Gaming machine
The gaming machine integrates a frame control board and sensor system to verify the operation of frame inspection objects, addressing the challenge of checking their functionality, thereby improving maintenance reliability.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-09-13
- Publication Date
- 2026-06-23
AI Technical Summary
In existing gaming machines, such as pachinko machines, casino employees cannot effectively check whether frame inspection objects connected to the frame control board are operating normally.
A gaming machine equipped with a frame control board and a lifting device, connected to a sensor, allows for an inspection mode where the operation of the lifting device can be checked, ensuring the sensors function correctly.
Enables confirmation of the normal functioning of frame inspection objects, enhancing maintenance efficiency and reliability.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine represented by a pachinko machine or the like.
Background Art
[0002] As an example of a gaming machine, in a pachinko machine, as described in Patent Document 1 below, a casino employee can check whether a gaming inspection object (for example, a big winning opening / closing member) connected to a game control board operates normally in a game inspection mode in which the progress of the game is impossible.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in the above Patent Document 1, a frame control board is provided on the gaming machine frame, and a casino employee cannot check whether a frame inspection object connected to the frame control board operates normally.
[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine capable of checking whether a frame inspection object operates normally.
Means for Solving the Problems
[0006] The gaming machine of the present invention is a frame control board provided on the gaming machine frame, and The aforementioned gaming machine frame is equipped with a lifting device for lifting the game balls, connected to the frame control board A sensor for the lifting device to confirm whether the lifting device is operating normally. and, in a gaming machine comprising, the frame control board is in a state where the progress of the game is impossible of the game is impossible and can be set to An inspection mode that allows you to check whether the sensors for the lifting device are functioning correctly. the law of nature, The frame control board is provided with dedicated operating means, When the dedicated operating means is operated in conjunction with the power being turned on, the system is set to the inspection mode. This is a gaming machine characterized by the following features.
[0007] According to the present invention, it is possible to confirm whether the object being inspected is functioning correctly. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a gaming machine and a dedicated external unit according to an embodiment. [Figure 2] This is a perspective view showing the lower part of the front frame of the gaming machine. [Figure 3] This is a front view of the game board of the gaming machine. [Figure 4] This is an enlarged view of section A shown in Figure 3, illustrating the display devices installed in the gaming machine. [Figure 5] (A) is a schematic diagram showing game balls stored in a storage device, (B) is a schematic diagram showing game balls being launched towards the game area, and (C) is a schematic diagram showing foul balls returning to the storage device. [Figure 6] This is a diagram showing a display for the number of game balls. [Figure 7] This is a diagram showing the back of the gaming machine. [Figure 8] This is a diagram showing a frame substrate display unit. [Figure 9] This block diagram shows the electrical configuration of the game control board side of the gaming machine. [Figure 10] This block diagram shows the electrical configuration of the game machine's performance control board. [Figure 11] This is a table for determining the type of winning combination. [Figure 12] This table shows the various random numbers acquired by the microcontroller used for game control. [Figure 13](A) is the jackpot determination table, (B) is the losing symbol type determination table, (C) is the reach determination table, (D) is the ordinary symbol hit determination table, (E) is the ordinary symbol variation pattern selection table, and (F) is the electric chew opening pattern determination table. [Figure 14] It is a special figure variation pattern determination table. [Figure 15] It is a diagram showing the game flow. [Figure 16] It is a block diagram showing the electrical configuration of the frame control board, the game control board, and the dedicated external unit. [Figure 17] It is a table showing the information transmitted from the dedicated external unit to the frame control board. [Figure 18] It is a table showing the information transmitted from the frame control board to the dedicated external unit. [Figure 19] It is a table showing the hall control information and the illegal monitoring information as unified standards. [Figure 20] It is a table showing the hall control information and the illegal monitoring information of the embodiment. [Figure 21] It is a diagram showing the circuit between the first light emitting area of the game ball number display and the light emitting driver. [Figure 22] It is a table showing the relationship between the game state and the display color of the game ball number display. [Figure 23] It is a diagram showing the transition of the display color of the game ball number display when the game state changes. [Figure 24] It is a diagram showing the transition of the display on the frame board display. [Figure 25] It is a table showing the base display. [Figure 26] It is an error code table. [Figure 27] It is a diagram showing the transition of the display on the frame board display when there is an error code. [Figure 28] It is a diagram showing the transition of the display on the frame board display when there is no error code. [Figure 29] It is a diagram showing the transition of the game ball number display when the count button is single-pressed. [Figure 30]This diagram shows the change in the number of game balls displayed when the counting button is pressed and held for a short time. [Figure 31] This diagram shows the change in the number of game balls displayed when the counting button is pressed and held for a long time. [Figure 32] This diagram shows the change in the number of game balls displayed when the counting button is pressed and held for a long time, followed by a single press of the counting button. [Figure 33] This diagram shows the transitions between the game inspection mode and the frame inspection mode. [Figure 34] This is a diagram illustrating the game inspection mode and the frame inspection mode. [Figure 35] This table shows the relationship between each object being inspected and the displays in the first to third display areas of the game ball count indicator. [Figure 36] This is a flowchart of the main control process. [Figure 37] This is a flowchart of the power-on process. [Figure 38] This is a flowchart for the game inspection mode processing. [Figure 39] This is a flowchart for the game inspection mode processing. [Figure 40] This is a flowchart of the main timer interrupt processing. [Figure 41] This is a flowchart of the sub-control main processing. [Figure 42] This is a flowchart for handling a 1ms timer interrupt. [Figure 43] This is a flowchart for handling a 10ms timer interrupt. [Figure 44] This is a flowchart of the main frame control process. [Figure 45] This is a flowchart of the power-on process. [Figure 46] This is a flowchart of the frame inspection mode processing. [Figure 47] This is a flowchart of the frame control timer interrupt processing. [Figure 48] This is a flowchart of the input processing. [Figure 49]This is a flowchart of the input processing. [Figure 50] This is a flowchart of the display processing for the frame substrate display unit. [Figure 51] This is a flowchart of the display processing for the frame substrate display unit. [Figure 52] This is a flowchart for the display color setting process. [Figure 53] This is a flowchart for the counting process. [Modes for carrying out the invention]
[0009] 1. Structure of a gaming machine A pachinko game machine PY1, which is an embodiment of the present invention, will be described based on the drawings. In the following description, the left-right direction of each part of the pachinko game machine PY1 will be described as coinciding with the left-right direction from the perspective of a player facing the pachinko game machine PY1. Furthermore, the front direction of each part of the pachinko game machine PY1 will be described as the direction approaching the player facing the pachinko game machine PY1, and the rear direction of each part of the pachinko game machine PY1 will be described as the direction away from the player facing the pachinko game machine PY1.
[0010] As shown in Figure 1, the pachinko game machine PY1 of this embodiment is equipped with a game machine frame 2. The game machine frame 2 comprises an outer frame 22, an inner frame 21, and a front door 23 (front frame). The outer frame 22 is a vertical rectangular frame that forms the outer casing of the pachinko game machine PY1. The inner frame 21 is positioned inside the outer frame 22 and is a vertical rectangular frame to which the game board 1, described later, is attached. The front door 23 is positioned on the front side of the outer frame 22 and the inner frame 21 and is a vertical rectangular shape that protects the game board 1. The front door 23 is the part that faces the player directly and is decorated in various ways.
[0011] The gaming machine frame 2 is configured with a hinge portion 24 on its left end. This hinge portion 24 allows the front door 23 to rotate freely relative to the outer frame 22 and the inner frame 21, and the inner frame 21 to rotate freely relative to the outer frame 22 and the front door 23. An opening is formed in the center of the front door 23, and a transparent plate is attached to the opening so that the player can see the game area 6 (see Figure 3), which will be described later. In this embodiment, the transparent plate is a glass plate, but it may also be a transparent synthetic resin plate. In other words, the transparent plate only needs to allow the game area 6 to be seen from the front. The front door 23 is also provided with a handle 72k (launching operation means) for launching game balls toward the game area 6 with a launching force corresponding to the rotation angle.
[0012] A storage device 25 (see Figure 5), described later, is provided at the bottom of the inner frame 21. The storage device 25 stores a predetermined number of game balls (for example, 50 balls). The stored game balls are launched towards the game area 6 (see Figure 3), flow down the game area 6, and are collected in a recovery section (not shown) located at the bottom of the inner frame 21. After being collected in the recovery section, the game balls are lifted by a lifting device (not shown) and guided towards the storage device 25. In this way, the game balls stored in the storage device 25 are sealed inside the pachinko game machine PY1 and circulate without being discharged outside the pachinko game machine PY1.
[0013] Therefore, this pachinko game machine PY1 is a game machine (so-called "sealed pachinko") in which the game balls sealed inside can circulate after flowing down the game area 6 and re-enter the game area 6. As a result, it does not require a mechanism (prize ball payout device, prize ball motor, upper tray, lower tray, etc.) for dispensing game balls to the player, as is the case with game machines (so-called "unsealed pachinko") in which the game balls contained inside are discharged to the outside after flowing down the game area. As a result, the lower structure of this pachinko game machine PY1 can be made more compact compared to conventional unsealed pachinko machines. Furthermore, in this pachinko game machine PY1, there is no upper or lower tray for storing game balls on the front door 23, so the player cannot touch the game balls.
[0014] As shown in Figure 2, the lower part 23x (operating mechanism) of the front door 23 is provided with an effect button (input section) 40k and a select button 42k that the player can operate during effects that are performed as the game progresses. The select button (directional pad) 42k consists of an up button, a down button, a left button, and a right button. The front door 23 is also provided with a decorative frame lamp 56 (see Figure 1) and a speaker 610 (not shown in Figure 1) that outputs sound.
[0015] Furthermore, in this pachinko game machine PY1, as shown in Figure 2, a call switch 41k is provided at the lower part 23x of the front door 23. The call switch 41k is an operating means (call operation means) that can be pressed by the player, and the press operation is detected by a call sensor 41a (see Figure 9) built into the call switch 41k. This call switch 41k (specific sensor) is an alternate operation type that continues to output a detection signal from the call sensor 41a unless it is pressed again after being pressed.
[0016] The call switch 41k is equipped with a smoked lens and a call LED located inside the smoked lens. When power is turned on to the pachinko game machine PY1, the call LED remains lit (illuminates). This makes the words "Call Switch" written on the smoked lens appear to be lit in red, allowing the player to recognize that the call switch 41k is ready for use.
[0017] In contrast, when the call switch 41k is pressed, the call LED flashes. This makes the words "Call Switch" on the smoked lens appear to flash in red, allowing the player to recognize that the call switch 41k is in use. If the call switch 41k is pressed again, the call LED will return to a steady state.
[0018] In this configuration, as will be described later, when the call switch 41k is pressed, a signal related to the detection by the call sensor 41a (call signal) is transmitted to the hall computer 230 (see Figure 16) located outside the pachinko game machine PY1. As a result, the hall computer 230 notifies the employees of the game hall via wireless communication that the call switch 41k of the pachinko game machine PY1 has been pressed. This makes it possible to summon the employees of the game hall. In other words, it is possible to summon the employees of the game hall by pressing the call switch 41k located on the pachinko game machine PY1, without having to press the call button on the data counter located on the top of the pachinko game machine PY1.
[0019] In this configuration, the call switch 41k is configured as an alternate-operation type that continues to output a detection signal from the call sensor 41a unless it is pressed again after being pressed. However, it may also be configured as a momentary-operation type that outputs a detection signal from the call sensor 41a only at the moment it is pressed.
[0020] Furthermore, in this pachinko game machine PY1, as shown in Figure 1, a game ball count indicator 180 is provided on the central front of the lower part 23x of the front door 23. The game ball count indicator 180 (number of balls held, display means) displays the number of game balls that the player can currently use as the number of balls held. In other words, the number of balls held is the number of game balls that the player can use to play the game. The game ball count indicator 180 is composed of six 7-segment displays arranged horizontally so that a 6-digit number or letter (Roman alphabet) can be displayed. That is, as shown in Figure 6, the game ball count indicator 180 has, in order from left to right, a first light-emitting area 181, a second light-emitting area 182, a third light-emitting area 183, a fourth light-emitting area 184, a fifth light-emitting area 185, and a sixth light-emitting area 186. The six light-emitting regions 181-186 each have eight light-emitting parts (LED elements) LA1-LA8, LA9-LA16, LA17-LA24, LA25-LA32, LA33-LA40, and LA41-LA48, respectively. In Figure 1, the game ball count indicator 180 shows "2500," meaning the player can currently launch 2500 game balls towards the game area 6. The display control of the game ball count indicator 180 is performed by the frame control microcontroller 171 (see Figure 9), as will be described later.
[0021] The inner frame 21 of the gaming machine frame 2 is fitted with the game board 1 shown in Figure 3. As shown in Figure 3, the game board 1 has a game area 6 through which game balls launched by operating the handle 72k flow. The game balls launched by operating the handle 72k pass between the inner rail 62 and the outer rail 63 towards the game area 6. The game board 1 is also equipped with numerous decorative panel lamps 54. Multiple game pins are provided protruding from the game area 6 to guide the game balls. The game board 1 is an integrated unit consisting of a plate-shaped member located at the front and a rear unit located at the rear (a unit to which various control boards, image display devices 50, harnesses, etc., described later are attached).
[0022] Furthermore, an image display device 50 (performance display means, image display means), which is a liquid crystal display device, is provided near the center of the game area 6. Note that the image display device may be other image display devices such as an organic EL display device. The display screen 50a (display section) of the image display device 50 has a performance symbol display area that performs a variable display of performance symbols EZ (decorative symbols) synchronized with the variable display of the first special symbols and the second special symbols described later. Note that the performance that displays the performance symbols EZ is called a performance symbol variation performance. The performance symbol variation performance is sometimes called a "decorative symbol variation performance" or simply a "variation performance".
[0023] The display area for the performance symbols consists of three performance symbol display areas, for example, "left," "center," and "right." The left performance symbol EZ1 is displayed in the left performance symbol display area, the center performance symbol EZ2 is displayed in the center performance symbol display area, and the right performance symbol EZ3 is displayed in the right performance symbol display area. Each performance symbol EZ consists of multiple symbols representing numbers from "1" to "8," for example. The image display device 50 displays the results of the variable display of the first special symbol and the second special symbol displayed on the first special symbol display 81a and the second special symbol display 81b described later (i.e., the results of the jackpot lottery) in an easy-to-understand manner, based on the combination of the left performance symbol EZ1, the center performance symbol EZ2, and the right performance symbol EZ3.
[0024] For example, if a jackpot is won, the display will stop on a sequence of identical numbers such as "777". Conversely, if the result is a loss, the display will stop on a sequence of different numbers such as "637". This makes it easier for the player to understand the progress of the game. In other words, the player generally understands the result of the jackpot lottery not by the first special symbol display 81a or the second special symbol display 81b, but by the image display device 50. The position of the display area for the display of the display of the display of the display of the display of the display of the display of the display of the display of the display of the display of identical numbers such as "777".
[0025] The image display device 50 displays on the display screen 50a not only the effect symbol variation effect using the effect symbol EZ as described above, but also the jackpot effect that is performed in parallel with the jackpot game, and the demo effect for when customers are waiting (customer waiting effect). In the effect symbol variation effect, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ, such as background images and character images, are also displayed.
[0026] Furthermore, the display screen 50a of the image display device 50 has a reserve icon display area that displays reserve icons HA (performance reserve images) according to the number of reserved first and second special symbol reserves described later. The display of the reserve icons HA makes it easy for the player to see the number of reserved first special symbol reserves displayed on the first special symbol reserve indicator 83a described later, and the number of reserved second special symbol reserves displayed on the second special symbol reserve indicator 83b described later.
[0027] A center frame 61 (inner wall) is positioned near the center of the game area 6, in front of the image display device 50. A stage 61s is formed at the bottom of the center frame 61, which can guide the game balls rolling on the upper surface to the first starting port 11, described later. A warp 61w is provided on the left side of the center frame 61, which allows game balls to flow in from the entrance and out to the stage 61s from the exit. A movable board body 55k, which can move up and down, is provided at the top of the center frame 61. The movable board body 55k can move from an origin position above the display screen 50a to a display position that overlaps with the center of the display screen 50a in the front-to-back direction.
[0028] Below the image display device 50 in the game area 6, there is a first start prize device 11D equipped with a first start opening 11 that ensures the ease with which game balls can enter remains constant. The first start opening 11 (ball entry opening) is also called the first ball entry opening, fixed ball entry opening, first start prize opening, or first start area. The first start prize device 11D is also called the first ball entry means, fixed ball entry means, or first start prize device. The entry of a game ball into the first start opening 11 triggers the lottery for the first special symbol (jackpot lottery, i.e., acquisition and determination of jackpot random numbers, etc.).
[0029] Furthermore, below the first starting opening 11 in the game area 6, there is a standard variable prize winning device (standard electric prize, also known as an electric chute) 12D equipped with a second starting opening 12. The second starting opening 12 (ball entry opening) is also called the second ball entry opening, variable ball entry opening, second starting prize winning opening, or second starting area. The electric chute 12D is also called the second ball entry means, variable ball entry means, or second starting prize winning device. The entry of a game ball into the second starting opening 12 triggers the drawing of the second special symbol (jackpot drawing).
[0030] The electric tuner 12D is equipped with an electric tuner opening / closing member 12k (ball entry opening / closing member) that takes an open state and a closed state, and the operation of the electric tuner opening / closing member 12k opens and closes the second start opening 12. The electric tuner opening / closing member 12k is driven by the electric tuner solenoid 12s, which will be described later. When the electric tuner opening / closing member 12k is in the open state, it is possible for game balls to enter the second start opening 12, and when it is in the closed state, it is impossible for game balls to enter the second start opening 12. In other words, the second start opening 12 is a start opening in which the ease of entry of game balls can be changed. Note that the electric tuner does not have to make it impossible for game balls to enter the second start opening when the electric tuner opening / closing member is in the open state to enter the second start opening more easily than when it is in the closed state.
[0031] Furthermore, to the right of the first starting opening 11 in the game area 6, a large prize winning device (special electric mechanism) 14D equipped with a large prize winning opening 14 is provided. The large prize winning opening 14 (special ball entry opening) is also called the special prize winning opening. The large prize winning device 14D is also called the attacker (AT), special prize winning means, or special variable prize winning device. The large prize winning device 14D is equipped with an AT opening / closing member 14k (special prize winning opening opening / closing member) that takes an open state and a closed state, and the large prize winning opening 14 is opened and closed by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by the AT solenoid 14s, which will be described later. The large prize winning opening 14 can only accept game balls when the AT opening / closing member 14k is in the open state.
[0032] Furthermore, a gate 13 through which game balls can pass is provided to the right of the center frame 61. The gate 13 is also called a passage opening or passage area. The passage of a game ball through the gate 13 triggers the execution of a regular symbol lottery (i.e., the acquisition and determination of a regular symbol random number (winning random number)) that determines whether or not to open the electric tuner 12D. In addition, a first general prize opening 10A, a second general prize opening 10B, and a third general prize opening 10C are provided at the bottom of the game area 6. At the very bottom of the game area 6, an out opening 19 is provided to discharge game balls that were shot into the game area 6 but did not enter any of the prize openings to the outside of the game area 6.
[0033] The game area 6, in which various prize winning slots are arranged, has a left game area 6L (first game area, designated game area) to the left of the center in the left-right direction, and a right game area 6R (second game area) to the right. The method of shooting the game ball so that it flows down the left game area 6L is called left-handed shooting. On the other hand, the method of shooting the game ball so that it flows down the right game area 6R is called right-handed shooting. In this form of pachinko game machine PY1, the path through which the game ball flows when playing with left-handed shooting is called the first path R1, and the path through which the game ball flows when playing with right-handed shooting is called the second path R2.
[0034] The first flow path R1 is equipped with a first start opening 11, a first general prize entry opening 10A, an electric tuner 12D, and an out opening 19. By shooting the game balls so that they flow down the first flow path R1, players can aim to enter the first start opening 11 or the first general prize entry opening 10A. Since there are no gates on the first flow path R1, the electric tuner 12D will not open when the player is shooting to the left.
[0035] Meanwhile, the second flow path R2 is equipped with a gate 13, a second general prize opening 10B, a third general prize opening 10C, a big prize device 14D, an electric chute 12D, and an out opening 19. By shooting game balls so that they flow down the second flow path R2, players can aim to pass through the gate 13 or enter the second general prize opening 10B, the third general prize opening 10C, the second start opening 12, and the big prize opening 14.
[0036] Furthermore, in this pachinko game machine PY1, one discharge path (not shown) is provided outside the game area 6. This discharge path constitutes a recovery section (not shown) located at the bottom of the inner frame 21 and is connected to all of the first general prize entry opening 10A, the second general prize entry opening 10B, the third general prize entry opening 10C, the first start opening 11, the electric tuner 12D (second start opening 12), the big prize entry opening 14, and the out opening 19. Therefore, game balls that enter the first general prize entry opening 10A, the second general prize entry opening 10B, the third general prize entry opening 10C, the first start opening 11, the electric tuner 12D (second start opening 12), the big prize entry opening 14, and the out opening 19 will always pass through the discharge path of the recovery section outside the game area 6. The discharge path is equipped with a discharge port sensor 15a (see Figure 9) capable of detecting game balls. Game balls that have passed through the discharge path are directed towards a storage device 25 (see Figure 5), which will be described later, via a lifting device (not shown). In this way, game balls launched toward the game area 6 enter one of the following: the general prize entry port 10, the first start port 11, the electric tuner 12D (second start port 12), the big prize entry port 14, or the out port 19. After passing through the discharge path of the recovery unit (not shown), they are detected by the discharge port sensor 15a. Subsequently, the game balls that have passed through the discharge path are stored in the storage device 25 via the lifting device. The lifting device is designed to hold a predetermined number of game balls (for example, 20 balls), and the game balls are sent towards the storage device 25 by a lifting motor.
[0037] As shown in Figure 3, the display units 8 are located in the lower right corner of the game board 1. The display units 8 include, as shown in Figure 4, a first special symbol display unit 81a that variably displays the first special symbol, a second special symbol display unit 81b that variably displays the second special symbol, and a regular symbol display unit 82 that variably displays the regular symbol. The first special symbol is also called the first special symbol or special symbol 1, and the second special symbol is also called the second special symbol or special symbol 2. The regular symbol is also called a regular symbol.
[0038] The indicators 8 also include a first special drawing hold indicator 83a which displays the number of operations held back (first special drawing hold) for the first special drawing indicator 81a, a second special drawing hold indicator 83b which displays the number of operations held back (second special drawing hold) for the second special drawing indicator 81b, and a general drawing hold indicator 84 which displays the number of operations held back (general drawing hold) for the general drawing indicator 82.
[0039] The variable display of the first special symbol is triggered when a game ball enters the first start opening 11. The variable display of the second special symbol is triggered when a game ball enters the second start opening 12. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols, identification symbols). Also, the first special symbol indicator 81a and the second special symbol indicator 81b may be collectively referred to as special symbol indicator 81. Also, the first special symbol hold indicator 83a and the second special symbol hold indicator 83b may be collectively referred to as special symbol hold indicator 83. Also, the first special symbol hold and the second special symbol hold may be collectively referred to as special symbol hold.
[0040] The special symbol display unit 81 (identification symbol display means) displays a special symbol in a variable manner (variable display) and then displays it stopped to notify the result of the lottery (special symbol lottery, jackpot lottery) based on winning into the first start opening 11 or the second start opening 12. The special symbol that is displayed when stopped (the special symbol that is displayed as a result of the stopped symbol, variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is performed in which the large prize opening 14 is opened in an opening pattern corresponding to the type of specific special symbol that is displayed when stopped (i.e., the type of jackpot won). The opening patterns of the large prize opening in the special game will be described later.
[0041] Specifically, the special symbol display unit 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged horizontally, and displays a special symbol corresponding to the result of the jackpot lottery depending on the way they light up. For example, if a jackpot is won (one of several types of jackpots described later), the jackpot symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, such as "○○●●○○●●" (○: lit, ●: off). If it is a loss, the losing symbol is displayed with only the rightmost LED lit up, such as "●●●●●●●○". It is also possible to use a mode where all LEDs are turned off as a losing symbol. Note that the losing symbol is not a specific special symbol. In addition, before the special symbol is displayed, the special symbol is shown fluctuating for a predetermined fluctuating time, and the mode of this fluctuating display is, for example, one in which the LEDs light up so that the light flows repeatedly from left to right. The mode of the variable display can be anything, such as all LEDs flashing simultaneously, as long as each LED is not showing a stopped display (lighting in a specific mode).
[0042] In this pachinko game machine PY1, when a game ball enters the first start port 11 or the second start port 12, the values of various random numbers (numerical information, judgment information) such as the jackpot random number obtained for that entry are temporarily stored in the special symbol reserve storage unit 105 described below. Specifically, if the ball enters the first start port 11, it is stored as the first special symbol reserve in the first special symbol reserve storage unit 105a described below, and if the ball enters the second start port 12, it is stored as the second special symbol reserve in the second special symbol reserve storage unit 105b described below. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve storage unit 105, and the upper limit in this configuration is "4" for each.
[0043] Special symbol reserves stored in the special symbol reserve memory unit 105 are consumed when it becomes possible to display a variable special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the jackpot random number, etc., corresponding to that special symbol reserve and executing a variable special symbol display to show the result of that determination. Therefore, in this pachinko game machine PY1, even if the variable special symbol display based on the entry of a game ball into the first start port 11 or the second start port 12 cannot be performed immediately after the entry, that is, even if the entry occurs while the variable special symbol display is being executed or while a special game is being executed, the right to draw a jackpot for that entry can be reserved up to a predetermined number.
[0044] The number of these special feature reserves is then displayed on the special feature reserve indicator 83. Specifically, each special feature reserve indicator 83 is composed of, for example, four LEDs, and the number of special feature reserves is displayed by lighting up the corresponding number of LEDs.
[0045] The variable display of the regular symbols is triggered by the passage of a game ball through gate 13. The regular symbol display unit 82 notifies the result of the regular symbol lottery based on the passage of the game ball through gate 13 by displaying the regular symbols in a variable (variable) state and then stopping. The regular symbol that is stopped (regular symbol stop symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a regular winning symbol), an auxiliary game is performed to open the second start opening 12 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 12 will be described later.
[0046] Specifically, the regular symbol display unit 82 is composed of, for example, two LEDs (see Figure 4), and displays a regular symbol corresponding to the result of the regular symbol lottery depending on how the LEDs are lit. For example, if the lottery result is a win, it displays a regular winning symbol with both LEDs lit, such as "○○" (○: lit, ●: off). If the lottery result is a loss, it displays a regular losing symbol with only the right LED lit, such as "●○". A mode in which all LEDs are turned off may also be adopted for the regular losing symbol. Note that the regular losing symbol is not a specific regular symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed as fluctuating for a predetermined fluctuating time, and the mode of this fluctuating display is, for example, the two LEDs lighting up alternately. Note that the mode of fluctuating display can be anything, such as all LEDs flashing simultaneously, as long as each LED is not displayed as stopped (lit in a specific mode).
[0047] In this pachinko game machine PY1, when a game ball passes through gate 13, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve storage unit 106, which will be described later. There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 106, and the upper limit in this configuration is "4".
