0" in step S311.
[0287] After determining in step S303 that the high-frequency support mode is active, after determining in step S305 that the skip flag 65d is not set to "1," or after clearing the skip completion flag 65e to "0" in step S311, the initial value of the normal power feature opening counter C4 is updated. Specifically, in step S312, the current numerical value information of the opening initial value counter C5 is acquired. Then, in step S313, the numerical information acquired in step S312 is used as the new initial value to overwrite the current initial value, thereby updating the initial value. In this way, by changing the initial value of the normal power feature opening counter C4, the winning target period is shifted. This allows a transition from a consecutive non-winning period to a consecutive winning period to occur without being notified to the player. The initial value updated in step S313 is used in step S302 to determine whether it is time to update the initial value.
[0288] In the following step S314, the initial value updated in step S313 is overwritten on the normal power feature opening counter C4, thereby updating the numerical information of the normal power feature opening counter C4, and this opening counter update process is terminated.
[0289] In this way, by postponing the update of the initial value of the normal power device opening counter C4 at the initial value update timing that occurs first after the consecutive winning period has begun, the duration of the consecutive winning period can be extended, making the consecutive winning period even more attractive to players. On the other hand, when the initial value update timing arrives in the high frequency support mode (step S303: YES), the initial value update of the normal power device opening counter C4 is always executed.
[0290] Next, the normal power control process executed in step S216 of the timer interrupt process (FIG. 18) will be described with reference to the flowchart of FIG. 20. FIG. 20 is a flowchart showing the normal power control process executed by the main CPU 63.
[0291] In the normal map normal power control process, when a win occurs in the through gates 35, 39, a process is executed to acquire the reserved information on the normal map side, and when the reserved information on the normal map side is stored, a normal power release lottery is performed using that reserved information, and further, a process is executed to perform a normal map performance using the normal power release lottery as an opportunity. Also, based on the result of the normal power release lottery, a process is executed to open and close the normal power role 34a of the second operating port 34.
[0292] In the normal map normal power control process, as shown in the flowchart of Figure 20, first in step S401, the normal map side reserve information acquisition process is executed to acquire reserve information corresponding to winnings at the through gates 35, 39. Here, the normal map side reserve information acquisition process will be explained with reference to the flowchart of Figure 21. Figure 21 is a flowchart showing the normal map side reserve information acquisition process executed by the main side CPU 63.
[0293] First, in step S501, it is determined whether or not the first gate winning flag is set to "1," thereby determining whether or not a winning entry of the gaming ball B1 into the first through gate 35 has occurred. Here, the first gate winning flag is a flag that the main CPU 63 uses to identify that one gaming ball B1 has entered the first through gate 35. Then, if the first gate winning flag is set to "1," the first gate winning flag is cleared to "0" in step S502.
[0294] If the first gate winning flag is not set to "1" in step S501, the process proceeds to step S503. In step S503, it is determined whether or not the second gate winning flag is set to "1," thereby determining whether or not the game ball B1 has won the second through gate 39. Here, the second gate winning flag is a flag that allows the main CPU 63 to identify that one game ball B1 has entered the second through gate 39.
[0295] If the second gate winning flag is not set to "1" in step S503, the pending information acquisition process is terminated, and if the second gate winning flag is set to "1", the second gate winning flag is cleared to "0" in step S504.
[0296] After the first gate winning flag is cleared to "0" in step S502, or after the second gate winning flag is cleared to "0" in step S504, in step S505, it is determined whether the current normal power reserve information in the normal power reserve area HA is less than the upper limit number (4). If the normal power reserve information is the upper limit number (step S505: NO), this reserve information acquisition process is terminated, and if the normal power reserve information is less than the upper limit number (step S505: YES), the process proceeds to step S506. In step S506, the numerical information of the normal power accessory opening counter C4 is stored in the normal power reserve area HA1 to HA4 with the highest priority among the empty normal power reserve areas HA1 to HA4, and this reserve information acquisition process is terminated.
[0297] If a single processing run is configured to acquire both pending information corresponding to the "1" set in the first gate winning flag and pending information corresponding to the "1" set in the second gate winning flag, the two pending information acquired in that processing run will be the same pending information.
[0298] In contrast, in the normal side pending information acquisition process, if both the first gate winning flag and the second gate winning flag are set to "1" in the current processing, only the pending information corresponding to the first gate winning flag being set to "1" is acquired. Then, the pending information corresponding to the second gate winning flag being set to "1" is acquired in the next processing.
[0299] Therefore, when the period during which the second gate winning flag is set to "1" overlaps with the period during which the first gate winning flag is set to "1", the opening random number obtained in response to the game ball B1 entering the second through gate 39 can be made different from the opening random number obtained in response to the game ball B1 entering the first through gate 35.
[0300] Returning to the explanation of the normal map normal power control process (Fig. 20), after executing the normal map side pending information acquisition process in step S401, execute the process of reading out the information of the normal map normal power counter provided in the main side RAM 65 in step S402, execute the process of reading out the normal map normal power address table from the main side ROM 64 in step S403. Then, execute the process of obtaining the start address corresponding to the information of the normal map normal power counter from the normal map normal power address table in step S404.
[0301] Here, the processing contents of steps S402 to S404 will be explained. As already explained, the normal map normal power control processing includes processing related to the normal map performance and processing related to the opening and closing of the normal power role 34a. In this case, the processing related to the normal map performance includes normal map change start processing, normal map change processing, and normal map confirmation processing. In addition, the processing related to the opening and closing of the normal power role 34a includes normal power open processing and normal power closed processing.
[0302] In such a processing configuration, the normal map / normal power counter is a counter that allows the main CPU 63 to determine which of the above-mentioned multiple types of processing should be executed, and the normal map / normal power address table has a starting address set in the program for executing the above-mentioned multiple types of processing corresponding to the numerical information of the normal map / normal power counter.
[0303] The normal map normal power counter can be set to numerical information from "0" to "4", and the normal map normal power address table has start address information ("NSA0" to "NSA4") set in a one-to-one correspondence with each numerical information of the normal map normal power counter. In this case, the start address NSA0 is the start address of the program for executing the normal map change start processing, the start address NSA1 is the start address of the program for executing the normal map change processing, the start address NSA2 is the start address of the program for executing the normal map confirmation processing, the start address NSA3 is the start address of the program for executing the normal power open processing, and the start address NSA4 is the start address of the program for executing the normal power closed processing.
[0304] When the processing corresponding to the currently stored numerical information is completed, the normal map normal power counter is incremented by 1, decremented by 1, or cleared to "0" in accordance with the processing to be executed in the normal map normal power control processing in the next processing round, triggered by the condition for updating the numerical information being met. Therefore, in the normal map normal power control processing in each processing round, it is sufficient to execute processing according to the numerical information set in the normal map normal power counter.
[0305] According to the above configuration, the main CPU 63 can determine which process should be executed as normal power control without checking the presence or absence of various flags. This simplifies the process.
[0306] Below, we will explain the processing configuration for executing normal map change start processing, normal map change processing, normal map confirmation processing, normal power open processing, and normal power closed processing using the normal map / normal power counter and normal map / normal power address table.
[0307] Returning to the explanation of Figure 20, after executing the processing of step S404, in step S405, a process for setting the zero flag on the normal side is executed. In the process for setting the zero flag on the normal side, the numerical information of the normal / normal power timer counter is read, and if the numerical information of the normal / normal power timer counter is "0", a process is executed to set the normal side zero flag provided in the register of the main side CPU 63 to "1". The normal / normal power timer counter is a counter used by the main side CPU 63 to determine the timing of updating the normal / normal power counter as time passes, and the numerical information corresponding to a predetermined time is set in each process of steps S407 to S411, and the update of the numerical information is executed in the timer update process of step S212 in the timer interrupt processing (Figure 18).
[0308] In the following step S406, a process is executed to jump (transition) to the process indicated by the start address acquired in step S404. Specifically, if the acquired start address is NSA0, a jump is made to the normal map change start process in step S407, if the acquired start address is NSA1, a jump is made to the normal map change in progress process in step S408, if the acquired start address is NSA2, a jump is made to the normal map confirmation in progress process in step S409, if the acquired start address is NSA3, a jump is made to the normal power open in progress process in step S410, and if the acquired start address is NSA4, a jump is made to the normal power closed in progress process in step S411. Then, after executing any of the processes in steps S407 to S411, this normal map normal power control process is terminated. Below, the processes in steps S407 to S411 will be individually explained.
[0309] First, the normal map fluctuation start process (step S407) in the normal map normal power control process (Fig. 20) will be described with reference to the flowchart of Fig. 22. Fig. 22 is a flowchart showing the normal map fluctuation start process executed by the main CPU 63.
[0310] In the normal variation start process, first in step S601, it is determined whether or not the high frequency support mode is in effect by referencing the high frequency flag provided in the main RAM 65. If the high frequency flag is set to "1" in step S601 and the high frequency support mode is in effect, it is determined in step S602 whether or not the indefinite period flag is set to "1". As already explained, if the indefinite period flag is set to "1", it means that a low prize high probability jackpot or a most advantageous jackpot has been won, and the high frequency support mode has been entered after the opening and closing execution mode has ended.
[0311] If the indefinite flag is not set to "1" in step S602, it is determined in step S603 whether the value of the number of plays counter is "0." If the value of the number of plays counter is "0" in step S603, this means that the reference number of plays to end the high-frequency support mode has been reached. In this case, in step S604, the high-frequency flag is cleared to "0." This causes the support mode of the normal power device 34a to transition from the high-frequency support mode to the low-frequency support mode.
[0312] Here, the normal map fluctuation start processing is not executed when the numerical information of the normal map normal power counter corresponds to the normal power open processing or the normal power close processing, that is, when the normal power open is won, the opening and closing operation of the normal power device 34a is being executed. Therefore, even if the end reference number of game rounds ends while the opening and closing operation is being executed based on the normal power open being won before the end of the end reference number of game rounds, the support mode is maintained in the high frequency support mode, and is switched to the low frequency support mode after the opening and closing operation of the normal power device 34a is finished.
[0313] In the next step S605, an external output setting process for high-frequency cancellation is executed. In this external output setting process, data is set in the main RAM 65 so that the output of the high-frequency signal from the external terminal board 97 (Fig. 2) to the gaming hall's management computer is stopped. The high-frequency signal starts to be output when the game mode is switched to high-frequency support mode. Incidentally, the output of the high-frequency signal is stopped in the external information setting process of step S220 in the timer interrupt process (Fig. 18).
