gaming machines

The gaming machine addresses unreliable gaming ball management by implementing storage and processing mechanisms for reliable counting and transmission, ensuring accurate tracking and notification even during power interruptions, thus enhancing player trust and operational integrity.

JP7810461B2Active Publication Date: 2026-02-03NEWGIN KK
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Patent Information

Application Number
JP2024164766
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-24
Publication Date
2026-02-03
Estimated Expiration
2042-03-18

AI Technical Summary

Technical Problem

Gaming machines face challenges in reliably managing the number of gaming balls, which directly affect player profits, especially when data transmission to external devices is required and power interruptions occur.

Method used

A gaming machine equipped with storage means, operation and processing means to count, generate, and transmit gaming media information, with mechanisms to ensure reliable management and notification of overstates, even during power interruptions.

Benefits of technology

Enhances the reliability of gaming ball management by ensuring accurate counting and transmission, even during power disruptions, thereby improving player trust and operational integrity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve authenticity for management of game balls.SOLUTION: In an error state of excess of the number of game balls, excess of the number of game balls processed by game ball number information generation processing included in frame side normal processing over a predetermined number of balls is set as an error detection condition. When an error state of excess of the number of game balls occurs, error notification of the excess of the number of game balls is executed. Error notification of the excess of the number of game balls presses operation of a counting switch.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

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

[0002] Conventionally, in gaming machines, such as pachinko gaming machines, gaming balls supplied from a supply device are launched by a launching device, and when the gaming balls flowing down the gaming area enter a winning hole, prize balls are paid out (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-57751 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, gaming machines that circulate gaming balls internally can store the number of gaming balls as data, and games can be played based on that data. The gaming machine counts the number of gaming balls depending on whether the number of balls a player has increases or decreases. The number of balls a player has counted by the gaming machine can be managed externally by transmitting the data to an external device. The operation to transmit the data to an external device can be performed by the player operating a predetermined means provided in the gaming machine, for example, when the player ends play. Since a player's balls are directly linked to the player's profits, it is necessary to manage them reliably. [Means for solving the problem]

[0005] A gaming machine that solves the above problem is a gaming machine that can store the number of gaming media as data in storage means and is configured to allow games to be played based on the data, and is equipped with operation means and processing means that executes predetermined processes, the operation means including management operation means and game operation means, and the processing means is capable of executing a counting process that counts the number of gaming media, a generation process that generates count information corresponding to a predetermined number of the counted number of gaming media, and a transmission / reception process that transmits / receives gaming media information regarding the gaming media to / from an external device, and the predetermined number corresponding to the counting information is set to a number greater than 0 by operating the management operation means, and the operation of the management operation means The operation is valid even when a door opening error occurs, the gaming medium information includes the count information, the gaming machine is in an over state when the number of the gaming media exceeds a predetermined specified number, and is capable of executing a specific notification to prompt operation of the management operation means, and if, after transmitting the count information in the over state, power supply to the gaming machine is cut off before the specified number corresponding to the count information is subtracted to or below the specified number, the specific notification is executed even after power supply to the gaming machine is restored, and the gaming machine is capable of outputting a notification sound according to the operation mode of the management operation means, and operation of the gaming operation means is valid even while the count information is being transmitted. When the operation of the gaming operation means and the operation of the management operation means occur simultaneously or almost simultaneously, the gaming medium is used by the operation of the gaming operation means that occurs simultaneously or almost simultaneously. The gist of this is as follows. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve the reliability of the management of game balls. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine and the card unit. [Figure 2] FIG. 2 is a front view of the game board of the pachinko game machine. [Figure 3] FIG. 2 is an enlarged view of the counting switch, counting lamp, and game ball number display device of a pachinko game machine. [Figure 4] 1 is a schematic diagram showing the circulation path of game balls in a pachinko game machine. [Figure 5] FIG. 2 is a schematic diagram showing a supply device of a pachinko gaming machine. [Figure 6] FIG. 2 is a schematic diagram showing a supply device of a pachinko gaming machine. [Figure 7] FIG. 2 is a schematic diagram showing a launching device of a pachinko game machine. [Figure 8] FIG. 1 is a block diagram of a pachinko gaming machine. [Figure 9] FIG. 1 is a block diagram of a pachinko gaming machine. [Figure 10] 10 is a table showing the number of balls counted according to the operation mode of the counting switch. [Figure 11] 10 is a timing chart illustrating an error state when the number of game balls exceeds the limit. [Figure 12] 10 is a timing chart illustrating the transmission and reception processing of the frame control board. [Figure 13] 10 is a timing chart illustrating the transition of the number of game balls managed by a pachinko gaming machine. [Figure 14] 10 is a timing chart illustrating the transition of the number of game balls managed by a pachinko gaming machine. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment embodied in a pachinko gaming machine will be described below with reference to FIGS. As shown in Fig. 1, in an island facility (gaming island), pachinko gaming machines 10, which are an example of gaming machines, and card units 100, which are an example of management devices, are installed in an alternating arrangement. In other words, a card unit 100 is provided adjacent to each pachinko gaming machine 10. In one example of the present embodiment, one card unit 100 is connected to one pachinko gaming machine 10, but this is not limiting, and a configuration in which multiple card units 100 are connected to one pachinko gaming machine 10, or a configuration in which one card unit 100 is connected to multiple pachinko gaming machines 10, may also be used.

[0009] The card unit 100 will now be described. As shown in FIG. 1, the card unit 100 includes a card insertion section 101 for inserting a management card, which is an example of a storage medium. The management card can store at least the remaining amount of cash, which is an example of value that enables play, and the number of game balls owned by the player (hereinafter referred to as the number of owned balls), as data. The management card may also be capable of storing personal information of the player as data. The management card may also be configured to store a balance paid in advance (prepaid balance) instead of the remaining amount of cash.

[0010] The card unit 100 includes a bill insertion section 102 into which bills can be inserted as an example of cash. When a bill is inserted into the bill insertion section 102 in the card unit 100, the bill is added to the balance stored in the inserted management card or an initialized management card. The card unit 100 may also be configured to allow coins to be inserted as an example of cash.

[0011] The card unit 100 has an operation panel 104. The operation panel 104 has a ball loan button 104a, a payout button 104b, a return button 104c, a ball count display section 104d, and a balance display section 104e. The ball loan button 104a is operated to increase the number of game balls managed by the pachinko gaming machine 10 (the number of game balls corresponding to the player's balls in possession) based on the balance stored in the management card. The player can play with the number of game balls in possession corresponding to the number of game balls managed by the pachinko gaming machine 10. The number of game balls managed by the pachinko gaming machine 10 increases or decreases as the game progresses, as will be explained in detail later.

[0012] The payout button 104b is operated to increase the number of game balls managed by the pachinko gaming machine 10 based on the number of balls stored in the management card. The return button 104c is operated to receive the return of the management card inserted in the card unit 100. The ball count display section 104d displays information (Arabic numerals, for example) that can identify the number of balls stored in the management card. The balance display section 104e displays information (Arabic numerals, for example) that can identify the remaining balance stored in the management card.

[0013] If the number of game balls managed by the pachinko gaming machine 10 becomes zero, the player cannot continue playing even if there are balls remaining on the management card. In other words, the player cannot continue playing unless he or she increases the number of game balls managed by the pachinko gaming machine 10 to one or more. The number of game balls managed by the pachinko gaming machine 10 can be increased by operating the ball lending button 104a to lend a predetermined number of game balls. The minimum number of game balls that can be borrowed by operating the ball lending button 104a is 25 balls, which is equivalent to a value of 100 yen. The number of game balls managed by the pachinko gaming machine 10 can also be increased by operating the payout button 104b to pay out to the pachinko gaming machine 10 up to the number of game balls stored on the management card. The minimum number of game balls that can be paid out by operating the payout button 104b is the same as the minimum number of game balls that a player can borrow, which is 25. The minimum number of game balls that a player can borrow and the minimum number of game balls that a player can pay out may be 125, and the minimum numbers for both may be the same or different.

[0014] The card unit 100 includes a card unit control board 105 (hereinafter referred to as the CU control board). The CU control board 105 includes a CPU 105a, a ROM 105b, and a RAM 105c. The CPU 105a executes a card unit control program to perform predetermined processing. The ROM 105b stores the card unit control program. The RAM 105c stores various information that is rewritten during operation of the card unit 100. For example, information stored in the RAM 105c includes flags, counters, timers, etc. The card unit 100 includes a communication terminal 105d that is connected to the pachinko gaming machine 10 so as to be able to communicate bidirectionally.

[0015] The CU control board 105 is connected to the card insertion unit 101. The CPU 105a is configured to be able to rewrite the memory contents of the management card inserted in the card insertion unit 101. The CU control board 105 is connected to the bill insertion unit 102. The CPU 105a is configured to be able to input a bill signal that is output when a bill is inserted into the bill insertion unit 102. The bill signal is a signal that can identify the amount of the bill inserted into the bill insertion unit 102 (hereinafter referred to as the inserted cash amount).

[0016] The CU control board 105 is connected to the operation panel 104. The CPU 105a is configured to be able to input a ball lending signal that is output when the ball lending button 104a is operated. The CU control board 105 is configured to be able to input a payout signal that is output when the payout button 104b is operated. The CPU 105a is configured to be able to input a return signal that is output when the return button 104c is operated. The CPU 105a is configured to be able to control the display content of the ball count display unit 104d. The CPU 105a is configured to be able to control the display content of the balance display unit 104e.

[0017] The CU control board 105 is connected to the pachinko gaming machine 10 via the communication terminal 105d. The CPU 105a is configured to be able to input various control signals (control information) output by the pachinko gaming machine 10. The CPU 105a is configured to be able to output various control signals (control information) to the pachinko gaming machine 10. The card unit 100 outputs a connection signal from the communication terminal 105d to the pachinko gaming machine 10. The connection signal may be a command or message generated by the CU control board 105 (CPU 105a), or may be a signal generated by an output circuit (for example, a power supply circuit) different from the CPU 105a.

[0018] The card unit 100 is equipped with an external communication terminal (not shown) for connecting to an external device. As an example, the external device is a hall computer 110 installed in the gaming facility. The external device is a management computer that can communicate with server equipment installed in a data center outside the gaming facility via a network. In this case, it is preferable that the management computer and the card unit 100 are connected so that they can communicate with each other.

[0019] The processing performed by the card unit 100 will now be described. When a management card is inserted into the card insertion unit 101, the CPU 105a reads the remaining amount and the number of balls stored in the management card and stores them in the RAM 105c. When the management card is inserted, the CPU 105a performs the following process.

[0020] When the CPU 105a receives a bill signal from the bill insertion unit 102, it adds the inserted cash amount, which can be determined from the bill signal, to the remaining balance. When the remaining balance is not 0 and the CPU 105a receives a ball lending signal from the ball lending button 104a, it subtracts a specified amount from the remaining balance and outputs grant information, which can determine the granting of the number of game balls corresponding to the specified amount, to the pachinko gaming machine 10. Note that when the remaining balance is 0, the CPU 105a does not transmit the grant information even if it receives a ball lending signal.

[0021] When the number of owned balls is 0 or more, upon input of a payout signal from the payout button 104b, the CPU 105a subtracts a specified number from the number of owned balls and outputs grant information capable of specifying the grant of the specified number of game balls to the pachinko gaming machine 10. Note that when the number of owned balls is 0, the CPU 105a does not transmit grant information even if a payout signal is input. In this way, the grant information can specify the number of balls to be granted. When the CPU 105a receives count information from the pachinko gaming machine 10, it adds the number of game balls that can be specified from the count information to the number of owned balls. As will be described in more detail below, the count information is control information transmitted from the pachinko gaming machine 10, and can specify the number of game balls to be transferred to the card unit 100 for management. Cases in which a player transfers management to the card unit 100 include when the player ends play on the pachinko game machine 10, or when the player continues play but, for example, the number of game balls managed by the pachinko game machine 10 has become too large and the player wants to transfer some of the management to the card unit 100.

[0022] CPU 105a controls ball count display unit 104d and updates the display content to display information that can identify the number of balls currently held. In other words, CPU 105a causes ball count display unit 104d to display the number of balls currently held in real time. The display content of ball count display unit 104d can be changed when the number of balls currently held is subtracted by a payout signal, or when counting information is received and the number of balls currently held is added. CPU 105a controls balance display unit 104e and updates the display content to display information that can identify the remaining balance currently held. In other words, CPU 105a causes balance display unit 104e to display the remaining balance in real time.

[0023] When the CPU 105a receives a return signal from the return button 104c, the CPU 105a stores the remaining amount and the number of balls stored in the RAM 105c in the management card and initializes the remaining amount and the number of balls stored in the RAM 105c. The CPU 105a controls the card insertion unit 101 so that the management card is ejected from the card insertion unit 101.

[0024] The pachinko gaming machine 10 will be described. As shown in Figure 1, a pachinko gaming machine 10, which is an example of a gaming machine, is configured as a sealed gaming machine (a so-called managed gaming machine) in which a specified number of gaming balls are sealed inside the machine as gaming media and the specified number of gaming balls are circulated inside the machine. The pachinko gaming machine 10 does not have a portion for storing gaming balls (upper tray and lower tray). In other words, the pachinko gaming machine 10 is designed so that players cannot touch the gaming balls.

[0025] The pachinko gaming machine 10 electromagnetically manages the number of gaming balls owned by a player (hereinafter referred to as the number of gaming balls) based on the number of gaming balls loaned to the player (hereinafter referred to as the number of loaned balls), the number of gaming balls acquired by the player (hereinafter referred to as the number of acquired balls), and the number of gaming balls fired by the player (hereinafter referred to as the number of fired balls). Note that the number of possessed balls mentioned above is the number of gaming balls managed by the card unit 100, and is data different from the number of gaming balls managed by the pachinko gaming machine 10. The number of gaming balls managed by the pachinko gaming machine 10 corresponds to the balls held by the player. In this way, the pachinko gaming machine 10 as a management gaming machine is configured to store the number of gaming balls as data and to enable play based on the data. The number of gaming balls managed by the pachinko gaming machine 10 is the number of balls managed by data.

[0026] The pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine body to the island equipment, a mounting frame 11b for mounting various gaming components, and a protective frame 11c. The mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. The protective frame 11c is supported by the mounting frame 11b so as to be openable and closable. The protective frame 11c has protective glass (not shown) that protects the gaming components mounted on the mounting frame 11b. The protective frame 11c is a so-called front frame or glass frame. The pachinko gaming machine 10 includes a locking device (not shown) that locks the frames 11b and 11c. The pachinko gaming machine 10 is configured so that the frames 11b and 11c cannot be opened from the outer frame 11a unless the locking device is unlocked using a key that fits the locking device.

[0027] The pachinko gaming machine 10 is equipped with an effect sound device 12, an example of which is a speaker. The effect sound device 12 is disposed on the front side of the mounting frame 11b. The effect sound device 12 is capable of executing an effect that outputs a predetermined sound (hereinafter referred to as an audio effect) and an announcement that outputs a predetermined sound (hereinafter referred to as an audio announcement). For example, the predetermined sound is music, sound effects, etc. The pachinko gaming machine 10 is equipped with an announcement sound device 13, an example of which is a speaker. The announcement sound device 13 is capable of executing an announcement sound. In one example of this embodiment, the effect sound device 12 and the announcement sound device 13 are each disposed in the mounting frame 11b.

[0028] The pachinko gaming machine 10 is equipped with an effect light-emitting device 14. The effect light-emitting device 14 can perform effects (hereinafter referred to as light-emitting effects) by lighting, flashing, and extinguishing a light-emitting body (not shown), such as an LED. The effect light-emitting device 14 can perform notifications (hereinafter referred to as notification light) by lighting, flashing, and extinguishing a light-emitting body (not shown). In one example of this embodiment, the effect light-emitting device 14 is disposed in the mounting frame 11b. However, the effect light-emitting device 14 may also be disposed in the game board 20, which will be described later.

[0029] The pachinko gaming machine 10 is equipped with a launch handle 15, which is an example of a launch operation means capable of being operated to launch gaming balls. The launch handle 15 is disposed on the front side of the mounting frame 11b. As will be described in detail later, the pachinko gaming machine 10 is configured to drive a launch device 50 so as to launch gaming balls with a launch strength corresponding to the operation of the launch handle 15. The launch device 50 constitutes an example of a launch means for launching gaming balls. The launch handle 15 is equipped with a handle lever 15a supported so as to be able to be rotated, a touch sensor D01, a launch stop switch D02, and a handle volume D03.

[0030] The touch sensor D01 is connected to an energized ring 15b that is arranged to surround the side of the firing handle 15. The touch sensor D01 outputs a touch signal when a player holds the firing handle 15 and the player's fingers touch the energized ring 15b. The touch signal is in an ON state when the player's fingers are touching the energized ring 15b, and is in an OFF state when the player's fingers are not touching the energized ring 15b. The touch sensor D01 is an example of a means for detecting that a player is touching the firing handle 15.

[0031] The launch stop switch D02 outputs a stop signal when the launch stop button 15c, which protrudes toward the side of the launch handle 15, is pressed. The stop signal is turned on when the launch stop button 15c is operated and turned off when it is not operated. The launch stop button 15c is an example of a stop operation means that can be operated to stop the launch of game balls. When the handle lever 15a is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation. The pachinko gaming machine 10 is equipped with a performance operation device 16 as an example of a means by which a player can operate for performance purposes. The performance operation device 16 may be a button type that can be pressed, a touch sensor type that also serves as a display device, or a lever type. The performance operation device 16 is an example of a game operation means that a player operates when playing a game. The launch device 50 is also an example of a game operation means.

[0032] The pachinko gaming machine 10 is equipped with a gaming ball count display device 17 that displays information that can identify the number of gaming balls that is managed internally as data. In one example of this embodiment, the gaming ball count display device 17 is configured with an array of multiple (e.g., six) seven-segment displays and is capable of displaying multiple (e.g., six-digit) numbers. The gaming ball count display device 17 is capable of notifying predetermined information (hereinafter referred to as notification display) by displaying predetermined characters. The gaming ball number display device 17 is an example of a number notifying means, number display means, and notification means that notify the number of gaming balls stored as data.

[0033] As shown in FIGS. 1 and 3 , the pachinko gaming machine 10 includes a counting switch 18. The counting switch 18 can be operated by a player. The player operates the counting switch 18 when ending play on the pachinko gaming machine 10, or when, while continuing play, the player wants to transfer some of the game balls managed by the pachinko gaming machine 10 to an external party, for example, because the number of game balls managed by the pachinko gaming machine 10 has become too large. The operation of the counting switch 18 can be considered an operation for managing the number of game balls held, which is equivalent to the number of game balls managed by the pachinko gaming machine 10. As will be described in detail later, when the counting switch 18 is in a predetermined counting-permitted state, counting operations using the counting switch 18 are permitted. When the counting switch 18 is pressed, it outputs a counting signal. The pachinko gaming machine 10 includes a counting lamp 18a, which is an example of a means for indicating whether the counting-permitted state is in effect. In one example of this embodiment, the effect operation device 16, the game ball number display device 17, the counting switch 18, and the counting lamp 18a are all arranged together in a position that can be operated by the player on the front side of the mounting frame 11b. The counting switch 18 is an example of an operation means that can be operated by the player and an operation means for managing the balls that the player operates when managing the balls that he or she has.