[0048] The regular symbol reserves stored in the regular symbol reserve memory unit 106 are consumed when it becomes possible to display a variable regular symbol based on that regular symbol reserve. Consumption of a regular symbol reserve means determining the regular symbol random number (winning random number) corresponding to that regular symbol reserve and executing a variable regular symbol display to show the result of that determination. Therefore, in this pachinko game machine PY1, even if a variable regular symbol display based on the passage of a game ball through gate 13 cannot be performed immediately after the passage, that is, even if a win occurs while the variable regular symbol display is being executed or while an auxiliary game is being executed, the right to draw a regular symbol for that passage can be reserved up to a predetermined number.
[0049] The number of such reserved slots is then displayed on the reserved slot indicator 84. Specifically, the reserved slot indicator 84 is composed of, for example, four LEDs, and the number of reserved slots is displayed by lighting up the corresponding number of LEDs.
[0050] Next, with reference to Figure 5, the storage device 25 will be described, as well as the case in which the game balls stored in the storage device 25 are launched toward the game area 6. The storage device 25 stores the game balls in the lower part of the inner frame 21 and launches the stored game balls toward the game area 6 based on the rotation operation of the handle 72k.
[0051] As shown in Figure 5(A), the storage device 25 includes a storage section 25a capable of storing a predetermined number of game balls (for example, 50 balls), and a striking hammer 25b capable of striking the game balls stored in the storage section 25a one by one with a launching force corresponding to the rotation angle of the handle 72k. The game balls struck by the striking hammer 25b are directed towards the game area 6 via a launch path HR that extends upward from the storage section 25a. The launch path HR communicates with the storage section 25a of the storage device 25 at its lower end and with the game area 6 at its upper end.
[0052] As shown in Figure 5, the storage device 25 is equipped with a downstream monitoring sensor 31a and an upstream monitoring sensor 32a. The downstream monitoring sensor 31a is located on the outlet side of the storage device 25 and detects game balls leaving the storage device 25. Therefore, the frame control microcontroller 171 (see Figure 9) monitors game balls leaving the storage device 25 using the downstream monitoring sensor 31a. The upstream monitoring sensor 32a is located on the inlet side of the storage device 25 and detects game balls entering the storage device 25. Therefore, the frame control microcontroller 171 (see Figure 9) monitors game balls entering the storage device 25 using the upstream monitoring sensor 32a. In this way, the frame control microcontroller 171 can determine how many game balls are currently stored in the storage device 25 using the downstream monitoring sensor 31a and the upstream monitoring sensor 32a. Figure 5 shows the lifting outlet sensor 34a, which is located on the outlet side of the lifting device (not shown). The lifting outlet sensor 34a detects the game balls after they have been lifted by the lifting device.
[0053] As shown in Figure 3, the upper end of the inner rail 62 forms the boundary between the upper end of the launch path HR and the game area 6, and a backflow prevention member 64 is provided at the upper end of the inner rail 62. The backflow prevention member 64 allows game balls to enter the game area 6 from the launch path HR, while preventing game balls from entering (backflow) from the game area 6 to the launch path HR, and is rotatably mounted to the upper end of the inner rail 62 with its lower end as a pivot point. Specifically, when a game ball moves from the launch path HR to the game area 6, the backflow prevention member 64 rotates to the right from the state shown in Figure 2, thereby allowing the game ball to enter the game area 6. On the other hand, when a game ball moves from the game area 6 to the launch path HR, the backflow prevention member 64 cannot rotate to the left from the state shown in Figure 2, thereby preventing the game ball from entering (backflow) the launch path HR.
[0054] As shown in Figure 5(A), the launch path HR is provided with a return channel MR that branches off downwards. The upper end of the return channel MR communicates with the launch path HR, and the lower end of the return channel MR communicates with the storage section 25a of the storage device 25. A backflow prevention member 26 is provided at the point where the upper end of the return channel MR and the launch path HR merge.
[0055] The backflow prevention member 26 allows game balls to enter from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, while preventing game balls from entering (backflow) from the downstream side HR2 of the launch path HR to the upstream side HR1 of the launch path HR. Furthermore, when game balls flow downward through the downstream side HR2 of the launch path HR, the backflow prevention member 26 guides the game balls into the return channel MR while preventing them from entering the upstream side HR1 of the launch path HR. As shown in Figure 5(A), the backflow prevention member 26 is rotatably assembled to the lower wall of the launch path HR with its lower end as a pivot point. The backflow prevention member 26 is also designed to maintain a vertically extended posture (the state shown in Figure 5(A)) by the biasing force of a biasing member (not shown).
[0056] Therefore, under normal circumstances, when the game balls stored in the storage section 25a are struck by the striking hammer 25b, they are launched upward toward the launch path HR, as shown in Figure 5(B). At this time, after the game balls pass through the upstream side HR1 of the launch path HR, the backflow prevention member 26 rotates to the left from its vertically extending position, as shown in Figure 5(B). This allows the game balls to enter the downstream side HR2 of the launch path HR. After that, the game balls enter the game area 6 from the upper end of the launch path HR while maintaining the momentum they gained from being launched. After the backflow prevention member 26 rotates to the left as shown in Figure 5(B), it immediately returns to its vertically extending position (the state shown in Figure 5(A)) due to the biasing force of a biasing member (not shown).
[0057] In contrast, as an irregular situation, a game ball may enter the downstream side of the launch path HR2 from the upstream side HR1 of the launch path HR, but due to insufficient momentum when launched (hit), it may not be able to enter the game area 6. In this case, the game ball will flow downwards in the downstream side HR2 of the launch path HR and attempt to enter the upstream side HR1 of the launch path HR. However, as shown in Figure 5(C), the backflow prevention member 26 cannot rotate to the right from its vertically extending position, and the game ball cannot enter the upstream side HR1 of the launch path HR. Therefore, the game ball is guided towards the return channel MR by the backflow prevention member 26 and returns to the storage section 25a through the return channel MR. In this way, game balls launched from the storage device 25 but unable to enter the game area 6 (so-called "foul balls") can always return to the storage device 25 by passing through the return channel MR.
[0058] Next, we will explain the increase or decrease in the number of game balls displayed on the game ball count indicator 180 (see Figure 1) (the number of game balls that the player can currently use to play the game). As shown in Figure 5(A), a launch ball detection sensor 16a is located at the upper end of the upstream HR1 of the launch path HR. The launch ball detection sensor 16a detects game balls passing through the upper end of the upstream HR1 of the launch path HR. Therefore, each time a game ball is launched from the storage device 25, the launch ball detection sensor 16a will detect the game ball. In this case, the number of game balls displayed on the game ball count indicator 180 will decrease by one ball each time a game ball is launched.
[0059] Incidentally, as mentioned above, a foul ball may occur if the momentum of the game ball is weak when it is launched. In this case, the foul ball does not enter the game area 6 and therefore does not participate in the game. However, even if it is a foul ball, the game ball is detected by the launched ball detection sensor 16a, so the number of game balls decreases by "1". Thus, a foul ball may cause disadvantage to the player.
[0060] As shown in Figure 5(A), a return ball detection sensor 17a is placed in the return channel MR. The return ball detection sensor 17a detects game balls (return balls, foul balls) passing through the return channel MR. Therefore, as mentioned above, when a foul ball occurs, the foul ball will always pass through the return channel MR, making it possible to detect the foul ball with the return ball detection sensor 17a. When a game ball is detected by the return ball detection sensor 17a, the number of balls held is increased by "1". In this way, when a foul ball occurs, the number of balls held is reduced by "1" and then increased by "1", so as not to disadvantage the player. The return ball detection sensor 17a is composed of a photosensor, but the configuration of the sensor can be changed as appropriate as long as it can detect game balls passing through the return channel MR.
[0061] Furthermore, a game ball that enters the first general prize slot 10A is detected by the first general prize slot sensor 10x. In this case, the player is considered to have won a prize ball, and the number of game balls increases by "5". A game ball that enters the second general prize slot 10B is detected by the second general prize slot sensor 10y. In this case, the player is considered to have won a prize ball, and the number of game balls increases by "5". A game ball that enters the third general prize slot 10C is detected by the third general prize slot sensor 10z. In this case, the player is considered to have won a prize ball, and the number of game balls increases by "5". A game ball that enters the first start slot 11 is detected by the first start slot sensor 11a. In this case, the player is considered to have won a prize ball, and the number of game balls increases by "3". A game ball that enters the second start slot 12 is detected by the second start slot sensor 12a. In this case, the player is considered to have won a prize ball, and the number of game balls increases by "2". Also, game balls that enter the large prize slot 14 are detected by the large prize slot sensor 14a. In this case, the player is considered to have won a prize ball, and the number of game balls increases by "15". Note that the increase in the number of game balls (prize balls) based on balls entering each of the prize slots (general prize slot 10, first start slot 11, second start slot 12, large prize slot 14) described above is merely an example and can be changed as appropriate.
[0062] Next, based on Figure 1, the dedicated external unit 200 installed to the left of the pachinko game machine PY1 will be described. The dedicated external unit 200 (external unit) accepts visitor cards (general cards) or member cards and is configured to send and receive (communicate) information to and from the pachinko game machine PY1. Visitor cards are issued to general players who are not registered members and can store the number of game balls that can be used for playing (number of game balls). Visitor cards also have a prepaid function. Member cards are issued to players who have registered as members at the game hall and can store the number of game balls that can be used for playing (number of game balls). Member cards also have a prepaid function and allow players to use game balls (stored balls) that they have deposited at the game hall on previous days.
[0063] As shown in Figure 1, the dedicated external unit 200 (external unit) has a card slot 205 at its lower end for inserting or ejecting visitor cards or membership cards. When a visitor card is inserted into the card slot 205, the dedicated external unit 200 reads the number of game balls stored on the visitor card and the prepaid balance. Similarly, when a membership card is inserted into the card slot 205, the dedicated external unit 200 reads the number of game balls stored on the membership card and the prepaid balance. Furthermore, through communication with the hall computer 230 (see Figure 16), it is possible to ascertain the number of game balls (stored balls) that registered players have deposited at the arcade on previous days.
[0064] Furthermore, as shown in Figure 1, the dedicated external unit 200 has a banknote slot 201 at the top for inserting banknotes, and a data display 202 below the banknote slot 201. When banknotes are inserted into the banknote slot 201, the dedicated external unit 200 can lend the player a number of game balls corresponding to the amount. The data display 202 can display the prepaid balance, the amount of money remaining in the banknotes inserted into the banknote slot 201, and various other information.
[0065] Furthermore, as shown in Figure 1, the dedicated external unit 200 has a replay button 203 below the data display 202. When the dedicated external unit 200 is reading the number of game balls stored on a card (visitor card or membership card), if the replay button 203 is pressed, some or all of the read number of game balls will be withdrawn. The dedicated external unit 200 then transmits the information of the withdrawn number of game balls to the pachinko game machine PY1 as information related to lending, and the game ball display 180 of the pachinko game machine PY1 displays the number of game balls, which is the sum of the previously indicated number of game balls and the withdrawn number of game balls. Also, when the dedicated external unit 200 is keeping track of the number of stored balls, if the replay button 203 is pressed, some or all of the known number of stored balls will be withdrawn. The dedicated external unit 200 then transmits the information on the number of balls withdrawn as lending information to the pachinko machine PY1. The game ball display 180 of the pachinko machine PY1 then displays the number of game balls, which is the sum of the previously indicated number of game balls and the number of balls withdrawn. The dedicated external unit 200 has read the number of game balls stored on the card and is aware of the number of balls stored. When the replay button 203 is pressed, the dedicated external unit 200 prioritizes withdrawing the number of game balls stored on the card.
[0066] Furthermore, as shown in Figure 1, the dedicated external unit 200 has a ball dispensing button 204 below the replay button 203. When the ball dispensing button 204 is pressed while the dedicated external unit 200 is reading the prepaid balance stored in the card (visitor card or membership card), it deducts the read prepaid balance and converts it into information for the number of game balls. The dedicated external unit 200 then transmits the converted information for the number of game balls to the pachinko game machine PY1 as information related to the dispensing. As a result, the game ball display 180 of the pachinko game machine PY1 displays the number of game balls, which is the sum of the previously indicated number of game balls and the converted number of game balls.
[0067] Furthermore, as shown in Figure 1, the dedicated external unit 200 has a card return button 206 below the card slot 205. The card return button 206 is pressed when the player finishes playing. When the card return button 206 is pressed, the dedicated external unit 200 stores the information of the number of stored balls and the prepaid balance that it has read onto the card (visitor card or membership card). The dedicated external unit 200 then returns the card with the new number of game balls (stored balls) stored on it through the card slot 205.
[0068] In this pachinko game machine PY1, as shown in Figure 2, a counting button 43k is provided on the right side of the lower part 23x of the front door 23. The counting button 43k is used to perform a counting process that stores a portion (1 ball or 250 balls in this configuration) or all (the number of balls held if it is less than 250 balls) of the number of game balls displayed on the game ball counter 180 into a card (visitor card or member card) inserted into the dedicated external unit 200. As will be described in detail later, if the counting button 43k is pressed for a very short time, the number of game balls displayed on the game ball counter 180 is reduced by 1, and if the counting button 43k is pressed continuously (for 500 msec or more), the number of game balls displayed on the game ball counter 180 is reduced by 250 every 0.3 seconds (300 msec). At this time, the information of the reduced number of game balls is transmitted to the dedicated external unit 200 as information related to counting. The dedicated external unit 200 then stores the received information about the number of game balls on the card, overwriting the previous information.
[0069] 2. Electrical configuration of the gaming machine Next, based on FIGS. 9 and 10, the electrical configuration of the pachinko gaming machine PY1 will be described. As shown in FIGS. 9 and 10, the pachinko gaming machine PY1 includes a game control board 100 (main control board) that controls game benefits such as jackpot lottery and transition of game states, an effect control board 120 (sub-control board) that controls effects executed as the game progresses, a frame control board 170 that controls the number of game balls, and the like. The game control board 100 and the frame control board 170 constitute the main control unit. Also, the game control board 100 and the frame control board 170 can each be referred to as a main board capable of executing control processes that affect the results of the game. The effect control board 120 constitutes a sub-control unit together with an image control board 140, an audio control board 161, and a sub-drive board 162, which will be described later. The sub-control unit should at least include the effect control board 120 and be capable of controlling game effects using effect means (such as an image display device 50, a speaker 610, a panel lamp 54, a panel movable body 55k, a frame lamp 56, etc.).
[0070] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 (power supply unit) inputs an external AC24V power supply and generates power supplies of various voltages (DC5V, DC12V, DC18V, DC24V, DC37V) required for the operation of the pachinko gaming machine PY1 based on the AC24V power supply. The power supply board 190 supplies the generated power supplies to the game control board 100, the effect control board 120, and the frame control board 170, and also supplies them to other devices via these boards.
[0071] The power supply board 190 is provided with a RAM clear switch 191 (RAM clear operation means) that can be pressed. The RAM clear switch 191 is for erasing game-related information (such as information on game states such as high-probability states, and information such as the result of special figure retention and jackpot win / loss determination) stored in the game RAM (Random Access Memory) 104 of the game control microcomputer 101, which will be described later.
[0072] The power supply board 190 is equipped with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM (Random Access Memory) 104 of the game control board 100 and the performance RAM 124 of the performance control board 120 when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the game control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power to the pachinko game machine PY1 is lost. A power switch 195 is also connected to the power supply board 190. The power can be switched on or off by operating the power switch 195 ON / OFF. Note that a backup power supply circuit for the game RAM 104 of the game control board 100 may be provided on the game control board 100, or a backup power supply circuit for the performance RAM 124 of the performance control board 120 may be provided on the performance control board 120.
[0073] As shown in Figure 9, the game control board 100 is equipped with a game control one-chip microcontroller (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs for controlling the progress of the game, a game RAM 104 used as work memory, a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103, and game I / O (Input / Output) ports 118 for inputting and outputting data and signals. The game RAM 104 is provided with the special symbol hold storage unit 105 (first special symbol hold storage unit 105a and second special symbol hold storage unit 105b) and the general symbol hold storage unit 106. The game ROM 103 may be external.
[0074] Various sensors and solenoids are connected to the game control board 100 via the relay board 110. As a result, signals are input to the game control board 100 from each sensor, and signals are output to each solenoid from the game control board 100. Specifically, the sensors connected include the first general prize entry sensor 10x, the second general prize entry sensor 10y, the third general prize entry sensor 10z, the first start entry sensor 11a, the second start entry sensor 12a, the gate sensor 13a, the large prize entry sensor 14a, the discharge sensor 15a, and the magnetic sensor 28a.
[0075] The first general prize slot sensor 10x is installed inside the first general prize slot 10A and detects game balls that have entered the first general prize slot 10A. The second general prize slot sensor 10y is installed inside the second general prize slot 10B and detects game balls that have entered the second general prize slot 10B. The third general prize slot sensor 10z is installed inside the third general prize slot 10C and detects game balls that have entered the third general prize slot 10C. The first start slot sensor 11a is installed inside the first start slot 11 and detects game balls that have entered the first start slot 11. The second start slot sensor 12a is installed inside the second start slot 12 and detects game balls that have entered the second start slot 12. The gate sensor 13a is installed inside the gate 13 and detects game balls that have passed through the gate 13. The large prize slot sensor 14a is installed inside the large prize slot 14 and detects game balls that have entered the large prize slot 14.
[0076] The discharge port sensor 15a is located in a discharge path (not shown) outside the game area 6 and detects game balls passing through the discharge path. This discharge port sensor 15a detects all game balls (number of launched balls) that have flowed down the game area 6. The magnetic sensor 28a is located on the game board 1 and detects the magnetism generated when a player uses a magnet or the like to illegally place game balls into the various prize slots 10A, 10B, 10C, 11, 12, and 14.
[0077] In addition, the following solenoids are connected: the electric tuner solenoid 12s and the automatic transmission (AT) solenoid 14s. The electric tuner solenoid 12s drives the electric tuner opening / closing member 12k of the electric tuner 12D. The AT solenoid 14s drives the automatic transmission (AT) opening / closing member 14k of the big prize device 14D.
[0078] Furthermore, the game control board 100 is connected to a special symbol indicator 81 (first special symbol indicator 81a and second special symbol indicator 81b), a general symbol indicator 82, a special symbol hold indicator 83 (first special symbol hold indicator 83a and second special symbol hold indicator 83b), and a general symbol hold indicator 84. In other words, the display control of these indicators 8 is performed by the game control microcomputer 101.
[0079] The game control board 100 also transmits various commands and signals to the frame control board 170 and receives various commands and signals from the frame control board 170 for monitoring the number of game balls (monitoring payouts). The frame control board 170 is connected to a dedicated external unit 200 located outside the pachinko game machine PY1, and the launching device 72 is connected via the launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).
[0080] Here, as shown in Figure 7, the game control board 100 is located inside the inner frame 21, on the rear (back) side of the game board 1. In other words, the game control board 100 is located inside (front) the transparent back case 25X on the rear side of the back unit, and is not attached to the game machine frame 2. Therefore, the game control board 100 can be said to be a board-side board attached to the game board 1, rather than a frame-side board attached to the game machine frame 2. The game control board 100 is housed inside a transparent main board case 100A to ensure visibility of the game control microcomputer 101. The performance control board 120, image control board 140, sub-drive board 162, and sound control board 161 are also board-side boards attached to the game board 1.
[0081] On the other hand, the frame control board 170 (frame-side board) is located below the back case 25X and below the inner frame 21. In other words, the frame control board 170 is not attached to the game board 1 located inside the inner frame 21 (gaming machine frame 2). Therefore, the frame control board 170 can be described as a frame-side board attached to the gaming machine frame 2, rather than a board-side board attached to the game board 1. The frame control board 170 is housed inside a transparent frame board case 170A to ensure visibility of the frame control microcontroller 171. The power supply board 190 is also a frame-side board attached to the gaming machine frame 2.
[0082] As shown in Figure 9, a game ball count display 180 (see Figure 1) is connected to the frame control board 170. The frame control board 170 controls the number of game balls displayed on the game ball count display 180 based on prize ball commands transmitted from the game control microcomputer 101, detection signals from the launched ball detection sensor 16a, detection signals from the returned ball detection sensor 17a, and various signals transmitted from the dedicated external unit 200. The frame control board 170 also knows how many game balls are currently stored in the storage device 25 based on detection signals from the downstream monitoring sensor 31a and the upstream monitoring sensor 32a. The frame control board 170 also knows how many game balls are currently inside the lifting device (not shown) based on detection signals from the lifting inlet sensor 33a (see Figure 5) and the lifting outlet sensor 34a. The lifting inlet sensor 33a is located on the inlet side of the lifting device and detects the game balls before they are lifted by the lifting device. Unlike non-sealed pachinko machines, this pachinko game machine PY1 does not drive the prize ball motor of the prize ball payout device to dispense prize balls or dispense rental balls.
[0083] The frame control board 170 implements a frame control one-chip microcontroller (hereinafter referred to as "frame control microcontroller") 171 capable of controlling the display of the number of game balls according to a program. The frame control microcontroller (payout control means, game ball count control means) 171 includes a frame ROM 173 that stores a program for controlling the display of the number of game balls, a frame RAM 174 used as work memory, a frame CPU 172 that executes the program stored in the frame ROM 173, and a frame I / O port (input / output circuit) 176 for inputting and outputting data and signals. Note that the frame ROM 173 may be external.
[0084] The frame control board 170 is also connected to a launch ball detection sensor 16a, a return ball detection sensor 17a, a downstream monitoring sensor 31a, an upstream monitoring sensor 32a, a lifting inlet sensor 33a, a lifting outlet sensor 34a, a radio wave sensor 18a, a frame release sensor 2a (specific sensor), a call sensor 41a, and a counting button sensor 43a. The launch ball detection sensor 16a is located on the upstream side of the launch path HR (see Figure 5(A)) and detects game balls passing on the upstream side of the launch path HR. This launch ball detection sensor 16a detects all game balls launched from the storage device 25 toward the game area 6 (see Figure 5(B)). The return ball detection sensor 17a is located in the return path MR (see Figure 5(A)) and detects game balls passing through the return path MR. This return ball detection sensor 17a detects game balls that become foul balls among the game balls launched toward the game area 6 (see Figure 5(C)).
[0085] As described above, the downstream monitoring sensor 31a is located on the outlet side of the storage device 25 (see Figure 5(A)) and detects game balls leaving the storage device 25. As described above, the upstream monitoring sensor 32a is located on the inlet side of the storage device 25 (see Figure 5(A)) and detects game balls entering the storage device 25. As described above, the lifting inlet sensor 33a is located on the inlet side of the lifting device (not shown) and detects game balls before they are lifted by the lifting device. As described above, the lifting outlet sensor 34a is located on the outlet side of the lifting device (see Figure 5(A)) and detects game balls after they have been lifted by the lifting device.
[0086] The radio wave sensor 18a is located near the launched ball detection sensor 16a and the returned ball detection sensor 17a, and is used to detect malicious radio waves. That is, as described above, when a game ball launched from the storage device 25 toward the game area 6 is detected by the launched ball detection sensor 16a, the number of game balls displayed on the game ball counter 180 is reduced by "1". However, if the launched ball detection sensor 16a malfunctions due to malicious radio waves, there is a risk that the launched ball detection sensor 16a will not be able to detect a game ball launched toward the game area 6. On the other hand, when a game ball passing through the return channel MR is detected by the returned ball detection sensor 17a, the number of game balls displayed on the game ball counter 180 is increased by "1". However, if the returned ball detection sensor 17a malfunctions due to malicious radio waves, there is a risk that the returned ball detection sensor 17a will make a false detection even though the game ball has not passed through the return channel MR. Therefore, in order to address the above-mentioned problems, the radio wave sensor 18a can detect malicious radio waves that cause malfunctions in the launched ball detection sensor 16a or the returned ball detection sensor 17a.
[0087] The frame release sensor 2a is provided on the hinge portion 24 of the gaming machine frame 2 and detects the opening of the front door 23 relative to the inner frame 21, or the opening of the inner frame 21 relative to the outer frame 22. In the following, if at least one of the following is detected, it will be considered that the gaming machine frame 2 has been opened. Note that the frame release sensor for detecting the opening of the front door 23 relative to the inner frame 21 and the sensor for detecting the opening of the inner frame 21 relative to the outer frame 22 may be provided separately. The call sensor 41a is provided on the call switch 41k (see Figure 2) and detects the operation of pressing the call switch 41k. The counting button sensor 43a is provided on the counting button 43k (see Figure 2) and detects the operation of pressing the counting button 43k.
[0088] As shown in Figure 7, a frame board display unit 300 is located on the frame control board 170. The frame board display unit 300 displays the left-handed base as a performance indicator, the number of game balls currently available to the player, and an error code as an error indicator. The frame board display unit 300 is composed of six 7-segment displays arranged horizontally so that six digits or letters (Roman letters) can be displayed. That is, as shown in Figure 8, the frame board display unit 300 has, in order from left to right, a first illuminated area 301, a second illuminated area 302, a third illuminated area 303, a fourth illuminated area 304, a fifth illuminated area 305, and a sixth illuminated area 306. The six illuminated areas 301-306 each have eight illuminated sections (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, LB25-LB32, LB33-LB40, and LB41-LB48. In Figure 8, "bL35" is shown on the frame board display 300, meaning that the value of the left-handed base being measured is "35 (%)". The display control of the frame board display 300 is performed by the frame control microcontroller 171 (see Figure 9), similar to the display control of the game ball count display 180.
[0089] Next, the launching device 72 will be described. When the player operates the handle 72k of the launching device 72 (see Figure 1), the touch switch 72a detects contact with the handle 72k, and the launching volume 72b detects the amount of rotation of the handle 72k. Then, the launching solenoid 72s is driven to launch the game ball with a strength corresponding to the magnitude of the detection signal from the launching volume 72b, and the game ball is launched toward the launching path HR by the striking hammer 25b (see Figure 5(B)). In this pachinko game machine PY1, one game ball is launched in about 0.6 seconds.
[0090] As shown in Figures 9 and 10, the game control board 100 transmits various commands to the performance control board 120. The connection between the game control board 100 and the performance control board 120 is a unidirectional communication connection that allows only the transmission of signals from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the game control board 100 and the performance control board 120 as a means of restricting the direction of communication.
[0091] As shown in Figure 10, the performance control board 120 is equipped with a performance control one-chip microcontroller (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses, a performance RAM 124 used as work memory, a performance CPU 122 that executes the programs stored in the performance ROM 123, and performance I / O ports 138 for inputting and outputting data and signals. The performance ROM 123 may be external.
[0092] As shown in Figure 10, the performance control board 120 is connected to an image control board 140, an audio control board 161 (audio control circuit), and a sub-drive board 162 (sub-drive circuit). The image control board 140 is connected to an image display device 50, and the audio control board 161 is connected to a speaker 610. The sub-drive board 162 is connected to a panel lamp 54, a panel movable body 55k, and a frame lamp 56.
[0093] As shown in Figure 10, the performance control microcomputer 121 (performance control means) of the performance control board 120 causes the image CPU 141 of the image control board 140 to control the image display device 50 based on commands received from the game control board 100. The image control board 140 includes an image ROM 142 that stores programs for controlling image display, etc., an image RAM 143 used as work memory, and an image CPU 141 that executes programs stored in the image ROM 142. The image ROM 142 stores image data such as still image data and video data displayed on the image display device 50, specifically characters, items, shapes, letters, numbers and symbols (including performance patterns) and background images.