[0314] After making a negative judgment in step S601, after making a positive judgment in step S602, after making a negative judgment in step S603, or after executing the processing of step S605, step S606 determines whether the total number of reserved information NS on the normal map side is equal to or greater than 1. If the total number of reserved information NS on the normal map side is "0" (step S606: NO), the normal map change start processing ends as is, and if it is equal to or greater than 1 (step S606: YES), proceed to step S607.
[0315] In step S607, a normal power release lottery process is executed to determine whether or not a normal power release win has been made, which executes the opening and closing operation of the normal power accessory 34a, and then the normal power map fluctuation start process is terminated. Here, the normal power release lottery process will be described with reference to the flowchart in Figure 23. Figure 23 is a flowchart showing the normal power release lottery process executed by the main CPU 63.
[0316] In the normal power release lottery process, first in step S701, a shift process is performed on the normal power reserve area HA (Fig. 13). In this shift process, the release random numbers stored in the first normal power reserve area HA1 (Fig. 13) of the normal power reserve area HA are shifted to the normal power execution area HB (Fig. 13), and after the shift, the first normal power reserve area HA1 is cleared. In addition, the release random numbers in each area are shifted in the following order: second normal power reserve area HA2 (Fig. 13) → first normal power reserve area HA1, third normal power reserve area HA3 (Fig. 13) → second normal power reserve area HA2, fourth normal power reserve area HA4 (Fig. 13) → third normal power reserve area HA3.
[0317] In the next step S702, it is determined whether the high frequency flag is set to "1", and if the high frequency flag is set to "1" (step S702: YES), it is determined in step S703 whether the opening / closing execution mode is in progress. If the determination in step S702 is negative, or if the determination in step S703 is positive, the process proceeds to step S704.
[0318] In step S704, the low frequency winning judgment value table T1 (Fig. 14(a)) is read from the main ROM 64, and in step S705, a normal winning / losing judgment process (normal power release lottery) is performed. In the normal power release lottery, if the release random number stored in the normal power execution area HB matches any of the winning judgment values stored in the low frequency winning judgment value table T1, the normal power release is won, and if it does not match any of the winning judgment values, the result is a loss.
[0319] In the following step S706, it is determined whether or not the result of the normal winning / losing determination process in step S705 was a normal power release winning. If the result of the normal winning / losing determination process is a normal power release winning (step S706: YES), it is determined in step S707 whether or not the high frequency flag is set to "1". If the high frequency flag is not set to "1" and the mode is low frequency support mode (step S707: NO), it is determined in step S708 whether or not the consecutive winning flag is set to "1". Here, the consecutive winning flag is a flag for determining whether or not it is a consecutive winning period in low frequency support mode, and is provided in the main RAM 65 (Fig. 12).
[0320] The main RAM 65 is equipped with a consecutive win counter for counting the number of consecutive wins of the normal power release during the consecutive non-winning period in the low frequency support mode. When the value of the consecutive win counter reaches "3", the main CPU 63 (Fig. 12) determines that a consecutive winning period has begun and sets the consecutive win flag to "1".
[0321] If the consecutive win flag is not set to "1" in step S708, the consecutive win counter is incremented by "1" in step S709, and it is determined in step S710 whether the value of the consecutive win counter is "3." If the value of the consecutive win counter is "3" (step S710: YES), it is determined that the consecutive win period has begun.
[0322] In this case, the consecutive win counter is cleared to "0" in step S711, and the skip flag 65d is set to "1" in step S712. As a result, the update of the initial value of the normal power feature opening counter C4 is skipped at the initial value update timing of the normal power feature opening counter C4 that occurs first after the current consecutive win period has occurred. Then, in step S713, the consecutive win flag is set to "1" to record that it is a consecutive win period.
[0323] If the result of the normal winning / losing determination process (normal power release lottery) in step S705 is a loss (step S706: NO), the consecutive winning counter is cleared to "0" in step S714, and the consecutive winning flag is cleared to "0" in step S715. Therefore, even if a normal power release win occurs only once or by chance twice in a row as a result of the game ball B1 entering the second through gate 39 during the consecutive non-winning period in the low frequency support mode, it is not determined that a consecutive winning period has started.
[0324] If a negative judgment is made in step S703, since the mode is high frequency support mode and not open / close execution mode, in step S716 the high frequency winning judgment value table T2 (Fig. 14(b)) is read from the main ROM 64, and in step S717 the normal winning / losing judgment process is performed in the same way as in step S705. In the normal winning / losing judgment process, if the opening random number stored in the normal power execution area HB matches any of the winning judgment values stored in the high frequency winning judgment value table T2, the normal power opening is a winning result, and if it does not match any of the winning judgment values, the result is a losing result.
[0325] After determining in step S707 that it is in the high frequency support mode, after determining in step S708 that it is already in the consecutive winning period, after determining in step S710 that the value of the consecutive winning counter is "2" or less, after setting the consecutive winning flag to "1" in step S713, after clearing the consecutive winning flag to "0" in step S715, or after executing the normal winning / failure determination process in step S717, in step S718, the normal winning time stored in the main ROM 64 is read out. Information that sets the normal winning time to 0.5 seconds is pre-stored in the main ROM 64.
[0326] In the next step S719, the information on the normal map fluctuation time read in step S718 is set in the normal map normal power timer counter, and in step S720, processing is executed to start the fluctuation display in the normal map display unit 38a (Figure 3). Then, in step S721, "1" is added to the numerical information of the normal map normal power counter, thereby updating the numerical information of the normal map normal power counter from "0" to "1", and this normal map fluctuation start processing is terminated.
[0327] As already explained, even if three consecutive wins for normal power release occur in the high frequency support mode, the processing of steps S708 to S713 is not executed if it is determined in step S707 that the mode is the high frequency support mode, so that the postponement flag 65d is not set to "1" as a result of the three consecutive wins for normal power release.
[0328] Next, we will explain the normal map change processing (step S408) in the normal map normal power control processing (Figure 20). In the normal map change processing, first, by referring to the zero flag, it is determined whether it is time to end the display in the normal map display unit 38a. Then, if it is not time to end the change display, the image to be displayed in the normal map display unit 38a is updated to the next image in the order, provided that it is time to update the display content of the normal map display unit 38a. On the other hand, if it is time to end the change display in the normal map display unit 38a, an image stop processing is executed to display the final stop image in the normal map display unit 38a. In this image stop processing, information on the final stop time is set in the normal map normal power timer counter. After executing the image stop processing, the normal map normal power counter is updated from "1" to "2".
[0329] Next, the normal map determination process (step S409) in the normal map normal power control process (Figure 20) will be explained with reference to the flowchart in Figure 24. In the normal map determination process, first in step S801, it is determined whether the final stop time set in the normal map normal power timer counter in the normal map change process has elapsed. Specifically, this determination process determines whether the zero flag is set to "1".
[0330] If the final stop time has not elapsed (step S801: NO), the process for determining the normal map is terminated. If the final stop time has elapsed (step S801: YES), the process determines in step S802 whether the result of the normal power release lottery that triggered this variable display was a normal power release win. If the result is a normal power release win (step S802: YES), the process proceeds to step S803.
[0331] In step S803, a normal power release counter provided in the main RAM 65 is set to "5", and in step S804, a normal power winning counter provided in the main RAM 65 is set to "10". The normal power release counter is a counter used by the main CPU 63 to identify the remaining number of times that the normal power device 34a will be opened in the current opening and closing operation of the normal power device 34a, and the normal power winning counter is a counter used by the main CPU 63 to identify whether the upper limit number of winnings have occurred in the second operating port 34 during the current opening and closing operation of the normal power device 34a. Thereafter, in step S805, the support winning counter is cleared to "0", and in step S806, numerical information on the opening duration (specifically, 1 second) is set in the normal power timer counter.
[0332] In the following step S807, the numerical information of the normal map normal electricity counter is updated from "2" to "3" by adding "1" to the normal map normal electricity counter, and the normal map change start processing is terminated.
[0333] Also, in step S802, if the result of the regular power release lottery that triggered this change display is not a regular power release win, in step S808, the numerical information of the regular map regular power counter is cleared to "0", and then the regular map confirmation processing is terminated.
[0334] Next, the normal power open process (step S410) in the normal power control process (FIG. 20) will be described. In the normal power open process, first, it is determined whether it is time to close the normal power role 34a, and if it is not the closing timing, the normal power role 34a is maintained in an open state. On the other hand, if it is time to close the normal power role 34a, a process is executed to close the normal power role 34a. In this case, the value of the normal power open counter is updated to subtract "1", and if the value of the normal power open counter is "0", the numerical information of the normal power counter is cleared to "0", and the opening and closing operation of the normal power role 34a is terminated. Also, if the support end flag is set to "1", this means that the number of winnings into the second operating port 34 has already reached the upper limit number. In this case, the normal power open counter and support end flag are cleared to "0", and the numerical information of the normal power counter is cleared to "0", and the opening and closing operation of the normal power role 34a is terminated. In addition, if the numerical information of the normal power device opening counter is "1" or greater and the support end counter is not set to "1", the information on the closing time of the normal power device 34a is set in the normal map normal power timer counter and the normal map normal power counter is updated from "3" to "4".
[0335] When the opening and closing operation of the normal electric device 34a reaches the reference number of times, or when the number of winnings into the second operating port 34 that have occurred during this support execution period reaches the upper limit number of times, the current support execution period ends.
[0336] Next, the normal power closed processing (step S411) in the normal power control processing (Fig. 20) will be described. In the normal power closed processing, the normal power feature 34a is maintained in a closed state, and when the closed time has elapsed, processing is executed to open the normal power feature 34a again. Specifically, information on the high frequency open duration is set in the normal power timer counter, and the normal power counter is updated from "4" to "3".
[0337] Next, we will explain the configuration in the main CPU 63 for determining whether or not the game ball B1 has entered the outlet 24a, general winning port 31, special electric winning device 32, first operating port 33, second operating port 34, first through gate 35, and second through gate 39 based on the detection results of each ball entry detection sensor 42a to 50a. Figure 25 is an explanatory diagram for explaining the configuration in which the detection results of the ball entry detection sensors 42a to 50a are input to the main CPU 63.
[0338] The main CPU 63 is provided with an input port 63a. The input port 63a is configured as a 9-bit parallel interface so that it can handle nine types of signals simultaneously. An area in which information "0" or "1" is stored according to the voltage of each signal is provided in one-to-one correspondence with each terminal. That is, this area includes the 0th bit D0 to the 8th bit D8. Although more than 10 types of signals are input to the input port 63a, in order to limit the number of signals that can be input simultaneously to nine types, the group of signals to be input to the input port 63a is switched through switching control by a driver IC.
