gaming machines
The gaming machine addresses fraudulent acts and enhances player engagement by integrating detection and processing systems with secure storage, optimizing processing and structure for improved security and enjoyment.
Patent Information
- Application Number
- JP2024130541
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-07
- Publication Date
- 2026-02-03
- Estimated Expiration
- 2037-08-18
AI Technical Summary
Existing gaming machines face challenges in enhancing player enjoyment, reducing processing load, optimizing control, simplifying structure, minimizing malfunctions, and providing a secure gaming experience while preventing fraudulent acts.
The gaming machine incorporates a predetermined detection means, game value granting means, processing execution means, and secure storage mechanisms to prevent fraudulent acts, optimize processing, and enhance player engagement through variable displays and control systems.
The solution effectively prevents fraudulent acts, optimizes processing, and enhances player engagement by providing secure and efficient gaming experiences.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements are being made from various perspectives, such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, simplifying structure, improving the efficiency of gaming machine development, providing gaming machines that are less prone to malfunctions, and providing gaming machines that are considerate of players (for example, Patent Document 1).
[0003] In addition, various technical improvements have been made with the aim of improving the soundness of gaming, such as detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-172988 Summary of the Invention [Problem to be solved by the invention]
[0005] In gaming machines such as those described above, further technological improvements are desired with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, simplifying the structure, improving the efficiency of gaming machine development, providing gaming machines that are less prone to malfunctions, providing gaming machines that are considerate of players, and providing a more sound gaming experience. [Means for solving the problem]
[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following aspects.
[0007] [form] a predetermined detection means for detecting a predetermined operation; a game value granting means electrically connected to the predetermined detection means and executing a process for granting a game value for a game; a game media providing means electrically connected to the game value providing means and configured to perform a process for providing game media; a processing execution means electrically connected to the game value providing means by a signal line capable of transmitting various signals, and which executes a specific processing which is a processing different from the processing for providing the game medium; A gaming machine comprising: The gaming value providing means a first reference information storage means for storing reference information used in a process for awarding a game value to the game, the reference information being referenced in response to detection by the predetermined detection means; a first transmitting means for transmitting a reference information signal corresponding to the reference information stored in the first reference information storage means to the processing executing means after a predetermined supply of power to the gaming machine has started and before the execution of a predetermined game processing for progressing a game is started; a second transmitting means for transmitting a predetermined information signal based on information acquired based on detection by the predetermined detecting means to the processing executing means; Equipped with The processing execution means a second reference information storage means for storing reference information corresponding to the reference information signal transmitted from the game value providing means; an execution means for executing the specific process based on the predetermined information signal transmitted from the second transmission means and the reference information stored in the second reference information storage means; a processing result information storage means for storing processing result information which is information relating to the processing result of the specific processing performed by the execution means; Equipped with The game value providing means is provided in a main control means for progressing the game, and the processing execution means is provided in a performance control means for controlling the performance. And, The gaming value providing means and the processing execution means are operated by the same power source for the gaming machine, The processing execution means is configured to make it impossible to rewrite the reference information stored in the first reference information storage means of the game value granting means, the game value providing means cannot directly change the processing result information stored in the processing result information storage means, The gaming machine is configured such that the information based on the predetermined information signal is erased at a predetermined timing after the specific process is completed, This gaming machine is It has a storage area in which information can be written, The process execution means writes information in the specific process only to a predetermined specific area of the storage area. A gaming machine characterized by:
[0008] According to the above embodiment, it is possible to prevent fraudulent acts against gaming machines. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. [Figure 4] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] An explanatory diagram showing the contents of various counters used in jackpot lotteries, etc. [Figure 7] An explanatory diagram showing the contents of the win / loss table. [Figure 8] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 9] An explanatory diagram showing the contents of a winning / losing table for the lottery to open electric gimmicks. [Figure 10] FIG. 2 is a block diagram showing in detail the configuration of a main control device and the configuration of an inspection machine. [Figure 11] 10 is an explanatory diagram showing a schematic diagram of the processing contents in the gaming history management chip and the inspection machine. FIG. [Figure 12] 10 is a flowchart showing main processing executed by a main MPU. [Figure 13] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 14] FIG. 2 is an explanatory diagram illustrating the configuration of an input port provided in a main MPU. [Figure 15] This is an explanatory diagram explaining the ball entry detection process performed by the main MPU. [Figure 16] 10 is a flowchart showing the scoring determination process executed by the main MPU. [Figure 17] FIG. 10 is an explanatory diagram illustrating how the presence or absence of a goal is detected. [Figure 18] 10 is a flowchart showing main processing executed by the CPU of the game history management chip. [Figure 19] FIG. 10 is a block diagram showing in detail the configuration of a main control device and the configuration of an inspection machine provided in a pachinko machine of aspect 6 of the first embodiment. [Figure 20] 10 is an explanatory diagram schematically showing the processing contents in the gaming history management chip and inspection machine of aspect 6 of the first embodiment. FIG. [Figure 21] FIG. 10 is a block diagram showing in detail the configuration of a main control device and the configuration of an inspection machine provided in a pachinko machine of aspect 7 of the first embodiment. [Figure 22] FIG. 10 is an explanatory diagram showing a schematic overview of the processing in the gaming history management chip and inspection machine of aspect 7 of the first embodiment. [Figure 23] FIG. 11 is a block diagram showing the electrical configuration of a pachinko machine in aspect 11 of the first embodiment. [Figure 24] FIG. 11 is an explanatory diagram schematically illustrating an overview of processing in a main MPU in aspect 11 of the first embodiment. [Figure 25] FIG. 12 is a block diagram showing the electrical configuration of a pachinko machine in aspect 12 of the first embodiment. [Figure 26] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in aspect 23 of the first embodiment. [Figure 27] 10 is a flowchart showing a timer interrupt process executed by a main MPU (main CPU) in aspect 23 of the first embodiment. [Figure 28] This is a flowchart showing the ball entry detection process executed by the main MPU (main CPU) in aspect 23 of the first embodiment. [Figure 29] 10 is a flowchart showing a game history process executed by a master MPU (master CPU) in aspect 23 of the first embodiment. [Figure 30] FIG. 10 is an explanatory diagram showing an example of specific processing executed by a main MPU (main CPU) in aspect 23 of the first embodiment. [Figure 31] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in aspect 37 of the first embodiment. [Figure 32] 10 is a flowchart showing an example of main processing executed by a main MPU (main CPU) in aspect 46 of the first embodiment. [Figure 33] 1 is an explanatory diagram showing a schematic diagram of a part of the electrical configuration of a pachinko machine in aspect 50 of the first embodiment. FIG. [Figure 34] 10 is a flowchart showing an example of main processing executed by a main MPU (main CPU) in aspect 56 of the first embodiment. [Figure 35] FIG. 2 is an explanatory diagram showing the configuration of an information display unit. [Figure 36] 10 is an explanatory diagram showing how gaming history information is displayed on an information display unit. FIG. [Figure 37] 10 is an explanatory diagram showing a state in which setting information is displayed on an information display unit in a setting change mode. FIG. [Figure 38] 10 is an explanatory diagram showing a state in which setting information is displayed on an information display unit in a setting change mode. FIG. [Figure 39] 10 is an explanatory diagram showing a state in which setting information is displayed on an information display unit in a setting change mode. FIG. [Figure 40] 10 is an explanatory diagram showing a state in which setting information is displayed on an information display unit in a setting change mode. FIG. [Figure 41] 10 is an explanatory diagram showing a state in which setting information is displayed on an information display unit in a setting change mode. FIG. [Figure 42] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine 10 in aspect 74 of the first embodiment. [Figure 43] FIG. 2 is an explanatory diagram showing the configuration of a main ROM. [Figure 44]FIG. 2 is an explanatory diagram showing the configuration of a main RAM. [Figure 45] FIG. 2 is a schematic diagram showing an example of a memory map of a main control device. [Figure 46] 10 is a flowchart showing a timer interrupt process executed by the master CPU in aspect 74 of the first embodiment. [Figure 47] 10 is a flowchart showing a timer interrupt process executed by the master CPU in aspect 75 of the first embodiment. [Figure 48] 10 is a flowchart showing a timer interrupt process executed by the master CPU in aspect 76 of the first embodiment. [Figure 49] This is a process diagram showing the work process when an administrator changes the lottery settings of a pachinko machine. [Figure 50] This is a process diagram showing the work process when an administrator checks the lottery settings of a pachinko machine. [Figure 51] 10 is a flowchart showing a part of a main process executed by a main MPU (main CPU) of aspect 87 of the first embodiment when the power is turned on. [Figure 52] 10 is a flowchart showing a setting change process executed by a main MPU (main CPU) in aspect 87 of the first embodiment. [Figure 53] 10 is a flowchart showing a setting confirmation process executed by a main MPU (main CPU) in aspect 87 of the first embodiment. [Figure 54] 10 is a flowchart showing a part of a main process executed by a main MPU (main CPU) of aspect 88 of the first embodiment when the power is turned on. [Figure 55] 10 is a flowchart showing a part of a main process executed by a main MPU (main CPU) of aspect 89 of the first embodiment when the power is turned on. [Figure 56] 10 is a flowchart showing a part of a main process executed by a main MPU (main CPU) of aspect 90 of the first embodiment when the power is turned on. [Figure 57] 10 is a flowchart showing a setting change process executed by a main MPU (main CPU) in aspect 91 of the first embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. A. First embodiment: B. Application to other configurations: C. Inventions extracted from the above embodiments:
[0011] A. First embodiment: A1. Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter also referred to as a "pachinko machine") according to a first embodiment. The pachinko machine 10 includes a wooden outer frame 11 assembled into a generally rectangular shape. When the pachinko machine 10 is installed in a gaming hall, the outer frame 11 is fixed to the gaming hall's island equipment. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported to the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported to the inner frame 13 by a metal hinge 16. Control devices for controlling the pachinko machine main body 12, such as a main control device, an audio / light-emitting control device, and a display control device, are disposed on the back of the inner frame 13. Details of these control devices will be described later. The pachinko machine 10 also includes a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and the function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin components and decorative illumination components for decorating the pachinko machine 10 are provided around the window 18 of the front door frame 14. The decorative illumination components are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means serves to enhance the presentation effect by lighting up or flashing during each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. A glass unit 19 consisting of two sheets of glass is disposed on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board (described later) is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.
[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loaned balls loaned from a loaner machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the player operating the operating handle 25, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 is formed in the bottom surface of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the outlet 22, and the player can switch between a closed state and an open state of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22 and are discharged from the lower tray 21 to the outside.
[0014] A performance operation button 24 is provided as an operation receiving means in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for game performances performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.
[0015] Furthermore, an operating handle 25 for the player to operate is provided on the right side of the front door frame 14 as viewed from the front. When the player operates the operating handle 25, gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board in response to the operation. Inside the operating handle 25 are a touch sensor 25a for permitting the operation of the gaming ball launching mechanism, a wait button 25b that is pressed by the player to stop the launching of gaming balls by the gaming ball launching mechanism, and a variable resistor 25c that detects the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a is turned on. When the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board with a strength corresponding to the resistance value of the variable resistor 25c.
[0016] Next, we will explain the configuration of the back surface of the pachinko machine 10. On the back surface of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged.
[0017] 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 is equipped with a first control unit 51, a second control unit 52, and a third control unit 53. Specifically, these mechanical parts are provided on the rear surface of the inner frame 13.
[0018] The first control unit 51 is equipped with a main control device 60. The main control device 60 has a main control board that has the function of managing the main control of the game and the function of monitoring the power supply. The main control board is housed in a board box made of a transparent resin material. This board box is configured so that traces of opening and closing (also called traces of opening or traces of unsealing) remain. For example, a seal sticker is affixed to the openable portion, and the word "unsealed" appears when the board box is opened.
[0019] The second control unit 52 includes an audio and light emitting control device 90 and a display control device 100. The audio and light emitting control device 90 controls light emitting means such as speakers and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the symbol display device based on commands sent from the audio and light emitting control device 90. The symbol display device includes a liquid crystal display that displays symbols and images for effects.
[0020] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 controls the payout of prize balls. When a command to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launching mechanism to launch game balls with a strength corresponding to the amount of rotation of the operating handle 25 by the player. Additionally, the back surface of the inner frame 13 is provided with several devices necessary for the operation of the pachinko machine 10, such as a tank 54 that receives game balls supplied from the island facilities of the gaming hall, a tank rail 55 connected below the tank 54 and having a gently sloping surface so that game balls flow downstream, a case rail 56 connected vertically downstream of the tank rail 55, and a payout device 71 that receives game balls from the case rail 56 and pays out a predetermined number of game balls in response to a command from the payout control device 70.
[0021] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.
[0022] FIG. 3 is a front view of a game board 30. The game board 30 is made of plywood, and a game area PA is formed on its front surface. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a portion of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. A plurality of nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various devices such as windmills are also arranged. These nails 42 and windmills disperse and organize the falling direction of game balls flowing down the game area PA.
[0023] The game board 30 is provided with a general winning port 32, a first starting port 33, a second starting port 34, a through gate 35, and a variable winning device 36. The game board 30 is also provided with a variable display unit 40 and a main display section 45. The main display section 45 has a special symbol unit 37, a general symbol unit 38, and a round display section 39.
[0024] The general winning openings 32 are openings through which gaming balls can enter, and a plurality of such openings are provided on the gaming board 30. In this embodiment, when a gaming ball enters the general winning opening 32, 10 gaming balls are paid out as prize balls from the payout device 71. In this embodiment, three general winning openings 32a, 32b, and 32c are provided as the general winning openings 32. Hereinafter, the general winning opening 32a will also be referred to as the first winning opening 32a, the general winning opening 32b will also be referred to as the second winning opening 32b, and the general winning opening 32c will also be referred to as the third winning opening 32c.
[0025] The first starting hole 33 is an entrance into which a gaming ball can enter. The first starting hole 33 is provided at the lower center of the gaming board 30. In this embodiment, when a gaming ball enters the first starting hole 33, three gaming balls are paid out as prize balls, and a jackpot lottery, which will be described later, is executed.
[0026] The second starting hole 34 is an entrance into which game balls can enter, and is provided on the right side of the game board 30. In this embodiment, when a game ball enters the second starting hole 34, three game balls are paid out as prize balls, and a jackpot lottery, which will be described later, is executed. In addition, the second starting hole 34 is provided with an electric device 34a as a normal electric device.
[0027] The through gate 35 has a through hole that penetrates vertically. The through gate 35 is a through gate that triggers a lottery to open the electric role device 34a. Specifically, when a gaming ball passes through the through gate 35, the main control device 60 uses the passing of the gaming ball as a trigger to conduct an internal lottery (electric role device opening lottery). If the result of the internal lottery is a winning electric role opening, the electric role device 34a transitions to an electric role opening state in which it is opened in a predetermined manner. Since the through gate 35 is located upstream of the second start opening 34 in the flow direction of the gaming ball, the gaming ball that passes through the through gate 35 can flow down the game area PA after passing through and enter the second start opening 34. Note that in this embodiment, even if a gaming ball passes through the through gate 35, a prize ball is not paid out.
[0028] The variable winning device 36 includes a large winning opening 36a that leads to the back side of the gaming board 30, and an opening / closing door 36b that opens and closes the large winning opening 36a. The opening / closing door 36b is normally in a closed state that prevents a gaming ball from entering the large winning opening 36a. When a gaming ball enters the first starting opening 33 or the second starting opening 34, the main control device 60 executes a jackpot lottery (internal lottery). If a large winning or small winning is won as a result of the jackpot lottery, the pachinko machine 10 transitions to an opening / closing execution mode. The opening / closing execution mode is a mode that executes an opening / closing process for the opening / closing door 36b of the variable winning device 36. Specifically, when the opening / closing execution mode is entered, the opening / closing door 36b of the variable winning device 36 transitions from a closed state that prevents a gaming ball from entering to an open state that allows a gaming ball to enter, and then transitions back to the closed state after a predetermined condition is met. In this embodiment, when a gaming ball enters the large winning opening 36a of the variable winning device 36, the payout device 71 pays out 15 gaming balls as prize balls.
[0029] In addition, an outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the various ball inlets are discharged from the game area PA through the outlet 43.
[0030] In this embodiment, game balls that enter the first starting hole 33, the second starting hole 34, the first winning hole 32a, the second winning hole 32b, the third winning hole 32c, the big winning hole 36a, and the outlet hole 43 are configured to merge into a discharge passage provided on the back of the game board 30, and a discharge passage detection sensor that detects the game balls is provided in the discharge passage. As will be described later, in this embodiment, the number of game balls that have been shot onto the game board 30 can be determined by detecting the game balls with the discharge passage detection sensor.
[0031] The special symbol unit 37 includes a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each configured by a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner.
[0032] The first symbol display unit 37a is a display unit for displaying a first symbol. The first symbol refers to a symbol that is displayed in a variable or static manner based on a jackpot lottery triggered by a gaming ball entering the first starting hole 33. When a jackpot lottery triggered by a gaming ball entering the first starting hole 33 is held, the first symbol display unit 37a causes the segment display to display a variable or predetermined first symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the first symbol display unit 37a causes the segment display to display a static first symbol corresponding to the lottery result. Hereinafter, a game round in which a jackpot lottery is held in response to a gaming ball entering the first starting hole 33 is also referred to as a game round for the first starting hole.
[0033] The second symbol display unit 37b is a display unit for displaying a second symbol. The second symbol refers to a symbol that is displayed variably or statically based on a jackpot lottery triggered by a gaming ball entering the second starting hole 34. When a jackpot lottery triggered by a gaming ball entering the second starting hole 34 is held, the second symbol display unit 37b causes the segment display to display a variably or predetermined second symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second symbol display unit 37b causes the segment display to display a static second symbol corresponding to the lottery result. Hereinafter, a game turn in which a jackpot lottery is held triggered by a gaming ball entering the second starting hole 34 is also referred to as a game turn for the second starting hole.
[0034] Here, the time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also referred to as the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to change until it is displayed still is also referred to as the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also referred to as the second change time.
[0035] The special symbol unit 37 further includes a first pending display section 37c and a second pending display section 37d, each consisting of an LED lamp, located adjacent to the first symbol display section 37a and the second symbol display section 37b.
[0036] The first reserve display unit 37c displays the number of reserved balls in the first start opening 33 by the color and combination of the lit LED lamps. In this embodiment, up to four game balls that enter the first start opening 33 are reserved.
[0037] The second reserve display unit 37d displays the number of reserved balls in the second start opening 34 by the color and combination of the lit LED lamps. In this embodiment, up to four game balls that enter the second start opening 34 are reserved.
[0038] The map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery to open an electric role device is held, triggered by passing through the through gate 35, the map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery to open an electric role device is completed, the map unit 38 displays in a predetermined manner corresponding to the lottery result.
[0039] The round display unit 39 is composed of a light-emitting display unit with multiple LED lamps arranged in a predetermined pattern, and displays the number of rounds that will occur in the open / close execution mode, or a corresponding display. A round is a game in which the open / close door 36b remains open until one of the following conditions is met: a predetermined maximum duration has elapsed, or a predetermined maximum number of game balls have entered the variable winning device 36. The number of rounds varies depending on the type of jackpot that triggered the transition. The round display unit 39 begins displaying the number of rounds when the open / close execution mode is initiated, and ends when the open / close execution mode is terminated.
[0040] In addition, the special drawing unit 37, the regular drawing unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, but may also be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display device.
[0041] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a pattern display device 41. The pattern display device 41 includes a liquid crystal display. The display content of the pattern display device 41 is controlled by the display control device 100. Note that the configuration of the display device included in the variable display unit 40 is not limited to the pattern display device 41, and may be configured with various display devices, such as a plasma display device, an organic EL display device, or a CRT.
[0042] When the first pattern display unit 37a displays a variable or predetermined display based on the entry of a gaming ball into the first start opening 33, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. Also, when the second pattern display unit 37b displays a variable or predetermined display based on the entry of a gaming ball into the second start opening 34, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. The pattern display device 41 is not limited to displaying a variable or predetermined display of the pattern triggered by the entry of a gaming ball into the first start opening 33 or the second start opening 34, but also displays effects during the open / close execution mode to which the device enters when a jackpot is won. Details of the pattern display device 41 will be described below.
[0043] Fig. 4 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 4(a) is an explanatory diagram showing the patterns variably displayed on the pattern display device 41. As shown in Fig. 4(a), patterns representing the numbers 1 to 8 are variably displayed on the pattern display device 41. Note that the variably displayed patterns may be patterns in which each of the numbers 1 to 8 is accompanied by a picture of a character or the like.
[0044] FIG. 4(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, three symbol columns Z1, Z2, and Z3, namely, left, center, and right, are displayed on the display surface 41a. In each of the symbol columns Z1 to Z3, the numbers 1 to 8 shown in FIG. 4(a) are arranged in ascending or descending numerical order, and each symbol column is displayed in a variable display, scrolling from top to bottom or bottom to top periodically. As shown in FIG. 4(b), after the variable display by scrolling, one symbol for each symbol column is displayed in a stationary state on the pay line L. Specifically, when a gaming ball enters the first start hole 33 or the second start hole 34, a variable display begins in which the symbols in each symbol column Z1 to Z3 scroll in a predetermined direction periodically. Then, the scrolling symbols switch from variable display to standby display in the order of symbol column Z1, symbol column Z3, and symbol column Z2, and finally, predetermined symbols are displayed stationary in each of symbol columns Z1 to Z3. When the variable display of symbols ends and the display is stationary, if the result of the jackpot lottery by the main control device 60 is a jackpot win, a predetermined combination of symbols is formed on the activated line L. For example, a combination of the same symbols is formed on the activated line L. Note that the manner of variable display of symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various other manners of variable display of symbols can be adopted, such as the number of symbol columns, the number of activated lines, the direction of variable display of symbols in the symbol columns, and the number of symbols in each symbol column.
[0045] Here, a game round is one unit of processing for notifying a player of the results of a jackpot lottery for special information acquired based on a win in either the first start port 33 or the second start port 34. In other words, the pachinko machine 10 notifies a player of the results of one jackpot lottery for one piece of special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on a win in either the first start port 33 or the second start port 34, it variably displays the segment display in either the first result display unit 37a or the second result display unit 37b for each game round, and then stops the segment display so that the display corresponds to the lottery result for the acquired special information. Furthermore, when the pachinko machine 10 of this embodiment acquires special information based on a winning entry in either the first starting slot 33 or the second starting slot 34, it causes the symbol display device 41 to variably display a predetermined symbol sequence for each play, and then causes the symbol sequence to be statically displayed so as to correspond to the lottery result of the acquired special information. The time required for one play is also called the unit play time. The unit play time is composed of the variable time, which is the time from when the variable display starts to when the predetermined lottery result is statically displayed, and the static time, which is the time during which the predetermined lottery result is statically displayed.
[0046] Furthermore, as shown in Fig. 4(b), a first reserve display area Ds1 and a second reserve display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first reserve display area Ds1 displays the number of reserved balls based on winning at the first start port 33. The second reserve display area Ds2 displays the number of reserved balls based on winning at the second start port 34. In this embodiment, as described above, the number of reserved game balls that have won at the first start port 33 and the second start port 34 is up to four each.
[0047] A2.Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be explained using a block diagram.
[0048] 5 is a block diagram showing the electrical configuration of the pachinko machine 10 of the first embodiment. The pachinko machine 10 is mainly composed of a main control device 60, and also includes an audio and light emission control device 90 and a display control device 100.
[0049] The main control device 60 is equipped with a main control board 61 that is responsible for the main control of games. The main control board 61 is equipped with an MPU 62 that is composed of elements with multiple functions. The MPU 62 is equipped with a CPU 62x that executes various control programs, a ROM 63 that records various control programs and fixed value data, a RAM 64 that is memory for temporarily storing various data etc. when the CPU 62x executes the programs recorded in the ROM 63, and an input / output port 62a. The MPU 62 further is equipped with a game history management chip 300 and an inspection terminal 65.
[0050] The game history management chip 300 calculates various game history information, which will be described later, based on the ball entry information of game balls into the starting hole, winning hole, and gate (hereinafter collectively referred to as "ball entry hole"). The inspection terminal 65 is a terminal for transmitting the game history information stored in the game history management chip 300 to an inspection machine, which will be described later. The game history management chip 300 and the inspection terminal 65 will be described in detail later.
[0051] The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements.
[0052] The input side of the MPU 62 is connected to the dispensing control device 70 and a power outage monitoring circuit 86 provided in the power supply device 85. The main control board 61 receives a stable 24V DC power supply from the power supply device 85 via the power outage monitoring circuit 86. The power supply device 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. In this embodiment, the power supply device 85 is also equipped with a capacitor 87, which continues to supply power to each device for a predetermined period of time in the event of a power outage or when the power switch is turned off.
[0053] Also, ball entry detection sensors provided at each entry port are connected to the input side of the MPU 62. Specifically, a major entry port detection sensor 44a that detects a game ball that has entered the major entry port 36a, a first start port detection sensor 44b that detects a game ball that has entered the first start port 33, a second start port detection sensor 44c that detects a game ball that has entered the second start port 34, a first entry port detection sensor 44d that detects a game ball that has entered the first entry port 32a, a second entry port detection sensor 44e that detects a game ball that has entered the second entry port 32b, a third entry port detection sensor 44f that detects a game ball that has entered the third entry port 32c, a through gate detection sensor 44g that detects a game ball that has passed through the through gate 35, and a discharge passage detection sensor 44h that detects a game ball that has passed through the discharge passage. Based on signals from these detection sensors, the MPU 62 determines whether or not a gaming ball flowing down the gaming area PA has entered a start port or a prize port, and whether or not the gaming ball has passed through a through gate or a discharge passage. Furthermore, the MPU 62 executes a jackpot lottery based on the entry of the gaming ball into the first start port 33 or the second start port 34.
