Gaming machine

The gaming machine optimizes value distribution by dynamically managing and displaying gaming performance information, addressing the need for appropriate management of gaming values in pachinko machines.

JP7882362B2Active Publication Date: 2026-06-30SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2025-01-29
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

There is a growing demand for appropriate management of gaming values in gaming machines, particularly in pachinko machines, to enhance player engagement and value distribution.

Method used

A gaming machine that includes a gaming performance information display, storage means, initialization means, and post-initialization display to manage and calculate gaming performance information dynamically, displaying current and past performance data to optimize value distribution.

Benefits of technology

Enables optimal management of gaming values by displaying real-time and historical performance data, enhancing player engagement and value distribution strategies.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007882362000003
Patent Text Reader

Abstract

To provide a game machine capable of suitably detecting a fraudulent act.SOLUTION: A game machine includes: storage means for storing information regarding a plurality of pieces of game performance information for indicating a performance of a game executed by the game machine; output means for outputting information regarding game performance information, based on information stored in the storage means; change means for changing a probability of obtaining a predetermined result by predetermined determination in a plurality of levels; and storage control means for erasing information regarding game performance information affected by a probability from among pieces of information stored in the storage means when the probability is affected by the change means, and for holding information regarding game performance information not affected by the probability.SELECTED DRAWING: Figure 53
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Description

Technical Field

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

Background Art

[0002] Conventionally, There are gaming machines that, upon fulfilling certain conditions, award a predetermined gaming value to the player based on those conditions. (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent years, there has been a growing demand for appropriate management of the gaming value provided to players in such gaming machines.

[0005] The present invention has been made in view of the above circumstances, The value of the game can be appropriately managed. and an object thereof is to provide a gaming machine.

Means for Solving the Problems

[0006] To achieve this objective, the gaming machine described in claim 1 provides to the player a predetermined gaming value based on the fulfilled predetermined conditions, triggered by the fulfillment of predetermined conditions, and includes: a gaming performance information display means for displaying gaming performance information indicating the performance of a game played in the gaming machine; a storage means for storing information relating to the gaming performance information displayed by the gaming performance information display means; an initialization means for initializing the information stored in the storage means that is not initialized in a predetermined initialization when power is turned on to the gaming machine; and a post-initialization display means for displaying the gaming performance information based on the newly stored information in the storage means in a manner different from the normal for at least a predetermined period when the information stored in the storage means is initialized by the initialization means, wherein the gaming performance information is used for a predetermined calculation period It is calculated each time This is information indicating the performance of the game, and the game performance information display means displays the current calculation period This shows the performance of the game from the start of the current calculation period, which is calculated in real time until the performance of the game is calculated. First game performance information and calculations made in at least one past calculation period , and the performance of the game during the aforementioned calculation period in the past. This displays information by switching between the second game performance information and the second game performance information. [Effects of the Invention]

[0008] The gaming machine according to claim 1 provides to the player a predetermined game value based on the fulfilled predetermined conditions, triggered by the fulfillment of predetermined conditions, and includes: a game performance information display means for displaying game performance information indicating the performance of a game played in the gaming machine; a storage means for storing information relating to the game performance information displayed by the game performance information display means; an initialization means for initializing the information stored in the storage means that is not initialized in a predetermined initialization when power is turned on to the gaming machine; and a post-initialization display means for displaying the game performance information based on the newly stored information in the storage means in a manner different from the normal for at least a predetermined period when the information stored in the storage means is initialized by the initialization means, wherein the game performance information is calculated for a predetermined period It is calculated each time This is information indicating the performance of the game, and the game performance information display means displays the current calculation period This shows the performance of the game from the start of the current calculation period, which is calculated in real time until the performance of the game is calculated.First game performance information and calculations made in at least one past calculation period , and the performance of the game during the aforementioned calculation period in the past. Since it switches between displaying the second game performance information, it has the effect of allowing for optimal management of the game's value. [Brief explanation of the drawing]

[0010] [Figure 1] This is a front view of a pachinko machine according to the first embodiment of the present invention. [Figure 2] This is a front view of the game board of a pachinko machine. [Figure 3] This is a rear view of a pachinko machine. [Figure 4] (a) is a schematic diagram showing the area division settings and active line settings of the display screen, and (b) is a diagram illustrating an actual display screen. [Figure 5] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 6] This is a block diagram showing the electrical configuration of the main control unit. [Figure 7] This diagram schematically shows the configuration of various counters, a ball storage area, and a ball execution area. [Figure 8] (a) is a schematic diagram showing an example of a jackpot random number table, (b) is a schematic diagram showing an example of a jackpot type table, (c) is a schematic diagram showing an example of a jackpot variation pattern table when the number of reserved balls is 2, (d) is a schematic diagram showing an example of a loss (normal) variation pattern table when the number of reserved balls is 2, and (e) is a schematic diagram showing an example of a loss (probability variation) variation pattern table when the number of reserved balls is 2. [Figure 9] This diagram schematically shows an example of a prize ball count table. [Figure 10] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit. [Figure 11] This flowchart shows the switch reading process performed by the MPU in the main control unit. [Figure 12]It is a flowchart showing the startup winning process executed by the MPU in the main control device. [Figure 13] It is a flowchart showing the variation process executed by the MPU in the main control device. [Figure 14] It is a flowchart showing the variation start process executed by the MPU in the main control device. [Figure 15] It is a flowchart showing the NMI interrupt process executed by the MPU in the main control device. [Figure 16] It is a flowchart showing the startup process executed by the MPU in the main control device. [Figure 17] It is a flowchart showing the main process executed by the MPU in the main control device. [Figure 18] It is a flowchart showing the main accessory ratio management process executed by the accessory ratio management chip in the main control device. [Figure 19] It is a flowchart showing a part of the setting information reception process executed by the accessory ratio management chip in the main control device. [Figure 20] It is a flowchart showing a part of the setting information reception process executed by the accessory ratio management chip in the main control device. [Figure 21] It is a flowchart showing the accessory ratio calculation process executed by the accessory ratio management chip in the main control device. [Figure 22] It is a flowchart showing the inspection result output process executed by the accessory ratio management chip in the main control device. [Figure 23] It is a flowchart showing the startup process executed by the MPU in the voice lamp control device. [Figure 24] It is a flowchart showing the main process executed by the MPU in the voice lamp control device. [Figure 25] It is a flowchart showing the command determination process executed by the MPU in the voice lamp control device. [Figure 26]This flowchart illustrates the variable display processing performed by the MPU within the audio lamp control device. [Figure 27] (a) is a flowchart showing the main processing performed by the MPU in the display control unit, (b) is a flowchart showing the command interrupt processing performed by the MPU in the display control unit, and (c) is a flowchart showing the V interrupt processing performed by the MPU in the display control unit. [Figure 28] This is a block diagram showing the electrical configuration of the main control device in the second embodiment. [Figure 29] This flowchart shows the prize information storage process performed by the prize ratio management chip in the main control unit. [Figure 30] This flowchart shows the inspection result output process performed by the special feature ratio management chip in the main control unit. [Figure 31] This is a block diagram showing the electrical configuration of a pachinko machine in the third embodiment. [Figure 32] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit. [Figure 33] This flowchart shows the ratio processing performed by the MPU in the main control unit. [Figure 34] This flowchart shows the main ratio processing performed by the MPU in the main control unit. [Figure 35] This is a flowchart showing the ratio processing performed by the MPU in the main control unit in the fourth embodiment. [Figure 36] This flowchart shows the main ratio processing performed by the MPU in the main control unit. [Figure 37] This is a block diagram showing the electrical configuration of a pachinko machine in the fifth embodiment. [Figure 38] (a) is a schematic diagram illustrating a base display device, and (b) is a schematic diagram illustrating the display content of the base display device. [Figure 39](a) is a schematic diagram illustrating the information necessary to display the base value, which is stored in the external work area of ​​the RAM within the MPU of the main control unit, and (b) is a schematic diagram illustrating the structure of each base value data. [Figure 40] This flowchart shows the startup process performed by the MPU in the main control unit. [Figure 41] This flowchart shows the base value processing performed by the MPU in the main control unit. [Figure 42] This flowchart shows the base value calculation process performed by the MPU in the main control unit. [Figure 43] This flowchart shows a portion of the base value display process performed by the MPU in the main control unit. [Figure 44] This flowchart shows the remaining portion of the base value display processing performed by the MPU in the main control unit. [Figure 45] This is a rear view of a pachinko machine in the sixth embodiment. [Figure 46] (a) is a front view of the setting key when it is in the off state, and (b) is a front view of the setting key when it is in the on state. [Figure 47] This diagram shows the startup modes of a pachinko machine and the states of the RAM erase switch, setting key, and door open switch when the pachinko machine is powered on to start up in each startup mode. [Figure 48] (a) is a diagram showing the roles of the RAM erase switch and setting key in the setting change mode, and (b) is a diagram showing the role of the setting key in the setting confirmation mode. [Figure 49] This schematic diagram shows various examples of the display content of the base display device in the setting change mode and the setting confirmation mode. [Figure 50] This schematic diagram illustrates various examples of what might be displayed when an error history is shown on a base display device. [Figure 51](a) is a schematic diagram illustrating the arrangement of the LEDs of the first symbol display device, and (b) is a diagram showing the lighting patterns of the round number notification LED when indicating that the maximum number of rounds is 2, when indicating that the maximum number of rounds is 15, when indicating that the setting is being changed, and when indicating that the setting is being checked. [Figure 52] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 53] This is a schematic diagram illustrating the data stored in the external work area of ​​the RAM within the MPU of the main control unit. [Figure 54] This flowchart shows the startup process performed by the MPU in the main control unit. [Figure 55] This flowchart shows the configuration change process executed by the MPU in the main control unit. [Figure 56] This flowchart shows the configuration verification process performed by the MPU in the main control unit. [Figure 57] This flowchart shows the base display process executed by the MPU in the main control unit. [Figure 58] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit. [Figure 59] This is a flowchart showing the setting change process executed by the MPU in the main control unit of the pachinko machine in the seventh embodiment. [Modes for carrying out the invention]