[0094] Furthermore, the performance control microcontroller 121 outputs voice, music, sound effects, etc., from the speaker 610 via the sound control board 161 based on commands received from the game control board 100. The sound data, such as voice, output from the speaker 610 is stored in the performance ROM 123 of the performance control board 120. Note that a CPU may be implemented on the sound control board 161, in which case the CPU may be made to perform the sound control. In this case, a ROM may also be implemented on the sound control board 161, and the sound data may be stored in that ROM. Alternatively, the speaker 610 may be connected to the image control board 140, and the image CPU 141 or the sound CPU provided on the image control board 140 may be made to perform the sound control. In this case, the sound data may also be stored in the image ROM 142 of the image control board 140.
[0095] As shown in Figure 10, the performance control microcontroller 121 controls the lighting of lamps such as the frame lamp 56 and the panel lamp 54 via the sub-drive board 162 based on commands received from the game control board 100. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting / exit state, light emission color, etc., also called lamp drive data) that determines the light emission pattern of each lamp, and controls the light emission of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0096] Furthermore, the performance control microcontroller 121 controls the drive of the movable panel 55k via the sub-drive board 162 based on commands received from the game control board 100. Specifically, the performance control microcontroller 121 creates operation pattern data (also called drive data) that determines the operation mode of the movable panel 55k, and controls the drive of the motor to drive the movable panel 55k according to the operation pattern data. The data stored in the performance ROM 123 of the performance control board 120 is used to create the operation pattern data.
[0097] Furthermore, a CPU may be mounted on the sub-drive board 162, in which case the CPU may be used to control the lighting of the lamps and the driving of the movable panel 55k. In this case, a ROM may also be mounted on the sub-drive board 162, and data related to the light emission pattern and operation pattern may be stored in the ROM.
[0098] The performance control board 120 is also connected to an input detection sensor (performance button detection sensor) 40a and a select button detection sensor 42a. The input detection sensor 40a detects when the input unit 40k (see Figure 1) is pressed. When the input unit 40k is pressed, a detection signal is output from the input detection sensor 40a to the performance control board 120. The select button detection sensor 42a detects when the select button 42k (see Figure 1) is pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the performance control board 120.
[0099] Figures 9 and 10 are merely functional block diagrams to explain the electrical configuration of the PY1 pachinko game machine, and the circuit boards shown in Figures 9 and 10 are not the only ones provided. Therefore, excluding the game control board 100, any multiple circuit boards shown in Figures 9 and 10 may be configured as a single circuit board, or one circuit board shown in Figures 9 and 10 may be configured as multiple circuit boards.
[0100] 3. Explanation of jackpots, etc. In this form of pachinko game machine PY1, the results of the jackpot lottery (special symbol lottery) are either a "jackpot" or a "miss." When a "jackpot" is won, the "jackpot symbol" is displayed on the special symbol display 81. When a "miss" is won, the "miss symbol" is displayed on the special symbol display 81. When a jackpot is won, a "jackpot game" is executed, which opens the large prize slot 14 in an opening pattern corresponding to the type of special symbol (type of jackpot) that was displayed. The jackpot game is also called a special game.
[0101] In this form, a jackpot game includes multiple rounds of gameplay (unit opening games), an opening (also referred to as OP) before the start of the first round of gameplay, and an ending (also referred to as ED) after the end of the final round of gameplay. Each round of gameplay begins with the end of the OP or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ED. The time (interval time) when the jackpot opening closes between rounds of gameplay is included in the round of gameplay that was open before that closure.
[0102] There are several types of jackpots. The types of jackpots are as shown in Figure 11. As shown in Figure 11, there is a distinction between probability-increasing jackpots and regular jackpots. A probability-increasing jackpot is a jackpot that controls the game state after the jackpot to the high-probability state described later. A regular jackpot is a jackpot that controls the game state after the jackpot to the regular probability state (low-probability state) described later.
[0103] There are also three types of jackpots: 10R jackpots, 6R jackpots, and 3R jackpots. As shown in Figure 11, a 10R jackpot is a jackpot in which the large prize slot 14 is opened for a maximum of 29.5 seconds per round from round 1 to round 10. Similarly, a 6R jackpot is a jackpot in which the large prize slot 14 is opened for a maximum of 29.5 seconds per round from round 1 to round 6. Similarly, a 3R jackpot is a jackpot in which the large prize slot 14 is opened for a maximum of 29.5 seconds per round from round 1 to round 3. In each round, it is possible for game balls to enter the large prize slot 14 up to the maximum number of balls that can be awarded (10 balls in this configuration).
[0104] Thus, as shown in Figure 11, there are two types of jackpots that can be won in the lottery for Special Symbol 1 (lottery for the first special symbol): 10R probability variation jackpot 1 (hereinafter also simply referred to as "probability variation jackpot 1") and 3R normal jackpot 1 (hereinafter also simply referred to as "normal jackpot 1"). If a 10R probability variation jackpot 1 is won, "Special Symbol 1_jackpot symbol A" is displayed on the first special symbol display 81a, and if a 3R normal jackpot 1 is won, "Special Symbol 1_jackpot symbol B" is displayed on the first special symbol display 81a.
[0105] Furthermore, as shown in Figure 11, there are two types of jackpots that can be won in the lottery for Special Symbol 2 (lottery for the second special symbol): 10R probability variation jackpot 2 (hereinafter also simply referred to as "probability variation jackpot 2") and 6R normal jackpot 2 (hereinafter also simply referred to as "normal jackpot 2"). If a 10R probability variation jackpot 2 is won, "Special Symbol 2_jackpot symbol A" will be displayed on the second special symbol display 81b, and if a 6R normal jackpot 2 is won, "Special Symbol 2_jackpot symbol B" will be displayed on the second special symbol display 81b.
[0106] Regardless of which jackpot is won, the game is controlled to a time-saving state after the jackpot game. However, in this form, there are two types of time-saving states: normal time-saving state and slight time-saving state. When controlled to the normal time-saving state, the game is controlled to an electric support control state (high base state). When the electric support control state is controlled in conjunction with a high probability state, the number of time-saving rounds is set to a very large number, such as 10,000 rounds, and effectively continues until the next jackpot is won. The number of time-saving rounds refers to the maximum number of times the special symbol variation display is executed in the time-saving state. On the other hand, when controlled to the slight time-saving state, the number of time-saving rounds is set to 500 rounds.
[0107] Thus, in this configuration, as shown in Figure 11, if the winning symbol A in Special Feature 1 is hit, after the jackpot game, the game is controlled to a high probability state and an electric support control state (high base state), and the number of time-saving rounds will not be consumed until the next jackpot is hit. Hereafter, the high probability state and electric support control state will also be referred to as the "high probability high base state (high probability time-saving state)." On the other hand, if the winning symbol B in Special Feature 1 is hit, after the jackpot game, the game is controlled to a normal probability state and a slight time-saving state, and the number of time-saving rounds is set to 500. Hereafter, the normal probability state and slight control state will also be referred to as the "low probability slight time-saving state." Therefore, in the low probability slight time-saving state, once the 500 time-saving rounds are consumed, the game is controlled to a normal probability state and a non-time-saving state, that is, a normal game state.
[0108] As shown in Figure 11, if you win with Special Feature 2_Big Win Symbol A, after the big win game, the game is controlled to a high probability state and an electric support control state (high base state), and the number of time-saving rounds will not be consumed until the next big win. On the other hand, if you win with Special Feature 2_Big Win Symbol B, after the big win game, the game is controlled to a normal probability state and a slight time-saving state, and the number of time-saving rounds is set to 500. Therefore, in the low probability slight time-saving state, once the 500 time-saving rounds are consumed, the game is controlled to a normal probability state and a non-time-saving state, that is, a normal game state.
[0109] As shown in Figure 11, the distribution rates for jackpots in both the Special Feature 1 and Special Feature 2 lotteries are 80% for probability-increasing jackpots and 20% for regular jackpots. However, as mentioned above, if a regular jackpot is won based on the Special Feature 1 lottery, it is a 3R regular jackpot (1), whereas if a regular jackpot is won based on the Special Feature 2 lottery, it is a 6R regular jackpot (2). Therefore, the Special Feature 2 lottery is more advantageous for the player than the Special Feature 1 lottery.
[0110] In this configuration, if the result of the special symbol lottery is determined to be a loss, the type of losing symbol is determined. As shown in Figure 13(B), there are two types of losing symbols determined in the lottery for Special Symbol 1 (the losing symbols that are stopped and displayed on the first special symbol indicator 81a), and there is one type of losing symbol determined in the lottery for Special Symbol 2 (the losing symbols that are stopped and displayed on the second special symbol indicator 81b). Specifically, in the lottery for Special Symbol 1, it is determined to be either "Special Symbol 1_Losing Symbol A" or "Special Symbol 1_Losing Symbol B". In the lottery for Special Symbol 2, it is determined to be "Special Symbol 2_Losing Symbol A".
[0111] "Special Symbol 2_Missing Symbol A" is a normal miss. That is, even if "Special Symbol 2_Missing Symbol A" is displayed, the game state will not change. In contrast, "Special Symbol 1_Missing Symbol A" and "Special Symbol 1_Missing Symbol B" are special misses (examples of specific judgment results). Special misses (specific results) are misses that trigger a transition to a time-saving state (normal time-saving state or slight time-saving state). If a special miss is drawn, the game may be controlled to a time-saving state (normal time-saving state or slight time-saving state) without going through a jackpot game.
[0112] Specifically, when controlled to the normal game state, if the player draws the losing symbol A in Special Feature 1, the game will be controlled to a low-probability time-saving state (normal probability state and normal time-saving state) without going through a jackpot game, as shown in Figure 13(B). In this low-probability time-saving state, the number of time-saving rounds is set to a very large number, such as 10,000, and will effectively continue until the next jackpot is won. On the other hand, when controlled to the normal game state, if the player draws the losing symbol B in Special Feature 1, the game will be controlled to a low-probability slight time-saving state (normal probability state and slight time-saving state) without going through a jackpot game, as shown in Figure 13(B). In this low-probability slight time-saving state, the number of time-saving rounds is set to 500.
[0113] However, if you draw a special miss while the game is controlled in a non-shortened time state (normal game state), it will transition to a shortened time state (normal shortened time state or slightly shortened time state). Conversely, if you draw a special miss while the game is controlled in a shortened time state (normal shortened time state or slightly shortened time state), it will be treated as a normal miss, and the game state will not change. Thus, in this form, the game state only changes when a special miss is drawn, and this is limited to the normal game state (non-shortened time state).
[0114] As shown in Figure 13(B), when the lottery for Special Feature 1 is performed, there is a 20% chance of drawing Special Feature 1_Loss Symbol A and an 80% chance of drawing Special Feature 1_Loss Symbol B. Therefore, since the lottery for Special Feature 1 always results in a special loss, if the game is controlled to a normal game state, just one execution of the lottery for Special Feature 1 will transition the game to a low probability time-saving state or a low probability slight time-saving state. On the other hand, when the lottery for Special Feature 2 is performed, the player will always draw Special Feature 2_Loss Symbol A, and there will be no special loss.
[0115] In this pachinko game machine PY1, the lottery to determine whether or not a jackpot is hit is based on a "jackpot random number," and the lottery to determine the type of jackpot won is based on a "winning type random number." In the case of a loss, the lottery to determine the type of loss is based on a "winning type random number." As shown in Figure 12(A), the jackpot random number takes values in the range of 0 to 65535. The winning type random number takes values in the range of 0 to 99. In addition to the jackpot random number and winning type random number, the random numbers obtained based on entry into the first starting port 11 or the second starting port 12 also include a "reach random number" and a "variation pattern random number."
[0116] The reach random number is a random number that determines whether or not a reach occurs in the symbol variation animation when the result of the jackpot judgment is a miss. Reach is a state in which, out of multiple animation symbols, only one animation symbol remains to be displayed, and depending on which animation symbol the remaining animation symbol stops on, it will result in a combination of animation symbols that indicates a jackpot win (for example, the state of "7↓7"). Note that the animation symbol that is stopped on the display screen 50a may be displayed as if it is shaking slightly or as if it is repeatedly expanding and contracting. This reach random number takes a value in the range of 0 to 255.
[0117] Furthermore, the variable pattern random number is a random number used to determine the variable pattern, including the variable time. The variable pattern random number takes values in the range of 0 to 99. In addition, the random numbers obtained based on passing through gate 13 include the normal symbol random number (winning random number) shown in Figure 12(B). The normal symbol random number is a random number used for the lottery (normal symbol lottery) to determine whether or not to perform the auxiliary game that opens the electric tuner 12D. The normal symbol random number takes values in the range of 0 to 65535.
[0118] 4. Explanation of game status Next, the game state of the pachinko game machine PY1 in this configuration will be explained. The special symbol display unit 81 and the regular symbol display unit 82 of the pachinko game machine PY1 have a probability variation function and a variation time reduction function, respectively. The state in which the probability variation function of the special symbol display unit 81 is activated is called the "high probability state," and the state in which it is not activated is called the "normal probability state (non-high probability state, low probability state)." In the high probability state, the probability of hitting a jackpot is higher than in the normal probability state. That is, a jackpot determination table is used in which the value of the jackpot random number that determines a jackpot is greater than that of the jackpot determination table used in the normal probability state to determine a jackpot (see Figure 13(A)). In other words, when the probability variation function of the special symbol display unit 81 is activated, the probability that the display result of the variable display of special symbols by the special symbol display unit 81 (i.e., the stopped symbols) will be a jackpot symbol is higher compared to when it is not activated.
[0119] Furthermore, the state in which the special symbol display unit 81's variation time reduction function is activated is called the "time reduction state," and the state in which it is not activated is called the "non-time reduction state." In the time reduction state, the variation time of the special symbols (the time from the start of variation display to the display of the derived display result) is shorter than in the non-time reduction state. In other words, the variation pattern is determined using a special symbol variation pattern table that is set up so that variation patterns with shorter variation times are selected more often than in the non-time reduction state (see Figure 14). In short, when the variation time reduction function of the special symbol display unit 81 is activated, a shorter variation time is more likely to be selected as the variation time for the variable display of the special symbols compared to when it is not activated.
[0120] However, in this configuration, as mentioned above, there are two types of time-saving states: a normal time-saving state and a slight time-saving state. Depending on the type of time-saving state, the settings of various parameters related to the ease of winning in the electric tuner 12D, such as the variation pattern of the regular symbols and the opening pattern of the electric tuner 12D, will differ. Specifically, in this configuration, as shown in Figure 13(D), the probability of winning the regular symbol lottery in the time-saving state (slight time-saving state, normal time-saving state) is the same as the probability of winning the regular symbol lottery in the non-time-saving state. In particular, in this configuration, in any of the game states—non-time-saving state, slight time-saving state, and normal time-saving state—the probability of being judged as a win in the regular symbol lottery is set to 65535 / 65536. In other words, in any game state, the regular symbol lottery is almost always judged as a win. Furthermore, the probability of winning a regular symbol in the time-saving state may be higher than in the non-time-saving state (in other words, the probability variation function of the regular symbol display 42 may be activated in the time-saving state).
[0121] Furthermore, in the time-saving state (slight time-saving state, normal time-saving state), as shown in Figure 13(E), the variation time of the normal symbols becomes shorter than in the non-time-saving state. Specifically, in this configuration, the variation time of the normal symbols is 60,000 ms in the non-time-saving state, 59,000 ms in the slight time-saving state, and 1,000 ms (1 second) in the normal time-saving state. In other words, in the time-saving state, the variation time reduction function of the normal symbol display 42 is activated. The stopping time of the normal symbols is 500 ms (0.5 seconds) regardless of the game state.
[0122] Furthermore, in the time-saving state (slight time-saving state, normal time-saving state), as shown in Figure 13(F), the opening time of the electric tuner 12D during auxiliary play becomes longer than in the non-time-saving state. Specifically, in this configuration, the opening time of the electric tuner 12D is 0.05 seconds per time in the non-time-saving state, 0.1 seconds per time in the slight time-saving state, and 2.5 seconds per time in the normal time-saving state. In other words, the function to extend the opening time of the electric tuner 12D is activated in the time-saving state.
[0123] Furthermore, in the time-saving state, as shown in Figure 13(F), the number of times the electric tuner 12D opens during auxiliary play may be greater than in the non-time-saving state. Specifically, in this configuration, the number of times the electric tuner 12D opens is 1 in the non-time-saving state and the slight time-saving state, but 2 in the normal time-saving state. In other words, the function to increase the number of times the electric tuner 12D opens is activated only in the normal time-saving state.
[0124] In the non-time-saving state, a win is almost guaranteed if a regular symbol draw is performed, but the regular symbol variation time is long at 60,000ms (60 seconds), and the opening of the electric tuner 12D during auxiliary play is extremely short, only 0.05 seconds once. Therefore, in the non-time-saving state, even if you play using the right-hand shooting method (a shooting method that allows the game ball to pass through gate 28), you can hardly expect to win a prize in the electric tuner 12D.
[0125] In contrast, in the normal time-saving state, if a regular symbol lottery is performed, it is almost always a win, the variation time of the regular symbols is short at 1000ms (1 second), and the opening of the electric tuner 12D in auxiliary play is sufficiently long at 2.5 seconds twice. Therefore, in the normal time-saving state, by playing with the right-hand side, it is possible to frequently get the ball into the electric tuner 12D. In other words, the normal time-saving state is a play state in which it is easier to get the ball into the electric tuner 12D (easy ball entry state) compared to the non-time-saving state (not easy ball entry state).
[0126] On the other hand, in the slightly shortened time state, if a normal symbol lottery is performed, it is almost always a win, but the variation time of the normal symbols is long at 59,000 ms (59 seconds), and the opening of the electric tuner 12D in auxiliary play is short, only once for 0.1 seconds. Therefore, in the slightly shortened time state, although the various parameters related to the ease of entering the electric tuner 12D (winning probability of normal symbol lottery, variation time and stop time of normal symbols, opening pattern of electric tuner 12D) are set to make it easier to enter the electric tuner 12D compared to the non-shortened time state, even if you play with right-hand shooting, you can hardly expect to enter the electric tuner 12D.
[0127] In this slightly shortened time state, since hitting to the right does not guarantee entry into the electric tuner 12D, the player proceeds with the game by hitting to the left (see Figure 10). On the other hand, in the normal game state, hitting to the right frequently results in entry into the electric tuner 12D, so the player proceeds with the game by hitting to the right and following the lottery in special symbol 2 (see Figure 10). In this pachinko game machine PY1, the player also plays by hitting to the right during a jackpot.
[0128] The slightly shortened time state, like the normal shortened time state, is a game state in which it is easier to hit the electric reel 12D compared to the non-shortened time state, but it is more difficult to hit the electric reel 12D than in the normal shortened time state. Also, in the slightly shortened time state, it is not possible to hit the electric reel 12D, so it is a game state that is closer in nature to the non-shortened time state than the normal shortened time state, and the game progresses by the lottery of special symbol 1 when the player shoots to the left (see Figure 15).
[0129] Incidentally, in the normal time-saving state, the base rate, which is the ratio of prize balls to the number of balls launched, is higher than in the non-time-saving state. Therefore, the normal time-saving state is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is the state in which so-called electric support control (control that supports entry into the second start opening 12 by the electric tuner 12D) is being implemented. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state. The base rate in the slight time-saving state is only slightly higher than in the non-time-saving state and is almost the same as in the non-time-saving state.
[0130] In addition, the time-saving state is achieved when one or more of the following functions are activated: the probability variation function of the normal symbol display 42, the variation time reduction function of the normal symbol display 42, the opening time extension function of the electric tuner 12D, and the number of openings increase function of the electric tuner 12D, making it easier for game balls to enter the second start opening 12 related to the electric tuner 12D than when the function is not activated. It is not necessary for all of these functions to be activated.
[0131] Next, we will explain how the special symbol variation pattern (special symbol variation pattern) is determined. Pachinko game machine 1 determines the special symbol variation pattern according to special symbol variation pattern determination tables that differ for non-time-saving state, slight time-saving state, and normal time-saving state (see Figure 14). As shown in Figure 14, the special symbol variation pattern determination table in the time-saving state (normal time-saving state, slight time-saving state) is a table that is more likely to select variation patterns with shorter variation times compared to the special symbol variation pattern determination table in the non-time-saving state.
[0132] Specifically, in the normal time-saving state, the lottery for Special Feature 2 is mainly performed by shooting to the right, and the Special Feature variation pattern determination table for the normal time-saving state shown in Figure 14 is used. In the Special Feature variation pattern determination table for the normal time-saving state, one of the variation patterns P41-P44 or P51-P56 is determined as the variation pattern for Special Feature 2.
[0133] In the slightly shortened time state, the lottery for Special Symbol 1 is mainly performed by hitting the left side, and the Special Symbol variation pattern determination table for the slightly shortened time state shown in Figure 14 is used. In the Special Symbol variation pattern determination table for the slightly shortened time state, one of variation patterns P21~P24 or P31~P36 is determined as the variation pattern for Special Symbol 1. If one of these variation patterns is selected, the variation time may be used to execute variation effects accompanied by normal reaches or various SP reaches.
[0134] On the other hand, in the non-time-saving state (normal gameplay state), the lottery for Special Symbol 1 is mainly performed by shooting to the left, and the Special Symbol variation pattern determination table for the non-time-saving state shown in Figure 14 is used. In the Special Symbol variation pattern determination table for the non-time-saving state, one of the variation patterns P1~P4 or P11~P16 is determined as the variation pattern for Special Symbol 1. If one of these variation patterns is selected, a variation performance accompanied by a special SP reach will always be executed using the variation time, unless a jackpot is won. This is because if the lottery for Special Symbol 1 is performed in the non-time-saving state, it will always result in a special miss unless a jackpot is won.
[0135] Furthermore, when playing the Pachinko machine PY1 for the first time, the game state after power-on, or the game state after power-on with a RAM clear, is the normal probability state, non-time-saving state, and low base state. This game state is specifically called the "low probability non-time-saving state," "low probability low base state," or "normal game state." Also, the state during the execution of a special game (jackpot game) is called the "special game state" or "jackpot game state." In addition, the state controlled to at least one of the high probability state and time-saving state (high base state) will be called the "bonus game state."
[0136] Next, the game flow of this configuration will be explained based on Figure 15. As shown in Figure 15, in this pachinko game machine PY1, the game states, excluding the jackpot game state (special game state), are the normal game state (normal probability state and no time reduction state), the low probability slight time reduction state (normal probability state and slight time reduction state), the low probability time reduction state (normal probability state and normal time reduction state), and the high probability time reduction state (high probability state and normal time reduction state).
[0137] First, when controlled to a low probability, slight time-saving state, it is almost impossible to get a ball into the electric reel 12D, so the game is played by shooting to the left. Then, the lottery for special symbol 1 is executed, and the goal is to win a jackpot with a probability of approximately 1 / 320 (see Figure 13(A)). Note that the lottery for special symbol 1 always results in a special miss (see Figure 13(B)), but in the slight time-saving state, a special miss is treated as a normal miss. In other words, even if you get a special miss in the low probability, slight time-saving state, the game state does not change. In this low probability, slight time-saving state, the number of time-saving rounds is set to 500. Therefore, after the special symbol variation display is executed 500 times, the game can transition to the normal game state (normal probability state and non-time-saving state). In summary, the low probability, slight time-saving state is a game state in which the game is played for a long time.
[0138] When controlled to the normal game state, it is almost impossible to expect a ball to enter the electric tuner 12D, so the game is played by shooting to the left. When the lottery for special symbol 1 is performed, it will always result in a special miss (see Figure 13(B)). In this case, there is a 20% chance of drawing special symbol 1_miss symbol A, and the game transitions to a low probability time-saving state without going through a jackpot game. On the other hand, there is an 80% chance of drawing special symbol 1_miss symbol B, and the game transitions to a low probability slight time-saving state without going through a jackpot game. Therefore, the normal game state can be said to be a game state in which the time the game is played is very short.
[0139] When controlled to a low probability time-saving state, balls are expected to enter the electric tuner 12D frequently, so the game is played by shooting to the right. Then, the lottery for special symbol 2 is executed, and the aim is to win a jackpot with a probability of approximately 1 / 320. However, in the low probability time-saving state, it is the normal time-saving state, so a special symbol variation pattern with a short display time for the special symbols is more likely to be selected (see Figure 14). Therefore, the lottery for special symbol 2 is executed quickly. Also, in the low probability time-saving state, the normal time-saving state (electric support control state) continues until the next jackpot is won (see Figure 11). Therefore, a jackpot is guaranteed in the lottery for special symbol 2, with an 80% distribution rate of winning special symbol 2_jackpot symbol A and a 20% distribution rate of winning special symbol 2_jackpot symbol B. Thus, if you win with Special Feature 2_Big Win Symbol A, the game will be controlled to a high-probability time-saving state after the big win, and if you win with Special Feature 2_Big Win Symbol B, the game will be controlled to a low-probability slight time-saving state after the big win.
[0140] When controlled to a high-probability time-saving state, balls are expected to enter the electric tuner 12D frequently, so the game is played by shooting to the right. Then, the lottery for special symbol 2 is executed, and the aim is to win a jackpot with a probability of approximately 1 / 40 (see Figure 13(A)). Furthermore, in the high-probability time-saving state, since it is a normal time-saving state, a special symbol variation pattern with a short display time for the special symbols is more likely to be selected (see Figure 14). Therefore, the lottery for special symbol 2 is executed quickly. Also, in the high-probability time-saving state, the normal time-saving state (electric support control state) continues until the next jackpot is won (see Figure 11). Therefore, a jackpot is guaranteed in the lottery for special symbol 2, with an 80% distribution rate of winning special symbol 2_jackpot symbol A and a 20% distribution rate of winning special symbol 2_jackpot symbol B. Thus, if you win with Special Feature 2_Big Win Symbol A, the game will be controlled to a high-probability time-saving state after the big win, and if you win with Special Feature 2_Big Win Symbol B, the game will be controlled to a low-probability slight time-saving state after the big win.
[0141] In summary, in this configuration, the game states can be said to be in the order of most advantageous to the player: high probability time-saving state > low probability time-saving state > normal game state > low probability slight time-saving state. As mentioned above, in the normal game state, if the lottery for Special Symbol 1 is executed, the player can immediately transition to the low probability time-saving state, where there is a 20% chance of winning the next jackpot. On the other hand, in the slight time-saving state, even if the lottery for Special Symbol 1 is executed, the player cannot transition to the low probability time-saving state. Therefore, in the normal game state and the slight time-saving state, where left-handed play is performed, the low probability slight time-saving state is a game state that is less advantageous to the player than the normal game state, and it can be said that it is a game state that is set to be played for a longer time.
[0142] 5. Communication between the pachinko machine and the dedicated external unit Next, communication between the pachinko game machine PY1 and the dedicated external unit 200 will be described based on Figure 16. In this enclosed pachinko game machine PY1, as shown in Figure 16, the frame control board 170 communicates with the dedicated external unit 200 which is located outside the pachinko game machine PY1. The frame control board 170 is equipped with a dedicated PIF (parallel interface) circuit 179 for serial communication with the dedicated external unit 200. The dedicated external unit 200 is equipped with a dedicated PIF circuit 209 for serial communication with the frame control board 170, an SC board 210 responsible for security, and a control unit 250. The control unit 250 has a CPU as the control center, a ROM that stores programs and control data for the operation of the CPU, and RAM that functions as the CPU's work area.