[0054] The output side of the MPU 62 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric accessory drive unit 34b that opens and closes the electric accessory 34a of the second starting opening 34, and the main display unit 45. Various driver circuits are provided on the main control board 61, and the MPU 62 controls the drive of the various drive units through these driver circuits.
[0055] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 44b so that the electric role 34a is opened. Furthermore, in each game round, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45, and in the opening / closing execution mode, executes display control of the round display unit 39 in the main display unit 45.
[0056] The payout control device 70 and the audio / light-emitting control device 90 are also connected to the transmitting side of the MPU 62. For example, the main control device 60 sends a prize ball command to the payout control device 70 based on the ball entry determination result. When the main control device 60 sends the prize ball command, the MPU 62 of the main control board 61 references the command information storage area of the ROM 63. Specifically, if a game ball has entered the general prize entry port 32, the main control device 60 sends a prize ball command corresponding to the payout of 10 game balls. If a game ball has entered the first start port 33, the main control device 60 sends a prize ball command corresponding to the payout of 3 game balls. If a game ball has entered the second start port 34, the main control device 60 sends a prize ball command corresponding to the payout of 1 game ball. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60.
[0057] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of a game ball launching mechanism 81. The game ball launching mechanism 81 is driven when predetermined launch conditions are met. In addition, an operating handle 25 is connected to the launch control device 80. As described above, the operating handle 25 includes a touch sensor 25a, a weight button 25b, and a variable resistor 25c. When a player grips the operating handle 25, the touch sensor 25a is turned on. When the player rotates the operating handle 25, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and game balls are launched from the game ball launching mechanism to the front of the gaming board with a strength corresponding to the resistance value of the variable resistor 25c.
[0058] The audio and light emitting control device 90 receives various commands sent from the main control device 60 and executes processing corresponding to the received commands. Specifically, based on the various commands received from the main control device 60, the audio and light emitting control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and also controls the display control device 100. In addition, a performance operation button 24 is connected to the audio and light emitting control device 90, and when the performance operation button 24 is operated by a player at a predetermined timing, the audio and light emitting control device 90 controls the various lamps 47, speaker 46, display control device 100, etc. so as to perform a game performance that reflects the operation.
[0059] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the audio and light-emitting control device 90. Specifically, based on various commands received from the audio and light-emitting control device 90, the display control device 100 determines the symbol variation time on the symbol display device 41 and the type of symbol combination to be finally stopped and displayed, as well as whether or not a reach has occurred, the content of the reach effect, and the content of the effect executed while the first LCD symbol or the second LCD symbol is displayed in a variable manner. Note that in this embodiment, the stop time, which is the time during which the first LCD symbol or the second LCD symbol is displayed in a static manner, is fixed. Therefore, by determining the variation time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0060] 6 is an explanatory diagram showing the contents of various counters used for the jackpot lottery, etc. The various counters are provided in various counter areas of the RAM 64, and are used when the MPU 62 performs the jackpot lottery, setting the display of the main display unit 45, and setting the symbol display of the symbol display device 41. Specifically, a jackpot random number counter C1 is used for the jackpot lottery. A jackpot type counter C2 is used to allocate the jackpot type. A reach random number counter C3 is used for reach determination as to whether or not a reach will occur when the symbol sequence displayed on the symbol display device 41 is varied to miss the target.
[0061] A random number initial value counter CINI is used to set the initial value of the jackpot random number counter C1. A variation type counter CS is used to determine the variation time in the first and second symbol display sections 37a and 37b of the main display section 45, and the symbol display device 41. Furthermore, an electric device opening counter C4 is used for the electric device opening lottery to determine whether or not the electric device 34a of the second starting hole 34 is opened.
[0062] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to its counter value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of the RAM 64.
[0063] The RAM 64 also has a reserve information storage area 64b and a determination process execution area 64c. The reserve information storage area 64b has a first reserve area Ra and a second reserve area Rb. In this embodiment, when a gaming ball enters the first starting hole 33, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the first reserve area Ra of the reserve information storage area 64b. When a gaming ball enters the second starting hole 34, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the second reserve area Rb of the reserve information storage area 64b.
[0064] The jackpot random number counter C1 will now be described in detail. As mentioned above, the jackpot random number counter C1 is used in the jackpot lottery. The jackpot random number counter C1 is configured to increment by one in sequence within a range of 0 to 1199, and return to 0 after reaching a maximum value. When the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 1199).
[0065] The jackpot random number counter C1 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.
[0066] The value of the jackpot random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the judgment process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area of the ROM 63 to determine whether or not a jackpot will occur. Also, the value of the jackpot random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the judgment process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area of the ROM 63 to determine whether or not a jackpot will occur.
[0067] In the pachinko machine 10 of this embodiment, the value of the jackpot random number counter C1 stored in the first holding area Ra or the second holding area Rb is moved to the execution area AE of the determination process execution area 64c in the order obtained by the game ball entering the first start hole 33 or the second start hole 34. Then, the jackpot random number counter C1 moved to the execution area AE is checked against the hit / miss table stored in the hit / miss table storage area of the ROM 63, and it is determined whether or not a jackpot will occur.
[0068] Next, the details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 in sequence within a range of 0 to 39, and to return to 0 after reaching the maximum value.
[0069] The jackpot type counter C2 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.
[0070] As described above, the MPU 62 performs a jackpot lottery using the value of the jackpot random number counter C1 stored in the determination process execution area 64c, and if the result of the jackpot lottery is a jackpot, determines the type of jackpot using the value of the jackpot type counter C2 stored in the determination process execution area 64c. Furthermore, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed in the first symbol display section 37a and the second symbol display section 37b. In making this determination, a stop result table stored in a stop result table storage area of the ROM 63 is referenced.
[0071] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether a reach occurs when the result of the jackpot lottery is not a jackpot. The reach random number counter C3 is configured to increment by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value.
[0072] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b when a gaming ball enters the first start opening 33, and is stored in the second reserve area Rb of the reserve information storage area 64b when a gaming ball enters the second start opening 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the determination process execution area 64c and then compared with a reach determination table stored in a reach determination table storage area of the ROM 63 to determine whether a reach has occurred. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the determination process execution area 64c and then compared with a reach determination table stored in a reach determination table storage area of the ROM 63 to determine whether a reach has occurred. However, if the result of the jackpot lottery is a jackpot and the game transitions to the open / close execution mode, the MPU 62 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0073] A reach-to-win state refers to a display state in which, among multiple symbol columns displayed on the display screen of the symbol display device 41, some combinations of symbols that may result in a jackpot are displayed as static symbols, and in this state, the remaining symbol columns are displayed as variable symbols. In the pachinko machine 10 of this embodiment, a symbol combination corresponding to a jackpot refers to a combination of identical symbols on a predetermined pay line. As a specific example, in the main display area MA of the display surface 41a of FIG. 4(b), a symbol is first displayed as static symbols in symbol column Z1, and then the same symbol as Z1 is displayed as static symbols in symbol column Z3, forming a reach-to-win line. While the reach-to-win line is formed, a reach-to-win state is reached when a variable symbol display is performed in symbol column Z2. When a jackpot occurs, the same symbol as the symbol forming the reach-to-win line is displayed as static symbols in symbol column Z2.
[0074] Further, reach includes a reach effect in which, when a reach line is formed, the remaining symbol rows are displayed with varying symbols, and a predetermined character or the like is displayed as a moving image on the background screen, and a reach effect is performed by reducing or hiding the symbol combination on which the reach line is formed, and then displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a. Furthermore, when a reach effect is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to display a notice using a predetermined image such as a predetermined character.
[0075] Next, the details of the fluctuation type counter CS will be explained. The fluctuation type counter CS is used when the MPU 62 determines the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b and the fluctuation time of the symbol in the symbol display device 41. The fluctuation type counter CS is configured to be incremented by 1 in order within a range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.
[0076] The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated during the remaining time of the normal processing. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the fluctuation display in the first symbol display unit 37a or the second symbol display unit 37b and at the start of the symbol fluctuation by the symbol display device 41. When determining the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b, a fluctuation time table stored in a fluctuation time table storage area of the ROM 63 is used.
[0077] Next, the details of the electric role release counter C4 will be explained. The electric role release counter C4 is configured to increment by one within a range of, for example, 0 to 465 and return to 0 after reaching a maximum value. The electric role release counter C4 is periodically updated and stored in the electric role reserve area 64d of the RAM 64 when a gaming ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role release counter C4 stored in the electric role reserve area 64d is moved to the electric role execution area 64e, and then a lottery is held in the electric role execution area 64e using the value of the electric role release counter C4 to determine whether or not to control the electric role 34a to an open state. For example, if C4 = 0 or 1, the electric role 34a is controlled to an open state, and if C4 = 2 to 465, the electric role 34a is maintained in a closed state.
[0078] At least one of the acquired values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric role opening counter C4, and the variation type counter CS corresponds to the special information in the present invention. Also, at least one of the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.
[0079] Next, the hit / miss table will be explained. The hit / miss table is table data for checking against the jackpot random number counter C1 when a jackpot lottery is held based on the jackpot random number counter C1. The pachinko machine 10 is set with a low probability mode and a high probability mode as lottery modes for the jackpot lottery, and when a jackpot lottery is held in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a jackpot lottery is held in the high probability mode, the hit / miss table for the high probability mode is referenced.
[0080] Figure 7 is an explanatory diagram showing the contents of the win / loss table. Figure 7(a) shows the win / loss table for the low probability mode (for the low probability mode), and Figure 7(b) shows the win / loss table for the high probability mode.
[0081] As shown in FIG. 7(a), the hit / miss table for the low probability mode has five values from 0 to 4 set as the value of the jackpot random number counter C1 that results in a jackpot. Of the values from 0 to 1199, any value other than the five values from 0 to 4 (5 to 1199) is a miss. On the other hand, as shown in FIG. 7(b), the hit / miss table for the high probability mode has 16 values from 0 to 15 set as the value of the jackpot random number counter C1 that results in a jackpot. Of the values from 0 to 1199, any value other than the 16 values from 0 to 15 is a miss. In this way, the high probability mode has a higher probability of winning a jackpot in the jackpot lottery than the low probability mode.
[0082] In this embodiment, the value group of the jackpot random number counter C1 set as a jackpot in the hit / miss table for the low probability mode is included in the value group of the jackpot random number counter C1 set as a jackpot in the hit / miss table for the high probability mode. However, as long as the result of the jackpot lottery shows a higher probability of winning a jackpot in the high probability mode than in the low probability mode, the number and value of the random numbers set as a jackpot are arbitrary.
[0083] Although not adopted in the hit / miss table in this embodiment, a "small hit" may be provided as a result of the big hit lottery.
[0084] A "small win" is a result that triggers a transition to the opening and closing execution mode in which the variable winning device 36 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "miss" is a result that does not trigger a transition to the opening and closing execution mode, and further does not trigger a transition to either the lottery mode or the support mode.
[0085] Next, the types of jackpots will be explained. Multiple types of jackpots can be set in the pachinko machine 10. Specifically, for example, multiple types of jackpots can be set by providing differences in the following three aspects or modes. (1) The number of times (number of rounds) the opening and closing door 36b of the variable winning device 36 is opened and closed in the opening and closing execution mode (2) Opening and closing control of the variable winning device 36 in the opening and closing execution mode (3) The lottery mode for the big win lottery after the opening / closing execution mode has ended (low probability mode or high probability mode)
[0086] As a mode of controlling the opening and closing of the variable winning device 36 in the above (2) opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of game balls entering (winning) the variable winning device 36 from the start to the end of the opening and closing execution mode is relatively high and low. For example, in the high-frequency winning mode, a single opening of the opening and closing door 36b in the opening and closing execution mode can be set to continue until 30 seconds have elapsed or until 10 game balls have entered the opening and closing door 36b. On the other hand, in the low-frequency winning mode, a single opening of the opening and closing door 36b in the opening and closing execution mode can be set to continue until 1.6 seconds have elapsed or until 10 balls have entered the opening and closing door 36b.
[0087] The opening mode of the opening / closing door 36b can be any mode as long as the opening time limit and the number of balls that can be opened per opening of the opening / closing door 36b are such that the frequency of balls entering the variable winning device 36 from the start to the end of the opening / closing execution mode is higher in the high-frequency winning mode than in the low-frequency winning mode. Specifically, the opening time limit or the number of balls that can be opened per opening may be set longer or higher in the high-frequency winning mode than in the low-frequency winning mode, respectively. To clearly distinguish between the high-frequency winning mode and the low-frequency winning mode, the opening / closing execution mode of the low-frequency winning mode may be configured so that no winning occurs in the variable winning device 36.
[0088] In this embodiment, the opening and closing execution mode does not have multiple types of winning modes, and the opening and closing execution mode is the high frequency winning mode described above. That is, in the opening and closing execution mode, the opening and closing door 36b is set to continue opening once for 30 seconds or until the number of game balls entering the opening and closing door 36b reaches 10.
[0089] In this embodiment, when a jackpot is determined as a result of the jackpot lottery, a jackpot type is assigned using the jackpot type counter C2. The assignment of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an assignment table in the assignment table storage area of the ROM 63.
[0090] Fig. 8 is an explanatory diagram showing the contents of the allocation table. Fig. 8(a) shows the allocation table for the first start port, and Fig. 8(b) shows the allocation table for the second start port. The allocation table for the first start port is referenced when a jackpot lottery is held based on a game ball entering the first start port 33, and the allocation table for the second start port is referenced when a jackpot lottery is held based on a game ball entering the second start port 34.
[0091] As shown in the distribution table for the first starting port in Figure 8(a), in the pachinko machine 10 of this embodiment, the types of jackpots based on the first starting port 33 are set as 16R special jackpot, 8R special jackpot, 16R normal jackpot, and 8R normal jackpot.
[0092] The 16R and 8R probability variable jackpots are jackpots in which the opening and closing control mode of the variable winning device 36 in the opening and closing execution mode is a high frequency winning mode, the win / lose lottery mode after the opening and closing execution mode ends is a high probability mode, and the support mode after the opening and closing execution mode ends is a high frequency support mode.
[0093] The 16R normal jackpot and 8R normal jackpot are jackpots in which the opening and closing control mode of the variable winning device 36 in the opening and closing execution mode is a high-frequency winning mode, the win / lose lottery mode after the opening and closing execution mode ends is a low-probability mode, and the support mode after the opening and closing execution mode ends is a high-frequency support mode.
[0094] In the distribution table for the first starting port, of the values of the jackpot type counter C2 from "0 to 39", "0 to 13" corresponds to a 16R special jackpot, "14 to 27" corresponds to an 8R regular jackpot, "28 to 33" corresponds to a 16R regular jackpot, and "34 to 39" corresponds to an 8R regular jackpot.
[0095] As described above, the pachinko machine 10 of this embodiment has four types of jackpots. Therefore, the jackpot patterns are diverse. When comparing these four types of jackpots, the 16R variable jackpot is the most advantageous to the player, followed by the 8R variable jackpot, then the 16R regular jackpot, and finally the 8R regular jackpot. By providing multiple types of jackpots with different advantages to the player in this way, monotony in the game is prevented, and it is possible to increase attention to the game.
[0096] As shown in the allocation table for the second starting port in Fig. 8(b), in the pachinko machine 10 of this embodiment, a 16R variable probability jackpot and an 8R normal jackpot are set as jackpot types based on the second starting port 34. In the allocation table for the second starting port, of the values of the jackpot type counter C2 of "0 to 39", "0 to 27" corresponds to a 16R variable probability jackpot, and "28 to 39" corresponds to an 8R normal jackpot.
[0097] In this way, in the pachinko machine 10 of this embodiment, the allocation pattern of the jackpot type when a jackpot is achieved differs between when the jackpot is achieved based on the game ball entering the first starting hole 33 and when the jackpot is achieved based on the game ball entering the second starting hole 34, and there is a clear difference in the advantage to the player.
[0098] As described above, the MPU 62 performs a jackpot lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE, but the MPU 62 also uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first result display unit 37a and the second result display unit 37b. In making this determination, the stop result table stored in the stop result table storage area of the ROM 63 is referenced.
[0099] In the pachinko machine 10, as the support mode of the electric device 34a of the second starting port 34 after the above (3) opening / closing execution mode ends, a high frequency support mode and a low frequency support mode can be set so that the frequency with which the electric device 34a of the second starting port 34 is in an open state per unit time is relatively high or low when compared with a situation in which the launch of game balls into the game area PA continues in a similar manner.
[0100] Specifically, in the pachinko machine 10 of this embodiment, the probability of winning the electric role release in the electric role release lottery using the electric role release counter C4 differs between the high frequency support mode and the low frequency support mode. The probability of winning the electric role release in the electric role release lottery is made higher in the high frequency support mode than in the low frequency support mode. Also, in the high frequency support mode, the opening time of the electric role 34a once the electric role release is won is set longer than in the low frequency support mode.
[0101] Although not adopted in this embodiment, when an electric role opening win occurs in the high frequency support mode and the electric role 34a opens multiple times, the closing time from the end of one opening state to the start of the next opening state may be set shorter than the opening time of one time. Furthermore, in the high frequency support mode, the time secured from the execution of one electric role opening lottery to the execution of the next electric role opening lottery may be set relatively shorter than in the low frequency support mode.
[0102] As described above, in the high frequency support mode, the probability of a game ball entering the second starting hole 34 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in the establishment of the conditions for obtaining special information.
[0103] FIG. 9 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening an electric accessory) used when executing a lottery for opening an electric accessory.
[0104] FIG. 9(a) shows a winning / losing table for the electric feature opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 9(a), the winning / losing table for the electric feature opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric feature opening counter C4 that results in a winning electric feature opening. Forty-sixty-four values, from 2 to 465, have been set as the value of the electric feature opening counter C4 that results in a losing electric feature opening. That is, when a gaming ball passes through the through gate 35 in the low-frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the low-frequency support mode, the electric feature 34a is opened once, and the opening time is 1.4 seconds.
[0105] FIG. 9(b) shows a winning / losing table for the electric feature opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 9(b), the winning / losing table for the electric feature opening lottery (for high frequency support mode) has 462 values from 0 to 461 set as the value of the electric feature opening counter C4 that will result in a winning electric feature opening. Four values from 462 to 465 set as the value of the electric feature opening counter C4 that will result in a losing electric feature opening. In other words, when a gaming ball passes through the through gate 35 in the high frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the high frequency support mode, the electric feature 34a is opened once, and the opening time is 1.6 seconds.
[0106] In this way, the winning / losing table for the electric device opening lottery is set so that the high frequency support mode has a higher probability of causing the game ball to enter the second starting hole 34 than the low frequency support mode.
[0107] 10 is a block diagram showing in detail the configuration of the main control device 60 provided in the pachinko machine 10 of the first embodiment and the configuration of the inspection machine 320. Hereinafter, the MPU 62, CPU 62x, ROM 63, and RAM 64 will also be referred to as the main MPU 62, main CPU 62x, main ROM 63, and main RAM 64, respectively.
[0108] The main ROM 63 of the main MPU 62 is provided with a prize ball number data storage area and a calculation execution condition storage area.
[0109] The prize ball number data storage area stores the number of game balls (prize ball number data) that are paid out as prize balls when a game ball enters each ball entrance. In this embodiment, the prize ball number data storage area stores the following prize ball number data: Number of game balls paid out as prize balls when a game ball enters the first starting hole 33 (number of first starting hole prize balls P1): 3 Number of game balls paid out as prize balls when a game ball enters the second starting hole 34 (number of second starting hole prize balls P2): 3 The number of game balls to be paid out as prize balls when a game ball enters the first winning opening 32a (number of first winning opening balls P N1 ):10 The number of game balls to be paid out as prize balls when a game ball enters the second winning opening 32b (number of second winning opening balls P N2 ):10 The number of game balls to be paid out as prize balls when a game ball enters the third winning opening 32c (the number of third winning opening prize balls P N3 ):10 The number of game balls to be paid out as prize balls when a game ball enters the big prize opening 36a (the number of big prize opening balls P S ):15
[0110] The main MPU 62 determines the number of game balls to be paid out as prize balls when the game balls enter each ball entrance by referring to the prize ball number data stored in the prize ball number data storage area of the main ROM 63.
[0111] Furthermore, in this embodiment, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the prize ball number data set in this pachinko machine 10.
[0112] The calculation execution condition storage area stores a calculation execution condition that is a condition under which the game history management chip 300 starts calculation to calculate game history information. In this embodiment, the calculation execution condition is stored as the number of game balls that have passed through the discharge passage reaching 500. The calculation execution condition stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process that is executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the calculation execution condition that has been set in the pachinko machine 10.
[0113] The gaming history management chip 300 is a semiconductor chip that calculates various gaming history information based on the information on gaming balls entering each entrance and stores the calculated gaming history information. The gaming history management chip 300 includes a buffer 302 that acquires the information on gaming balls entering each entrance from the CPU 62x, a register 304 that stores the number of gaming balls that have entered each entrance, a prize ball number data memory 306 that stores prize ball number data acquired from the main ROM 63, a calculation execution condition memory 307 that stores calculation execution conditions acquired from the main ROM 63, a CPU 308 that controls the entire gaming history management chip 300 and calculates gaming history information based on the number of gaming balls that have entered each entrance and the number of prize balls set for each entrance when the calculation execution condition is met, and a calculation result memory 309 that stores the calculated gaming history information.
[0114] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this embodiment, the game history information stored in the calculation result storage memory 309 is transmitted to the inspection machine 320 via the inspection terminal 65.
[0115] The inspection machine 320 is equipped with a CPU 321 that executes various control programs, a ROM 324 that records various control programs and fixed value data, etc., a RAM 326 that is a memory for temporarily storing various data, a display unit 328 that displays the game history information received from the game history management chip 300, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.
[0116] FIG. 11 is an explanatory diagram that schematically shows the contents of the processing in the game history management chip 300 and the inspection machine 320.
[0117] The buffer 302 is provided between the CPU 62x of the main MPU 62 and the register 304, and acquires ball entry information for each ball entry port from the CPU 62x. Specifically, the buffer 302 has a plurality of bits corresponding to each ball entry port, and the CPU 62x turns ON ("1") the bit corresponding to the ball entry port through which it is determined that a gaming ball has entered. For example, when the CPU 62x determines that a gaming ball has entered the first start port 33, it turns ON ("1") the bit in the buffer 302 corresponding to the first start port 33.
[0118] The buffer 302 is also provided with bits for grasping the game mode and the state of the pachinko machine 10 (hereinafter also referred to as the game state) when a game ball enters each ball entrance. In this embodiment, the buffer 302 is provided with a bit for determining whether or not the normal mode (a mode that is not in the high probability mode, the high frequency support mode, or the open / close execution mode), a bit for determining whether or not the high probability mode, a bit for determining whether or not the high frequency support mode, a bit for determining whether or not the open / close execution mode, a bit for determining whether or not the first reserved number is at its upper limit, a bit for determining whether or not the second reserved number is at its upper limit, a bit for determining whether or not the front door frame 14 is open, and a bit for determining whether or not the pachinko machine 10 is in an error state where a problem such as a malfunction has occurred. For example, when the CPU 62x determines that the normal mode is in effect at the time when a game ball enters the first start opening 33, it turns on ("1") the bit for determining whether or not the normal mode is in the buffer 302.
[0119] Register 304 stores the number of game balls that have entered each entrance. Specifically, register 304 is made up of multiple counters corresponding to each entrance, and when it is determined that there is ball entry information in a bit of buffer 302 (i.e., when the bit is ON), 1 is added to the counter value corresponding to the bit determined to contain ball entry information. In this embodiment, register 304 is made up of a non-volatile register that can retain its memory even when the power supply is cut off.
[0120] In this embodiment, the register 304 stores the following values by means of counters corresponding to the entrances: Number of game balls that entered the large prize slot 36a = Number of balls that entered the large prize slot N S Number of game balls entering the first starting hole 33 = Number of balls entering the first starting hole N1 Number of game balls entering the second starting hole 34 = Number of balls entering the second starting hole N2 Number of game balls entering the first winning slot 32a = Number of balls entering the first winning slot N N1 Number of game balls entering the second winning opening 32b = Number of balls entering the second winning opening N N2 Number of game balls entering the third winning slot 32c = Number of balls entering the third winning slot N N3 Number of balls that passed through the through gate 35 = Number of balls that passed through the through gate N G Number of balls passing through the discharge passage = Number of balls passing through the discharge passage N OUT As mentioned above, the number of particles passing through the discharge passage N OUT corresponds to the number of game balls launched onto the game board 30.