[0034] As shown in FIG. 2, the pachinko gaming machine 10 includes a gaming board 20. The gaming board 20 is mounted on a mounting frame 11b. A gaming area 20a having a substantially circular shape in a front view is defined on the front surface of the gaming board 20. A display window 20b is formed in the approximate center of the gaming area 20a. A launch passage 20c is formed on the left side of the gaming area 20a, which guides gaming balls launched by the launching device 50 into the gaming area 20a. The gaming area 20a and the launch passage 20c are covered by protective glass (not shown) of a protective frame 11c. The pachinko gaming machine 10 of this embodiment is a gaming machine in which a game is played by launching gaming balls into the gaming area 20a defined on the gaming board 20.

[0035] The gaming board 20 is equipped with a main display device 21, which constitutes an example of a means for displaying various types of information. As will be described in detail later, the main display device 21 is a display device controlled by the main control board 60. The main display device 21 includes at least a first special symbol display device 21a, a second special symbol display device 21b, a first hold display device 21c, a second hold display device 21d, a normal symbol display device 21e, and a normal hold display device 21f. In one example of this embodiment, the multiple display devices that make up the main display device 21 are arranged together in a location that is visible to the player, but this is not limited to this, and some or all of them may be arranged in different locations.

[0036] The first special symbol display device 21a can execute a first special symbol variation game (hereinafter referred to as the first special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The second special symbol display device 21b can execute a second special symbol variation game (hereinafter referred to as the second special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The special symbols are symbols used to notify the results of an internal lottery (a lottery for special symbol wins). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game." The special symbols include at least a jackpot symbol as a jackpot display result and a loss symbol as a loss display result. In the pachinko gaming machine 10, when a jackpot is won in the special symbol winning lottery, a jackpot symbol is statically displayed in the special game, and a jackpot game is awarded after the special game for that jackpot is completed. The jackpot game will be described later.

[0037] The first reservation display device 21c displays information that can identify the number of first special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first reservation number). The second reservation display device 21d displays information that can identify the number of second special games whose execution has been suspended because the reservation conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second reservation number).

[0038] The normal symbol display device 21e can execute a normal game in which predetermined symbols are variably displayed and finally normal symbols are statically displayed. The normal symbols are symbols for announcing the result of an internal lottery (a normal symbol winning lottery). The normal symbols include at least a normal winning symbol and a normal losing symbol. In this embodiment, when a normal symbol winning lottery is won, a normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends. The normal hold display device 21f displays information that can identify the number of normal games whose execution has been suspended because the hold condition has been met but the start condition has not yet been met. The main display device 21 may include a right-hit display device that displays information instructing a right hit, and a round display device that notifies the upper limit number of rounds.

[0039] The pachinko gaming machine 10 is equipped with an effect display device 19 having an image display area capable of displaying an image. The effect display device 19 is attached to the game board 20 so that the image display area 19a can be viewed through the display window 20b. For example, the effect display device 19 is a liquid crystal device. The effect display device 19 can execute an effect (hereinafter referred to as a display effect) that displays a predetermined image. For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when these characters, etc. are simply referred to as "displaying," it means that these characters, etc. are displayed as an image. The effect display device 19 can execute a notification display in a manner that displays a predetermined image.

[0040] The performance sound device 12, the performance light-emitting device 14, and the performance display device 19 are all performance devices capable of executing predetermined performances, and constitute a performance device group ES consisting of multiple performance devices. As described above, the performance sound device 12, the performance light-emitting device 14, and the performance display device 19 are all capable of executing predetermined notifications, so the performance device group ES can also be understood as a notification device group. The performance devices (notification devices) included in the performance device group ES are not limited to the performance sound device 12, the performance light-emitting device 14, and the performance display device 19, and may be configured to omit some of these performance devices. In addition to these performance devices, or in place of one or more arbitrarily selectable devices, the performance device group ES may be equipped with a performance movable device that executes a moving performance, or a performance vibration device that executes a vibration performance.

[0041] For example, the display effects in the effect display device 19 include an effect pattern variable game (hereinafter referred to as an effect game) that uses multiple rows of effect patterns (decorative patterns). In an effect game, multiple rows of effect patterns are displayed in a variable manner, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is displayed stationary. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are used to diversify the display effects. For example, the effect game of this embodiment is performed by displaying (scrolling) the effect patterns of the left, middle, and right pattern rows in a variable manner in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach.

[0042] The effect game starts and ends together with the special game. In the effect game, a symbol combination corresponding to the special symbol displayed in the special game is displayed in a stopped state. When a jackpot symbol is displayed in a special game, the effect game displays the jackpot symbol combination in a stopped state. When a losing symbol is displayed in a special game, the effect game displays the losing symbol combination in a stopped state. In the following explanation, the special game and the effect game executed together with the special game are collectively referred to as the "variable game."

[0043] The game area 20a is formed with a plurality of winning holes (ball winning holes) through which game balls can enter. The winning holes include at least a first starting hole 23, a second starting hole 24, a big winning hole 25, and a normal winning hole 27. The first starting hole 23 is a winning hole through which game balls can enter when the conditions for awarding prize balls and the conditions for holding the first special game are met. The first starting hole 23 is located below the effect display device 19, and is always open so that game balls can enter. The game board 20 is equipped with a first starting sensor D11 that detects game balls that have entered the first starting hole 23 (see Figure 9).

[0044] The second starting opening 24 is a winning opening through which game balls are allowed to enter when the conditions for awarding prize balls and the conditions for holding the second special game are met. The second starting opening 24 is located to the right of the first starting opening 23. The second starting opening 24 is equipped with a normal opening / closing piece 24a, e.g., a door-like piece, and is closed to prevent or make it difficult for game balls to enter when a normal winning game is not awarded. The second starting opening 24 is opened to allow game balls to enter or make it easy for game balls to enter when a normal winning game is awarded. The game board 20 is equipped with a normal solenoid SL1 as a means for opening the second starting opening 24 (see FIG. 9). The game board 20 also has a second starting sensor D12 that detects game balls that have entered the second starting opening 24 (see FIG. 9). The normal opening / closing piece 24a is a so-called "normal electric device."

[0045] The large prize opening 25 is an opening into which game balls enter when the conditions for awarding a prize ball are met. The large prize opening 25 is located at the lower right of the effect display device 19. The large prize opening 25 is equipped with a special opening / closing piece 25a, for example, in the form of a door, and is closed so that game balls cannot enter or are difficult to enter when a jackpot game has not been awarded. When a jackpot game has been awarded, the large prize opening 25 is opened so that game balls can enter or are easy to enter. The game board 20 is equipped with a special solenoid SL2 as means for opening the large prize opening 25 (see FIG. 9). The game board 20 also has a count sensor D13 that detects game balls that have entered the large prize opening 25 (see FIG. 9).

[0046] The normal winning opening 27 is a winning opening into which a gaming ball enters when the conditions for awarding a prize ball are met. The normal winning openings 27 are located at the lower left of the effect display device 19 and at the lower right of the effect display device 19. The normal winning openings 27 are always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor D14 that detects gaming balls that enter the normal winning opening 27 (see Figure 9).

[0047] A gate 28 is disposed in the gaming area 20a. The gate 28 is located in the right area of ​​the gaming area 20a, above the second start opening 24 and the special prize opening 25. The gate 28 has a gate opening 28a that is always open so that gaming balls can enter. A gate sensor D15 that detects gaming balls that enter and pass through is disposed in the gate opening 28a (see FIG. 9). The gate 28 is an entrance opening through which gaming balls enter when the starting conditions for the normal game are met. Even if a gaming ball enters the gate 28, the conditions for awarding prize balls are not met. At the bottom of the gaming area 20a, an outlet 29 is formed for discharging gaming balls that do not enter the first start opening 23, the second start opening 24, the special prize opening 25, or the normal prize opening 27 from the gaming area 20a. The outlet 29 can also be understood as an outlet or return port from the play area 20a.

[0048] Furthermore, the mounting frame 11b is equipped with a radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 8). The radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. The game board 20 may be equipped with a radio wave sensor in addition to the radio wave sensor D16 in the mounting frame 11b, so that abnormal radio waves can be detected on the game board 20. Note that the pachinko gaming machine 10 may be equipped with a magnetic sensor in one or both of the mounting frame 11b and the game board 20, so that it can detect the approach of a magnet.

[0049] The mounting frame 11b is equipped with a first door opening switch D17 that detects that the protective frame 11c is open relative to the mounting frame 11b (see FIG. 8). The first door opening switch D17 outputs a first door opening signal when it detects that the protective frame 11c is open. The mounting frame 11b is equipped with a second door opening switch D18 that detects that the mounting frame 11b is open relative to the outer frame 11a (see FIG. 8). The second door opening switch D18 outputs a second door opening signal when it detects that the mounting frame 11b is open.

[0050] The player operates the launch handle 15 to adjust the launch strength of the gaming ball and hit it into either the left area to the left of the display window 20b or the right area to the right of the display window 20b. For example, if the gaming ball is launched with a stronger launch strength (hereinafter referred to as a right hit), the gaming ball is more likely to flow down into the right area and may land in the second starting hole 24, the big prize hole 25, the regular prize hole 27, or the gate 28. Since a right hit requires the gaming ball to be launched with force to reach the right area, the launch strength is adjusted to maximum strength or slightly weaker than maximum strength. On the other hand, if the gaming ball is launched with a weaker launch strength (hereinafter referred to as a left hit), the gaming ball is more likely to flow down into the left area and may land in the first starting hole 23 or the regular prize hole 27. When hitting from the left, the game ball does not need to be launched as forcefully as when hitting from the right, so the strength is adjusted so that the launched game ball does not reach the right area. In this embodiment, when hitting from the right, a flow path for the game ball is formed by game components such as game nails so that the game ball cannot enter the first starting hole 23. The game components may be arranged to restrict the ball from entering the first starting hole 23 when hitting from the right, or may be arranged to make it more difficult for the ball to enter the first starting hole 23 than when hitting from the left.

[0051] In this embodiment, the left area is the area located to the left of the center line CL, which bisects the play area 20a horizontally when the play board 20 is viewed from the front. In this embodiment, the right area is the area located to the right of the center line CL when the play board 20 is viewed from the front. A game ball launched by operating the launch handle 15 is guided to the launch passage 20c on the left side of the play area 20a and reaches the play area 20a. Therefore, the left area is also the area closer to the launch passage 20c, and the right area is also the area farther from the launch passage 20c. A game ball guided down the left area passes to the left of the effect display device 19 located in the center of the play area 20a when viewed from the front, and heads toward the outlet 29 located at the bottom of the play area 20a. On the other hand, a game ball guided down the right area passes to the right of the effect display device 19 located in the center of the play area 20a when viewed from the front, and heads toward the outlet 29.

[0052] As shown in FIG. 4, the pachinko gaming machine 10 has a recovery passage 30 that recovers game balls that are shot into the game area 20a, used in play, and then ejected from the game board 20, and a lifting mechanism 36 equipped with a maintenance device 35. The pachinko gaming machine 10 also has a supplying device 40 that supplies game balls that have undergone maintenance so that they are dispensed one by one, and a launching device 50 that launches the game balls supplied from the supplying device 40. The lifting mechanism 36 transfers the game balls recovered through the recovery passage 30 to the supplying device 40, which is located downstream and above the lifting mechanism 36. The maintenance device 35 constitutes a part of the lifting mechanism 36. The supplying device 40 constitutes an example of a supplying means that supplies game balls to the launching device 50. In this embodiment, the launching device 50 and the supplying device 40 constitute a launching mechanism that launches game balls. The pachinko gaming machine 10 has the above-mentioned shot passage 20c and a foul passage 20f for collecting foul balls (returned balls). A foul ball is a game ball that has been shot by the launching device 50 but has not reached the play area 20a. In one example of this embodiment, the supplying device 40, the launching device 50, and the lifting mechanism 36 are disposed below the play area 20a. However, the supplying device 40 and the launching device 50 may be disposed in the upper left portion of the play area 20a.

[0053] The recovery passage 30 has a winning passage 31 that merges and recovers game balls that have won the first start opening 23, the second start opening 24, the big prize opening 25, and the normal prize opening 27, and a non-winning passage 32 that recovers game balls that have passed through the outlet 29. The recovery passage 30 has a first junction 33a where the winning passage 31 and the non-winning passage 32 merge. The recovery passage 30 has a second junction 33b where the winning passage 31, the non-winning passage 32, and the foul passage 20f merge. The recovery passage 30 has a supply passage 34 that connects the second junction 33b and a lifting mechanism 36 that has a maintenance device 35. Game balls that reach the game area 20a flow down the game area 20a. When a gaming ball enters any of the first start opening 23, the second start opening 24, the big prize opening 25, the normal prize opening 27, and the out opening 29, it flows through the prize passage 31 or the non-prize passage 32, merges at the first junction 33a, and then passes through the supply passage 34 to reach the maintenance device 35. The outlet area of ​​the supply passage 34 is large enough to allow one gaming ball to pass through. Therefore, the gaming balls are aligned in a line by passing through the supply passage 34.

[0054] The maintenance device 35 is a device that performs polishing as an example of predetermined maintenance. The maintenance device 35 includes a polishing belt (not shown) that is arranged so as to come into contact with gaming balls. When gaming balls pass through the maintenance device 35, they come into contact with the polishing belt and are polished. In one example of this embodiment, the maintenance device 35 is configured as a unit that integrates the polishing belt and a mechanism for driving the polishing belt. The maintenance device 35 is attached to the mounting frame 11b so that it can be replaced as a unit when the time for replacement arrives, such as when the polishing belt has been used up. As one example, the maintenance device 35 is arranged in a position that is accessible from the back side of the mounting frame 11b when the mounting frame 11b is opened. The gaming balls that have undergone maintenance by the maintenance device 35 are supplied to the supply device 40 while still lined up in a row.

[0055] The pachinko gaming machine 10 is equipped with a ball passage clogging monitoring sensor D27 that detects game balls passing through the supply passage 34. The ball passage clogging monitoring sensor D27 outputs a ball clogging detection signal when it detects game balls passing through the supply passage 34. The ball clogging detection signal is in an ON state when game balls passing through the ball passage are detected, and is in an OFF state when no game balls are detected.

[0056] The supply device 40 and the launching device 50 are adjacent to each other and lined up in a predetermined direction (for example, the front-to-back direction). Details of the supply device 40 and the launching device 50 will be described later. Game balls supplied one by one from the supply device 40 flow into the launching device 50. The launch passage 20c connects the launching device 50 and the playing area 20a. The launch passage 20c is formed on the front side of the game board 20, extending in the vertical direction along the left edge of the playing area 20a. Game balls launched by the launching device 50 pass through the launch passage 20c and are guided to the playing area 20a.

[0057] The foul passage 20f is a passage connecting a part of the launch passage 20c with any part of the recovery passage 30. The game balls that flow from the launch passage 20c into the foul passage 20f are returned to the recovery passage 30 and are supplied again to the supply device 40 through the supply passage 34. The game balls launched by the launch device 50 flow into the launch passage 20c and are guided therethrough until they reach the play area 20a. Here, the balls may lose speed due to insufficient launch strength by the launch device 50, and may flow backward (fall) down the launch passage 20c without reaching the play area 20a.

[0058] The pachinko gaming machine 10 is equipped with a foul sensor D21 that detects a gaming ball (foul ball) passing through the foul passage 20f. The foul sensor D21 is provided upstream of the second junction 33b of the recovery passage 30 and adjacent to the foul passage 20f. When the foul sensor D21 detects a gaming ball passing through the foul passage 20f, it outputs a foul signal. The foul signal is in an ON state when a gaming ball passing through the foul passage 20f is detected, and is in an OFF state when a gaming ball is not detected.

[0059] The pachinko gaming machine 10 is equipped with a winning passage count sensor D25 that detects gaming balls passing through the winning passage 31. The winning passage count sensor D25 is provided upstream of the first junction 33a of the recovery passage 30 and adjacent to the winning passage 31. The winning passage count sensor D25 outputs a winning passage signal when it detects a gaming ball passing through the winning passage 31. The winning passage signal is turned on when a gaming ball passing through the winning passage 31 is detected, and is turned off when no gaming ball is detected.

[0060] The pachinko gaming machine 10 is equipped with a non-winning path count sensor D26 that detects gaming balls passing through the non-winning path 32. The non-winning path count sensor D26 is provided upstream of the first junction 33a of the recovery path 30 and adjacent to the non-winning path 32. The non-winning path count sensor D26 outputs a non-winning path signal when it detects a gaming ball passing through the non-winning path 32. The non-winning path signal is in an ON state when a gaming ball passing through the non-winning path 32 is detected, and is in an OFF state when no gaming ball is detected.

[0061] The pachinko gaming machine 10 is equipped with an out sensor D30 that detects a gaming ball passing through the first junction 33a of the collection passage 30. The out sensor D30 is provided adjacent to the collection passage 30, between the first junction 33a and the second junction 33b of the collection passage 30. The out sensor D30 outputs an out signal when it detects a gaming ball passing through the collection passage 30. The out signal is in an on state when a gaming ball passing through the collection passage 30 is detected, and is in an off state when no gaming ball is detected. A gaming ball detected by the out sensor D30 is a gaming ball that has passed through either the winning passage 31 or the non-winning passage 32. Hereinafter, a gaming ball detected by the out sensor D30 may also be referred to as an out ball.

[0062] The pachinko gaming machine 10 is equipped with a lift inlet sensor D28 that detects game balls that have passed through the supply passage 34 and reached the lift mechanism 36, and a lift outlet sensor D29 that detects game balls that are transported through the lift mechanism 36. The lift inlet sensor D28 is provided adjacent to a passage leading to an inlet in the lift mechanism 36 that receives game balls before maintenance by the maintenance device 35. The lift outlet sensor D29 is provided adjacent to a passage leading to an outlet in the lift mechanism 36 that discharges game balls after maintenance by the maintenance device 35. The lift inlet sensor D28 outputs a lift inlet signal when it detects a game ball. The lift inlet signal is turned on when a game ball is detected and turned off when a game ball is not detected. The lift outlet sensor D29 outputs a lift outlet signal when it detects a game ball. The lift outlet signal is turned on when a game ball is detected and turned off when a game ball is not detected.

[0063] The pachinko gaming machine 10 includes an outlet (not shown) for discharging gaming balls from the supply passage 34 to the outside of the machine, an opening / closing piece (not shown) for opening and closing the outlet, and an opening / closing lever (not shown) that is operated to open and close the opening / closing piece. In this embodiment, the opening / closing lever is operated to displace the opening / closing piece, thereby opening the outlet and discharging gaming balls to the outside of the machine through the open opening. When the opening / closing lever is not operated, the outlet is closed by the opening / closing piece.

[0064] The supply device 40 will now be described. 5 and 6, the supply device 40 has a receiving section 41 that receives game balls after maintenance by the maintenance device 35 via the lifting mechanism 36, a movable piece 42 that operates to dispense the game balls received by the receiving section 41 one by one, a supply solenoid 43 that drives the movable piece 42, and a supply section 44 that guides the dispensed game balls to the launch device 50. The supply device 40 has a supply inlet sensor D22 and a supply outlet sensor D23.

[0065] The receiving section 41 is formed with a receiving passage 41a through which the game balls flowing out from the maintenance device 35 can proceed in a line. The supply section 44 is formed with a supply passage 44a through which game balls cut out from the line of game balls K by the movable piece 42 proceed to the launching device 50. The movable piece 42 is disposed at the boundary between the receiving passage 41a and the supply passage 44a.