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

[0012] As shown in Figure 1, the pachinko machine 10 comprises an outer frame 11 formed by a roughly rectangular wooden frame, and an inner frame 12 formed to be approximately the same external shape as the outer frame 11 and supported by the outer frame 11 so as to be openable and closable. Metal hinges 18 are attached to the outer frame 11 at two locations, upper and lower, on the left side in a front view (see Figure 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable towards the front, with the side on which the hinges 18 are provided as the axis of opening and closing.

[0013] A game board 13 (see Figure 2), which has numerous nails and prize slots 63a, 63b, 64a, 64b, 65a, etc., is detachably attached to the inner frame 12 from the back side. The ball game is played by balls flowing down the front of this game board 13. The inner frame 12 is also fitted with a ball launching unit 112a (see Figure 5) that launches balls into the front area of ​​the game board 13, and a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of ​​the game board 13.

[0014] The front side of the inner frame 12 is provided with a front frame 14 that covers the upper front side and a lower tray unit 15 that covers the lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached to two locations, upper and lower, on the left side in a front view (see Figure 1). The side on which the hinges 19 are provided is used as the axis of opening and closing, allowing the front frame 14 and the lower tray unit 15 to open and close towards the front. The locking of the inner frame 12 and the locking of the front frame 14 are released by inserting a special key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation. The pachinko machine 10 is also provided with a door release switch 208g (see Figure 6) that detects when either the inner frame 12 or the front frame 14 is unlocked and opened (the door is opened).

[0015] The front frame 14 is assembled with decorative resin parts and electrical components, and has a roughly oval-shaped window 14c in its approximate center. A glass unit 16 having two glass plates is arranged on the back side of the front frame 14, and the front of the game board 13 is visible from the front side of the pachinko machine 10 through the glass unit 16.

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

[0017] The frame button 22 is a button that is pressed by the player, for example, to change the stage of the performance displayed on the third symbol display device 81 (see Figure 2), which will be described later. The frame button 22 is also used as an operation button to allow the player to select the performance content in a so-called super reach, which is one type of variation performance.

[0018] The variable display effect is a display shown on the third symbol display device 81. As described below, it is triggered when a ball launched into the front area of ​​the game board 13 enters a specific prize entry point (the second start entry point 64b, described below; see Figure 2). After the symbols (the third symbols, described below) are displayed in a variable manner for a predetermined time, the combination of symbols that stop being displayed indicates to the player the result of the lottery conducted for that start entry (whether it is a jackpot or not).

[0019] A "stage" refers to a performance mode that provides a unified presentation for the various effects displayed on the third symbol display device 81. This pachinko machine 10 has three stages: "City Stage," "Sky Stage," and "Island Stage." Various effects, such as the aforementioned reel spinning effects and the reach effects performed during the reel spinning effects, are designed to be performed in accordance with the theme assigned to each stage.

[0020] The stage changes when the player presses the frame button 22 during periods when no reel spinning animation is active, or during high-speed spinning when the third symbol is displayed in a way that makes it impossible for the player to see. Each time the frame button 22 is pressed, the stage changes repeatedly in the following order: "City Stage" → "Sky Stage" → "Island Stage" → "City Stage" → ... Also, immediately after powering on, the "City Stage" is set as the initial stage.

[0021] Furthermore, when a normal reach sequence is initiated during a variation sequence performed by the third symbol display device 81, and the sequence progresses from a normal reach to a super reach, the third symbol display device 81 is configured to display a selection screen for the super reach sequence during the normal reach.

[0022] On the selection screen, several selectable presentation modes for the Super Reach are displayed, and one of the presentation mode options is selected. If the player presses the frame button 22 while the selection screen is displayed, the selected presentation mode option is changed. Then, based on the presentation mode option that was selected when the Super Reach was to develop, the presentation mode for the Super Reach is determined, and the Super Reach is executed on the third symbol display device 81 according to that presentation mode.

[0023] In this embodiment, the frame button 22 is configured as a button to be pressed, but instead of the frame button 22, an operating lever that can be tilted by the player in a predetermined direction relative to the pachinko machine 10 (for example, forward, backward, right, and left relative to the pachinko machine 10) may be used. Based on the direction in which the operating lever is tilted, the performance stage may be selected or the performance mode of the super reach may be selected.

[0024] The front frame 14 is equipped with various light-emitting means such as lamps around its periphery (for example, the corners). These light-emitting means are controlled to change their illumination pattern by lighting up or flashing in response to changes in the game state, such as during a jackpot or a predetermined reach, thereby enhancing the visual effects during gameplay. The periphery of the window section 14c is provided with illuminated sections 29-33, each containing a light-emitting means such as an LED. In the pachinko machine 10, these illuminated sections 29-33 function as display lamps such as jackpot lamps, and during jackpots or reach sequences, the built-in LEDs light up or flash, indicating that a jackpot is in progress or that the player is one step away from a jackpot. In addition, an indicator lamp 34 is provided in the upper left corner of the front frame 14, which contains a light-emitting means such as an LED and can display whether a prize ball is being dispensed or an error has occurred.

[0025] On the lower side of the right-side illuminated section 32, a small window 35 is formed by attaching transparent resin from the back side so that the back side of the front frame 14 can be seen. This allows the stickers and other labels attached to the attachment space K1 (see Figure 2) on the front of the game board 13 to be visible from the front of the pachinko machine 10. In addition, to create a more dazzling appearance, the pachinko machine 10 is fitted with plated ABS resin members 36 that have been chrome-plated around the illuminated sections 29-33.

[0026] Below the window section 14c, a ball dispensing operation unit 40 is provided. The ball dispensing operation unit 40 is equipped with a balance display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with banknotes or cards inserted into the card unit (ball dispensing unit) (not shown) located on the side of the pachinko machine 10, balls are dispensed according to the operation. Specifically, the balance display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED lights up to display the remaining balance as a number. The ball dispensing button 42 is operated to obtain dispensed balls based on the information recorded on the card, etc. (recording medium), and dispensed balls are supplied to the upper tray 17 as long as there is a balance on the card, etc. The return button 43 is operated when requesting the return of the card, etc. inserted into the card unit.

[0027] In pachinko machines where balls are dispensed directly to the upper tray 17 from a ball dispensing device without the use of a card unit, so-called cash machines, the ball dispensing operation unit 40 is unnecessary. In this case, the component configuration can be made common by adding decorative stickers or the like to the installation area of ​​the ball dispensing operation unit 40. This allows for the commonality of pachinko machines using a card unit and cash machines.