[0121] Furthermore, in this embodiment, the register 304 stores the number of game balls that have entered each ball entrance for each game state. - Number of balls that entered each entrance during normal mode - Number of balls that entered each entrance during high probability mode Number of balls entering each entrance during high frequency support mode Number of balls that entered each entrance during open / close mode The number of game balls that entered the first start port 33 during the period when the first reserved number is at the upper limit during normal mode. The number of game balls that entered the second start port 34 during the period when the number of second reserved balls is at the upper limit in the normal mode. The number of balls that entered each entrance while the front door frame 14 was open The number of balls that entered each entry hole during an error
[0122] For example, if it is determined that there is ball entry information in the bit corresponding to the first start port 33 of the buffer 302 (the bit is ON), and if it is determined that there is information in the bit that determines whether or not normal mode is in effect (the bit is ON), then 1 is added to the value of the first start port ball entry counter, which is a counter that stores the number of game balls that have entered the first start port 33, and 1 is added to the value of the first start port ball entry counter during normal mode, which is a counter that stores the number of game balls that have entered the first start port 33 during normal mode.
[0123] The prize ball number data storage memory 306 is a memory for storing prize ball number data set in the pachinko machine 10. In this embodiment, when the power of the pachinko machine 10 is turned on, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the prize ball number data storage memory 306. Therefore, the content of the prize ball number data stored in the prize ball number data storage memory 306 is the same as the content of the prize ball number data stored in the main ROM 63.
[0124] The calculation execution condition storage memory 307 is a memory for storing calculation execution conditions set in the pachinko machine 10. As described above, the calculation execution condition is a condition for starting a calculation to calculate game history information. In the pachinko machine 10 of this embodiment, the calculation to calculate game history information is set to start every time the number of game balls that have passed through the discharge passage reaches 500. When the power of the pachinko machine 10 is turned on, the calculation execution condition stored in the main ROM 63 is transmitted to the game history management chip 300 by the CPU 62x and stored in the calculation execution condition storage memory 307. Therefore, the content of the calculation execution condition stored in the calculation execution condition storage memory 307 is the same as the content of the calculation execution condition stored in the main ROM 63. Note that the number of game balls that have passed through or entered a passage other than the discharge passage may be stored as a criterion for the calculation execution condition, or a number other than 500 may be stored as a criterion.
[0125] The CPU 308 determines whether or not the calculation execution conditions stored in the calculation execution condition storage memory 307 are met, and if it determines that the calculation execution conditions are met, calculates various game history information based on the prize ball number data stored in the prize ball number data storage memory 306 and the number of game balls entering each entrance stored in the register 304. In this embodiment, the CPU 308 calculates the number N of balls passing through the discharge passage stored in the register 304. OUT Each time the value reaches 500, the following values are calculated as gaming history information.
[0126] ·Ratio of special features = Number of game balls paid out as prize balls by the operation of the device (number of prize balls) / total number of game balls paid out as prize balls (total number of prize balls) =(N2×P2+N S ×P S ) / (N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N1×P1+N2×P2+N S ×P S ) ·Continuous feature ratio = Number of game balls paid out as prize balls by consecutive operation of the device (number of consecutive prize balls) / total number of game balls paid out as prize balls (total number of prize balls) =(N S ×P S ) / (N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N1×P1+N2×P2+N S ×P S ) Payout rate (total) = Total number of game balls paid out as prize balls (total number of prize balls) / Number of game balls shot onto the game board 30 =(N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3+N1×P1+N2×P2+N S ×P S ) / N OUT
[0127] The above values are calculated based on the following criteria. The number of game balls paid out as prize balls by the operation of the gambling device (number of prize balls) = The number of game balls paid out as prize balls by the operation of the electric device 34a as a normal electric device and the variable winning device 36 as a special electric device = The number of game balls paid out as prize balls based on the game balls entering the second starting hole 34 and the big prize hole 36a =N2×P2+N S ×P S The number of game balls paid out as prize balls by the operation of consecutive devices (number of consecutive device prize balls) = The number of game balls paid out as prize balls by the operation of the variable winning device 36 as a special electric device = Number of game balls paid out as prize balls based on the game balls entering the big prize opening 36a =N S ×P S The number of game balls paid out as prize balls based on the game balls entering the first to third winning slots 32a to 32c =N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 Total number of game balls paid out as prize balls (total number of prize balls) = The number of game balls paid out as prize balls based on the game balls entering the first to third winning holes 32a to 32c, the first starting hole 33, the second starting hole 34, and the big winning hole 36a =N N1 ×P N1 +N N2 ×P N2 +N N3 ×P N3 +N1×P1+N2×P2+N S ×P S
[0128] Furthermore, in this embodiment, the following game history information is calculated based on the number of game balls that enter each entrance counted for each game state.
[0129] Payout ratio (in normal mode) = Number of game balls paid out as prize balls based on game balls entering the first starting port 33 during normal mode / Number of game balls paid out as prize balls based on game balls entering the first starting port 33 during normal mode + Number of game balls paid out as prize balls based on game balls entering the first to third winning ports 32a to 32c during normal mode Payout rate (in normal mode) = Total number of game balls paid out as prize balls during normal mode / Number of game balls fired onto the game board 30 during normal mode Payout rate (high frequency support mode) = Total number of game balls paid out as prize balls during the high frequency support mode / Number of game balls fired onto the game board 30 during the high frequency support mode BY (in normal mode) = Number of game balls paid out as prize balls based on game balls entering the first to third prize slots 32a to 32c during normal mode + Number of game balls paid out as prize balls based on game balls entering the first start slot 33 during normal mode and during the period when the first reserved number is at the upper limit + Number of game balls paid out as prize balls based on game balls entering the second start slot 34 during the period when the second reserved number is at the upper limit during normal mode / Number of game balls fired onto the game board 30 during normal mode ·BY MIN (in normal mode) = Number of game balls paid out as prize balls based on game balls entering the first to third winning slots 32a to 32c during normal mode / Number of game balls shot onto the game board 30 during normal mode ·Ball entry rate when the front door frame is open = Number of game balls that entered each ball entrance while the front door frame 14 was open / Number of game balls that were shot onto the game board 30 -Percentage of balls scored during errors = Number of game balls that entered each entry hole during an error / Number of game balls that were launched onto the game board 30 The above gaming history information is an example, and other gaming history information may be calculated.
[0130] After calculating the various pieces of gaming history information, the CPU 308 stores the calculated pieces of gaming history information in the calculation result storage memory 309, and resets the values of the counters in the register 304 to "0." Note that, hereinafter, the various pieces of gaming history information calculated each time 500 gaming balls are launched onto the gaming board 30 will also be collectively referred to as a "short-term gaming history information group."
[0131] The calculation result storage memory 309 is a memory that stores the game history information calculated by the CPU 308, and in this embodiment, it is configured as a non-volatile memory that can retain its memory even when the power supply is cut off. The calculation result storage memory 309 also stores information regarding the order in which the short-term game history information groups were written, and if there is no free area to write the calculated short-term game history information group, the CPU 308 stores the calculated short-term game history information group in the area where the short-term game history information group with the oldest written order is stored. In other words, the calculation result storage memory 309 is configured to overwrite the short-term game history information group in order from the oldest (first-in, first-out method), so that the most recent short-term game history information group is always stored.
[0132] In this embodiment, the calculation result storage memory 309 has a capacity capable of storing 1200 sets of short-term gaming history information calculated every time 500 gaming balls are shot onto the gaming board 30. For example, if gaming balls are shot for 10 consecutive hours in one day, 60,000 gaming balls will be shot in one day, and therefore 120 sets of short-term gaming history information per day will be stored in the calculation result storage memory 309. Therefore, the calculation result storage memory 309 can store sets of short-term gaming history information for the most recent 10 days.
[0133] When the inspection machine 320 detects that the connection cable 329 is connected to the inspection terminal 65, it transmits a transmission request command requesting transmission of the game history information to the game history management chip 300. When the CPU 308 of the game history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the game history information stored in the calculation result storage memory 309 to the inspection machine 320 via the inspection terminal 65. As a result, the inspection machine 320 acquires the game history information stored in the calculation result storage memory 309 and displays the acquired game history information on the display unit 328.
[0134] In this manner, in this embodiment, every time the number of game balls that have passed through the discharge passage reaches 500, that is, every time 500 game balls are shot onto the game board 30, game history information such as the combination ratio is calculated and stored in the calculation result storage memory 309. Then, the calculated game history information is displayed on the display unit 328 of the inspection machine 320.
[0135] A3. Details of various processes executed on the gaming machine: Next, we will explain each process executed by the MPU 62 (CPU 62x in this embodiment). The processes of the MPU 62 are roughly divided into main processes that are started when the power is turned on, and timer interrupt processes that are started periodically (every 4 msec in this embodiment).
[0136] First, the main processing will be described with reference to the flowchart of FIG.
[0137] FIG. 12 is a flowchart showing the main processing executed by the main MPU 62. In step S10101, an initial setting process is executed. Specifically, the initial setting of each control device when the power is turned on and the validity of data stored in the RAM 64 are determined. Furthermore, in this embodiment, the initial setting process executes a process of transmitting calculation data to the game history management chip 300. Specifically, the calculation data (number of prize balls data and calculation execution conditions) stored in the main ROM 63 are transmitted to the game history management chip 300. As will be described later, upon receiving the calculation data, the game history management chip 300 stores the number of prize balls data and calculation execution conditions in the prize ball data storage memory 306 and the calculation execution condition storage memory 307, respectively, and transmits a setting completion command indicating that storage has been completed to the main MPU 62. After executing step S10101, the process proceeds to step S10102.
[0138] In step S10102, it is determined whether a setting completion command has been received. If it is determined in step S10102 that a setting completion command has been received (S10102: YES), the process proceeds to step S10103, where interrupt permission is set to allow timer interrupt processing to occur. On the other hand, if it is determined in step S10102 that a setting completion command has not been received (S10102: NO), the process of step S10102 is executed again. In other words, until the setting completion command is received, the process does not proceed to step S10103, and interrupt permission is not set to allow timer interrupt processing to occur.
[0139] After executing step S10103, the process proceeds to the remaining processing of steps S10104 to S10107. In other words, the main MPU 62 is configured to periodically execute timer interrupt processing as described below, but there will be a remaining time between one timer interrupt processing and the next timer interrupt processing. This remaining time will vary depending on the processing completion time of each timer interrupt processing, but this irregular time will be used to repeatedly execute the remaining processing of steps S10104 to S10107. In this respect, the remaining processing of steps S10104 to S10107 can be said to be non-periodic processing that is executed non-periodically.
[0140] In the remaining processing, first, in step S10104, interrupt prohibition is set to prohibit the occurrence of timer interrupt processing. Subsequently, in step S10105, random number initial value update processing is executed to update the random number initial value counter CINI, and in step S10106, fluctuation counter update processing is executed to update the fluctuation type counter CS. These update processing processes read current numerical information from the corresponding counter in the main RAM 64, execute processing to increment the read numerical information by 1, and then execute processing to overwrite the counter from which it was read. In this case, when the counter value reaches its maximum value, it is cleared to "0." Then, in step S10107, interrupt permission is set to switch from a state in which timer interrupt processing is prohibited to a state in which it is permitted. After executing the processing in step S10107, the process returns to step S10104, and the processing in steps S10104 to S10107 is repeated.
[0141] Next, a timer interrupt process executed by the main MPU 62 (CPU 62x in this embodiment) will be described.
[0142] 13 is a flowchart showing the timer interrupt process executed in the main MPU 62. The timer interrupt process is started at a specific cycle (4 msec cycle in this embodiment).
[0143] In the timer interrupt process, first, in step S10201, a lottery random number update process is executed. In the lottery random number update process, the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and electric feature release counter C4 are updated. Specifically, the current numerical information is read out sequentially from the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and electric feature release counter C4, 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". Then, proceed to step S10202.
[0144] In step S10202, the random number initial value counter CINI is updated in the random number initial value update process, and the process proceeds to step S10203, where the fluctuation type counter CS is updated in the fluctuation type counter update process, and then the process proceeds to step S10204.
[0145] In step S10204, port output processing is executed. In the port output processing, if output information was set in the previous timer interrupt processing, processing is executed to output corresponding to that output information to the various drive units 36c, 34b. For example, if information to switch the large prize opening 36a to an open state is set, output of a drive signal to the variable prize opening drive unit 36c is started, and if information to switch it to a closed state is set, output of the drive signal is stopped. Also, if information to switch the electric device 34a of the second starting opening 34 to an open state is set, output of a drive signal to the electric device drive unit 34b is started, and if information to switch it to a closed state is set, output of the drive signal is stopped. Then, proceed to step S10205.
[0146] In step S10205, a read process is executed. In the read process, signals other than the ball-entering signal are read, and the read information is stored for use in future processes. Then, the process proceeds to step S10206.
[0147] In step S10206, the signals received from each of the goal detection sensors 44a-44h are read, and a goal detection process is executed to perform processing corresponding to the read information. The details of the goal detection process will be explained later. Then, the process proceeds to step S10207.
[0148] In step S10207, the ball entry detection information is output to a bit in the buffer 302 of the game history management chip 300. Specifically, the bit corresponding to the ball entry port into which the game ball was determined to have entered in the ball entry detection process in step S10206 is turned ON ("1"), and the bit corresponding to the game status of the pachinko machine 10 is turned ON ("1"). Then, the process proceeds to step S10208.
[0149] In step S10208, a timer update process is executed to collectively update the numerical information of predetermined timer counters provided in the main RAM 64. Then, the process proceeds to step S10209, where a prize ball command output setting process is executed. Then, the process proceeds to step S10210.
[0150] In step S10210, a ball entry process for the start port is executed in response to the entry of a gaming ball into the first start port 33 and the second start port 34. In the ball entry process for the start port, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are obtained based on the determination that a gaming ball has entered the first start port 33 or the second start port 34, and the obtained counter values are stored in the pending information storage area 64b of RAM 64. After executing step S10210, the process proceeds to step S10211.
[0151] In step S10211, a ball entry process for the through gate is executed in response to the game ball entering (passing through) the through gate 35. In the ball entry process for the through gate, the value of the variable type counter CS is acquired based on the determination that the game ball has entered (passed through) the through gate 35, and the acquired counter value is stored in the electric role holding area 64d of the RAM 64. After executing step S10211, the process proceeds to step S10212.
[0152] In step S10212, a game round control process is executed to control the game in each game round. The game round control process includes the jackpot lottery and display control of the first symbol display unit 37a and the second symbol display unit 37b. After executing step S10212, the process proceeds to step S10213.
[0153] In step S10213, a game state transition process is executed to transition the game state. In the game state transition process, a process is executed to transition the game state to an open / close execution mode, a high probability mode, a high frequency support mode, etc. After executing step S10213, the process proceeds to step S10214.
[0154] In step S10214, an electric role support process for controlling the electric role device 34a is executed. In the electric role support process, a determination is made as to whether or not the electric role device 34a is to be opened (electric role device opening lottery), and if it is determined that the electric role device 34a is to be opened, the electric role device 34a is driven and controlled. After executing step S10214, the process proceeds to step S10215.
[0155] In step S10215, a game ball launch control process is executed. In the game ball launch control process, a process is executed to launch a game ball into the game area PA when the player operates the operating handle 25. After executing step S10215, the process proceeds to step S10216.
[0156] In step S10216, external information setting processing is executed to control the start and end of output of external signals according to the results of various processing executed in this timer interrupt processing. After executing step S10216, this timer interrupt processing is terminated.
[0157] Next, the ball-going detection process executed in step S10206 of the timer interrupt process (FIG. 13) will be described.
[0158] In the ball entry detection process, a process is executed to check the detection results of the ball entry detection sensors 44a to 44h, and this check is performed using the input port 62b of the input / output port 62a of the main MPU 62. Before explaining the ball entry detection process, the configuration of the input port 62b provided in the main MPU 62 will be explained with reference to Figure 14.
[0159] 14 is an explanatory diagram illustrating the configuration of the input port 62b provided in the main MPU 62. The input port 62b is configured as an 8-bit parallel interface so that it can handle eight types of signals simultaneously. Areas in which information "0" or "1" is stored according to the voltage of each signal are provided in one-to-one correspondence with each terminal. In other words, these areas include the 0th bit D0 to the 7th bit D7.
[0160] In addition, although more than eight types of signals are input to input port 62b, in order to limit the number of signals that can be input simultaneously to eight, the group of signals to be input to input port 62b is switched through switching control by the driver IC. In the ball entry detection process, the group of signals to be input to input port 62b is set to each of the ball entry detection sensors 44a to 44h.
[0161] When such settings are made, the 0th bit D0 stores information corresponding to the ball entry signal from the large prize entry port detection sensor 44a, the 1st bit D1 stores information corresponding to the ball entry signal from the first start port detection sensor 44b, the second bit D2 stores information corresponding to the ball entry signal from the second start port detection sensor 44c, the third bit D3 stores information corresponding to the ball entry signal from the first prize entry port detection sensor 44d, the fourth bit D4 stores information corresponding to the ball entry signal from the second prize entry port detection sensor 44e, the fifth bit D5 stores information corresponding to the ball entry signal from the third prize entry port detection sensor 44f, the sixth bit D6 stores information corresponding to the ball entry signal from the through gate detection sensor 44g, and the seventh bit D7 stores information corresponding to the ball entry signal from the discharge passage detection sensor 44h.
[0162] In this case, when the ball entry detection sensors 44a-44h do not detect the passage of a gaming ball, they output a HI level signal indicating that they are not currently detecting the ball entry signal. When the ball entry detection sensors 44a-44h detect the passage of a gaming ball, they output a LOW level signal indicating that they are currently detecting the ball entry signal. However, the main control board 151 is provided with an inversion circuit, which inverts the signal state before each of the detection signals is input to the input port 62b. When the input port 62b receives a LOW level signal through the inversion circuit, it stores "0" information (data 0 or absence information) in the corresponding bit. When the input port 62b receives a HI level signal through the inversion circuit, it stores "1" information (data 1 or presence information) in the corresponding bit.
[0163] In other words, when the ball entry detection sensors 44a to 44h do not detect the passage of a game ball, the corresponding bit stores the information "0" corresponding to the information indicating no detection, and when the ball entry detection sensors 44a to 44h detect the passage of a game ball, the corresponding bit stores the information "1" corresponding to the information indicating detection.
[0164] Each of the ball entry detection sensors 44a to 44h may be configured to output a LOW level signal as a ball entry signal while not detecting the passage of a game ball, and to output a HI level signal as a ball entry signal while detecting the passage of a game ball. In this case, the inversion circuit may be omitted.
[0165] FIG. 15 is an explanatory diagram illustrating the scoring detection process executed by the main MPU 62. FIG. 15(a) is a flowchart showing the scoring detection process executed by the main MPU 62. FIG. 15(b) is an explanatory diagram schematically showing the scoring determination area used in the scoring detection process. As shown in the flowchart of FIG. 15(a), the scoring detection process begins in step S10301 with the information currently stored in the 0th to 7th bits D0 to D7 being transferred to a first scoring determination area WA1 in the register of the main MPU 62. The first scoring determination area WA1 is made up of 8 bits as shown in FIG. 15(b-1), and has a data capacity large enough to store all of the information stored in the 0th to 7th bits D0 to D7. In this case, the storage source bits in the 0th to 7th bits D0 to D7 and the storage destination bits in the first scoring determination area WA1 are predetermined in a one-to-one correspondence, and for example, the information of the 0th bit D0 is always stored in a predetermined bit in the first scoring determination area WA1.
[0166] In the next step S10302, a wait process for ball entry detection is executed. In this wait process, the main MPU 62 waits without executing any process until a predetermined wait time has elapsed. In this pachinko machine 10, the wait time is set to 10 μsec, but as long as it does not interfere with the execution of periodic timer interrupt processing and furthermore can fully achieve the action and effect, described later, of setting this wait process, the specific wait time can be any, but is preferably in the range of 2 μsec to 500 μsec, and more preferably in the range of 10 μsec to 100 μsec.
[0167] Incidentally, it takes at least 1.2 μsec to execute one step. Therefore, even if step S10302 is not set, a forced wait time of 1.2 μsec occurs between step S10301 and step S10303. In this regard, step S10302 sets not only the minimum time required to execute the process, but also an additional wait time between the process of step S10301 and the process of step S10303.
[0168] In the following step S10303, the information currently stored in the 0th to 7th bits D0 to D7 is transferred to the second ball entry determination area WA2 in the register of the main MPU 62. Incidentally, since the information in the input port 62b is updated at intervals shorter than the time between the completion of step S10301 and the start of step S10303, the information transferred from the 0th to 7th bits D0 to D7 in step S10303 may be different from that in step S10301.
[0169] The second scoring judgment area WA2, like the first scoring judgment area WA1, is made up of 8 bits as shown in Figure 15(b-2), and has a data capacity that can store all of the information stored in the 0th to 7th bits D0 to D7. In this case, the storage source bits in the 0th to 7th bits D0 to D7 and the storage destination bits in the second scoring judgment area WA2 are predetermined in a one-to-one correspondence, and the relationship between the storage source bits and the storage destination bits is the same as in the first scoring judgment area WA1.
[0170] Thereafter, in step S10304, the scoring determination process is executed, and then the scoring detection process ends. The scoring determination process will be described with reference to the flowchart in FIG.
[0171] FIG. 16 is a flowchart showing the ball entry determination process executed by the main MPU 62. In the ball entry determination process, first, in step S10401, a ball entry determination counter provided in the main RAM 64 is set to 8. The numerical information of the ball entry determination counter corresponds to the bits of each of the eight ball entry ports. Specifically, in this embodiment, the numerical information of the ball entry determination counter, "8," corresponds to the 0th bit D0 of the large prize entry port 36a; "7," corresponds to the 1st bit D1 of the first start port 33; "6," corresponds to the 2nd bit D2 of the second start port 34; "5," corresponds to the 3rd bit D3 of the first prize entry port 32a; "4," corresponds to the 4th bit D4 of the second prize entry port 32b; "3," corresponds to the 5th bit D5 of the third prize entry port 32c; "2," corresponds to the 6th bit D6 of the through gate 35; and "1," corresponds to the 7th bit D7 of the discharge passage. In the next step S10402, the information of the bits corresponding to the current numerical information of the scoring counters in the first scoring determination area WA1 and the second scoring determination area WA2 is obtained. The information obtained in this case is information read from the same bit in the input port 62b.
[0172] In the next step S10403, an AND operation is performed on the information obtained in step S10402, and the result of the AND operation is stored in a register. In step S10404, the AND operation result is stored in the corresponding bit of the first post-computation area WA3 or the second post-computation area WA4, which corresponds to the side of the area where the AND operation result information was stored in the previous timer interrupt processing. As shown in Figures 15(b-3) and 15(b-4), the first post-computation area WA3 and the second post-computation area WA4 are each composed of 8 bits, and have a data capacity large enough to store all the information resulting from the AND operation of each bit of the first post-computation area WA1 with each bit of the second post-computation area WA2. In this case, the order of the bits in the first post-computation area WA1 and the second post-computation area WA2 that were ANDed is uniquely determined from the order of the bits in the first post-computation area WA3 and the second post-computation area WA4.
[0173] Then, in step S10405, the information of the bit corresponding to the current numerical information of the goal determination counter is read from either the first post-calculation area WA3 or the second post-calculation area WA4, whichever side stored the information resulting from the AND process in the goal determination process in the previous timer interrupt process. Then, in step S10406, an inversion process is performed to invert the read information between "0" and "1".
[0174] Then, in step S10407, an AND operation is performed on the information resulting from the AND operation in step S10403 and the information resulting from the inversion operation in step S10406, and in the following step S10408, it is determined whether the result of the AND operation is "1", which corresponds to the goal detection start information. If it is determined in step S10408 that the result of the AND operation is "1", the process proceeds to step S10409 and subsequent steps.
[0175] In step S10409, it is determined whether the numerical information of the current ball entry determination counter is information indicating a bit corresponding to either the first start port 33 or the second start port 34. If it corresponds to either the first start port 33 or the second start port 34, in step S10410, the start port ball entry flag provided in the main RAM 64 is set to "1", and in step S10411, the numerical information of the three prize ball counter provided in the main RAM 64 is incremented by 1.
[0176] The start-port ball entry flag is a flag that identifies the entry of a game ball into the first start port 33 or the second start port 34 by the main MPU 62, and is a flag that identifies the state in which the main MPU 62 should execute a process corresponding to the entry of a game ball into the first start port 33 or the second start port 34, other than the execution of a prize ball. Incidentally, because the first start port 33 and the second start port 34 are provided with ball entry detection sensors 44b, 44c, respectively, a ball entry into the first start port 33 and a ball entry into the second start port 34 may be detected simultaneously within one timer interrupt process. Therefore, to accommodate this, start-port ball entry flags are provided corresponding to the number of start ports 33, 34; specifically, two start-port entry flags are provided. The three-prize-ball counter is a counter that identifies the number of times the three-prize-ball command, which instructs the execution of three prize balls, should be output by the main MPU 62.
[0177] If a negative determination is made in step S10409, then in step S10412 it is determined whether the numerical information of the current ball entry determination counter is information indicating a bit corresponding to the special prize opening 36a (variable prize opening 36). If it corresponds to the variable prize opening 36, then in step S10413 the special prize opening ball entry flag provided in the main RAM 64 is set to "1", and in step S10414 the numerical information of the 15 prize ball counter provided in the main RAM 64 is incremented by 1.
[0178] The large prize entry ball flag is a flag that allows the main MPU 62 to identify the entry of a game ball into the variable prize entry device 36, and also to identify in the main MPU 62 that a process other than the execution of a prize ball should be executed in response to the entry of a game ball into the variable prize entry device 36. The 15 prize ball counter is a counter that allows the main MPU 62 to identify the number of times that a 15 prize ball command that instructs the execution of 15 prize balls should be output.