[0339] In the ball entry detection process (step S211) of the timer interrupt process (FIG. 18), the signal group to be input to the input port 63a is set to the signal group from each of the ball entry detection sensors 42a to 50a. When such settings are made, the 0th bit D0 stores information corresponding to the detection signal from the first prize opening detection sensor 42a, the 1st bit D1 stores information corresponding to the detection signal from the second prize opening detection sensor 43a, the 2nd bit D2 stores information corresponding to the detection signal from the third prize opening detection sensor 44a, the 3rd bit D3 stores information corresponding to the detection signal from the special power detection sensor 45a, the 4th bit D4 stores information corresponding to the detection signal from the first operating opening detection sensor 46a, the 5th bit D5 stores information corresponding to the detection signal from the second operating opening detection sensor 47a, the 6th bit D6 stores information corresponding to the detection signal from the outlet detection sensor 48a, the 7th bit D7 stores information corresponding to the detection signal from the first gate detection sensor 49a, and the 8th bit D8 stores information corresponding to the detection signal from the second gate detection sensor 50a.
[0340] Each of the ball entry detection sensors 42a-50a outputs a LOW-level signal indicating that it is not currently detecting a ball B1 when it has not detected the ball B1 passing through, and outputs a HI-level signal indicating that it is currently detecting a ball B1 when it has detected the ball B1 passing through. The input port 63a stores a "0" in the corresponding bit when it receives a LOW-level signal, and stores a "1" in the corresponding bit when it receives a HI-level signal. In other words, when the ball entry detection sensors 42a-50a have not detected the ball B1 passing through, a "0" indicating that it is not currently detecting a ball B1 is stored in the corresponding bit, and when it has detected the ball B1 passing through, a "1" indicating that it is currently detecting a ball B1 is stored in the corresponding bit.
[0341] FIG. 26 is a flowchart showing the ball entry detection process executed in step S211 of the timer interrupt process (FIG. 18).
[0342] When it is confirmed that the 0th bit D0 has switched from a state in which "0" is stored to a state in which "1" is stored, it is determined that one gaming ball B1 has been detected by the first winning opening detection sensor 42a (step S901: YES). In this case, the first output flag provided in the main RAM 65 is set to "1" (step S902), and the value of the 10-prize ball counter provided in the main RAM 65 is incremented by 1 (step S903). The first output flag is a flag that specifies to the main CPU 63 that information indicating that one gaming ball B1 has been detected by the first winning opening detection sensor 42a should be output to the management IC 66. The 10-prize ball counter is a counter that specifies to the main CPU 63 the number of times that the payout of 10 gaming balls B1 should be executed. If the value of the 10 prize ball counter is 1 or more, a 10 prize ball command is output to the payout control device 77 in the payout output process of step S219 in the timer interrupt process (Fig. 18), and when the 10 prize ball command is output once, the value of the 10 prize ball counter is decremented by 1. When the payout control device 77 receives the 10 prize ball command, it drives and controls the payout device 76 so that 10 game balls B1 are paid out.
[0343] When it is confirmed that the first bit D1 has switched from a state in which information "0" is stored to a state in which information "1" is stored, it is determined that one game ball B1 has been detected by the second winning opening detection sensor 43a (step S904: YES). In this case, the second output flag provided in the main RAM 65 is set to "1" (step S905), and the value of the 10-ball counter provided in the main RAM 65 is incremented by 1 (step S906). The second output flag is a flag for specifying in the main CPU 63 that information indicating that one game ball B1 has been detected by the second winning opening detection sensor 43a should be output to the management IC 66.
[0344] When it is confirmed that the second bit D2 has switched from a state in which "0" is stored to a state in which "1" is stored, it is determined that one game ball B1 has been detected by the third winning opening detection sensor 44a (step S907: YES). In this case, the third output flag provided in the main RAM 65 is set to "1" (step S908), and the value of the 10-ball counter provided in the main RAM 65 is incremented by 1 (step S909). The third output flag is a flag for specifying in the main CPU 63 that information indicating that one game ball B1 has been detected by the third winning opening detection sensor 44a should be output to the management IC 66.
[0345] When it is confirmed that the third bit D3 has changed from a state in which "0" is stored to a state in which "1" is stored, it is determined that one game ball B1 has been detected by the special electric detection sensor 45a (step S910: YES). In this case, the special electric winning flag provided in the main RAM 65 is set to "1" (step S911), the fourth output flag provided in the main RAM 65 is set to "1" (step S912), and further, the value of the 15-ball counter provided in the main RAM 65 is incremented by 1 (step S913). The special electric winning flag is a flag for the main CPU 63 to identify that one game ball B1 has entered the special electric winning device 32 during round play in the open / close execution mode. In the special chart special electric control process (step S215) of the timer interrupt process (FIG. 18), by confirming that the special electric winning flag is set to "1," it is determined that one game ball B1 has entered the special electric winning device 32, and the remaining number of balls that can enter the special electric winning device 32 in a round of play is subtracted by 1. When the process of subtracting 1 from the number of balls that can enter is executed, the special electric winning flag is cleared to "0." The fourth output flag is a flag that specifies to the main CPU 63 that information indicating that one game ball B1 has been detected by the special electric detection sensor 45a should be output to the management IC 66. The 15-ball counter is a counter that specifies to the main CPU 63 the number of times that 15 game balls B1 should be paid out. If the value of the 15 prize ball counter is 1 or more, a 15 prize ball command is output to the payout control device 77 in the payout output process of step S219 in the timer interrupt process (Fig. 18), and when the 15 prize ball command is output once, the value of the 15 prize ball counter is decremented by 1. When the payout control device 77 receives the 15 prize ball command, it drives and controls the payout device 76 so that 15 game balls B1 are paid out.
[0346] When it is confirmed that the fourth bit D4 has switched from a state in which information "0" is stored to a state in which information "1" is stored, it is determined that one gaming ball B1 has been detected by the first actuation port detection sensor 46a (step S914: YES). In this case, the first actuation winning flag provided in the main RAM 65 is set to "1" (step S915), the fifth output flag provided in the main RAM 65 is set to "1" (step S916), and further the value of the one winning ball counter provided in the main RAM 65 is incremented by 1 (step S917). The first actuation winning flag is a flag for the main CPU 63 to identify that one gaming ball B1 has entered the first actuation port 33. In the special power control process (step S215) of the timer interrupt process (FIG. 18), by confirming that the first activation winning flag is set to "1," a process for storing new reserved information is executed, provided that the number of reserved information stored in the reserved area RE of the reserved storage area 65a is less than the upper limit of four. In the special power control process (step S215), it is confirmed that the first activation winning flag is set to "1," and when a process corresponding to that confirmation is executed, the first activation winning flag is cleared to "0." The fifth output flag is a flag for specifying to the main CPU 63 that information indicating that one game ball B1 has been detected by the first activation port detection sensor 46a should be output to the management IC 66. The single prize ball counter is a counter for specifying to the main CPU 63 the number of times that one game ball B1 should be paid out. If the value of the 1 prize ball counter is 1 or more, a 1 prize ball command is output to the payout control device 77 in the payout output process of step S219 in the timer interrupt process (Fig. 18), and when the 1 prize ball command is output once, the value of the 1 prize ball counter is decremented by 1. When the payout control device 77 receives the 1 prize ball command, it drives and controls the payout device 76 so that one game ball B1 is paid out.
[0347] When it is confirmed that the fifth bit D5 has switched from a state in which information "0" is stored to a state in which information "1" is stored, it is determined that one gaming ball B1 has been detected by the second actuation port detection sensor 47a (step S918: YES). In this case, the second actuation winning flag provided in the main RAM 65 is set to "1" (step S919), and the sixth output flag provided in the main RAM 65 is set to "1" (step S920), and further the value of the one winning ball counter provided in the main RAM 65 is incremented by 1 (step S921). The second actuation winning flag is a flag for the main CPU 63 to identify that one gaming ball B1 has entered the second actuation port 34. In the special power control process (step S215) of the timer interrupt process (FIG. 18), by confirming that the second activation winning flag is set to "1," a process for storing new reserved information is executed, provided that the number of reserved information stored in the reserved area RE of the reserved storage area 65a is less than the upper limit of four. In the special power control process (step S215), it is confirmed that the second activation winning flag is set to "1," and when a process corresponding to that confirmation is executed, the second activation winning flag is cleared to "0." The sixth output flag is a flag for specifying in the main CPU 63 that information indicating that one game ball B1 has been detected by the second activation port detection sensor 47a should be output to the management IC 66.
[0348] When it is confirmed that the sixth bit D6 has changed from a state in which the information "0" is stored to a state in which the information "1" is stored, it is determined that one gaming ball B1 has been detected by the outlet detection sensor 48a (step S922: YES). In this case, the seventh output flag provided in the main RAM 65 is set to "1" (step S923). The seventh output flag is a flag for specifying in the main CPU 63 that information indicating that one gaming ball B1 has been detected by the outlet detection sensor 48a should be output to the management IC 66.
[0349] If it is confirmed that the seventh bit D7 has changed from a state in which "0" is stored to a state in which "1" is stored, it is determined that one game ball B1 has been detected by the first gate detection sensor 49a (step S924: YES). In this case, the first gate winning flag provided in the main RAM 65 is set to "1" (step S925). The first gate winning flag is a flag for the main CPU 63 to identify that one game ball B1 has entered the first through gate 35. In the normal map normal power control process (step S216) of the timer interrupt process (FIG. 18), as already explained in FIG. 21, by confirming that the first gate winning flag is set to "1", the process is executed to store the current numerical information of the normal power device opening counter C4 as normal map side reserved information in the normal power reserve storage area 65c, provided that the number of normal map side reserved information stored in the normal power reserve storage area 65c is less than the upper limit number of 4. In the normal map normal power control processing (step S216), it is confirmed that the first gate winning flag is set to "1", and when the processing corresponding to that confirmation is executed, the first gate winning flag is cleared to "0".
[0350] If it is confirmed that the eighth bit D8 has changed from a state in which "0" is stored to a state in which "1" is stored, it is determined that one game ball B1 has been detected by the second gate detection sensor 50a (step S926: YES). In this case, the second gate winning flag provided in the main RAM 65 is set to "1" (step S927). The second gate winning flag is a flag for the main CPU 63 to identify that one game ball B1 has entered the second through gate 39. In the normal map normal power control process (step S216) of the timer interrupt process (FIG. 18), as already explained in FIG. 21, by confirming that the second gate winning flag is set to "1", the process is executed to store the current numerical information of the normal power device opening counter C4 as normal map side reserved information in the normal power reserve storage area 65c, provided that the number of normal map side reserved information stored in the normal power reserve storage area 65c is less than the upper limit number of four. In the normal map normal power control processing (step S216), it is confirmed that the second gate winning flag is set to "1", and when the processing corresponding to that confirmation is executed, the second gate winning flag is cleared to "0".