[0028] The lower tray unit 15, located below the upper tray 17, has a roughly box-shaped lower tray 50 in its center, which stores balls that could not be stored in the upper tray 17. To the right of the lower tray 50 is an operating handle 51, which is operated by the player to launch balls onto the front of the game board 13. Inside the operating handle 51 are a touch sensor 51a for allowing the ball launching unit 112a to be driven, a push-button type stop switch 51b that stops ball launching while the handle is being pressed, and a variable resistor (not shown) that detects the amount of rotation of the operating handle 51 by a change in electrical resistance.

[0029] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation. A ball is then launched with a force corresponding to the resistance value of the variable resistor, which changes according to the amount of rotation of the operating handle 51, and the ball is driven onto the front of the game board 13 by a distance corresponding to the player's operation. The ball launch interval in the ball launching unit 112a is set to approximately 0.6 seconds. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.

[0030] A ball release lever 52 is provided on the lower front of the lower tray 50 for operating when discharging the balls stored in the lower tray 50 downwards. This ball release lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall out naturally from this bottom opening and are discharged. This ball release lever 52 is usually operated with a box (commonly called a "senryobako") placed below the lower tray 50 to receive the balls discharged from the lower tray 50. As described above, an operating handle 51 is provided to the right of the lower tray 50, and an ashtray 53 is attached to the left of the lower tray 50.

[0031] As shown in Figure 2, the game board 13 is constructed by assembling numerous nails, windmills and rails 61, 62 for guiding balls, a first normal prize slot 63a, a second normal prize slot 63b, a first start slot 64a, a second start slot 64b, a variable prize device 65, a through gate 67, a variable display unit 80, etc., onto a wooden base plate 60 that is cut into a roughly square shape when viewed from the front, and its periphery is attached to the back side of the inner frame 12. The first normal prize slot 63a, the second normal prize slot 63b, the first start slot 64a, the second start slot 64b, the variable prize device 65, and the variable display unit 80 are placed in through holes formed in the base plate 60 by router processing and are fixed from the front side of the game board 13 with wood screws or the like. In addition, the central front portion of the game board 13 can be seen from the front side of the inner frame 12 through the window portion 14c of the front frame 14 (see Figure 1). The configuration of the game board 13 will be explained below, mainly with reference to Figure 2.

[0032] An outer rail 62, formed by bending a strip of metal plate into a roughly arc shape, is installed on the front of the game board 13, and an arc-shaped inner rail 61, also formed from a strip of metal plate, is installed inside the outer rail 62. The outer rail 61 and outer rail 62 surround the outer perimeter of the front of the game board 13, and the front and back are surrounded by the game board 13 and the glass unit 16 (see Figure 1), thus forming a game area on the front of the game board 13 where the game is played by the movement of balls. The game area is a roughly circular area on the front of the game board 13, demarcated by the two rails 61 and 62 and the arc member 70 (an area where prize slots are located and the launched balls flow down).

[0033] The two rails 61 and 62 are provided to guide the balls launched from the ball launching unit 112a (see Figure 5) to the top of the game board 13. A ball return prevention member 68 is attached to the tip of the inner rail 61 (upper left in Figure 2) to prevent the balls that have been guided to the top of the game board 13 from returning to the ball guide passage. A return rubber 69 is attached to the tip of the outer rail 62 (upper right in Figure 2) at a position corresponding to the maximum flight distance of the ball. Balls launched with a force exceeding a predetermined amount will hit the return rubber 69, have their force reduced, and be bounced back towards the center. In addition, a resin arc member 70, formed by providing an arc on the inner side that connects the rails, is driven into the base plate 60 and fixed between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62.

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

[0035] Multiple LEDs 37a indicate, by their lighting state, the fluctuation display that occurs when a ball enters either the first start port 64a or the second start port 64b (start entry), the stopping pattern after the fluctuation display ends, which corresponds to the result of the lottery conducted for that start entry, and the number of reserved balls, which is the number of balls that have entered the first start port 64a or the second start port 64b but have not yet undergone fluctuation (reserved balls), by their lighting state. The 7-segment display 37b displays the number of rounds during a jackpot and error displays. Each LED 37a is configured to emit a different color (for example, red, green, blue), and by combining these colors, various game states of the pachinko machine 10 can be indicated with a small number of LEDs.

[0036] In this pachinko machine 10, when a ball enters the first start port 64a or the second start port 64b, a determination is made as to whether or not it is a jackpot (jackpot lottery), and if it is determined to be a jackpot, the type of jackpot is also determined. The types of jackpots that can be determined here are 15R probability variation jackpot, 2R probability variation jackpot, and 15R normal jackpot.

[0037] LED37a not only indicates whether the result of the jackpot lottery is a jackpot or not, but also displays a symbol corresponding to the type of jackpot if it is a jackpot, as a stopping symbol after the variation that is executed when a ball enters the first starting port 64a or the second starting port 64b.

[0038] Here, "15R probability variation jackpot" refers to a probability variation jackpot where the game transitions to a high probability state after a jackpot with a maximum of 15 rounds, and "2R probability variation jackpot" refers to a probability variation jackpot where the game transitions to a high probability state after a jackpot with a maximum of 2 rounds. Furthermore, "15R normal jackpot" refers to a jackpot where the game transitions to a low probability state after a jackpot with a maximum of 15 rounds, and enters a time-saving state for a predetermined number of spins (for example, 100 spins).

[0039] Furthermore, "high probability state" refers to the state in which the probability of subsequent jackpots is increased as an added value after a jackpot has ended, also known as the probability variation state (probability variation state), or in other words, a state of play in which it is easier to transition to a special game state (jackpot). In this embodiment, the high probability state (probability variation state) includes a state of play in which the probability of hitting the second symbol, as described later, is increased and it is easier for the ball to enter the second starting opening 64b.

[0040] On the other hand, "low probability state" refers to a state when the game is not in a bonus round, where the probability of hitting a jackpot is normal, that is, lower than when in a bonus round. Furthermore, the "time-saving state" (during time-saving mode) within the "low probability state" refers to a state where the probability of hitting a jackpot is normal, but the probability of hitting the second symbol increases while the jackpot probability remains the same, making it easier for balls to enter the second starting slot 64b.

[0041] Alternatively, instead of changing the probability of winning with the second symbol, the operating time of the electric mechanism attached to the second start port 64b (described later) and the number of times the electric mechanism opens for a single win with the second symbol may be changed depending on the game state of the pachinko machine 10. Specifically, in the time-saving state, the operating time of the electric mechanism attached to the second start port 64b may be made longer than in the non-time-saving state, or the number of times the electric mechanism opens for a single win may be made more than in the non-time-saving state. Furthermore, in the time-saving state, at least two things may be done simultaneously: increasing the probability of winning with the second symbol, increasing the operating time of the electric mechanism, and increasing the number of times the electric mechanism opens.

[0042] A first regular prize slot 63a is located on the lower left side of the game area, and a second regular prize slot 63b is located on the lower right side of the game area. When a ball enters the first regular prize slot 63a, the first regular prize slot switch 208c (see Figure 6), located on the back side of the game board 13, turns on, and eight balls are dispensed as prize balls as a result of the first regular prize slot switch 208c being turned on. Similarly, when a ball enters the second regular prize slot 63b, the second regular prize slot switch 208d (see Figure 6), located on the back side of the game board 13, turns on, and eight balls are dispensed as prize balls as a result of the second regular prize slot switch 208d being turned on. Furthermore, the number of balls awarded when a ball enters the first regular prize slot 63a does not necessarily have to be the same as the number of balls awarded when a ball enters the second regular prize slot 63b. For example, the former may award 6 balls and the latter 8 balls, or they may be different numbers.

[0043] A variable display unit 80 is located in the central part of the game area. The variable display unit 80 is equipped with a third symbol display device 81 and a second symbol display device 83. The third symbol display device 81 is a liquid crystal display (hereinafter simply referred to as "display device") that, triggered by a ball entering either the first start opening 64a or the second start opening 64b (start winning), displays a variable third symbol (variation effect) in synchronization with the variation display on the first symbol display device 37. The second symbol display device 83 is equipped with an LED that displays a variable second symbol when a ball passes through the through gate 67. In addition, a center frame 86 is located on the variable display unit 80 so as to surround the outer periphery of the third symbol display device 81.