[0066] The movable piece 42 has a holding portion 42a capable of holding (accommodating) one game ball K, and a rotating shaft 42b. The movable piece 42 is an example of a locking portion capable of locking a game ball. The movable piece 42 is supported so as to be displaceable about the rotating shaft 42b between a stop position 42P1 and a supply position 42P2 rotated downward from the stop position 42P1. The stop position 42P1 is a position that allows the game ball K to flow from the receiving passage 41a to the holding portion 42a and restricts the flow of the game ball K from the holding portion 42a to the supply passage 44a. The supply position 42P2 is a position that restricts the flow of the game ball K from the receiving passage 41a to the holding portion 42a and allows the flow of the game ball K from the holding portion 42a to the supply passage 44a.

[0067] When the movable piece 42 is displaced from the stop position 42P1 to the supply position 42P2, the game balls K in the receiving passage 41a are blocked by the movable piece 42, while the game balls K held in the holding portion 42a are released into the supply passage 44a. When the movable piece 42 is displaced from the supply position 42P2 to the stop position 42P1, the game balls K in the receiving passage 41a flow into the holding portion 42a, while the game balls K do not flow out from the holding portion 42a to the supply passage 44a. The supply solenoid 43 is turned on when energized, and the movable piece 42 is displaced to the stop position 42P1. With the supply solenoid 43 in the on state, the movable piece 42 is held at the stop position 42P1. On the other hand, when energization is stopped, the supply solenoid 43 is turned off, and gravity displaces the movable piece 42 to the supply position 42P2. The movable piece 42 is held at the supply position 42P2 by the supply solenoid 43 being in the off state. The supply solenoid 43 is an example of a supply actuator that releases the engagement by the movable piece 42 and drives the gaming balls to be supplied to the launching device 50.

[0068] The supply inlet sensor D22 is provided adjacent to the receiving passage 41a, and outputs a supply inlet signal when it detects a game ball K passing through the receiving passage 41a. The supply inlet signal is turned on when a game ball K passing through the receiving passage 41a is detected, and is turned off when no game ball K is detected. The supply outlet sensor D23 is provided adjacent to the supply passage 44a, and outputs a supply outlet signal when it detects a game ball K passing through the supply passage 44a. The supply outlet signal is turned on when a game ball K passing through the supply passage 44a is detected, and is turned off when no game ball K is detected.

[0069] The launcher 50 will now be described. 7, the launching device 50 is disposed below the game board 20 in a front view. The launching device 50 has a launching section 51 that receives game balls K supplied from the supplying device 40, a launching hammer 52 that launches the game balls K in the launching section 51, and a launch solenoid 53 that drives the launching hammer 52 to strike the game balls. The launching device 50 has a receiving section 55 that receives foul balls (game balls K) that flow back (fall) from the launching passage 20c, and a foul passage section 56 that forms the foul passage 20f.

[0070] The launching section 51 is formed with a launching position 51a that holds the game ball K. The game ball K flows down the supply passage 44a and is held at the launching position 51a. The launching hammer 52 has a rotation shaft 52a at the base end and a ball-hitting section 52b at the tip end. The launching hammer 52 is supported so as to be displaceable about the rotation shaft 52a between a ball-hitting position 52P1 where the game ball K is hit by the ball-hitting section 52b and a retracted position 52P2 rotated downward from the ball-hitting position 52P1. The launching hammer 52 is an example of a hitting section that hits the game ball.

[0071] When energized, the launch solenoid 53 is turned on, displacing the launch hammer 52 to the ball striking position 52P1. As indicated by arrow Y1, when the launch hammer 52 is displaced to the ball striking position 52P1, the striking portion 52b strikes the game ball K at the launch position, launching the game ball K toward the launch passage 20c. The game ball K, launched with sufficient strength, passes through the launch passage 20c and reaches the game area 20a. When energization to the launch solenoid 53 is released, gravity displaces the launch hammer 52 to the retracted position 52P2. The launch hammer 52 is held in the retracted position 52P2 because the launch solenoid 53 is in the off state. The launch solenoid 53 is an example of a launch actuator that drives the launch hammer 52 to strike the game ball. The launch actuator may be a motor.

[0072] The receiving portion 55 forms a receiving space 55a that opens below the shot passage 20c. The lower end of the receiving portion 55 is connected to the passage member that forms the foul passage 20f. In other words, the lower end of the receiving space 55a is connected to the foul passage 20f. As indicated by arrows Y2 and Y3, foul balls flow from the shot passage 20c into the receiving space 55a, pass through the foul passage 20f, and are returned to the supply device 40. As described above, the foul sensor D21 is provided adjacent to the foul passage 20f.

[0073] The pachinko gaming machine 10 of this embodiment is a sealed-type gaming machine that circulates gaming balls. As shown in FIG. 4, this pachinko gaming machine 10 has a passageway that transports gaming balls (including foul balls) shot onto the gaming board 20 back to the launching device 50. Specifically, the aforementioned transport passageway includes a recovery passageway 30 consisting of a winning passageway 31, a non-winning passageway 32, and a supply passageway 34, a passageway for a lifting mechanism 36 that receives gaming balls transported through the supply passageway 34, a passageway connecting the lifting mechanism 36 and the supplying device 40, and a passageway connecting the supplying device 40 and the launching device 50. The aforementioned transport passageway also includes a foul passageway 20f that connects to the recovery passageway 30 at a second junction 33b. The aforementioned transport passageway is provided with a plurality of sensors serving as detection means for detecting gaming balls transported through the passageway. Specifically, the aforementioned sensors include a foul sensor D21, a supply inlet sensor D22, a supply outlet sensor D23, a winning passage count sensor D25, a non-winning passage count sensor D26, a ball passage ball clogging monitoring sensor D27, a lifting inlet sensor D28, a lifting outlet sensor D29, and an out sensor D30.

[0074] Next, the jackpot game will be explained. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 25 is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the jackpot, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 25 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.

[0075] The pachinko gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability fluctuation function is a function for fluctuating the probability of winning a jackpot in a jackpot lottery (hereinafter referred to as the jackpot probability). In other words, the pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variable function does not operate, and a high probability state in which the probability variable function operates. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an extremely advantageous state for the player. The high probability state is what is known as a "probability fluctuation state (probability variable state)."

[0076] The pachinko gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 24 by assisting winning into the second starting hole 24. In other words, the pachinko gaming machine 10 has two states in which the ball entry rate into the second starting hole 24 can vary: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 24 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 24 increases, making it easier for a gaming ball to enter the second starting hole 24, resulting in an advantageous state for the player (easy ball entry state). The high ball entry rate state is what is known as an "electric support state," and the low ball entry rate state is what is known as a "non-electric support state."

[0077] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which varies the probability of winning the normal win lottery (normal win probability) to a higher probability than the low ball entry rate state. The third control is opening time extension control, which extends the total opening time of the second start port 24 in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 24 is opened in one normal win game compared to the low ball entry rate state, and control that extends the opening time of the second start port 24 in one normal win game compared to the low ball entry rate state. The high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to when the ball is in a low winning rate state. When the special symbol fluctuation time shortening control is performed, a high winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and a low winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0078] In the pachinko gaming machine 10, game states are created by combining whether or not the probability variation function is activated and whether or not the ball-entering assist function is activated. In the following explanation, a game state that is a low-probability state and a low ball-entering rate state will be referred to as a "low-probability, low ball-entering rate state," and a game state that is a high-probability state and a low ball-entering rate state will be referred to as a "high-probability, low ball-entering rate state." Also, a game state that is a low-probability state and a high ball-entering rate state will be referred to as a "low-probability, high ball-entering rate state," and a game state that is a high-probability state and a high ball-entering rate state will be referred to as a "high-probability, high ball-entering rate state."

[0079] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 8, the pachinko gaming machine 10 has a main control board 60 and a performance control board (sub-control board) 70 on the back side of the machine. The main control board 60 is an example of a main control unit. The main control board 60 and the performance control board 70 are connected so that control information (such as control commands) can be output in one direction from the main control board 60 to the performance control board 70. The main control board 60 executes predetermined processing and outputs the control information to the performance control board 70. The performance control board 70 executes predetermined processing based on the control information input from the main control board 60.

[0080] The pachinko gaming machine 10 is equipped with a frame control board 80 and a launch control board 90 on the back side of the machine. The frame control board 80 and the launch control board 90 constitute an example of control means that performs predetermined control. The frame control board 80 is an example of a supply control unit and a frame control unit that at least controls the supply device 40, and the launch control board 90 is an example of a launch control unit that controls the launch device 50. The main control board 60 and the frame control board 80 are connected to be able to output control information (e.g., electronic messages) in both directions. The frame control board 80 and the launch control board 90 are connected to be able to output control information in both directions. The frame control board 80 of the pachinko gaming machine 10 and the CU control board 105 of the card unit 100 are connected via a connection terminal board 98 provided in the pachinko gaming machine 10 to be able to output control information (e.g., electronic messages) in both directions.

[0081] The pachinko gaming machine 10 is equipped with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from an external source, converts the input voltage into a predetermined voltage, and supplies it to the performance control board 70 and the frame control board 80. The power supplied to the frame control board 80 is further supplied to the main control board 60 and the launch control board 90. The power supply unit 99 supplies power to the supply solenoid 43, the launch solenoid 53, various sensors, and switches. The power supply unit 99 is equipped with a main switch 99a. The pachinko gaming machine 10 is configured so that it can be powered on by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.

[0082] The main control board 60 will now be described. As shown in FIG. 9, the main control board 60 includes a CPU 61, a ROM 62, a RAM 63, and a random number generation circuit 64. The CPU 61 executes a main control program to perform processing related to the progress of a game. The ROM 62 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The ROM 62 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can identify the fluctuation content (effect content) of an effect game performed during execution of a special game. The fluctuation patterns include a jackpot fluctuation pattern and a loss fluctuation pattern. An effect game based on a jackpot fluctuation pattern has fluctuation content that goes through a reach effect and finally stops and displays a jackpot symbol combination. An effect game based on a loss fluctuation pattern has fluctuation content that goes through a reach effect and finally stops and displays a loss symbol combination, with or without a reach effect.

[0083] The RAM 63 stores various information that is rewritten depending on the processing results of the CPU 61. For example, information stored in the RAM 63 includes flags, counters, and timers. The RAM 63 is an example of a storage means capable of storing information. The random number generation circuit 64 generates hardware random numbers. The main control board 60 may be configured to be able to generate software random numbers through random number generation processing by the CPU 61.

[0084] The main control board 60 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 61 can input detection signals output by each of the sensors D11 to D15 upon detecting a gaming ball. The main control board 60 is connected to each of the display devices 21a to 21f. The CPU 61 can control the display content of each of the display devices 21a to 21f. The main control board 60 is connected to each of the solenoids SL1 and SL2. The CPU 61 can control the opening state of the second start opening 24 and the special winning opening 25 by controlling the operation of each of the solenoids SL1 and SL2.

[0085] The performance control board 70 will now be described. The effect control board 70 includes a CPU 71, a ROM 72, and a RAM 73. The CPU 71 executes a sub-control program to perform processing related to the effect. The ROM 72 stores the sub-control program and judgment values ​​used in a predetermined lottery. The ROM 72 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The RAM 73 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RAM 73 includes flags, counters, and timers. The effect control board 70 is configured to be able to generate software random numbers through random number generation processing by the CPU 71. The effect control board 70 may also include a random number generation circuit to be able to generate hardware random numbers.

[0086] The performance control board 70 is connected to the performance display device 19. The CPU 71 is capable of controlling the display content in the image display area 19a of the performance display device 19. The performance control board 70 is connected to the performance sound device 12. The CPU 71 is capable of controlling the output content of the performance sound device 12. The performance control board 70 is connected to the performance light emitting device 14. The CPU 71 is capable of controlling the light emitting mode of the performance light emitting device 14.

[0087] The frame control board 80 will now be described. As shown in Figure 8, the frame control board 80 includes a CPU 81, a ROM 82, a RAM 83, a performance display monitor 84, a ball removal switch 85, an error reset switch 86, a game ball clear switch 87, a RAM clear switch 88, a backup power supply 89, a backup circuit 89a, and a launch permission circuit 89b. The CPU 81 executes a frame control program to perform processing related to the operation of the components mounted on the mounting frame 11b. The ROM 82 stores the frame control program and the like. The RAM 83 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the RAM 83 includes flags, counters, and timers.

[0088] The performance display monitor 84 displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of winning balls during normal play. Normal play is play when the game is in a low probability, low ball entry rate state and no jackpot game is being played. Winning balls are game balls that have been launched from the launching device 50 and have reached the play area 20a. The base value is calculated assuming that no jackpot game is being played, using the formula "total number of winning balls during normal play ÷ total number of winning balls during normal play × 100." The performance display monitor 84 is an example of a base display means capable of displaying information related to the base of a game ball.

[0089] The ball removal switch 85 is a switch that is operated to bring about a ball removal state in which game balls sealed inside the pachinko gaming machine 10 can be ejected outside the machine. The ball removal switch 85 outputs a ball removal signal when pressed. The ball removal signal is turned on when the ball removal switch 85 is pressed, and is turned off when the ball removal switch 85 is not pressed. The ball removal signal is output to the CPU 81. In this embodiment, the ball removal state can be brought about for a predetermined time after power is turned on. In other words, operation of the ball removal switch 85 is valid for a predetermined time after power is turned on, and operation outside the predetermined time after power is turned on is invalid.

[0090] The error reset switch 86 is a switch that is operated when a specific error occurs and the cause of the error is eliminated to reset the error state. When the error reset switch 86 is pressed, it outputs an error reset signal. The error reset signal is turned on when the error reset switch 86 is pressed, and is turned off when the switch is not pressed. The error reset signal is output to the CPU 81.

[0091] The game ball clear switch 87 is a switch that is operated when initializing the number of game balls (hereinafter referred to as game ball number information) stored as data in the RAM 83 to 0. The game ball clear switch 87 outputs a game ball clear signal when pressed. The game ball clear signal is turned on when the game ball clear switch 87 is pressed, and is turned off when the game ball clear switch 87 is not pressed. The game ball clear signal is output to the CPU 81. When the game ball clear switch 87 is operated, a state in which the game ball number information is initialized to 0 is created. Note that, in this embodiment, the state in which the game ball number information is initialized to 0 can be created when the power is turned on. In other words, operation of the game ball clear switch 87 is valid when the power is turned on, and operation at any time other than when the power is turned on is invalid.

[0092] The RAM clear switch 88 is a switch that is operated to initialize the main information stored in the RAM 63 and the information stored in the RAM 83 (hereinafter referred to as RAM clear). When pressed, the RAM clear switch 88 outputs a RAM clear signal. The RAM clear signal is turned on when the RAM clear switch 88 is pressed, and is turned off when the switch is not pressed. The RAM clear signal is output to the CPU 81 and also to the main control board 60 (CPU 61).

[0093] The backup power supply 89 supplies backup power to the RAM 83 as well as the main control board 60 (RAM 63) even when the external power supply is cut off. By receiving backup power from the backup power supply 89, the RAMs 63, 83 can retain the stored contents of the RAMs 63, 83 at the time of power cut even after the power cut. In other words, the pachinko gaming machine 10 of this embodiment is equipped with a backup function. However, one or both of the RAMs 63, 83 may be non-volatile memories that can retain stored contents even when the power supply is stopped, thereby making it possible to retain stored information even after the power supply is cut off.

[0094] As an example, the backup power supply 89 may be a power storage device that stores power when an external power supply is being received. Even when the external power supply is cut off, the backup power supply 89 supplies backup power to the launch control board 90 (launch control circuit 91) and the launch solenoid 53 at least until a predetermined time (hereinafter referred to as the supply time) required for the launch control board 90 and the launch solenoid 53 to complete their predetermined operations has elapsed. Note that the supply time is related to the power capacity stored to supply to the launch control board 90 and the launch solenoid 53, and may be the time required to release the power, or may be a time determined by a predetermined circuit.

[0095] The information that can be stored in the RAM 63 and that can be backed up includes main information. The main information is information about the progress of the game. For example, the main information includes information about the jackpot status (including the number of rounds of play), information about the game status, information about the number of reserved games, information about normal symbols and special symbols, and information about the error status.

[0096] Information that can be stored in RAM 83 and that is subject to backup includes game ball count information, game information, and performance information. Game ball count information is information that can identify the number of game balls. Game information is information that is notified from the main control board 60 according to the progress of the game. As an example, game information includes information that can identify the occurrence of a start gate win, the occurrence of a normal win, the occurrence of a large win gate win in a jackpot game, passing through a gate, the confirmation of a special pattern (the end of a variable game), the occurrence of a jackpot, and the current game status. Performance information is information related to the base value and the calculation of that base value. Information related to the calculation of the base value includes the total number of prize balls won during normal game play and the total number of valid balls during normal game play.

[0097] The backup circuit 89a outputs a power interruption detection signal to the CPU 81 when the power supply voltage supplied from the power supply unit 99 drops below a specified voltage, and also outputs a signal to the CPU 61 of the main control board 60. The launch permission circuit 89b is a circuit for outputting a signal (hereinafter referred to as a launch permission signal) to the launch control board 90 that can identify that the launch control board 90 is in a launch permission state that allows the launch of game balls. The output conditions for the launch permission signal will be described later.

[0098] The frame control board 80 is connected to the counting switch 18. The CPU 81 is configured to be able to input the counting signal output by the counting switch 18. The frame control board 80 is connected to the radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, the foul sensor D21, the supply inlet sensor D22, the supply outlet sensor D23, the winning passage count sensor D25, the non-winning passage count sensor D26, and the ball passage ball jam monitoring sensor D27. The frame control board 80 is also connected to the lift inlet sensor D28, the lift outlet sensor D29, and the out sensor D30. The CPU 81 is configured to be able to input the radio wave signals, the first door opening signal, the second door opening signal, the foul signal, the supply inlet signal, the supply outlet signal, the winning passage signal, the non-winning passage signal, the ball jam detection signal, the lift inlet signal, the lift outlet signal, and the out signal output by these sensors and switches. Of these signals, the frame control board 80 outputs a first door open signal and a second door open signal to the main control board 60.

[0099] The frame control board 80 is connected to the notification sound device 13. The CPU 81 can control the output contents of the notification sound device 13. The frame control board 80 is connected to the game ball number display device 17. The CPU 81 is configured to be able to control the display contents of the game ball number display device 17.

[0100] The frame control board 80 is connected to the maintenance device 35. The CPU 81 is configured to be able to control the maintenance operation of the maintenance device 35. The frame control board 80 is connected to the lifting mechanism 36. The CPU 81 is configured to be able to control the lifting operation of the lifting mechanism 36. The frame control board 80 is connected to the supply solenoid 43. The CPU 81 can displace the movable piece 42 by controlling the supply of electricity to the supply solenoid 43. In other words, the CPU 81 is configured to be able to control the supply operation of game balls by the supply device 40.

[0101] As described above, the frame control board 80 is connected to the card unit 100. The CPU 81 is configured to be able to receive various telegrams transmitted by the CU control board 105. The connection signal output by the card unit 100 is input from the connection terminal board 98 to the launch permission circuit 89b without passing through the CPU 81. As will be described in more detail later, the launch permission circuit 89b also receives as input a launch stop signal output by the main control board 60 and an error signal output by the CPU 81.

[0102] The launch control board 90 includes a launch control circuit 91 for controlling the operation of the launch device 50. The launch control circuit 91 outputs a drive signal to the launch solenoid 53 based on a control signal input from the frame control board 80 and signals input from sensors and switches.

[0103] The launch control board 90 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 91 is configured to be able to input the touch signal, stop signal, and volume signal output by these switches and sensors. The launch control board 90 is connected to the launch solenoid 53. When the launch control circuit 91 outputs a drive signal to the launch solenoid 53, the launch solenoid 53 is driven and the launch hammer 52 is displaced to the ball hitting position 52P1. In other words, the launch control board 90 is configured to be able to control the launching operation of the launching device 50 to launch the gaming ball.