[0351] As already explained, the timer interrupt process (FIG. 18) is started at a 4 msec cycle, so when one of the ball entry detection sensors 42a-50a starts detecting one game ball B1, while the ball entry detection sensor 42a-50a continues to detect the one game ball B1, the main CPU 63 determines that one game ball B1 has been detected by the ball entry detection sensor 42a-50a. Therefore, it is sufficient to provide one each of the first to seventh output flags.
[0352] Next, we will explain the processing contents executed by the dispensing control device 77. First, we will explain the electrical configuration of the dispensing control device 77 and various devices that communicate with the dispensing control device 77, with reference to the block diagram in Figure 27.
[0353] The dispensing control device 77 is equipped with an MPU 91. The MPU 91 includes a dispensing side CPU 92, which is a processing unit including a control unit and a calculation unit, as well as a dispensing side ROM 93, a dispensing side RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, etc.
[0354] The dispensing ROM 93 is a memory (i.e., a non-volatile memory means) that does not require an external power supply to retain data, such as a NOR flash memory or a NAND flash memory, and is used for read-only purposes. The dispensing ROM 93 stores various control programs and fixed value data executed by the dispensing CPU 92.
[0355] The dispensing-side RAM 94 is a memory (i.e., a volatile memory means) that requires an external power supply to retain data, such as SRAM and DRAM, and is used for both reading and writing. The dispensing-side RAM 94 is randomly accessible and takes less time to read data than the dispensing-side ROM 93 when compared for the same data capacity. The dispensing-side RAM 94 temporarily stores various data for the execution of the control program stored in the dispensing-side ROM 93.
[0356] The payout CPU 92 is capable of bidirectional communication with the main CPU 63. Upon receiving a prize ball command from the main CPU 63, the payout CPU 92 controls the payout device 76 to pay out the number of game balls B1 corresponding to the prize ball command. The payout CPU 92 also monitors whether the payout device 76 is in a state where the game balls B1 can be paid out normally. If the payout CPU 92 determines that the payout device 76 is in a state where the game balls B1 cannot be paid out normally, the payout CPU 92 stops the payout device 76 even if the payout RAM 94 stores information about the number of unpaid prize balls. The payout CPU 92 also transmits a payout limit command to the main CPU 63 indicating that the game balls B1 cannot be paid out normally. Upon receiving the payout limit command, the main CPU 63 transmits a notification command to the audio / light-emitting control device 81 so that the symbol display device 41, the display light-emitting unit 53, and the speaker unit 54 issue a notification indicating that the game balls B1 cannot be paid out normally. The states in which it is not possible to normally dispense game balls B1 include a full state in which the lower tray 56a is full of game balls B1, a no-ball state in which the tank 75 has not been replenished with game balls B1, an abnormal dispense state in which the dispenser 76 does not operate normally, a main body open state in which the game machine main body 12 is open from the outer frame 11, and a front door open state in which the front door frame 14 is open from the inner frame 13.
[0357] A full tank detection sensor (not shown) is provided midway along the game ball B1 passageway leading from the payout device 76 to the lower tray 56a, and the detection result of the full tank detection sensor is input to the payout side CPU 92. The payout side CPU 92 determines that the tank is full when the full tank detection sensor continues to detect the game ball B1, and determines that the full tank state has been released when the state in which the full tank detection sensor continues to detect the game ball B1 is released.
[0358] A no-ball detection sensor (not shown) is provided midway along the game ball B1 passageway leading from the tank 75 to the payout device 76, and the detection result of the no-ball detection sensor is input to the payout side CPU 92. The payout side CPU 92 determines that a no-ball state exists when the no-ball detection sensor continues to not detect the game ball B1, and determines that the no-ball state has been released when the state in which the no-ball detection sensor continues to not detect the game ball B1 is released.
[0359] The payout device 76 is provided with a payout detection sensor (not shown) for detecting the game ball B1 paid out from the payout device 76, and the detection result of the payout detection sensor is input to the payout side CPU 92. When the payout detection sensor detects the game ball B1, the payout side CPU 92 determines that one game ball B1 has been paid out from the payout device 76. Furthermore, the payout side CPU 92 determines that an abnormal payout state exists when the payout detection sensor continues to not detect the game ball B1 even though the payout device 76 is being driven and controlled so that the game ball B1 is paid out, and determines that the abnormal payout state has been released when the state in which the payout detection sensor continues to not detect the game ball B1 is released.
[0360] A front door open sensor 95 is provided on the front portion of the inner frame 13 (see FIG. 2), and the detection result of the front door open sensor 95 is input to the dispensing-side CPU 92. In this case, when the front door frame 14 is closed relative to the inner frame 13, the front door open sensor 95 transmits a closed detection signal to the dispensing-side CPU 92, and when the front door frame 14 is open relative to the inner frame 13, the front door open sensor 95 transmits an open detection signal to the dispensing-side CPU 92. The dispensing-side CPU 92 determines that the front door frame 14 is closed when it receives a closed detection signal from the front door open sensor 95, and determines that the front door frame 14 is open when it receives an open detection signal from the front door open sensor 95. In addition, the dispensing-side CPU 92 transmits a front door open command to the main-side CPU 63 when it determines that the front door frame 14 has changed from a closed state to an open state, and transmits a front door close command to the main-side CPU 63 when it determines that the front door frame 14 has changed from an open state to a closed state. The main CPU 63 determines that the front door frame 14 is in an open state when it receives a front door open command, and determines that the front door frame 14 is in a closed state when it receives a front door close command.
[0361] A main body open sensor 96 is provided on the front portion of the rear pack unit 15 (see FIG. 2), and the detection result of the main body open sensor 96 is input to the payout side CPU 92. In this case, when the gaming machine main body 12 is in a closed state relative to the outer frame 11, the main body open sensor 96 transmits a closed detection signal to the payout side CPU 92, and when the gaming machine main body 12 is in an open state relative to the outer frame 11, the main body open sensor 96 transmits an open detection signal to the payout side CPU 92. When the payout side CPU 92 receives a closed detection signal from the main body open sensor 96, it determines that the gaming machine main body 12 is in a closed state, and when the payout side CPU 92 receives an open detection signal from the main body open sensor 96, it determines that the gaming machine main body 12 is in an open state. In addition, the payout side CPU 92 transmits a main body open command to the main side CPU 63 when it determines that the gaming machine main body 12 has changed from a closed state to an open state, and transmits a main body close command to the main side CPU 63 when it determines that the gaming machine main body 12 has changed from an open state to a closed state. The main CPU 63 determines that the gaming machine main body 12 is in an open state when it receives a main body open command, and determines that the gaming machine main body 12 is in a closed state when it receives a main body close command.
[0362] The timer interrupt process executed by the dispensing CPU 92 will be described with reference to the flowchart of Figure 28. The timer interrupt process is repeatedly started at a predetermined cycle (for example, every 2 msec).
[0363] First, a full tank process is executed (step S1001). In the full tank process, as already explained, it is determined whether the tank is in a full state based on the detection result of the full tank detection sensor, and if the tank is in a full state, a process for stopping the payout of game balls B1 is executed, and a command indicating that the tank is in a full state is sent to the main CPU 63. Furthermore, if the full tank state is released, a process for enabling the payout of game balls B1 is executed, and a command indicating that the full tank state has been released is sent to the main CPU 63.
[0364] Thereafter, no-ball processing is executed (step S1002). In the no-ball processing, as already explained, it is determined whether or not the no-ball state is present based on the detection result of the no-ball detection sensor, and if the no-ball state is present, it executes processing to stop the payout of the game ball B1 and sends a command indicating the no-ball state to the main CPU 63. Furthermore, if the no-ball state is released, it executes processing to enable the payout of the game ball B1 and sends a command indicating that the no-ball state has been released to the main CPU 63.
[0365] Thereafter, a payout abnormality monitoring process is executed (step S1003). In the payout abnormality monitoring process, as already explained, it is determined whether or not a payout abnormality state exists based on the detection result of the payout detection sensor, and if a payout abnormality state exists, a process to stop the payout of the game ball B1 is executed, and a command indicating that a payout abnormality state exists is sent to the main CPU 63. Furthermore, if the payout abnormality state is released, a process to enable the payout of the game ball B1 is executed, and a command indicating that the payout abnormality state has been released is sent to the main CPU 63.
[0366] Thereafter, a front door open monitoring process is executed (step S1004). In the front door open monitoring process, as already explained, it is determined whether the front door frame 14 is in the open state based on the detection result of the front door open sensor 95, and if the front door frame 14 is in the open state, a process to stop the payout of the game balls B1 is executed and a front door open command is sent to the main CPU 63. Furthermore, if the front door frame 14 is closed, a process to enable the payout of the game balls B1 is executed and a front door close command is sent to the main CPU 63.
[0367] Thereafter, a main body open monitoring process is executed (step S1005). In the main body open monitoring process, as already explained, it is determined whether or not the gaming machine main body 12 is in the open state based on the detection result of the main body open sensor 96, and if the gaming machine main body 12 is in the open state, a process to stop the payout of the gaming balls B1 is executed and a main body open command is sent to the main CPU 63. Furthermore, if the gaming machine main body 12 is closed, a process to enable the payout of the gaming balls B1 is executed and a main body close command is sent to the main CPU 63.
[0368] Then, a command read process is executed (step S1006). In this command read process, a process is executed to read the prize ball command transmitted by the main CPU 63. The prize ball command is then stored in the payout RAM 94. Then, a prize ball setting process is executed to add the number corresponding to the received prize ball command to the unpaid prize ball number information in the payout RAM 94 (step S1007), and then a payout control process is executed to control the execution of the payout of game balls B1 by the payout device 76 (step S1008). In the payout control process, when the unpaid prize ball number information stored in the payout RAM 94 is a value of 1 or more, the payout device 76 is driven and controlled, and when the payout detection sensor detects one game ball B1, the value of the prize ball number information is decremented by 1. When the value of the prize ball number information becomes "0," the drive control of the payout device 76 is stopped. Thereafter, an external information setting process is executed to control the start and end of output of an external signal according to the results of the various processes executed in this timer interrupt process (step S1009).
[0369] Next, a configuration for externally outputting information from the pachinko machine 10 to the hall computer HC installed in the gaming hall will be described.