[0179] If a negative judgment is made in step S10412, in step S10415, it is judged whether the numerical information of the current ball entry judgment counter is information indicating a bit corresponding to the through gate 35. If it corresponds to the through gate 35, in step S10416, the through passing flag provided in the main RAM 64 is set to "1".
[0180] The through-pass flag is a flag that allows the main MPU 62 to identify that the game ball has passed through the through gate 35, and also to identify that the main MPU 62 is in a state where processing corresponding to the game ball entering the through gate 35 should be executed.
[0181] If a negative determination is made in step S10415, then in step S10417 it is determined whether the numerical information of the current ball entry determination counter is information indicating a bit corresponding to any of the first prize opening 32a, second prize opening 32b, and third prize opening 32c. If it corresponds to any of the first prize opening 32a, second prize opening 32b, and third prize opening 32c, then in step S10418 the general prize opening ball entry flag provided in the main RAM 64 is set to "1", and in step S10419 the numerical information of the three prize ball counters provided in the main RAM 64 is incremented by 1.
[0182] The general prize slot ball entry flag is a flag used by the main MPU 62 to identify whether a game ball has entered the first prize slot 32a, the second prize slot 32b, or the third prize slot 32c. Incidentally, because the first prize slot 32a, the second prize slot 32b, and the third prize slot 32c are each equipped with ball entry detection sensors 44d, 44e, and 44f, ball entries into the first prize slot 32a, the second prize slot 32b, and the third prize slot 32c may be simultaneously detected within a single timer interrupt process. Therefore, to accommodate this, general prize slot ball entry flags are provided corresponding to the number of general prize slots 32a, 32b, and 32c; specifically, three are provided. The 10-prize ball counter is a counter used by the main MPU 62 to identify the number of times a 3-prize ball command, which commands the execution of 10 prize balls, should be output.
[0183] If a negative determination is made in step S10417, this means that the ball this time corresponds to the discharge passage, so in step SAD20, the discharge passage passing flag provided in the main RAM 64 is set to "1." The discharge passage passing flag is a flag that allows the main MPU 62 to identify that the gaming ball has passed through the discharge passage.
[0184] If a negative determination is made in step S10408, or after any of the processes in steps S10411, S10414, S10416, S10419, and S10420 has been executed, the process proceeds to step S10421. In step S10421, the goal determination counter is decremented by 1, and then in step S10422, it is determined whether the goal determination counter is "0".
[0185] If the goal determination counter is not "0", steps S10402 to S10420 are executed for the bit corresponding to the numerical information of the goal determination counter updated in step S10421. If steps S10402 to S10420 have been executed the number of times equal to the numerical information set in step S10401, a positive determination is made in step S10422, and this goal determination process is terminated.
[0186] Next, with reference to Figure 17, we will explain how the above-mentioned ball entry detection process (Figure 15) is executed to detect whether or not a ball has entered the general entry port 32, variable entry device 36, first start port 33, second start port 34, through gate 35, and discharge passage.
[0187] Figure 17 is an explanatory diagram illustrating how the presence or absence of a goal is detected. First, with reference to Figure 17(A), the timing for monitoring the detection results (hereinafter also referred to as goal information) of goal detection sensors 44a to 44h will be explained. Figure 17(A) is a timing chart for explaining the timing for monitoring each goal information.
[0188] As shown in Figure 17(A), in a configuration in which the timer interrupt process (Figure 13) is started at a cycle of T1 (specifically, 4 msec), the process of monitoring the scoring information is performed twice in each processing of the timer interrupt process (steps S10301 and S10303). The process of monitoring each set of scoring information is performed at different times, but the process of monitoring the scoring information on the front side (step S10301) is performed when a time T2 has elapsed since the timer interrupt process was started.
[0189] In this case, the timing at which the ball entry detection process is executed in the timer interrupt process is before processes whose processing times are likely to fluctuate, such as the game play control process and the electric role support process, and further, the processes executed before the ball entry detection process in the timer interrupt process are processes whose processing times are relatively less likely to fluctuate. Therefore, the period until the process of monitoring the first ball entry information in the timer interrupt process for each processing time is started is the same, approximately the same, or similar at T2. Therefore, of the processes that monitor a set of ball entry information included in each processing time of the timer interrupt process, the process of monitoring the first ball entry information is executed periodically.
[0190] Furthermore, among the processes for monitoring each set of scoring information, a wait process for scoring detection (step S10302) is executed between the process for monitoring the scoring information on the front side (step S10301) and the process for monitoring the scoring information on the back side (step S10303), but this wait process simply waits until a certain wait time T3 has elapsed without executing any processing. Therefore, among the processes for monitoring a set of scoring information included in each processing session of the timer interrupt process, the process for monitoring the scoring information on the back side is executed periodically.
[0191] Next, with reference to Figure 17(B), we will explain the content of the calculations that are performed when a goal determination is made. Figure 17(B) is an explanatory diagram for explaining the content of the calculations that are performed when a goal determination is made. Note that, although various calculations are actually performed in units of 1 bit, the following explanation will explain the content of the calculations in units of 1 byte. However, it is also possible to configure the calculations to actually be performed in units of 1 byte as described below.
[0192] In the case of Figure 17(B), first, in the process of monitoring the ball entry information of the first side in the n-th timer interrupt process, as shown in Figure 17(B1), "00100000" is set in the first ball entry determination area WA1. In this case, the ball entry information of the third winning hole detection sensor 44f among the ball entry detection sensors 44a to 44h is information that a game ball has been detected (hereinafter also referred to as ball entry information), and the ball entry information of the other sensors is information that a game ball has not been detected (hereinafter also referred to as no ball entry information).
[0193] In addition, in the process of monitoring the subsequent ball entry information in the n-th timer interrupt process, as shown in Figure 17 (B2), "10100000" is set in the second ball entry determination area WA2. In this case, among the ball entry detection sensors 44a to 44h, the discharge passage detection sensor 44h and the third winning opening detection sensor 44f each indicate ball entry information, and the other sensors indicate no ball entry information.
[0194] When the information in the first scoring judgment area WA1 and the second scoring judgment area WA2 is set as described above, the result of the AND operation becomes "00100000," as shown in Figure 17 (B3), and this information is set in the first post-calculation area WA3 as the scoring information monitoring result in the nth timer interrupt processing. Note that if the scoring information monitoring result in the n-1th timer interrupt processing is set in the first post-calculation area WA3, the scoring information monitoring result in the nth timer interrupt processing is set in the second post-calculation area WA4. Furthermore, the scoring judgment processing is performed using the scoring information monitoring result in the n-1th time and the scoring information monitoring result in the nth time, but the details of the calculations in this processing are omitted here.
[0195] Next, in the process of monitoring the ball entry information of the first side in the n+1th timer interrupt process, as shown in Figure 17 (B4), "10100110" is set in the first ball entry determination area WA1. In this case, among the ball entry detection sensors 44a to 44h, the discharge passage detection sensor 44h, the third winning hole detection sensor 44f, the second starting hole detection sensor 44c, and the first starting hole detection sensor 44b each have ball entry information, and the other sensors have no ball entry information.
[0196] In addition, in the process of monitoring the subsequent ball entry information in the n+1th timer interrupt process, as shown in Figure 17 (B5), "10100010" is set in the second ball entry determination area WA2. In this case, among the ball entry detection sensors 44a to 44h, the discharge passage detection sensor 44h, the third winning hole detection sensor 44f, and the first starting hole detection sensor 44b each indicate ball entry information, and the other sensors indicate no ball entry information.
[0197] When the information in the first scoring determination area WA1 and the second scoring determination area WA2 is set as described above, the result of the AND operation becomes "10100010" as shown in Figure 17 (B6), and this information is set in the second post-calculation area WA4 as the result of monitoring the scoring information in the timer interrupt processing of the n+1th processing round.
[0198] Then, in the ball entry determination process (FIG. 16) in the n+1th timer interrupt process, the monitoring result of the ball entry information in the nth timer interrupt process is first read from the first post-calculation area WA3, and an inversion process is performed on the information of the monitoring result that was read. This results in "11011111" as shown in FIG. 17(B7). Then, the information resulting from the inversion process is ANDed with the monitoring result of the ball entry information in the n+1th timer interrupt process. This results in "10000010" as shown in FIG. 17(B8). In this case, the ball entry determination process determines that the discharge passage detection sensor 44h has detected the entry of a game ball, and also determines that the first start hole detection sensor 44b has detected the entry of a game ball.
[0199] Also, as shown in Figure 17 (B4), in the process of monitoring the first-side ball-entry information during the n+1th timer interrupt process, the second start gate detection sensor 44c indicates that a ball has been entered, but this is due to electrical noise. In this case, even if the change from no-ball-entry information to ball-entry information is confirmed, it is not immediately determined that a ball has been entered; rather, it is determined that a ball has been entered if the ball-entry information is confirmed multiple times. Therefore, as shown in Figure 17 (B5), in the process of monitoring the second-side ball-entry information during the n+1th timer interrupt process, the second start gate detection sensor 44c indicates that a ball has not been entered, and the occurrence of electrical noise is not treated as a game ball entering.
[0200] In addition, the third winning hole detection sensor 44f indicates ball entry information in both the process of monitoring one set of ball entry information in the nth timer interrupt process and the process of monitoring one set of ball entry information in the n+1th timer interrupt process, but this indicates a state in which the game ball whose entry has already been detected is still being detected. In this case, the occurrence of a ball entry is determined on the condition that the monitoring result of the ball entry information in the nth timer interrupt process is "0," so the entry of one game ball is not treated as multiple entries.
[0201] By executing the ball entry detection process as described above, the detection results of each ball entry detection sensor 44a-44h are monitored. If a ball entry corresponding to the award of a game ball occurs, an increment process is performed on the 3-prize ball counter, the 10-prize ball counter, and the 15-prize ball counter, depending on the location of the ball entry. If any of these counters is "1" or greater, a prize ball command is set in the prize ball command output setting process (step S10209) in the timer interrupt process (FIG. 13), and the set prize ball command is transmitted to the payout control device 70. In this case, the output setting of the prize ball command is performed only once per processing of the timer interrupt process. Therefore, for example, even if the 15-prize ball counter is "2" or greater, only one 15-prize ball command is transmitted per processing. However, this is not limited to this, and a predetermined number of prize ball commands (e.g., two or three) may be transmitted per processing.
[0202] It is also possible that the 3 prize ball counter, 10 prize ball counter, and 15 prize ball counter are all greater than "1," but in this case, the output of the prize ball command with the greater number of prize balls takes priority. In other words, the output of the 15 prize ball command takes priority over the output of the 10 prize ball command and the output of the 3 prize ball command, and the output of the 10 prize ball command takes priority over the output of the 3 prize ball command.
[0203] When the 15 prize ball counter is "1" or greater and a 15 prize ball command is set as the output target, the 15 prize ball counter is decremented by 1. Also, when the 10 prize ball counter is "1" or greater and a 10 prize ball command is set as the output target, the 10 prize ball counter is decremented by 1. Also, when the 3 prize ball counter is "1" or greater and a 3 prize ball command is set as the output target, the 3 prize ball counter is decremented by 1.
[0204] Next, we will explain the processing executed by the CPU 308 of the game history management chip 300. In this embodiment, the CPU 308 of the game history management chip 300 executes the following main processing when the pachinko machine 10 is powered on.
[0205] FIG. 18 is a flowchart showing the main processing executed by the CPU 308 of the game history management chip 300.
[0206] In step S10501, it is determined whether calculation data including prize ball number data and calculation execution conditions has been received. If it is determined in step S10501 that calculation data has been received (S10501: YES), the process proceeds to step S10502. On the other hand, if it is determined in step S10501 that calculation data has not been received (S10501: NO), the process of step S10501 is executed again. In other words, until calculation data is received, the process continues in an infinite loop without proceeding to the next step S10502.
[0207] In step S10502, the received prize ball number data is stored in prize ball number data storage memory 306. Then, the process proceeds to step S10503, where the received calculation execution conditions are stored in calculation execution condition storage memory 307. Then, the process proceeds to step S10504.
[0208] In step S10504, a setting completion command is sent to the main CPU 62x, which means that storage of the prize ball number data in the prize ball number data storage memory 306 has been completed and storage of the calculation execution conditions in the calculation execution condition storage memory 307 has been completed. Then, proceed to step S10505.
[0209] In step S10505, it is determined whether or not the bit in the buffer 302 contains ball entry information received from the main CPU 62x ("1" is stored in the bit). In step S10505, if it is determined that the bit in the buffer 302 contains ball entry information received from the main CPU 62x (S10505: YES), the process proceeds to step S10506, where 1 is added to the counter of the register corresponding to the bit in the buffer 302. Specifically, for example, if the bit corresponding to the first start port ball entry information in the buffer 302 is "1" and the bit corresponding to the normal mode is "1", the number of balls entering the large prize port N in the register 304 isS In step S10505, the CPU 62x increments the counter corresponding to the number of balls entering the special prize slot, and increments the counter corresponding to the number of balls entering the special prize slot during normal mode. Then, the CPU 62x proceeds to step S10507. On the other hand, in step S10505, if it is determined that there is no ball entry information received from the main CPU 62x in the bit of the buffer 302 (S10505: NO), the CPU 62x proceeds to step S10507 without executing step S10506.
[0210] In step S10507, it is determined whether or not the calculation execution condition stored in the calculation execution condition storage memory 307 is satisfied. In this embodiment, the number N of passing through the discharge passage stored in the register 304 is OUT It is determined whether the value of is 500, that is, whether the number of game balls launched onto the game board 30 has reached 500. In step S10507, if it is determined that the calculation execution condition stored in the calculation execution condition storage memory 307 is met (S10507: YES), the process proceeds to step S10508.
[0211] In step S10508, calculation processing is performed to calculate various pieces of game history information based on the prize ball count data stored in prize ball count data storage memory 306 and the number of game balls that have entered each entrance stored in register 304. Thereafter, the process proceeds to step S10509, where the calculated various pieces of game history information are stored in calculation result storage memory 309. Thereafter, the process proceeds to step S10510, where the number of game balls that have entered each entrance stored in register 304 is cleared to 0. Thereafter, the process proceeds to step S10511.
[0212] On the other hand, in step S10507, if it is determined that the calculation execution condition stored in calculation execution condition storage memory 307 is not met (S10507: NO), the process proceeds to step S10511 without executing steps S10508 to S10510.
[0213] In step S10511, it is determined whether a transmission request command for game history information has been received from inspection machine 320. If it is determined that a transmission request command has been received (S10511: YES), the process proceeds to step S10512, where the game history information stored in calculation result storage memory 309 is transmitted to inspection machine 320. Inspection machine 320 displays the received game history information on display unit 328. After executing step S10512, the process returns to step S10505, and the processing from step S10505 onwards is repeated. On the other hand, if it is determined in step S10511 that a transmission request command for game history information has not been received from inspection machine 320 (S10511: NO), the process returns to step S10505 without executing the processing of step S10512, and the processing from step S10505 onwards is repeated.
[0214] As described above, according to this embodiment, the game history management chip 300 can calculate game history information, which is information that correlates with the behavior of game balls in a game that has been played. If the gaming machine has been illegally modified, the calculated game history information may be an unnatural value that differs from the expected value. Therefore, by checking the game history information, an inspector of the pachinko machine 10 can determine whether the pachinko machine 10 has been illegally modified. As a result, the soundness of the game can be improved.
[0215] Furthermore, according to this embodiment, the game history management chip 300 includes a calculation result storage memory 309 that stores the calculated game history information in a non-volatile manner. Because the game history information correlates with the behavior of the game ball in a game that has been played, the game history information differs for each pachinko machine 10 and is unique to each pachinko machine 10. In other words, the game history information reflects the characteristics of the pachinko machine 10. According to this embodiment, the game history information, which reflects the characteristics of the pachinko machine 10, is stored in the calculation result storage memory 309 of the game history management chip 300 housed inside the housing of the pachinko machine 10. Therefore, for example, when inspecting the characteristics of the pachinko machine 10, the characteristics of the pachinko machine 10 can be inspected by obtaining the game history information from the pachinko machine 10 itself. When the pachinko machine 10 is installed in a gaming hall, information regarding the characteristics of the pachinko machine 10 can be obtained by a hall computer installed in the gaming hall. However, because pachinko machines 10 are circulated from one place to another, they may be left disconnected from a hall computer. In such cases, conventional pachinko machines 10 are unable to retain information regarding the characteristics of the pachinko machine 10. The pachinko machine 10 of this embodiment stores game history information, which reflects the characteristics of the pachinko machine 10, in the calculation result memory 309 of the game history management chip 300 housed inside the housing of the pachinko machine 10. Therefore, even when the pachinko machine 10 is not connected to a hall computer, the game history information can be acquired from the pachinko machine 10. In other words, the pachinko machine 10 of this embodiment can always maintain a one-to-one relationship between the pachinko machine 10 and the game history information, regardless of the state of the pachinko machine 10 (whether installed in a gaming hall or in circulation), and can manage and inspect the characteristics of the pachinko machine 10. As a result, the soundness of the game can be improved.
[0216] Furthermore, in this embodiment, the game history management chip 300 and the main CPU 62x are both mounted on the main MPU 62 and configured to operate on the same power source. Therefore, for example, if the pachinko machine 10 is installed in a gaming hall and the game history information of the pachinko machine 10 is calculated by a hall computer, even if a malfunction occurs in the power system of the hall computer or in the processing of the hall computer, the game history information can be calculated as long as power is supplied to the pachinko machine 10. If the main CPU 62x and the game history management chip 300 are operated on different power sources, a malfunction in the power supply to the game history management chip 300 could result in a malfunction in which the game history information cannot be calculated even though a game is being played on the pachinko machine 10. In contrast, according to this embodiment, since the main CPU 62x and the game history management chip 300 are operated on the same power source, the game history information can be calculated as long as a game is playable. This improves the reliability of the game history information.
[0217] Furthermore, according to this embodiment, the calculation result storage memory 309 is stored inside the board box, which is a space where traces of opening and closing (also called traces of opening or unsealing) remain. Therefore, physical contact with the calculation result storage memory 309 leaves traces of the board box being opened. Therefore, if the game history information stored in the calculation result storage memory 309 is altered through physical contact with the calculation result storage memory 309, it is possible to ascertain the alteration from the traces on the board box. Therefore, unauthorized alteration of the game history information can be prevented. Since pachinko machines 10 are often circulated, various external contacts occur during distribution. However, since the calculation result storage memory 309 is stored inside the board box, where traces of opening and closing remain, unauthorized alteration of the game history information by someone can be prevented even in a situation where pachinko machines 10 are circulated frequently. Furthermore, since the game history information is information acquired based on the games that have been played, it is possible to manage and inspect the game-related characteristics of the pachinko machine 10 using the game history information. Therefore, according to this embodiment, it is possible to properly manage and inspect the pachinko machine 10 by preventing unauthorized alteration of the game history information that reflects the characteristics of the game on the pachinko machine 10. As a result, it is possible to improve the soundness of the game.
[0218] Furthermore, according to this embodiment, the gaming history management chip 300 acquires the prize ball count data stored in the prize ball count data storage area of the main ROM 63, thereby enabling calculation of the characteristics of the pachinko machine 10 related to the paid-out prize balls. Even if different prize ball count data are set for each type (model) of pachinko machine 10, the gaming history management chip 300 can calculate correct gaming history information using the prize ball count data set for each type of pachinko machine 10. If the gaming machine has been illegally modified, the calculated gaming history information may be unnatural and different from the expected value. Therefore, by verifying the correct gaming history information, an inspector of the pachinko machine 10 can appropriately determine whether the pachinko machine 10 has been illegally modified. As a result, the soundness of gaming can be improved.
[0219] Furthermore, according to this embodiment, the main CPU 62x transmits a signal including the prize ball number data stored in the prize ball number data storage area of the main ROM 63 to the game history management chip 300, so even if the game history management chip 300 is configured in such a way that it cannot access the prize ball number data storage area of the main ROM 63 or the game history management chip 300 is configured in such a way that it cannot grasp the storage location (memory address) of the prize ball number data stored in the prize ball number data storage area of the main ROM 63, the game history management chip 300 can obtain the prize ball number data stored in the prize ball number data storage area of the main ROM 63.
[0220] Furthermore, according to this embodiment, in the main processing of the master CPU 62x, the timer interrupt process is not permitted to be interrupted and the game ball launch control process included in the timer interrupt process is not executed until the setting completion command is received. In other words, since the game balls are not launched until the storage of the prize ball number data in the prize ball number data storage memory 306 is completed, it is possible to prevent the game balls from being omitted from the calculation target of the game history information by the game history management chip 300.
[0221] Furthermore, according to this embodiment, since the game history information for each period until 500 game balls are detected by the discharge passage detection sensor 44h is calculated and stored, even if there is variation in the time until 500 game balls are detected by each pachinko machine 10, game history information that is not affected by the variation in time can be calculated and stored. In other words, even if there is a difference in the frequency at which game balls are fired, highly accurate game history information that is less affected by this can be calculated and stored. Furthermore, the required storage capacity can be reduced compared to a configuration in which ball entry information for each ball entry port is stored as is.
[0222] Since different types (models) of pachinko machines 10 have different game characteristics, the optimal conditions for executing the calculation to calculate the game history information also differ. For this reason, different calculation execution conditions are stored for each type (model) of pachinko machine 10. According to this embodiment, the game history management chip 300 acquires the calculation execution conditions stored in the calculation execution condition storage area of the main ROM 63, and can therefore execute the calculation to calculate the game history information when the calculation execution conditions set for each type (model) of pachinko machine 10 are met.
[0223] Furthermore, according to this embodiment, after the CPU 308 of the game history management chip 300 executes the calculation for calculating the game history information, it erases the number of game balls that have entered each entrance (counter value) stored in the register 304, so that it becomes possible to store information relating to the number of game balls that have entered again in the register 304. Therefore, the storage capacity required for the register 304 can be reduced.
[0224] Furthermore, according to this embodiment, the gaming history information of the pachinko machine 10 is transmitted to the inspection machine 320, so that the inspection machine 320 can display the gaming history information of the pachinko machine 10. Then, the inspector of the pachinko machine 10 can check the gaming history information displayed on the inspection machine 320.
[0225] A4. Other aspects of the first embodiment: <Aspect 1> In the first embodiment, the calculation execution condition stored in the calculation execution condition storage area of the main ROM 63 was set to the number of game balls detected by the discharge passage detection sensor 44h reaching 500. However, the calculation execution condition may also be set to a time interval for executing the calculation. For example, the time interval for executing the calculation may be set to one hour, and the CPU 308 of the game history management chip 300 may calculate the game history information every hour. An inspector of the pachinko machine 10 can check the detailed game history information calculated every hour and appropriately determine whether the pachinko machine 10 has been tampered with. As a result, the soundness of the game can be improved.
[0226] Note that, since the characteristics of the game differ depending on the type (model) of the pachinko machine 10, the optimal conditions (time intervals) for executing the calculation to calculate the game history information also differ. For this reason, different calculation execution conditions are stored for each type (model) of the pachinko machine 10. Therefore, even in this aspect 1, the game history management chip 300 acquires the calculation execution conditions stored in the calculation execution condition storage area of the main ROM 63, and can therefore execute the calculation when the calculation execution conditions set for each type (model) of the pachinko machine 10 are met.
[0227] Furthermore, the CPU 308 of the gaming history management chip 300 may be configured to measure the elapsed time since the execution of the calculation, determine whether or not the player is playing, and suspend measurement of the elapsed time during the period when it is determined that the player is not playing. Specifically, for example, if there is no ball-winning information in the bit of the buffer 302 for a predetermined time (e.g., three minutes), it may be configured to determine that the game is not being played and suspend measurement of the elapsed time, and if ball-winning information is confirmed in the bit of the buffer 302, it may be configured to determine that the game has resumed and resume measurement of the elapsed time. With this configuration, gaming history information can be calculated only for the period when the game is actually being played.
[0228] The measurement of elapsed time may be configured to use a timer counter, or may be configured to use the date and time information of an RTC (Real-Time Clock).Furthermore, the game history information may be calculated at predetermined times.
[0229] <Aspect 2> In the first embodiment, the calculation execution condition stored in the calculation execution condition storage area of the main ROM 63 was set to the number of game balls detected by the discharge passage detection sensor 44h reaching 500. However, the calculation execution condition may also be set to the detection of a power interruption. Specifically, when the power outage monitoring circuit 86 detects a power interruption, it outputs a signal indicating the occurrence of a power interruption to the game history management chip 300. Upon receiving the signal, the CPU 308 of the game history management chip 300 determines that a power interruption has occurred and calculates game history information. In this configuration, the register 304 is configured with volatile memory, and the ball count information is erased. This configuration allows the game history information to be calculated based on the number of game balls detected during the period from when power was supplied to the pachinko machine 10 was turned on until the power interruption occurred. In other words, the game history information is calculated for each period from the opening to the closing of business hours of the game hall, resulting in the game history information being calculated for each business day of the game hall. Therefore, inspectors of the pachinko machine 10 can easily determine whether there has been a change in the characteristics of the game history information across the business days of the gaming hall, and can appropriately determine whether the pachinko machine 10 has been illegally modified, etc. As a result, the soundness of the game can be improved.
[0230] Furthermore, if the configuration is provided with a capacitor 87 that supplies power to the game history management chip 300 even after a power outage occurs, the calculation of the game history information by the CPU 308 and the storage of the game history information in the calculation result storage memory 309 can be reliably completed.