[0104] The firing control circuit 91 has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, a holding circuit, and a solenoid drive unit. The operation determination unit outputs an operation signal to the timing pulse generation unit when the operation enable condition is met because the firing enable signal from the frame control board 80 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not output an operation signal to the timing pulse generation unit when the operation enable condition is not met because some or all of the following conditions are not met: the firing enable signal from the frame control board 80 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state.

[0105] When the timing pulse generator receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generator and outputs a firing timing pulse to the solenoid driver. Each time the solenoid driver receives a firing timing pulse, it supplies (outputs) a drive current to the firing solenoid 53, the voltage of which corresponds to the volume signal (voltage) received from the handle volume D03. This causes the firing solenoid 53 to operate with a strength corresponding to the amount of rotation of the handle lever 15a, resulting in the launch of a game ball. The firing control circuit 91 outputs a subtraction reference signal to the frame control board 80 at a predetermined timing. When a drive current is output when an operable condition is met, the holding circuit holds the voltage (voltage value) of the volume signal at that time. The holding circuit also holds the voltage (voltage value) of the volume signal. The holding circuit constitutes an example of information holding means for holding information. The voltage value that the holding circuit can hold is an example of operation amount information generated according to the amount of operation of the firing handle 15 (handle lever 15a).

[0106] The processing executed by the frame control board 80 (CPU 81) will be described. The frame-side power-off process will be described. When the CPU 81 receives a power-off detection signal output by the backup circuit 89a when the power supply voltage drops below a specified voltage, the CPU 81 executes power-off processing. In the power-off processing, the CPU 81 calculates a checksum value for the RAM 83 and stores the calculated checksum value in the RAM 83. The CPU 81 also stores information (hereinafter referred to as a backup flag) that can identify that the power-off processing has been executed successfully in the RAM 83. Thereafter, the CPU 81 waits until the power is completely turned off. The various pieces of information stored in the RAM 83 at the time of power-off are retained even after the power is turned off by the backup function described above.

[0107] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 80 reaches the voltage required for the CPU 81 to operate, the CPU 81 starts up and determines whether the backed-up information is normal. Specifically, the CPU 81 determines whether a backup flag is stored in the RAM 83. The CPU 81 also calculates a checksum value in the RAM 83 and determines whether the calculated checksum value matches the checksum value calculated during the power-off process. If the backup flag is stored and the checksum values ​​match, the CPU 81 determines the information is normal; otherwise, it determines the information is abnormal. If the backed-up information is determined to be abnormal, the CPU 81 initializes the game ball count information and game information stored in the RAM 83. At this time, the CPU 81 does not initialize the performance information. The CPU 81 then proceeds to the communication check process described below.

[0108] If the backed up information is determined to be normal, the CPU 81 determines whether the game ball clear switch 87 is operated based on whether the game ball clear signal is on. When the game ball clear switch 87 is operated, the CPU 81 initializes the game ball count information stored in the RAM 83. At this time, the CPU 81 does not initialize the game information and performance information. When the game ball clear switch 87 is not operated, the CPU 81 does not initialize the game ball count information.

[0109] The CPU 81 determines whether the RAM clear switch 88 has been operated based on whether the RAM clear signal is in the ON state. When the RAM clear switch 88 has been operated, the CPU 81 initializes the game information stored in the RAM 83. At this time, the CPU 81 does not initialize the game ball count information and performance information. When the RAM clear switch 88 has not been operated, the CPU 81 does not initialize the game information. In this embodiment, the performance information is not initialized regardless of whether the game ball count information is initialized in response to the operation of the game ball clear switch 87 or the game information is initialized in response to the operation of the RAM clear switch 88. Thereafter, the CPU 81 proceeds to communication check processing.

[0110] In the communication check process, the CPU 81 determines whether startup information has been received from the main control board 60. In one example of this embodiment, the startup information is gaming machine installation information. As an example, the gaming machine installation information is information that can identify the type of gaming machine, the ID number of the CPU 61, the manufacturer of the CPU 61, etc. When the CPU 81 successfully receives the startup information, it transmits response information to the main control board 60. Thereafter, the CPU 81 terminates the communication check process, returns based on the initialized or backed-up gaming ball count information, game information, and performance information, and executes the frame-side normal processing described below.

[0111] If the CPU 81 does not receive startup information within a predetermined time (e.g., three minutes) after startup upon power-on, it stores a flag in the RAM 83 that can identify the occurrence of a gaming-machine communication abnormality error. That is, the CPU 81 sets a gaming-machine communication abnormality. The CPU 81 then waits until it receives startup information. If the CPU 81 successfully receives startup information from the main control board 60 while the gaming-machine communication abnormality is set, it cancels the setting of the gaming-machine communication abnormality. The CPU 81 then terminates the communication check process, returns to normal operation based on the initialized or backed-up game ball count information, game information, and performance information, and executes the frame-side normal processing described below. Alternatively, the CPU 81 may set a gaming-machine communication abnormality if it fails to successfully receive startup information and transmit response information multiple times (e.g., three times). In this case, the startup information received multiple times may be gaming-machine installation information the first time, and information different from the gaming-machine installation information (e.g., gaming-machine information) from the second time onward.

[0112] The frame-side normal processing of the frame control board 80 will be described. The game information storage process in the frame-side normal process will be described. The gaming information storage process is a process of storing gaming information input from the main control board 60 in the RAM 83. When the CPU 81 receives gaming information that can identify the gaming status, it stores the gaming information in the RAM 83. By referring to the gaming information stored in the RAM 83, the CPU 81 can identify whether a jackpot game is being played, whether a high probability state is in effect, and whether a high ball entry rate state is in effect. In addition, when the CPU 81 inputs various types of gaming information, it generates information that can identify the input gaming information and stores the information in the RAM 83. Furthermore, when the CPU 81 receives gaming information, it transmits some or all of the received gaming information to an external device (such as a hall computer).

[0113] The performance information generation process of the normal process on the frame side will be described. The performance information generation process is a process for calculating a base value as performance information. The CPU 81 references the game state flag to determine whether the game is not currently playing a jackpot and the current game state is a low-probability, low-ball-entry rate state (i.e., whether normal game mode is in progress). If normal game mode is in progress, the CPU 81 adds up the total number of prize balls acquired during normal game mode when it receives game information capable of identifying the occurrence of a start-port prize (hereinafter referred to as start-port prize information) or game information capable of identifying the occurrence of a normal prize (hereinafter referred to as normal prize information). The total number of prize balls acquired is stored in the RAM 83 as one piece of performance information. When the CPU 81 receives a prize path signal or a non-prize path signal, it adds up the total number of valid balls during normal game mode. The total number of valid balls is stored in the RAM 83 as one piece of performance information. The CPU 81 calculates the base value using the formula "total number of prize balls acquired during normal game mode ÷ total number of valid balls during normal game mode × 100." The CPU 81 may count the total number of earned prize balls and the total number of available balls every minute, and calculate the base value every minute. The CPU 81 may count the total number of earned prize balls every time the total number of available balls reaches a specified number, and calculate the base value every time the total number of available balls reaches the specified number. As an example, the specified number may be 60,000 balls, or the maximum number that can be fired by the firing device 50 per minute (e.g., 100 balls). The CPU 81 controls the performance display monitor 84 to display information that can identify the calculated base value.

[0114] The CPU 81 may be configured to calculate the ratio of prize balls acquired through the operation of electric prize devices as performance information and display the ratio on the performance display monitor 84. The ratio of prize balls acquired through the operation of electric prize devices is the ratio of the total number of prize balls acquired through the operation of electric prize devices to the total number of prize balls acquired throughout all game states. The total number of prize balls acquired through the operation of electric prize devices is the sum of the total number of prize balls acquired through winning in the second start slot 24 during normal win games (normal electric prize devices activated) and the total number of prize balls acquired through winning in the large prize slot 25 during jackpot games (special electric prize devices activated). The ratio of consecutive prize balls is the ratio of the total number of prize balls acquired through the operation of consecutive prize devices to the total number of prize balls acquired throughout all game states. The total number of prize balls acquired through the operation of consecutive prize devices is the total number of prize balls acquired through winning in the large prize slot 25 during jackpot games.

[0115] The game ball number information generation process, which is part of the frame-side normal process, will be described. The game ball count information generation process is a process for generating (managing) the number of game balls. When the CPU 81 receives acquired prize ball count information from the main control board 60, it adds the acquired prize ball number that can be identified from the acquired prize ball count information to the number of game balls. The acquired prize ball count information is control information that the main control board 60 outputs when the conditions for awarding prize balls are met following a win at a predetermined winning slot, and is configured to be able to identify the number of prize balls set for that winning slot. When the CPU 81 receives award information from the card unit 100, it adds the number of awarded balls indicated in the award information to the number of game balls. In other words, the CPU 81 adds the number of loaned balls equivalent to the number of game balls loaned by the player by operating the ball loan button 104a to the number of game balls.

[0116] When the CPU 81 detects that one gaming ball has been supplied to the launching device 50 based on the supply inlet signal output by the supply inlet sensor D22, it subtracts the number of gaming balls. As an example, when the supply inlet signal transitions from OFF state to ON state to OFF state, the CPU 81 detects that one gaming ball has been supplied when it becomes ON state. This can be said to convert the number of gaming balls managed electromagnetically into actual gaming balls. The gaming ball detected by the supply inlet sensor D22 is the gaming ball supplied to the launching device 50. This gaming ball is launched into the play area 20a by the operation of the launching device 50, and can also be considered to be the gaming ball launched by the player, provided that it is not a foul ball.

[0117] The CPU 81 increments the number of game balls when it detects that one game ball has returned to the supply device 40 based on the foul signal output by the foul sensor D21. As an example, the CPU 81 detects that one game ball has returned when the foul signal transitions from ON state → OFF state → ON state. The pachinko game machine 10 is configured to increment the number of game balls stored as data when it detects a game ball (foul ball) that did not reach the game area 20a even after the launching operation by the launching device 50.

[0118] In this embodiment, the game ball number information generation process corresponds to a counting process of counting the number of game balls according to an increase or decrease in the number of game balls held. Also, the CPU 81 that executes the game ball number information generation process functions as a processing means.

[0119] The CPU 81 may decrement the number of game balls by driving the launch solenoid 53, or may be configured to decrement the number of game balls when a sensor is provided in the launch passage 20c and the sensor detects a game ball launched from the launch device 50. In this embodiment, the number of game balls is decremented as an example of the number of game balls stored as data in connection with at least one of the launch operation by the launch device 50 and the supply operation by the supply device 40. When the number of game balls stored as data becomes "0," which is an example of a number less than a predetermined number, the CPU 81 outputs a zero game ball count signal to the launch permission circuit 89b. The CPU 81 may also be configured to detect that one game ball has been supplied and decrement the number of game balls when the supply outlet signal transitions from the ON state to the OFF state to the ON state.

[0120] When the CPU 81 is in a countable state, upon receiving a count signal from the counting switch 18, it transmits counting information to the card unit 100 that identifies the number of balls to be counted. The CPU 81 subtracts the number of balls that can be identified from the counting information from the number of game balls. As an example, the countable state is a state in which the necessary power is being supplied and the number of game balls is not 0. When the CPU 81 is in a countable state, it controls the light emitter built into the counting lamp 18a so that the counting lamp 18a lights up. In one example of this embodiment, by transmitting the counting information to the card unit 100, management of the number of game balls is transferred to the card unit 100.

[0121] The CPU 81 then controls the game ball count display device 17 to display information that can identify the updated number of game balls after the addition or subtraction. In one example of this embodiment, the CPU 81 can be understood as a means for adding the number of game balls stored as data, a means for subtracting the number of game balls stored as data, and a means for displaying the number of game balls stored as data. As will be described in detail later, the game ball count display device 17 also serves as a device that can display information that can identify an error state set (detected) by the frame control board 80. In this embodiment, the CPU 81 functions as processing means that can execute a reception process that receives operation of the count switch 18, which is an operating means, a generation process that generates count information, and a transmission process that transmits the count information to the external card unit 100. The count information generated in this embodiment will be described in detail later.

[0122] The error setting process and the error notification process of the frame-side normal process will be described below. The error setting process is a process for detecting the occurrence of an error state and setting the error state. In one example of this embodiment, the error states that the frame control board 80 (CPU 81) can detect include, in addition to the above-mentioned abnormal communication within the gaming machine, at least the following: detection of unauthorized radio waves, abnormal supply inlet sensor, cleared number of game balls, excessive number of game balls, and door open. Furthermore, the error notification process is a process for notifying an error in a predetermined notification manner when an error state is detected in the error setting process.

[0123] The error condition for the abnormal communication within the gaming machine is that communication between the main control board 60 and the frame control board 80 is not normal. The error condition for the detection of unauthorized radio waves is that abnormal radio waves are detected. The error condition for the abnormal supply inlet sensor is that the next game ball is released without any change in the supply inlet signal, which is the sensor input signal, since the previous release. The error condition for the clear game ball count is that the number of game balls counted in the game ball count information generation process included in the normal frame side processing and stored as data in RAM 83 is initialized to 0 (cleared to 0). The error condition for the over-number of game balls is that the number of game balls counted in the game ball count information generation process included in the normal frame side processing exceeds a predetermined number of balls (e.g., 40,000 balls). The error condition for the door open error is that either the first door open switch D17 or the second door open switch D18 is detected to be off.

[0124] Next, various processes performed by the main control board 60 (CPU 61) will be described. The main power supply shutdown process will be described. When the CPU 61 receives a power-off detection signal from the frame control board 80 (backup circuit 89a), it executes power-off processing. In the power-off processing, the CPU 61 outputs a firing stop signal to the frame control board 80. The CPU 61 calculates a checksum value for the RAM 63 and stores the calculated checksum value in the RAM 63. The CPU 61 also stores information (hereinafter referred to as a backup flag) that can identify that the power-off processing has been executed successfully in the RAM 63. The CPU 61 then waits until the power is completely turned off. The various pieces of information stored in the RAM 63 at the time of power-off are retained even after the power is turned off by the backup function described above.

[0125] The main power-on process will now be described. When the voltage supplied to the main control board 60 reaches the voltage required for the CPU 61 to operate upon power-on, the CPU 61 inhibits timer interrupt processing. Subsequently, the CPU 61 transmits startup information to the frame control board 80. If a predetermined time (e.g., 108 ms) has elapsed since the CPU 61 transmitted the startup information without receiving any response information, the CPU 61 transmits the startup information to the frame control board 80. Thereafter, if the CPU 61 does not receive any response information from the frame control board 80, the CPU 61 transmits the startup information to the frame control board 80 every time the predetermined time elapses. Note that the startup information transmitted multiple times may be the same, or may be different so that the number of transmissions can be identified. When the startup information has been transmitted a predetermined number of times (e.g., 10 times), the CPU 61 detects an internal gaming machine communication abnormality and stores information capable of identifying the occurrence of the internal gaming machine communication abnormality in the RAM 63. In other words, the CPU 61 sets an error related to the internal gaming machine communication abnormality. When the CPU 61 sets an internal gaming machine communication abnormality, it outputs control information (hereinafter referred to as an internal gaming machine communication abnormality command) capable of identifying the occurrence of an error related to the internal gaming machine communication abnormality to the performance control board 70. The CPU 61 then waits until the power is turned off. In this embodiment, the time required for the frame control board 80 to detect the internal gaming machine communication abnormality (for example, 3 minutes) is longer than the time required for the main control board 60 to detect the internal gaming machine communication abnormality (for example, 1080 ms).

[0126] When the CPU 61 receives response information to the startup information, it determines that the communication line is normal. If the communication line is normal, the CPU 61 determines whether the backed-up information is normal. Specifically, the CPU 61 determines whether a backup flag is stored in the RAM 63. The CPU 61 also calculates a checksum value in the RAM 63 and determines whether the calculated checksum value matches the checksum value calculated during the power-off process. If a backup flag is stored and the checksum values ​​match, the CPU 61 determines that the communication line is normal, but if not, it determines that the communication line is abnormal.

[0127] If the backed-up information is determined to be abnormal, the CPU 61 initializes the main information stored in the RAM 63. The CPU 61 outputs a control command (hereinafter referred to as an initialization command) that can identify that various pieces of information have been initialized to the performance control board 70. Thereafter, the CPU 61 ends the main power-on process.

[0128] If the backed-up information is determined to be normal, the CPU 61 determines whether or not a RAM clear signal has been input from the frame control board 80 (RAM clear switch 88). If a RAM clear signal has been input, the CPU 61 initializes the main information stored in the RAM 63. The CPU 61 outputs an initialization command to the performance control board 70. On the other hand, if a RAM clear signal has not been input, the CPU 61 outputs a control command (hereinafter referred to as a power restoration command) to the performance control board 70 that can specify that a recovery will be performed based on the backed-up main information.

[0129] Then, when the CPU 61 completes the main power-on process, it permits timer interrupt processing. That is, the CPU 61 becomes able to execute processing for progressing a game (hereinafter referred to as the main normal processing). If the main information has been initialized, the main normal processing is executed based on the initialized main information. That is, the CPU 61 executes various processes included in the main normal processing based on a state in which the first special reserve number and the second special reserve number are both zero, neither the first special game nor the second special game is being executed, and no jackpot game has been awarded. If the main information has not been initialized, the main normal processing is executed based on the backed-up main information. That is, if the first special reserve number and the second special reserve number are the reserve numbers at the time of power failure and either the first special game or the second special game is being executed, the CPU 61 returns to processing for executing the special game, and if a jackpot game is being awarded, the CPU 61 returns to processing for awarding the jackpot game.

[0130] The CPU 61 executes a timer interrupt process, such as a special symbol input process and a special symbol start process, at a predetermined control period (for example, every 4 ms). The special symbol input process and the special symbol start process are both main normal processes.

[0131] The special symbol input process will be described. The CPU 61 determines whether a gaming ball has entered the first start hole 23 based on whether a detection signal has been input from the first start sensor D11. When a gaming ball has entered the first start hole 23, the CPU 61 determines whether the first reserved number stored in the RAM 63 is less than the upper limit number (four in this embodiment). If the first reserved number is less than the upper limit number, the CPU 61 updates the first reserved number by adding one. Next, the CPU 61 controls the first reserved display device 21c to display information that can identify the updated first reserved number. In this embodiment, the reserved condition for the first special game is met when a gaming ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

[0132] Next, the CPU 61 acquires random numbers generated by the random number generation circuit 64 and stores random number information based on the acquired random numbers in the RAM 63. For example, the random numbers may be winning random numbers used in the lottery for determining a winning special symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 61 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the RAM 63, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met.

[0133] When random number information for the first special game is stored in RAM 63, if a gaming ball has not entered the first start hole 23 and if the first reserved number is not less than the upper limit number, the CPU 61 determines whether a gaming ball has entered the second start hole 24 based on whether a detection signal has been input from the second start sensor D12. If a gaming ball has entered the second start hole 24, the CPU 61 determines whether the second reserved number stored in RAM 63 is less than the upper limit number (4 in this embodiment). If the second reserved number is less than the upper limit number, the CPU 61 updates the second reserved number by adding 1. The CPU 61 controls the second reserved display device 21d to display information that can identify the second reserved number after the addition. In this embodiment, the reserved condition for the second special game is met when a gaming ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.

[0134] Next, the CPU 61 acquires a random number generated within the main control board 60 and stores random number information based on the acquired random number in the RAM 63. The CPU 61 stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the RAM 63, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is met. When the random number information for the second special game has been stored in the RAM 63, if a gaming ball has not entered the second start hole 24 and if the second reserved number is not less than the upper limit number, the CPU 61 terminates the special symbol input process.