[0370] As shown in Fig. 2, the back pack unit 15 is provided with an external terminal board 97. The external terminal board 97 is provided with a large number of external terminals, some of which, i.e., a plurality of external terminals, are electrically connected to the main CPU 63, and some of which, i.e., a plurality of external terminals, are electrically connected to the dispensing CPU 92. In this way, the main CPU 63 and the dispensing CPU 92 are each electrically connected to the external terminal board 97, so that the main CPU 63 and the dispensing CPU 92 can externally output information to the hall computer HC, as shown in Fig. 27.
[0371] One external terminal of the external terminal board 97 is electrically connected to the front door open sensor 95, and another external terminal of the external terminal board 97 is electrically connected to the main body open sensor 96. Regarding the configuration of this electrical connection in detail, a signal relay board 98 is provided midway along the signal path from the front door open sensor 95 to the dispensing side CPU 92. The signal relay board 98 has a branch path SL2 branching from the signal path SL1 from the front door open sensor 95 to the dispensing side CPU 92. The branch path SL2 is connected to the front door open external terminal on the external terminal board 97. Therefore, an electrical signal corresponding to the detection result of the front door open sensor 95 is input not only to the dispensing side CPU 92, but also to the front door open external terminal on the external terminal board 97. This allows a signal indicating whether the front door frame 14 is open to be output to the hall computer HC without control by the dispensing side CPU 92.
[0372] Regarding the main body open sensor 96 in more detail, the signal relay board 98 is provided with a branch path SL4 that branches off from the signal path SL3 that runs from the main body open sensor 96 toward the payout CPU 92. The branch path SL4 is connected to an external terminal for main body open on the external terminal board 97. Therefore, an electrical signal corresponding to the detection result of the main body open sensor 96 is not only input to the payout CPU 92, but also to the external terminal for main body open on the external terminal board 97. This makes it possible to externally output a signal indicating whether the gaming machine main body 12 is in an open state to the hall computer HC without going through control by the payout CPU 92.
[0373] Next, we will explain the content of the information externally output to the hall computer HC from the main CPU 63 and the payout CPU 92. First, we will explain the content of the information externally output from the main CPU 63 to the hall computer HC.
[0374] In the external information setting process (step S220) in the timer interrupt process (FIG. 18), the main CPU 63 performs setting for outputting information to each external terminal assigned to the main CPU 63 on the external terminal board 97. The information output from the main CPU 63 to the external terminal board 97 includes information indicating that the opening / closing execution mode is in progress, information indicating that the support mode is in the high frequency support mode, information indicating that one game round has ended, information indicating that a predetermined number (for example, 100) of game balls B1 have been discharged from the game area PA through any of the outlet 24a, the general winning port 31, the special electric winning device 32, the first operating port 33, and the second operating port 34, information indicating that the game ball B1 has entered the first operating port 33, and information indicating that the game ball B1 has entered the second operating port 34.
[0375] In the external information setting process (step S1009) in the timer interrupt process (FIG. 28), the payout side CPU 92 sets the output of information to each external terminal assigned to the payout side CPU 92 on the external terminal board 97. The information output from the payout side CPU 92 to the external terminal board 97 includes information indicating that 10 game balls B1 have been paid out.
[0376] The hall computer HC can grasp the manner in which the game balls B1 are paid out in the pachinko machine 10 in accordance with various information received from the pachinko machine 10 via the external terminal board 97. For example, The payout rate is the ratio of the number of game balls B1 paid out until 100 game balls B1 are discharged from the game area PA of the pachinko machine 10. - Ball payout rate in normal game mode, not in open / close execution mode or high frequency support mode (hereinafter, this ball payout rate will be referred to as "B") Ball payout rate in open / close execution mode - Ball payout rate in high frequency support mode The number of times a game is played until 100 game balls B1 are discharged from the game area PA of the pachinko machine 10 (hereinafter, this ratio will be referred to as "S"). BS x "Number of winning balls for winning into the first actuation port 33 and the second actuation port 34" The number of game balls B1 that enter the first operating port 33 until 100 game balls B1 are discharged from the game area PA of the pachinko machine 10 (hereinafter, this ratio will be referred to as "S1"). The number of game balls B1 that enter the second operating port 34 until 100 game balls B1 are discharged from the game area PA of the pachinko machine 10 (hereinafter, this ratio will be referred to as "S2"). B-(S1 x "number of winning balls for winning into the first operating port 33" + S2 x "number of winning balls for winning into the second operating port 34") This allows the hall computer HC to manage the manner in which game balls B1 enter the game area PA of the pachinko machine 10. The number of prize balls refers to the number of game balls B1 that are paid out when one game ball B1 enters the corresponding ball entry section.
[0377] <Configuration for managing winning status of gaming ball B1> Next, a description will be given of a configuration for managing the winning status of the gaming ball B1 using the management IC 66. First, the electrical configuration of the management IC 66 will be described with reference to the block diagram of FIG.
[0378] As already explained, the MPU 62 of the main control device 60 includes a main CPU 63, a main ROM 64, a main RAM 65, and a management IC 66. In addition to these, the MPU 62 also includes an I / F 101 and a read terminal 102.
[0379] The I / F 101 is an interface for transmitting and receiving signals to and from devices external to the MPU 62. The I / F 101 is electrically connected to the main CPU 63 via an internal bus 103. Detection results from sensors such as the ball entry detection sensors 42a-50a and commands from the dispensing CPU 92 are input to the MPU 62 through the input port of the I / F 101, and the main CPU 63 executes various processes based on the input detection results and command contents, as described above. Furthermore, when a signal is output to a device such as the special call driver 32b as a result of the execution of various processes by the main CPU 63, the signal is output through the output port of the I / F 101. Furthermore, when a command is output to the dispensing CPU 92 and the audio / light-emitting control device 81 as a result of the execution of various processes by the main CPU 63, the command is output through the output port of the I / F 101.
[0380] The reading terminal 102 is a terminal for electrically connecting the MPU 62 to a reading device, which is an external device of the pachinko machine 10, and is provided on the surface of the MPU 62 so that the connection terminal portion is exposed. However, as already explained, the main control board 61 on which the MPU 62 is mounted is housed in the board box 60a, and the reading terminal 102 faces the wall of the board box 60a so as not to be exposed to the outside of the main control device 60. Therefore, in order to electrically connect the reading device to the reading terminal 102, it is necessary to open the board box 60a to expose the MPU 62. This makes it possible to prevent unauthorized electrical connection of the reading device to the reading terminal 102. Note that this is not limited to this, and a configuration may also be adopted in which an opening is formed in the board box 60a to expose the reading terminal 102 to the outside of the main control device 60, and the reading device can be electrically connected to the reading terminal 102 without having to destroy the board box 60a.
[0381] The management IC 66 includes a management I / F 111, a management CPU 112, a management ROM 113, a management RAM 114, an RTC 115, a correspondence memory 116, and a history memory 117. These devices are connected to each other via an internal bus 66a provided in the management IC 66 so as to enable two-way communication.
[0382] The management side I / F 111 is an interface for receiving various signals from the main CPU 63 via a group of signal paths 118 for one-way communication built in the MPU 62, and for transmitting various signals to the reading terminal 102 via a group of signal paths 119 for one-way communication built in the MPU 62. Various signals from the main CPU 63 are input to an input port of the management side I / F 111, and various signals to the reading terminal 102 are output from an output port of the management side I / F 111. The main CPU 63 is electrically connected to the reading terminal 102 via a group of signal paths 120 for two-way communication built in the MPU 62.
[0383] The management CPU 112 is an arithmetic processing unit including a control unit and an arithmetic unit. The management ROM 113 is a memory (i.e., non-volatile storage means) such as a NOR flash memory or a NAND flash memory that does not require an external power supply to retain its memory, and is used as a read-only memory. The management ROM 113 stores various control programs executed by the management CPU 112 and fixed value data. The management RAM 114 is a memory (i.e., volatile storage means) such as an SRAM or a DRAM that requires an external power supply to retain its memory, and is used as a read / write memory. The management RAM 114 is randomly accessible, and when compared for the same data capacity, requires a faster read time than the management ROM 113. The management RAM 114 temporarily stores various data and the like in response to the execution of the control programs stored in the management ROM 113.
[0384] The RTC 115 is a real-time clock that constantly measures date and time information and is configured to be able to output the measured date and time information in accordance with instructions from the management CPU 112. The RTC 115 is equipped with a backup power supply, so that it can measure date and time information even when the power to the pachinko machine 10 is cut off.
[0385] The correspondence memory 116 is a memory (i.e., a volatile storage means) that requires an external power supply to retain data, such as an SRAM or DRAM, and is used for both reading and writing. The correspondence memory 116 is used to store information on the correspondence between each of the buffers 122a-122p provided in the input port 121 of the management side I / F 111 and the types of signals input to those buffers 122a-122p. The contents of the correspondence memory 116 will be described in detail later.
[0386] The history memory 117 is a memory (i.e., a non-volatile storage means) that does not require an external power supply to retain data, such as a NOR flash memory or a NAND flash memory, and is used for both reading and writing. The history memory 117 is used to store information regarding the game ball B1 entering the game, which is received from the main CPU 63 via the management I / F 111. Details of the contents of the history memory 117 will be explained later.
[0387] Next, a description will be given of the configuration of the input port 121 provided in the management side I / F 111. Fig. 30 is an explanatory diagram for explaining the configuration of the input port 121 of the management side I / F 111.
[0388] The input port 121 is provided with a plurality of buffers 122a to 122p. Specifically, first to sixteenth buffers 122a to 122p are provided. Each of the first to sixteenth buffers 122a to 122p can receive one type of signal via signal paths 118a to 118p, and each of the first to sixteenth buffers 122a to 122p stores information of "0" as first data when the signal to be input is at a LOW level, and stores information of "1" as second data when the signal to be input is at a HI level. Note that the relationship between LOW and HI and the first and second data may be reversed.
[0389] A first signal corresponding to the detection result of the first winning opening detection sensor 42a is input to the first buffer 122a. In this case, the main CPU 63 outputs a LOW level first signal when the first winning opening detection sensor 42a does not detect a new gaming ball B1, and outputs a HI level first signal for a specific period when the first winning opening detection sensor 42a detects one gaming ball B1. This specific period is a period sufficient for the management CPU 112 to determine that a HI level first signal has been input to the first buffer 122a.