[0231] <Aspect 3> In the first embodiment, the master CPU 62x may be configured to be able to access the calculation result storage memory 309, and the gaming history information stored in the calculation result storage memory 309 may be displayed on the symbol display device 41. With this configuration, the gaming history information is displayed on the symbol display device 41 of the pachinko machine 10, so that an inspector of the pachinko machine 10 can check the gaming history information of the pachinko machine 10 without using a dedicated device for checking the gaming history information (such as the inspection device 320). Note that it is preferable that the master CPU 62x be configured to be able to access the calculation result storage memory 309 but not be able to change data, etc. With this configuration, it is possible to prevent the gaming history information from being destroyed or rewritten due to noise, program bugs, etc.
[0232] <Aspect 4> In the first embodiment, the main CPU 62x may be configured to be able to access the calculation result storage memory 309, and an LED lamp may be provided on the front of the pachinko machine 10 (e.g., a predetermined location on the main display unit 45) to indicate that the gaming history information stored in the calculation result storage memory 309 does not satisfy a predetermined condition. For example, the LED lamp may be configured to light up when a specific value included in the gaming history information (e.g., a combination ratio, a consecutive combination ratio, or a payout ratio (in normal mode)) falls outside a predetermined range. This configuration allows a pachinko machine inspector to easily find a pachinko machine 10 in which a specific value included in the gaming history information falls outside the predetermined range. By checking the gaming history information of the pachinko machine 10, it is possible to determine whether the pachinko machine 10 has been illegally modified. As a result, the soundness of gaming can be improved. In particular, if tampering has been carried out on the nails near the first starting hole 33 or the general winning holes (first to third winning holes 32a to 32c), the payout ratio (in normal mode) described above will fall outside the predetermined range (for example, 0.60 to 0.70) assumed when the pachinko machine was designed. Therefore, by configuring the LED lamp to light up when the payout ratio (in normal mode) is no longer within the predetermined range (for example, 0.60 to 0.70), it is possible to properly determine whether tampering has been carried out on the nails near the first starting hole 33 or the general winning holes (first to third winning holes 32a to 32c).
[0233] Furthermore, the light emission mode (color) of the LED lamp may be determined according to the degree of deviation of a specific value included in the gaming history information (for example, the combination ratio, consecutive combination ratio, or payout ratio (in normal mode)) from a predetermined range. For example, the first LED lamp may be configured to emit blue light when the combination ratio is within a predetermined range (0.70 or less), purple light when the combination ratio is 0.71 to 0.80, and red light when the combination ratio is 0.81 to 1.00. The second LED lamp may be configured to emit blue light when the consecutive combination ratio is within a predetermined range (0.60 or less), purple light when the consecutive combination ratio is 0.61 to 0.70, and red light when the consecutive combination ratio is 0.71 to 1.00. Alternatively, the third LED lamp may be configured to emit blue light when the payout ratio (in normal mode) is within a predetermined range (0.60 to 0.70), purple light when the payout ratio (in normal mode) is between 0.71 and 0.80, and red light when the payout ratio (in normal mode) is between 0.81 and 1.00. This configuration allows an inspector of the pachinko machine 10 to easily determine how much a specific value included in the gaming history information deviates from the predetermined range. Preferably, the main CPU 62x can access the calculation result storage memory 309 but cannot change data. This configuration prevents the gaming history information from being destroyed or overwritten due to noise, program bugs, or the like.
[0234] <Aspect 5> In the first embodiment, the calculation data (prize ball number data and calculation execution conditions) stored in the main ROM 63 is configured to be transmitted to the game history management chip 300 in the initial setting process executed by the main MPU 62 (CPU 62x), but it is also possible to configure the game history management chip 300 to be able to access the prize ball number data storage area and the calculation execution condition storage area of the main ROM 63, so that immediately after the power of the pachinko machine 10 is turned on, the game history management chip 300 accesses the main ROM 63 to obtain the calculation data (prize ball number data and calculation execution conditions), and stores the obtained calculation data in the prize ball number data storage memory 306 and the calculation execution condition storage memory 307. With such a configuration, the processing load on the main MPU 62 can be reduced.
[0235] <Aspect 6> In the first embodiment, the gaming history management chip 300 is configured to calculate gaming history information such as the ratio of winning devices, but the number of winning balls per 500 balls stored in the register may be stored as is, and the inspection machine 320 may calculate the gaming history information. With such a configuration, the processing load on the gaming history management chip 300 can be reduced. Details of aspect 6 will be explained below, focusing on the differences from the first embodiment.
[0236] FIG. 19 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection machine 320 provided in the pachinko machine 10 of the sixth aspect of the first embodiment.
[0237] The main ROM 63 of the main MPU 62 is provided with a prize ball number data storage area and a storage execution condition storage area.
[0238] In the prize ball number data storage area, as in the first embodiment, the number of game balls (prize ball number data) that are paid out as prize balls when a game ball enters each ball entrance is stored. Also, as in the first embodiment, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process that is executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the prize ball number data that is set in this pachinko machine 10.
[0239] The storage execution condition storage area stores storage execution conditions that are conditions under which the game history management chip 300 executes the storage process described below. In this mode 6, the storage execution condition is stored as the number of game balls that have passed through the discharge passage reaching 500. The storage execution conditions stored in the main ROM 63 are transmitted to the game history management chip 300 in the initial setting process that is executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the storage execution conditions that have been set in this pachinko machine 10.
[0240] The game history management chip 300 includes a buffer 302 that acquires game ball entry information for each entry port from the CPU 62x, a register 304 that stores the number of game balls that have entered each entry port, a prize ball number data storage memory 306 that stores prize ball number data acquired from the main ROM 63, a storage execution condition storage memory 307a that stores storage execution conditions acquired from the main ROM 63, a CPU 308 that controls the entire game history management chip 300, and an entry ball number storage memory 309a that sequentially stores the numbers of game balls that have entered each entry port stored in the register 304. The storage process described above is a process of storing the numbers of game balls that have entered each entry port stored in the register 304 in the entry ball number storage memory 309a.
[0241] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this embodiment 6, the number of winning balls information stored in the number of winning balls storage memory 309a and the number of winning balls data stored in the number of winning balls data storage memory 306 are transmitted to the inspection machine 320 via the inspection terminal 65.
[0242] The inspection machine 320 is equipped with a CPU 321 that executes various control programs, a ROM 324 that records various control programs and fixed value data, etc., a RAM 326 that is a memory for temporarily storing various data, a display unit 328 that displays various information, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.
[0243] In this aspect 6, when the inspection machine 320 detects that the connection cable 329 has been connected to the inspection terminal 65, it transmits a transmission request command to the game playing history management chip 300, requesting the transmission of the number of winning balls information and the number of winning balls data. When the CPU 308 of the game playing history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the number of winning balls information stored in the number of winning balls storage memory 309a and the number of winning balls data stored in the number of winning balls data storage memory 306 to the inspection machine 320 via the inspection terminal 65. The inspection machine 320 then calculates game playing history information based on the received number of winning balls information and number of winning balls data, and displays the calculated game playing history information on the display unit 328.
[0244] FIG. 20 is an explanatory diagram that schematically shows the contents of the processing in the game history management chip 300 and the inspection machine 320 in aspect 6 of the first embodiment.
[0245] The processing contents in the buffer 302 and the register 304 are the same as those in the first embodiment, and therefore a description thereof will be omitted.
[0246] The prize ball number data storage memory 306 is a memory for storing prize ball number data set in the pachinko machine 10. In this aspect 6, when the power of the pachinko machine 10 is turned on, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the prize ball number data storage memory 306. Therefore, the content of the prize ball number data stored in the prize ball number data storage memory 306 is the same as the content of the prize ball number data stored in the main ROM 63.
[0247] The memory execution condition storage memory 307a is a memory for storing the memory execution conditions set in the pachinko machine 10. When the power of the pachinko machine 10 is turned on, the memory execution conditions stored in the main ROM 63 are transmitted by the CPU 62x to the game history management chip 300 and stored in the memory execution condition storage memory 307a. Therefore, the contents of the memory execution conditions stored in the memory execution condition storage memory 307a are the same as the contents of the memory execution conditions stored in the main ROM 63.
[0248] The CPU 308 determines whether the stored execution condition stored in the memory 307a for storing stored execution conditions is satisfied, and if it determines that the stored execution condition is satisfied, stores information on the number of game balls entering each entrance stored in the register 304 in the memory 309a for storing the number of entering balls, and resets the value of each counter in the register 304 to "0." In this embodiment 6, the CPU 308 OUT Every time the value of reaches 500, information about the number of game balls that have entered each entrance stored in the register 304 is stored in the memory for storing the number of game balls 309a. Note that, hereinafter, the information about the number of game balls that have entered each entrance, counted while 500 game balls are shot onto the game board 30, is also referred to as the "short-term number of game balls information group."
[0249] The number-of-scoring-balls storage memory 309a sequentially stores information about the number of scoring balls stored in the register 304 (short-term scoring balls information group), and in this embodiment, it is configured as a non-volatile memory that can retain its memory even when the power supply is cut off. The number-of-scoring-balls storage memory 309a also stores information about the order in which the short-term scoring balls information group was written. If there is no free area to write a new short-term scoring balls information group, the CPU 308 stores the new short-term scoring balls information group in the area where the oldest short-term scoring balls information group is stored. In other words, the number-of-scoring-balls storage memory 309a is configured to overwrite the oldest short-term scoring balls information group first (first-in, first-out method), so that the most recent short-term scoring balls information group is always stored.
[0250] In this embodiment 6, the memory 309a for storing the number of game balls entering the game board 30 has a capacity capable of storing 1200 sets of short-term game ball number information, which is information relating to the number of game balls entering the game board 30 at each game ball entry port counted while 500 game balls are shot onto the game board 30. For example, if game balls are shot for 10 consecutive hours in one day, 60,000 game balls will be shot in one day, and 120 sets of short-term game ball number information will be stored in the memory 309a for storing the number of game balls entering the game board 300 in one day. Therefore, the memory 309a for storing the number of game balls entering the game board 300 can store sets of short-term game ball number information for the most recent 10 days.
[0251] As described above, when the inspection machine 320 detects that the connection cable 329 has been connected to the inspection terminal 65, it transmits a transmission request command to the game playing history management chip 300. When the CPU 308 of the game playing history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the short-term ball winning number information group and the winning ball number data to the inspection machine 320 via the inspection terminal 65. Then, the inspection machine 320 calculates game playing history information such as the ratio of winning devices based on the short-term ball winning number information group and the winning ball number data, and displays the calculated game playing history information on the display unit 328.
[0252] Specifically, in this aspect 6, like the CPU 308 in the first embodiment, the inspection machine 320 is capable of calculating one short-term gaming history information group for one short-term ball entry number information group, and is also capable of adding up the numbers of game balls that have entered each entry port stored in each of the multiple short-term ball entry number information groups and calculating long-term gaming history information (long-term gaming history information group) using the added number of game balls. That is, the inspection machine 320 in this aspect 6 is capable of calculating not only a short-term gaming history information group based on the number of game balls that have entered each entry port over a short period in which 500 game balls have been shot, but also a long-term gaming history information group based on the number of game balls that have entered each entry port over a long period in which, for example, 600,000 game balls (about 10 days' worth) have been shot.
[0253] In addition, in this sixth aspect, the following configuration may be adopted.
[0254] The inspection machine 320 may be configured to be able to display the received group of short-term ball entry number information on the display unit 328. The inspection machine 320 may also be configured to receive each counter value stored in the register 304 and display each received counter value on the display unit 328.
[0255] Also, instead of the configuration in which the game history management chip 300 transmits the prize ball number data stored in the prize ball number data storage memory 306 to the inspection machine 320, a configuration in which the main CPU 62x transmits the prize ball number data stored in the main ROM 63 to the inspection machine 320 may be adopted. With such a configuration, the prize ball number data storage memory 306 can be omitted, and the manufacturing cost of the game history management chip 300 can be reduced.
[0256] Also, a time interval for executing the storage process may be set as the storage execution condition stored in the storage execution condition storage area of the main ROM 63. For example, one hour may be set as the time interval for executing the storage process, and the CPU 308 of the game history management chip 300 may execute the storage process every time one hour has elapsed.
[0257] Furthermore, the detection of a power interruption may be set as the storage execution condition stored in the storage execution condition storage area of the main ROM 63. Specifically, the power outage monitoring circuit 86 may be configured to output a signal indicating that a power interruption has occurred to the game history management chip 300 upon detecting the occurrence of a power interruption, and the CPU 308 of the game history management chip 300 that receives the signal may determine that a power interruption has occurred and execute storage processing.
[0258] In addition, in aspect 6, the calculation for calculating the gaming history information is performed by the CPU 321 of the inspection machine 320, but it is also possible to perform some or all of the calculation by the CPU 308 of the gaming history management chip 300, and transmit the gaming history information resulting from the calculation to the inspection machine 320.
[0259] <Aspect 7> In the first embodiment, the gaming history management chip 300 is configured to calculate gaming history information such as the ratio of winning combinations, but it may also be configured to store the winning ball information in the buffer as is, and the inspection machine 320 calculates gaming history information based on the winning ball information. With such a configuration, it is possible to reduce the processing load on the gaming history management chip 300. Details of aspect 7 will be explained below, focusing on the differences from the first embodiment.
[0260] FIG. 21 is a block diagram showing in detail the configuration of the main control device 60 and the configuration of the inspection machine 320 provided in the pachinko machine 10 of the seventh aspect of the first embodiment.
[0261] In this embodiment 7, the main MPU 62 is provided with an RTC 96 (RTC: Real-Time Clock) that outputs date information and time information to the gaming history management chip 300. The RTC 96 is equipped with a backup power supply, and can update the date information and time information even when the power to the pachinko machine 10 is cut off.
[0262] A prize ball number data storage area is provided in the main ROM 63 of the main MPU 62. In this embodiment 7, a calculation start condition storage area is not provided.
[0263] In the prize ball number data storage area, as in the first embodiment, the number of game balls (prize ball number data) that are paid out as prize balls when a game ball enters each ball entrance is stored. Also, as in the first embodiment, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 in the initial setting process that is executed after the power of the pachinko machine 10 is turned on. This enables the game history management chip 300 to grasp the prize ball number data that is set in this pachinko machine 10.
[0264] The game history management chip 300 comprises a buffer 302 that acquires game ball entry information for each entry port from the CPU 62x, a prize ball number data storage memory 306 that stores prize ball number data acquired from the main ROM 63, a CPU 308 that controls the overall game history management chip 300, and an entry information storage memory 309b that sequentially stores game ball entry information for each entry port stored in the buffer 302.
[0265] The inspection terminal 65 is a terminal for connecting the inspection machine 320 and the pachinko machine 10. In this embodiment 7, when the inspection machine 320 is connected to the inspection terminal 65, the winning ball information stored in the winning ball information storage memory 309b and the winning ball number data stored in the winning ball number data storage memory 306 are transmitted to the inspection machine 320.
[0266] The inspection machine 320 is equipped with a CPU 321 that executes various control programs, a ROM 324 that records various control programs and fixed value data, etc., a RAM 326 that is a memory for temporarily storing various data, a display unit 328 that displays various information, and a connection cable 329 for connecting to the inspection terminal 65 of the pachinko machine 10.
[0267] In this aspect 7, when the inspection machine 320 detects that the connection cable 329 has been connected to the inspection terminal 65, it transmits a transmission request command to the game playing history management chip 300, requesting the transmission of ball scoring information, etc. and prize ball count data. When the CPU 308 of the game playing history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the ball scoring information, etc. stored in the ball scoring information storage memory 309b and the prize ball count data stored in the prize ball count data storage memory 306 to the inspection machine 320 via the inspection terminal 65. The inspection machine 320 then calculates game playing history information based on the received ball scoring information, etc. and prize ball count data, and displays the calculated game playing history information on the display unit 328.
[0268] FIG. 22 is an explanatory diagram that schematically shows an outline of the processing in the game history management chip 300 and the inspection machine 320 in aspect 7 of the first embodiment.
[0269] The processing content in the buffer 302 is the same as that in the first embodiment described above, and therefore a description thereof will be omitted.
[0270] The ball entry information storage memory 309b sequentially stores the ball entry information stored in the buffer 302 and information about the game status when the game ball entered the game. In this embodiment, the memory 309b is configured as a nonvolatile memory that can retain its memory even when power is cut off. Furthermore, in this embodiment, when the ball entry information and information about the game status are stored, the date and time information of the game ball entering each entry hole is also stored. The ball entry information storage memory 309b also stores information about the order in which the ball entry information was written. If there is no free space to write the ball entry information, the CPU 308 stores the ball entry information in the area where the oldest ball entry information is stored. In other words, the ball entry information storage memory 309b is configured to overwrite the oldest ball entry information in order (first-in, first-out method), so that the most recent ball entry information is always stored.
[0271] The prize ball number data storage memory 306 is a memory for storing prize ball number data set in the pachinko machine 10. In this aspect 7, when the power of the pachinko machine 10 is turned on, the prize ball number data stored in the main ROM 63 is transmitted to the game history management chip 300 and stored in the prize ball number data storage memory 306. Therefore, the content of the prize ball number data stored in the prize ball number data storage memory 306 is the same as the content of the prize ball number data stored in the main ROM 63. Furthermore, in this aspect 7, when the inspection machine 320 is connected to the inspection terminal 65, the prize ball number data stored in the prize ball number data storage memory 306 is transmitted to the inspection machine 320.
[0272] As described above, when the inspection machine 320 detects that the connection cable 329 has been connected to the inspection terminal 65, it transmits a transmission request command to the game playing history management chip 300, requesting the transmission of ball scoring information and prize ball count data. When the CPU 308 of the game playing history management chip 300 receives the transmission request command from the inspection machine 320, it transmits the ball scoring information, information related to the game status, and date and time information stored in the ball scoring information storage memory 309b, and the prize ball count data stored in the prize ball count data storage memory 306, to the inspection machine 320 via the inspection terminal 65. The inspection machine 320 then calculates game playing history information based on the received information and displays the calculated game playing history information on the display unit 328.
[0273] Specifically, the inspection machine 320 of this embodiment 7 is capable of calculating not only game history information (short-term game history information group) based on the number of balls that entered each entrance during a short period in which 500 game balls were shot, but also game history information (long-term game history information group) based on the number of balls that entered each entrance during a long period in which, for example, 600,000 game balls (about 10 days' worth) were shot. In other words, it is possible to calculate game history information for any period.
[0274] Furthermore, in this aspect 7, since date and time information (year / month / day information and time information) is added to the ball entry information, etc., the inspection machine 320 can calculate the gaming history information by specifying a date and time range for which the gaming history information is to be calculated, within the range of the date and time information added to the received ball entry information, etc. Therefore, the inspector of the pachinko machine 10 can perform a detailed inspection based on the gaming history information for which a date and time range is specified.
[0275] In addition, in this seventh aspect, the following configuration may be adopted.
[0276] The inspection machine 320 may be configured to be able to display the received ball entry information, etc. on the display unit 328. With such a configuration, the inspector of the pachinko machine 10 can also ascertain the date and time when the game ball was detected by each ball entry detection sensor.
[0277] Also, instead of the configuration in which the game history management chip 300 transmits the prize ball number data stored in the prize ball number data storage memory 306 to the inspection machine 320, a configuration in which the main CPU 62x transmits the prize ball number data stored in the main ROM 63 to the inspection machine 320 may be adopted. With such a configuration, the prize ball number data storage memory 306 can be omitted, and the manufacturing cost of the game history management chip 300 can be reduced.
[0278] In addition, in aspect 7, the calculation for calculating the gaming history information is performed by the CPU 321 of the inspection machine 320, but it is also possible to perform some or all of the calculation by the CPU 308 of the gaming history management chip 300, and transmit the gaming history information resulting from the calculation to the inspection machine 320.
[0279] <Aspect 8> In the first embodiment and other aspects described above, the calculation execution conditions or storage execution conditions are stored in the main ROM 63, and the gaming history management chip 300 acquires these conditions from the main ROM 63. However, the gaming history management chip 300 may be configured to initially store these conditions in non-volatile memory. This configuration can prevent the occurrence of a situation where an inappropriate calculation execution condition or storage execution condition is stored in the main ROM 63, making it impossible to properly store gaming history information or ball count information. For example, the calculation execution condition or storage execution condition may be set to an extremely short period (for example, the number of balls passing through the discharge passage N OUT = 5) is stored, and it is possible to prevent a situation in which only game history information or ball count information for an extremely short period (for example, about one hour) is stored in the calculation result storage memory 309 or the ball count storage memory 309a.
[0280] <Aspect 9> In the first embodiment and other aspects described above, the gaming history management chip 300 is configured to have the function of storing the number of gaming balls that have entered each entrance, the function of calculating gaming history information such as the ratio of game balls to each entrance, and the function of storing the calculated gaming history information. However, the main CPU 62x (the main MPU 62 excluding the gaming history management chip 300) may be configured to have some of these functions. Furthermore, the gaming history management chip 300 may not be provided, and the main CPU 62x (the main MPU 62 excluding the gaming history management chip 300) may be configured to have all of these functions. With this configuration, there is no need to provide a separate gaming history management chip 300, which reduces manufacturing costs. However, a configuration in which the gaming history management chip 300 is provided can reduce the processing load on the main CPU 62x.
[0281] <Aspect 10> In the first embodiment and other aspects described above, the gaming history management chip 300 may be configured to have some or all of the functions of a functional unit other than the gaming history management chip 300 (for example, the inspection machine 320 or the main CPU 62x), or some or all of the functions of the gaming history management chip 300 may be configured to be provided by a functional unit other than the gaming history management chip 300. For example, if the gaming history management chip 300 is configured to have some of the functions of the inspection machine 320, the processing load and manufacturing costs of the inspection machine 320 can be further reduced, and if the inspection machine 320 is configured to have some of the functions of the gaming history management chip 300, the processing load and manufacturing costs of the gaming history management chip 300 can be further reduced.
[0282] <Aspect 11> In the first embodiment, the gaming history management chip 300 is configured to calculate gaming history information such as the ratio of winning combinations, but the main CPU 62x may calculate the gaming history information without providing the gaming history management chip 300. Details of aspect 11 will be described below, focusing on the differences from the first embodiment.
[0283] 23 is a block diagram showing the electrical configuration of the pachinko machine 10 in aspect 11 of the first embodiment. This aspect 11 differs from the first embodiment (FIG. 5) in that it does not include the game history management chip 300 and that the main RAM 64 includes a ball count storage area and a calculation result storage area.
[0284] The main CPU 62x updates the number of game balls entering each entrance stored in the entrance ball number storage area of the main RAM 64 based on the game ball entry information received from the input / output port 62a. Then, when the calculation execution condition stored in the calculation execution condition storage area of the main ROM 63 is met, calculation is performed based on the prize ball number data stored in the prize ball number data storage area of the main ROM 63 and the number of game balls entering each entrance stored in the entrance ball number storage area of the main RAM 64 to calculate game history information, and the game history information is stored in the calculation result storage area of the main RAM 64. This will be explained in detail below.
[0285] 24 is an explanatory diagram showing a schematic overview of the processing in the main MPU 62 in aspect 11 of the first embodiment. The main CPU 62x judges whether or not the calculation execution condition stored in the calculation execution condition storage area of the main ROM 63 is met, and if it is judged that the calculation execution condition is met, stores information on the number of game balls entering each entrance stored in the cache of the main CPU 62x in the number of balls entering storage area of the main RAM 64. In this aspect 11, the main CPU 62x stores the number N of balls passing through the discharge passage stored in the cache of the main CPU 62x. OUT Each time the value reaches 500, information regarding the number of game balls that have entered each entrance is stored in the entrance ball count storage area of the main RAM 64. As mentioned above, the information regarding the number of game balls that have entered each entrance while 500 game balls are shot onto the game board 30 is also referred to as the "short-term entrance ball count information group."
[0286] The number of scoring balls storage area of the main RAM 64 is an area that sequentially stores information about the number of scoring balls (short-term scoring ball number information groups). The number of scoring balls storage area of the main RAM 64 also stores information about the order in which the short-term scoring ball number information groups were written, and if there is no free area to write a short-term scoring ball number information group, the main CPU 62x stores the newly written short-term scoring ball number information group in the area where the short-term scoring ball number information group with the oldest written order is stored. In other words, the number of scoring balls storage area of the main RAM 64 is configured to overwrite the oldest short-term scoring ball number information group in order (first-in, first-out method), so that the most recent short-term scoring ball number information group is always stored.
[0287] In this embodiment 11, the entering ball count storage area of the main RAM 64 has a capacity capable of storing 1200 sets of short-term entering ball count information, which is information regarding the number of entering balls into each entry port counted while 500 gaming balls are shot onto the gaming board 30. For example, if gaming balls are shot for 10 consecutive hours in one day, 60,000 gaming balls will be shot in one day, and therefore 120 sets of short-term entering ball count information will be stored in the entering ball count storage area of the main RAM 64 in one day. Therefore, the entering ball count storage area of the main RAM 64 can store sets of short-term entering ball count information for the most recent 10 days.