[0135] The special symbol start process will be described. First, the CPU 61 determines whether or not the conditions for starting a special game are met. The CPU 61 makes a positive determination if neither a jackpot game nor a special game is being played, and makes a negative determination if a jackpot game or a special game is being played. If the conditions for starting a special game are not met, the CPU 61 terminates the special symbol start process. If the conditions for starting a special game are met, the CPU 61 determines whether or not the second reserved number is greater than zero. If the second reserved number is zero, the CPU 61 determines whether or not the first reserved number is greater than zero. If the first reserved number is zero, the CPU 61 terminates the special symbol start process.

[0136] If the first reserved number is greater than zero, the CPU 61 performs processing to execute a first special game. Specifically, the CPU 61 updates the first reserved number by subtracting 1. The CPU 61 controls the first reserved display device 21c to display information that can identify the first reserved number after subtraction. Next, the CPU 61 acquires the random number information for the first special game that was stored first from the random number information. Subsequently, the CPU 61 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a winning lottery for a special symbol. The CPU 61 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the probability variable function is activated).

[0137] When a jackpot is won, the CPU 61 performs jackpot variation processing. In the jackpot variation processing, the CPU 61 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 61 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. Thereafter, the CPU 61 ends the special pattern start processing.

[0138] If the jackpot is not won, the CPU 61 performs a loss variation process. In the loss variation process, the CPU 61 determines a loss symbol to be stopped and displayed in the first special game. The CPU 61 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. Thereafter, the CPU 61 ends the special symbol start process.

[0139] If the second reserved number is greater than zero, the CPU 61 performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, except that "first special game" is replaced with "second special game" and "first reserved number" is replaced with "second reserved number," and therefore a detailed description thereof will be omitted. In other words, the CPU 61 performs subtraction of the second reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then terminates the special symbol start processing.

[0140] The CPU 61 outputs a variation start command and a special symbol command to the performance control board 70 in the jackpot variation process and the loss variation process. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are control commands that differ when the variation process of the first special game is executed and when the variation process of the second special game is executed.

[0141] When the special symbol start process is completed, the CPU 61 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the CPU 61 executes the first special game, it controls the first special symbol display device 21a to start varying display of predetermined symbols. The CPU 61 measures a variation time set in a variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 61 controls the first special symbol display device 21a to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 61 outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the performance control board 70.

[0142] On the other hand, when the CPU 61 executes the second special game, it controls the second special symbol display device 21b to start varying display of predetermined symbols. The CPU 61 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 61 controls the second special symbol display device 21b to statically display the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 61 outputs a variation end command to the performance control board 70. As described above, the pachinko gaming machine 10 is configured so that the CPU 61 executes the special symbol input processing and the special symbol start processing, thereby holding a winning lottery triggered by the entry of a gaming ball into the start hole, and executing a symbol variation game based on the result of the winning lottery.

[0143] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 61 stops and displays a jackpot symbol in a special game, the jackpot game processing is executed after the end of the jackpot special game. The CPU 61 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The CPU 61 awards the specified type of jackpot game.

[0144] First, the CPU 61 outputs a control command (hereinafter referred to as an "opening command") capable of specifying the start of an opening time to the effect control board 70. After the opening time has elapsed, the CPU 61 performs processing to execute a round of play. Specifically, the CPU 61 controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the special prize opening 25. When the number of game balls detected by the count sensor D13 reaches the upper limit or the upper limit time has elapsed, the CPU 61 controls the special solenoid SL2 to close the special prize opening 25, thereby ending the round of play. The CPU 61 repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the CPU 61 outputs a control command (hereinafter referred to as a "round command") capable of specifying the start of the round of play to the effect control board 70. When the final round of play ends, the CPU 61 outputs a control command capable of specifying the start of the ending time (hereinafter referred to as the ending start command) to the performance control board 70. When the ending time has elapsed, the CPU 61 ends the jackpot game. The CPU 61 outputs a control command capable of specifying the passage of the ending time (hereinafter referred to as the ending end command) to the performance control board 70.

[0145] The state transition process will be described. When the CPU 61 ends a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 63. That is, the CPU 61 controls to a high probability state. After the jackpot game based on the first jackpot symbol ends, the CPU 61 does not clear the probability variable flag until the next jackpot game is awarded. On the other hand, when the CPU 61 ends a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 63. That is, the CPU 61 controls to a low probability state. When the CPU 61 starts a jackpot game and the high probability flag is set, it clears the high probability flag. That is, the CPU 61 controls to a low probability state during the jackpot game.

[0146] When a jackpot game based on the first or second jackpot symbol ends, the CPU 61 sets an activation flag in the RAM 63. That is, the CPU 61 controls the system to a high ball entry rate state. After a jackpot game based on the second jackpot symbol ends, the CPU 61 counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 63 each time a special game is started. The CPU 61 erases the activation flag stored in the RAM 63 when a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends. That is, after a jackpot game based on the second jackpot symbol ends, the CPU 61 controls the system to a low ball entry rate state when the activation number of the special game ends. Note that the CPU 61 does not erase the activation flag until the next jackpot game is awarded after a jackpot game based on the first jackpot symbol ends. When the CPU 61 starts a jackpot game and the activation flag is set, the CPU 61 clears the activation flag. That is, the CPU 61 controls the jackpot game to a low ball entry rate state.

[0147] The various processes executed by the performance control board 70 (CPU 71) will be explained. The power restoration process will now be described. When the CPU 71 inputs an initialization command, it controls some or all of the effect devices that make up the effect device group ES to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification is executed by outputting a sound from the effect sound device 12 that can identify the execution of a RAM clear, such as a sound that reads out the string "RAM clear." As an example, the RAM clear notification is executed by causing the effect light-emitting device 14 to emit light in a light-emitting pattern dedicated to RAM clearing. As an example, the RAM clear notification is executed by displaying an image that can identify the execution of a RAM clear, such as the string "RAM clear," on the effect display device 19. The CPU 71 controls the effect device group ES to end the RAM clear notification when a predetermined time has elapsed since the start of the RAM clear notification. Furthermore, when the CPU 71 inputs an initialization command, it controls the effect display device 19 to display a predetermined background image and a combination of predetermined effect patterns.

[0148] When the CPU 71 inputs a power restoration command, it controls some or all of the effect devices constituting the effect device group ES to execute a power restoration notification. For example, the power restoration notification is executed by outputting a sound from the effect sound device 12 that can identify the execution of a RAM clear, such as a voice reading the string "Power restoration in progress." For example, the power restoration notification is executed by causing the effect light-emitting device 14 to emit light in a light-emitting pattern dedicated to power restoration. For example, the power restoration notification is executed by displaying an image that can identify the execution of a RAM clear, such as the string "Power restoration in progress," on the effect display device 19. The CPU 71 controls the effect device group ES to terminate the power restoration notification after a predetermined time has elapsed since the start of the power restoration notification. Alternatively, the CPU 71 may be configured not to execute a power restoration notification. Furthermore, when the CPU 71 inputs a power restoration command, it controls the effect display device 19 to display a predetermined background image and a combination of effect symbols that is different from the predetermined combination of effect symbols.

[0149] The big win effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When the CPU 71 receives an opening command, it controls the effect device group ES to execute an opening effect. When the CPU 71 receives a round command, it controls the effect device group ES to execute a round effect. When the CPU 71 receives an ending start command, it controls the effect device group ES to execute an ending effect. When the CPU 71 receives an ending end command, it controls the effect device group ES to end the ending effect.

[0150] The effect game processing will now be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 71 receives a variation start command and a special symbol command, it controls the effect device group ES, including the effect display device 19, to execute an effect game. Specifically, when the CPU 71 receives the variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the command. Furthermore, when the CPU 71 receives a special symbol command, it determines a symbol combination to be stopped and displayed in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special symbol command, the CPU 71 determines a jackpot symbol combination. If a losing symbol can be specified from the special symbol command, the CPU 71 determines a losing symbol combination. Note that, when executing a reach effect, the CPU 71 determines a losing symbol combination including a reach.

[0151] Then, the CPU 71 controls the effect display device 19 to start the variable display of effect symbols in each symbol row in response to the input of the variation start command. That is, the CPU 71 starts an effect game. Furthermore, when the CPU 71 executes a predetermined effect in connection with the effect game, it controls the effect device group ES including the effect display device 19 to execute the effect. When a predetermined timing arrives after the effect game is started, the CPU 71 temporarily displays a static symbol combination, and, in response to the input of a variation end command, displays the fixed static symbol combination. Note that the CPU 71 may also display the fixed static symbol combination in response to the lapse of a variation time set for the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.

[0152] Next, an error notification that is executed under the control of the CPU 81 of the frame control board 80 when an error state occurs will be described. While an error state is being set, the CPU 81 of the frame control board 80 controls the display content of the game ball count display device 17 to display an error code, which is an example of information that can identify the currently set error state. The error code is information unique to each error. For example, an error code is set for unauthorized radio wave detection, such as [E10] for an internal gaming machine communication abnormality, or [E14] for a supply inlet sensor abnormality. The CPU 81 alternates between displaying the error code and displaying the game ball count at predetermined intervals. Furthermore, when multiple error states are set, the CPU 81 sequentially displays the error code and game ball count for the error state with the highest priority for a predetermined period of time. The priority corresponds to the order of priority for error notification. Note that when multiple error states are set, the CPU 81 may be configured to sequentially display multiple error codes and game ball counts for a predetermined period of time. Alternatively, the CPU 81 may be configured to display the error code but not the game ball count. When the currently set error state is released, the CPU 81 controls the game ball count display device 17 to terminate the display of the error code corresponding to the released error. In one example of this embodiment, all error states that can be detected by the frame control board 80 are subject to display of an error code on the game ball count display device 17. The game ball number display device 17 also serves as a means for notifying an error.

[0153] The CPU 81 controls the display content of the performance display monitor 84 to display an error code that identifies the currently set error state. That is, the error code is displayed on both the game ball count display device 17 and the performance display monitor 84. The CPU 81 alternates between displaying the error code and the base value (performance information) at predetermined intervals. Furthermore, when multiple error states are set, the CPU 81 sequentially displays the error code and base value of the error state with the highest priority among the multiple error states for a predetermined period of time. Alternatively, when multiple error states are set, the CPU 81 may be configured to sequentially display the multiple error codes and base values ​​for a predetermined period of time. Alternatively, the CPU 81 may be configured to display the error code but not the base value. Furthermore, the CPU 81 may be configured to display the number of game balls on the performance display monitor 84 in addition to the base value and error code. In this case, the CPU 81 may sequentially display these three types of information at predetermined intervals. The CPU 81 controls the performance display monitor 84 to end the display of the error code when the currently set error state is released. In one example of this embodiment, all error states that can be detected by the frame control board 80 are subject to display of an error code on the performance display monitor 84. The performance display monitor 84 of this embodiment also serves as a means for notifying an error. The CPU 81 starts displaying the error code on the performance display monitor 84 and on the game ball count display device 17 at the same or approximately the same time. The performance display monitor 84 also serves as a means for notifying an error.

[0154] The CPU 81 controls the audio notification device 13 to output an audio notification with an audio pattern that identifies the currently set error state. That is, the CPU 81 executes an audio notification (hereinafter referred to as an error audio notification) that notifies the currently set error state. For example, in one example of this embodiment, the CPU 81 specifies detection of unauthorized radio waves, supply inlet sensor abnormality, cleared game ball count, and over-counted game balls as error conditions, and executes an error audio notification when these error conditions are being set. The CPU 81 does not specify internal machine communication abnormality or door open as error conditions, and does not execute an error audio notification for these error conditions. The audio pattern of the error audio notification varies depending on the type of error, and is capable of identifying the outline of the currently set error state. For example, if unauthorized radio waves are detected, the audio notification device 13 reads out the string "Error code E10 has occurred. Please call an attendant." The audio notification device 13 also serves as a means for notifying errors.

[0155] Next, an error notification that is executed under the control of the CPU 61 of the main control board 60 when an error state occurs will be described. In one example of this embodiment, the error states that can be detected by the CPU 61 of the main control board 60 include at least the door being open in addition to the above-mentioned abnormal communication within the gaming machine. Note that the error states that can be detected by the CPU 61 may also include detection of unauthorized radio waves.

[0156] When the CPU 61 receives a first door open signal or a second door open signal from the frame control board 80, it stores a flag in the RAM 63 that can identify the occurrence of a door open error state. That is, the CPU 61 sets a door open error state in which the mounting frame 11b or the protective frame 11c is in an open state. When the CPU 61 sets the door open error state, it outputs a door open error occurrence command, which is control information that can identify the occurrence of a door open error state, to the performance control board 70. When the CPU 61 no longer receives the first door open signal or the second door open signal, it cancels the setting of the door open error state. When the CPU 61 cancels the setting of the door open error state, it outputs a door open error resolution command, which is control information that can identify the resolution of the door open error state, to the performance control board 70.

[0157] Furthermore, the CPU 61 controls the restriction of ball launch when a predetermined error (in this embodiment, a supply inlet sensor abnormality or an open door) is set among multiple error types. When an error state, such as a supply inlet sensor abnormality or an open door, occurs, the CPU 61 outputs a launch stop signal to the frame control board 80 (launch permission circuit 89b). That is, the launch stop signal is turned on. When the launch permission circuit 89b inputs the launch stop signal, the launch permission signal to the launch control board 90 is turned off, and its output is stopped. As described above, the output condition of the launch permission signal is met when the launch of game balls is permitted. That is, the output condition of the launch permission signal is not met when the launch of game balls is prohibited. Note that, when the CPU 81 of the frame control board 80 sets an error state, it outputs a command, which is control information capable of identifying the error state, to the main control board 60. In the pachinko gaming machine 10 of this embodiment, when an error other than the predetermined error described above is set, control to restrict ball launch is not performed, and game balls can be launched.

[0158] The firing permitted state is a state in which the card unit 100 and the pachinko gaming machine 10 are normally connected, no specific error (for example, a door open) has occurred in the main control board 60, and no specific error (for example, a supply inlet sensor abnormality) has occurred in the frame control board 80. The firing prohibited state is a state in which one or more of the following has occurred: the card unit 100 and the pachinko gaming machine 10 are not normally connected, a specific error has occurred in the main control board 60, and a specific error has occurred in the frame control board 80. Note that even in the same door open error state, if a second door open signal is input, it does not fall under the above-mentioned specific error, and the firing prohibited state may not be entered depending on the occurrence of that error.

[0159] Next, an error notification that is executed under the control of the CPU 71 of the performance control board 70 when an error state occurs will be described. When the CPU 71 inputs a door open error occurrence command, it controls some or all of the performance devices constituting the performance device group ES to execute a door open error notification. As an example, the door open error notification is executed by outputting a sound from the performance sound device 12 that can identify a door open, such as a voice reading out the string "Door is open." As an example, the door open error notification is executed by causing the performance light-emitting device 14 to emit light in a light-emitting pattern dedicated to door open errors. As an example, the door open error notification is executed by displaying an image that can identify a door open, such as the string "Door is open," on the performance display device 19. When the CPU 71 determines that all door open error states have been resolved (both the mounting frame 11b and the protection frame 11c are closed) through the input of the door open error resolution command, it controls the performance device group ES to end the door open error notification.

[0160] When the CPU 71 inputs the gaming-machine communication abnormality command, it controls some or all of the effect devices constituting the effect device group ES to execute an intra-machine communication abnormality error notification. For example, the intra-machine communication abnormality error notification is executed by outputting a sound from the effect sound device 12 that can identify the occurrence of an intra-machine communication abnormality error, such as a voice reading the string "A communication abnormality has occurred." For example, the intra-machine communication abnormality error notification is executed by causing the effect light-emitting device 14 to emit light in a light-emitting pattern dedicated to intra-machine communication abnormality errors. For example, the intra-machine communication abnormality error notification is executed by displaying an image on the effect display device 19 that can identify the occurrence of an intra-machine communication abnormality error, such as the string "Communication abnormality has occurred!" Note that the intra-machine communication abnormality error state setting in the main control board 60 is not released after the power supply is cut off until the power is restored. That is, when the CPU 71 starts notifying the gaming machine communication abnormality error, it controls the group of effect devices ES so as to continue notifying the gaming machine communication abnormality error until the power supply is cut off.

[0161] Furthermore, among the error states other than the above-mentioned abnormal communication within the gaming machine and the door open state, error notification is also executed for all or some of the error states under the control of the CPU 71. That is, when the CPU 81 of the frame control board 80 sets each error state, it outputs a command, which is control information capable of identifying these error states, to the main control board 60.

[0162] The CPU 61 of the main control board 60 also outputs a command capable of identifying the input error state to the performance control board 70. The CPU 71 of the performance control board 70 then controls some or all of the performance devices constituting the performance device group ES in response to the input command capable of identifying the error state, causing them to issue an error notification. For example, the supply inlet sensor abnormality error notification is executed by outputting a sound from the performance sound device 12 that can identify the occurrence of a supply inlet sensor abnormality, such as a voice reading the string "A supply inlet sensor abnormality has occurred." For example, the supply inlet sensor abnormality error notification is executed by causing the performance light-emitting device 14 to emit light in a light-emitting pattern dedicated to the supply inlet sensor abnormality error. For example, the supply inlet sensor abnormality error notification is executed by displaying an image on the performance display device 19 that can identify the occurrence of a supply inlet sensor abnormality, such as the string "A supply inlet sensor abnormality has occurred!" Note that the notification patterns of the error notifications issued by the performance devices constituting the performance device group ES are determined for each type of error. In other words, some or all of the notification patterns are different so that the type of error can be identified. The notification patterns that are partially or entirely different may be created by the fact that the production device that makes the notification is different, or by the fact that the production device that makes the notification is the same but the notification content is different, such as different sounds, different light emission times or colors, or different images.

[0163] The error notification by the rendering devices that make up the rendering device group ES ends when the condition for canceling the error that is the subject of the error notification is met and the error is canceled. By ending the error notification, the canceled error can be recognized.

[0164] Below, referring to Figure 10, we will explain in detail the process in which the CPU 81 of the frame control board 80, which has accepted the operation of the counting switch 18, generates and transmits counting information based on the number of game balls managed by the pachinko gaming machine 10.

[0165] In this embodiment, the counting information is generated as control information corresponding to a predetermined number that varies depending on the operation mode of the counting switch 18. Specifically, when the operation mode of the counting switch 18 is the first operation mode, the counting information is generated as information that can identify a [1] ball as the number of counted balls when the number of game balls is 1 or greater. The [1] ball is, for example, a number that is smaller than the number of prize balls that enter the large prize slot 25 or the minimum number of balls that can be loaned to a player. Furthermore, when the operation mode of the counting switch 18 is the second operation mode, the counting information is generated as information that can identify a maximum number of

[0250] as the number of counted balls when the number of game balls is 1 or greater. The first operation mode of this embodiment is an operation in which the operation time from the start of operation of the counting switch 18 is less than 500 ms. On the other hand, the second operation mode of this embodiment is an operation in which the operation time from the start of operation of the counting switch 18 is 500 ms or greater. Note that starting the operation of the counting switch 18 means starting the operation from a state in which the counting switch 18 is not being operated. When the operation of the first operation mode is defined as a "short operation (single press operation)," the operation of the second operation mode can be defined as a "long operation (long press operation)" because the operation time is long. As described above, the predetermined number is set to a number greater than 0 (zero) by operating the counting switch 18, which is the operating means, and the number can be adjusted to [1] ball or

[0250] balls depending on the operation mode of the counting switch 18.