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

[0045] Each pattern row is composed of multiple patterns, and these patterns scroll vertically for each pattern row, so that the third pattern is variably displayed on the display screen of the third pattern display device 81. In the pachinko machine 10, the game state corresponding to the control of the main control device 110 is displayed on the first pattern display device 37, while decorative displays corresponding to the display on the first pattern display device 37 are displayed on the third pattern display device 81. Alternatively, the third pattern display device 81 may be configured using, for example, reels instead of a display device.

[0046] Now, with reference to Figure 4, the display content of the third pattern display device 81 will be explained. Figure 4 is a diagram illustrating the display screen of the third pattern display device 81. Figure 4(a) is a schematic diagram showing the area division setting and active line setting of the display screen, and Figure 4(b) is a diagram illustrating an actual display screen.

[0047] The third design consists of 10 main designs numbered from "0" to "9". Each main design is formed by adding the number "0" to "9" on a rear design consisting of a wooden box. Of these, the main designs with odd numbers (1, 3, 5, 7, 9) have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers (0, 2, 4, 6, 8) have auxiliary designs modeled after characters such as a plane, a furoshiki (wrapping cloth), and a helmet added to almost the entire front of the wooden box, with the even number added in small green letters to the lower right of the auxiliary design, and displayed in front of the auxiliary design.

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

[0049] As shown in Figure 4(a), the display screen of the third symbol display device 81 is broadly divided into two sections, upper and lower. The lower two-thirds is the main display area Dm, which displays the third symbol (main symbol) in a variable manner (variation effect), and the remaining upper one-third is the sub-display area Ds, which displays preview effects, characters, etc. In addition, a reserved ball count display area Db is provided in the lower center of the display screen of the third symbol display device 81, which displays the number of reserved balls.

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

[0051] Each of the symbol rows Z1 to Z3 displays the aforementioned third symbol in a predetermined order. That is, each of the symbol rows Z1 to Z3 has the main symbols arranged in ascending or descending numerical order, and the display changes periodically by scrolling from top to bottom for each of the symbol rows Z1 to Z3. In particular, in the left symbol row Z1, the numbers of the main symbols are arranged to appear in descending order, while in the middle symbol row Z2 and the right symbol row Z3, the numbers of the main symbols are arranged to appear in ascending order.

[0052] Furthermore, in the main display area Dm, the third symbol is displayed in three rows (top, middle, and bottom) for each symbol row Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and during each reel spin, the third symbol stops and is displayed on the active line L1 in the order of left symbol row Z1 → right symbol row Z3 → middle symbol row Z2. If the combination of winning symbols (a combination of identical main symbols) aligns on the active line L1 when the third symbol stops, a jackpot is awarded and a jackpot video is displayed.

[0053] The sub-display area Ds is positioned above the main display area Dm and is horizontally elongated. It is further divided into three smaller areas Ds1 to Ds3 in the left-right direction. Each of the smaller areas Ds1 to Ds3 displays a character or a preview image. The images displayed in each of the smaller areas Ds1 to Ds3 give the player the expectation that a jackpot will result from the variation display performed in the main display area Dm. The reserved ball count display area Db displays the number of reserved balls, which is the number of balls that have entered the first start port 64a and the second start port 64b but have not yet had their variation display (variation effect) performed.

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

[0055] On the other hand, if a ball enters the first start port 64a or the second start port 64b while a variation effect (variation display) is being performed on the third symbol display device 81 (first symbol display device 37), the number of balls that enter will be held up to a maximum of 4 times. The number of held balls will be shown on the first symbol display device 37 and also on the held ball count display area Db. In the held ball count display area Db, one held ball count symbol ("●" symbol) will be displayed for each held ball, and the number of held balls will be displayed according to the number of these held ball count symbols displayed.

[0056] Specifically, if one reserved ball count symbol is displayed in the reserved ball count display area Db, it indicates that there is 1 reserved ball, and if four reserved ball count symbols are displayed, it indicates that there are 4 reserved balls. Furthermore, if no reserved ball count symbols are displayed in the reserved ball count display area Db, it indicates that there are 0 reserved balls, that is, no reserved balls exist.

[0057] In this embodiment, balls entering the first start port 64a and the second start port 64b are configured to be held for a total of up to four times. However, the maximum number of held balls is not limited to four in total; it may be set to three or fewer times, or five or more times (for example, eight times). In addition, instead of displaying the number of held balls in the held ball count display area Db, the number of held balls may be displayed numerically in a part of the third symbol display device 81, or the four partitioned areas may be displayed in different ways (for example, colors or lighting patterns) for the number of held balls. Furthermore, since the number of held balls is indicated by the first symbol display device 37, the number of held balls may not be displayed on the third symbol display device 81. Moreover, the variable display device unit 80 may be provided with four hold lamps, corresponding to the maximum number of held balls, and the number of held balls may be displayed according to the number of lit hold lamps.

[0058] Returning to Figure 2, let's continue the explanation. The second symbol display device 83 performs a variable display by alternately lighting up the "○" symbol and the "×" symbol as the display symbol (second symbol) each time a ball passes through the through gate 67. The pachinko machine 10 is configured such that when the variable display on the second symbol display device 83 stops at a predetermined symbol (the "○" symbol in this embodiment), the electric mechanism provided at the second start opening 64b becomes operational (opens) for a predetermined time.

[0059] The number of times a ball passes through the through gate 67 is limited to a maximum of four times. The number of balls held is displayed by the first symbol display device 37 mentioned above, and is also indicated by the illumination of the second symbol hold lamp 84. There are four second symbol hold lamps 84, corresponding to the maximum number of balls held, and they are arranged symmetrically below the third symbol display device 81. The number of lights on the second symbol hold lamp 84 indicates the number of balls held.

[0060] Furthermore, the display of the second symbol variation may be performed not only by switching the illumination and de-illumination of multiple lamps in the second symbol display device 83, as in this embodiment, but also by using a part of the first symbol display device 37 or the third symbol display device 81. Similarly, instead of illuminating the second symbol hold lamp 84, the display of the second symbol variation may be performed using a part of the third symbol display device 81. Also, the passage through the through gate 67 is not limited to a maximum of 4 holds, similar to the second start port 64b, but may be set to 3 or less, or 5 or more (for example, 8). In addition, since the number of holds is indicated by the first symbol display device 37, the second symbol hold lamp 84 may not be illuminated to indicate this.

[0061] A first start port 64a is located below the variable display unit 80, and a second start port 64b is located below the first start port 64a. The first start port 64a has an opening into which a ball can be inserted upwards. The opening of the first start port 64a is always open, allowing a ball to be inserted. When a ball enters the first start port 64a, the first start port switch 208a (see Figure 6) located on the back side of the game board 13 is turned on. This activation of the first start port switch 208a triggers a jackpot lottery in the main control device 110 (see Figure 5), and the result of the lottery is displayed on the LED 37a of the first symbol display device 37, while the third symbol display device 81 performs a variation effect for the third symbol. The first start port 64a is also one of the prize ports into which three balls are dispensed as prize balls when a ball enters.

[0062] On the other hand, the second starting port 64b is equipped with an electric mechanism having two blades that cover the opening into which the ball enters the second starting port 64b. The electric mechanism opens and closes the two blades to open the second starting port 64b (enlarged state) or close it (reduced state). Under normal circumstances, the second starting port 64b is in a closed state with the blades of the electric mechanism closed (the blades are standing upright), making it impossible or difficult for the ball to enter the second starting port 64b.

[0063] Then, when the variable display on the second symbol display device 83 stops on the "○" symbol, the electric mechanism of the second start opening 64b is activated for a predetermined time. While the electric mechanism is activated, the wings of the electric mechanism move from an upright position to a roughly V-shape (inverted V-shape), and the second start opening 64b opens. When the second start opening 64b is open, it becomes possible for balls to enter the second start opening 64b, or it becomes easier for balls to enter compared to when it is closed. In other words, when the variable display on the second symbol display device 83 stops on the "○" symbol, resulting in a win, and the second start opening 64b opens, it is possible to increase the chances of a big win by allowing balls to enter the second start opening 64b.

[0064] When a ball enters the second start opening 64b, the second start opening switch 208b (not shown) located on the back side of the game board 13 is turned on. This activation of the second start opening switch 208b triggers a jackpot lottery in the main control device 110 (see Figure 5). The result of this lottery is displayed on the LED 37a of the first symbol display device 37, and the third symbol variation effect is executed on the third symbol display device 81. The second start opening 64b is also one of the prize entry points from which two balls are dispensed as prize balls when a ball enters.