[0143] Note that in Figure 16, the banknote slot 201 (see Figure 1), data display 202, replay button 203, ball dispensing button 204, card slot 205, and card return button 206, which are located on the dedicated external unit 200 described above, are not shown. When a banknote is inserted into the banknote slot 201, the control unit 250 inputs information corresponding to the amount of that banknote. When the replay button 203 is pressed, the control unit 250 inputs a detection signal based on that operation. When the ball dispensing button 204 is pressed, the control unit 250 inputs a detection signal based on that operation. When a card is inserted into the card slot 205, the control unit 250 can read the number of game balls and the prepaid balance stored on that card. The control unit 250 then controls the display of the prepaid balance, the amount of money remaining from the banknotes inserted into the banknote slot 201, and various other information using the data display 202. Furthermore, when the card return button 206 is pressed, the control unit 250 can store information about the number of stored balls and the prepaid balance that has been read onto the card (visitor card or membership card). The control unit 250 then returns the card with the new number of game balls (stored balls) stored on it from the card slot 205.
[0144] As shown in Figure 16, the gaming arcade YG is equipped with an HC (Hall Computer) BOX 220, a hall computer 230, and a management computer 240. The HCBOX 220 converts information from the pachinko gaming machine PY1 from serial signals to parallel signals and transmits them to the hall computer 230. In other words, the HCBOX connects the existing hall computer 230, which receives parallel signals, with a dedicated external unit 200, which outputs serial signals. The management computer 240 communicates with the dedicated external unit 200 and also communicates with a gaming machine information center (not shown) located outside the gaming arcade YG.
[0145] As shown in Figure 16, the frame control board 170 and the dedicated external unit 200 communicate information via serial communication. Specifically, the frame control board 170 and the control unit 250 of the dedicated external unit 200 communicate using asynchronous serial communication (UART (Universal Asynchronous Receiver / Transmitter) communication) via dedicated PIF circuits 179, 209 and SC board 210, using a message format. The dedicated PIF circuits 179 and 209 are connected to each other by a dedicated PIF cable 260. When the frame control board 170 and the control unit 250 of the dedicated external unit 200 communicate information via asynchronous serial communication, the communication speed (communication rate) is set to 31250 bps (see Figure 49). In other words, communication between the frame control board 170 and the control unit 250 of the dedicated external unit 200 is always conducted at a communication speed of 31250 bps via asynchronous serial communication.
[0146] Next, based on Figure 17, the information transmitted from the dedicated external unit 200 to the frame control board 170 will be explained. As shown in Figure 17, the information transmitted from the dedicated external unit 200 to the frame control board 170 is of only one type: information related to lending. The information related to lending transmitted to the frame control board 170 includes information on the number of balls to be lent to the player. The timing of the transmission of this information related to lending is when the ball dispensing button 204 (see Figure 1) or the replay button 203 (see Figure 1) is pressed. Thus, when a player presses the ball dispensing button 204 or the replay button 203 on the dedicated external unit 200, the dedicated external unit 200 (control unit 250) transmits information related to lending (a message in units of the number of balls to be lent) to the frame control board 170 via asynchronous serial communication.
[0147] Next, based on Figure 18, the information transmitted from the frame control board 170 to the dedicated external unit 200 will be explained. As shown in Figure 18, there are three types of information transmitted from the frame control board 170 to the dedicated external unit 200: (1) information related to lending, (2) information related to counting, and (3) gaming machine information.
[0148] First, the information related to lending that is transmitted to the dedicated external unit 200 includes information (reception result) indicating that the frame control board 170 has received the information related to lending from the dedicated external unit 200. The timing of the transmission of this information related to lending is 50 milliseconds after the frame control board 170 receives the information related to lending from the dedicated external unit 200. As a result, when a player presses the ball lending button 204 on the dedicated external unit 200, 50 milliseconds later, the frame control board 170 transmits information related to lending (a message indicating the reception result of the number of balls to be lent) to the dedicated external unit 200 via asynchronous serial communication.
[0149] The counting information transmitted to the dedicated external unit 200 includes information on the number of game balls being counted (counted balls). As mentioned above, the counting process is performed when a portion (1 ball or 250 balls) or all of the number of game balls displayed on the game ball display unit 180 is stored on a card. The timing for transmitting this counting information is a 300ms cycle, which is the communication cycle between the frame control board 170 and the dedicated external unit 200. Accordingly, when a player presses the counting button 43k, the frame control board 170 transmits the counting information (a message in units of counted balls) to the dedicated external unit 200 via asynchronous serial communication at a communication cycle of 300ms.
[0150] As shown in Figure 18, the gaming machine information transmitted to the dedicated external unit 200 is divided into three types depending on the content it contains. Firstly, there is gaming machine information that includes gaming machine installation information. Gaming machine installation information is information that indicates which gaming machines are installed, for the purpose of machine management by the hall computer 230 (see Figure 16), etc. The transmission timing for gaming machine information that includes gaming machine installation information is a 60-second cycle from the time the power is turned on. Therefore, the frame control board 170 transmits gaming machine installation information (information indicating which gaming machines are installed) to the dedicated external unit 200 via asynchronous serial communication at 60-second intervals.
[0151] Secondly, there is gaming machine information that includes gaming machine performance information. Gaming machine performance information indicates what kind of performance the gaming machine is exhibiting. Specifically, one example of gaming machine performance information is the number of game balls acquired per minute for this pachinko gaming machine PY1. The number of game balls acquired per minute (specific number of acquired balls) is the total number of prize balls acquired by the player when 100 game balls are launched. Note that gaming machine performance information is not limited to the number of game balls acquired per minute, but may also be the number of game balls acquired over a specific period other than one minute (specific number of acquired balls), and can be changed as appropriate. For example, the total number of prize balls acquired by the player when 1000 game balls are launched over a 10-minute period may also be included as one of the gaming machine performance information. The transmission timing for gaming machine information that includes gaming machine performance information is a 180-second cycle from the time the power is turned on. Therefore, the frame control board 170 transmits the gaming machine installation information (number of game balls acquired per minute) to the dedicated external unit 200 via asynchronous serial communication at 180-second intervals.
[0152] Thirdly, there is gaming machine information that includes hall computer information and fraud monitoring information. Hall computer information is information that the hall computer 230 (see Figure 16) uses to understand the game status of the pachinko gaming machine PY1, and fraud monitoring information is information that the control unit 250 uses to monitor for fraud. The transmission timing of gaming machine information that includes hall computer information and fraud monitoring information is a 300m-second cycle from the time the power is turned on. Therefore, the frame control board 170 transmits the hall computer information and fraud monitoring information to the dedicated external unit 200 via asynchronous serial communication at 300m-second intervals.
[0153] In this configuration, the frame control board 170 and the dedicated external unit 200 are connected via an asynchronous serial communication port, and information related to lending, information related to counting, and gaming machine information are transmitted via the same asynchronous serial communication port. However, the information transmitted from the dedicated external unit 200 to the frame control board 170 is only information related to lending (see Figure 17). On the other hand, the information transmitted from the frame control board 170 to the dedicated external unit 200 is information related to lending, information related to counting, and gaming machine information (see Figure 18). In this way, even though the frame control board 170 and the dedicated external unit 200 communicate (send and receive) via a common asynchronous serial communication port, by limiting (reducing) the information transmitted from the dedicated external unit 200, it is possible to make it difficult for unauthorized access to the pachinko gaming machine PY1 from the outside to occur.
[0154] By the way, in conventional non-sealed pachinko machines, hall computer information (information for understanding the game status) and fraud monitoring information (information for monitoring fraud) were transmitted externally via parallel communication through an external terminal board located on the game machine frame. In other words, one wire each for transmitting signals indicating a jackpot, signals indicating the game status, and signals indicating errors or fraud were connected to the external terminal board, and the hall computer information and fraud monitoring information (information for monitoring fraud) were transmitted from the external terminal board to the external unit via parallel communication.
[0155] In contrast, the PY1 pachinko machine transmits not only information related to lending and counting, but also machine information (especially hall computer information and fraud monitoring information) via asynchronous serial communication (using a common (same) asynchronous serial communication port), as described above. This is based on the following reasons: In newly developed enclosed pachinko machines, serial communication is considered the basic method for transmitting information externally from the perspective of reducing the number of wires. If information related to lending and counting, and machine information (especially hall computer information and fraud monitoring information) were to be transmitted externally via separate wires, it would be inefficient. In particular, if hall computer information and fraud monitoring information, which contain a large amount of data, were to be transmitted externally via parallel communication, the number of wires would become extremely large, as in conventional non-enclosed pachinko machines. Therefore, from the perspective of reducing the number of wires and efficiency, all information related to lending, counting, and machine information is transmitted to an external unit (dedicated external unit 200) via a common (same) asynchronous serial communication port.
[0156] Next, based on Figure 19, we will explain the details of the hall control information and fraud monitoring information as defined by each manufacturer. The hall control information and fraud monitoring information are transmitted as serial signals from the frame control board 170 to the dedicated external unit 200. Here, each manufacturer pre-defines (assigns) the information to be included in the hall control information and fraud monitoring information as a unified standard. Therefore, Figure 19 shows the information (contents) included in the hall control information and fraud monitoring information as a unified standard.
[0157] As shown in Figure 19, the hall control information and fraud monitoring information are divided into four data sets: data indicating main control state 1, data indicating main control state 2, data indicating the gaming machine error state, and data indicating the fraud detection state. Each of the four data sets consists of 1 byte (a total of 8 bits, from the 0th bit to the 7th bit).
[0158] In the data indicating main control state 1, the "0" bit indicates whether or not a jackpot was determined for all jackpots. The "1" bit indicates whether or not a specific jackpot was determined (for example, a jackpot that allows transition to a high probability state after the jackpot game). The "2" bit indicates whether or not a jackpot was determined to allow transition to a time-saving state after the jackpot game. Bits "3" through "7" are used to indicate information for game machine state signals 1 through 5, respectively. The information for game machine state signals 1 through 5 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX 220.
[0159] In the data indicating main control state 2, the "0" bit indicates whether or not the game is in a jackpot state. The "1" bit indicates whether or not the game is in a high probability state. The "2" bit indicates whether or not the game is in a time-saving state. The "3" bit is unused. Bits "4" through "7" are used to indicate information for game machine state signals 6 through 9, respectively. This information for game machine state signals 6 through 9 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX 220.
[0160] In the data indicating the error status of the gaming machine, bits "0" through "4" contain information about the error that occurred in this pachinko gaming machine PY1. Examples of error types include ball jams, abnormal entry into the large prize slot 14 (entry into the large prize slot 14 despite not being in a jackpot state), and right-hand shooting during normal gameplay. Bit "5" is unused. Bit "6" indicates whether the error occurred in the frame control board 170 or the game control board 100. Specifically, if bit "6" is "0", it indicates that the error occurred in the frame control board 170, and if bit "6" is "1", it indicates that the error occurred in the game control board 100. Bit "7" indicates whether only error notification is performed, or whether error notification and output to the hall computer 230 are performed. Specifically, if the 7th bit is "0", it indicates that only an error notification will be issued, and if the 7th bit is "1", it indicates that both an error notification and output to the hall computer 230 will be issued. In addition, in the data indicating the error status of the gaming machine, if all bits from the 0th bit to the 7th bit are "0", it indicates that no error has occurred.
[0161] In the data indicating the fraud detection status, bits "0" through "5" are used to indicate information for board fraud signals 1 through 6, respectively. In other words, bits "0" through "5" indicate the location on game board 1 where the fraud occurred. Bit "6" is unused, and bit "7" is also unused. In summary, the hall computer information and fraud monitoring information, consisting of data indicating main control status 1, data indicating main control status 2, data indicating game machine error status, and data indicating fraud detection status, can be described as "information related to the progress of the game."
[0162] By the way, in this pachinko game machine PY1, as shown in Figure 2, a call switch 41k is provided on the game machine frame 2 (the lower part 23x of the front door 23). Therefore, when the call switch 41k is pressed, it is preferable that information related to the detection by the call sensor 41a (see Figure 16) can be transmitted to the hall computer 230 via a dedicated external unit 200 in order to summon an employee of the game hall. Therefore, the question is how to transmit the information related to the detection by the call sensor 41a to the dedicated external unit 200.
[0163] In this case, for example, a dedicated wiring can be provided to connect the frame control board 170 and the dedicated external unit 200, and the frame control board 170, upon receiving a detection signal from the call sensor 41a, can transmit information related to the detection by the call sensor 41a to the dedicated external unit 200 via that dedicated wiring. However, this method is inefficient because connecting the dedicated wiring to the frame control board 170 would necessitate a change in the hardware configuration of the frame control board 170.
[0164] Therefore, in this configuration, unused bits are used in the hall control information and fraud monitoring information (see Figure 19), which are defined as unified standards, to include information related to the detection of the call sensor 41a. Furthermore, as shown in Figure 19, information related to the detection of the frame release sensor 2a is not assigned to the hall control information and fraud monitoring information (see Figure 19). Therefore, information related to the detection of the frame release sensor 2a is also included in the hall control information and fraud monitoring information using unused bits.
[0165] Specifically, Figure 20 shows the information (content) included in the hall computer information and fraud monitoring information of this configuration. As shown in Figure 20, in the data indicating the gaming machine error status, the "5th" bit indicates whether or not the gaming machine frame 2 is open (whether or not the frame open sensor 2a has detected the opening of the gaming machine frame 2). In other words, if the "5th" bit is "0", it indicates that the gaming machine frame 2 is closed, and if the "5th" bit is "1", it indicates that the gaming machine frame 2 is open.
[0166] As shown in Figure 20, in the data indicating the fraud detection status, the "7th" bit indicates whether or not the call switch 41k was pressed (whether or not the call sensor 41a detected the call switch 41k being pressed). In other words, if the "7th" bit is "0", it indicates that the call switch 41k was not pressed, and if the "7th" bit is "1", it indicates that the call switch 41k was pressed.
[0167] As described above, in this pachinko game machine PY1, despite the hall control information and fraud monitoring information defined as unified standards (see Figure 19), unused bits are used to assign information related to the detection of the call sensor 41a (hereinafter referred to as "call information" as appropriate) and information related to the detection of the frame release sensor 2a (hereinafter referred to as "frame release information" as appropriate) (see Figure 20). This makes it possible for the frame control board 170 to transmit game machine information, including hall control information and fraud monitoring information, to the dedicated external unit 200 via asynchronous serial communication at a cycle of 300 milliseconds (see Figure 18), along with the call information and frame release information. As a result, there is no need to connect dedicated wiring for transmitting call information and dedicated wiring for transmitting frame release information to the frame control board 170. In this way, it is possible to transmit call information and frame release information to the dedicated external unit 200 without making any hardware changes to the frame control board 170.
[0168] 6. Display on the game ball count indicator Next, the display on the game ball count indicator 180 will be explained. As shown in Figure 1, the game ball count indicator 180 (display means) is installed as a 7-segment display on the central front of the lower part 23x of the front door 23, and allows the player to understand the number of game balls currently available (number of balls held). The display of the number of game balls on this game ball count indicator 180 is the game display related to the game. However, 7-segment displays are generally not full color, and mainly only display numbers or Roman letters in red. Therefore, if the game ball count indicator 180 were to only display the number of game balls in red, it would lack interest and the appearance of the game ball count display would be unremarkable.
[0169] Therefore, in this embodiment, the game ball count display unit 180 is configured to display the game ball count in full color. Specifically, as shown in Figure 21, a light-emitting driver DRV is provided, whose drive is controlled by a frame control microcontroller 171. The light-emitting driver DRV controls the illumination of the six light-emitting regions 181 to 186 of the game ball count display unit 180 to be in full color. Below, the connection between the light-emitting driver DRV and the first light-emitting region 181 of the game ball count display unit 180 will be described as representative, based on Figure 21.
[0170] As shown in Figure 21, the light-emitting driver DRV is equipped with input terminals IN1 to IN24, corresponding to the first light-emitting region 181, from the first input terminal IN1 to the 24th input terminal IN24. Each input terminal IN1 to IN24 is a cathode terminal, and the output level ("H" level or "L" level) of each input terminal IN1 to IN24 is switched by the frame control microcontroller 171.
[0171] Furthermore, in the first light-emitting region 181 of the game ball count display 180, the first light-emitting section LA1 is composed of a red light-emitting diode RE1, a green light-emitting diode GR1, and a blue light-emitting diode BL1. Each of the light-emitting diodes RE1, GR1, and BL1 is connected to a 5V power supply voltage Vc, which has a common anode. Each of the light-emitting diodes RE1, GR1, and BL1 is also connected to the first input terminal IN1, the second input terminal IN2, and the third input terminal IN3, respectively, via a resistor.
[0172] Similarly, the second light-emitting section LA2 is composed of a red light-emitting diode RE2, a green light-emitting diode GR2, and a blue light-emitting diode BL2. Each of the light-emitting diodes RE2, GR2, and BL2 is connected to a 5V power supply voltage Vc, which is common anode. Each of the light-emitting diodes RE2, GR2, and BL2 is also connected to the fourth input terminal IN4, the fifth input terminal IN5, and the sixth input terminal IN6, respectively, via resistors. The third light-emitting section LA3 to the eighth light-emitting section LA8 are as shown in Figure 21, so their explanation is omitted. The connection between the first light-emitting region 181 and the light-emitting driver DRV is as shown in Figure 21, and the connection between the second light-emitting region 182 to the sixth light-emitting region 186 and the light-emitting driver DRV is the same, so their explanation is omitted.
[0173] Next, we will explain how to display the game ball count indicator 180 in full color. For example, if you want to illuminate only the first light-emitting part LA1 of the first light-emitting region 181 in white, and turn off the remaining light-emitting parts LA2 to LA8, the frame control microcontroller 171 controls the output levels of the first input terminal IN1, the second input terminal IN2, and the third input terminal IN3 to be at the "L" level, while controlling the output levels of the remaining input terminals IN4 to IN24 to be at the "H" level. As a result, the red light-emitting diode RE1, the green light-emitting diode GR1, and the blue light-emitting diode BL1 in the first light-emitting part LA1 will illuminate. Consequently, the red, green, and blue light-emittings mix together, making the first light-emitting part LA1 appear to be emitting white light.
[0174] For example, if only the second light-emitting section LA2 of the first light-emitting region 181 is to emit blue light, and the remaining light-emitting sections LA1, LA3 to LA8 are to be turned off, the frame control microcontroller 171 controls the output level of the sixth input terminal IN6 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN5 and IN7 to IN24 to be at the "H" level. As a result, only the blue light-emitting diode BL2 in the second light-emitting section LA2 emits light. Consequently, the second light-emitting section LA2 appears to emit blue light.
[0175] For example, if only the third light-emitting section LA3 of the first light-emitting region 181 is to be illuminated in red, and the remaining light-emitting sections LA1, LA2, LA4 to LA8 are to be turned off, the frame control microcontroller 171 controls the output level of the seventh input terminal IN7 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN6 and IN8 to IN24 to be at the "H" level. As a result, only the red light-emitting diode RE3 in the third light-emitting section LA3 is illuminated. Consequently, the third light-emitting section LA3 appears to be emitting red light.
[0176] For example, if only the fourth light-emitting part LA4 of the first light-emitting region 181 is to emit rainbow colors, and the remaining light-emitting parts LA1-LA3 and LA5-LA8 are to be turned off, the frame control microcontroller 171 first controls the output level of the tenth input terminal IN10 to a "L" level, while controlling the output levels of the remaining input terminals IN1-IN9 and IN11-IN24 to a "H" level. After a very short time has elapsed, the frame control microcontroller 171 controls the output level of the eleventh input terminal IN11 to a "L" level, while controlling the output levels of the remaining input terminals IN1-IN10 and IN12-IN24 to a "H" level. After a very short time has elapsed, the frame control microcontroller 171 controls the output level of the twelfth input terminal IN12 to a "L" level, while controlling the output levels of the remaining input terminals IN1-IN11 and IN13-IN24 to a "H" level. Thereafter, the output level of the 10th input terminal IN10 is repeatedly set to "L" level, then to "L" level, then to "L" level, then to "L" level, at very short intervals. As a result, the 4th light-emitting unit LA4 switches between the illumination of the red light-emitting diode RE4, then the green light-emitting diode GR4, and then the blue light-emitting diode BL4 at very short intervals, causing the hue (type of color) to change. Consequently, the 4th light-emitting unit LA4 appears to be emitting rainbow colors.
[0177] As explained above, the microcontroller 171 for frame control can appropriately switch the output levels of each input terminal IN1 to IN24, thereby enabling the first light-emitting region 181 to emit light in full color, and similarly, the second light-emitting regions 182 to the sixth light-emitting regions 186 to emit light in full color.
[0178] In this configuration, the display color of the number of game balls shown on the game ball count indicator 180 is changed according to the game state. Figure 22 shows the relationship between the game state and the display color of the game ball count indicator 180. As shown in Figure 22, the frame control microcontroller 171 sets the display color of the number of game balls shown on the game ball count indicator 180 to blue when the game is in the normal game state. The frame control microcontroller 171 also sets the display color of the number of game balls shown on the game ball count indicator 180 to white by default when the game is in the low probability short-time state. The frame control microcontroller 171 also sets the display color of the number of game balls shown on the game ball count indicator 180 to green when the game is in the low probability short-time state. The frame control microcontroller 171 also sets the display color of the number of game balls shown on the game ball count indicator 180 to red when the game is in the high probability short-time state. Furthermore, when the frame control microcontroller 171 is in a jackpot state, it changes the display color of the number of game balls shown on the game ball count indicator 180 to rainbow colors.
[0179] Incidentally, in traditional amusement machines, default colors such as white are used to indicate an extremely low probability of winning a jackpot. Similarly, blue is used to indicate a low probability of winning a jackpot. Red is used to indicate a high probability of winning a jackpot. Rainbow colors are used to indicate that a jackpot is guaranteed. Thus, players are expected to understand that the situation (state) becomes more favorable in the order of white ⇒ blue ⇒ green ⇒ red ⇒ rainbow colors.
[0180] In contrast, the PY1 pachinko machine offers a progression of game states that are advantageous to the player, in the following order: low probability short-time state ⇒ normal game state ⇒ low probability short-time state ⇒ high probability short-time state ⇒ jackpot game state. Therefore, as shown in Figure 22, by linking the game states with different degrees of advantage with the display color of the game ball count indicator 180, players can easily understand which game state they are in while keeping track of the number of game balls displayed on the game ball count indicator 180. In particular, the rainbow color has traditionally been used to indicate that a jackpot has been won, so when the rainbow color is displayed on the game ball count indicator 180, players can easily understand that they are in the best possible jackpot game state (the jackpot game is in progress).
[0181] Next, based on Figure 23, an example of the change in the display color on the game ball count indicator 180 when the game state changes will be explained. As a prerequisite, the game is controlled to a low probability, slight time reduction state, and the number of game balls available to the player at this time is "2000". In this case, as shown in Figure 23, "2000" will be displayed in white on the game ball count indicator 180. At this time, the player can understand that the number of game balls is 2000 while also recognizing that the game is in a low probability, slight time reduction state by looking at the game ball count indicator 180.
[0182] Let's assume the player has won a 10R probability variation jackpot 1 (see Figure 11) in the lottery for Special Figure 1. In this case, when the jackpot game based on the win of 10R probability variation jackpot 1 begins, the display color of the number of game balls shown on the game ball count display unit 180 changes from white to rainbow colors. In this way, by showing the player that the display color of the game ball count display unit 180 has turned rainbow colors, it is possible to strongly make the player aware that they are in a favorable jackpot game state. Subsequently, as the jackpot game is played, each time a game ball enters the large prize pocket 14, the number of game balls displayed on the game ball count display unit 180 increases. At this time, by showing the player the rainbow colors along with the increasing number of game balls on the game ball count display unit 180, it is possible to give the player a great sense of excitement. Then, when the 10R round of gameplay ends, the player will have won approximately 1500 prize balls, and as shown in Figure 23, the game ball count display 180 will display "3500" in rainbow colors.
[0183] Next, once the jackpot game ends, the game is controlled to a high-probability time-saving state. As a result, the display color of the number of game balls shown on the game ball count indicator 180 changes from rainbow colors to red. In this way, by showing the player that the display color of the game ball count indicator 180 has turned red, it is possible to strongly make the player aware that they are in a high-probability time-saving state, which is not as advantageous as the jackpot game state, but is still quite advantageous. Furthermore, in the high-probability time-saving state, the base state is high, so the number of game balls the player has does not decrease at all. Therefore, as shown in Figure 23, the game ball count indicator 180 displays "3450" in red. Thus, when the game ball count indicator 180 displays red, it is possible to give the player the impression that they are in a high-probability time-saving state and that they are still in a sufficiently advantageous situation because the number of game balls does not decrease at all.
[0184] Then, the player wins a 6R regular jackpot 2 (see Figure 11) in the lottery for Special Figure 2. In this case, when the jackpot game based on the 6R regular jackpot 2 win begins, the display color of the number of game balls shown on the game ball count display unit 180 changes from red to rainbow colors. This makes it possible to give the player a sense of excitement by being controlled to a jackpot game state again. After that, when the 6R round game ends, the player will have won approximately 900 prize balls, and as shown in Figure 23, "4350" will be displayed in rainbow colors on the game ball count display unit 180.
[0185] Next, once the jackpot game ends, the game is controlled to a low-probability, slightly shortened-time state. As a result, the display color of the number of game balls shown on the game ball count display unit 180 changes from rainbow colors to white. In this way, by showing the player that the display color of the game ball count display unit 180 has turned white, it is possible to make them aware that the game has been controlled to a low-probability, slightly shortened-time state and that the so-called rush state has ended.
[0186] As described above, the display color of the number of game balls shown on the game ball count display unit 180 changes according to the game state, which has a different degree of advantage for the player. This makes it possible to provide a novel and exciting experience using the game ball count display unit 180. In particular, since players look at the game ball count display unit 180 frequently during gameplay, they can grasp the number of game balls and also recognize which game state they are controlled to. Therefore, when controlled to an advantageous jackpot game state or a high probability time-saving state, it is possible to create a great sense of excitement by showing rainbow colors or red along with the number of game balls on the game ball count display unit 180. Furthermore, as shown in Figure 23, the display color of the game ball count display unit 180 changes colorfully from white ⇒ rainbow ⇒ red ⇒ rainbow ⇒ white, making it possible to enhance the visual appeal of the game ball count display.
[0187] 7. Display on the frame circuit board indicator Next, the display on the frame board display unit 300 will be explained. As shown in Figure 7, the frame board display unit 300 (specific display unit) is located on the frame control board 170, and three display items are displayed in sequence. The three display items (multiple types of display items) are, as shown in Figure 24, the number of game balls display (number of balls display item), the base display (performance display item), and the error display (abnormality display item). The number of game balls displayed on the frame board display unit 300 indicates the number of game balls currently available (number of balls held), and as mentioned above, the same value as the number of game balls displayed on the game ball number display unit 180 (see Figure 1) will be displayed on the frame board display unit 300. In this configuration, unlike the game ball number display unit 180 mentioned above, the numbers or characters are not displayed in full color, but are displayed in monochrome (red).
[0188] Next, the base display shown in Figure 24 will be explained based on Figure 25. Conventionally, the base display has shown the normal base, which is the ratio of the total number of prize balls won by the player in normal gameplay (normal total prize balls) to the number of balls fired by the player in normal gameplay (normal number of balls fired). However, in this pachinko game machine PY1, displaying the normal base presents the following problems.