[0166] In order to transfer the number of game balls efficiently in a short time, it is desirable to be able to transfer a large number of counted balls with a single short or long operation of the counting switch 18. However, the reason for enabling the operation of the first operation mode is thought to be to provide convenience by allowing the player to transfer fractional balls at their discretion, such as transferring the "two balls" in the ones digit when the number of game balls is "1202 balls." Furthermore, the reason for not transferring all game balls with a single short or long operation of the counting switch 18 is thought to be to prevent a situation in which all game balls are lost due to a communication failure or other reason while the counting information is being transmitted. In addition, it is thought that transferring game balls in stages makes it easier for the player to feel that the balls are being transferred, and gives them a sense of security.

[0167] The CPU 81 counts the operation time of the counting switch 18. If the operation time from the start of operation of the counting switch 18 is less than "500 ms," the CPU 81 generates counting information capable of identifying a [1] ball and transmits the counting information to the card unit 100. Furthermore, if the operation time from the start of operation of the counting switch 18 is "500 ms" or more, the CPU 81 generates counting information with a maximum number of

[0250] balls and transmits the counting information to the card unit 100. Specifically, if the number of game balls exceeds 250, the CPU 81 generates counting information capable of identifying a

[0250] ball. On the other hand, if the operation time from the start of operation of the counting switch 18 is "500 ms" or more, but the number of game balls is less than 250, the CPU 81 generates counting information capable of identifying the number. For example, even if the operation time from the start of operation of the counting switch 18 is "500 ms" or more, if the number of game balls at that time is "1 ball," the CPU 81 generates counting information capable of identifying "1 ball" in the same way as when the operation time is less than "500 ms." Furthermore, if the operation time from the start of operation of the counting switch 18 exceeds "500 ms" and the counting switch 18 is continuously operated, the CPU 81 generates counting information with a maximum number of

[0250] balls each time the operation time reaches "300 ms." For example, when the number of game balls is "0600" balls and the operation time of the counting switch 18 is "1000 ms," the CPU 81 generates counting information capable of identifying

[0250] balls twice and transmits each generated counting information to the card unit 100 in sequence. In this example, since

[0500] balls are subtracted from the number of game balls,

[0100] balls remain as the number of game balls managed by the pachinko gaming machine 10.

[0168] As described above, by increasing the number of counted balls in accordance with the operating time of the counting switch 18, the time required to transfer a number of game balls to the card unit 100 is shortened. For example, assume that the number of game balls is 50,000. If the counting switch 18 is operated for a short time to transfer all 50,000 balls, the number of times the counting switch 18 is operated is 50,000. If each short operation is performed for a time close to but less than 500 ms, it would take approximately 2,500 seconds to transfer all 50,000 balls. On the other hand, if the counting switch 18 is operated for a long time to transfer all 50,000 balls, it would take approximately 60 seconds. In other words, by providing a long operation as an operating mode for the counting switch 18, it is possible to shorten the time required. Such time reduction can also reduce the inconvenience to players caused by the longer time required to stop playing, and the inconvenience to players who want to transfer the number of game balls and continue playing.

[0169] Next, the error state of excessive game balls, which is an error state that can be detected by the pachinko gaming machine 10, will be described in detail with reference to Fig. 11. The error state of excessive game balls corresponds to an over-number state.

[0170] As shown in FIG. 11, the error state of "over the number of game balls" is detected when the number of game balls counted in the game ball count information generation process included in the normal frame processing exceeds a predetermined number of game balls Z1 (e.g., 40,000 balls). The CPU 81 transmits information that identifies the number of game balls being counted to the CPU 71 of the performance control board 70 via the CPU 61 of the main control board 60. The CPU 71 stores the information that identifies the number of game balls in the RAM 73. The CPU 71 then references the number of game balls and determines whether the error detection condition of "over the number of game balls" is met. If the error detection condition is met, the CPU 71 stores a flag that identifies the occurrence of the error state of "over the number of game balls" in the RAM 73. After setting the error state of "over the number of game balls," the CPU 71 sets the error release condition to "the number of game balls falling below a predetermined number of game balls Z2 (e.g., 35,000 balls)" and releases the setting of the error state of "over the number of game balls." The predetermined number of balls Z2 is a number smaller than the predetermined number of balls Z1. The CPU 71 refers to the number of game balls stored in the RAM 73 and determines whether the conditions for canceling the error state of the game ball over limit have been met. The number of game balls can be reduced by operating the counting switch 18 and transmitting a portion of the counted number of game balls to the card unit 100 as the counted number of game balls.

[0171] When an over-the-number-of-game-balls error occurs, an error notification is issued as a specific notification under the control of the CPU 71 of the effect control board 70. As one example, the over-the-number-of-game-balls error notification is issued by outputting a sound from the effect sound device 12 that can identify the occurrence of the over-the-number-of-game-balls, such as a voice reading out the string "The number of game balls exceeds the specified number of game balls." As one example, the over-the-number-of-game-balls error notification is issued by causing the effect light-emitting device 14 to emit light in a light-emitting pattern dedicated to the error. As one example, the over-the-number-of-game-balls error notification is issued by displaying an image on the effect display device 19 that can identify the occurrence of the over-the-number-of-game-balls, such as the string "Over-the-number-of-game-balls has occurred!" The over-the-number-of-game-balls error notification begins when the number of game balls exceeds the specified number of game balls Z1 and ends when the number of game balls falls below the specified number of game balls Z2. Although the over-the-count-of-game-balls error has been described as an error state in the description of the embodiment, it does not interfere with play like other error states, but rather serves more to alert the player that the number of game balls has increased too much. The over-the-count-of-game-balls error notification corresponds to a notification urging the player to transfer the balls held by the player during play, which are indicated by the number of game balls. In other words, the over-the-count-of-game-balls error notification can also be said to be a notification urging the player to operate the counting switch 18, because operation of the counting switch 18 is required to transfer the balls held.

[0172] The transmission and reception processing included in the frame-side normal processing will be described with reference to FIG. The transmission and reception process in the embodiment is a process in which the frame control board 80 transmits and receives game ball information relating to game balls with the outside of the pachinko gaming machine 10 as the communication target. Specifically, the frame control board 80 executes the transmission and reception process with the card unit 100 as the communication target. The CPU 81 of the frame control board 80 that executes the transmission and reception process functions as a processing means.

[0173] The CPU 81 performs a process of transmitting and receiving game ball information in a predetermined order. After the power of the pachinko gaming machine 10 is turned on and started up, the CPU 81 repeatedly executes the transmission and reception process at a predetermined period T. This predetermined period T is "300 ms," for example. 300 ms is shorter than the operation time (500 ms) when the operation mode of the counting switch 18 becomes a long operation, and is the same as the time (300 ms) when the counting information is generated when the counting switch 18 is continuously operated by a long operation.

[0174] In the transmission / reception process, the CPU 81 transmits and receives messages to and from the card unit 100. In this embodiment, the types of messages include information notification, counting notification, loan notification, and loan receipt. These four types of messages are transmitted and received in a predetermined order during the period T.

[0175] At a predetermined cycle T, messages are sent and received in the following order: information notification → counting notification → loan notification → loan receipt. The information notification is a message that notifies information about the gaming machine. The content of the information notification includes the number of gaming balls stored as data in RAM 83. The counting notification is a message that notifies information about the number of gaming balls counted by operating the counting switch 18. The content of the counting notification includes the number of counted balls sent at cycle T and the cumulative counted number of balls, which corresponds to the cumulative value of the number of counted balls counted while the pachinko gaming machine 10 is powered on. The cumulative counted number of balls is stored as data in RAM 83, and is cleared to "0 (zero)" when the pachinko gaming machine 10 is powered on.

[0176] The loan notification is a message that notifies information regarding the number of game balls loaned. When the ball loan button 104a on the operation panel 104 is operated, the loan notification notifies a number corresponding to the number of game balls to be loaned. Furthermore, the loan notification notifies "0 (zero)" if the number of balls counted in the counting notification in cycle T is "1" or more. The loan receipt is a message that notifies information regarding the receipt result of the loan notification. The loan receipt notifies "normal" if the receipt result of the loan notification is normal, and notifies "abnormal" if the receipt result of the loan notification is abnormal. Cases where the receipt result becomes abnormal include when the pachinko gaming machine 10 is in a ball-empty state and when the number of game balls stored in RAM 83 is [100,000] balls or more.

[0177] As shown in FIG. 12, in a cycle T, the CPU 81 transmits an information notification to the card unit 100. Next, in the same cycle T, the CPU 81 transmits a counting notification to the card unit 100 after transmitting the information notification. At this time, if the counted number of balls is "0 (zero)", the CPU 81 transmits data indicating "0 (zero)". On the other hand, if the counted number of balls is [1] or more, the CPU 81 transmits data indicating

[0250] balls or more, which is the maximum value of data that can be transmitted in one cycle T. Next, in the same cycle T, the CPU 81 receives a loan notification transmitted by the card unit 100 after transmitting the counting notification. Next, in the same cycle T, the CPU 81 transmits a loan receipt to the card unit 100 after receiving the loan notification. Thereafter, after the cycle T has elapsed, the CPU 81 transmits a new information notification at the start of the next cycle T. As described above, the CPU 81 repeatedly transmits and receives information notifications, counting notifications, loan notifications, and loan receipts during the cycle T. The CPU 81 does not transmit the number of balls counted by operating the counting switch 18 within a period T within that period T, but transmits it in the count notification for the next period T or later.

[0178] Here, the transmission and reception process in one cycle T will be explained in detail by hypothetically fitting numbers. As shown in Figure 12, the hypothetical numbers are the number of game balls as

[0600] and the number of counted balls before the start of a certain cycle T as

[0250] . Also, the cumulative counted number of balls before the start of a certain cycle T is set to [0 (zero)]. In Figures 12 and 13, the cumulative counted number of balls is illustrated as the cumulative number of balls.

[0179] Because the number of game balls at the start of cycle T is

[0600] , the CPU 81 transmits an information notification including data indicating the number of game balls

[0600] to the card unit 100. Next, after transmitting the information notification, the CPU 81 transmits a count notification to the card unit 100 including data indicating the counted number of balls

[0250] and data indicating the cumulative counted number of balls

[0250] because the number of counted balls counted at the start of cycle T is

[0250] . Note that when transmitting the count notification, the CPU 81 stores in the RAM 83 the number of game balls that would result if the transfer of the counted number of balls transmitted in the count notification was successful, i.e., the post-subtraction number of game balls obtained by subtracting the counted number of balls transmitted in the count notification from the number of game balls transmitted in the information notification, separately from the number of game balls. In this embodiment, the number of game balls generated in the game ball number information generation process of the frame-side normal process corresponds to counted number information indicating the number of game balls that have been counted in that process. In addition, in this embodiment, the number of game balls after subtraction corresponds to the number information after transfer, which indicates the number of game balls when the number of game balls corresponding to the counted number of balls is transferred (transferred) to the outside.

[0180] Next, upon receiving the loan notification, the CPU 81 determines that a number of game balls corresponding to the counted number of balls transmitted in the counting notification have been transferred to the card unit 100. If the loan notification has been received normally, the CPU 81 transmits a loan receipt indicating normal receipt to the card unit 100. At this time, the CPU 81 updates the number of game balls stored in the RAM 83 by transferring a number of game balls corresponding to the counted number of balls transmitted in the counting notification to the outside. Specifically, the CPU 81 updates the number of game balls stored in the RAM 83 so that the post-subtraction number of game balls stored in the RAM 83 when the counting notification was transmitted becomes the updated number of game balls. That is, in this example, the number of game balls stored in the RAM 83 is updated at this point to

[0350] , which is obtained by subtracting

[0250] from

[0600] . The update method may be to overwrite the number of gaming balls with the number of gaming balls after subtraction, or to subtract the difference between the number of gaming balls and the number of gaming balls after subtraction from the number of gaming balls. The difference is a number equivalent to the number of counted balls sent in the counting notification. After the update, the number of gaming balls after subtraction stored in RAM 83 is cleared to [0 (zero)], and the cumulative count number remains

[0250] . As a result, at the start of the next cycle T,

[0350] is stored in RAM 83 as the number of gaming balls, and

[0250] is stored as the cumulative count number.

[0181] The operation of the pachinko gaming machine 10 will be described below with reference to FIGS. FIG. 13 shows the transition of management data when all balls are transferred to an external location in a pachinko gaming machine 10 that manages the number of game balls of

[0600] . In this example, it is assumed that there is no increase in the number of game balls due to prize balls or loaned balls. It is also assumed that the counting switch 18 is operated in the second operation mode (long stroke operation) when transferring game balls. In FIG. 13 <1> , <2> , <3> indicates the period in which the number of counted balls to be transferred (referred to as the indicated number in the figure) is determined by operating the counting switch 18. T1, T2, T3, and T4 in Figure 13 indicate periods corresponding to the period T of the transmission and reception processing described in Figure 12, and the figure clearly shows four periods of transmission and reception processing.

[0182] When the long operation of the counting switch 18 is started, <1> At this point, the number of instructions is determined as

[0250] . This number of instructions becomes the number of counted balls that can be determined from the count information generated in the game ball number information generation process during the normal process on the frame side. <1> If it is decided to transfer the game balls

[0250] at this stage, the expected number of game balls after the transfer will be

[0350] as shown in the figure.

[0183] <1> At the time point when the counting information has elapsed, data indicating

[0250] is generated, but this generated counting information is not transmitted in the transmission / reception process being executed at that time (the process of cycle T1), but is transmitted as a counting notification in the transmission / reception process of the next cycle T2. At the time point of cycle T2, the number of game balls

[0600] , the number of game balls after subtraction

[0350] , the number of counted balls

[0250] , and the cumulative counted number of balls

[0250] are stored in RAM 83. In cycle T2, an information notification including data indicating the number of game balls

[0600] is transmitted first. Next, in cycle T2, a counting notification including data indicating the number of counted balls

[0250] and data indicating the cumulative counted number of balls

[0250] is transmitted.

[0184] The counting switch 18 is operated for a long time and counts the number of times within the period T2. <2> When this point is reached, the number of instructions will be confirmed as

[0250] . <2> If it is confirmed that the number of game balls to be transferred at this point is

[0250] , the expected number of game balls after the transfer will be

[0100] as shown in the figure. <2> At this point, data showing

[0250] is generated as counting information, but this generated counting information is not transmitted in the transmission / reception process being executed at that time (processing of period T2), but is transmitted as a counting notification in the transmission / reception process of the next period T3.

[0185] After the counting notification is sent in cycle T2, the cycle T2 ends after the sending and receiving of the loan notification and the receipt result. By sending and receiving the loan notification and the receipt result, the number of game balls equivalent to the number of counted balls sent in the counting notification has been transferred to the outside. Therefore, at the time of cycle T3 after cycle T2, RAM 83 stores the number of game balls

[0350] , the number of game balls after subtraction

[0100] , the number of counted balls

[0250] , and the cumulative counted number of balls

[0500] . In cycle T3, an information notification containing data indicating the number of game balls

[0350] is first sent. Next, in cycle T3, a counting notification is sent containing data indicating the number of counted balls

[0250] and the cumulative counted number of balls

[0500] .

[0186] The counting switch 18 is operated for a long time and counts the number of times within the period T3. <3> When this point is reached, the number of indicated balls is fixed at

[0100] . At this stage, the number of game balls counted as count information is 100. <3> If it is confirmed that the game balls

[0100] will be transferred at this point, the expected number of game balls after the transfer will be [0 (zero)] as shown in the figure. <3> At this point, data showing

[0100] is generated as counting information, but this generated counting information is not transmitted in the transmission / reception process being executed at that time (processing of period T3), but is transmitted as a counting notification in the transmission / reception process of the next period T4.

[0187] After the counting notification is sent in cycle T3, the cycle T3 ends after the sending and receiving of a loan notification and a receipt result. By sending and receiving the loan notification and the receipt result, the number of game balls equivalent to the number of counted balls sent in the counting notification has been transferred to the outside. Therefore, at the time of cycle T4 after cycle T3, RAM 83 stores the game ball count

[0100] , the game ball count after subtraction [0], the counted ball count

[0100] , and the cumulative counted ball count

[0600] . In cycle T4, an information notification containing data indicating the game ball count

[0100] is first sent. Next, in cycle T4, a counting notification containing data indicating the counted ball count

[0100] and the cumulative counted ball count

[0600] is sent. After the counting notification is sent in cycle T4, the cycle T4 ends after the sending and receiving of a loan notification and a receipt result. By sending and receiving the loan notification and loan receipt, the number of game balls equivalent to the number of counted balls sent in the counting notification has been transferred to the outside. Therefore, from the cycle following cycle T4 onwards, RAM 83 stores the number of game balls [0], the number of game balls after subtraction [0], the number of counted balls [0], and the cumulative number of counted balls

[0600] . In other words, all of the game balls equivalent to the number of game balls

[0600] have been transferred to the outside.

[0188] In this embodiment, the transmission and reception process is a process that is repeatedly executed at a fixed period T. Also, the counting of game balls by the long operation of the counting switch 18 is performed from the start of the operation period (the period in FIG. 13). <1> ) in the next and subsequent periods (Fig. 13 <2> , <3> ), but the cycle is constant from the next cycle onwards. However, since the timing of operating the counting switch 18 is not fixed, the timing when the counting information is generated by operating the counting switch 18 may or may not coincide with the timing when the transmission / reception process cycle T begins. In addition, in the counting notification of one cycle of transmission / reception process, it is possible to transmit counting information up to the number equivalent to

[0250] balls. For this reason, for example, if the operation of the counting switch 18 is a mixture of short-length operation and long-length operation, or depending on the time length of the cycle when the counting information is generated in the long-length operation and the cycle of the transmission / reception process, there is a possibility that a surplus of game balls will be generated that cannot be transmitted in one transmission / reception process. For example, in FIG. 13 <1> If the counting switch 18 is operated for a short length after counting 250 balls and before the arrival of the transmission / reception processing period T2, the game balls operated for the short length will be generated as surplus balls that cannot be transmitted in the counting notification of period T2.

[0189] Incidentally, in the pachinko gaming machine 10, the power supply may be cut off during play due to some unforeseen event such as a power outage. The RAM 83 of the frame control board 80 has a backup function that allows it to retain its stored contents even when the power supply is cut off, so it is possible to return to the state before the power cutoff after power is restored. It is impossible to predict when such an event of the power supply to the pachinko gaming machine 10 being cut off may occur, and it may occur, for example, while game ball data (counting information) is being transferred from the pachinko gaming machine 10 to the card unit 100.

[0190] For example, consider a case where the power supply to the pachinko gaming machine 10 is interrupted at the timing indicated as [Power Outage A] in FIG. 13 . The timing of [Power Outage A] occurs after the transmission of the counting notification and before the reception of the loan notification during the transmission / reception process cycle T. The number of gaming balls managed in the RAM 83 has not been decremented by the number of counted balls transmitted in the counting notification at the time the counting notification is transmitted. Therefore, even if the power supply is interrupted at the timing of [Power Outage A], the number of gaming balls stored in the RAM 83 after power recovery is restored without being decremented by the number of counted balls indicated in the counting notification transmitted before power loss. As a result, the pachinko gaming machine 10 is restored without losing the number of gaming balls indicated in the counting notification transmitted before power loss. For example, in the example of FIG. 13 , if the number of gaming balls at the time the counting notification is transmitted is

[0600] , the pachinko gaming machine 10 will restore to

[0600] . The pachinko gaming machine 10 of this embodiment counts the number of game balls by subtracting them when it receives a loan notification corresponding to predetermined information, that is, when it transmits or receives a loan notification corresponding to predetermined information. The loan notification is information transmitted by the card unit 100 when it receives a counting notification, and therefore can be an indicator by which the CPU 81 can grasp that the game balls have been transferred to an external device.