[0288] Then, each time the calculation execution condition is satisfied, the main CPU 62x calculates a new set of short-term game history information for each newly stored set of short-term game ball count information. Furthermore, each time the calculation execution condition is satisfied, the main CPU 62x adds up the number of game balls entering each entry port stored in each of the multiple short-term game ball count information groups, including the newly stored short-term game ball count information group, and calculates long-term game history information (long-term game history information group) using the added number of game balls. That is, the main CPU 62x of this eleventh aspect can calculate not only a short-term game history information group based on the number of game balls entering each entry port over a short period in which 500 game balls were shot, but also a long-term game history information group based on the number of game balls entering each entry port over a long period in which, for example, 600,000 game balls (approximately 10 days' worth) were shot. The calculated game history information is then stored in the calculation result storage area of the main RAM 64.
[0289] The calculation result storage area of the main RAM 64 is composed of an area for sequentially storing short-term gaming history information groups and an area for storing long-term gaming history information groups. The area for sequentially storing short-term gaming history information groups also stores information regarding the order in which the short-term gaming history information groups were written. If there is no free area for writing short-term gaming history information groups, the main CPU 62x stores the newly calculated short-term gaming history information groups in the area storing the short-term gaming history information groups with the oldest written order. In other words, the area for sequentially storing short-term gaming history information groups in the main RAM 64 is configured so that the oldest short-term gaming history information groups are overwritten in order (first-in, first-out method), and the most recent short-term gaming history information groups are always stored. The area for storing long-term gaming history information groups is overwritten with a newly calculated long-term gaming history information group each time the calculation execution condition is met. In other words, the area for storing long-term gaming history information groups will store the latest long-term gaming history information groups calculated based on multiple short-term ball scoring number information groups including the latest short-term ball scoring number information group.
[0290] When the inspection machine 320 detects that the connection cable 329 has been connected to the inspection terminal 65, it transmits a transmission request command to the main CPU 62x. When the main CPU 62x receives the transmission request command from the inspection machine 320, it transmits the game playing history information stored in the main RAM 64 to the inspection machine 320. Then, the inspection machine 320 displays the received game playing history information on the display unit 328.
[0291] In addition, in this embodiment 11, when a predetermined operation is performed to display the game history information on the pattern display device 41, the game history information stored in the main RAM 64 is output to the audio and light control device 90 via the input / output port 62x and displayed on the pattern display device 41.
[0292] In addition, in this embodiment 11, even if the power supply to the pachinko machine 10 is cut off, the backup power supplied from the capacitor 87 is configured to retain the short-term ball count information group and game history information stored in the main RAM 64 for several days.
[0293] According to this configuration, the main CPU 62x, which is a single processing unit, executes processes for progressing the game, such as the jackpot lottery process, and processes for calculating and storing game history information, so there is no need to provide a dedicated game history management chip 300 for calculating and storing game history information, and the manufacturing costs of the pachinko machine 10 can be reduced.
[0294] Furthermore, the main RAM 64 is configured to store a group of short-term ball entry number information, which is information regarding the number of game balls that enter each entry port counted while 500 game balls are launched onto the game board 30.Therefore, compared to a configuration in which the game ball entry information is stored in its original format (for example, a configuration in which the information is stored in the format of the entry information stored in the entry information storage memory 309b of Figure 22), it is possible to calculate the most recent group of short-term game history information and long-term game history information while significantly reducing the memory capacity required for the main RAM 64.
[0295] The main CPU 62x is not limited to a configuration in which it calculates both the short-term gaming history information group and the long-term gaming history information group as gaming history information, and may be configured to calculate only one of them.
[0296] <Aspect 12> Figure 25 is a block diagram showing the electrical configuration of the pachinko machine 10 in aspect 12 of the first embodiment. The difference from the above-mentioned aspect 11 (Figure 23) is that the main MPU 62 is provided with a flash memory 64x, which is a non-volatile memory that is rewritable and can retain its memory even when the power supply is cut off. This flash memory 64x is provided with a ball entry number storage area for storing the short-term ball entry number information group in the above-mentioned aspect 11, and a calculation result storage area for storing the short-term game history information group and the long-term game history information group in the above-mentioned aspect 11.
[0297] The main CPU 62x of this aspect 12 is configured to store the short-term ball entry number information group and the calculated game history information in the flash memory 64x every time the calculation execution condition is met.
[0298] With this configuration, the manufacturing costs of the pachinko machine 10 can be reduced compared to a configuration including the game history management chip 300. Furthermore, even if the power supply to the pachinko machine 10 is cut off for a long period of time, the short-term ball entry number information group and the game history information are retained, so that no matter what state the pachinko machine 10 is in (for example, a distribution state in which power is not supplied to the pachinko machine 10 for a long period of time, etc.), the pachinko machine 10 and the game history information can always be linked one-to-one, and the characteristics of the pachinko machine 10 can be managed and inspected.
[0299] In addition, since there is no need to provide an area in the main RAM 64 for storing the short-term ball entry number information group and game history information, the storage capacity of the main RAM 64 can be reduced, and the manufacturing cost of the pachinko machine 10 can be reduced.
[0300] <Aspect 13> In the first embodiment and other aspects described above, the main control device 60 may be configured to be able to switch between a game mode, which is a mode in which a game progress process, which is a process for progressing a game, can be executed, and an inspection mode, which is a mode in which game history information is output to the inspection machine 320. The game progress process is a process that is executed based on the detection of a game ball by the ball entry detection sensors 44a to 44h, and includes a jackpot lottery process, an electric role release lottery process, a prize ball payout process, a process for displaying a variable pattern on the main display unit 45, and a process for opening and closing the opening / closing door 36b and the electric role device 34a.
[0301] In the inspection mode, the game progress process may not be executed even if the gaming ball passes through the area detected by the ball entry detection sensors 44a to 44h.
[0302] Specifically, for example, when the mode shifts to the inspection mode, an inspection mode flag for determining whether or not the main control device 60 is in the inspection mode is turned ON. The main control device 60 then determines whether or not the inspection mode flag is ON, and if it determines that the inspection mode flag is ON, it does not proceed to the processing flow for executing the normal game progress processing, but proceeds to the processing flow for the inspection mode. As a result, even if the main control device 60 receives a signal indicating that a gaming ball has been detected from the ball entry detection sensors 44a to 44h, it is configured not to execute processing based on the reception of the signal (for example, processing for acquiring the value of the jackpot random number counter C1, processing for paying out prize balls, processing for sending a command to the sound and light emission control device 90, etc.).
[0303] According to this configuration, it is possible to execute in the inspection mode processes that are not desirable to execute in parallel with game progress processing, processes that are likely to cause problems when executed in parallel with game progress processing, etc. Furthermore, according to this configuration, since game progress processing is not executed in the inspection mode, when developing a program for processing to be executed in the inspection mode, it is not necessary to consider measures to be taken in the event that game progress processing is executed in parallel, and therefore it is possible to significantly improve the efficiency of developing a program for processing to be executed in the inspection mode.
[0304] Furthermore, the game history information is information whose content changes when a game ball is detected and game progress processing is executed. Therefore, if a configuration were adopted in which processing to output game history information was executed in parallel with game progress processing, the game progress processing would be executed while an inspector of the pachinko machine 10 was inspecting the characteristics of the pachinko machine 10 using the game history information, causing the content of the game history information to change from time to time, making it difficult to conduct the inspection smoothly. In contrast, according to the configuration of aspect 13, the game history information is output in an inspection mode in which the game progress processing is not executed, even if a game ball has passed through a predetermined area, so that the content of the game history information can be prevented from changing while it is being output. As a result, the inspector of the pachinko machine 10 can conduct the inspection smoothly.
[0305] The manner in which the gaming history information is output in the inspection mode is not limited to the manner in which the gaming history information is output to the inspection machine 320 and displayed, and other manners may be used. For example, the gaming history information may be output to the symbol display device 41 and displayed.
[0306] Furthermore, the information output in the inspection mode is not limited to the game history information, but may be other information, such as information on game balls entering the game area or the number of entering balls, based on the detection of game balls by the ball entry detection sensors 44a to 44h.
[0307] <Aspect 14> In the first embodiment and other aspects described above, in a configuration in which the main control device 60 can switch between a game mode and an inspection mode, if an inspector performs a predetermined operation (hereinafter also referred to as a "mode switching operation") to transition from the game mode to the inspection mode while the game progress processing in the game mode is being executed, the configuration may be such that the game mode is transitioned to the inspection mode when the game progress processing being executed is completed up to a predetermined processing stage.
[0308] Specifically, for example, if a mode switching operation is performed by pressing the power button while pressing the mode switching button during execution of game progress processing in game mode, processing is completed up to a predetermined processing stage for each game progress processing being executed (jackpot lottery processing, electric role release lottery processing, prize ball payout processing, variable pattern display processing on the main display unit 45, opening and closing processing of the opening and closing door 36b and electric role 34a, etc.). Then, when the game progress processing is completed up to a predetermined processing stage, processing after that processing stage is not executed and the device enters a standby state. Then, when processing of all of the game progress processing being executed is completed up to the predetermined processing stage, the device transitions from game mode to inspection mode.
[0309] With this configuration, the occurrence of processing malfunctions when transitioning to the inspection mode can be reduced compared to a configuration in which the game mode is transitioned to the inspection mode immediately after the mode switching operation is executed, regardless of whether the ongoing game progress processing has been completed up to a predetermined processing stage.
[0310] For example, if a configuration is adopted in which the game mode is switched to the inspection mode immediately after a mode switching operation is performed, regardless of whether the ongoing game progress processing has reached a predetermined processing stage, if the mode switching operation is performed while the main display unit 45 is executing a variable symbol display process as a game progress processing in the game mode, the game mode will be switched to the inspection mode in the middle of the variable symbol display on the main display unit 45, making it difficult to control the timing of the symbol stop and the symbol change time. In contrast, according to the configuration of aspect 14, for example, if the mode switching operation is performed while the variable symbol display process is being executed in the game mode, the game mode will be switched to the inspection mode when the variable symbol display process has ended and the symbol has stopped. Therefore, it is possible to prevent processing malfunctions such as difficulty in controlling the timing of the symbol stop and the symbol change time.
[0311] When the game mode is switched from the inspection mode to the game mode, the remaining game progress processing steps that were scheduled to be executed before the transition to the inspection mode may be executed. With this configuration, it is possible to prevent the player from feeling uncomfortable when the game progress processing that he or she expected ends in an incomplete state.
[0312] Furthermore, if a mode switching operation is performed during execution of a game progress process in the game mode, the game mode may be switched to the inspection mode at the timing when all of the game progress processes being executed are completed. With this configuration, it is possible to prevent the occurrence of processing errors when restarting the game progress process.
[0313] Furthermore, when a mode switching operation is performed during execution of a game progress process in a game mode, the game execution process is interrupted, and information that enables the interrupted game progress process to be resumed is stored in the main RAM 64, and when the storage is completed, the game mode may be switched to the inspection mode. With this configuration, the pachinko machine 10 quickly switches from the game mode to the inspection mode, making it possible to inspect many pachinko machines 10 in a short period of time.
[0314] Furthermore, the mode switching operation for transitioning from the gaming mode to the inspection mode is not limited to the operation of pressing the power button while pressing the mode switching button, and may be performed in other ways. For example, it may be a single operation of pressing the mode switching button. Furthermore, when the inspection device 320 is connected to the inspection terminal 65, a configuration may be adopted in which the same processing as when the mode switching operation is performed is executed.
[0315] <Aspect 15> In the first embodiment and other aspects described above, in a configuration in which the main control unit 60 can switch between game mode and inspection mode, if an automatic return condition is met during inspection mode, that is, 10 minutes have passed since the transition to the inspection mode, the configuration may be such that the inspection mode will transition to game mode even if a predetermined operation for transitioning from inspection mode to game mode (for example, an operation of pressing the power button while pressing the mode switch button) has not been performed.
[0316] According to this configuration, if 10 minutes have passed since the transition to the inspection mode, the inspection mode will transition to the game mode even if the predetermined operation for transitioning from the inspection mode to the game mode has not been performed, so it is possible to reliably prevent a situation in which the predetermined operation is not performed and the machine does not return to the game mode. For example, even if an inspector of the pachinko machine 10 inspects the characteristics of the pachinko machine 10 using the game history information output in the inspection mode and then forgets to perform the predetermined operation, the machine will return to the game mode if 10 minutes have passed since the transition to the inspection mode, so it is possible to prevent a situation in which the pachinko machine 10 does not return to a game mode in which game progress processing can be executed and the player is unable to play the pachinko machine 10.
[0317] The automatic restoration condition is not limited to the condition that 10 minutes have passed since the mode was switched to the inspection mode, and may be other conditions. For example, the condition may be the condition that 5 minutes have passed since the mode was switched to the inspection mode, or the condition may be the condition that 10 minutes have passed since the inspection machine 320 was removed from the terminals for inspection 65.
[0318] Furthermore, the predetermined operation for transitioning from the inspection mode to the gaming mode is not limited to the operation of pressing the power button while pressing the mode switching button, and may be another operation, for example, a single operation of pressing the mode switching button.
[0319] <Aspect 16> In the first embodiment and other aspects described above, a RAM clear button for initializing the main RAM 64 may be provided on the main control device 60, and when an operation of pressing the power button while pressing the RAM clear button (hereinafter also referred to as an "erase operation") is performed, the information stored in the main RAM 64 may be erased (initialized).
[0320] Furthermore, the main control device 60 may be configured to be able to switch between the game mode and the inspection mode. Then, in a state after transition to the inspection mode but before transition to the game mode, for example, in the inspection mode, or in a state in which the power is turned off after transition to the inspection mode, the information stored in the main RAM 64 may not be erased even if an erasure operation is performed by pressing the power button while pressing the RAM clear button.
[0321] According to this configuration, even if an erasure operation is executed to erase information stored in the main RAM 64 after transitioning to the inspection mode but before transitioning to the game mode, the information stored in the main RAM 64 is not erased. Therefore, even if an erasure operation is executed by mistake in an attempt to transition to the game mode after transitioning to the inspection mode but before transitioning to the game mode, the information can be prevented from being erased by mistake.
[0322] For example, in a configuration in which the erasure operation for erasing information stored in the main RAM 64 is the operation of pressing the power button while pressing the RAM clear button, and the operation for switching between the gaming mode and the inspection mode is the operation of pressing the power button while pressing the mode switching button, there is a risk that when trying to switch from the inspection mode to the gaming mode by pressing the power button while pressing the mode switching button, the player may accidentally press the power button while pressing the RAM clear button. However, according to the configuration of aspect 16, even if the erasure operation of accidentally pressing the power button while pressing the RAM clear button is performed after switching to the inspection mode but before switching to the gaming mode, it is possible to prevent the information from being accidentally erased.
[0323] More specifically, for example, in a configuration in which, when transitioning from the game mode to the inspection mode, the game progress processing being executed in the game mode is temporarily stopped and information for resuming the stopped game progress processing after returning to the inspection mode is stored in the main RAM 64, if a player intends to press the power button while pressing the mode switch button to return from the inspection mode to the game mode, but accidentally presses the power button while pressing the RAM clear button, the information for resuming the game progress processing is erased, making it impossible to resume the game progress processing after returning to the inspection mode, which may be detrimental to the player. In contrast, according to the configuration of aspect 16, even if a player accidentally presses the power button while pressing the RAM clear button to transition to the game mode after transitioning to the inspection mode but before transitioning to the game mode, it is possible to prevent the information stored in the main RAM 64 from being erroneously erased, thereby preventing detriment to the player.
[0324] The gaming history information may be stored in the main RAM 64. With such a configuration, it is not necessary to provide a separate dedicated memory for storing the gaming history information, and therefore the manufacturing cost of the pachinko machine 10 can be reduced.
[0325] Furthermore, when an erasure operation is executed, the game history information stored in the main RAM 64 is not erased regardless of the state of the pachinko machine 10 (such as whether the power is on or off, or whether it is in game mode or inspection mode), and only information other than the game history information stored in the main RAM 64 (such as information stored to resume game progress processing) may be erased (initialized). With such a configuration, it is possible to prevent game history information that deviates from a predetermined specified range from being intentionally erased.
[0326] The clearing operation is not limited to the operation of pressing the power button while pressing the RAM clear button, and may be performed in other ways. For example, the clearing operation may be performed by pressing the RAM clear button alone.
[0327] <Aspect 17> In the first embodiment and other aspects described above, in a configuration in which the main control device 60 can switch between a game mode and an inspection mode, when the main control device 60 transitions from the game mode to the inspection mode, the main control device 60 may transmit a game stop command to the audio and light-emitting control device 90, which is a command indicating that the game progress process will be temporarily stopped upon transition to the inspection mode, and the game progress process that was being executed may be temporarily stopped in the inspection mode. Specifically, for example, when the main control device 60 transitions to the inspection mode while the main display unit 45 is displaying a varying pattern, the display on the main display unit 45 is turned off, and the counting of the time for the varying pattern on the main display unit 45 is stopped. Furthermore, when the main control device 60 transitions from the inspection mode to the game mode, the main control device 60 may transmit a game resume command to the audio and light-emitting control device 90, which is a command indicating that the game mode will be transitioned to and the game progress process will be resumed.
[0328] The audio and light emitting control device 90 is configured to temporarily stop the currently running presentation when it receives a game stop command, and then resume the temporarily stopped presentation when it receives a game resume command. With this configuration, even when the main control device 60 shifts between the game mode and the inspection mode, it is possible to synchronize the game progress processing executed by the main control device 60 (for example, the processing of displaying the varying patterns on the main display unit 45) with the presentation controlled by the audio and light emitting control device 90 (for example, the processing of displaying the varying patterns on the pattern display device 41), and it is possible to prevent the player from feeling uncomfortable after shifting to the game mode.
[0329] The audio and light emitting control device 90 may be configured not to stop the effect being executed even when it receives a game stop command. Specifically, for example, when a game stop command is received while the pattern display device 41 is displaying a varying pattern, the control of the varying pattern display on the pattern display device 41 is continued, and a layer of another image (for example, a black image) is displayed on top of the layer of the varying pattern display. However, since the control of the varying pattern display on the pattern display device 41 is continued, the varying pattern display continues below the black image layer. Then, when the varying pattern time on the pattern display device 41 has elapsed, the varying pattern display below the black image layer ends, but the pattern does not stop but continues to sway slightly.
[0330] Then, when a game resume command is received from the main control device 60, the black image layer that was displayed above the layer of the varying symbol display is removed, and the symbol layer is displayed again. At this time, the main control device 60 shifts (returns) from the inspection mode to the game mode, and resumes the stopped game progress processing (variable symbol display on the main display unit 45).
[0331] Then, the main control device 60 resumes the variable display of the symbols on the main display unit 45, for which counting of the variable time had been stopped, and when the remaining variable time has elapsed, that is, when it is time to stop the variable of the symbols on the main display unit 45, it transmits a symbol stop command to the sound and light emission control device 90. Having received the symbol stop command, the sound and light emission control device 90 transmits a symbol stop command to the display control device 100, and the display control device 100 completely stops the symbols that have been displayed in a slightly swaying manner on the symbol display device 41.
[0332] According to this configuration, when the main control device 60 is in the inspection mode, the display on the main display unit 45 is turned off, and the display on the symbol display device 41 is a black image. When the main control device 60 transitions from the inspection mode to the game mode, the display of the changing symbols on the main display unit 45, which had stopped counting the changing time, resumes, and the symbols on the symbol display device 41 change to a changing or slightly swaying display mode. The symbols on the symbol display device 41 also stop when the symbols on the main display unit 45 stop. This means that the display of the changing symbols on the main display unit 45 and the display of the changing symbols on the symbol display device 41 can be synchronized. Furthermore, since control of the currently running effects is not stopped even when a game stop command is received, malfunctions caused by temporarily stopping the control of the currently running effects can be prevented. Examples of malfunctions include, for example, when control of effects is resumed after temporarily stopping the control of effects, a discrepancy occurs between the timing of the multiple effects being executed, or a discrepancy occurs between the video displayed on the symbol display device 41 and the audio output from the speaker 46.
[0333] Furthermore, if a configuration is adopted in which the main control unit 60 does not send a pattern stop command to the audio / light control unit 90 even when it is time to stop the pattern change on the main display unit 45, the pattern change display on the pattern display unit 41 will continue to fluctuate slightly, and the pattern on the pattern display unit 41 will then stop when it receives a change command sent from the main control unit 60 or a standby command sent when no hold information is stored.
[0334] <Aspect 18> In the first embodiment and other aspects described above, the game history information stored in the pachinko machine 10 may be displayed on the symbol display device 41 when a predetermined time is reached. Specifically, for example, the game mode may be switched to the inspection mode when 11:10 PM is reached, and the game history information of the pachinko machine 10 may be displayed on the symbol display device 41. According to this configuration, the game history information of each pachinko machine 10 is displayed on the symbol display device 41 around 11:10 PM after the gaming hall closes, so that an inspector of the pachinko machines 10 can quickly inspect and check the game history information of many pachinko machines 10 after the gaming hall closes, without having to go through the trouble of switching each pachinko machine 10 from the game mode to the inspection mode.
[0335] Furthermore, the configuration may be such that, upon receipt of a predetermined signal from the hall computer, the game history information stored in the pachinko machine 10 is displayed on the symbol display device 41. With this configuration, for example, all pachinko machines 10 installed in a gaming hall can be simultaneously switched to the inspection mode, and the game history information of each pachinko machine 10 can be displayed on each symbol display device 41. This allows an inspector of the pachinko machines 10 to quickly inspect and check the game history information of many pachinko machines 10 without having to go through the trouble of switching each pachinko machine 10 from the game mode to the inspection mode.
[0336] <Aspect 19> In the first embodiment and other aspects described above, the game history information may be configured to be always displayed on the symbol display device 41. With such a configuration, the player or inspector can always check the game history information, and if an abnormality occurs, such as the game history information deviating from a predetermined range, the abnormality can be noticed immediately. As a result, the soundness of the game can be quickly ensured.
[0337] <Aspect 20> In the first embodiment and other aspects described above, a seven-segment display made up of seven light-emitting diodes may be provided on the back of the pachinko machine 10, and the seven-segment display may display information related to the game history information stored in the pachinko machine 10. For example, when the main control device 60 transitions from the above-mentioned game mode to the inspection mode, the seven-segment display may be configured to display whether the bonus ratio, payout ratio (in normal mode), etc. stored in the pachinko machine 10 are within a predetermined range.
[0338] More specifically, for example, when main control device 60 transitions from game mode to inspection mode, a "1" indicating that a display regarding the reel ratio will be made is displayed on the seven-segment display, and then, if the reel ratio is within a predetermined range (specifically, if the reel ratio is 0.700 or less), an "O" indicating OK is displayed on the seven-segment display, while if the reel ratio is not within the predetermined range, an "E" indicating an error is displayed on the seven-segment display. After the reel ratio display is made, a "2" indicating that a display regarding the consecutive reel ratio will be made is displayed on the seven-segment display, and if the consecutive reel ratio is within a predetermined range (specifically, if the consecutive reel ratio is 0.600 or less), an "O" indicating OK is displayed on the seven-segment display, while if the consecutive reel ratio is not within the predetermined range, an "E" indicating an error is displayed on the seven-segment display. After displaying the continuous feature ratio, the 7-segment display will display "2", indicating that the payout ratio (in normal mode) will be displayed, and if the payout ratio (in normal mode) is within a specified range (specifically, if the payout ratio (in normal mode) is within the range of 0.60 to 0.70), the 7-segment display will display "O", meaning OK, while if the payout ratio (in normal mode) is not within the specified range, the 7-segment display will display "E", indicating an error.
[0339] This configuration makes it possible to easily and quickly check game history information such as the ratio of winning combinations. In addition, because the 7-segment display consumes little power, it is possible to check game history information using only the small amount of power provided by a capacitor, battery, etc. installed inside the pachinko machine 10, even when the power to the pachinko machine 10 is turned off.
[0340] Alternatively, the pachinko machine 10 may be configured to constantly display information related to the game history information stored therein on the 7-segment display. This configuration allows for quick and easy inspection of game history information, such as the ratio of winning combinations, without switching from a game mode to an inspection mode. Even in pachinko machines 10 that do not have an inspection mode, it is possible to quickly and easily inspect game history information, such as the ratio of winning combinations. Furthermore, if the 7-segment display is provided on the back of the pachinko machine 10, the 7-segment display is out of the player's field of vision, preventing the player from being distracted by the display on the 7-segment display and being unable to concentrate on the game. Meanwhile, when an inspector of the pachinko machine 10 inspects the game history information of the pachinko machine 10, he or she simply rotates the pachinko machine main body 12, which is supported by the hinge 15, toward himself or herself and checks the display on the 7-segment display provided on the back of the pachinko machine main body 12, thereby enabling quick and easy inspection of game history information, such as the ratio of winning combinations. Instead of the seven-segment display, other displays capable of displaying game history information in a recognizable manner may be used, such as a segment display configured with a number of light-emitting diodes other than seven.
[0341] <Aspect 21> In the first embodiment and other aspects described above, the audio and light emitting control device 90 may be configured to calculate the game history information. Specifically, for example, the main CPU 62x of the main control device 60 may be configured to transmit a signal including the prize ball number data stored in the prize ball number data storage area of the main ROM 63 during the initial setting process to the audio and light emitting control device 90, and the audio and light emitting control device 90 may be configured to calculate the game history information based on the acquired prize ball number data and the game ball entry information transmitted from the main control device 60, and to display the calculated game history information on the pattern display device 41.