[0189] In this configuration, as shown in Figure 15, in addition to the normal game state, there is also a low-probability short-time state as a game state in which left-handed play is performed. As mentioned above, in the low-probability short-time state, the goal is to win a jackpot with a probability of approximately 1 / 320, and the game is played for a long time. On the other hand, in the normal game state, once the lottery for Special Symbol 1 is performed, a special miss will always result in a transition to the low-probability short-time state or the low-probability short-time state, so the game is played for a very short time.
[0190] Here, even if a player plays for a long time, the time spent playing in a normal game state is short, so the value of the normal total number of balls awarded, which is used to determine the normal base, is very small, and the value of the normal number of balls launched, which is also used to determine the normal base, is also very small. Therefore, the normal base does not become a ratio between the total number of balls awarded, which is a sufficiently large value, and the total number of balls launched, which is a sufficiently large value, and becomes a value that varies greatly depending on the game situation. For this reason, the normal base calculated based on a normal game state in which the time spent playing is very short is not suitable as a value for determining whether this pachinko game machine PY1 is functioning correctly.
[0191] Therefore, in this configuration, instead of displaying the normal base, the left-handed base is displayed. The left-handed base is the ratio of the total number of prize balls won by the player while playing left-handed (left-handed total prize balls) to the number of balls fired by the player while playing left-handed (left-handed balls fired). In other words, it is the ratio of the sum of the normal total prize balls and the total number of prize balls won by the player while playing slightly shortened time (slightly shortened total prize balls) to the sum of the normal number of balls fired and the number of balls fired by the player while playing slightly shortened time (slightly shortened balls fired). More specifically, the left-handed base as a percentage is calculated by dividing the left-handed total prize balls (sum of normal total prize balls and slightly shortened total prize balls) by the left-handed balls fired (sum of normal balls fired and normal total prize balls) and multiplying by 100.
[0192] Thus, with a left-handed play base, the game is played for a long period of time in a low-probability, slightly shortened state, resulting in a ratio between the total number of prize balls, which is a sufficiently large value, and the total number of balls launched, which is also a sufficiently large value. Therefore, the left-handed play base does not show a very large variation depending on the game situation, making it a suitable value for determining whether this pachinko machine PY1 is functioning correctly.
[0193] In this pachinko game machine PY1, only the left-handed base is calculated, and only the left-handed base is displayed in the right two digits of the frame board display 300 (the 5th illuminated area 305 and the 6th illuminated area 306 (see Figure 8)). In other words, the base in the low probability time-saving state, the base in the high probability time-saving state, and the base in the jackpot game state are not calculated, and the frame board display 300 does not display the base in the low probability time-saving state, the base in the high probability time-saving state, or the base in the jackpot game state. Here, the left-handed base is calculated by the game control microcomputer 101, and the calculated left-handed base information is transmitted sequentially from the game control board 100 to the frame control board 170. As a result, the frame control microcomputer 171 displays the left-handed base on the frame board display 300 based on the received left-handed base information. Then, as shown in Figure 25, the frame control microcontroller 171 displays the left-handed base value in two digits in the right two digits of the frame board display 300 (the fifth lighting area 305 and the sixth lighting area 306 (see Figure 8)).
[0194] Here, the game control microcomputer 101 constantly counts the total number of balls awarded for left-handed play (total number of balls awarded for short-time play, total number of balls awarded for normal play), the number of balls fired for left-handed play (number of balls fired for short-time play, number of balls fired for short-time play), and the total number of balls fired, from the moment the power is turned on. The total number of balls fired refers to the number of balls fired by the player in all game states, including the short-time play state, the normal game state, the low-probability short-time play state, the high-probability short-time play state, and the jackpot game state. The counted information on the total number of balls awarded for left-handed play, the number of balls fired for left-handed play, and the total number of balls fired is stored in the game RAM 104 (see Figure 9). However, even if the RAM clear switch 191 is pressed when the power is turned on, the information on the total number of balls awarded for left-handed play, the number of balls fired for left-handed play, and the total number of balls fired is not erased. Therefore, the left-handed base, which is the ratio of the total number of balls awarded for left-handed play to the number of balls launched for left-handed play, is calculated without being affected by power interruptions or RAM resets. Similarly, the information on the total number of balls launched is also counted without being affected by power interruptions or RAM resets. Furthermore, the information on the total number of balls awarded for left-handed play, the information on the number of balls launched for left-handed play, and the information on the total number of balls launched, all counted by the game control microcomputer 101, are sequentially transmitted from the game control board 100 to the frame control board 170.
[0195] The microcomputer 101 for game control displays the left-handed base value on the right two digits of the frame board display 300 (the 5th illuminated area 305 and the 6th illuminated area 306 (see Figure 8)) regardless of the game state (slight time reduction state, normal game state, low probability time reduction state, high probability time reduction state, jackpot game state). Here, the left-handed base is calculated in increments of 60,000 balls in total. In other words, the left-handed base calculated from the time the power is first turned on after the factory shipment until the total number of balls fired reaches 60,000 becomes the first left-handed base. After that, when the total number of balls fired exceeds 60,001, the value that was the first left-handed base is stored as the previous left-handed base. Then, the left-handed base calculated from the time the total number of balls fired goes from 60,001 to 120,000 becomes the current left-handed base. Subsequently, when the total number of balls fired exceeds 120,001, the value of the left-handed base from the previous round is stored as the left-handed base from two rounds ago, and the value of the current left-handed base is stored as the left-handed base from one round ago. Then, the left-handed base calculated from 120,001 to 180,000 balls fired becomes the current left-handed base.
[0196] After that, when the total number of balls fired exceeds 180,001, the value that was the left-handed base two rounds ago is stored as the left-handed base three rounds ago, the value that was the left-handed base one round ago is stored as the left-handed base two rounds ago, and the value that was the current left-handed base is stored as the left-handed base one round ago. The left-handed base calculated from when the total number of balls fired goes from 180,001 to 240,000 becomes the current left-handed base. After that, when the total number of balls fired exceeds 240,001, the value that was the left-handed base three rounds ago is erased, the value that was the left-handed base two rounds ago is stored as the left-handed base three rounds ago, the value that was the left-handed base one round ago is stored as the left-handed base two rounds ago, and the value that was the current left-handed base is stored as the left-handed base one round ago. The left-handed base calculated from when the total number of balls fired goes from 240,001 to 300,000 becomes the current left-handed base. Similarly, every 60,000 balls fired, the left-handed base is calculated, and the value up to three previous left-handed bases is stored.
[0197] In this way, the game control microcomputer 101 can store up to the current normal base, the normal base from one round ago, the normal base from two rounds ago, and the normal base from three rounds ago in the game RAM 104. In this case, when the game control microcomputer 101 displays the base on the frame board display 300, it switches between displaying the current normal base ⇒ the normal base from one round ago ⇒ the normal base from two rounds ago ⇒ the normal base from three rounds ago ⇒ the current normal base every 5 seconds.
[0198] Specifically, in the frame board display unit 300, when "bL" is displayed in the middle two digits (third display area 330 and fourth display area 340 (see Figure 8)), the current left-handed base is displayed in the right two digits (fifth display area 350 and sixth display area 360). Therefore, anyone who sees "bL" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the current left-handed base.
[0199] Then, after the current left-handed base display is finished, the frame board display unit 300 will show "b1" in the middle two digits and the previous normal base in the right two digits. Therefore, anyone who sees "b1" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the previous left-handed base.
[0200] Then, after the display of the previous left-handed base has finished, the frame board display unit 300 shows "b2" in the middle two digits, and the left-handed base from two turns ago is displayed in the right two digits. Therefore, anyone who sees "b2" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the left-handed base from two turns ago.
[0201] Then, after the display of the left-handed base from two throws ago has finished, the frame board display unit 300 shows "b3" in the middle two digits, and the left-handed base from three throws ago in the right two digits. Therefore, anyone who sees "b3" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the left-handed base from three throws ago.
[0202] Then, after the display of the left-handed base from three innings ago has finished, the frame board display unit 300 will show "bL" in the middle two digits, as described above, and the current left-handed base will be displayed in the right two digits, and this process will be repeated thereafter.
[0203] Furthermore, on the frame circuit board display unit 300, if the total number of balls fired since the first power-on after factory shipment is 300 or less, "--" is displayed in the right two digits. In other words, the left-handed base value is not displayed when the total number of balls fired is 300 or less, and the left-handed base value is displayed only after the total number of balls fired exceeds 300. In this way, when the total number of balls fired is 300 or less, the display of an unreliable left-handed base value is avoided because the denominator value of the left-handed base (number of left-handed balls fired) is too small. Even when the total number of balls fired is 300 or less, the middle two digits of the frame circuit board display unit 300 repeat the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every 5 seconds.
[0204] Furthermore, on the frame circuit board display unit 300, if the number of balls fired in the left-handed position after the first power-on following factory shipment is 6,000 or less, the middle two digits "bL", "b1", "b2", and "b3" will blink. Subsequently, if the number of balls fired in the left-handed position after the first power-on following factory shipment exceeds 6,000, the middle two digits "bL", "b1", "b2", and "b3" will light up. In this way, when the frame circuit board display unit 300 shows the middle two digits blinking, it is possible to let the person checking the left-handed base understand that the value of the left-handed base shown in the right two digits has not yet converged sufficiently. In other words, when the middle two digits show the person checking the left-handed base in a lit-up pattern, it is possible to let the person understand that the value of the left-handed base shown in the right two digits has converged to a certain extent.
[0205] In this configuration, as described above, the game control microcomputer 101 (game control board 100) calculates the left-handed base based on the total number of balls awarded for left-handed play and the number of balls launched for left-handed play, and transmits the left-handed base information to the frame control board 170. The frame control microcomputer 171 on the frame control board 170 then displays the left-handed base on the frame board display 300 based on the received left-handed base information. Thus, for the game control microcomputer that conventionally calculated the normal base, the control program for calculating the base changes. On the other hand, for the frame control microcomputer 171, since it does not calculate the left-handed base, the control program does not change.
[0206] In this case, when constructing a new pachinko game machine PY1, it is sometimes possible to replace only the game board 1 without replacing the game machine frame 2 compared to a conventional pachinko game machine. In this case, if the frame control microcontroller 171 is configured to calculate the left-handed play base, then not only would the game board 1 need to be replaced, but the frame control board 170, which is equipped with the frame control microcontroller 171 capable of calculating the left-handed play base, would also need to be replaced. In contrast, in this embodiment, a game control board 100 equipped with a game control microcontroller 101 capable of calculating the left-handed play base is produced, and the game board 1 incorporating this game control board 100 is replaced. Therefore, there is no need to replace the frame control board 170 provided in the game machine frame 2. Consequently, when constructing a new pachinko game machine PY1, it is possible to deal with the issue by simply replacing the game board 1.
[0207] In this configuration, the game control microcomputer 101 determines whether to display "--" or the left-handed base in the right two digits of the frame board display 300 based on the total number of balls fired. Accordingly, the frame control microcomputer 171 displays either "--" or the left-handed base in the right two digits of the frame board display 300 based on instructions from the game control microcomputer 101. Furthermore, the game control microcomputer 101 determines whether to display "bL + current left-handed base", "b1 + left-handed base from 1 round ago", "b2 + left-handed base from 2 rounds ago", or "b3 + left-handed base from 3 rounds ago" in the middle two digits and right two digits of the frame board display 300 based on the total number of balls fired and the switching timing. Therefore, the frame control microcontroller 171 displays "bL + current left-handed base" ⇒ "b1 + left-handed base one turn ago" ⇒ "b2 + left-handed base two turns ago" ⇒ "b3 + left-handed base three turns ago" in the middle two digits and right two digits of the frame board display 300 based on instructions from the game control microcontroller 101. The game control microcontroller 101 also determines whether to display the identifier (bL, b1, b2, b3) in a lit or blinking mode in the middle two digits of the frame board display 300 based on the number of balls fired in a left-handed position. Therefore, the frame control microcontroller 171 displays the identifier (bL, b1, b2, b3) in a lit or blinking mode in the middle two digits of the frame board display 300 based on instructions from the game control microcontroller 101. If the previous base for the first, second, and third rounds has not been tallied, the middle two-digit identifier (bL, b1, b2, b3) on the frame board display 300 will be displayed in a blinking pattern. The blinking pattern of this identifier is also controlled by the frame control microcontroller 171 based on instructions from the game control microcontroller 101.
[0208] Next, the error display shown in Figure 24 will be explained based on Figure 26. The error display is a four-digit error code shown on the frame board display unit 300. The error code is a code that represents the type of error, and the error code table shown in Figure 26 is pre-stored in the frame ROM 173 of the frame control microcontroller 171. The frame control microcontroller 171 then determines whether or not there is an error code based on the detection signals from each sensor connected to the frame control board 170 (detection signal from frame release sensor 2a, detection signal from radio wave sensor 18a, detection signal from call sensor 41a) and the detection signal information from each sensor transmitted from the game control board 100 (information from the detection signal from magnetic sensor 28a), and the error code table shown in Figure 26. If there is an error code, the frame control microcontroller 171 displays the four-digit error code as an error display in the middle two digits and right two digits (third lighting area 303 to sixth lighting area 306) of the frame board display unit 300.
[0209] For example, suppose the gaming machine frame 2 is opened, and the frame opening sensor 2a detects that the gaming machine frame 2 has been opened. In this case, the detection signal from the frame opening sensor 2a is transmitted to the frame control board 170. Based on this, the frame control microcontroller 171 determines the error code "E001" based on the detection signal from the frame opening sensor 2a and the error code table shown in Figure 26. As a result, if the frame control microcontroller 171 is to display an error, it displays "E001" on the frame board display 300 (see Figure 24). Similarly, if there is a detection by the radio wave sensor 18a, the frame board display 300 will display the error code "E002", and if there is a detection by the call sensor 41a, the frame board display 300 will display the error code "E004".
[0210] For example, suppose an unauthorized magnetism is detected near the magnetic sensor 28a. In this case, the detection signal from the magnetic sensor 28a is transmitted to the game control board 100. The game control microcontroller 101 then transmits the information of the detection signal received from the magnetic sensor 28a to the frame control board 170. Based on this, the frame control microcontroller 171 determines the error code "E003" based on the information of the detection signal from the magnetic sensor 28a and the error code table shown in Figure 26. As a result, if the frame control microcontroller 171 is to display an error, it displays "E003" on the frame board display 300.
[0211] By the way, as shown in Figure 24, the frame board display unit 300 displays three display items in sequence: the number of game balls, the base value, and the error value. Each display item is shown for only 5000 milliseconds (5 seconds). In the base display, there is a display order, as explained in Figure 25. For example, after the number of game balls display, the base value of the left-handed base currently being measured before the total number of balls launched reaches 60,000 is displayed for 5000 milliseconds. In this case, after a 5000 millisecond error display and a 5000 millisecond display of the number of game balls, the next base display will show the left-handed base value from the previous turn for 5000 milliseconds. Subsequently, after a 5000 millisecond error display and a 5000 millisecond display of the number of game balls, the next base display will show the left-handed base value from two turns ago for 5000 milliseconds. Next, after displaying an error of 5000ms and a game ball count of 5000ms, the next base display will show the value of the left-handed base from three turns prior, but only for 5000ms, and this process will be repeated thereafter.
[0212] Here, as shown in Figure 24, in the frame board display unit 300, the game ball count is displayed for 5000 milliseconds, and then immediately (instantaneously) switched to the base display. Then, after the base display is displayed for 5000 milliseconds, it is immediately (instantaneously) switched to the error display. Then, after the error display is displayed for 5000 seconds, it is immediately (instantaneously) switched back to the game ball count display, and this is repeated thereafter. With this switching method, there is a problem that it is difficult to understand the switch from one display item (for example, the game ball count display) to another display item (for example, the base display).
[0213] In other words, for someone looking at the frame circuit board display unit 300, if the display instantly switches from, for example, the number of game balls to the base display, it may be difficult to understand what the base display indicates immediately after the switch. In particular, the number of game balls displayed is not necessarily the same value for 5000 milliseconds, and the same value for the left-handed base is not necessarily the same value for 5000 milliseconds. Therefore, immediately after an instantaneous switch from the number of game balls to the base display, someone looking at the frame circuit board display unit 300 may simply perceive that the number of game balls has changed and may not clearly recognize that the display has switched to the base display. Similarly, immediately after an instantaneous switch from the base display to an error display, someone looking at the frame circuit board display unit 300 may simply perceive that the value for the left-handed base has changed and may not clearly recognize that the display has switched to an error display.
[0214] Therefore, in this embodiment, in order to address the above problems, as shown in Figure 27, the frame board display unit 300 is set to an off state for 500 milliseconds when switching from one display item to another. The off state is a state in which all illuminated parts LB1 to LB48 (see Figure 8) in the illuminated areas 301 to 306 of the frame board display unit 300 are turned off. In this way, the frame control microcontroller 171 displays the number of game balls on the frame board display unit 300 for 5000 milliseconds, and then sets it to an off state for a short period of 500 milliseconds. After that, the frame control microcontroller 171 starts the base display, displays the base display for 5000 milliseconds, and then sets it to an off state for a short period of 500 milliseconds. After that, the frame control microcontroller 171 starts the error display, displays the error for 5000 milliseconds, and then sets it to an off state for a short period of 500 milliseconds. Subsequently, the microcontroller 171 for frame control starts displaying the number of game balls, and repeats the process in the same manner thereafter.
[0215] Thus, in the frame circuit board display unit 300, a 500ms blackout is inserted when switching from one display item to another, making the switching of display items easier to understand. In other words, for a person looking at the frame circuit board display unit 300, for example, after the game ball count display is shown for 5000ms, the blackout is seen before the base display begins. This blackout makes it easier to recognize that the game ball count display has ended and to understand that the newly displayed value is the left-handed base value.
[0216] In particular, in the display of the number of game balls, even if the value of the number of game balls changes for 5000 milliseconds, the display will be off for only 500 milliseconds when switching to the base display. Therefore, for a person looking at the frame circuit board display unit 300, it is possible to clearly distinguish between when the value of the number of game balls changes and when switching to the base display. Similarly, in the base display, even if the value of the left-handed base changes for 5000 milliseconds, the display will be off for only 500 milliseconds when switching to the error display. Therefore, for a person looking at the frame circuit board display unit 300, it is possible to clearly distinguish between when the value of the left-handed base changes and when switching to the error display.
[0217] Here, we will explain the duration (500 m seconds) during which the frame board display unit 300 is in the off state. The longer the duration of the off state, the easier it is to understand the switching of display items. On the other hand, the longer the duration of the off state, the less time is spent displaying the items that should be displayed. Therefore, in this embodiment, considering the balance between the above advantages and disadvantages, the game ball count is displayed for 5000 m seconds, and then the display is in the off state for 500 m seconds, which is one-tenth of that 5000 m seconds. Similarly, the base display is displayed for 5000 m seconds, and then the display is in the off state for 500 m seconds, which is one-tenth of that 5000 m seconds. Also, the error display is displayed for 5000 m seconds, and then the display is in the off state for 500 m seconds, which is one-tenth of that 5000 m seconds. In this way, it is possible to make the switching between display items easier to understand without significantly reducing the display time for the items that should be displayed, such as the number of game balls, base score, and error display.
[0218] In this configuration, the frame control microcontroller 171 changes the number of display items shown on the frame board display unit 300 depending on whether or not there is an error code. That is, as described above, the frame control microcontroller 171 determines whether or not there is an error code based on the detection signals of each sensor connected to the frame control board 170 and the information of the detection signals of each sensor transmitted from the game control board 100, as well as the error code table shown in Figure 26.
[0219] If an error code is present, the sequence of events is repeated as shown in Figure 27: 5000ms of game ball count display ⇒ 500ms of blackout pattern ⇒ 5000ms of base display ⇒ 500ms of blackout pattern ⇒ 5000ms of error display ⇒ 500ms of blackout pattern ⇒ 5000ms of game ball count display. On the other hand, if there is no error code, the sequence of events is repeated as shown in Figure 28: 5000ms of game ball count display ⇒ 500ms of blackout pattern ⇒ 5000ms of base display ⇒ 500ms of blackout pattern ⇒ 5000ms of game ball count display.
[0220] Thus, in this configuration, when there is no error (abnormality) in the pachinko game machine PY1, as shown in Figure 28, no error code is displayed on the frame board display unit 300. This eliminates unnecessary displays on the frame board display unit 300 and relatively increases the time available to grasp the display items other than the error display (game ball count display, base display). On the other hand, when there is an error in the pachinko game machine PY1, an error display is shown, as shown in Figure 27, making the error display stand out. Furthermore, the presence of a 500ms blackout before the error display and a 500ms blackout after the error display makes it easier to grasp the error display.
[0221] 8. Counting Processing Next, the counting process performed by the frame control microcontroller 171 will be explained based on Figures 29 to 33. As described above, based on the player pressing the counting button 43k (see Figure 2), a counting process is performed in which a portion (1 ball or 250 balls in this configuration) or all (the number of balls if it is less than 250 balls) of the number of game balls displayed on the game ball display 180 is stored in a card (visitor card or member card) inserted into the dedicated external unit 200.
[0222] Pressing the counting button 43k is mainly divided into two types: a single press (hereinafter simply referred to as "single press"), in which the counting button 43k is pressed for a very short time, and a long press (hereinafter simply referred to as "long press"), in which the counting button 43k is pressed continuously for 500 milliseconds or more. Figure 29 shows an example of the change in the game ball count display 180 when the counting button 43k is pressed for a single press. As shown in Figure 29, the frame control board 170 (frame control microcontroller 171) can transmit information related to counting (a message in units of counted balls) to the dedicated external unit 200 at a communication cycle of 300 milliseconds, as shown in time T1 to time T6 (see Figure 18). The game ball count display 180 is assumed to show "10000" as the number of balls held.
[0223] As shown in Figure 29, if the counting button 43k is pressed once immediately after time T1, the frame control microcontroller 171 performs a single-ball counting process at time T2, counting only one ball. Specifically, at time T2, the frame control microcontroller 171 transmits information related to the counting of one ball to the dedicated external unit 200 and switches the display on the game ball count indicator 180 from "10000" to "9999". Let's also assume that the counting button 43k is pressed twice between time T3 and time T4. Even in this case, the frame control microcontroller 171 does not count two balls at time T5, but performs a single-ball counting process, counting only one ball. Therefore, at time T5, the frame control microcontroller 171 transmits information related to the counting of one ball to the dedicated external unit 200 and switches the display on the game ball count indicator 180 from "9999" to "9998". Thus, when the counting button 43k is pressed once, even if it is pressed repeatedly (sequentially once) within a very short time (300 milliseconds), the balls will basically be counted one by one.
[0224] Next, we will explain the case where the counting button 43k is pressed and held down. Figure 30 shows an example of the changes in the game ball count display 180 when the counting button 43k is pressed and held down. As shown in Figure 30, if the long press on the counting button 43k starts immediately after time T1, at time T2, the counting button 43k has not yet been pressed for 500 milliseconds or more. Therefore, at time T2, the frame control microcontroller 171 does not determine that a long press on the counting button 43k has been performed, and does not perform the counting process. Furthermore, at time T2, since a single press on the counting button 43k has not been performed, the single ball counting process is also not performed.
[0225] Subsequently, at time T3, since the counting button 43k has already been pressed for more than 500 milliseconds, the frame control microcontroller 171 determines that a long press has been performed on the counting button 43k and performs a 250-ball counting process to count only 250 balls. Specifically, at time T3, the frame control microcontroller 171 transmits information related to the counting of 250 balls to the dedicated external unit 200 and switches the "10000" displayed on the game ball count display 180 to "9750". In this configuration, when the frame control microcontroller 171 subtracts the value displayed on the game ball count display 180 through the 250-ball counting process, the game ball count display 180 displays that 3 balls are being subtracted every 3 milliseconds. This makes it appear to the player that their ball count is not being subtracted by 250 balls all at once, but rather that it is being subtracted rapidly by 3 balls at a time.
[0226] Next, at time T4, since the counting button 43k is still being pressed, the frame control microcontroller 171 performs a 250-ball counting process. As a result, at time T4, the "9750" displayed on the game ball count display 180 changes to "9500". Next, at time T5, since the counting button 43k is still being pressed, the frame control microcontroller 171 performs a 250-ball counting process. As a result, at time T5, the "9500" displayed on the game ball count display 180 changes to "9250".
[0227] Here, let's assume that the long press on the counting button 43k was stopped just before time T6. In this case, at time T6, the frame control microcontroller 171 determines that the long press on the counting button 43k was not performed, and therefore does not execute the 250 ball counting process. Consequently, at time T6, the display of "9250" shown on the game ball count display 180 is maintained. Thus, when the counting button 43k is long-pressed, basically 250 balls are counted every 300 milliseconds during the period in which the long press was performed.
[0228] Previously, for example, to count the number of balls from "10,000" to "0", the 250-ball counting process needed to be performed 40 times. Therefore, in this case, the player had to continuously press and hold the counting button 43k for at least 300ms x 40 times = 12 seconds. Furthermore, for example, to count the number of balls from "30,000" to "0", the player had to continuously press and hold the counting button 43k for 12 seconds x 3 = 36 seconds. Thus, when the number of balls was large, the time required to continuously press and hold the counting button 43k until the number of balls reached "0" became longer, resulting in a significant burden on the player.
[0229] Therefore, in this configuration, long presses on the counting button 43k are divided into short long presses and long long presses, and are handled as follows. First, a short long press means pressing (holding down) the counting button 43k for 500ms or more but less than 4000ms. Second, a long long press means pressing (holding down) the counting button 43k for 4000ms or more.
[0230] Furthermore, if the counting button 43k is short-pressed and held, as explained in Figure 30, the frame control microcontroller 171 performs a counting process of 250 balls every 300 milliseconds during the period in which the short-press and held is performed. In other words, if a short-press and held is performed, and the player stops pressing the counting button 43k, the subsequent counting process will also be stopped.
[0231] In contrast, if the player long-presses the counting button 43k, even if they stop long-pressing the counting button 43k, the frame control microcontroller 171 can continue to perform the counting process of 250 balls every 300ms until the number of balls reaches "0". In other words, after the player long-presses the counting button 43k for 4000ms or more (long-press), even if the player stops long-pressing the counting button 43k midway, the counting process will automatically continue until the number of balls reaches "0".
[0232] Based on Figure 31, the changes in the game ball count indicator 180 when the counting button 43k is pressed and held for a long time will be explained. As shown in Figure 31, the long press on the counting button 43k begins immediately after time T1 and ends immediately after time T15. In this case, immediately before time T15, the counting button 43k was pressed and held for 4000ms, resulting in a situation where a long press on the counting button 43k was performed.
[0233] In this situation, as shown in Figure 31, from time T2 to time T15, the frame control microcontroller 171 performs a 250-ball counting process every 300 milliseconds. Therefore, at time T14, "7000" is displayed on the game ball display 180, and at time T15, "6750" is displayed on the game ball display 180. The frame control microcontroller 171 then determines that the counting button 43k was pressed and held down just before time T15. As a result, even if the long press on the counting button 43k is stopped immediately after time T15, the 250-ball counting process will continue to be performed every 300 milliseconds thereafter. In other words, the counting process will continue to be performed every 300 milliseconds even after time T15.