[0065] Below the second starting opening 64b, a variable prize winning device 65 is provided, and a horizontally elongated rectangular large prize winning opening (also called a large open opening or specific prize winning opening) 65a is provided in the approximate center of the device. In the pachinko machine 10, when the lottery in the main control device 110 results in a jackpot, after a predetermined time (variation time) has elapsed, the LED 37a of the first symbol display device 37 lights up to show the jackpot stopping pattern, and the stopping pattern corresponding to that jackpot is displayed on the third symbol display device 81 to indicate that a jackpot has occurred. After that, the game state transitions to a special game state (jackpot) in which balls are more likely to enter. In this special game state, the large prize winning opening 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds have elapsed, or until 10 balls have entered).

[0066] This large prize opening 65a closes after a predetermined time has elapsed, and after it closes, the large prize opening 65a opens again for a predetermined time. This opening and closing operation of the large prize opening 65a can be repeated up to, for example, 15 times (15 rounds).

[0067] The variable prize winning device 65 specifically comprises a horizontally elongated rectangular opening / closing plate that covers the large prize winning opening 65a, and a large prize winning opening solenoid (not shown) for driving the opening / closing plate to open and close forward around the lower edge of the opening / closing plate as an axis. Normally, the large prize winning opening 65a is in a closed state where balls cannot enter or enter with difficulty. When a jackpot is hit, the large prize winning opening solenoid is driven to tilt the opening / closing plate downwards and forwards, temporarily creating an open state where balls can easily enter the large prize winning opening 65a, and the device operates to alternately repeat the state between this open state and the normal closed state.

[0068] When a ball enters the large prize slot 65a, the large prize slot switch 208e (see Figure 6) located on the back side of the game board 13 is turned on. By counting the number of times the large prize slot switch 208e is turned on, the number of balls that have entered the large prize slot 65a is counted, and the conditions for closing the large prize slot 65a are determined. Also, 12 balls are dispensed as prize balls due to the turning on of the large prize slot switch 208e. As the large prize slot 65a repeatedly opens and closes due to a jackpot, it becomes easier for many balls to enter the large prize slot 65a, and the player receives a larger payout of prize balls than usual as an added value to the game. This state is one form of a special game state that is advantageous to the player.

[0069] Furthermore, the special game state is not limited to the above-described configuration. A specific prize entry point and a large opening that opens and closes separately from the specific prize entry point may be provided in the game area, and when the LED 37a corresponding to a jackpot lights up on the first symbol display device 37, the specific prize entry point will be opened for a predetermined time, and when a ball enters the specific prize entry point while it is open, the large opening will be opened for a predetermined time and a predetermined number of times, forming a special game state.

[0070] Through gates 67 are provided on the left and right sides of the variable display unit 80, respectively. The through gates 67 have through holes (not shown) running vertically for the ball to pass through. When a ball launched into the game area passes through the through gates 67, a through gate switch (not shown) provided in the through hole is turned on, and this causes the main control device 110 to perform a lottery for the second symbol (also called a normal symbol).

[0071] If the result of the lottery for the second symbol (ordinary symbol) performed on the ball that has passed through the through gate 67 is determined to be a win, the second symbol display device 83 will show a changing display of the second symbol, and after the "○" symbol is displayed in a stopped position, the electric mechanism of the second start opening 64b will be activated. As a result, the wings of the electric mechanism, which make it difficult for the ball to enter the second start opening 64b, will move from a nearly vertical upright position to a nearly V-shape (inverted V-shape), creating a state in which the ball can enter the second start opening 64b for a predetermined time, or a state in which the ball can enter more easily than when it is closed.

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

[0073] Furthermore, the game board 13 is provided with an out-out port 66. Balls that do not enter any of the prize-winning ports 63a, 63b, 64a, 64b, or 65a are guided through the out-out port 66 to a ball discharge path (not shown). Balls that enter the prize-winning ports 63a, 63b, 64a, 64b, or 65a pass through a switch provided for each prize-winning port to detect the ball's entry, and are then guided to the ball discharge path. Balls guided to the ball discharge path pass through an out-switch 208f (see Figure 6) to detect the ball they have entered, and are then discharged to the island equipment (not shown) on which the pachinko machine 10 is installed.

[0074] Here, every ball launched into the game area of ​​the pachinko machine 10 will inevitably enter one of the prize-winning openings 63a, 63b, 64a, 64b, 65a or the out-of-out opening 66. Therefore, balls that enter these prize-winning openings 63a, 63b, 64a, 64b, 65a and the out-of-out opening 66 are guided to the ball discharge path and will inevitably pass through the out-of-out switch 208f. Thus, by counting the number of balls detected by the out-of-out switch 208f, the number of balls launched into the game area (the number of balls used in the game) can be determined. Furthermore, the out-of-out switch 208f detects balls that have actually passed through the game area and entered one of the prize-winning openings 63a, 63b, 64a, 64b, 65a or the out-of-out opening 66. In other words, balls that were launched into the game area but got stuck somewhere in the game area and were not used in the game are not detected. Therefore, by counting the number of balls detected by the out switch 208f, it is possible to prevent balls that were not used in the game from being counted as balls launched into the game area.

[0075] The game board 13 has numerous nails embedded in it to appropriately distribute and adjust the direction in which the balls fall, and various components (mechanisms) such as windmills are also arranged on it.

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

[0077] The back pack unit 94 is a unitized unit consisting of the back pack 92, which forms the protective cover, and the dispensing unit 93. In addition, each control board is equipped with an MPU as a single-chip microcontroller that manages each control, ports for communication with various devices, a random number generator used during various lotteries, a clock pulse generation circuit used for time counting and synchronization, etc., as needed.

[0078] Furthermore, the main board is provided with an inspection terminal 207a (see Figure 5) to which an inspection device 300 for testing the performance of the game machine, such as the ratio of prizes, can be connected. The inspection terminal 207a is normally covered by the back pack 92 of the back pack unit 94 and is exposed when the back pack 92 is opened. However, an opening for the inspection terminal 207a may be provided in the back pack 92, and the inspection terminal 207a may be exposed through this opening. When the connector of the cable connected to the inspection device 300 is inserted into the inspection terminal 207a, the inspection device 300 can test the game performance of the pachinko machine 10, such as the ratio of prizes.

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

[0080] Furthermore, the circuit board box 100 (main control device 110) and the circuit board box 102 (dispensing control device 111 and launch control device 112) are indestructibly connected (connected by a crimping structure) to the box base and box cover by a sealing unit (not shown). In addition, a sealing sticker (not shown) is attached to the connection between the box base and the box cover, spanning both the box base and the box cover. This sealing sticker is made of a brittle material, and if someone tries to peel off the sealing sticker to open the circuit board boxes 100 and 102, or tries to forcibly open the circuit board boxes 100 and 102, it will be cut on the box base side and the box cover side. Therefore, by checking the sealing unit or sealing sticker, it is possible to know whether the circuit board boxes 100 and 102 have been opened.

[0081] The dispensing unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upwards, a tank rail 131 connected below the tank 130 and gently sloping downstream, a case rail 132 connected vertically downstream of the tank rail 131, and a dispensing device 133 provided at the downstream end of the case rail 132, which dispenses balls by a predetermined electrical configuration of the dispensing motor 216 (see Figure 5). Balls supplied from the island equipment of the gaming hall are continuously replenished to the tank 130, and the required number of balls are dispensed as needed by the dispensing device 133. A vibrator 134 is attached to the tank rail 131 to add vibration to the tank rail 131.

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

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

[0084] The main control unit 110 is equipped with an MPU 201, which is a single-chip microcontroller that acts as an arithmetic unit. The MPU 201 contains a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 202, and various other circuits such as interrupt circuits, timer circuits, and data transmission and reception circuits.

[0085] The main control unit 110 performs the main processes of the pachinko machine 10, such as the lottery for big wins, setting the variable display (variable effect) on the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result on the second symbol display device 83. These main processes of the pachinko machine 10 are performed by the MPU 201, and the RAM 203 is provided with a counter buffer that stores various counters for controlling these processes.

[0086] The NMI terminal (Non-Maskable Interrupt terminal) of the MPU201 is configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power is interrupted due to a power outage or the like. When this power outage signal SG1 is input to the MPU201, the NMI interrupt processing (see Figure 15) as a power outage processing is immediately executed.