[0191] For example, consider a case where the power supply to the pachinko gaming machine 10 is cut off at the timing indicated as [Power Outage B] in Figure 13. The timing of [Power Outage B] is the timing after the number of game balls has been subtracted in the cycle T of the transmission / reception process. In this case, the number of game balls has already been transferred to the card unit 100 and rewritten, so the number of game balls after restoration is the rewritten number before the power outage. For example, in the example of Figure 13, if the number of game balls after rewriting is

[0350] , it will restore as

[0350] .

[0192] From the above, it can be said that the pachinko gaming machine 10 of this embodiment, after transmitting the counting information in the transmission / reception processing cycle T, if the power supply is not interrupted, counts by subtracting a predetermined number corresponding to the counting information from the number of gaming balls at the time when the cycle T has elapsed. Also, it can be said that the pachinko gaming machine 10 of this embodiment, after transmitting the counting information in the transmission / reception processing cycle T, does not subtract the predetermined number corresponding to the counting information from the number of gaming balls if the power supply is interrupted.

[0193] In the pachinko gaming machine 10 of this embodiment, even if the power supply is interrupted while transferring a number of game balls equivalent to the counted number to an external device, the game balls are not lost. In other words, it is possible to restore the number of game balls transferred to the original number. For example, assume that the number of game balls exceeds a specified number and a number of game balls below the specified number are transferred to an external device. In this case, even if the power supply is interrupted while transferring game balls, the number of game balls will return to a state where they exceed the specified number after power is restored. In the pachinko gaming machine 10 of this embodiment, if the number of game balls exceeds the specified number, an error message indicating the number of game balls has been exceeded is issued. Therefore, even if the power supply is interrupted while transferring game balls to resolve the error, the error message will be issued after power is restored because the error state indicates the number of game balls has been exceeded. To give a specific example, if the predetermined number of balls Z1 shown in Figure 11 is set to 40,000 balls, even if the power supply is cut off during the transfer of balls, for example, 0250 balls, which would result in a number below that number, the number of balls will return to the number before the transfer after power is restored, and the error state of over-numbered balls will occur again.As a result, even after power is restored, an error notification regarding the error state of over-numbered balls will be issued, allowing the player to know that the balls have not been lost.

[0194] Next, a case where a surplus of game balls that cannot be transmitted occurs in one transmission / reception process will be described according to FIG. Assume that the number of game balls at time X1 is

[0800] . Also, assume that the counted number (indicated as "Counted" in the figure) counted by operating the counting switch 18 at time X1 is

[0300] . The counted number is stored in RAM 83. Assume that the transmission / reception processing cycle T starts at time X2.

[0195] When the transmission / reception process begins at time X2, the number of game balls stored in RAM 83 is

[0800] . Furthermore, in the counting notification for this transmission / reception process, counting information indicating the maximum number, "250," is transmitted. The number of balls counted at time X1 is

[0300] , and only counting information in a range that does not exceed the maximum number,

[0250] , can be transmitted in a single counting notification. Therefore, in the transmission / reception process that begins at time X2,

[50] of the counted number counted at time X2 remains as a surplus.

[0196] In the example shown in FIG. 14, the counting switch 18 is operated at time X3, and an additional

[10] balls are counted. As a result, the counted number becomes

[60] , which is the surplus of "50" plus

[10] . Then, at time X4, it is determined that the counted number of balls indicated in the counting notification has been transferred, and the number of game balls becomes

[0550] , which is

[0800] minus

[0250] . Then, the transmission and reception process starting at time X2 ends, and the transmission and reception process for the next cycle begins at time X5. The counted number of game balls transmitted in the counting notification during the transmission and reception process starting at time X5 is

[60] , which is the counted number at the start of time X5. In other words, the

[50] game balls remaining as surplus balls during the transmission and reception process starting at time X2 will be included in the counting information transmitted during the next cycle.

[0197] FIG. 14 illustrates a case where a surplus ball was not transmitted in the counting notification of the transmission / reception process. Even when a surplus ball was generated, the power supply to the pachinko gaming machine 10 may be interrupted. In FIG. 14, consider a case where the power supply to the pachinko gaming machine 10 is interrupted at the timing indicated as [Power Outage C]. The timing of [Power Outage C] is the timing after the transmission / reception process cycle T, after the counting notification is transmitted and before the loan notification is received. The number of game balls managed in the RAM 83 has not yet been decremented by the number of game balls transmitted in the counting notification. Therefore, even if the power supply is interrupted at the timing of [Power Outage C], the number of game balls stored in the RAM 83 after the power supply is restored is the number of game balls without being decremented by the number of game balls indicated in the counting notification transmitted before the power outage. Furthermore, even if the power supply is interrupted at the timing of [Power Outage C], the number of game balls stored in the RAM 83 after the power supply is restored is the number of game balls without being decremented by the number of game balls that was generated when the counting notification was transmitted before the power outage. As a result, the pachinko gaming machine 10 will be restored without losing the number of game balls counted in the counting notice sent before the shutdown, and any surplus game balls if any. For example, in the example of Figure 14, if the number of game balls at the time the counting notice is sent is

[0800] , the machine will be restored with

[0800] .

[0198] For example, consider the case where the power supply to the pachinko gaming machine 10 is interrupted at the timing indicated as [Power Outage D] in FIG. 14. The timing of [Power Outage D] is the timing after the number of game balls has been subtracted during the transmission / reception processing cycle T. In this case, the number of game balls has already been transferred to the card unit 100 and rewritten. On the other hand, even if the power supply is interrupted at the timing of [Power Outage D], the surplus game balls that occurred when the counting notification was sent before the interruption are not subtracted. Therefore, for example, in the example of FIG. 14, if the number of game balls after the rewriting is

[0550] , it will return to

[0550] . Note that the number of game balls already counted before the power supply was interrupted is erased from the RAM 83 after the recovery. Therefore, after the recovery, the player must operate the counting switch 18 again to transfer the game balls.

[0199] The surplus beyond the maximum number will be included in the counting information transmitted in the next cycle, whether the number is the first number or a second number different from the first number. Specifically, if the surplus is

[50] as shown in FIG. 14, the surplus will be included in the counting information transmitted in the next cycle's transmission / reception process. Furthermore, if the surplus is, for example,

[0300] , a portion of the surplus will be included in the counting information transmitted in the next cycle's transmission / reception process. In other words, some or all of the surplus will be included in the counting information transmitted in the next cycle's transmission / reception process. Even if the power supply is interrupted during the transfer of game balls to resolve an over-count state, the surplus balls generated at that time are handled in the same manner as described above. In other words, even if the power supply is interrupted during the transfer of game balls when the over-count state exists, the surplus balls will not be subtracted from the game ball count.

[0200] The number of game balls managed by the pachinko gaming machine 10 is displayed on the game ball number display device 17. The number of game balls displayed on the game ball number display device 17 changes in accordance with the increase or decrease in the number of game balls. For example, when the number of game balls increases due to the awarding of prize balls, the displayed number of game balls increases by the number of awarded prize balls. Also, when the number of game balls decreases due to the firing of game balls, the displayed number of game balls decreases by the number of game balls fired. As described above, when the game balls managed by the game ball number display device 17 are transferred to an external location by operating the counting switch 18, the displayed number of game balls is reduced by the number of game balls transferred. When the game balls are transferred to an external location, the displayed number of game balls changes after the number of game balls is subtracted when the transfer of the game balls to an external location is detected in the transmission / reception process.

[0201] Therefore, if the transfer is performed normally without the power supply to the pachinko gaming machine 10 being interrupted, the display of the number of game balls on the game ball count display device 17 will change as if linked to the operation of the counting switch 18, although there may be a time lag equivalent to the transmission / reception processing cycle. On the other hand, if the power supply to the pachinko gaming machine 10 is interrupted, the display of the number of game balls on the game ball count display device 17 after restoration will differ depending on the timing of the interruption. The timing of power interruption A in FIG. 13 is before the receipt of the loan notice, i.e., the timing at which it is not yet known that the number of game balls indicated in the counting notice have been transferred. At the time of power interruption A, the number of game balls has not been decremented. Therefore, after power is restored to the pachinko gaming machine 10, the number of game balls on the game ball count display device 17, which was intended to be transferred externally by the operation of the counting switch 18, is displayed without being decremented. In other words, the number of game balls displayed on the game ball count display device 17 when the counting switch 18 is operated is the same as the number displayed when power is restored to the pachinko gaming machine 10. This allows the player to know from the display on the game ball count display device 17 that the balls they have held have not been lost, even if the power supply to the pachinko gaming machine 10 is cut off.

[0202] On the other hand, at the time of power interruption B in Figure 13, the number of game balls has been subtracted. Therefore, after the power supply to the pachinko gaming machine 10 is restored, the game ball number display device 17 will display the number of game balls that have already been transferred out of the number of game balls that were intended to be transferred externally by operating the counting switch 18, with the number of game balls already transferred subtracted. Note that at the time of power interruption B, if there are game balls that have not yet been sent in the counting notification, for example, those balls have not yet been subtracted. Therefore, if the power supply is interrupted at the time of power interruption B and then restored, the game ball number display device 17 will display the number of game balls that have already been subtracted, but will display the number of game balls that have not yet been subtracted without subtracting.

[0203] In addition, in the pachinko gaming machine 10, operation of the counting switch 18 is disabled until a predetermined time has elapsed after the power supply to the pachinko gaming machine 10 is cut off and then restored. In other words, after the power is restored, counting will not be performed even if the counting switch 18 is operated. This makes it possible for the player to check the number of game balls displayed on the game ball count display device 17 after the power is restored. The operation of the counting switch 18 is also disabled when a predetermined error state (such as an error related to poor communication) occurs. In other words, during such an error state, counting will not be performed even if the counting switch 18 is operated. This prevents the occurrence of a situation in which the number of game balls is lost due to the occurrence of an error state.

[0204] Therefore, according to this embodiment, the following effects can be obtained. (1) The interruption of the power supply to the pachinko gaming machine 10 is an unexpected event for the player. Therefore, the loss of game balls, which are directly linked to the player's profits, in such an event can cause trouble with the gaming parlor, and is something that the gaming parlor would like to avoid. In the pachinko gaming machine 10 of this embodiment, even if an unexpected event such as a power supply interruption occurs, the game balls can be reliably managed so as not to cause the player to lose their profits.

[0205] (2) In particular, in a pachinko gaming machine 10 that manages the number of gaming balls as data, unlike pachinko gaming machines that physically handle gaming balls, the loss of data related to gaming balls is something that should be avoided, as it could damage the credibility / trust of the pachinko gaming machine 10. Therefore, according to the pachinko gaming machine 10 to which this embodiment is applied, players can enjoy playing games with peace of mind.

[0206] (3) The current number of game balls (number of game balls) and the number of game balls after transfer (number of game balls after subtraction) are managed separately, so that even if the power supply to the pachinko game machine 10 is cut off, the game balls can be managed reliably.

[0207] (4) Even if the power supply is restored after being cut off, a specific notification (in this embodiment, an error notification indicating that the number of game balls has been exceeded) is executed, thereby providing an indicator that can be used to determine that the state of the pachinko game machine 10, i.e., the state regarding the number of game balls, has been restored (the count before the power was cut off has not been lost).

[0208] (5) Depending on the operation of the counting switch 18, the number of game balls may exceed the maximum number. The counted number is transmitted at predetermined intervals, but there is a limit to the number that can be transmitted in one interval. Therefore, not all of the counted number can be transmitted in one interval, and any excess balls exceeding the maximum number are not transmitted. In such cases, the loss of game balls, which directly affect the player's profits, can cause trouble with the gaming parlor and is something that the gaming parlor wants to avoid. In this embodiment, even if an excess ball exceeds the maximum number, the game balls can be reliably managed to prevent the player's profits from being lost. In particular, in a pachinko gaming machine 10 that manages the number of game balls as data, unlike pachinko gaming machines that physically handle game balls, the loss of data related to the game balls could damage the credibility / trust of the pachinko gaming machine 10 and is therefore something that should be avoided. Therefore, a pachinko gaming machine 10 incorporating this embodiment allows players to enjoy playing games with peace of mind.

[0209] (6) When the power supply to the pachinko game machine 10 is cut off, the specified number (maximum number) corresponding to the counting information and the surplus number are not subtracted from the number of game balls that have been counted, so that the game balls can be managed reliably.

[0210] (7) When the surplus number cannot be transmitted, the number is not subtracted from the number of game balls, so that the game balls can be managed reliably. (8) After the power supply to the pachinko gaming machine 10 is cut off, if a predetermined condition is met when the power is restored, the operation of the counting switch 18 is invalidated. Therefore, after the restoration, the machine can start counting game balls only when the machine is in a state where counting is possible.

[0211] (9) Furthermore, since the number displayed on the game ball count display device 17 is the same before and after the power supply is cut off, the player can be assured that the game balls have not been lost. In particular, in gaming machines where game balls cannot be physically handled, the player knows how many balls he or she has by the number displayed on the game ball count display device 17, so that the same number displayed on the game ball count display device 17 allows the player to play with peace of mind.

[0212] (10) It is possible to generate counting information that can identify the number of balls to be counted according to the operation mode of the counting switch 18. The generated counting information can be transferred for management by transmitting it to an external device. When generating counting information, it is possible to generate counting information that can identify a number that is less than the minimum number of balls to be loaned to a player. This improves convenience for the player compared to when counting information that counts all game balls with a single operation of the counting switch 18 is generated. Furthermore, counting information that indicates different numbers of balls to be counted is generated depending on the operation mode of the counting switch 18. This allows the player to operate the counting switch 18 in the style they desire.

[0213] (11) Different counting information is generated for the number of counted balls depending on whether the operation is a short-stroke operation or a long-stroke operation. This allows the player to operate the counting switch 18 in the style he or she desires. In other words, the operation of one type of operation of the counting switch 18 is not hindered by the operation of the other type of operation.

[0214] (12) Operation of the effect operation device 16 is valid even while the counting information is being transmitted. In other words, the effect is not disabled by transmitting the counting information. Therefore, the player can operate the counting switch 18 while playing the game normally to transfer the management of the game balls to an external device. This improves processing efficiency and increases player convenience. Furthermore, if an upper limit is set on the number of game balls managed by the pachinko gaming machine 10, it is also possible to quickly resolve a situation where the upper limit is being reached.

[0215] (13) A notification is issued in relation to the number of game balls exceeding the limit. This allows the player to be made aware that the number of game balls managed by the pachinko gaming machine 10 has increased too much, and also encourages the player to transfer some of the game balls to an external facility.

[0216] (14) Even when the notification is being issued, counting information can be generated by operating the counting switch 18, and the management of the game balls can be transferred to an external party. This allows the situation where the number of game balls is over to be resolved quickly.

[0217] (15) In addition, if the power supply to the pachinko gaming machine 10 is cut off while a notification related to the excess number of game balls is being executed, and then the power supply is restored, the notification is executed again. This allows the player to be continuously prompted to resolve the excess number of game balls even after the power supply is restored.

[0218] (16) According to this embodiment, an error is reported by the performance display monitor 84. Therefore, there is no need to provide a dedicated error reporting means separate from the performance display monitor 84, and the configuration of the pachinko gaming machine 10 can be simplified.

[0219] (17) According to this embodiment, the start timing of the error notification on the performance display monitor 84 on the rear side of the machine and the error notification on the game ball count display device 17 on the front side of the machine are the same or approximately the same. Therefore, whether the mounting frame 11b is in the open state or the closed state, the error notification can be grasped at the same time.

[0220] (18) According to this embodiment, the number of game balls (number of game balls) can be notified by the game ball number display device 17, and this game ball number display device 17 also serves as a means for notifying errors. Therefore, the number of game balls and errors can be easily grasped by one means.

[0221] (19) According to this embodiment, the timing at which the game ball count display device 17 and the performance display monitor 84 start displaying an error code is different from the timing at which the effect device group ES starts notifying an error. Therefore, as an error notification means, the effect device group ES can start notifying an error at an appropriate timing depending on their respective locations and notification strengths. Note that notifications by the effect device group ES have a strong perceptual appeal and are less notifying than simple error code display.

[0222] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0223] The transmission and reception process of the embodiment is performed regardless of the progress of the game. For this reason, the launch of the game ball, the process associated with the ball entering the ball entrance such as the first starting entrance 23, the start and end of the variable game, the progress of the jackpot game, the operation of the effect operation device 16, etc. may be valid whether the number of counted balls transmitted in the counting notification of the transmission and reception process is 0 (zero) or 1 or more.

[0224] In the embodiment, the CPU 81 may perform notification processing to issue a predetermined notification in response to the transfer of game balls due to the operation of the counting switch 18. The predetermined notification serves to inform the player that the number of game balls will be transferred. As described above, the pachinko gaming machine 10 of the embodiment generates counting information that can identify "1 ball" or "up to 250 balls" depending on the operation mode of the counting switch 18. Therefore, in consideration of generating different counting information depending on the operation mode of the counting switch 18, when issuing a notification as in this alternative example, a notification may be issued that can distinguish whether the counting information transmitted to the card unit 100 is due to a short-length operation or a long-length operation. In this alternative example, the CPU 81 transmits a command instructing the notification to the CPU 61 of the main control board 60. Upon receiving the command, the CPU 61 transmits it to the CPU 71 of the performance control board 70. The CPU 71 issues the predetermined notification in different ways depending on the type of command defined for each operation mode. The means for executing the predetermined notification are, for example, the sound effect device 12 and the light effect device 14, but other devices may also be used to execute the notification. The notification may be executed when the counting switch 18 is operated or when the transfer is completed. The notification may end when a predetermined time has elapsed since the execution. According to this alternative example, the player can understand that the counting switch 18 has been operated and that this operation will result in the transfer of management of the gaming balls managed by the pachinko gaming machine 10 to an external device. Furthermore, according to this alternative example, the notification pattern is varied depending on the operation mode of the counting switch 18, i.e., the number of counted balls that can be identified from the transmitted counting information. This allows the player to understand, from the mode of the notification, how the player operated the counting switch 18 and, as a result, how many gaming balls will be transferred to an external device.

[0225] In the embodiment, when a long-length operation is continued, a certain number of balls are counted every certain time as shown in Figure 10. However, the number of balls counted may be increased as the duration of the long-length operation increases. In this way, by continuing the long-length operation, management of many game balls can be transferred to an external party at once. This improves processing efficiency and increases convenience for players.

[0226] In an embodiment, the pachinko machine 10 may be provided with a function for customizing the predetermined number of balls Z1, which is a condition for exceeding the number of game balls, and the predetermined number of balls Z2, which is a condition for eliminating the exceeding number of game balls. The customization function may be open to the amusement facility manager. Specifically, the predetermined number of balls Z1 and Z2 may be changeable to any number, or a desired number may be selected from a set of selectable numbers. Alternatively, only one of the predetermined number of balls Z1 and Z2 may be customizable. According to this alternative example, the pachinko machine 10 can manage game balls based on the amusement facility manager's ideas. This improves the convenience of the amusement facility manager in dealing with the exceeding number of game balls.

[0227] In an embodiment, when the number of counted balls is subtracted from the number of game balls by operating the counting switch 18 and the number of game balls becomes zero, an audio notification such as "Counting is complete" or "All transferred" may be given.