[0234] As a result, even if the player does not press the counting button, the game ball count display 180 will perform the counting process of 250 balls every 300 milliseconds, such as "6750" ⇒ "6500" ⇒ "6250" ⇒ "6000". Then, at time T41, the game ball count display 180 will display "250", and at time T42, the game ball count display 180 will display "0". In this way, if the counting button 43k is long-pressed, even if the player stops pressing the counting button 43k midway, the counting process of 250 balls will continue until the number of balls reaches "0". As a result, if the number of balls is, for example, "30000", the player can simply long-press the counting button 43k for at least 4000 milliseconds (long-press) and have the counting process performed until the number of balls reaches "0" without having to long-press the counting button 43k again. In other words, unlike conventional systems, players no longer need to continuously press and hold the counting button 43k for approximately 36 seconds until the number of balls decreases from "30000" to "0," thus reducing the operational burden on the player.
[0235] Here, there are cases where the player wants to stop the automatic counting process before the number of balls reaches "0," even after the counting button 43k has been pressed and held for a long time and the player has stopped pressing the counting button 43k. In this case, the player can stop the automatic counting process by pressing the counting button 43k again after stopping the long press operation. Below, based on Figure 32, we will explain the changes in the number of game balls display 180 when the counting button 43k is pressed once after being pressed and held for a long time.
[0236] As shown in Figure 32, assume that the long press on the counting button 43k begins immediately after time T1 and ends immediately after time T15. In this case, as in the case shown in Figure 31, even if the counting button 43k is not long-pressed, the frame control microcontroller 171 performs the 250-ball counting process every 300 milliseconds, and at time T41, "250" is displayed on the game ball count display 180. Now, assume that the counting button 43k is pressed once between time T41 and time T42. In this case, the frame control microcontroller 171 will stop the execution of the automatic counting process, and will not perform the 250-ball counting process at time T42. Therefore, at time T42, the display of "250" on the game ball count display 180 is maintained. In this way, players can press and hold the counting button 43k, and even after releasing the button, they can stop the automatic counting process before their ball count reaches "0".
[0237] In the example shown in Figure 32, the automatic counting process is stopped when the counting button 43k is pressed once after a long press has been released. However, the operation on the counting button 43k to stop the automatic counting process is not limited to a single press; a long press may also be used.
[0238] Furthermore, in this configuration, even after the counting button 43k has been long-pressed and then released, if the frame control microcontroller 171 determines that there is an abnormality in the pachinko game machine PY1, the automatic counting process will be stopped. For example, as shown in Figure 32, suppose the long-press on the counting button 43k begins immediately after time T1 and is stopped immediately after time T15. Then, between time T41 and time T42, suppose the frame control microcontroller 171 determines that there is an abnormality in the communication between the pachinko game machine PY1 and the dedicated external unit 200. In this case, the frame control microcontroller 171 will stop the execution of the automatic counting process, and the display of "250" on the game ball count display 180 at time T42 will be maintained. Thus, even after the counting button 43k is pressed and held down, and then released, if the Pachinko game machine PY1 is detected to have an abnormality, the automatic counting process will be stopped.
[0239] The above describes the case in which, after the long press on the counting button 43k is released, the frame control microcontroller 171 determines that there is an abnormality in communication between the pachinko game machine PY1 and the dedicated external unit 200, and cancels the automatic counting process. However, the abnormality that causes the automatic counting process to be canceled is not limited to an abnormality in communication between the pachinko game machine PY1 and the dedicated external unit 200. Therefore, after the long press on the counting button 43k is released, the frame control microcontroller 171 is also configured to cancel the automatic counting process if it determines that there is a frame opening, radio wave interference, magnetic interference, or call in progress (press operation on the call switch 41k) as shown in Figure 26.
[0240] In this configuration, the same counting button 43k was used for both short-press and long-press operations. However, it is conceivable to provide a dedicated operation for long-press operations, distinct from the counting button 43k used for short-press operations. However, providing a dedicated operation for long-press operations presents the following problems. Specifically, in this pachinko game machine PY1, the counting process (S3006) by the frame control microcomputer 171 can be executed even when the player is launching game balls by rotating the handle 72k. Therefore, it is possible that the player may accidentally operate the dedicated operation for long-press operations while rotating the handle 72k, i.e., during gameplay. In this case, the player's ball count will suddenly drop to "0" during gameplay, interrupting the game. Therefore, in this configuration, in order to minimize the problems described above (to minimize accidental operation of the dedicated operation means for long presses), the operation means for short presses and the operation means for long presses are shared by the same counting button 43k.
[0241] 9. Game inspection mode and frame inspection mode Next, the game inspection mode will be explained. As shown in Figure 33, the game inspection mode (inspection mode) is a mode set by the game control board 100 (game control microcomputer 101) when the RAM clear switch 191 is pressed when the power is turned on. The game inspection mode is a mode for checking whether the game drive components connected to the game control board 100 are operating normally. Here, the game drive components (objects to be inspected) specifically refer to the AT solenoid 14s, the electric tuner solenoid 12s, the first start port sensor 11a, the second start port sensor 12a, the big prize port sensor 14a, the first general prize port sensor 10x, the second general prize port sensor 10y, the third general prize port sensor 10z, the discharge port sensor 15a, and the gate sensor 13a.
[0242] In game inspection mode, the game's progress is not controlled by the game control board 100 (game control microcomputer 101), and the player cannot play the game. When game inspection mode ends, a RAM clear is performed, and then the system transitions to game mode, where the game's progress is controlled by the game control board 100. Once in game mode, the player can play the game. Therefore, game inspection mode can be described as a mode (non-game mode) in which the game's progress cannot be controlled by the game control board 100.
[0243] By the way, when changing the specifications of a pachinko game machine, or when manufacturing successor or derivative models, it is sometimes the case that the entire pachinko game machine is not newly manufactured, but only the game board 1 is replaced, or only the movable unit (a part of the front door 23) is replaced. In this case, the applicant is adopting an on-site replacement method in which the game board 1 or movable unit is sent to the game hall, rather than sending the manufactured pachinko game machine in an assembled state, and the employees of the game hall replace the sent game board 1 or movable unit to complete the pachinko game machine.
[0244] In this on-site replacement method, for example, at a game arcade where game board 1 has been delivered, employees will assemble the pachinko game machine PY1 using the game machine frame that has already been installed. In this case, the employees of the game arcade must check whether the game's drive mechanisms are functioning correctly in the assembled pachinko game machine PY1. If a player were to play the game while the game's drive mechanisms were not functioning correctly, it could cause significant harm to the player.
[0245] Therefore, in this embodiment, as described above, when the RAM clear switch 191 is pressed when the power is turned on, the system is set to game inspection mode immediately after power is turned on. That is, the conditions for transitioning to game inspection mode are that the power switch 195 is turned ON and the RAM clear switch 191 is pressed. When set to game inspection mode, the game control board 100 (game control microcomputer 101) drives the AT solenoid 14s and the electric tuner solenoid 12s. As a result, while set to game inspection mode, the opening and closing operation of the AT opening / closing member 14k is repeatedly performed as shown in Figure 34(B), and the opening and closing operation of the electric tuner opening / closing member 12k is repeatedly performed as shown in Figure 34(C). In this way, when the game is set to game inspection mode, the employees of the game arcade can confirm that the AT solenoid 14s is functioning correctly by observing the opening and closing operation of the AT opening / closing member 14k, and they can also confirm that the electric tuner solenoid 12s is functioning correctly by observing the opening and closing operation of the electric tuner opening / closing member 12k.
[0246] Here, to confirm whether the following drive components for the game are functioning correctly, the game ball count display 180 is used: the first start port sensor 11a, the second start port sensor 12a, the big prize port sensor 14a, the first general prize port sensor 10x, the second general prize port sensor 10y, the third general prize port sensor 10z, the discharge port sensor 15a, and the gate sensor 13a. The first start port sensor 11a, the second start port sensor 12a, the big prize port sensor 14a, the first general prize port sensor 10x, the second general prize port sensor 10y, the third general prize port sensor 10z, the discharge port sensor 15a, and the gate sensor 13a correspond to the "game-side sensors".
[0247] Specifically, when the game inspection mode is set, if a game ball passes through the first start opening 11, a detection signal from the first start opening sensor 11a is input to the game control microcontroller 101. As a result, the game control microcontroller 101 sends a command to the frame control board 170 to display "H01" (see Figure 35) in the first to third light-emitting regions 181 to 183 (first light-emitting region 181, second light-emitting region 182, third light-emitting region 183) of the game ball count display 180. Consequently, the frame control microcontroller 171 displays "H01" in the first to third light-emitting regions 181 to 183 of the game ball count display 180, allowing employees of the game hall who see "H01" on the game ball count display 180 to understand that the first start opening sensor 11a is functioning correctly.
[0248] Furthermore, when the game inspection mode is set, if a game ball passes through the second start port 12, a detection signal from the second start port sensor 12a is input to the game control microcontroller 101. As a result, the game control microcontroller 101 sends a command to the frame control board 170 to display "H02" (see Figure 35) in the first to third light-emitting regions 181 to 183 of the game ball count display 180. Consequently, the frame control microcontroller 171 displays "H02" in the first to third light-emitting regions 181 to 183 of the game ball count display 180, allowing employees of the game hall who see "H02" on the game ball count display 180 to understand that the second start port sensor 12a is functioning correctly.
[0249] Also, when the game inspection mode is set, when a game ball passes through the big winning opening 14, a detection signal from the big winning opening sensor 14a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H03" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H03" in the first to third light emission areas 181 to 183 of the game ball number display 180, enabling the casino staff who see "H03" on the game ball number display 180 to recognize that the big winning opening sensor 14a is operating normally.
[0250] Also, when the game inspection mode is set, when a game ball passes through the first general winning opening 10A, a detection signal from the first general winning opening sensor 10x is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H04" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H04" in the first to third light emission areas 181 to 183 of the game ball number display 180, enabling the casino staff who see "H04" on the game ball number display 180 to recognize that the first general winning opening sensor 10x is operating normally.
[0251] Also, when the game inspection mode is set, when a game ball passes through the second general winning opening 10B, a detection signal from the second general winning opening sensor 10y is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H05" (see FIG. 35) in the first to third light emission areas 181 to 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H05" in the first to third light emission areas 181 to 183 of the game ball number display 180, enabling the casino staff who see "H05" on the game ball number display 180 to recognize that the second general winning opening sensor 10y is operating normally.
[0252] Also, when the game inspection mode is set, when a game ball passes through the third general winning opening 10C, a detection signal from the third general winning opening sensor 10z is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H06" (see FIG. 35) in the first light emission area 181 to the third light emission area 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H06" in the first light emission area 181 to the third light emission area 183 of the game ball number display 180, so that employees at the game parlor who see "H06" on the game ball number display 180 can be made aware that the third general winning opening sensor 10z is operating normally.
[0253] Also, when the game inspection mode is set, when a game ball passes through a discharge path (not shown) provided outside the game area 6, a detection signal from the discharge port sensor 15a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 transmits a command to the frame control board 170 to display "H07" (see FIG. 35) in the first light emission area 181 to the third light emission area 183 of the game ball number display 180. As a result, the frame control microcomputer 171 displays "H07" in the first light emission area 181 to the third light emission area 183 of the game ball number display 180, so that employees at the game parlor who see "H07" on the game ball number display 180 can be made aware that the discharge port sensor 15a is operating normally.
[0254] Furthermore, when the game inspection mode is set, if a game ball passes through gate 13, a detection signal from gate sensor 13a is input to the game control microcontroller 101. As a result, the game control microcontroller 101 sends a command to the frame control board 170 to display "H08" (see Figure 35) in the first to third light-emitting regions 181 to 183 of the game ball count display 180. Consequently, the frame control microcontroller 171 displays "H08" in the first to third light-emitting regions 181 to 183 of the game ball count display 180, allowing employees of the game hall who see "H08" on the game ball count display 180 to understand that the gate sensor 13a is functioning correctly.
[0255] The termination conditions for the game inspection mode will now be explained. The game inspection mode is activated when a predetermined time (2 minutes in this configuration) has elapsed since the transition to the game inspection mode, that is, since the RAM clear switch 191 was pressed upon power-on, or when the RAM clear switch 191 is pressed. In other words, there are two termination conditions for the game inspection mode: a first termination condition, which is the elapsed time since the transition to the game inspection mode, and a second termination condition, which is the pressing of the RAM clear switch 191. The first termination condition allows the game to automatically transition to game mode even if the game hall employee forgets to terminate the game inspection mode. The second termination condition allows the game hall employee to terminate the game inspection mode and transition to game mode at any time of their choosing.
[0256] By the way, in this pachinko game machine PY1, when the game inspection mode is set, the frame inspection mode is also set. That is, as shown in Figure 33, the frame inspection mode is a mode for checking whether the frame drive components connected to the frame control board 170 are operating normally when the RAM clear switch 191 is pressed when the power is turned on. Here, the frame drive components (frame inspection targets) are specifically the launched ball detection sensor 16a, the returned ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the downstream monitoring sensor 31a, the lifting inlet sensor 33a, and the lifting outlet sensor 34a. These sensors can be called "frame-side sensors" and can be described as sensors related to the circulation of game balls and the launch of game balls in this pachinko game machine PY1.
[0257] In frame inspection mode, similar to game inspection mode, the game progress is not controlled by the game control board 100 (game control microcomputer 101), and the player cannot play the game. Then, along with game inspection mode, when frame inspection mode ends, a RAM clear is performed, and then the system transitions to game mode, in which the game progress is controlled by the game control board 100. Thus, frame inspection mode can be described as a mode (non-game mode) in which the game progress cannot be controlled by the game control board 100.
[0258] As mentioned above, in the on-site replacement method, the employees of the amusement arcade will assemble the PY1 pachinko machine. In this case, it is desirable that the employees of the amusement arcade not only check whether the game-playing drive mechanisms are functioning correctly, but also whether the frame drive mechanisms are functioning correctly. This is because if a player were to play the game while the frame drive mechanisms were not functioning correctly, it could cause the player significant harm.
[0259] Therefore, in this configuration, as described above, when the RAM clear switch 191 is pressed upon power-on, the system is set not only to game inspection mode immediately after power-on, but also to frame inspection mode. In frame inspection mode, the game ball count display 180 is used to confirm whether the frame drive components, specifically the launch ball detection sensor 16a, return ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, downstream monitoring sensor 31a, lifting inlet sensor 33a, and lifting outlet sensor 34a, are functioning correctly.
[0260] Specifically, when the frame inspection mode is set, if a game ball is detected by the launch ball detection sensor 16a, the detection signal from the launch ball detection sensor 16a is input to the frame control microcontroller 171. As a result, the frame control microcontroller 171 displays "H09" in the first light-emitting area 181 to the third light-emitting area 183 of the game ball count display 180 (see Figure 35), so that an employee of the amusement park who sees "H09" on the game ball count display 180 can understand that the launch ball detection sensor 16a is functioning correctly.
[0261] Furthermore, when the frame inspection mode is set, if a game ball is detected by the return ball detection sensor 17a, the detection signal from the return ball detection sensor 17a is input to the frame control microcontroller 171. As a result, the frame control microcontroller 171 displays "H10" in the first light-emitting area 181 to the third light-emitting area 183 of the game ball count display 180 (see Figure 35), so that employees of the amusement park who see "H10" on the game ball count display 180 can understand that the return ball detection sensor 17a is functioning correctly.
[0262] Furthermore, when the frame inspection mode is set, if a game ball is detected by the downstream monitoring sensor 31a, the detection signal from the downstream monitoring sensor 31a is input to the frame control microcontroller 171. As a result, the frame control microcontroller 171 displays "H11" in the first light-emitting area 181 to the third light-emitting area 183 of the game ball count display 180 (see Figure 35), so that employees of the amusement facility who see "H11" on the game ball count display 180 can understand that the downstream monitoring sensor 31a is functioning correctly.
[0263] Furthermore, when the frame inspection mode is set, if a game ball is detected by the upstream monitoring sensor 32a, the detection signal from the upstream monitoring sensor 32a is input to the frame control microcontroller 171. As a result, the frame control microcontroller 171 displays "H12" in the first light-emitting area 181 to the third light-emitting area 183 of the game ball count display 180 (see Figure 35), so that employees of the amusement facility who see "H12" on the game ball count display 180 can understand that the upstream monitoring sensor 32a is functioning correctly.
[0264] Furthermore, when the frame inspection mode is set, if a game ball is detected by the lifting entrance sensor 33a, the detection signal from the lifting entrance sensor 33a is input to the frame control microcontroller 171. As a result, the frame control microcontroller 171 displays "H13" in the first light-emitting area 181 to the third light-emitting area 183 of the game ball count display 180 (see Figure 35), so that employees of the amusement park who see "H13" on the game ball count display 180 can understand that the lifting entrance sensor 33a is functioning correctly.
[0265] Furthermore, when the frame inspection mode is set, if a game ball is detected by the lifting outlet sensor 34a, the detection signal from the lifting outlet sensor 34a is input to the frame control microcontroller 171. As a result, the frame control microcontroller 171 displays "H14" in the first light-emitting area 181 to the third light-emitting area 183 of the game ball count display 180 (see Figure 35), so that employees of the amusement park who see "H14" on the game ball count display 180 can understand that the lifting outlet sensor 34a is functioning correctly.
[0266] Let me explain the termination conditions for the frame inspection mode. The frame inspection mode terminates at the same time as the game inspection mode. Specifically, the termination conditions for the frame inspection mode are: firstly, two minutes have elapsed since entering the frame inspection mode; and secondly, the RAM clear switch 191 is pressed. Thus, in this pachinko machine, the game inspection mode and the frame inspection mode start and end at the same time. As a result, employees at the amusement facility do not need to set and terminate the game inspection mode and the frame inspection mode separately, making the process of switching modes simpler.
[0267] By the way, in the game inspection mode and frame inspection mode, the following actions by the amusement arcade staff are required to confirm that each sensor is functioning correctly. Specifically, the amusement arcade staff rotate the handle 72k to launch the game ball towards the game area 6. Then, they allow the launched game ball to pass through the launched ball detection sensor 16a, the returned ball detection sensor, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a, and the discharge port sensor 15a. Furthermore, the amusement arcade staff open the front door 23 relative to the inner frame 21 and manually allow the game ball to pass through the first general prize pocket sensor 10x, the second general prize pocket sensor 10y, the third general prize pocket sensor 10z, the first start pocket sensor 11a, the second start pocket sensor 12a, the gate sensor 13a, and the large prize pocket sensor 14a.
[0268] Thus, in the game inspection mode and frame inspection mode, the employees of the amusement arcade need to launch the game balls and pass the game balls through various sensors by hand. However, in the case of sealed pachinko machines like the PY1, there were the following problems in the game inspection mode and frame inspection mode.
[0269] In the on-site replacement method, immediately after the amusement arcade employee assembles the PY1 pachinko machine, there are no balls, so the ball count display 180 shows "0". When the ball count display 180 shows "0", the frame control microcontroller 171 controls the launch device 72 via the launch control circuit 175 to prevent the launch of game balls. Specifically, the frame control microcontroller 171 does not output a launch permission signal to the launch device 72 via the launch control circuit 175 that would allow the launch of game balls. Therefore, in the game inspection mode and frame inspection mode, because the game ball count display 180 shows "0", the employees of the game arcade are unable to launch game balls, and thus are unable to allow game balls to pass through the launch ball detection sensor 16a, return ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, lifting inlet sensor 33a, lifting outlet sensor 34a (mainly for frame drive components), and discharge port sensor 15a.
[0270] Therefore, in this pachinko game machine PY1, in order to address the above-mentioned problems, when the game inspection mode and frame inspection mode are set and "0" is displayed on the game ball count display 180, the frame control microcomputer 171 outputs a launch permission signal to the launch device 72 via the launch control circuit 175. In other words, even if "0" is displayed on the game ball count display 180 when the game inspection mode and frame inspection mode are set, game balls can still be launched.
[0271] Therefore, even if the game ball count display 180 shows "0", the employees of the amusement arcade can launch game balls towards the game area 6 immediately after assembling the pachinko game machine PY1 using the on-site replacement method. This makes it possible to check whether the launched game ball detection sensor 16a, the returned ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a, and the discharge port sensor 15a are functioning correctly by passing the launched game balls through these sensors. In this way, the convenience of inspection in game inspection mode and frame inspection mode can be improved.
[0272] By the way, in the case of sealed pachinko machines, as shown in Figure 5(A), only a predetermined number of game balls (for example, 50 balls) are stored in the storage device 25. Therefore, when the machine is set to game inspection mode or frame inspection mode, the amusement hall employee opens the front door 23 to the inner frame 21 and passes the game balls through the various sensors by hand. The game balls that have passed through the various sensors are then sent to the storage device 25 via the discharge path and lifting device. As a result, the storage device 25 may store more game balls than the predetermined number (for example, 50 balls), potentially causing a game ball overload error. Therefore, the amusement hall employee used to remove all the game balls stored in the storage device 25 by removing them from the sealed pachinko machine. However, if the storage device 25 runs out of game balls, it becomes impossible to launch game balls.
[0273] Therefore, in this pachinko game machine PY1, when set to game inspection mode or frame inspection mode, if the frame control microcomputer 171 determines that no game balls are stored in the storage device 25, it rotates the lifting motor (not shown) provided in the lifting device (not shown). As a result, a predetermined number (for example, 20 balls) of game balls that are held in the lifting device are sent to the storage device 25 by the lifting motor. As a result, a predetermined number of game balls are stored in the storage device 25, and it becomes possible to launch the game balls stored in the storage device 25 towards the game area 6. As a result, even after all the game balls stored in the storage device 25 have been removed from the sealed pachinko machine, it is still possible to launch game balls, and as described above, it is possible to allow the launched game balls to pass through the launched ball detection sensor 16a, the returned ball detection sensor 17a, the downstream monitoring sensor 31a, the upstream monitoring sensor 32a, the lifting inlet sensor 33a, the lifting outlet sensor 34a, and the discharge port sensor 15a.
[0274] Then, the casino staff opens the front door 23 with respect to the inner frame 21 and passes the game balls by hand through the first general winning opening sensor 10x, the second general winning opening sensor 10y, the third general winning opening sensor 10z, the first start opening sensor 11a, the second start opening sensor 12a, the gate sensor 13a, and the big winning opening sensor 14a. Thereby, it is possible to confirm that the above-described various sensors operate normally, and even if the game balls passing through the various sensors are sent to the storage device 25 via the discharge path and the lifting device, it is possible to prevent the occurrence of a game ball excess error.
[0275] 10. Operation of the game control microcomputer Next, based on FIGS. 36 to 40, the operation of the game control microcomputer 101 will be described.
[0276] [Main Control Processing] The game control microcomputer 101, provided on the game control board 100, reads and executes the main control processing program shown in Figure 36 from the game ROM 103 when the power is turned on. As shown in Figure 36, the main control processing performs the power-on processing described later (S001). Next, interrupts are disabled (S002), and the normal symbol / special symbol main random number update processing is executed (S003). In this normal symbol / special symbol main random number update processing (S003), various random number counter values shown in Figure 12 are updated by incrementing by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. When the normal symbol / special symbol main random number update processing (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main-side timer interrupt processing (S005) can be executed. The main timer interrupt processing (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, it is executed at a 4 msec period. After the main timer interrupt processing (S005) finishes and before the main timer interrupt processing (S005) starts again, the update processing of various counter values by the normal symbol / special symbol main random number update processing (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 when interrupts are disabled, the main timer interrupt processing (S005) will not start immediately, but will start after interrupts are enabled (S004).
[0277] [Power-on processing] As shown in Figure 37, in the power-on processing (S011), the game control microcontroller 101 first sets permission to access the game RAM 104 (S011). This makes it possible to write and read information to and from the game RAM 104. Next, the game control microcontroller 101 determines whether or not the RAM clear switch 191 has been pressed (whether or not it is turned ON) (S012). That is, the game control microcontroller 101 determines whether or not it has received a RAM clear operation signal from the power supply board 190 when the power is turned on. If the RAM clear switch 191 has been pressed (YES in S012), the process proceeds to the game inspection mode processing in step S020. In this way, the game enters game inspection mode when the RAM clear switch 191 is pressed upon power-on. When the game inspection mode processing (S020) is completed, the process proceeds to the RAM clear processing in step S018. In the RAM clear process (S018), the game control microcomputer 101 erases the information related to the progress of the game stored in the game RAM 104 (for example, information on the game state such as a high probability state, and information such as the results of the special symbol hold and jackpot hit / fail judgment), and outputs a RAM clear notification command to the performance control board 120. On the other hand, if the RAM clear switch 191 has not been pressed when the power is turned on (NO in S012), it is then determined whether the power outage flag is ON or OFF (S013). The power outage flag is a flag that indicates the occurrence of a power outage (that the power supply has been cut off).
[0278] If the power-off flag is not ON (NO in S013), there is a possibility that the power was not properly shut off, so the process proceeds to the RAM clear process in step S018. On the other hand, if the power-off flag is ON (YES in S013), a checksum is calculated (S014) and compared with the checksum calculated when the power was shut off (S015). The checksum is calculated by treating the game information stored in the game RAM 104 (especially the RAM clear erasure area 104a) as numerical values and summing them up. If the checksum values do not match (NO in S015), the contents of the RAM clear erasure area 104a are not normal, so the process proceeds to the RAM clear process in step S018. Conversely, if the checksum values match (YES in S015), it is determined that the contents of the RAM clear erasure area 104a are normal, and the process proceeds to step S016.
[0279] Step S016 manages the settings of the work area of the game RAM 104 when power is restored. In this setting process, power restoration information is read from the game ROM 103 and this power restoration information is set in the work area of the game RAM 104. After that, the game control microcontroller 101 turns OFF the power outage flag (S017) and proceeds to step S019.
[0280] In step S019, as part of the other initial settings, the game control microcontroller 101 performs settings such as the game CPU 102, SIO, PIO, and CTC (circuit for managing interrupt time), and then completes this process.
[0281] [Game Inspection Mode Processing] Game inspection mode processing (S020) is the process by which the game control microcontroller 101 sets the game inspection mode. As shown in Figure 38, in game inspection mode processing (S020), first, the game control microcontroller 101 outputs a frame inspection mode start command to the frame control board 170 and an inspection mode effect start command to the effect control board 120 (S021). As a result, the frame control board 170 (frame control microcontroller 171), which receives the frame inspection mode start command, understands that the game inspection mode has started and starts the frame inspection mode. Also, the effect control board 120 (effect control microcontroller 121), which receives the inspection mode effect start command, understands that the inspection mode (game inspection mode and frame inspection mode) has started and executes the inspection mode notification effect.
[0282] In the inspection mode notification display, as shown in Figure 34(A), the display screen 50a shows the "Game Inspection Mode" image YK. This allows the staff of the amusement arcade to understand that the machine is set to game inspection mode. The display screen 50a also shows the "Frame Inspection Mode" image WK. This allows the staff of the amusement arcade to understand that the machine is set to frame inspection mode. The display screen 50a also shows the termination condition explanation image S2, which indicates that "Game Inspection Mode and Frame Inspection Mode will end after 2 minutes or when the RAM clear switch is pressed." This allows the staff of the amusement arcade to understand the termination conditions for both game inspection mode and frame inspection mode.