[0390] A second signal corresponding to the detection result of the second winning opening detection sensor 43a is input to the second buffer 122b. In this case, the main CPU 63 outputs a LOW level second signal when the second winning opening detection sensor 43a does not detect a new gaming ball B1, and outputs a HI level second signal for a specific period when the second winning opening detection sensor 43a detects one gaming ball B1. This specific period is long enough for the management CPU 112 to determine that a HI level second signal has been input to the second buffer 122b.
[0391] A third signal corresponding to the detection result of the third winning opening detection sensor 44a is input to the third buffer 122c. In this case, the main CPU 63 outputs a LOW level third signal when the third winning opening detection sensor 44a does not detect a new gaming ball B1, and outputs a HI level third signal for a specific period when the third winning opening detection sensor 44a detects one gaming ball B1. This specific period is long enough for the management CPU 112 to determine that a HI level third signal has been input to the third buffer 122c.
[0392] A fourth signal corresponding to the detection result of the special electric charge detection sensor 45a is input to the fourth buffer 122d. In this case, the master CPU 63 outputs a LOW level fourth signal when the special electric charge detection sensor 45a does not detect a new gaming ball B1, and outputs a HI level fourth signal for a specific period when the special electric charge detection sensor 45a detects one gaming ball B1. This specific period is sufficient for the management CPU 112 to determine that a HI level fourth signal has been input to the fourth buffer 122d.
[0393] A fifth signal corresponding to the detection result of the first actuation port detection sensor 46a is input to the fifth buffer 122e. In this case, the main CPU 63 outputs a LOW-level fifth signal when the first actuation port detection sensor 46a does not detect a new game ball B1, and outputs a HI-level fifth signal for a specific period when the first actuation port detection sensor 46a detects one game ball B1. This specific period is a period sufficient for the management CPU 112 to determine that a HI-level fifth signal has been input to the fifth buffer 122e.
[0394] A sixth signal corresponding to the detection result of the second actuation port detection sensor 47a is input to the sixth buffer 122f. In this case, the main CPU 63 outputs a LOW-level sixth signal when the second actuation port detection sensor 47a does not detect a new game ball B1, and outputs a HI-level sixth signal for a specific period when the second actuation port detection sensor 47a detects one game ball B1. This specific period is a period sufficient for the management CPU 112 to determine that a HI-level sixth signal has been input to the sixth buffer 122f.
[0395] A seventh signal corresponding to the detection result of the outlet detection sensor 48a is input to the seventh buffer 122g. In this case, the main CPU 63 outputs a LOW level seventh signal when the outlet detection sensor 48a does not detect a new gaming ball B1, and outputs a HI level seventh signal for a specific period when the outlet detection sensor 48a detects one gaming ball B1. This specific period is a period sufficient for the management CPU 112 to determine that a HI level seventh signal has been input to the seventh buffer 122g.
[0396] An eighth signal corresponding to whether or not the open / close execution mode is in progress is input to the eighth buffer 122h. In this case, the main CPU 63 continuously outputs the eighth signal at a low level when the open / close execution mode is not in progress, and continuously outputs the eighth signal at a high level when the open / close execution mode is in progress.
[0397] A ninth signal corresponding to whether or not the high frequency support mode is in effect is input to the ninth buffer 122i. In this case, the primary CPU 63 continuously outputs a LOW level ninth signal when the high frequency support mode is not in effect, and continuously outputs a HI level ninth signal when the high frequency support mode is in effect.
[0398] A tenth signal corresponding to whether or not the front door frame 14 is open is input to the tenth buffer 122j. In this case, the main CPU 63 continuously outputs a low-level tenth signal when the front door frame 14 is closed, and continuously outputs a high-level tenth signal when the front door frame 14 is open.
[0399] An output instruction signal is input to the sixteenth buffer 122p to cause the management CPU 112 to recognize an opportunity to output history information stored in the history memory 117 to the reading terminal 102. In this case, the main CPU 63 outputs a LOW level output instruction signal when there is no need to output history information, and outputs a HI level output instruction signal for a specific period when there is a need to output history information. This specific period is long enough for the management CPU 112 to determine that a HI level output instruction signal has been input to the sixteenth buffer 122p.
[0400] Although the eleventh buffer 122k, the twelfth buffer 122l, the thirteenth buffer 122m, the fourteenth buffer 122n, and the fifteenth buffer 122o can receive signals from the main CPU 63, they are blank buffers that do not receive normal signals in the present pachinko machine 10. In this way, by providing the input port 121 of the management I / F 111 with a greater number of buffers 122a-122p than the number of types of signals output from the main CPU 63 to the management IC 66 in the present pachinko machine 10, the management IC 66 can be used in models other than the present pachinko machine 10. This makes it possible to increase the versatility of the management IC 66. Incidentally, signal paths 118a to 118p are formed between the main CPU 63 and the first to sixteenth buffers 122a to 122p so as to correspond one-to-one to the first to sixteenth buffers 122a to 122p, respectively, but this is not limited to this, and the signal paths 118k to 118o may not be formed between the main CPU 63 and the buffers 122k to 122o to be blanked.
[0401] It was determined at the design stage of the management IC 66 that an output instruction signal will be input to the 16th buffer 122p in the input port 121 of the management I / F 111, and the management CPU 112 can identify that an output instruction signal will be input to the 16th buffer 122p without receiving an instruction from the main CPU 63. On the other hand, the types of signals that will be input to the first to fifteenth buffers 122a to 122o were not determined at the design stage of the management IC 66, and the types of these signals are identified by the management CPU 112 upon receiving an instruction from the main CPU 63. The identification of the types of these signals by the management CPU 112 will be described in detail below, when control is started in the main CPU 63 and the management CPU 112 in response to the supply of operating power to the MPU 62, and a type identification command is sent from the main CPU 63 to the management CPU 112. In this case, the information on the types of various signals provided by the type identification command is stored in the correspondence memory 116, and when the management CPU 112 identifies the types of various signals while operating power is being supplied, the information stored in the correspondence memory 116 is referenced.
[0402] 31 is an explanatory diagram for explaining the configuration of the correspondence memory 116. The correspondence memory 116 is provided with first to fifteenth correspondence areas 123a to 123o in one-to-one correspondence with the first to fifteenth buffers 122a to 122o provided in the input port 121 of the management side I / F 111.
[0403] The first correspondence area 123a stores information indicating that the input signal to the first buffer 122a is the general winning opening 31, as information for the management CPU 112 to identify the type of signal input to the first buffer 122a. The first correspondence area 123a also stores information indicating that the input signal is the general winning opening 31, as well as information on the number of game balls B1 (10) that will be paid out when one game ball B1 enters the general winning opening 31. The second correspondence area 123b stores information indicating that the input signal is the general winning opening 31, as information for the management CPU 112 to identify the type of signal input to the second buffer 122b. The second correspondence area 123b also stores information indicating that the input signal is the general winning opening 31, as well as information on the number of game balls B1 (10) that will be paid out when one game ball B1 enters the general winning opening 31. The third correspondence area 123c stores information indicating that the signal input to the third buffer 122c is from the general winning opening 31, as information for the management CPU 112 to identify the type of signal input to the third buffer 122c. In addition to the information indicating that the signal is from the general winning opening 31, the third correspondence area 123c also stores information on the number of game balls B1 (10) that will be paid out when one game ball B1 enters the general winning opening 31.
[0404] The fourth correspondence area 123d stores information indicating that the signal input to the fourth buffer 122d is the special electric winning device 32, as information for the management CPU 112 to identify the type of signal input to the fourth buffer 122d. The fourth correspondence area 123d also stores information indicating that the signal is the special electric winning device 32, as well as information on the number of game balls B1 (15) that will be paid out when one game ball B1 enters the special electric winning device 32. The fifth correspondence area 123e stores information indicating that the signal is the first actuation port 33, as information for the management CPU 112 to identify the type of signal input to the fifth buffer 122e. The fifth correspondence area 123e also stores information indicating that the signal is the first actuation port 33, as well as information on the number of game balls B1 (1) that will be paid out when one game ball B1 enters the first actuation port 33. The sixth correspondence area 123f stores information indicating that the signal input to the sixth buffer 122f is the second actuation port 34, as information for the management CPU 112 to identify the type of signal. The sixth correspondence area 123f also stores information indicating that the signal is the second actuation port 34, as well as information on the number of game balls B1 (1) that will be paid out when one game ball B1 enters the second actuation port 34. The seventh correspondence area 123g stores information indicating that the signal is the outlet 24a, as information for the management CPU 112 to identify the type of signal input to the seventh buffer 122g.
[0405] The eighth correspondence area 123h stores information indicating the open / close execution mode as information for the management CPU 112 to identify the type of signal input to the eighth buffer 122h. The ninth correspondence area 123i stores information indicating the high frequency support mode as information for the management CPU 112 to identify the type of signal input to the ninth buffer 122i. The tenth correspondence area 123j stores information indicating the front door frame 14 as information for the management CPU 112 to identify the type of signal input to the tenth buffer 122j.
[0406] The eleventh correspondence area 123k stores information indicating a blank that does not correspond to any of the signals, as information for the management CPU 112 to identify the type of signal input to the eleventh buffer 122k. The twelfth correspondence area 123l stores information indicating a blank that does not correspond to any of the signals, as information for the management CPU 112 to identify the type of signal input to the twelfth buffer 122l. The thirteenth correspondence area 123m stores information indicating a blank that does not correspond to any of the signals, as information for the management CPU 112 to identify the type of signal input to the thirteenth buffer 122m. The fourteenth correspondence area 123n stores information indicating a blank that does not correspond to any of the signals, as information for the management CPU 112 to identify the type of signal input to the fourteenth buffer 122n. The fifteenth correspondence area 123o stores information indicating a blank that does not correspond to any of the signals, as information for the management CPU 112 to identify the type of signal input to the fifteenth buffer 122o.
[0407] As described above, by configuring the management CPU 112 to specify what kind of signals are input to the first to fifteenth buffers 122a to 122o by receiving instructions from the main CPU 63, it becomes possible to use the management IC 66 for models other than this pachinko machine 10. This makes it possible to increase the versatility of the management IC 66.
[0408] Furthermore, instead of outputting information for recognizing the type of signal each time a signal corresponding to the storage of history information is output to the first to fifteenth buffers 122a to 122o, information for recognizing the type of signal is output in advance, and information for specifying the type of signal to be input to the first to fifteenth buffers 122a to 122o by the management CPU 112 based on the output information is stored in the correspondence memory 116. This makes it possible to reduce the amount of information output from the main CPU 63 to the management CPU 112 each time a signal is output, compared to a configuration in which information for recognizing the type of signal is output each time a signal corresponding to the storage of history information is output to the first to fifteenth buffers 122a to 122o.