[0228] The pachinko gaming machine 10 of the embodiment may be provided with multiple counting switches. The number of counted balls may differ depending on the type of counting switch operated. Which counting switch is operated corresponds to the operation mode of the operating means. In this case, when one counting switch is operated, the operation of the other counting switch is invalid. Among the multiple counting switches, there may be a counting switch that generates counting information with all game balls counted with a single operation. Furthermore, when one counting switch is provided as in the embodiment, there may be an operation mode in which counting information with all game balls counted is generated.

[0229] In the embodiment, an error may be notified by the performance display monitor 84. This eliminates the need to provide a dedicated error notification means separate from the performance display monitor 84, and simplifies the configuration of the pachinko gaming machine 10.

[0230] In the embodiment, the game ball count display device 17 can notify the number of game balls (number of game balls), and this game ball count display device 17 may also be used as a means for notifying errors. Therefore, the number of game balls and errors can be easily grasped using a single means. In this case, the game ball count display device 17 will notify the number of game balls and errors in different ways. For example, the number of game balls may be notified using only numbers, but errors may be notified using a code consisting of numbers and letters (alphabet), for example.

[0231] In the above-mentioned alternative example, the start timing of the error notification on the performance display monitor 84 on the rear side of the machine and the error notification on the game ball count display device 17 on the front side of the machine may be the same or approximately the same. Therefore, whether the mounting frame 11b is in the open state or the closed state, the error notification can be grasped at the same timing.

[0232] In the above alternative example, the error notification on the performance display monitor 84 and the error notification on the game ball count display device 17 start at the same time, but this is not limited to this and the start timing may be different. For example, the game ball count display device 17 may be configured to start an error notification earlier than the performance display monitor 84. This configuration allows players and the like to quickly become aware of the error state on the machine front side. For example, the performance display monitor 84 may be configured to start an error notification earlier than the game ball count display device 17. This configuration allows the administrator to become aware of the error state earlier than players and the like who are viewing the machine front side, for example, when the administrator opens the mounting frame 11b to perform maintenance.

[0233] In the above-mentioned alternative example, the game ball count display device 17 may be configured to issue an error notification, while the performance display monitor 84 may not. Also, dedicated means for issuing an error notification may be provided in place of or in addition to the game ball count display device 17 or the performance display monitor 84. The dedicated means may be configured to issue an error notification in any manner, such as by display, light emission, or sound.

[0234] The pachinko gaming machine 10 of the embodiment may be configured to perform a predetermined action in relation to the number of gaming balls acquired by a player. Specifically, the predetermined action may be performed when the difference between the number of gaming balls used in play during a predetermined period and the number of gaming balls acquired by the player during that period exceeds a predetermined number. The predetermined period may be, for example, the entire business hours of one day or the period from when power is supplied to the pachinko gaming machine 10 is turned on to when power is turned off. The gaming balls used in play may be counted based on the number of gaming balls detected by the out sensor D30. Alternatively, the gaming balls used in play may be counted based on the sum of the number of gaming balls detected by the winning passage count sensor D25 and the number of gaming balls detected by the non-winning passage count sensor D26. The number of gaming balls acquired by a player may be counted based on the number of winning balls information transmitted by the CPU 61 of the main control board 60. The predetermined number used as the basis for the above-mentioned predetermined action may be set to a number that can be acquired over a certain period of time, such as 50,000 or 100,000 balls. The predetermined action is to notify the player that the difference in the number of balls exceeds the predetermined number using a notification means, such as the effect display device 19. Other predetermined actions include stopping the game, stopping the release of game balls, or stopping both the game and the release of game balls. Stopping the game includes invalidating balls entering the ball entry slots on the game board 20, such as the first start slot 23, the second start slot 24, the normal entry slot 27, and the special entry slot 25. The above-mentioned notification corresponds to a specific notification that prompts the player to end the game. The processing in this alternative example is performed by the CPU 81 of the frame control board 80. The notification in this alternative example is distinguished from other notifications, such as error notifications, in that it is performed in a different manner.

[0235] In the above example, if a predetermined procedure has been performed, the game balls must be transferred to an external location. In this case, the transfer is performed by operating the counting switch 18, as described in the embodiment. The power supply to the pachinko gaming machine 10 may be interrupted during this transfer. Once the predetermined procedure has been performed, the pachinko gaming machine 10 maintains the state in which the predetermined procedure has been performed even after the power supply is interrupted and then restored, unless the number of game balls has been reset. Furthermore, as described in the embodiment using FIG. 13 and other figures, the pachinko gaming machine 10 manages the number of game balls based on the timing of the power supply interruption. Therefore, even if the game balls cannot be transferred due to a power supply interruption, the state in which the predetermined procedure has been performed is maintained, and, for example, notifications continue to be issued. The continued notification after restoration provides an indicator that the state of the pachinko gaming machine 10, i.e., the state regarding the number of game balls, has been restored and that the count before the power supply was interrupted has not been lost.

[0236] The loan notification of the transmission / reception process may be a notification when the payout button 104b is operated, or a notification when either the ball loan button 104a or the payout button 104b is operated.

[0237] The timing for sending and receiving each message of information notification, counting notification, loan notification, and loan receipt in the sending and receiving process may be as follows: CPU 81 sends the counting notification 100 ms after sending the information notification. CPU 105a sends the loan notification within 170 ms after receiving the counting notification. CPU 81 sends the loan receipt within 10 ms of the loan notification.

[0238] Although the transmission and reception process is performed at a fixed cycle, it does not have to be constant. Furthermore, when the transmission and reception process is performed at a fixed cycle, the fixed cycle may be, for example, 300 ms with a predetermined tolerance. For example, the fixed cycle may be set to be between 300 ms and 310 ms. Furthermore, a predetermined tolerance may also be set for the timing at which each message in the above example is transmitted and received.

[0239] When the number of game balls notified in the counting notification is transferred, the number of game balls may be deducted when the loan notification is received. Alternatively, the number of game balls may be deducted when the loan receipt is sent. In other words, the deducting of the number of game balls may be performed when the loan notification is received, and may be performed between the reception of the loan notification and the next transmission / reception processing cycle, i.e., the transmission of the information notification in the next cycle.

[0240] The pachinko gaming machine 10 of the embodiment may be configured so that the volume of the sound effect device 12 and the light intensity of the light effect light-emitting device 14 and the light effect display device 19 can be adjusted by the player or the manager of the gaming facility.

[0241] The pachinko gaming machine 10 of the embodiment may be a pachinko gaming machine that is structurally incapable of generating foul balls (for example, a type in which game balls are launched from the upper left of the game board 20). In the case of this modified pachinko gaming machine 10, foul balls are not taken into consideration when counting the number of game balls.

[0242] In the pachinko gaming machine 10 of the embodiment, operation of the counting switch 18 may be always valid except under certain circumstances. These circumstances include when the number of game balls is zero. Accordingly, operation of the counting switch 18 is always valid as long as the number of game balls is one or more, regardless of whether a game ball has not been shot, whether a shot game ball is being guided down the game area 20a, or whether a shot game ball has not yet been detected by the out sensor D30. The specific circumstances also include when a connection to an external device (e.g., the card unit 100) connected to the pachinko gaming machine 10 cannot be confirmed. Furthermore, operation of the counting switch 18 is not invalidated even if the operation is stopped after a short-length or long-length operation of the counting switch 18, and the operation remains valid even if the operation is performed again. Furthermore, if the counting switch 18 is operated at the same time as a game ball is shot, i.e., if the shooting of the game ball and the operation of the counting switch 18 occur simultaneously or nearly simultaneously, the shooting of the game ball takes priority. Firing a game ball can be considered as a player's intention to continue playing. Therefore, prioritizing the continuation of play over the transfer of the number of game balls can respect the player's intention to continue playing.

[0243] In the pachinko gaming machine 10, operation of the counting switch 18 may be valid when an error occurs, when an error notification is being issued, when a gaming ball that causes a decrease in the number of gaming balls is fired, when a prize ball that causes an increase in the number of gaming balls is struck, or when a foul ball that causes an increase in the number of gaming balls is struck. Operation of the counting switch 18 may also be valid when any combination of these situations occurs. For example, operation of the counting switch 18 may be valid when a gaming ball is fired and a prize ball is struck, when a gaming ball is fired and a foul ball is struck, or when a prize ball is struck and a foul ball is struck. If operation of the counting switch 18 is valid in this way, the number of gaming balls can be transferred by operation of the counting switch 18 even in response to changes in the number of gaming balls related to operation of the counting switch 18 or changes in the number of gaming balls related to games such as firing or winning balls. In addition, the operation of the counting switch 18 may be valid when an error occurs or an error notification is combined with the launch of a game ball, the occurrence of a prize ball, or the occurrence of a foul ball.

[0244] In an embodiment, an alarm sound may be generated according to the operation mode of the counting switch 18. This allows the player to understand from the alarm mode how he or she operated the counting switch 18 and, as a result, the extent to which the management of the game balls will be transferred to an external party. If the power supply to the pachinko gaming machine 10 is cut off while the alarm sound is being output, the machine may be configured not to restore power as it was before the power cutoff even if the power supply is subsequently restored. This allows the alarm sound to be restored after the power is restored, preventing the player from having unnecessary worries about what happened.

[0245] In the embodiment, the number of out balls may be the sum of the number detected by the winning passage count sensor D25 and the number detected by the non-winning passage count sensor D26. In this case, the out sensor D30 may or may not be provided.

[0246] In the embodiment, the winning passage count sensor D25 and the non-winning passage count sensor D26 may not be provided, and the discharged gaming balls may be detected only by the out sensor D30. In the embodiment, when the out sensor D30 is provided, the out sensor D30 may be provided on the game board 20 or on the frame.

[0247] In the embodiment, the pachinko gaming machine 10 equipped with the probability variable function may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 equipped with the probability variable function may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area (a so-called "V probability variable machine"). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V probability variable machine.

[0248] In the embodiment, in addition to the big win lottery, a small win lottery may be held as the winning lottery for the special symbol. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).

[0249] In an embodiment, the pachinko gaming machine 10 may be of a type 2 specification, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a gaming ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the gaming ball that entered the ball entry device enters the special prize entry hole, thereby generating a big win game.

[0250] In the embodiment, the CPU 61, the ROM 62, the RAM 63, and the random number generation circuit 64 may be configured on a single chip. In the embodiment, the specific configuration of the game board 20 may be changed arbitrarily.

[0251] In the embodiment, the performance control board 70 may be a sub-general control board, and a display control board that specializes in controlling the performance display device 19, a light-emitting control board that specializes in controlling the performance light-emitting device 14, and a sound control board that specializes in controlling the performance sound device 12 may be provided separately from the performance control board 70. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. Also, in the embodiment, the CPU 61 and CPU 71 may be mounted on a single board. Also, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.

[0252] In the embodiment, the gaming machine is configured to circulate all of a predetermined amount of gaming media (for example, gaming balls), but this is not limited to this, and the gaming machine may be configured so that some or all of the gaming media can be exchanged for gaming media outside the gaming machine.

[0253] The pachinko gaming machine 10 may be provided with a magnetic sensor in one or both of the mounting frame 11b and the gaming board 20. This configuration makes it possible to detect magnetic foreign objects that should not be present in the pachinko gaming machine 10. It can also detect the possibility that goto tools such as magnets and wires that do not fall under the category of normal objects normally used in the pachinko gaming machine 10 are being used. It can also contribute to the detection of acts such as intentionally creating a pile of gaming balls using magnetic gaming balls and magnets.

[0254] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (A) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable a game to be played based on the data, comprising an operation means and a processing means for executing predetermined processing, wherein the processing means is capable of executing a counting process for counting the number of gaming balls, a generation process for generating count information corresponding to a predetermined number of the counted number of gaming balls, and a transmission / reception process for transmitting / receiving gaming ball information relating to the gaming balls to / from an external device, wherein the predetermined number corresponding to the counting information is set to a number greater than 0 by operating the operation means, and the gaming ball information includes A gaming machine including the counting information, wherein the processing means transmits and receives the gaming ball information to and from the outside at every predetermined cycle, wherein the processing means, after transmitting the counting information at the predetermined cycle, counts so as to subtract a predetermined number corresponding to the counting information from the number of gaming balls already counted at the time when the power supply to the gaming machine is not cut off, and wherein the processing means, after transmitting the counting information at the predetermined cycle, when the power supply to the gaming machine is cut off, does not subtract the predetermined number corresponding to the counting information from the number of gaming balls already counted.

[0255] (B) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable a game to be played based on the data, comprising an operation means and a processing means for executing predetermined processing, wherein the processing means is capable of executing a counting process for counting the number of gaming balls, a generation process for generating count information corresponding to a predetermined number of the counted number of gaming balls, and a transmission / reception process for transmitting / receiving gaming ball information relating to the gaming balls to / from an external device, wherein the predetermined number corresponding to the counting information is set to a number greater than 0 by operating the operation means, and the gaming ball information includes the counting number. a processing means for transmitting and receiving the gaming ball information from an external device at predetermined cycles, and when the processing means receives the predetermined information from an external device, counting to subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted, and after transmitting the counting information in the predetermined cycle, the processing means is capable of receiving the predetermined information within the predetermined cycle, and if the power supply to the gaming machine is cut off after transmitting the counting information but before receiving the predetermined information, the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls that have already been counted.

[0256] (C) When the power supply to the gaming machine is restored and the number of gaming balls is greater than 0, if a predetermined condition is met, operation of the operating means is invalidated. (ii) The gaming machine is provided with a number display means for displaying the number of gaming balls, and the number of gaming balls displayed on the number display means is the same as the number displayed when the operating means is operated and the number displayed when power supply to the gaming machine is restored.

[0257] (e) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable play based on the data, the gaming machine comprising: an operation means; and a processing means for executing predetermined processing, wherein the processing means is capable of executing a counting process for counting the number of gaming balls, a generation process for generating counting information corresponding to a predetermined number of the counted number of gaming balls, and a transmission / reception process for transmitting gaming ball information regarding the gaming balls to and from the outside, wherein the predetermined number corresponding to the counting information is set to a number greater than 0 by operating the operation means, a maximum number is set for the predetermined number, the gaming ball information includes the counting information, the processing means transmits and receives the gaming ball information to and from the outside at each predetermined cycle, the processing means is capable of transmitting the counting information corresponding to the predetermined number in a range not exceeding the maximum number in the predetermined cycle, and any surplus beyond the maximum number is included in the counting information transmitted in the next cycle.

[0258] (e) The processing means counts so as to subtract a predetermined number corresponding to the counting information from the number of gaming balls that have been counted at the time when the power supply to the gaming machine is not cut off after transmitting the counting information in the predetermined period, and the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls that have been counted when the power supply to the gaming machine is cut off after transmitting the counting information in a situation where there is a surplus in the predetermined period, and does not subtract the surplus number from the number of gaming balls that have been counted.

[0259] (G) A gaming machine described in the technical idea (F) in which the processing means transmits the counting information when there is a surplus in the predetermined period, counts so as to subtract a predetermined number corresponding to the counting information from the number of gaming balls already counted at the time when the predetermined period has elapsed, and then does not subtract the surplus number from the number of gaming balls already counted when the power supply to the gaming machine is cut off.

[0260] (H) A gaming machine described in any one of the technical ideas (E) to (G), wherein the surplus number exceeding the maximum number is included in the counting information to be transmitted in the next cycle, whether the number is a first number or a second number different from the first number.

[0261] (i) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable a game to be played based on the data, comprising an operation means and a processing means for executing predetermined processing, wherein the processing means is capable of executing a counting process for counting the number of gaming balls, a generation process for generating count information corresponding to a predetermined number of the counted number of gaming balls, and a transmission / reception process for transmitting / receiving gaming ball information regarding the gaming balls to / from an external device, wherein the storage means stores counted number information indicating the number of gaming balls that have been counted, and post-transfer number information indicating the number of gaming balls when a number of gaming balls corresponding to the predetermined number are transferred to the external device, and the predetermined number corresponding to the counting information is set to a number greater than 0 by operating the operation means, and A gaming machine characterized in that the number can be adjusted depending on the operating mode of the operating means, operation of the operating means is valid even when an error occurs, the gaming ball information includes the counting information, the processing means sends and receives the gaming ball information with the outside at predetermined cycles, and when the processing means receives predetermined information from the outside, it counts so as to subtract the predetermined number corresponding to the counting information from the number of gaming balls that have been counted, the processing means is capable of receiving the predetermined information within the predetermined cycle after sending the counting information, and if the power supply to the gaming machine is cut off after sending the counting information but before receiving the predetermined information, the processing means does not subtract the predetermined number corresponding to the counting information from the number of gaming balls that have been counted.

[0262] (J) A gaming machine capable of storing the number of gaming balls as data in a storage means and configured to enable a game to be played based on the data, comprising: an operation means; and a processing means for executing predetermined processing, wherein the processing means is capable of executing a counting process for counting the number of gaming balls; a generation process for generating count information corresponding to a predetermined number of the counted number of gaming balls; and a transmission / reception process for transmitting / receiving gaming ball information regarding the gaming balls to / from an external device, wherein the predetermined number corresponding to the count information is set to a number greater than 0 by operating the operation means, and the number can be adjusted depending on the operation mode of the operation means, and the operation of the operation means is valid even when an error occurs, and the gaming ball information includes the count information, and the processing means transmits / receives the gaming ball information to / from an external device at predetermined intervals, and when the processing means receives predetermined information from / from an external device, a processing means for counting the number of game balls so as to subtract the predetermined number corresponding to the counting information from the number of game balls, the processing means being capable of receiving the predetermined information within the predetermined period after transmitting the counting information, the processing means being configured to prevent the subtraction of the predetermined number corresponding to the counting information from the number of game balls already counted if the power supply to the game machine is cut off after transmitting the counting information but before receiving the predetermined information, the game machine being capable of issuing a specific notification that prompts the player to operate the operating means or to end the game when the number of game balls exceeds a predetermined specified number after transmitting the counting information and before the predetermined number corresponding to the counting information is subtracted, the specific notification being issued even after the power supply to the game machine is restored. [Explanation of symbols]

[0263] 10... Pachinko gaming machine 13... Notification sound device 16... Performance operation device 17... Game ball number display device 18... Counting switch 19... Performance display device 19a... Image display area 20... Game board 20a... Play area 40... Supply device 50... Firing device 60... Main control board 61... CPU 62... ROM 63... RAM 80... Frame control board 81... CPU 82... ROM 83... RAM Period... T, T1 to T4

Claims

[Claim 1] A gaming machine that can store the number of gaming media as data in a storage means and can play games based on the data, An operating means; a processing means for executing a predetermined process, The operation means includes a management operation means and a game operation means, the processing means is capable of executing a counting process for counting the number of the game media, a generating process for generating count information corresponding to a predetermined number of the counted number of the game media, and a transmitting / receiving process for transmitting / receiving game medium information relating to the game media to / from an external device; the predetermined number corresponding to the count information is set to a number greater than 0 by operating the management operation means; The operation of the management operation means is valid even when a door opening error occurs, the game medium information includes the counting information, the gaming machine is capable of issuing a specific notification that indicates an over-statement when the number of the gaming media exceeds a predetermined specified number, and that prompts the user to operate the management operation means; After transmitting the counting information in the over state, if the power supply to the gaming machine is cut off before the predetermined number corresponding to the counting information is reduced to or below the specified number, the specific notification is executed even after the power supply to the gaming machine is restored, the gaming machine is capable of outputting a notification sound in accordance with the operation mode of the management operation means; The operation of the gaming operation means is valid even during the transmission of the counting information, A gaming machine characterized in that, when the operation of the gaming operation means and the operation of the management operation means occur simultaneously or almost simultaneously, the gaming medium is used by the operation of the gaming operation means that occurs simultaneously or almost simultaneously.

Citation Information

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