[0283] Following step S021, the game control microcomputer 101 executes AT solenoid drive processing (S022). In AT solenoid drive processing (S022), the AT solenoid 14s is driven so that the large prize opening 14 opens at predetermined short intervals (see Figure 34(B)). This allows the arcade staff to confirm that the AT solenoid 14s, i.e., the AT opening / closing member 14k, is operating correctly. Next, the game control microcomputer 101 executes electric tuner solenoid drive processing (S023). In electric tuner solenoid drive processing (S022), the electric tuner solenoid 12s is driven so that the electric tuner 12D (second start opening 12) opens at predetermined short intervals (see Figure 34(C)). This allows the arcade staff to confirm that the electric tuner solenoid 12s, i.e., the AT opening / closing member 14k, is operating correctly.
[0284] Following step S023, the game control microcomputer 101 determines whether the RAM clear switch 191 has been pressed (S024). That is, it determines whether the termination condition (first termination condition) of the game inspection mode has been met. If the RAM clear switch 191 has been pressed (YES in S024), the process proceeds to step S019, where a frame inspection mode termination command is output to the frame control board 170, and an inspection mode performance termination command is output to the performance control board 120. As a result, the frame control board 170 (frame control microcomputer 171), having received the frame inspection mode termination command, understands that the game inspection mode has ended and terminates the frame inspection mode. The performance control board 120 (performance control microcomputer 121), having received the inspection mode performance termination command, understands that both the game inspection mode and the frame inspection mode have ended and terminates the inspection mode notification performance shown in Figure 34(A). After step S019, the process proceeds to step S018, the RAM clear process (see Figure 37), in order to terminate the game inspection mode process (S020).
[0285] Following step S024, the microcontroller 101 for game control determines whether 2 minutes have elapsed since the game inspection mode started (since the power was turned on) (S025). That is, it determines whether the termination condition (second termination condition) for the game inspection mode has been met. If 2 minutes have elapsed (YES in S025), it proceeds to step S019 and outputs a frame inspection mode termination command to the frame control board 170 as described above. After that, in order to terminate the game inspection mode processing (S020), it proceeds to the RAM clear processing in step S018 (see Figure 37).
[0286] If the microcontroller 101 for game control determines in step S025 that two minutes have not elapsed, it will decide that it is not yet time to terminate the game inspection mode. In this case, in step S026, the microcontroller 101 for game control determines whether or not it has received a detection signal from the first start port sensor 11a (S026). If it has received a detection signal from the first start port sensor 11a (YES in S026), it executes the first start port sensor detection display process (S027) and proceeds to step S028. In the first start port sensor detection display process (S027), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H01" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, upon receiving the display command, displays "H01" on the game ball count display 180, allowing the employees of the game hall to confirm that the first start port sensor 11a is operating normally. If no detection signal is input from the first start port sensor 11a in step S026 (NO in S026), step S027 is skipped and the process proceeds to step S028.
[0287] In step S028, the microcontroller 101 for game control determines whether or not it has received a detection signal from the second start port sensor 12a. If it has received a detection signal from the second start port sensor 12a (YES in S028), it executes the second start port sensor detection display process (S029) and proceeds to step S030 shown in Figure 39. In the second start port sensor detection display process (S029), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H02" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, having received the display command, displays "H02" on the game ball count display 180, allowing the staff of the game hall to confirm that the second start port sensor 12a is operating normally. If no detection signal is received from the second start port sensor 12a in step S028 (NO in S028), step S029 is skipped and the process proceeds to step S030 shown in Figure 39.
[0288] As shown in Figure 39, in step S030, the microcontroller 101 for game control determines whether or not it has received a detection signal from the big prize slot sensor 14a. If it has received a detection signal from the big prize slot sensor 14a (YES in S030), it executes the big prize slot sensor detection display process (S031) and proceeds to step S032. In the big prize slot sensor detection display process (S031), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H03" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, upon receiving the display command, displays "H03" on the game ball count display 180, allowing the staff of the arcade to confirm that the big prize slot sensor 14a is functioning correctly. If no detection signal is received from the large prize slot sensor 14a in step S030 (NO in S030), step S031 is skipped and the process proceeds to step S032.
[0289] In step S032, the microcontroller 101 for game control determines whether or not it has received a detection signal from the first general prize slot sensor 10x. If it has received a detection signal from the first general prize slot sensor 10x (YES in S032), it executes the first general prize slot sensor detection display process (S033) and proceeds to step S034. In the first general prize slot sensor detection display process (S033), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H04" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, upon receiving the display command, displays "H04" on the game ball count display 180, allowing the staff of the arcade to confirm that the first general prize slot sensor 10x is functioning correctly. If no detection signal is received from the first general prize entry sensor 10x in step S032 (NO in S032), step S033 is skipped and the process proceeds to step S034.
[0290] In step S034, the microcontroller 101 for game control determines whether or not it has received a detection signal from the second general prize slot sensor 10y. If it has received a detection signal from the second general prize slot sensor 10y (YES in S034), it executes the second general prize slot sensor detection display process (S035) and proceeds to step S036. In the second general prize slot sensor detection display process (S035), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H05" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, having received the display command, displays "H05" on the game ball count display 180, allowing the staff of the game hall to confirm that the second general prize slot sensor 10y is functioning correctly. If no detection signal is received from the second general prize pocket sensor 10y in step S034 (NO in S034), step S035 is skipped and the process proceeds to step S036.
[0291] In step S036, the microcontroller 101 for game control determines whether or not it has received a detection signal from the third general prize slot sensor 10z. If it has received a detection signal from the third general prize slot sensor 10z (YES in S036), it executes the third general prize slot sensor detection display process (S037) and proceeds to step S038. In the third general prize slot sensor detection display process (S037), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H06" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, upon receiving the display command, displays "H06" on the game ball count display 180, allowing the staff of the arcade to confirm that the third general prize slot sensor 10z is functioning correctly. If no detection signal is received from the third general prize pocket sensor 10z in step S036 (NO in S036), then step S037 is skipped and the process proceeds to step S038.
[0292] In step S038, the microcontroller 101 for game control determines whether or not it has received a detection signal from the discharge sensor 15a. If it has received a detection signal from the discharge sensor 15a (YES in S038), it executes the discharge sensor detection display process (S039) and proceeds to step S040. In the discharge sensor detection display process (S039), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H07" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, upon receiving the display command, displays "H07" on the game ball count display 180, allowing the staff of the game hall to confirm that the discharge sensor 15a is functioning correctly. If it has not received a detection signal from the discharge sensor 15a in step S038 (NO in S038), it skips step S039 and proceeds to step S040.
[0293] In step S040, the microcontroller 101 for game control determines whether or not a detection signal has been input from the gate sensor 13a. If a detection signal has been input from the gate sensor 13a (YES in S040), the gate sensor detection display process is executed (S041), and the process returns to step S024 as shown in Figure 38. In the gate sensor detection display process (S041), the microcontroller 101 for game control sends a display command to the frame control board 170 to display "H08" (see Figure 35) on the game ball count display 180. As a result, the frame control microcontroller 171, upon receiving the display command, displays "H08" on the game ball count display 180, allowing the staff of the game hall to confirm that the discharge sensor 15a is operating normally. If no detection signal has been input from the gate sensor 13a in step S040 (NO in S040), step S041 is skipped, and the process returns to step S024 as shown in Figure 38. Thus, unless the termination conditions for the game inspection mode are met, the processes in steps S024 to S039 are repeatedly executed.
[0294] [Main Timer Interrupt Processing] The game control microcontroller 101 repeats the main timer interrupt processing (S005) shown in Figure 40 at short intervals, such as 4 msec. This main timer interrupt processing (S005) corresponds to the control processing that affects the outcome of the game. First, the game control microcontroller 101 performs random number update processing to update the jackpot random number used for jackpot lottery, the type of jackpot random number used to determine the type of jackpot, the reach random number used to determine whether or not to enter a reach state in the symbol variation effect, the variation pattern random number used to determine the variation pattern, and the normal symbol random number (winning random number) used for normal symbol lottery (S101).
[0295] Next, the microcontroller 101 for game control performs input processing (S102). In input processing (S102), it mainly reads detection signals detected by various sensors attached to the pachinko game machine PY1 (general prize entry sensor 10a, first start entry sensor 11a, second start entry sensor 12a, gate sensor 13a, large prize entry sensor 14a, discharge sensor 15a, magnetic sensor 28a (see Figure 9)), and sets prize ball commands for dispensing prize balls according to the type of prize entry in the output buffer of the game RAM 104. As a result, the set prize ball commands are transmitted to the frame control board 170 by output processing (S108), which will be described later.
[0296] Next, the game control microcomputer 101 executes start gate sensor detection processing (S103), special operation processing (S104), and normal operation processing (S105). In the start gate sensor detection processing (S103), if a win is detected by the first start gate sensor 11a or the second start gate sensor 12a, random numbers such as jackpot random numbers (jackpot random numbers, win type random numbers, reach random numbers, and variation pattern random numbers (see Figure 12(A))) are obtained, provided that there are fewer than 4 reserved slots corresponding to the start gate where the win was detected. Also, if a passage is detected by the gate sensor 13a, a normal symbol random number (see Figure 12(B)) is obtained, provided that there are fewer than 4 normal symbol reserved slots.
[0297] In the special operation process (S104), random numbers such as the jackpot random number obtained in the start-up sensor detection process (S103) are used to determine the jackpot using the jackpot determination table (see Figure 13(A)), the jackpot type determination table (not shown), the reach determination table (see Figure 13(C)), and the special symbol variation pattern determination table (see Figure 14). Then, the special symbols are displayed (variation display and stop display) to indicate the result of the jackpot lottery. When starting the variation display of the special symbols, a variation start command containing information on the variation pattern of the variation display of the special symbols is set in the output buffer of the game RAM 104. Similarly, when starting the stop display of the special symbols, a variation stop command is set in the output buffer of the game RAM 104. If the jackpot random number determination results in a jackpot, a jackpot game is performed in which the large prize slot 14 is opened according to a predetermined opening pattern (opening time and number of openings, see Figure 11) corresponding to the type of jackpot.
[0298] The game control microcomputer 101, when executing a jackpot game, sets an opening command containing information about the type of jackpot symbol won in the output buffer of the game RAM 104 when starting the opening. When starting a round game, it sets a round specification command in the output buffer of the game RAM 104. When starting the ending, it sets an ending command in the output buffer of the game RAM 104. In special operation processing (S104), if the game state changes, etc., it sets a game state specification command containing information about the game state in the output buffer of the game RAM 104. Also in special operation processing (S104), if there is no memory of random numbers such as jackpot random numbers, it sets a customer waiting command to the performance control microcomputer 121 to execute a customer waiting performance.
[0299] In the normal operation process (S105), the normal symbol random number obtained in the start-up sensor detection process (S103) and the normal symbol win determination table (see Figure 13(D)) are used for determination, and the normal symbol variation pattern selection table (see Figure 13(E)) is used to select the variation time of the normal symbols according to the game state. Then, the normal symbols are displayed (variation display and stop display) to notify the result of the normal symbol lottery determination. If the normal symbol random number determination results in a normal win symbol, an auxiliary game is performed to open the electric tuner 12D according to a predetermined opening pattern (opening time and number of openings, see Figure 13(F)) according to the game state.
[0300] Next, the game control microcontroller 101 executes fraud detection processing (S106). In fraud detection processing (S106), for example, it is determined whether or not a detection signal from the magnetic sensor 28a has been received, and if it has been received, the information of the detection signal from the magnetic sensor 28a is set in the game RAM 104. As a result, the information of the detection signal from the magnetic sensor 28a is transmitted to the frame control board 170 by the output processing (S108) described later.
[0301] Next, the microcomputer 101 for game control performs left-handed play-based calculation processing (S107). In the left-handed play-based calculation processing (S107), in the short-time-saving state, the total number of prize balls in the short-time-saving state is calculated based on the detection signal from the general prize-winning slot sensor 10a, the detection signal from the first start-up slot sensor 11a, and the detection signal from the second start-up slot sensor 12a. Also in the short-time-saving state, the number of balls launched in the short-time-saving state is calculated based on the detection signal from the discharge-out-slot sensor 15a. Also in the normal game state, the total number of prize balls in the normal game state is calculated based on the detection signal from the general prize-winning slot sensor 10a, the detection signal from the first start-up slot sensor 11a, and the detection signal from the second start-up slot sensor 12a. Also in the normal game state, the number of balls launched in the normal game state is calculated based on the detection signal from the discharge-out-slot sensor 15a. As a result, the microcomputer 101 for game control sequentially calculates the left-handed base, which is the ratio of the total number of balls awarded for left-handed play (total number of balls awarded for short-time play, total number of balls awarded for normal play) to the number of balls fired for left-handed play (number of balls fired for short-time play, number of balls fired for short-time play). Specifically, the left-handed base is calculated by dividing the total number of balls awarded for left-handed play by the number of balls fired for left-handed play and multiplying by 100. In addition, the microcomputer 101 for game control sequentially counts the total number of balls fired based on the detection signal from the discharge port sensor 15a in all game states.
[0302] Then, the game control microcomputer 101 executes output processing (S108) to complete this process. In output processing (S108), commands set in the game RAM 104 in each of the above processes are output to the performance control board 120, and commands set in the game RAM 104 are also output to the frame control board 170. Therefore, the game state specification command is output to the frame control board 170 by output processing (S108). As a result, the frame control microcomputer 171 can grasp the current game state. In addition, output processing (S108) also outputs information such as the value of the left-hand shooting base, the value of the total number of balls fired, the number of balls fired from the left, the detection signal information from the magnetic sensor 28a, and information that a jackpot has been won (jackpot signal) to the frame control board 170.
[0303] 11. Operation of the microcontroller for performance control Next, the operation of the microcontroller 121 for performance control will be explained based on Figures 41 to 43.
[0304] [Sub-control Main Processing] The microcontroller 121 for performance control, provided on the performance control board 120, reads the program for sub-control main processing shown in Figure 41 from the performance ROM 123 and executes it when the power is turned on. As shown in Figure 41, the sub-control main processing determines whether the sub-side power failure flag is ON and whether the contents of the performance RAM 124 are normal (S1001). The sub-side power failure flag is a flag that indicates the occurrence of a power failure. If the result of the determination in step S1001 is NO, that is, if the sub-side power failure flag is not ON, or if the contents of the performance RAM 124 are not normal even if the sub-side power failure flag is ON, the performance RAM 124 is initialized (S1002) and the process proceeds to step S1003.
[0305] On the other hand, if the result of step S1001 is YES, that is, if the sub-side power out flag is ON due to a power outage but the contents of the performance RAM 124 are maintained normally, then it is determined whether or not a RAM clear notification command has been received (S1011). If a RAM clear notification command has been received (YES in S1011), the game RAM 104 of the game control board 100 has been cleared. Therefore, the performance RAM 124 of the performance control board 120 is cleared (S1002), and the process proceeds to step S1003. Conversely, if a RAM clear notification command has not been received (NO in S1011), the process proceeds to step S1003 without clearing the performance RAM 124.
[0306] Step S1003 involves performing other initial settings. These settings include configuring the CPU 122 for performance, SIO, PIO, CTC (circuit for managing interrupt time), etc. Also, if the sub-side power-off flag is ON, it is turned OFF.
[0307] In step S1004, interrupts are disabled. Next, the random number seed update process is executed (S1005). In the random number seed update process (S1005), the values of the random number counters used to determine various effects are updated. After the random number seed update process (S1005) is completed, the command transmission process is executed (S1006). In the command transmission process (S1006), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are sent to the image control board 140. Upon receiving the commands, the image control board 140 uses the image display device 50 to execute various effects (such as variation effects, opening effects, round effects, and ending effects for jackpot effects) according to the commands. The effect control microcontroller 121 then enables interrupts (S1007). From here on, steps S1004 to S1007 are looped. While interrupts are enabled, the following can be executed: sub-side power failure monitoring process (S1012), receive interrupt process (S1008), 1ms timer interrupt process (S1009), and 10ms timer interrupt process (S1010).
[0308] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S1009) is executed each time an interrupt pulse with a period of 1 msec is input to the performance control board 120. As shown in Figure 42, the 1ms timer interrupt processing (S1009) first performs input processing (S1201). In the input processing (S1201), switch data (edge data and level data) is created based on detection signals from the input detection sensor 40a (see Figure 10) and the select button detection sensor 42a (see Figure 10).
[0309] Next, the lamp data output process is performed (S1202). In the lamp data output process (S1202), the set lamp data (data that controls the illumination of the frame lamp 56 and the panel lamp 54) is output to the sub-drive board 162 in order to illuminate the frame lamp 56 and the panel lamp 54 at the timing appropriate to the performance. As a result, the sub-drive board 162 controls the illumination of the frame lamp 56 and the panel lamp 54.
[0310] Next, the drive control process (S1203) is performed. In the drive control process (S1203), drive data is created and output in order to drive the movable panel 55k at a timing that matches the performance. In other words, the movable panel 55k is driven in a predetermined operating mode according to the drive data. Then, the watchdog timer process (S1204) is performed to reset the watchdog timer, and this process is completed.
[0311] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S1010) is executed each time an interrupt pulse with a period of 10 msec is input to the performance control board 120. As shown in Figure 43, the 10ms timer interrupt processing (S1010) first performs received command analysis processing (S1301). In the received command analysis processing (S1301), the performance control microcontroller 121 determines whether it has received a variation start command from the game control microcontroller 101, and if it has, it executes the variation performance pattern selection process. The received command analysis processing (S1301) also determines whether it has received an opening command from the game control microcontroller 101, and if it has received, it executes the opening performance selection process. Furthermore, if a round specification command has been received, the round performance selection process is executed, and if an ending command has been received, the ending performance selection process is executed.
[0312] Furthermore, in the received command analysis process (S1301), the performance control microcontroller 121 determines whether it has received a test mode performance start command from the game control microcontroller 101. If it has received the command, it executes a frame mode notification performance selection process to execute the test mode notification performance shown in Figure 34(A). It also determines whether it has received a test mode performance end command from the game control microcontroller 101. If it has received the command, it executes a frame mode notification performance end process to terminate the test mode notification performance shown in Figure 34(A).
[0313] The microcontroller 121 for performance control performs a switch state acquisition process (S1302) which stores the switch data created in the 1ms timer interrupt process as switch data for the performance RAM 124, following the received command analysis process (S1301). Next, it performs a switch process (S1303) which sets the display content of the display screen 50a based on the switch data stored in the switch state acquisition process (S1302).
[0314] Subsequently, the microcontroller 121 for performance control performs lamp processing (S1304). In lamp processing (S1304), it creates lamp data (data that controls the lighting of the frame lamp 56 and the panel lamp 54) and manages the timing of the light effects. Next, it performs sound control processing (S1305). In sound control processing (S1305), it creates sound data (data that controls the output of sound from the speaker 610) and outputs it to the sound control board 161, and manages the timing of the sound effects. As a result, sound appropriate to the performance to be executed is output from the speaker 610. Finally, it performs other processing such as updating various random numbers for determining performances (S1306) and completes this process.
[0315] 12. Operation of the microcontroller for frame control [Frame Control Timer Interrupt Processing] Next, the operation of the frame control microcontroller 171 will be explained based on Figures 44 to 53. As shown in Figure 44, after the power-on processing (S2001) is performed, the frame control microcontroller 171 performs frame control timer interrupt processing (S2002) each time an interrupt pulse with a period of several msec (3 msec in this embodiment) is input to the frame control board 170.
[0316] As shown in Figure 45, during the power-on process (S2001), the frame control microcontroller 171 first determines whether or not it has received a frame inspection mode start command from the game control microcontroller 101 (S2100). If the frame inspection mode start command has not been received (NO in S2100), the initial setup process is executed (S2104), and this process ends. On the other hand, if the frame inspection mode start command has been received (YES in S2100), the frame inspection mode process described later is executed (S2101). This starts the frame inspection mode. Next, the frame inspection launch control process is executed (S2102).
[0317] In the frame inspection launch control process (S2102), the frame control microcomputer 171 outputs a launch permission signal to the launching device 72 via the launch control circuit 175, enabling the launch of game balls, regardless of whether there are game balls remaining (the game ball count indicator 180 displays "1" or more) or no game balls remaining (the game ball count indicator 180 displays "0"). Therefore, when set to game inspection mode or frame inspection mode, game balls can be launched towards the game area 6 regardless of whether there are game balls remaining. In other words, when set to game inspection mode or frame inspection mode, even if the game ball count indicator 180 displays "0", employees of the amusement arcade can launch game balls.
[0318] Following step S2102, the frame control microcontroller 171 determines whether or not it has received a frame inspection mode termination command from the game control microcontroller 101 (S2103). If it has not received a frame inspection mode termination command (NO in S2103), it returns to the frame inspection mode processing in step S2101. On the other hand, if it has received a frame inspection mode termination command (YES in S2103), it executes the initial setup processing (S2104) and finishes this process. In this way, the frame inspection mode is terminated.
[0319] [Frame Inspection Mode Processing] Frame inspection mode processing (S2101) is the process in which the frame control microcontroller 171 is set to frame inspection mode. As shown in Figure 46, in frame inspection mode processing (S2101), the frame control microcontroller 171 first determines whether or not a detection signal has been input from the ball launch detection sensor 16a (S2201). If a detection signal has been input from the ball launch detection sensor 16a (YES in S2201), the ball launch sensor detection display processing is executed (S2202), and the process proceeds to step S2203. In ball launch sensor detection display processing (S2202), the frame control microcontroller 171 displays "H09" on the game ball count display 180 (see Figure 35). This allows the employees of the game hall to confirm that the ball launch detection sensor 16a is operating normally. If no detection signal is received from the first start port sensor 11a in step S2201 (NO in S2201), step S2202 is skipped and the process proceeds to step S2203.
[0320] In step S2203, the frame control microcontroller 171 determines whether or not it has received a detection signal from the returned ball detection sensor 17a. If a detection signal has been received from the returned ball detection sensor 17a (YES in S2203), it executes the returned ball sensor detection display process (S2204) and proceeds to step S2205. In the returned ball sensor detection display process (S2204), the frame control microcontroller 171 displays "H10" on the game ball count display 180 (see Figure 35). This allows the employees of the game hall to confirm that the returned ball detection sensor 17a is working correctly. If no detection signal has been received from the returned ball detection sensor 17a in step S2203 (NO in S2203), step S2204 is skipped and the process proceeds to step S2205.
[0321] In step S2205, the frame control microcontroller 171 determines whether or not a detection signal has been input from the upstream monitoring sensor 32a. If a detection signal has been input from the upstream monitoring sensor 32a (YES in S2205), the upstream monitoring sensor detection display process is executed (S2206), and the process proceeds to step S2207. In the upstream monitoring sensor detection display process (S2206), the frame control microcontroller 171 displays "H11" on the game ball count display 180 (see Figure 35). This allows the employees of the game hall to confirm that the upstream monitoring sensor 32a is functioning correctly. If no detection signal has been input from the upstream monitoring sensor 32a in step S2205 (NO in S2205), step S2206 is skipped, and the process proceeds to step S2207.
[0322] In step S2207, the frame control microcontroller 171 determines whether or not a detection signal has been input from the downstream monitoring sensor 31a. If a detection signal has been input from the downstream monitoring sensor 31a (YES in S2207), the downstream monitoring sensor detection display process is executed (S2208), and the process proceeds to step S2209. In the downstream monitoring sensor detection display process (S2208), the frame control microcontroller 171 displays "H12" on the game ball count display 180 (see Figure 35). This allows the employees of the game hall to confirm that the downstream monitoring sensor 31a is functioning correctly. If no detection signal has been input from the downstream monitoring sensor 31a in step S2207 (NO in S2207), step S2208 is skipped, and the process proceeds to step S2209.
[0323] In step S2209, the frame control microcontroller 171 determines whether or not a detection signal has been input from the lifting inlet sensor 33a. If a detection signal has been input from the lifting inlet sensor 33a (YES in S2209), the lifting inlet sensor detection display process is executed (S2210), and the process proceeds to step S2211. In the lifting inlet sensor detection display process (S2210), the frame control microcontroller 171 displays "H13" on the game ball count display 180 (see Figure 35). This allows the employees of the game hall to confirm that the lifting inlet sensor 33a is operating normally. If no detection signal has been input from the lifting inlet sensor 33a in step S2209 (NO in S2209), step S2210 is skipped, and the process proceeds to step S2211.
[0324] In step S2211, the frame control microcontroller 171 determines whether or not a detection signal has been input from the lifting outlet sensor 34a. If a detection signal has been input from the lifting outlet sensor 34a (YES in S2211), the lifting outlet sensor detection display process is executed (S2212), and the process proceeds to step S2213. In the lifting outlet sensor detection display process (S2212), the frame control microcontroller 171 displays "H14" on the game ball count display 180 (see Figure 35). This allows the employees of the game hall to confirm that the lifting outlet sensor 34a is operating normally. If no detection signal has been input from the lifting outlet sensor 34a in step S2211 (NO in S2211), step S2212 is skipped, and this process ends.
[0325] [Frame Control Timer Interrupt Processing] In the frame control timer interrupt processing (S2202), as shown in Figure 47, the frame control microcontroller 171 first executes the launch control processing (S3000). In this launch control processing (S3000), unlike the frame inspection launch control processing (S2102) described above, if there are balls remaining (the game ball count indicator 180 displays "1" or more), the frame control microcontroller 171 outputs a launch permission signal to the launching device 72 via the launch control circuit 175, enabling the launch of game balls. On the other hand, if there are no balls remaining (the game ball count indicator 180 displays "0"), the frame control microcontroller 171 does not output a launch permission signal to the launching device 72 via the launch control circuit 175, enabling the launch of game balls. Thus, after the game inspection mode and frame inspection mode have finished, game balls can only be launched if there are balls remaining.
[0326] Following step S3000, the frame control microcontroller 171 performs the input processing described later (S3001). Next, it performs the game control board output processing, which outputs the signals (commands, etc.) set in the frame RAM 174 to the game control board 100 (S3002). In this pachinko game machine PY1, since it is a sealed-type pachinko machine and does not have a prize ball payout device, the frame control microcontroller 171 does not need to perform prize ball motor control processing to drive the prize ball motor of the prize ball payout device.
[0327] Next, the microcontroller 171 for frame control executes dedicated external unit output processing (S3003) to transmit the lending information, counting information, and gaming machine information (gaming machine installation information, gaming machine performance information, hall computer information, and fraud monitoring information) shown in Figure 18 to the dedicated external unit 200 via asynchronous serial communication. In the dedicated external unit output processing (S3003), as shown in Figure 18, the timing for transmitting information related to lending is 50 milliseconds after receiving information related to lending from the dedicated external unit 200, the timing for transmitting information related to counting is every 300 milliseconds, the timing for transmitting gaming machine information including gaming machine installation information is every 60 seconds, the timing for transmitting gaming machine information including gaming machine performance information (including information on the number of gaming balls acquired per minute measured in the one-minute game ball acquisition measurement processing of step S3120 described later) is every 180 seconds, and the timing for transmitting gaming machine information including hall computer information and fraud monitoring information is every 300 milliseconds.
[0328] Next, the frame control microcontroller 171 executes the frame board display processing described later (S3004). Subsequently, it executes the display color setting processing described later (S3005). Then, it executes the counting processing described later (S3006). After that, it executes other processing (S3007) and finishes this process.
[0329] [Input Processing] As shown in Figure 48, in the input processing (S3001), the frame control microcontroller 171 first determines whether or not it has received lending information (see Figure 17) from the dedicated external unit 200 (S3101). If it has not been received (NO in S3101), it proceeds to step S3105. On the other hand, if it has been received (YES in S3101), it executes a game ball count setting process to newly set the number of game balls (number of balls held) to be displayed on the game ball count display 180 based on the information on the number of balls to be lent included in the lending information (S3102). As a result, the game ball count display 180 displays a new number of game balls, which is the sum of the previously indicated number of game balls and the number of balls lent.