[0409] Furthermore, the information for specifying the types of signals input to the first to fifteenth buffers 122a to 122o by the management CPU 112 is output when the supply of operating power starts. This allows the management CPU 112 to specify the types of signals input to the first to fifteenth buffers 122a to 122o when a game is started in the pachinko machine 10.
[0410] Furthermore, the information that an output instruction signal is input to the 16th buffer 122p is set at the design stage of the management IC 66. This makes it possible to omit the process for identifying the type of signal input to the 16th buffer 122p for output instruction signals that are reliably used not only in this pachinko machine 10 but also in other models of pachinko machines that use the management IC 66. This makes it possible to reduce the processing load of the process for identifying the type of such signal.
[0411] Next, a description will be given of the history memory 117 of the management IC 66. Fig. 32 is an explanatory diagram for explaining the configuration of the history memory 117.
[0412] The history memory 117 is provided with a history area 124 for sequentially storing history information. The history area 124 contains a plurality of pointer information items set with consecutive numbers, and a history information storage area 125 is set in one-to-one correspondence with each pointer information item. The history information storage area 125 can store a combination of RTC information and correspondence information. Each history information storage area 125 has a data capacity of 2 bytes, with 1 byte of data allocated as an area for storing RTC information and 1 byte of data allocated as an area for storing correspondence information. When it becomes necessary to store correspondence information in response to signals input to the first to fifteenth buffers 122a to 122o (actually, the first to tenth buffers 122a to 122j in this pachinko machine 10), the date information and time information currently measured by the RTC 115 are first stored in the area for storing RTC information in the history information storage area 125 corresponding to the pointer information currently being written. Thereafter, the correspondence information corresponding to the buffers 122a to 122o that triggered the current information storage is read from the correspondence areas 123a to 123o corresponding to the buffers 122a to 122o in the correspondence memory 116, and the read correspondence information is stored in an area for storing correspondence information in the history information storage area 125 that corresponds to the pointer information currently being written.
[0413] Specifically, regarding the correspondence information stored in the history information storage area 125, as already explained, signals corresponding to the detection results of the ball entry detection sensors 42a-48a are input to the first to seventh buffers 122a-122g, and therefore, information corresponding to the types of the ball entry detection sensors 42a-48a is stored in the first to seventh correspondence areas 123a-123g in the correspondence memory 116. More specifically, information corresponding to the types of ball entry sections corresponding to the ball entry detection sensors 42a-48a is stored in the first to seventh correspondence areas 123a-123g. As already explained, in this pachinko machine 10, the first to third winning hole detection sensors 42a-44a all detect the game ball B1 that has entered the general winning hole 31, and therefore, the first to third correspondence areas 123a-123c corresponding to these first to third winning hole detection sensors 42a-44a all store information indicating that it is the general winning hole 31. Further, the fourth correspondence area 123d stores information indicating that it is the special electric winning device 32, the fifth correspondence area 123e stores information indicating that it is the first operating port 33, the sixth correspondence area 123f stores information indicating that it is the second operating port 34, and the seventh correspondence area 123g stores information indicating that it is the outlet 24a. If the buffer 122a-122o that triggered the current information storage is any of the first to seventh buffers 122a-122g, information on the type of ball entry portion corresponding to that buffer 122a-122g is read from any of the first to seventh correspondence areas 123a-123g, and the read information on the type of ball entry portion is stored as is in the area for storing correspondence information in the history information storage area 125.
[0414] On the other hand, the eighth buffer 122h receives a signal indicating whether or not it is in the opening / closing execution mode, the ninth buffer 122i receives a signal indicating whether or not it is in the high frequency support mode, and the tenth buffer 122j receives a signal indicating whether or not the front door frame 14 is open. Therefore, the eighth correspondence area 123h stores information indicating the opening / closing execution mode, the ninth correspondence area 123i stores information indicating the high frequency support mode, and the tenth correspondence area 123j stores information indicating the front door frame 14.
[0415] As already explained, the main CPU 63 continuously outputs the eighth signal at a low level when the open / close execution mode is not in effect, and continuously outputs the eighth signal at a high level when the open / close execution mode is in effect. Therefore, the control CPU 112 can determine that the open / close execution mode has started when the eighth signal changes from a low level to a high level, and can determine that the open / close execution mode has ended when the eighth signal changes from a high level to a low level. When the eighth signal changes from a low level to a high level, or when it changes from a high level to a low level, the control CPU 112 determines that an opportunity to store correspondence information in the history information storage area 125 has occurred. In other words, when the eighth signal changes from a low level to a high level, not only the information indicating the open / close execution mode read from the eighth correspondence area 123h but also the start information are stored in the area for storing correspondence information in the history information storage area 125. In addition, when the eighth signal changes from HI level to LOW level, not only the information indicating the opening / closing execution mode read from the eighth correspondence area 123h but also the termination information are stored in an area for storing correspondence information in the history information storage area 125.
[0416] As already explained, the main CPU 63 continuously outputs the ninth signal at a low level when the high-frequency support mode is not active, and continuously outputs the ninth signal at a high level when the high-frequency support mode is active. This allows the management CPU 112 to determine that the high-frequency support mode has started when the ninth signal changes from a low level to a high level, and to determine that the high-frequency support mode has ended when the ninth signal changes from a high level to a low level. When the ninth signal changes from a low level to a high level, or when it changes from a high level to a low level, the management CPU 112 determines that an opportunity to store correspondence information in the history information storage area 125 has occurred. In other words, when the ninth signal changes from a low level to a high level, not only the information indicating the high-frequency support mode read from the ninth correspondence area 123i but also the start information are stored in the area for storing correspondence information in the history information storage area 125. In addition, when the ninth signal changes from HI level to LOW level, not only the information indicating the high frequency support mode read from the ninth correspondence area 123i but also the termination information are stored in an area for storing correspondence information in the history information storage area 125.
[0417] As already explained, the main CPU 63 continuously outputs a LOW-level tenth signal when the front door frame 14 is closed, and continuously outputs a HIGH-level tenth signal when the front door frame 14 is open. Therefore, the management CPU 112 can determine that the front door frame 14 is open when the tenth signal changes from a LOW level to a HIGH level, and can determine that the front door frame 14 is closed when the tenth signal changes from a HIGH level to a LOW level. When the tenth signal changes from a LOW level to a HIGH level, or when it changes from a HIGH level to a LOW level, the management CPU 112 determines that an opportunity to store correspondence information in the history information storage area 125 has occurred. In other words, when the tenth signal changes from a LOW level to a HIGH level, not only the information indicating the front door frame 14 read from the tenth correspondence area 123j but also the opening start information are stored in the area for storing correspondence information in the history information storage area 125. In addition, when the 10th signal changes from HI level to LOW level, not only the information indicating that it is the front door frame 14 read from the 10th correspondence relationship area 123j but also the opening completion information are stored in an area for storing correspondence relationship information in the history information storage area 125.
[0418] The history information storage area 125 is provided for a number of times that will enable storage of all the history information generated during ten consecutive business days, during which the shooting of game balls B1 continues in this pachinko machine 10 from opening to closing. For example, if history information is generated 60,000 times per day, more than 600,000 history information storage areas 125 will be provided. This makes it possible to store and hold all the history information in the history memory 117 for at least ten days.
[0419] The history memory 117 is provided with a pointer area 126 separate from the history area 124. The pointer area 126 stores information that allows the management CPU 112 to identify the pointer information currently being written to in the history memory 117. Specifically, at the time of shipment of the pachinko machine 10, information specifying pointer information of "0" as the write target is set in the pointer area 126. Then, each time a new piece of history information is stored in the history information storage area 125, the information in the pointer area 126 is updated so that the value of the pointer information to be written is incremented by 1. When the last pointer information is to be written and history information is stored in the history information storage area 125 corresponding to the last pointer information, the information in the pointer area 126 is updated so that pointer information of "0" is the write target. As a result, when a trigger occurs to store history information that exceeds the storable number of pieces of history information, the history information is overwritten with new history information, starting with the oldest history information stored in the history information storage area 125.
[0420] Furthermore, when the reading device reads history information from the history memory 117, the history information storage area 125 is cleared to all "0"s, and the information in the pointer area 126 is updated so that pointer information of "0" becomes the write target. This makes it possible to prevent history information that has once been read from becoming the read target again.
[0421] Next, a specific processing configuration for managing the winning status of the gaming ball B1 using the management IC 66 will be described. First, a processing configuration for storing information on the correspondence between the first to fifteenth buffers 122a to 122o provided in the input port 121 of the management side I / F 111 and the signal type in the correspondence memory 116 will be described. Figure 33 is a flowchart showing the recognition processing executed by the main side CPU 63. The recognition processing is executed in step S110 in the main processing (Figure 17).
[0422] First, "15" is set in a recognition output counter provided in the main RAM 65 (step S1101). The recognition output counter is a counter used by the main CPU 63 to identify the remaining number of times information output is required to make the management CPU 112 recognize which type of signal each of the buffers 122a to 122p of the input port 121 in the management I / F 111 corresponds to. As already explained, the 15 buffers, the 1st to 15th buffers 122a to 122o, are targets for signal type recognition, so "15" is set in the recognition output counter.
[0423] Thereafter, an output process of an identification start command is executed (step S1102). The primary CPU 63 outputs various commands to the management CPU 112 to make the management CPU 112 recognize which types of signals the first to fifteenth buffers 122a to 122o correspond to. When outputting these commands, the first to eighth signals input to the first to eighth buffers 122a to 122h are used. That is, the first to eighth signals (i.e., the first to eighth signal paths 118a to 118h) used to instruct the management CPU 112 to store history information are used to output commands to make the management CPU 112 recognize which types of signals the first to fifteenth buffers 122a to 122o correspond to. This makes it possible to reduce the number of signal paths and simplify the configuration compared to a configuration in which a signal path for outputting the commands is provided separately from the signal paths 118a to 118p for outputting signals to the first to sixteenth buffers 122a to 122p. The identification start command has a data capacity of 8 bits, and each bit of data is input to the first to eighth buffers 122a to 122h as the first to eighth signals, respectively. Furthermore, in the output process of the identification start command, the output state of the ninth signal is switched to HI level at the timing when the output of the identification start command is started so that the management CPU 112 recognizes that a new command has been sent. Furthermore, the output period of the identification start command and the period during which the output state of the ninth signal is maintained at HI level are set to be long enough for the management CPU 112 to recognize the identification start command and the output state of the ninth signal. Upon receiving the identification start command, the management CPU 112 determines that it should start processing to store information on the correspondence between the first to fifteenth buffers 122a to 122o and the signal types in the correspondence memory 116.