[0342] With this configuration, even if the configuration is such that the audio and light emitting control device 90 cannot access the prize ball number data storage area of the main ROM 63 or the configuration is such that the audio and light emitting control device 90 cannot grasp the storage location (memory address) of the prize ball number data stored in the prize ball number data storage area of the main ROM 63, the audio and light emitting control device 90 can acquire the prize ball number data stored in the prize ball number data storage area of the main ROM 63 and calculate the game history information. Furthermore, because the audio and light emitting control device 90 calculates the game history information instead of the main control device 60, the processing load on the main control device 60 can be significantly reduced.
[0343] <Aspect 22> The first embodiment and other aspects described above can be applied not only to the pachinko machine 10 that can shift from the game mode to the inspection mode, but also to a gaming machine that can shift from the game mode to another mode. For example, they can be applied to a gaming machine that has a game status display mode that can display the status of processing related to the game, such as the status of the high probability mode flag or the high frequency support mode flag, the contents of stored pending information, etc.
[0344] <Aspect 23> 26 is a block diagram showing the electrical configuration of the pachinko machine 10 in aspect 23 of the first embodiment. In this aspect 23, the game history management chip 300 is not provided, and the main CPU 62x calculates the above-mentioned game history information. The main RAM 64 is divided into two areas (a first area and a second area). The first area of the main RAM 64 is used as an area for loading programs and the like for executing processes related to game progress, and the second area of the main RAM 64 is used as an area for loading programs and the like for executing processes for calculating and displaying game history information (hereinafter also referred to as game history processes). When executing processes related to game progress (processes other than game history processes), the main CPU 62x writes information only to the first area of the main RAM 64, and when executing game history processes, it writes information only to the second area of the main RAM 64.
[0345] The first area of the main RAM 64 is also used as an 8-bit ball entry detection information storage area, stack area, etc., which will be described later. The second area of the main RAM 64 is also used as an 8-bit buffer area, prize ball tally buffer, calculation buffer, calculation result buffer, stack area, etc., which will be described later in detail.
[0346] Furthermore, the input / output port 62a is connected to a game history information display unit 45z. The game history information display unit 45z is made up of four 7-segment displays, and is provided on the back of the pachinko machine 10. As will be described later, the game history information calculated by the main CPU 62x is displayed on this game history information display unit 45z.
[0347] FIG. 27 is a flowchart showing the timer interrupt process executed by the main MPU 62 (main CPU 62x) in mode 23 of the first embodiment. Note that, in this mode, the timer interrupt process is initiated at a 4-msec cycle, as in the first embodiment. The differences from the timer interrupt process of the first embodiment (FIG. 13) described above are that the ball-entry detection process shown in step S10606 is different, a game history process for calculating and displaying game history information is added as the final process of this timer interrupt process (step S10616), and the ball-entry detection information output process (step S10207 in FIG. 13), which outputs the ball-entry detection information to the game history management chip, is omitted. The remaining processes are the same as those described in the timer interrupt process of the first embodiment (FIG. 13). Below, the ball-entry detection process of step S10606 shown in FIG. 27 and the game history process shown in step S10616 are described.
[0348] 28 is a flowchart showing the ball entry detection process executed by the main MPU 62 (main CPU 62x) in aspect 23 of the first embodiment. In this ball entry detection process in aspect 23, if the previous (previous) timer interrupt process determines that there is no information ("0") in the bit of input port 62b, the current timer interrupt process determines that there is information ("1") in the bit of input port 62b, and if the timer interrupt process subsequently determines that there is information ("1") in the bit, it is determined that a game ball has entered the ball entry hole corresponding to the bit. An example of the ball entry detection process will be described below.
[0349] In step S10701, the information currently stored in the 0th to 7th bits D0 to D7 (FIG. 14) of the input port 62b (hereinafter referred to as "scoring ball determination information") is read, and in step S10702, the read scoring ball determination information is stored in the first buffer, which is an 8-bit buffer. That is, the first buffer is a buffer for storing scoring ball determination information read from each bit of the input port 62b in the current timer interrupt process. The second buffer, which will be described later, is an 8-bit buffer for storing scoring ball determination information read from each bit of the input port 62b in the previous timer interrupt process. In this embodiment, the first buffer and second buffer are provided in the first area of the main RAM 64. After executing step S10702, the process proceeds to step S10703.
[0350] In step S10703, the entry ball determination counter provided in the main RAM 64 is set to 8. Then, the process proceeds to step S10704. The numerical information of the entry ball determination counter corresponds to the bits of each of the eight entry ball ports, similar to the entry ball determination counter (step S10401) used in the entry ball determination process (FIG. 16) of the first embodiment described above. Specifically, in this embodiment, the numerical information of the entry ball determination counter, "8," corresponds to the 0th bit D0 of the large prize port 36a, "7," corresponds to the 1st bit D1 of the first start port 33, "6," corresponds to the 2nd bit D2 of the second start port 34, "5," corresponds to the 3rd bit D3 of the first prize port 32a, "4," corresponds to the 4th bit D4 of the second prize port 32b, "3," corresponds to the 5th bit D5 of the third prize port 32c, "2," corresponds to the 6th bit D6 of the through gate 35, and "1," corresponds to the 7th bit D7 of the discharge passage.
[0351] In step S10704, it is determined whether or not there is scoring determination information in the bit in the second buffer corresponding to the numerical information of the scoring determination counter, i.e., whether or not the scoring determination information stored in that bit is "1." If it is determined in step S10704 that the scoring determination information is not "1" (S10704: NO), the process proceeds to step S10705. On the other hand, if it is determined in step S10704 that the scoring determination information is "1" (S10704: YES), the process proceeds to step S10710 without executing the processes from step S10705 to step S10709, which will be described later.
[0352] In step S10705, it is determined whether or not there is scoring determination information in the bit in the first buffer corresponding to the numerical information of the scoring determination counter, i.e., whether or not the scoring determination information stored in that bit is "1." If it is determined in step S10705 that the scoring determination information is "1" (S10705: YES), the process proceeds to step S10706. On the other hand, if it is determined in step S10705 that the scoring determination information is not "1" (S10705: NO), the process proceeds to step S10710 without executing the processes from step S10706 to step S10709, which will be described later.
[0353] In step S10706, it is determined whether or not there is scoring determination information in the bit corresponding to the numerical information of the scoring determination counter in the current input port 62b, i.e., whether or not the scoring determination information stored in that bit is "1." If it is determined in step S10706 that the scoring determination information is "1" (S10706: YES), the process proceeds to step S10707. On the other hand, if it is determined in step S10706 that the scoring determination information is not "1" (S10706: NO), the process proceeds to step S10710 without executing the processes from step S10707 to step S10709, which will be described later.
[0354] In step S10707, it is determined whether the current numerical information of the ball entry determination counter indicates a bit corresponding to which type of ball entry port, and a ball entry flag indicating that the game ball has entered the ball entry port corresponding to that bit is turned ON. Specifically, for example, if it is determined that the current numerical information of the ball entry determination counter indicates a bit corresponding to the special prize entry port 36a, a special prize entry port ball entry flag indicating that the game ball has entered the special prize entry port 36a is turned ON. Also, for example, if it is determined that the current numerical information of the ball entry determination counter indicates a bit corresponding to the second start port 34, a second start port ball entry flag indicating that the game ball has entered the second start port 34 is turned ON. After executing step S10707, the process proceeds to step S10708.
[0355] In step S10708, the numerical information of the prize ball counter corresponding to the ball entry port where the ball entry flag was turned ON in step S10707, i.e., where it was determined that a gaming ball has entered, is incremented by 1. Specifically, for example, if the big prize entry port ball entry flag is turned ON, the 15 prize ball counter is incremented by 1, and if the second start port ball entry flag is turned ON, the 3 prize ball counter is incremented by 1. After executing step S10708, the process proceeds to step S10709.
[0356] In step S10709, the goal determination counter is decremented by 1, and then in step S10710, it is determined whether the goal determination counter is "0" or not.
[0357] In step S10710, if it is determined that the goal-scoring counter is not "0" (S10710: NO), the processes of steps S10704 to S10708 are executed for the bit corresponding to the numerical information of the goal-scoring counter updated in step S10709. When the processes of steps S10704 to S10708 have been executed the number of times equal to the numerical information set in step S10703, the goal-scoring counter becomes "0", an affirmative determination is made in step S10710 (S10710: YES), and the process proceeds to step S10711.
[0358] In step S10711, the 8-bit scoring information stored in the first buffer is stored (copied) to the second buffer. As a result, the scoring information obtained from input port 62b in the current timer interrupt process will be referenced in the scoring detection process in the next timer interrupt process. After executing step S10711, proceed to step S10712.
[0359] In step S10712, the ball entry detection information indicating that a game ball has been detected in the ball entry detection process of this timer interrupt process is stored in a ball entry detection information storage area capable of storing 8-bit information. Specifically, the ball entry detection information storage area stores, for each bit corresponding to each of the eight ball entry ports, a "1" if the ball entry flag is ON and a "0" if the ball entry flag is OFF. For example, if the ball entry detection process is executed in this timer interrupt process, and the main prize entry port entry flag and the second start port entry flag are ON and the ball entry flags corresponding to the other ball entry ports are OFF, the 8-bit ball entry detection information "00000101" is stored in the ball entry detection information storage area. This 8-bit ball entry detection information stored in the ball entry detection information storage area is referenced in the game history process described below. After step S10712 is executed, the ball entry detection process ends.
[0360] 29 is a flowchart showing the game history processing executed by the main MPU62 (main CPU62x) of mode 23 of the first embodiment. In this game history processing, a role ratio and a consecutive role ratio are calculated, and a process for displaying these on the game history information display unit 45z is executed. Specifically, the role ratio is calculated, and the calculated role ratio is displayed on the game history information display unit 45z for 5 seconds. Thereafter, the consecutive role ratio is calculated, and the calculated consecutive role ratio is displayed on the game history information display unit 45z for 5 seconds. Thereafter, the role ratio is calculated again, and the calculated role ratio is displayed on the game history information display unit 45z for 5 seconds. In this way, the role ratio and the consecutive role ratio are alternately displayed on the game history information display unit 45z. An example of a specific process will be described below.
[0361] In step S10801, a save process is executed to save information stored in a register in the main CPU 62x (hereinafter also referred to as register information) to a stack area in the second area of the main RAM 64. In this mode 23, in the timer interrupt process (FIG. 27), before the game history process (step S10616 in FIG. 27) is executed, a process related to the progress of a game (processing of steps S10601 to S10615 in FIG. 27), which is a process other than the game history process, is executed. Therefore, in the save process, register information related to the progress of a game is saved to the stack area in the second area of the main RAM 64. Specifically, the value of the stack pointer in the main CPU 62x (address value indicating the top level of the stack area in the first area) is saved (pushed) to the bottom of the stack area in the second area of the main RAM 64. Then, the address value indicating the top level of the stack area in the second area of the main RAM 64 is set to the stack pointer of the main CPU 62x. Thereafter, the register information stored in the registers in the master CPU 62x is sequentially saved (pushed) to the stack area (the top level of the stack area in the second area of the master RAM 64) indicated by the stack pointer set in the master CPU 62x. By executing this saving process, the address value of the stack area in the second area of the master RAM 64 is set in the stack pointer of the master CPU 62x, so that the master CPU 62x can execute the process of calculating and displaying the game history information described below using the second area of the master RAM 64. After executing step S10801, the process proceeds to step S10802.
[0362] In step S10802, it is determined whether the abnormal flag stored in the second area of the main RAM 64 is ON. The abnormal flag is a flag that is turned ON when the prize ball tally value, which will be described later, is an abnormal value. If it is determined in step S10802 that the abnormal flag is ON (S10802: YES), the process proceeds to step S10803, where the prize ball tally value is cleared to 0. Then, the process proceeds to step S10804, where the abnormal flag is turned OFF. Then, the process proceeds to step S10805. On the other hand, if it is determined in step S10802 that the abnormal flag is not ON (S10802: NO), the process proceeds to step S10805 without executing the processing of steps S10803 and S10804.
[0363] In step S10805, an OR operation is performed for each corresponding bit in the scoring detection information storage area and the buffer area, and the result of each OR operation (logical sum) is stored (overwritten) in the corresponding bit in the buffer area. Details of this process will be described later. The buffer area is an area that can store the same 8 bits of information as the scoring detection information storage area, and is located in the second area of the main RAM 64. After executing step S10805, proceed to step S10806.
[0364] In step S10806, it is determined whether or not at least one of the eight bits in the buffer area contains scoring detection information (whether or not one or more bits contain a "1"). In step S10806, if it is determined that at least one bit in the buffer area contains scoring detection information (S10806: YES), the process proceeds to step S10807.
[0365] In step S10807, a target setting process is executed to set the eight bits in the buffer area to be the target of the prize ball counting process, which will be described later. In this embodiment, two consecutive bits are set as the target of the prize ball counting process in one target setting process. Furthermore, as will be described later, when the target setting process is executed in the next or subsequent timer interrupt process, the two consecutive bits adjacent to the two bits set in the previous target setting process are set as the target of the prize ball counting process. In this manner, the two bits targeted for the prize ball counting process are sequentially shifted to the adjacent bits. After the last two bits of the eight bits are set as the target of the prize ball counting process, the first two bits are again set as the target of the prize ball counting process in the next target setting process. In this manner, in this embodiment, the order of the two bits to be set as the target of the prize ball counting process from the eight bits in the buffer area is predetermined. After step S10807 is executed, the process proceeds to step S10808, where the prize ball counting process corresponding to the set bits is executed. Here, a specific example of the processing from step S10805 to step S10808 will be described with reference to FIG.
[0366] 30 is an explanatory diagram showing an example of specific processing executed by the main MPU 62 (main CPU 62x) in aspect 23 of the first embodiment. As described above, the ball entry detection information storage area is an 8-bit storage area provided in the first area of the main RAM 64, and each bit corresponds to a ball entry port. Specifically, in this aspect, the 0th bit D0 of the ball entry detection information storage area corresponds to the large prize entry port 36a, the 1st bit D1 corresponds to the first start port 33, the 2nd bit D2 corresponds to the second start port 34, the 3rd bit D3 corresponds to the first prize entry port 32a, the 4th bit D4 corresponds to the second prize entry port 32b, the 5th bit D5 corresponds to the third prize entry port 32c, the 6th bit D6 corresponds to the through gate 35, and the 7th bit D7 corresponds to the discharge passage.
[0367] The buffer area is an 8-bit memory area provided in the second area of the main RAM 64, and each bit corresponds to a ball entry port. Specifically, in this embodiment, the 0th bit D0 of the buffer area corresponds to the large prize entry port 36a, the 1st bit D1 corresponds to the first start port 33, the 2nd bit D2 corresponds to the second start port 34, the 3rd bit D3 corresponds to the first prize entry port 32a, the 4th bit D4 corresponds to the second prize entry port 32b, the 5th bit D5 corresponds to the third prize entry port 32c, the 6th bit D6 corresponds to the through gate 35, and the 7th bit D7 corresponds to the discharge passage. In other words, each bit of the buffer area corresponds to each bit of the ball entry detection information memory area.
[0368] In the ball entry detection process (Figure 28) described above, when it is determined that a game ball has entered an entry port such as the large prize entry port 36a, the bit of the eight bits in the ball entry detection information storage area corresponding to the entry port into which it has been determined that the game ball has entered is turned ON ("1").
[0369] FIG. 30 (A1) shows an example of processing when the nth timer interrupt processing is executed. In this nth timer interrupt processing, the ball entry detection processing determines that game balls have entered the second starting hole 34 and the first winning hole 32a, and the values of the eight bits in the ball entry detection information storage area are "00001100." Furthermore, the values of the eight bits in the buffer area before the OR processing are executed are "00000000." Therefore, the values of the eight bits in the buffer area after the OR processing are executed are "00001100." As a result, the ball entry detection information in the ball entry detection information storage area, which is updated each time the timer interrupt processing is executed, is set as the processing target for the prize ball counting processing described below and is held in the buffer area until that processing is executed.
[0370] In the nth timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the 0th bit D0 and the 1st bit D1, are set as the processing targets for the prize ball counting processing.
[0371] In the prize ball tallying process, if the 0th bit D0 (the bit corresponding to the large prize opening 36a) set as the processing target for the prize ball tallying process is "1," "15" is added to the total number of prize balls and the number of consecutive prize balls stored in the prize ball tallying buffer. On the other hand, if the 0th bit D0 is "0," this addition is not performed. In this embodiment, the prize ball tallying buffer is configured as a ring buffer and is configured to store the number of prize balls paid out during the most recent specified period. Furthermore, the number of consecutive prize balls is the number of game balls paid out as prize balls due to the operation of the consecutive prize opening, and refers to the number of game balls paid out as prize balls based on the entry of game balls into the large prize opening 36a.
[0372] Furthermore, in the prize ball counting process, if the first bit D1 (the bit corresponding to the first start port 33) set as the processing target of the prize ball counting process is "1", "3" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the first bit D1 is "0", the addition is not performed.
[0373] In the example shown in FIG. 30(A1), the 0th bit D0 is "0" and the 1st bit D1 is also "0", so the above-mentioned addition is not performed.
[0374] After the prize ball counting process is executed, the two bits (the 0th bit D0 and the 1st bit D1) set as targets for the prize ball counting process in the buffer area are cleared to 0.
[0375] FIG. 30(A2) shows an example of processing when the n+1th timer interrupt processing is executed. In this n+1th timer interrupt processing, the ball entry detection processing determines that a gaming ball has entered the second winning slot 32b, and the values of the eight bits in the ball entry detection information storage area are "00010000." Furthermore, the values of the eight bits in the buffer area before the OR processing are executed are "00001100," the same as the values of the buffer area after the prize ball counting processing in the nth timer interrupt processing described above. Therefore, the values of the eight bits in the buffer area after the OR processing are executed are "00011100."
[0376] In the n+1th timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the second bit D2 and the third bit D3, are set as the processing targets for the prize ball counting processing.
[0377] In the prize ball tallying process, if the second bit D2 (the bit corresponding to the second start port 34) set as the processing target for the prize ball tallying process is "1", "3" is added to the total number of prize balls and the number of accessory prize balls stored in the prize ball tallying buffer. On the other hand, if the second bit D2 is "0", this addition is not performed. The number of accessory prize balls is the number of game balls paid out as prize balls by the operation of the accessory, and means the number of game balls paid out as prize balls based on the entry of game balls into the second start port 34 and the large prize port 36a.
[0378] Furthermore, in the prize ball counting process, if the third bit D3 (the bit corresponding to the first winning slot 32a) set as the processing target of the prize ball counting process is "1", "10" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the third bit D3 is "0", this addition is not performed.
[0379] In the example shown in Figure 30 (A2), the second bit D2 is "1", so "3" is added to the total number of prize balls and the number of bonus prize balls. Also, the third bit D3 is "1", so "10" is added to the total number of prize balls.
[0380] After the prize ball counting process is executed, the two bits (the second bit D2 and the third bit D3) set as targets for the prize ball counting process in the buffer area are cleared to 0.
[0381] FIG. 30(A3) shows an example of processing when the n+2th timer interrupt processing is executed. In this n+2th timer interrupt processing, it is determined in the ball entry detection processing that a gaming ball has entered (passed through) the through gate 35, and the values of the eight bits in the ball entry detection information storage area are "01000000." In addition, the values of the eight bits in the buffer area before the OR processing are executed are "00010000," the same as the values of the buffer area after the prize ball counting processing in the above-mentioned n+1th timer interrupt processing. Therefore, the values of the eight bits in the buffer area after the OR processing are executed are "01010000."
[0382] In the n+2th timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the fourth bit D4 and the fifth bit D5, are set as the processing targets for the prize ball counting processing.
[0383] In the prize ball counting process, if the fourth bit D4 (the bit corresponding to the second winning slot 32b) set as the processing target of the prize ball counting process is "1", "10" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the fourth bit D4 is "0", the addition is not performed.
[0384] Furthermore, in the prize ball counting process, if the fifth bit D5 (the bit corresponding to the third winning slot 32c) set as the processing target of the prize ball counting process is "1", "10" is added to the total number of prize balls stored in the prize ball counting buffer. On the other hand, if the fifth bit D5 is "0", the addition is not performed.
[0385] In the example shown in Figure 30 (A3), the fourth bit D4 is "1", so "10" is added to the total number of winning balls. Also, since the fifth bit D5 is "0", the above-mentioned addition is not performed.
[0386] After the prize ball counting process is executed, the two bits (the fourth bit D4 and the fifth bit D5) set as targets for the prize ball counting process in the buffer area are cleared to 0.
[0387] FIG. 30(A4) shows an example of processing when the n+3 timer interrupt processing is executed. In this n+3 timer interrupt processing, the ball entry detection processing determines that a gaming ball has entered the special prize opening 36a, and the values of the eight bits in the ball entry detection information storage area are "00100001." Furthermore, the values of the eight bits in the buffer area before the OR processing are executed are "01000000," the same as those in the buffer area after the prize ball counting processing in the above-mentioned n+2 timer interrupt processing. Therefore, the values of the eight bits in the buffer area after the OR processing are executed are "01100001."
[0388] In the n+3 timer interrupt processing, of the eight bits D0 to D7 in the buffer area after the OR processing is performed, two consecutive bits, the sixth bit D6 and the seventh bit D7, are set as the processing targets for the prize ball counting processing.
[0389] However, in this embodiment, the sixth bit D6 corresponds to the through gate 35, and the seventh bit D7 corresponds to the discharge passage. No prize balls are set in the through gate 35 or the discharge passage. Therefore, in this embodiment, when the sixth bit D6 and the seventh bit D7 are set as targets for the prize ball counting process, they are not added to the total number of prize balls in the prize ball counting process. After that, the two bits (the sixth bit D6 and the seventh bit D7) set as targets for the prize ball counting process in the buffer area are cleared to 0.
[0390] Then, in the n+4th timer interrupt process, the 0th bit D0 and the 1st bit D1 are again set as the processing targets for the prize ball counting process. Thereafter, the same process is repeatedly executed. However, as described below, if there is no ball entry detection information in the bits of the buffer area (all bits are "0"), the target setting process (step S10807) and the prize ball counting process (step S10808) are not executed. Furthermore, in this embodiment, when the state where there is no ball entry detection information in the bits of the buffer area (all bits are "0") changes again to a state where there is ball entry detection information in at least one bit of the buffer area, and the target setting process is executed, the two bits set as the processing targets for the prize ball counting process in the previous target setting process are stored, and the two consecutive bits located next to those two bits are set as the processing targets for the prize ball counting process. In addition, if the two bits set as the processing targets for the prize ball counting process in the previous target setting process are the 6th bit D6 and the 7th bit D7, the two consecutive bits, the 0th bit D0 and the 1st bit D1, are set as the processing targets for the prize ball counting process.
[0391] As explained above, in this embodiment, two of the eight bits in the buffer area are set as the target for prize ball counting processing in one timer interrupt processing, so if there is ball detection information in at least one bit in the buffer area, the timer interrupt processing will be executed four times, and the prize ball counting processing will be executed for all eight bits in the buffer area.
[0392] Returning to the description of Figure 29, after the prize ball counting process is executed in step S10808, the process proceeds to step S10809.
[0393] In step S10809, a calculation result display control process is executed. Specifically, control is executed to display the value (the calculated game history information, which is the combination ratio or the consecutive combination ratio) stored in the calculation result buffer described later on the game history information display unit 45z. After executing step S10809, the process proceeds to step S10810.
[0394] In step S10810, it is determined whether it is time to execute a calculation process to calculate game history information. Specifically, it is determined that it is time to execute the calculation process when a predetermined time (30 minutes in this embodiment) has elapsed since the pachinko machine 10 was powered on, or when 5 seconds have elapsed since the previous execution of the calculation process. If it is determined that it is time to execute the calculation process in step S10810 (S10810: YES), the process proceeds to step S10811. On the other hand, if it is determined that it is not time to execute the calculation process in step S10810 (S10810: NO), the process proceeds to step S10813 without executing the processes of steps S10811 and S10812, which will be described later.
[0395] In step S10811, the type of gaming history information to be calculated in the calculation process (task 1 and task 2 described later) is set. In this mode, the type of gaming history information to be calculated is alternately set to the combination ratio and the consecutive combination ratio. Thereafter, the process proceeds to step S10812, where task 1 is designated as the next task to be executed in the task processing (step S10814) described later. After executing step S10812, the process proceeds to step S10813.
[0396] In step S10813, a process is executed to restore the register information saved in the stack area of the second area of the main RAM 64 in the above-mentioned saving process to the register of the main CPU 62x. Specifically, the saved register information is restored (popped) to the register in the main CPU 62x, sequentially, starting from the stack area (the top level of the stack area of the second area of the main RAM 64) indicated by the stack pointer set in the main CPU 62x. Thereafter, the value of the stack pointer saved at the bottom of the stack area of the second area (the address value indicating the top level of the stack area of the first area) is restored (popped) to the stack pointer of the main CPU 62x. By executing this restoration process, the address value of the stack area of the first area of the main RAM 64 is set in the stack pointer of the main CPU 62x, so that the main CPU 62x can again execute a process related to the progress of a game using the first area of the main RAM 64. Thereafter, the game history process is terminated.
[0397] Returning to the description of step S10806, if it is determined in step S10806 that there is no ball-scoring detection information in the bits of the buffer area (all bits are "0") (S10806: NO), the process proceeds to step S10814.