[0087] The MPU201 is connected to an input / output port 205 via a bus line 204 consisting of an address bus and a data bus. The input / output port 205 is connected to a solenoid 209 which includes a payout control device 111, an audio lamp control device 113, a first symbol display device 37, a second symbol display device 83, a second symbol hold lamp 84, a large prize opening solenoid for opening and closing the opening / closing plate of the large prize opening 65a on its axis towards the front, and solenoids for driving electric mechanisms. The MPU201 transmits various commands and control signals to these via the input / output port 205.

[0088] In addition, various commands are transmitted from the main control unit 110 to sub-control devices such as the payout control device 111 and the sound lamp control device 113 via a data transmission circuit in order to instruct them to operate. However, these commands are transmitted only in one direction from the main control unit 110 to the sub-control devices.

[0089] Furthermore, the input / output port 205 is connected to various switches 208, which include a group of switches and sensors for detecting balls that have entered each prize slot and balls that have been guided through each prize slot and the out slot to the ball discharge path, as well as the RAM erase switch circuit 253 provided on the power supply unit 115, which will be described later. The MPU 201 performs various processes based on the signals output from the various switches 208 and the RAM erase signal SG2 output from the RAM erase switch circuit 253.

[0090] The main control unit 110 is equipped with a payout ratio management chip that manages information related to the payout ratio in the pachinko machine 10. The payout ratio management chip 207 is connected to the MPU 201 via the bus 206, receives information necessary for managing the payout ratio from the MPU 201, processes the received information, and stores it, thereby managing information related to the payout ratio of the pachinko machine 10.

[0091] A test terminal 207a is connected to the prize ratio management chip 207. The test terminal 207a is configured to be connectable to an external test device 300 that tests the performance of the game machine, such as the prize ratio. When the test device 300 is connected to the test terminal 207a via a cable and connector, information regarding the prize ratio managed by the prize ratio management chip 207, as well as other information regarding the test, is transmitted to the test device 300. Based on the prize ratio information received via the test terminal 207a, the test device 300 can determine whether the prize ratio of the pachinko machine 10 is within the normal range.

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

[0093] As described above, the RAM erase switch circuit 253 is connected to the input port 205 as an input, and the solenoid 209, first symbol display device 37, second symbol display device 38, second symbol hold lamp 84, payout control device 111, and sound lamp control device 113 are connected as outputs. In addition, various switches 208 are connected as inputs, including the first start port switch 208a for detecting a ball that has entered the first start port 64a, the second start port switch 208b for detecting a ball that has entered the second start port 64b, and the first normal prize port 63a. A first ordinary prize slot switch 208c for detecting a ball, a second ordinary prize slot switch 208d for detecting a ball that has entered the second ordinary prize slot 63b, a large prize slot switch 208e for detecting a ball that has entered the large prize slot 65a, an out switch 208f for detecting balls that have entered each prize slot 63a, 63b, 64a, 64b, 65a and balls that have entered the out slot 66 and been guided to the ball discharge path, and a door open switch 208g for detecting whether at least one of the inner frame 12 and the front frame 14 is locked or unlocked are connected.

[0094] The input / output port 205 is provided with a start port 205a to which the output of the first start switch 208a is input, a start port 205b to which the output of the second start switch 208b is input, a normal port 205c to which the output of the first normal prize switch 208c is input, a normal port 205d to which the output of the second normal prize switch 208d is input, a big prize port 205e to which the output of the big prize switch 208e is input, an out port 205f to which the output of the out switch 208f is connected, and a door open port 205g to which the output of the door open switch 208g is connected.

[0095] The MPU201 performs a switch reading process (see Figure 11) to check the status of various switches within a timer interrupt process (see Figure 10) that is executed every 2 milliseconds. During this switch reading process, the MPU201 refers to the start port 1 205a, start port 2 2 205b, normal port 1 205c, normal port 2 2 205d, big prize port port 205e, and out port 205f to determine whether there are any prize ports into which a prize has been won and whether there are any balls guided to the ball discharge path. Within 0.5 seconds, it counts the number of balls that have entered each prize port and the number of balls guided to the ball discharge path (i.e., the number of balls launched into the game area). Then, every 0.5 seconds, it sets the counted number of balls and the game state at that time (whether a jackpot is in progress, whether the inner frame 12 or front frame 14 (so-called door) is open, whether there is an error, etc.) in the prize ratio management chip 207. The prize ratio management chip 207 calculates and manages the prize ratio based on the number of each ball. Whether the inner frame 12 or the front frame 14 is open or not is determined by the MPU 201 referring to the door open port 205g and checking the output of the door open switch 208g.

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

[0097] Here, referring to Figure 7, the counters and the like provided in the RAM 203 of the main control unit 110 will be described. These counters and the like are used by the MPU 201 of the main control unit 110 to perform tasks such as the jackpot lottery, setting the variable display (variable effect) of the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result of the second symbol display device 83. In addition, in the description of the various counters, referring to Figure 8, the various tables 202a to 202d stored in the ROM 202 of the main control unit 110 will also be described.

[0098] The settings for the jackpot lottery and the variable display (variation effect) of the first symbol display device 37 and the third symbol display device 81 utilize the following: the first jackpot random number counter C1 used for the jackpot lottery, the first jackpot type counter C2 used for selecting the jackpot symbol, the stop pattern selection counter C3, the variation type counter CS1 used for selecting the variation pattern, and the first initial value random number counter CINI1 used for setting the initial value of the first jackpot random number counter C1.

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

[0100] Each counter is updated, for example, at 2-millisecond intervals, which is the execution interval of the timer interrupt processing (see Figure 10). Some counters are also updated irregularly during the main processing (see Figure 17), and the updated values ​​are appropriately stored in a counter buffer set in a predetermined area of ​​RAM 203. As will be described in detail later, RAM 203 is provided with a reserved ball storage area 203b consisting of four reserved areas (reserved areas 1 to 4). In each of these areas, the values ​​of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 are stored, respectively, in accordance with the timing of ball entry into the first start opening 64a and the second start opening 64b.

[0101] Let's explain each counter in detail. The first random number counter C1 is configured to increment by 1 sequentially within a predetermined range (for example, 0 to 899), and then reset to 0 after reaching its maximum value (for example, 899 in the case of a counter that can take values ​​from 0 to 899). Also, when the first random number counter C1 has completed one cycle of updates, the value of the first initial random number counter CINI1 at that time is read as the initial value of the first random number counter C1, and the first random number counter C1 is updated from that initial value.

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

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

[0104] Here, we will explain the details of the jackpot random number table 202a with reference to Figure 8(a). Figure 8(a) is a schematic diagram illustrating an example of the jackpot random number table 202a. The jackpot random number table 202a is divided into two types: one for low probability states, used when the game state of the pachinko machine 10 is a low probability state (a period when it is not in a bonus round), and one for high probability states, used when the game state of the pachinko machine 10 is a high probability state (in a bonus round), where the probability of hitting a jackpot is higher than in a low probability state. The number of jackpot random numbers included in the low probability state table and the high probability state table are set to be different. In this way, by making the number of jackpot random numbers different, the probability of hitting a jackpot is changed between the low probability state and the high probability state.

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

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

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

[0108] Returning to Figure 7, let's continue the explanation. The first hit type counter C2 determines the type of jackpot when a jackpot is hit. It is configured to be incremented by 1 sequentially within a predetermined range (for example, 0 to 99), and then reset to 0 after reaching the maximum value (for example, 99 in the case of a counter that can take values ​​from 0 to 99). The value of the first hit type counter C2 is updated periodically (once for each timer interrupt process in this embodiment), and when a ball enters either the first start opening 64a or the second start opening 64b (start entry), the value of the first hit type counter C2 at that time is stored in the first hit type counter storage area 203b2, which is the same hold area where the first hit random number counter C1 is stored, among the hold ball storage areas 1 to 4 provided in the RAM 203b.

[0109] Here, if the value of the first winning random number counter C1 stored in the first holding area 1 within the holding ball storage area 203b is not a random number that results in a jackpot, that is, if it is a random number that results in a loss, the variation pattern in the variation animation and the type of stopping symbols (hereinafter referred to as "stopping type") will be those of a loss. On the other hand, if the value of the first winning random number counter C1 stored in the first holding area 1 within the holding ball storage area 203b is a random number that results in a jackpot, the variation pattern and stopping type in the variation animation will be those of a jackpot. In this case, the variation pattern and stopping type for that jackpot are determined in accordance with the jackpot type indicated by the value of the first winning type counter C2 stored in the same holding area.