[0424] Thereafter, a type identification command corresponding to the current value of the recognition output counter in the main RAM 65 is read from the main ROM 64 (step S1103). In this case, the first buffer 122a is the first to be set as the signal type, and thereafter, the signal type recognition setting corresponding to the first to fifteenth buffers 122a to 122o is performed so that the signal type is set for the nth buffer and then the (n+1)th buffer. Therefore, if the recognition output counter is "15" to "13", a type identification command indicating that it is the general winning port 31 and the number of prize balls is read out; if the recognition output counter is "12", a type identification command indicating that it is the special winning device 32 and the number of prize balls is read out; if the recognition output counter is "11", a type identification command indicating that it is the first operating port 33 and the number of prize balls is read out; if the recognition output counter is "10", a type identification command indicating that it is the second operating port 34 and the number of prize balls is read out; if the recognition output counter is "9", a type identification command indicating that it is the outlet 24a is read out; if the recognition output counter is "8", a type identification command indicating that it is in the opening / closing execution mode is read out; if the recognition output counter is "7", a type identification command indicating that it is in the high frequency support mode is read out; if the recognition output counter is "6", a type identification command indicating that it is the front door frame 14 is read out; and if the recognition output counter is "5" to "1", a type identification command indicating that it is blank is read out.
[0425] Thereafter, the control unit 112 executes an output process of the read type identification command (step S1104). The type identification command, like the identification start command, has an 8-bit data capacity, and each bit of data is input as the first to eighth signals to the first to eighth buffers 122a to 122h, respectively. In the output process of the identification type command, the control unit 112 switches the output state of the ninth signal to HI level at the timing when output of the identification type command starts so that the control unit CPU 112 recognizes that a new command has been sent. The output period of the identification type command and the period during which the output state of the ninth signal is maintained at HI level are set to a period sufficient for the control unit CPU 112 to recognize the output states of the identification type command and the ninth signal. By receiving the identification type command, the control unit CPU 112 stores information corresponding to the identification type command in the correspondence areas 123a to 123o corresponding to the buffer currently being set among the first to fifteenth buffers 122a to 122o.
[0426] Thereafter, the value of the recognition output counter in the main RAM 65 is decremented by 1 (step S1105), and it is determined whether the value of the recognition output counter after decrementing by 1 is "0" (step S1106). If the value of the recognition output counter is 1 or greater (step S1106: NO), processing is executed to output a type identification command corresponding to the value of the recognition output counter after decrementing by 1 (steps S1103 and S1104).
[0427] On the other hand, if the value of the recognition output counter is "0" (step S1106: YES), an identification end command output process is executed (step S1107). The identification end command has a data capacity of 8 bits, and each bit of data is input to the first to eighth buffers 122a to 122h as the first to eighth signals, respectively. In addition, in the identification end command output process, the output state of the ninth signal is switched to HI level at the timing when output of the identification end command is started so that the management CPU 112 recognizes that a new command has been transmitted. In addition, the output period of the identification end command and the period during which the output state of the ninth signal is maintained at HI level are set to a period sufficient for the management CPU 112 to recognize the identification end command and the output state of the ninth signal. By receiving the identification end command, the management CPU 112 determines that the process of storing information on the correspondence between the first to fifteenth buffers 122a to 122o and the signal types in the correspondence memory 116 has been completed.
[0428] Next, the management processing executed by the management CPU 112 will be described with reference to the flowchart in Fig. 34. The management processing is started when the supply of operating power to the management CPU 112 is started. The processing speed of the management CPU 112 is configured to be faster than the processing speed of the main CPU 63, and the combination of processing from step S1206 onwards in the management processing is executed 16 or more times from the time one timer interrupt processing (Fig. 18) is started in the main CPU 63 until the next timer interrupt processing (Fig. 18) is started.
[0429] When an identification start command is received from the main CPU 63 (step S1201: YES), the value of a setting target counter provided in the control RAM 114 is cleared to "0" (step S1202). The setting target counter is a counter that allows the control CPU 112 to identify the types of buffers 122a to 122o for which a signal type is to be set. The first buffer 122a is the first to be set as a signal type, and thereafter the nth buffer and then the (n+1)th buffer are set as signal type settings.
[0430] Thereafter, on the condition that a type identification command has been received from the main CPU 63 (step S1203: YES), a correspondence setting process is executed (step S1204). In the correspondence setting process, information on the signal type set in the currently received type identification command is stored in the correspondence area corresponding to the current value of the setting target counter in the control RAM 114, among the first to fifteenth correspondence areas 123a to 123o of the correspondence memory 116. Thereafter, the value of the setting target counter in the control RAM 114 is incremented by 1 (step S1205).
[0431] If a negative determination is made in step S1203, or if the processing of step S1205 is executed, it is determined (step S1206) whether or not an identification end command has been received from the main CPU 63. If an identification end command has not been received (step S1206: NO), the processing returns to step S1203, and the processing of steps S1204 and S1205 is executed again on the condition that a new type identification command is received from the main CPU 63 (step S1203: YES).
[0432] If an identification end command has been received from the main CPU 63 (step S1206: YES), the processes of steps S1207 and S1208 are repeatedly executed. In step S1207, details of which will be described later, a history setting process is executed to store history information corresponding to the type of signal received from the main CPU 63 in the history memory 117. In step S1208, details of which will be described later, an external output process is executed to output the history information stored in the history memory 117 to the reading terminal 102.
[0433] Fig. 35 is a time chart showing how information on the correspondence between the first to fifteenth buffers 122a to 122o and the types of signals input to these buffers 122a to 122o is stored in the correspondence memory 116. Fig. 35(a) shows a period during which commands are output from the main CPU 63 to the control CPU 112 using the first to eighth signals (i.e., the first to eighth signal paths 118a to 118h), Fig. 35(b) shows a period during which the output state of the ninth signal is at HI level, Fig. 35(c) shows an execution period of an identification state during which processing is executed to identify the correspondence between the first to fifteenth buffers 122a to 122o and the types of signals input to these buffers 122a to 122o, and Fig. 35(d) shows the timing at which the correspondence setting process (step S1204) is executed by the control CPU 112.
[0434] When the supply of operating power to the primary CPU 63 and the control CPU 112 begins, output of the identification start command using the first to eighth signals begins at time t1, as shown in FIG. 35(a). Also, at time t1, the output state of the ninth signal is changed from low to high, as shown in FIG. 35(b). Thereafter, at time t2, while the output of the identification start command is continuing, the output state of the ninth signal is changed from high to low, as shown in FIG. 35(b). The control CPU 112 determines that a command has been sent from the primary CPU 63 by confirming that the output state of the ninth signal has changed from high to low, and determines the content of the command received from the primary CPU 63 by checking the information in the first to eighth buffers 122a to 122h. In this case, since the identification start command has been received, the control CPU 112 makes a positive determination in step S1201 of the control process (FIG. 34), thereby entering the identification state. Then, at time t3, output of the identification start command is stopped, as shown in FIG. 35(a).
[0435] Then, at timing t4, as shown in FIG. 35(a), output of the first type identification command using signals 1 to 8 begins. Also, at timing t4, as shown in FIG. 35(b), the output state of signal 9 changes from LOW to HI at timing t4. Then, at timing t5, while the type identification command continues to be output, the output state of signal 9 changes from HI to LOW at timing t5, as shown in FIG. 35(b). The management CPU 112 determines that a command has been sent from the main CPU 63 by confirming that the output state of signal 9 has changed from HI to LOW, and identifies the content of the command received from the main CPU 63 by checking the information in the first to eighth buffers 122a to 122h. In this case, since the first type identification command has been received, the management CPU 112 executes a correspondence setting process at timing t5, as shown in FIG. 35(d). In this correspondence setting process, information indicating the general winning slot 31 and the number of prize balls therein are stored in the first correspondence area 123a of the correspondence memory 116. After that, at timing t6, the output of the type identification command is stopped as shown in FIG. 35(a).
[0436] Thereafter, from timing t7 to timing t9, from timing t10 to timing t12, from timing t13 to timing t15, and from timing t16 to timing t18, similar to timing t4 to timing t6, the correspondence setting process corresponding to the type identification command output from the main CPU 63 is executed by the management CPU 112. In this case, from timing t16 to timing t18, the correspondence setting process corresponding to the 15th type identification command is completed.
[0437] Then, at timing t19, output of the identification end command using the first to eighth signals is initiated as shown in FIG. 35(a). Also, at timing t19, the output state of the ninth signal is changed from LOW level to HI level as shown in FIG. 35(b). Then, at timing t20, while the output of the identification end command is continuing, the output state of the ninth signal is changed from HI level to LOW level as shown in FIG. 35(b). The control side CPU 112 determines that a command has been sent from the primary side CPU 63 by confirming that the output state of the ninth signal has changed from HI level to LOW level, and determines the content of the ...
Claims
[Claim 1] a predetermined storage execution means for executing a predetermined storage process so that when a predetermined event occurs as a result of a game, information corresponding to the event is stored in the predetermined storage means, thereby causing the predetermined information to be stored in the predetermined storage means; an information calculation means for calculating, each time a predetermined calculation trigger occurs, behavior information corresponding to a game result during a predetermined period using the predetermined information; a result storage execution means for sequentially storing the aspect information obtained by the calculation by the information calculation means in a calculation result storage means; Equipped with the result storage execution means includes means for causing the mode information to be stored among the mode information obtained by the calculation by the information calculation means to be stored in the calculation result storage means; the state information obtained by the calculation by the information calculation means, which is not a storage target, is not stored in the calculation result storage means; This gaming machine is a predetermined control means capable of executing predetermined processes including a predetermined progression process for progressing a game and the predetermined storage process; A means for generating a specific advantageous period when a specific opportunity occurs; means for erasing the predetermined information from the predetermined storage means after the information calculation means has completed the calculation of the mode information; a notification means capable of notifying the user of the content corresponding to the aspect information stored in the calculation result storage means; a means for terminating the notification of the content corresponding to the status information by the notification means when the supply of operating power is stopped, and for making a notification of the content corresponding to the status information before the supply of operating power is stopped when the supply of operating power is resumed; Equipped with In one processing cycle of the predetermined process, the predetermined progress process is executed, and then the predetermined storage process is executed, When a specific event occurs that stops the game progress control, the predetermined storage process is not executed by the predetermined storage execution means. A gaming machine characterized in that the information calculation means calculates the status information corresponding to the results of the game during the specified period using the specified information during the specific advantageous period.
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