[0330] In step S3105, it is determined whether or not a detection signal has been received from the ball launch detection sensor 16a. If it has not been received (NO in S3105), it is determined that the player has not launched a game ball, and the process proceeds to step S3107. On the other hand, if it has been received (YES in S3105), a game ball count subtraction process is performed to reduce the number of game balls displayed on the game ball count indicator 180 by "1" (S3106), and the process proceeds to step S3107.
[0331] In step S3107, it is determined whether or not a detection signal has been received from the return ball detection sensor 17a. If it has not been received (NO in S3107), it means that no game balls have passed through the return path MR and no foul ball has occurred. In this case, the process proceeds immediately to step S3109. On the other hand, if it has been received (YES in S3107), it means that a foul ball has occurred. In this case, a game ball count addition process is performed (S3108) to increase the number of game balls displayed on the game ball count indicator 180 by "1", and the process proceeds to step S3109. In this way, even if a foul ball occurs, the number of game balls for the player does not decrease substantially, and it is possible to prevent the player from suffering any disadvantage.
[0332] In step S3109, it is determined whether or not a prize ball command has been received from the game control board 100. If it has not been received (NO in S3109), the process proceeds to step S3112 shown in Figure 49. On the other hand, if it has been received (YES in S3109), a prize ball command analysis process is executed to analyze the information contained in the prize ball command (information on the number of prize balls and information that can determine which prize slot the ball entered) (S3110). Next, based on the analysis result of the prize ball command, a game ball count addition process is executed to increase the number of game balls displayed on the game ball count display 180 (S3111), and the process proceeds to step S3112 shown in Figure 49.
[0333] As shown in Figure 49, in step S3112, it is determined whether the frame release sensor 2a is in the ON state based on the reception status of the detection signal from the frame release sensor 2a. If it is determined that the frame release sensor 2a is not in the ON state (NO in S3112), the process proceeds to step S3114. On the other hand, if it is determined that the frame release sensor 2a is in the ON state (YES in S3112), the frame release flag is turned ON (S3113), and the process proceeds to step S3114. The frame release flag is a flag that indicates that the gaming machine frame 2 is open.
[0334] In step S3114, the microcontroller 171 determines whether the frame release sensor 2a is in the OFF state based on the reception status of the detection signal from the frame release sensor 2a. If it is determined that the frame release sensor 2a is not in the OFF state (remains in the ON state) (NO in S3114), the process proceeds to step S3116. On the other hand, if it is determined that the frame release sensor 2a is in the OFF state (YES in S3114), the frame release flag is turned OFF (S3115), and the process proceeds to step S3116. In this way, the microcontroller 171 for frame control sets the "5th" bit in the data indicating the game machine error state (see Figure 20) to "0" or "1" based on whether the frame release flag is ON or OFF.
[0335] In step S3116, it is determined whether the call sensor 41a is in the ON state based on the reception status of the detection signal from the call sensor 41a. If it is determined that the call sensor 41a is not in the ON state (NO in S3116), the process proceeds to step S3118. On the other hand, if it is determined that the call sensor 41a is in the ON state (YES in S3116), the call flag is turned ON (S3117), and the process proceeds to step S3118. The call flag is a flag that indicates that the call switch 41k has been pressed.
[0336] In step S3118, the microcontroller 171 for frame control determines whether the call sensor 41a is in the OFF state or not based on the reception status of the detection signal from the call sensor 41a. If it is determined that the call sensor 41a is not in the OFF state (remains in the ON state) (NO in S3118), the process proceeds to step S3120. On the other hand, if it is determined that the call sensor 41a is in the OFF state (YES in S3118), the call flag is turned OFF (S3119), and the process proceeds to step S3120. In this way, the microcontroller 171 for frame control sets the "7th" bit in the data indicating the intrusion detection state (see Figure 20) to "0" or "1" based on whether the call flag is ON or OFF.
[0337] In step S3120, the frame control microcontroller 171 measures the total number of game balls won by the player when 100 game balls are launched, which is the number of game balls won per minute. Specifically, the frame control microcontroller 171 continuously monitors whether it is the period in which 100 game balls have been launched (it monitors from the time the power is turned on) by subtracting the number of game balls in step S3106. When it determines that it is the period in which 100 game balls have been launched, it calculates the increase in the number of game balls during that period in the game ball addition process in step S3111. In this way, the frame control microcontroller 171 constantly calculates the increase in the number of game balls during the period in which 100 game balls have been launched, from the time the power is turned on, and measures (calculates) the number of game balls won per minute. The measured information on the number of game balls acquired per minute is then transmitted to the dedicated external unit 200 by the dedicated external unit output processing (S3003) described above. Subsequently, in step S3121, other input processing (such as processing based on detection signals from other sensors) is performed to complete this process.
[0338] [Frame board display processing] The frame board display processing (S3004) is a process in which the frame control microcontroller 171 controls the display on the frame board display 300 (see Figures 27 and 28). In this frame board display processing (S3004), the frame control microcontroller 171 uses a display flag to control the display: if the value of the display flag is "1", it displays the number of game balls as shown in Figure 27; if the value of the display flag is "2", it shows the mode of turning off the lights after the game ball count display; if the value of the display flag is "3", it displays the base display as shown in Figure 27; if the value of the display flag is "4", it shows the mode of turning off the lights after the base display; if the value of the display flag is "5", it displays the error display as shown in Figure 27; and if the value of the display flag is "6", it shows the mode of turning off the lights after the error display.
[0339] Specifically, as shown in Figure 50, step S3200 determines whether the value of the display flag is "1". If it is "1" (YES in S3200), the frame control microcontroller 171 executes a game ball count display setting process on the frame board display unit 300 to display the same number of game balls as the number of game balls displayed on the game ball count display unit 180 (S3201). Then, it determines whether 5000 milliseconds, which is the display time for the game ball count display, has elapsed (S3202). If 5000 milliseconds have not elapsed (NO in S3202), this process ends. On the other hand, if 5000 milliseconds have elapsed (YES in S3202), the value of the display flag is set to "2" (S3203), and this process ends. In this way, the game ball count display is executed on the frame board display unit 300 for 5000 milliseconds (see Figure 27).
[0340] Furthermore, in step S3200, if the value of the display flag is not "1" (NO in S3200), it is then determined whether the value of the display flag is "2" (S3204). If it is "2" (YES in S3204), the off setting process is executed to turn off all the illuminated parts LB1 to LB48 (see Figure 8) of the frame board display unit 300 (S3205). Then, it is determined whether 500 milliseconds have elapsed (S3206). If 500 milliseconds have not elapsed (NO in S3206), the process ends as the off state will continue. On the other hand, if 500 milliseconds have elapsed (YES in S3206), the value of the display flag is set to "3" (S3207) and the process ends. In this way, after displaying the number of game balls for 5000 milliseconds, the frame board display unit 300 enters an off state for a short period of 500 milliseconds (see Figure 27).
[0341] In step S3204, if the value of the display flag is not "2" (NO in S3204), then it is determined whether the value of the display flag is "3" (S3208). If it is "3" (YES in S3208), the frame control microcontroller 171 executes a base display setting process on the frame board display unit 300 to display the base (displaying one of "bL.", "b1", "b2.", or "b3." along with the left-handed base) (S3209). Then it is determined whether 5000 milliseconds, which is the display time for the base display, has elapsed (S3210). If 5000 milliseconds have not elapsed (NO in S3210), this process is terminated. On the other hand, if 5000 milliseconds have elapsed (YES in S3210), the value of the display flag is set to "4" (S3211), and this process is terminated. Thus, the base display is executed on the frame substrate display unit 300 for 5000 milliseconds (see Figure 27).
[0342] Furthermore, in step S3208, if the value of the display flag is not "3" (NO in S3208), the process proceeds to step S3212 shown in Figure 51, where it is determined whether the value of the display flag is "4". If it is "4" (YES in S3212), the process to turn off all the illuminated parts LB1 to LB48 (see Figure 8) of the frame board display unit 300 is executed (S3213). Then, it is determined whether 500 milliseconds have elapsed (S3214). If 500 milliseconds have not elapsed (NO in S3214), the process ends as the display remains off. On the other hand, if 500 milliseconds have elapsed (YES in S3214), the value of the display flag is set to "5" (S3215), and the process ends. Thus, after a base display of 5000 milliseconds, the frame board display unit 300 enters an off state for a short period of 500 milliseconds (see Figure 27).
[0343] Furthermore, in step S3212, if the value of the display flag is not "4" (NO in S3212), it is then determined whether the value of the display flag is "5" (S3216). If it is "5" (YES in S3216), the frame control microcontroller 171 determines whether there is an error code based on the information from the detection signal from the frame release sensor 2a, the detection signal from the radio wave sensor 18a, the detection signal from the call sensor 41a, and the detection signal from the magnetic sensor 28a transmitted from the game control board 100, as well as the error code table shown in Figure 26 (S3217). If it is determined that there is an error code (YES in S3217), the error display setting process is executed to display the error code on the frame board display unit 300 (S3218). Then, it is determined whether 5000 milliseconds, which is the display time for the error display, has elapsed (S3219). If 5000 milliseconds have not elapsed (NO in S3219), this process is terminated. On the other hand, if 5000 milliseconds have elapsed (YES in S3219), the value of the display flag is set to "6" (S3220), and this process is terminated. In this way, if an error code exists, the frame board display unit 300 will display the error for 5000 milliseconds (see Figure 27).
[0344] On the other hand, if it is determined in step S3217 that there is no error code (NO in S3217), the error display setting process in step S3218 is not executed, and the value of the display flag is set to "1" in step S3221, ending this process. Subsequently, since the value of the display flag is "1", the game ball count display is executed again for 5000 milliseconds, as described above. Thus, if there is no error code, as shown in Figure 28, no error display is executed, and the cycle of 5000 milliseconds of game ball count display ⇒ 500 milliseconds of blackout ⇒ 5000 milliseconds of base display ⇒ 500 milliseconds of blackout is repeated.
[0345] In step S3216, if the value of the display flag is not "5" (NO in S3216), it is determined whether the value of the display flag is "6". If it is not "6" (NO in S3222), this process is terminated. On the other hand, if it is "6" (YES in S3222), the off setting process is executed to turn off all the illuminated parts LB1 to LB48 (see Figure 8) of the frame substrate display unit 300 (S3223). Then, it is determined whether 500 milliseconds have elapsed (S3224). If 500 milliseconds have not elapsed (NO in S3224), the process is terminated because the off state will continue. On the other hand, if 500 milliseconds have elapsed (YES in S3224), the value of the display flag is set to "1" (S3225) and this process is terminated. Thus, if an error display is executed for 5000 milliseconds, the frame board display unit 300 will then be in a state of being off for a short period of 500 milliseconds (see Figure 27). Then, the value of the display flag becomes "1", and as described above, the game ball count display is executed again for 5000 milliseconds.
[0346] [Display Color Setting Process] The display color setting process (S3005) is a process in which the frame control microcontroller 171 sets the display color of the number of game balls displayed on the game ball count indicator 180. As shown in Figure 52, in the display color setting process (S3005), the frame control microcontroller 171 first determines whether the current game state is a shortened time state or not based on the game state specification command transmitted from the game control board 100 (S3301). If it is a shortened time state (YES in S3301), it executes a white display setting process (S3302) to set the display color of the number of game balls displayed on the game ball count indicator 180 to white (see Figure 22), and ends this process. As a result, the game ball count indicator 180 displays the number of game balls in white, making it possible for the player to keep track of the number of game balls while also being aware that they are in a shortened time game state.
[0347] Furthermore, if it is determined in step S3301 that the game is not in a slightly shortened state (NO in S3301), the next step is to determine whether or not the game is in a normal state (S3303). If the game is in a normal state (YES in S3303), the blue display setting process is executed to set the display color of the number of game balls shown on the game ball count indicator 180 to blue (see Figure 22) (S3304), and this process is completed. As a result, the game ball count indicator 180 displays the number of game balls in blue, making it possible to let the player know the number of game balls while also being aware that the game is in a normal state.
[0348] Furthermore, if it is determined in step S3303 that the game is not in a normal game state (NO in S3303), the next step is to determine whether or not the game is in a low-probability time-saving state (S3305). If the game is in a low-probability time-saving state (YES in S3305), the green display setting process is executed to set the display color of the number of game balls shown on the game ball count display unit 180 to green (see Figure 22) (S3306), and this process ends. As a result, the game ball count display unit 180 shows the number of game balls in green, making it possible to make the player aware that they are in a low-probability time-saving state while keeping track of the number of game balls.
[0349] Furthermore, if it is determined in step S3303 that the game is not in a low-probability time-saving state (NO in S3305), the next step is to determine whether or not the game is in a high-probability time-saving state (S3307). If the game is in a high-probability time-saving state (YES in S3307), the red display setting process is executed to set the display color of the number of game balls shown on the game ball count display unit 180 to red (see Figure 22) (S3308), and this process is completed. As a result, the number of game balls is displayed in red on the game ball count display unit 180, making it possible to make the player aware of the number of game balls while also being aware that the game is in a high-probability time-saving state.
[0350] Furthermore, if it is determined in step S3307 that the game is not in a high-probability time-saving state (NO in S3307), it is determined that the game is in a jackpot state. In this case, the game ball count indicator 180 displays the game ball count in rainbow colors (see Figure 22), and the process is completed by executing the rainbow display setting process (S3309). As a result, the game ball count indicator 180 displays the game ball count in rainbow colors, allowing the player to keep track of the number of game balls while also being aware that the game is in a jackpot state (a jackpot game is currently being played).
[0351] [Counting Process] The counting process (S3006) is a process in which the frame control microcomputer 171 executes a 250-ball counting process (S3407) (S3409) or a 1-ball counting process (S3410) based on the operation of pressing the counting button 43k. As shown in Figure 53, in the counting process (S3006), the frame control microcomputer 171 first determines whether or not there is an abnormality in the pachinko game machine PY1 (S3401). Here, an abnormality in the pachinko game machine PY1 is an abnormality in communication between the frame control board 170 and the dedicated external unit 200, frame opening as shown in Figure 26, radio wave malfunction, magnetic malfunction, or an abnormality during calling (operation of pressing the call switch 41k).
[0352] If there is no abnormality in the pachinko game machine PY1 (NO in S3401), the next step is to determine whether the long-press flag is ON and whether the counting button 43k has been operated (S3402). The long-press flag indicates that the counting button 43k has been pressed for a long time. If the long-press flag is OFF, or if the counting button 43k has not been operated (NO in S3402), the next step is to determine whether the counting button 43k has been pressed for 4000ms or more (S3403). If the counting button 43k has been pressed for 4000ms or more (YES in S3403), the long-press flag is turned ON (S3404), and the process proceeds to step S3405. In this way, the frame control microcontroller 171 continuously monitors whether a long-press operation has been performed. On the other hand, if the counting button 43k has not been pressed for 4000ms or more (NO in S3403), step S3404 is skipped and the process proceeds to step S3405.
[0353] In step S3405, the frame control microcontroller 171 determines whether the communication cycle with the dedicated external unit 200 is 300ms. If the communication cycle is not 300ms (NO in S3405), it is not time to perform the 250-ball counting process (S3407) (S3409) or the 1-ball counting process (S3410), so this process ends. On the other hand, if the communication cycle is 300ms (YES in S3405), it determines whether the long-press flag is ON (S3406). If the long-press flag is ON (YES in S3406), the 250-ball counting process is performed (S3407), and this process ends.
[0354] As a result, after a long press is performed on the counting button 43k, regardless of whether the long press on the counting button 43k continues or not, the 250-ball counting process can be executed with a communication cycle of 300ms until the number of balls becomes "0". At this time, the frame control microcontroller 171 subtracts 3 every 3ms so that the value displayed on the game ball count indicator 180 is reduced by 250. Furthermore, when the frame control microcontroller 171 executes the 250-ball counting process (S3407), if the value displayed on the game ball count indicator 180 is less than 250, it will perform the counting process only for the value displayed on the game ball count indicator 180, and will subtract 3 every 3ms until the value displayed on the game ball count indicator 180 becomes "0".
[0355] Furthermore, in step S3406, if the frame control microcontroller 171 determines that the long press flag is not ON (NO in S3406), it then determines whether the counting button 43k has been pressed for 500ms or more (S3408). If the counting button 43k has been pressed for 500ms or more (YES in S3408), it executes the 250 ball counting process (S3409) and ends this process. As a result, a long press is performed on the counting button 43k with a communication cycle of 300ms, so the 250 ball counting process (S3409) is executed. At this time, the frame control microcontroller 171 subtracts 3 every 3ms so that the value displayed on the game ball count display 180 is reduced by 250. When the frame control microcontroller 171 performs the 250 ball counting process (S3409), if the number displayed on the game ball display 180 is less than 250, it performs the counting process only for the number displayed on the game ball display 180, and subtracts 3 every 3 milliseconds until the value displayed on the game ball display 180 becomes "0".
[0356] Furthermore, in step S3408, if the frame control microcontroller 171 determines that the counting button 43k is not pressed for 500ms or more (NO in S3408), it then determines whether the counting button 43k is pressed only once (S3410). If the counting button 43k is not pressed only once (NO in S3410), this process ends. On the other hand, if the counting button 43k is pressed only once (YES in S3410), the single-ball counting process is executed (S3411), and this process ends. As a result, since a single press of the counting button 43k is performed with a communication cycle of 300ms, the single-ball counting process is executed. At this time, the frame control microcontroller 171 displays the value shown on the game ball count indicator 180 so that it is deducted by 1.
[0357] Furthermore, in step S3401, if the frame control microcontroller 171 determines that there is an abnormality in the pachinko game machine PY1 (YES in S3401), it proceeds to step S3412. That is, if it determines that there is an abnormality such as an abnormality in communication between the frame control board 170 and the dedicated external unit 200, frame opening as shown in Figure 26, radio wave interference, magnetic interference, or calling in progress (press operation on the call switch 41k), it proceeds to step S3412. Furthermore, in step S3402, if the frame control microcontroller 171 determines that the long press flag is ON and the counting button 43k has been operated (YES in S3402), it proceeds to step S3412. That is, if a long press has been made on the counting button 43k and then an operation has been made on the counting button 43k, it proceeds to step S3402.
[0358] In step S3402, the long-press flag is turned OFF, and this process is terminated. In this way, when the 250-ball counting process (S3407) is being automatically executed until the number of balls reaches "0", if there is an abnormality such as a communication abnormality between the frame control board 170 and the dedicated external unit 200, frame opening as shown in Figure 26, radio wave interference, magnetic interference, or calling in progress (pressing operation on the call switch 41k), the automatic 250-ball counting process (S3407) can be stopped. Also, when the 250-ball counting process (S3407) is being automatically executed until the number of balls reaches "0", if an operation is performed on the counting button 43k, the automatic 250-ball counting process (S3407) can be stopped. Furthermore, if there is a malfunction in the pachinko game machine PY1, the 250-ball counting process (S3407)(S3409) and the 1-ball counting process (S3411) will not be executed, regardless of whether the automatic 250-ball counting process (S3407) is currently running or not.
[0359] Incidentally, in a situation where a player has 250 or fewer balls, it is possible that the launch of a game ball and the counting process that reduces the number of balls to zero (the 250-ball counting process in steps S3407 and S3409, and the 1-ball counting process in step S3411) may be executed simultaneously. In this case, if the counting process that reduces the number of balls to zero (the 250-ball counting process in steps S3407 and S3409, and the 1-ball counting process in step S3411) is executed with priority over the process of launching a game ball, the process of launching a game ball will be executed immediately after the number of balls reaches zero. As a result, a situation may arise where a game ball cannot be launched against the player's intention.
[0360] Therefore, in this configuration, the frame control microcontroller 171 is configured to prioritize the processing when a game ball is launched when it is launched and the counting processing when the number of remaining balls becomes zero (the 250-ball counting processing in steps S3407 and S3409, and the 1-ball counting processing in step S3411) are executed simultaneously (at the same timing). Specifically, as described above, the frame control microcontroller 171 executes the frame control timer interrupt processing shown in Figure 47 every 3 msec, and after executing the input processing S3001 shown in Figure 48, it executes the counting processing (S3006) shown in Figure 53. Consequently, after the game ball count subtraction processing (S3106, see Figure 48) which subtracts the number of remaining balls when a game ball is launched is executed, the 250-ball counting processing (S3407, S3409) or the 1-ball counting processing (S3411) is always executed. Therefore, even when the launch of the game balls and the counting process that reduces the number of balls to zero (the 250-ball counting process in steps S3407 and S3409, and the 1-ball counting process in step S3411) are executed simultaneously, the process for launching game balls immediately after the number of balls reaches zero (game ball subtraction process (S3106)) will not be executed, thus preventing a situation where game balls cannot be launched.
[0361] 13. Effects of this form As explained in detail above, with this form of the pachinko game machine PY1, even when the game ball count indicator 180 displays "0" when the game is set to game inspection mode or frame inspection mode, which prevents the game from progressing, game balls will be launched when the handle 72k is operated. Therefore, even when the game inspection mode or frame inspection mode indicates that there are no remaining balls, it is possible to launch game balls and perform an inspection based on the launched game balls. As a result, the inspection work can be simplified when the game inspection mode or frame inspection mode is set. Specifically, even if it is displayed that there are no balls left, it is possible to check whether the first start port sensor 11a, second start port sensor 12a, big prize port sensor 14a, first general prize port sensor 10x, second general prize port sensor 10y, third general prize port sensor 10z, discharge port sensor 15a, gate sensor 13a connected to the game control board 100, and the launched ball detection sensor 16a, returned ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, lifting inlet sensor 33a, and lifting outlet sensor 34a connected to the frame control board 170 are functioning correctly.
[0362] Furthermore, according to the Pachinko game machine PY1 in this configuration, when the frame inspection mode is set, if a game ball passes through the launch ball detection sensor 16a, return ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, lifting inlet sensor 33a, and lifting outlet sensor 34a (frame-side sensors) connected to the frame control board 170, a detection signal is output from each of the above sensors to the frame control board 170. As a result, as shown in Figure 35, when a game ball passes through the launch ball detection sensor 16a, "H09" is displayed on the game ball count display 180; when a game ball passes through the return ball detection sensor 17a, "H10" is displayed on the game ball count display 180; when a game ball passes through the downstream monitoring sensor 31a, "H11" is displayed on the game ball count display 180; when a game ball passes through the upstream monitoring sensor 32a, "H12" is displayed on the game ball count display 180; when a game ball passes through the lifting inlet sensor 33a, "H13" is displayed on the game ball count display 180; and when a game ball passes through the lifting outlet sensor 34a, "H14" is displayed on the game ball count display 180. In this way, when the frame inspection mode is set, by looking at the game ball count display 180, it is possible to confirm whether each of the above sensors (frame-side sensors) connected to the frame control board 170 is operating normally. Furthermore, as shown in Figure 1, the game ball count indicator 180 is easily visible even without opening the game machine frame 2 (inner frame 21, front door 23) (see Figure 1). Therefore, compared to, for example, a frame board indicator 300 that can be seen by opening the game machine frame 2 to show whether the above sensors connected to the frame control board 170 are functioning correctly, the game ball count indicator 180 makes the verification process easier for employees of the amusement facility.
[0363] Furthermore, in this form of the pachinko game machine PY1, as shown in Figure 33, when the starting condition is met, such as the RAM clear switch 191 being pressed upon power-on, the machine is set to game inspection mode and also to frame inspection mode. In this way, it is possible to verify that both the game-related drive components connected to the game control board 100 (AT solenoid 14s, electric tuner solenoid 12s, first start port sensor 11a, second start port sensor 12a, big prize port sensor 14a, first general prize port sensor 10x, second general prize port sensor 10y, third general prize port sensor 10z, discharge port sensor 15a, gate sensor 13a) and the frame-related drive components connected to the frame control board 170 (launch ball detection sensor 16a, return ball detection sensor 17a, downstream monitoring sensor 31a, upstream monitoring sensor 32a, downstream monitoring sensor 31a, lifting inlet sensor 33a, lifting outlet sensor 34a) operate normally under the same starting conditions.
[0364] Furthermore, in this embodiment of the pachinko game machine PY1, as shown in Figure 33, when the termination conditions are met, such as 2 minutes having elapsed since setting to game inspection mode and frame inspection mode, or when the RAM clear switch 191 is pressed, the game inspection mode and the frame inspection mode terminate. In this way, it is possible to confirm that both the game drive components connected to the game control board 100 and the frame drive components connected to the frame control board 170 are operating normally, with the same start and end conditions. In other words, if the start conditions for the game inspection mode and the frame inspection mode are different, and the end conditions for the game inspection mode and the frame inspection mode are different, the mode switching work becomes complicated for the employees of the game parlor. Therefore, as in this embodiment, by making the start conditions for the game inspection mode and the frame inspection mode the same, and the end conditions for the game inspection mode and the frame inspection mode the same, it is possible to simplify the mode switching work for the employees of the game parlor.
[0365] Furthermore, in this form of the pachinko game machine PY1, the game progresses in both the normal game state and the slightly shortened time state such that the game balls flow down into the left game area 6L. In this case, the total number of left-handed balls used to determine the left-handed base includes the total number of slightly shortened time balls acquired by the player in the slightly shortened time state, and the number of left-handed balls fired used to determine the left-handed base includes the number of slightly shortened time balls fired by the player in the slightly shortened time state. As a result, even when there is a slightly shortened time state in which the game is played in the same way as the normal game state, it is possible to appropriately determine whether the pachinko game machine PY1 is functioning correctly.
[0366] Furthermore, in the PY1 pachinko machine of this form, the slightly shortened time state is set to last longer than the normal game state. Therefore, if the total number of left-handed balls awarded for left-handed play used to determine the left-handed base does not include the total number of slightly shortened time awards awarded by the player in the slightly shortened time state, and the number of left-handed balls fired for left-handed play used to determine the left-handed base does not include the number of slightly shortened time balls fired by the player in the slightly shortened time state, the variation in the value of the left-handed base will be very large. Therefore, by including the total number of slightly shortened time awards awarded in the total number of left-handed balls awarded for left-handed play used to determine the left-handed base, and by including the number of slightly shortened time balls fired in the number of left-handed balls fired for left-handed play used to determine the left-handed base, it is possible to suppress the variation in the value of the left-handed base.
[0367] By the way, when constructing a new pachinko game machine, there are cases where only the game board 1 is replaced without replacing the game machine frame 2. In this case, if the frame control board 170 (frame control microcomputer 171) is configured to calculate the left-handed base based on the total number of left-handed balls including the total number of balls awarded during the short-time bonus and the number of left-handed balls fired including the number of balls fired during the short-time bonus, then not only would the game board 1 need to be replaced, but the frame control bo...
Claims
[Claim 1] The frame control board installed in the gaming machine frame, The aforementioned gaming machine frame is equipped with a lifting device for lifting the game balls, In a gaming machine comprising a sensor for a lifting device connected to the frame control board for checking whether the lifting device is operating normally, The frame control board can be set to an inspection mode that allows for confirmation of whether the game cannot proceed and whether the sensor for the lifting device is functioning correctly. The frame control board is provided with dedicated operating means, A gaming machine characterized in that when the dedicated operating means is operated in conjunction with the power being turned on, the machine is set to the inspection mode.