[0398] In step S10814, any one of the following three tasks that has been specified is executed. If no task is specified, task 3 is executed. In other words, instead of executing the three tasks sequentially in one timer interrupt process, only one of the three tasks that has been specified is executed in one timer interrupt process.
[0399] [Task 1] The dividend and divisor required to calculate the game history information set as the calculation target are saved in the calculation buffer. Specifically, for example, if it is set to calculate a feature ratio, the number of feature prize balls is saved as the dividend and the total number of prize balls is saved as the divisor in the calculation buffer. Also, for example, if it is set to calculate a consecutive feature ratio, the number of consecutive feature prize balls is saved as the dividend and the total number of prize balls is saved as the divisor in the calculation buffer. Thereafter, task 2 is designated as the next task to be executed when the process proceeds to step S10806 in the next or subsequent timer interrupt processing.
[0400] [Task 2] The dividend stored in the calculation buffer is divided by the divisor, and the calculation result (quotient) is stored in the calculation result buffer. After that, task 3 is designated as the next task to be executed when the process proceeds to step S10806 in the next or subsequent timer interrupt processing.
[0401] [Task 3] It is determined whether the prize ball tally values (number of prize balls for special feature devices, number of consecutive prize balls for special feature devices, total number of prize balls) are valid, and if it is determined that they are not valid, the abnormality flag is turned ON, and then task 3 is designated as the next task to be executed when the process proceeds to step S10806 in the next or subsequent timer interrupt processing. On the other hand, if it is determined that the prize ball tally values are valid, the abnormality flag is not turned ON, and task 3 is designated as the next task. Here, cases where the prize ball tally values are invalid include cases where there is a contradiction in the prize ball tally values, such as when the number of prize balls for special feature devices exceeds the total number of prize balls, when the number of consecutive prize balls for special feature devices exceeds the total number of prize balls, or when the number of consecutive prize balls for special feature devices exceeds the number of prize balls for special feature devices.
[0402] After executing a specified task out of the three tasks described above, the process proceeds to step S10809 described above, and executes a process of displaying the value (role ratio or consecutive role ratio) stored in the calculation result buffer on the game history information display unit 45z. In this mode, the first 7-segment display constituting the game history information display unit 45z displays information indicating the type of game history information, and the remaining three 7-segment displays display the values of the game history information.
[0403] In the pachinko machine 10 of this embodiment described above, the processing related to the progress of the game (processing other than the game history processing) included in the timer interrupt processing is programmed to end in a time shorter than the time until the next timer interrupt processing starts (4 msec in this embodiment), but the time required for the processing related to the progress of the game to end varies depending on the status of the progress of the game. On the other hand, since the game history processing is processing unrelated to the progress of the game, it is preferable to prioritize the time for executing the processing related to the progress of the game over the time for executing the game history processing in one timer interrupt processing. Furthermore, even if the various processes included in the game history processing (e.g., the prize ball counting processing for each bit and the calculation processing, etc.) are not configured to be executed continuously and completed in one timer interrupt processing, there is no impact on the progress of the game. Therefore, in this embodiment, even if the execution time of the processing related to the progress of the game becomes maximum depending on the status of the progress of the game, the execution time of one timer interrupt processing (execution time of the processing related to the progress of the game + execution time of the processing for the game history) is shorter than the time until the next timer interrupt processing is started, so that the various processing included in the processing for the game history is divided into multiple processing, and the divided processing is executed in one timer interrupt processing, and various processing is completed by executing the timer interrupt processing multiple times. As a result, according to this embodiment, it is possible to execute the processing for the game history while ensuring the time required to execute the processing related to the progress of the game in one timer interrupt processing.
[0404] Specifically, according to this aspect, one of the two tasks (task 1 and task 2) constituting the arithmetic processing, which is the processing for calculating the gaming history information, can be executed in one execution of the timer interrupt processing, and by executing the timer interrupt processing twice, all of the two tasks constituting the arithmetic processing are executed, so the time required for one execution of the timer interrupt processing can be shortened compared to a configuration in which both of the two tasks are executed in one execution of the timer interrupt processing. As a result, it is possible to prevent the time required for one execution of the timer interrupt processing from becoming longer than 4 msec, which is the interval at which the execution of the timer interrupt processing starts (hereinafter also referred to as the interrupt interval), and to prevent the timer interrupt processing from being unable to be executed at 4 msec intervals.
[0405] Furthermore, according to this aspect, a series of processes with a predetermined execution order is divided into multiple tasks, and in one execution of the timer interrupt process, one of the multiple tasks is executed, and then the task to be executed next after the one task is specified. Therefore, even a series of processes that, if incorporated into the timer interrupt process, would take longer to execute than the interrupt interval of the timer interrupt process, can be incorporated into the timer interrupt process and executed. Specifically, according to this aspect, even in a gaming machine configured such that, if incorporated into the timer interrupt process, the time required for one execution of the timer interrupt process would be longer than 4 msec, the arithmetic process for calculating game history information can be incorporated into the timer interrupt process executed at 4 msec intervals and executed. Furthermore, since the progress of the game is not affected even if all tasks of the arithmetic process for calculating game history information are not executed in one execution of the timer interrupt process, the time required for one execution of the timer interrupt process can be allocated to the execution time of other processes included in the timer interrupt process, thereby improving the flexibility of the design of the gaming machine.
[0406] Furthermore, according to this embodiment, in one execution of the timer interrupt process, two bits out of the eight bits D0 to D7 in the buffer area are set as the processing targets for the prize ball tallying process, and the prize ball tallying process can be executed for the set processing target bits. By executing the timer interrupt process multiple times, the prize ball tallying process is executed for all eight bits D0 to D7 in the buffer area. Therefore, the time required for one execution of the timer interrupt process can be shortened compared to a configuration in which the prize ball tallying process is executed for all eight bits D0 to D7 in one execution of the timer interrupt process. As a result, it is possible to prevent the time required for execution of the timer interrupt process from becoming longer than the 4 msec interval at which the timer interrupt process starts to be executed, making it impossible to execute the timer interrupt process at 4 msec intervals.
[0407] Furthermore, according to this embodiment, when two bits from the eight bits D0 to D7 in the buffer area are set as the processing target of the prize ball counting process, they are set in a predetermined order, so there is no need to perform a determination process to determine which bit to set as the processing target of the prize ball counting process, which simplifies the process and results in an improved processing speed.Furthermore, it is possible to reduce the memory capacity required to store information such as programs and parameters required to perform the determination process.
[0408] Furthermore, according to this embodiment, the main CPU 62x can execute the timer interrupt process four times in a time shorter than the shortest interval (approximately 18 msec in this embodiment) between two consecutive game balls entering one ball entrance and being detected, and can therefore execute the prize ball tallying process (step S10808 in FIG. 29) for all eight processing target candidates (bits D0 to D7 in the buffer area) in a time shorter than the shortest interval. Therefore, even if two game balls consecutively enter the same ball entrance, even if the entry ball detection information updated based on the detection of the first game ball entering at that ball entrance is set as the processing target and the prize ball tallying process is executed, and then the entry ball detection information corresponding to the remaining ball entrances is set as the processing target and the prize ball tallying process is executed, the prize ball tallying process can be completed for all of this entry ball detection information before the next second game ball is detected at that ball entrance. In other words, when the entry detection information updated based on the detection of the second game ball entering the ball entrance is set as the processing target and the prize ball tallying process is executed, the prize ball tallying process for the entry detection information updated based on the detection of the first game ball entering the ball entrance has already been completed. The effects of this configuration are explained below.
[0409] In a configuration where the ball entry detection information is binary information ("0" or "1") indicating whether a game ball has entered a certain entry port, as in this embodiment, if the prize ball counting process is not performed on the ball entry detection information updated from "0" to "1" based on the entry of the first game ball into a certain entry port by the time the entry of the second game ball into that entry port is detected at that entry port, the ball entry detection information corresponding to that entry port will still be "1" when the entry of the second game ball is detected at that entry port, and the entry of the second game ball cannot be recorded. In other words, even though two game balls have entered that entry port in succession, the ball entry detection information corresponding to that entry port cannot be distinguished from a situation where only one game ball has entered that entry port, and the prize ball counting process will treat this as a situation where only one game ball has entered that entry port. As a result, the prize ball counting process may not accurately record the number of prize balls.
[0410] In contrast, according to this embodiment, when the entry of the second game ball is detected at the entry port, the prize ball counting process is executed on the entry ball detection information that has already been updated by the entry of the first game ball at the entry port, and since the entry ball detection information is set to "0," it is possible to record the entry of the second game ball. As a result, it is possible to record the accurate number of prize balls in the prize ball counting process. This makes it possible to use binary information, "0" or "1," indicating whether or not a game ball has entered the game ball, while ensuring accuracy in the prize ball counting process. This reduces the memory capacity required to store the entry ball detection information and improves the processing speed of the prize ball counting process.
[0411] Furthermore, according to this aspect, the game history processing (FIG. 29) includes a save process (step S10801 in FIG. 29) in which information held in a register in the main CPU 62x and used to execute processing related to the progress of a game is written to a stack region in the second area of the main RAM 64. Therefore, when the main CPU 62x starts the game history processing, if the register in the main CPU 62x holds information for executing processing related to the progress of a game that was being executed immediately before the start of the game history processing, the information can be temporarily moved (saved) by writing the information to the stack region in the second area of the main RAM 64. Therefore, the information for executing processing related to the progress of a game that was held in the register in the main CPU 62x can be erased, and when the main CPU 62x executes the game history processing, the information for executing the game history processing can be held in the register in the main CPU 62x.
[0412] Furthermore, according to this embodiment, the game history processing (Figure 29) includes a return process (step S10813 in Figure 29) that stores the information written in the stack area of the second area of the main RAM 64 during the save process in a register of the main CPU 62x. Therefore, when the game history processing is terminated, the information for executing the processing related to the progress of the game is stored again in the register of the main CPU 62x, and the processing related to the progress of the game that was being executed before the start of the game history processing can be executed again from the state immediately before the start of the game history processing.
[0413] Furthermore, according to this aspect, since the save process and the restore process are included in the gaming history process, it is possible to provide a gaming machine in which processes related to the progress of a game other than the gaming history process can be executed without any problems even if only the program for executing the gaming history process is deleted. In other words, it is possible to easily delete only the program for executing the gaming history process without modifying the program for executing processes related to the progress of a game other than the gaming history process. As a result, for example, when improving the gaming machine so that it does not execute the gaming history process, or when developing a new gaming machine based on the gaming machine that does not execute the gaming history process, it is possible to minimize design changes.
[0414] Furthermore, according to this aspect, the main CPU 62x writes information in the game history process only to the second area of the main RAM 64, and therefore it is possible to prevent information written in the first area of the main RAM 64 from being overwritten by the execution of the game history process. Therefore, in a configuration in which the process related to the progress of a game is executed using the first area of the main RAM 64, it is possible to prevent the game history process from affecting the process related to the progress of a game.
[0415] Furthermore, according to this aspect, the main CPU 62x writes information in the processing related to the progress of a game only to the first area of the main RAM 64, and therefore it is possible to prevent information written in the second area of the main RAM 64 from being overwritten by the execution of the processing related to the progress of a game. Therefore, in a configuration in which the processing for the game history is executed using the second area of the main RAM 64, it is possible to prevent the processing related to the progress of a game from affecting the processing for the game history.
[0416] In addition, according to this embodiment, an 8-bit buffer area is provided that can store ball entry detection information, so that the ball entry detection information in the ball entry detection information storage area, which is updated each time the timer interrupt processing is executed, can be set as the processing target for the prize ball counting processing and retained until the processing is executed.
[0417] Furthermore, according to this embodiment, as shown in FIG. 29, when the prize ball counting process (step S10808) is executed in one timer interrupt process, the calculation process (tasks 1 and 2 in step S10814) is not executed. In other words, since both the prize ball counting process and the calculation process are not executed in one timer interrupt process, the time required for one execution of the timer interrupt process can be shortened. As a result, it is possible to prevent the time required for one execution of the timer interrupt process from becoming longer than the interrupt interval of the timer interrupt process, which would result in the timer interrupt process being unable to be executed at that interrupt interval. Furthermore, according to this embodiment, the prize ball counting process, in which the game ball entry status and the processing load are correlated, is executed with priority over the calculation process in which the game ball entry status and the processing load are not correlated. This prevents the interval between executions of the prize ball counting process from becoming too long, and as a result, it is possible to prevent the prize ball count value, which is the processing result of the prize ball counting process, from being unable to accurately reflect the game ball entry status. Specifically, for example, it is possible to prevent the next game ball from entering the ball entry port corresponding to a bit in the buffer area before the prize ball counting process is executed for that bit, resulting in the entry of two game balls being treated as the entry of one game ball.
[0418] 29, when the prize ball tallying process (step S10808) is not executed and it is determined that it is time to execute the calculation process (step S10810: YES), the calculation process (tasks 1 and 2 in step S10814) is executed. Therefore, neither the prize ball tallying process nor the calculation process is executed in one timer interrupt process, and in this situation, instead of the prize ball tallying process and the calculation process, another process independent of these processes (in this embodiment, the process for determining the validity of the prize ball tally value (task 3 in step S10814)) can be executed. Furthermore, in this embodiment, when either the prize ball tallying process or the calculation process is executed in one timer interrupt process, the time required for one execution of the timer interrupt process is configured to be shorter than the interrupt interval. Therefore, in a situation where neither the prize ball tallying process nor the calculation process is executed, by executing a process with a processing time shorter than the prize ball tallying process and the calculation process, it is possible to reliably prevent the time required for one execution of the timer interrupt process from becoming longer than the interrupt interval.
[0419] Furthermore, according to this embodiment, although it is possible to calculate two types of game history information, the combination ratio and the consecutive combination ratio, in the calculation process in one timer interrupt process, the calculation process for calculating either the combination ratio or the consecutive combination ratio is executed. Therefore, compared to a configuration in which the calculation process for calculating two types of game history information is executed in the calculation process in one timer interrupt process, the time required for one execution of the timer interrupt process can be shortened. As a result, it is possible to prevent the time required for one execution of the timer interrupt process from becoming longer than the interrupt interval, making it impossible to execute the timer interrupt process at the specified interrupt interval. Furthermore, it is possible to reduce the storage capacity of the main RAM 64 for temporarily storing the calculated game history information.
[0420] Furthermore, according to this embodiment, in the ball entry detection process, when the ball entry determination information of the bit corresponding to each ball entry port changes from "0" to "1" to "1", it is determined that a game ball has entered the ball entry port corresponding to that bit, so as with the first embodiment described above, the occurrence of false detections due to electrical noise can be suppressed.
[0421] <Aspect 24> In the above-mentioned aspect 23, the configuration is such that the ratio of game balls and the ratio of consecutive game balls are calculated as the game history information, but the game history information to be calculated is not limited to these, and various game history information shown in the first embodiment can be calculated. For example, the configuration may be such that the ball output rate and payout ratio shown in the first embodiment are calculated. In this case, the number of game balls that have passed through the discharge passage (the number of game balls that have been launched onto the game board 30) can also be calculated, similar to the above-mentioned prize ball counting process (step S10808 in FIG. 29).
[0422] <Aspect 25> In the game history processing of the above-mentioned mode 23 (Figure 29), if it is determined in step S10802 that the abnormal flag is ON, the prize ball tally value is cleared (step S10803) and the abnormal flag is turned OFF (step S10804). However, if the abnormal flag is turned ON a predetermined number of times within a predetermined period, information indicating that an abnormality has occurred may be displayed on the game history information display unit 45z.
[0423] <Aspect 26> In the above-mentioned aspect 23, the calculation process for calculating the gaming history information is divided into multiple tasks for execution, but the type of process divided into multiple tasks is not limited to this calculation process, and various processes can be divided into multiple tasks for execution. For example, in a configuration in which the content of the effect to be executed is set by the sound and light side MPU 92 of the sound and light emission control device 90, the process for setting the content of the effect may be divided into multiple tasks for execution.
[0424] <Aspect 27> In the above-mentioned aspect 23, two bits out of eight bits in the buffer area are set as processing targets for the prize ball counting process, but the number of bits to be processed is not limited to two and may be other numbers. For example, five bits may be set as processing targets in one timer interrupt process. Also, all eight bits may be set as processing targets in one timer interrupt process. Also, only certain bits out of the eight bits (for example, six bits from the 0th bit D0 to the 5th bit D5 in which prize balls are set) can be set as processing targets, and two bits may be set as processing targets in one timer interrupt process.
[0425] <Aspect 28> In the above-mentioned aspect 23, the first area of the main RAM 64 is allocated as a memory area for executing processing related to the progress of the game, and the second area of the main RAM 64 is allocated as a memory area for executing processing for the game history, but the second area of the main RAM 64 may also be allocated as a memory area for executing processing other than processing for the game history.
[0426] Furthermore, the main RAM 64 may be configured to be divided into three or more areas. For example, a third area of the main RAM 64 may be allocated as a storage area for executing a process for outputting game history information to the outside.
[0427] <Aspect 29> In the above-mentioned aspect 23, the saving process and the restoration process are included in the game history process, but the saving process and the restoration process may be included in a process other than the game history process. For example, the saving process and the restoration process may be included in a process that is scheduled to be deleted when the design of the gaming machine is changed.
[0428] <Aspect 30> In the above-mentioned embodiment 23, the game history processing is incorporated into the timer interrupt processing (FIG. 27), but the game history processing may also be incorporated into the main processing (FIG. 12). Furthermore, in the above-mentioned embodiment 23, the game history processing is incorporated into the timer interrupt processing (FIG. 27) as processing separate from processing related to game progress. However, processing other than the game history processing may also be incorporated into the timer interrupt processing as processing separate from processing related to game progress. For example, a transmission processing that transmits information regarding the game status to a hall computer installed in a gaming hall at a predetermined timing may be incorporated into the timer interrupt processing as processing separate from processing related to game progress. Furthermore, various processing separate from processing related to game progress may also be incorporated into the main processing.
[0429] <Aspect 31> In the above-mentioned aspect 23, the configuration does not include the gaming history management chip 300, and the main CPU 62x executes the gaming history processing (FIG. 29) to calculate the gaming history information. However, the configuration may also include the gaming history management chip 300, and the main CPU 62x executes the gaming history processing (FIG. 29) to calculate the gaming history information. With this configuration, the gaming history information can be calculated in two systems, so that even if a malfunction occurs in one system, the gaming history information can be calculated. Furthermore, if the gaming history information calculated from the two systems is compared and a notification (display) is made as to whether or not these values match, it becomes possible to confirm the reliability and accuracy of the calculated gaming history information.
[0430] Also, the gaming history management chip 300 may be configured to execute the gaming history processing (FIG. 29) described in the above-mentioned embodiment 23 to calculate gaming history information.
[0431] <Aspect 32> In step S10805 of the game history processing (Figure 29) of the above-mentioned mode 23, the information stored in each bit of the ball entry detection information storage area (Figure 30) provided in the first area of the main RAM 64 is read out using OR processing.However, instead of this configuration, an 8-bit storage area (hereinafter also referred to as the second ball entry detection information storage area) corresponding to the ball entry detection information storage area may be provided in the second area of the main RAM 64, and the information stored in each bit of the ball entry detection information storage area provided in the first area of the main RAM 64 may be duplicated (copied) to the second ball entry detection information storage area provided in the second area of the main RAM 64, and the information of each duplicated bit may be read out using OR processing in step S10805.
[0432] In addition, the ball entry detection information storage area may be provided in the second area of the main RAM 64.
[0433] <Aspect 33> In step S10814 of the gaming history processing (FIG. 29) of the above-described mode 23, if the calculation processing (task 1 or task 2) for calculating gaming history information is not executed, the processing for determining the validity of the prize ball tally included in task 3 is always executed. However, the processing for determining the validity of the prize ball tally may be executed only once each time new gaming history information is calculated. Specifically, for example, after determining the validity of the prize ball tally in task 3, a determination-completed flag indicating that the determination has been completed is set to ON. When task 3 is next executed, if the determination-completed flag is ON, the processing for determining the validity of the prize ball tally is not executed. Then, when task 1 is executed again, the determination-completed flag may be set to OFF. This configuration makes it possible to determine the validity of the prize ball tally, which is the basis for calculating gaming history information, and ensure the validity of the gaming history information, while further shortening the processing time required to complete one gaming history processing.
[0434] <Aspect 34> In step S10810 of the gaming history processing (FIG. 29) of the above-described mode 23, it is determined that it is time to execute the arithmetic processing when a predetermined time (e.g., 30 minutes) has elapsed since the pachinko machine 10 was powered on, or when 5 seconds have elapsed since the previous execution of the arithmetic processing, and the gaming history information is calculated. However, instead of this configuration, it may be determined that it is time to execute the arithmetic processing for the first time immediately after powering on, without waiting for the predetermined time to elapse since powering on, and thereafter determine that it is time to execute the arithmetic processing every 5 seconds that have elapsed since the previous execution of the arithmetic processing. In this configuration, the calculated gaming history information may be displayed on the gaming history information display unit 45z as a flashing display until the total number of prize balls in the prize ball tally reaches 60,000. After the total number of prize balls reaches 60,000, the calculated gaming history information may be displayed on the gaming history information display unit 45z as a solid display. This configuration makes it easy to determine whether a sufficient amount of statistical data has been accumulated to serve as the prize ball tally, which is the basis for calculating the displayed gaming history information. In addition, instead of the total number of winning balls, the display may be switched from flashing to a steady light based on the aggregate value of the number of game balls that have passed through the discharge passage (the number of game balls that have been launched onto the game board 30).
[0435] <Aspect 35> In step S10807 of the game history processing (FIG. 29) of the above-described embodiment 23, the multiple candidates for processing in the prize ball tallying process are configured to be pre-fixed as eight bits in the buffer area. However, it is also possible to divide the eight bits in the buffer area into two groups of four, select one of the two groups as the candidates for processing in the prize ball tallying process, and set two bits from the four bits belonging to the selected group as the candidates for processing in the prize ball tallying process. However, as in embodiment 23, the multiple candidates for processing in the prize ball tallying process are pre-fixed as eight bits in the buffer area, eliminating the need to select one of the two groups, simplifying the process and thereby improving processing speed. Furthermore, it is possible to reduce the memory capacity required to store information such as programs and parameters required to select one of the two groups.
[0436] <Aspect 36> In the game history process of the above-mentioned aspect 23 (FIG. 29), the number and type of tasks (various processes) to be executed in the game history process in the current timer interrupt process may be determined based on the remaining time until the next timer interrupt process is started. With this configuration, it is possible to execute tasks by effectively utilizing the remaining time until the next timer interrupt process is started.
[0437] <Aspect 37> 31 is a block diagram showing the electrical configuration of the pachinko machine 10 in aspect 37 of the first embodiment. In this aspect 37, the game history management chip 300 is not provided, and the main CPU 62x is configured to execute the process for calculating and displaying the game history information (game history process) described above. Similarly to the above-mentioned aspect 23 (FIG. 26), the main RAM 64 is divided into two areas (a first area and a second area). The first area of the main RAM 64 is used as an area for storing programs for executing processes related to the progress of games and various flags (such as a high probability mode flag and a high frequency support mode flag), and the second area of the main RAM 64 is used as an area for storing programs for executing processes for calculating and displaying the game history information (game history process) and various numerical information (such as the above-mentioned prize ball tally, ball count information, and bonus feature ratios). Then, as in the above-mentioned mode 23 (Figure 26), when executing processing related to the progress of the game (processing other than processing for game history), the main CPU 62x writes information only to the first area of the main RAM 64, and when executing processing for game histo...
Claims
[Claim 1] a predetermined detection means for detecting a predetermined operation; a game value granting means electrically connected to the predetermined detection means and executing a process for granting a game value for a game; a game media providing means electrically connected to the game value providing means and configured to perform a process for providing game media; a processing execution means electrically connected to the game value providing means by a signal line capable of transmitting various signals, and which executes a specific processing which is a processing different from the processing for providing the game medium; A gaming machine comprising: The gaming value providing means a first reference information storage means for storing reference information used in a process for awarding a game value to the game, the reference information being referenced in response to detection by the predetermined detection means; a first transmitting means for transmitting a reference information signal corresponding to the reference information stored in the first reference information storage means to the processing executing means after a predetermined supply of power to the gaming machine has started and before the execution of a predetermined game processing for progressing a game is started; a second transmitting means for transmitting a predetermined information signal based on information acquired based on detection by the predetermined detecting means to the processing executing means; Equipped with The processing execution means a second reference information storage means for storing reference information corresponding to the reference information signal transmitted from the game value providing means; an execution means for executing the specific process based on the predetermined information signal transmitted from the second transmission means and the reference information stored in the second reference information storage means; a processing result information storage means for storing processing result information which is information relating to the processing result of the specific processing performed by the execution means; Equipped with the game value providing means is provided in a main control means for progressing the game, and the processing execution means is provided in a performance control means for controlling the performance, The gaming value providing means and the processing execution means are operated by the same power source for the gaming machine, the processing execution means is configured to make it impossible to rewrite the reference information stored in the first reference information storage means of the game value granting means, the game value providing means cannot directly change the processing result information stored in the processing result information storage means, The gaming machine is configured such that the information based on the predetermined information signal is erased at a predetermined timing after the specific process is completed, This gaming machine is It has a storage area where information can be written, The process execution means writes information in the specific process only to a predetermined specific area of the storage area. A gaming machine characterized by:
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