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

[0111] As mentioned above, the types of jackpots include the "15R probability variation jackpot," which transitions to a high-probability state after a jackpot with a maximum of 15 rounds; the "15R normal jackpot," which transitions to a low-probability state after a jackpot with a maximum of 15 rounds, and also enters a time-saving state for 100 spins; and the "2R probability variation jackpot," which transitions to a high-probability state after a jackpot with a maximum of 2 rounds.

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

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

[0114] Thus, in this embodiment, when a jackpot is hit, there is a 40% probability of selecting a 15R probability variation jackpot, a 40% probability of selecting a 15R regular jackpot, and a 20% probability of selecting a 2R probability variation jackpot. The probability of each jackpot type being selected when a jackpot is hit is set appropriately depending on the machine. Then, according to the set probability, the value of the first jackpot type counter C2, which is associated with each jackpot type, is defined in the jackpot type table.

[0115] Furthermore, the probability of a specific jackpot type being selected may be changed according to the game state of the pachinko machine 10. In this case, a jackpot type table corresponding to each game state can be prepared, and the number of values ​​of the first jackpot type counter C2 associated with each jackpot type can be changed in each jackpot type table.

[0116] Furthermore, the probability of a jackpot being selected may be changed depending on the starting port into which the ball enters. Specifically, when the value of the first jackpot random number counter C1 stored in the reserved ball storage area 203b is a random number that results in a jackpot, the probabilities of each jackpot being selected may be, for example, 40% for "15R probability variation jackpot", 40% for "15R normal jackpot", and 20% for "2R probability variation jackpot". Similarly, when the value of the first jackpot random number counter C1 stored in the reserved ball storage area 203b is a random number that results in a jackpot, the probabilities of each jackpot being selected may be, for example, 55% for "15R probability variation jackpot", 40% for "15R normal jackpot", and 5% for "2R probability variation jackpot".

[0117] In this case, one jackpot type table corresponding to the first starting port 64a and another corresponding to the second starting port 64b are prepared, and the number of values ​​of the first jackpot type counter C2 associated with each jackpot type is changed in each jackpot type table. Furthermore, the first to fourth holding areas of the holding ball storage area 203b may also store a flag indicating whether the values ​​of the various counters stored in each area were stored in connection with a win at either the first starting port 64a or the second starting port 64b, and based on this flag, the jackpot type table to be used when determining the jackpot type based on the first jackpot type counter C2 stored in each area may be selected. Alternatively, a separate flag may be provided corresponding to each of the first to fourth holding areas, and this flag may indicate whether the values ​​of the various counters stored in the corresponding area were stored due to a win in either the first starting opening 64a or the second starting opening 64b. Based on this flag, a jackpot type table may be selected to be used when determining the jackpot type based on the first winning type counter C2 stored in each area.

[0118] Returning to Figure 7, let's continue the explanation of the various counters. The stop pattern selection counter C3 is configured to increment by 1 sequentially within the range of 0 to 99, and then return to 0 after reaching the maximum value (i.e., 99). In this embodiment, the stop pattern selection counter C3 selects the type of stop that occurs when a miss is displayed on the third symbol display device 81. Three stop (performance) patterns are selected: "front / back miss reach" where, after a reach occurs, the final stop symbol stops one position before or after the reach symbol; "reach other than front / back miss" where, similarly after a reach occurs, the final stop symbol stops anywhere other than before or after the reach symbol; and "complete miss" where no reach occurs.

[0119] The value of the stop pattern selection counter C3 is updated periodically (once for each timer interrupt in this embodiment), and when a ball enters either the first start opening 64a or the second start opening 64b (start win), the value of the stop pattern selection counter C3 at that time is stored in the stop pattern selection counter storage area 203b3 of the same hold area as the hold area where the first random number counter C1 is stored, among the hold ball storage area 1 to 4 provided in the RAM 203b.

[0120] In accordance with the stop pattern selection counter C3, the ROM 202 contains multiple stop pattern tables 202c, each with a different range of random values ​​for selecting the stop type. Multiple stop pattern tables 202c are provided to change the selection ratio of the stop type depending on whether the current state of the pachinko machine 10 is a high probability state or a low probability state.

[0121] For example, in a high-probability state, since big wins are more likely to occur, to prevent the selection of reach animations more than necessary, the stop pattern table 202c is selected, which has a wide range of random values ​​from 0 to 89 corresponding to the stop type of "complete miss," making "complete miss" more likely to be selected. In this stop pattern table 202c, the range of "front and back miss reach" is narrowed to 98 and 99, and the range of "reach other than front and back miss" is also narrowed to 90 to 97, making it less likely for "front and back miss reach" or "reach other than front and back miss" to be selected.

[0122] Furthermore, in a low probability state, in order to ensure sufficient time for the ball to enter the first starting port 64a or the second starting port 64b, the stop pattern table 202c with a narrow range of random values ​​corresponding to the "complete miss" stop type (0-79) is selected, making it less likely for a "complete miss" to be selected. In this stop pattern table 202c, the range of random values ​​corresponding to the "reach other than a front or back miss" stop type is widened to 80-97, making it more likely for a "reach other than a front or back miss" to be selected. Therefore, in a low probability state, it is possible to display many reach displays with long performance times, ensuring sufficient time for the ball to enter the first starting port 64a or the second starting port 64b, and making it easier for the third symbol display device 81 to continue displaying variations. In addition, in the latter stop pattern table 202c, the range of random values ​​corresponding to the "reach other than a front or back miss" stop type is set to 98,99.

[0123] The variable type counter CS1 is configured to be incremented by 1 sequentially within the range of 0 to 198, and then reset to 0 after reaching the maximum value (i.e., 198). The value of the variable type counter CS1 is updated once each time the timer interrupt processing (see Figure 10), which will be described later, is executed, and is repeatedly updated even within the remaining time in the main processing (see Figure 17). In addition, when a ball enters either the first start opening 64a or the second start opening 64b (start entry), the value of the variable type counter CS1 at that time is stored in the variable type counter storage area 203b4 of the RAM 203, which is the same holding area as the first random number counter C1 stored in the first to fourth holding areas of the holding ball storage area 203b.

[0124] The variation type counter CS1 is used to determine the variation pattern. Specifically, when the MPU 201 performs a variation effect based on various counters stored in a holding area, it determines the variation pattern using the variation type counter CS1 stored in the variation type counter storage area 203b4 of that holding area and the variation pattern table 202d stored in the ROM 202. The determination of the variation pattern specifically involves determining the variation time of the symbol variation. Based on the variation pattern (variation time) determined by the variation type counter CS1, the sound lamp control device 113 and the display control device 114 determine the reach type and detailed symbol variation manner of the third symbol displayed on the third symbol display device 81, and also determine whether or not to perform a pre-announcement effect and the manner in which the pre-announcement effect is performed.

[0125] Here, with reference to Figures 8(c) to 8(e), the details of the variation pattern table 202d will be explained. This pachinko machine 10 has two variation pattern tables 202d: a jackpot variation pattern table 202d1 used when a jackpot is hit, and loss variation pattern tables 202d2 and 202d3 used when a loss occurs. In addition, as loss variation pattern tables 202d2 and 202d3, a loss (jackpot) variation pattern table 202d3 and a loss (normal) variation pattern table 202d2 are provided depending on whether the game state is a time-saving state or a high-probability state during a jackpot, or a low-probability state during normal play excluding the time-saving state.

[0126] Furthermore, each of the variation pattern tables 202d1 to 202d3 has separate tables for when the number of reserved balls is 0 (i.e., there are no reserved balls), when the number of reserved balls is 1, when the number of reserved balls is 2, when the number of reserved balls is 3, and when the number of reserved balls is 4.

[0127] It should be noted that, as in this embodiment, it is not necessarily required to prepare a separate variation pattern table for each number of reserved balls. Each variation pattern table 202d1 to 202d3 may simply be prepared so that the table referenced changes based on the number of reserved balls. For example, each variation pattern table 202d1 to 202d3 may be divided into a table referenced when the number of reserved balls is less than 3 and a table referenced when the number of reserved balls is 3 or more. Furthermore, the conditions for the number of reserved balls used to determine which table to reference may differ in each variation pattern table 202d1 to 202d3. For example, the variation pattern table 202d1 for big wins may have a table referenced when the number of reserved balls is less than 3 and a table referenced when the number of reserved balls is 3 or more, the variation pattern table 202d2 for misses (normal) may have different tables for each number of reserved balls, and the variation pattern table 202d3 for misses (probability variation) may have a single table regardless of the number of reserved balls.

[0128] Figure 8(c) schematically shows an example of the jackpot variation pattern table 202d1 stored in ROM 202, which is referenced when the number of reserved balls is 2.

[0129] The jackpot variation pattern table 202d1 is divided into groups based on the type of jackpot, regardless of the number of reserved balls it corresponds to. Specifically, it is divided into a common 15R jackpot table, which is referenced when a 15R probability variation jackpot or a 15R regular jackpot is determined, and a dedicated 2R probability variation jackpot table, which is referenced when a 2R probability variation jackpot is determined. The value of the variation type counter CS1 is then associated with each of these divided groups.

[0130] If the value of the first random number counter C1 is a value that results in a jackpot (jackpot random number value), a group is determined in the jackpot variation pattern table 202d1 that determines the variation pattern, according to the jackpot type corresponding to the value of the first type counter C2 stored in the same hold area. In that group of jackpot variation pattern table 202d1, the variation pattern associated with the value of the variation type counter CS1 stored in the same hold area is determined as the variation pattern for the variation effect held in that hold area.

[0131] For all 15R jackpots, three variation patterns are available: Variation A with a variation time of 30 seconds, Variation B with a variation time of 60 seconds, and Variation C with a variation time of 90 seconds. The value of the variation type counter CS1 is associated with each variation pattern.

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

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

[0134] In this pachinko machine 10, there are many different types of reach animations for each type of reach. For example, the super reach includes reaches that rapidly change the background image (the image displayed on the back of the third symbol, which is the main image displayed on the third symbol display device 81), reaches that suddenly display a certain character, and others that have additional pre-announcement animations before the start of the spin, or animations that result in a jackpot on the next spin. The main control device 110 determines only three spin patterns, spin A, spin B, and spin C, when a 15R probability variation jackpot or a 15R normal jackpot is achieved, and the sound lamp control device 113 and display control device 114 determine the detailed spin patterns corresponding to each of spins A to C. The spin animation is then executed on the third symbol display device 81 according to these detailed spin patterns.

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

[0136] When a 2R variation is selected in the main control device 110, the sound lamp control device 113 and the display control device 114 determine a detailed variation pattern corresponding to the 2R variation. Therefore, when a 2R probability variation jackpot is determined as the type of jackpot in the main control device 110, the third symbol display device 81 executes a variation effect according to the detailed variation pattern corresponding to the 2R variation. In this pachinko machine 10, the detailed variation patterns corresponding to the 2R variation include, for example, a variation pattern in which a character such as "chicken" or "girl" is displayed in the small areas Ds1 and Ds3 of the third symbol display device 81, and the third symbol ultimately stops on a specific symbol, or a variation pattern in which the third symbol ultimately stops on a specific symbol in conjunction with the lighting or flashing of a specific lamp.

[0137] While the spin pattern during a jackpot is determined using only the spin type counter CS1, it may be configured to be determined using multiple other spin type counters. For example, whether or not to add a pre-announcement animation that foreshadows the start of a jackpot or reach animation before or during the spin animation may be determined by other spin type counters. Similarly, when a reach is achieved, the number of symbols to shift the last to stop the third symbol (for example, a shift of 1 symbol before or after) may be determined by other spin type counters.

[0138] Furthermore, although a group specifically for 2R probability variation jackpots was created in the jackpot variation pattern table 202d1, in this pachinko machine 10, when a 2R probability variation jackpot occurs, only the "2R variation" variation pattern is selected. Therefore, a group specifically for 2R probability variation jackpots may be omitted, and the jackpot variation pattern table 202d1 may only specify the correspondence between the variation type counter CS1 and the variation pattern when a 15R probability variation jackpot or a 15R normal jackpot occurs. In this case, when the jackpot type is a 2R probability variation jackpot, the jackpot variation pattern table 202d1 may not be referred to, and the variation pattern may be determined as 2R variation.

[0139] Furthermore, in this pachinko machine 10, only "2R variation" is selected when a 2R probability variation jackpot occurs, but it is also possible to select one variation pattern from among multiple variation patterns when a 2R probability variation jackpot occurs. In this case, similar to the group common to 15R jackpots, in the group dedicated to 2R probability variation jackpots, the variation type counter CS1 may be associated with the variation pattern selected when a 2R probability variation jackpot occurs, and the variation pattern associated with the value of the variation type counter CS1 stored in a certain reserve area may be determined as the variation pattern for the variation performance held in that reserve area.

[0140] Figure 8(d) schematically shows an example of the normal variation pattern table 202d2 for losing, which is stored in ROM 202 and is referenced when the number of reserved balls is 2.

[0141] As shown in Figure 8(d), the losing (normal) fluctuation pattern table 202d2 is divided into groups based on the type of stop when a loss occurs: a dedicated table for complete losses, which is referenced when a complete loss is determined as the type of stop when a loss occurs, and a common table for reaches, which is referenced when a reach with a near miss or a reach with a combination other than a near miss is determined. The value of the fluctuation type counter CS1 is associated with each of these divided groups.

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

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

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

[0145] Figure 8(e) schematically shows an example of the losing (probability change) variation pattern table 202d3 stored in ROM 202, which is referenced when the number of reserved balls is 2.

[0146] As shown in Figure 8(e), the normal (losing) variation pattern table 202d3, like the normal (losing) variation pattern table, is referenced when a complete loss is determined as the stopping type when a loss occurs, and is divided into two groups based on the stopping type when a loss occurs: a group specifically for complete losses where variation D and variation E can be selected as variation patterns, and a group for common reaches where a front-to-back loss reach and a reach other than a front-to-back loss are determined, and variations A to C can be selected as variation patterns. Within each of these divided groups, the value of the variation type counter CS1 is associated with the variation patterns that can be selected.

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

[0148] As shown in Figure 8(e), in the losing (probability change) variation pattern table 202d3, the correspondence between each variation and the value of the variation type counter CS1 in the case of a complete loss when the number of reserved balls is 2 is as follows: Variation D is 0-190, and Variation E is 191-198. Also, the correspondence between each variation and the value of the variation type counter CS1 in the case of a common reach when the number of reserved balls is 2 is as follows: Variation A is 0-98, Variation B is 99-190, and Variation C is 191-198. In other words, the correspondence between each variation and the value of the variation type counter CS1 in the case of a common reach is the same for the losing (normal) variation pattern table 202d2 and the losing (probability change) variation pattern table 202d3.

[0149] On the other hand, when the game is in a time-saving state or a high-probability state during a bonus round, the ball is more likely to enter the second starting port 64b. If many complete misses (spin E) with long spin times occur, it will take time until the next spin display starts, which may cause players to feel frustrated by the waiting time. Furthermore, this is undesirable for the arcade as it reduces the utilization rate.

[0150] Therefore, when the game state is in a time-saving state or a high-probability state during a probability variation, if a complete miss occurs, the game is designed so that a complete miss (variation D) with a shorter variation time is more likely to be selected than when the game state is in any other state (normal state excluding the time-saving state). This is achieved by configuring the loss (normal) variation pattern table 202d2 and the loss (probability variation) variation pattern table 202d3. This reduces the possibility of causing discomfort to the player by starting the next variation display earlier. It also prevents a drastic decrease in the operating rate.

[0151] In addition, the variation pattern for a miss is selected using only the variation type counter CS1, but it is also possible to select using multiple variation type counters in combination (such as selecting whether or not to display a notification). Furthermore, although the selection of the miss type is configured to be divided into a normal miss variation pattern table and a probability-increasing miss variation pattern table, even if the game state is normal, if there are multiple reserved balls (for example, 3 or more if the maximum is 4), the variation display may be terminated early, so it is also possible to refer to the probability-increasing miss variation pattern table for selection.

[0152] Furthermore, since the correspondence between the values ​​of the variation type counter CS1 and the variation A-C selected when the variation type is a front-to-back miss reach or a reach other than a front-to-back miss is the same regardless of the game state, the variation pattern table 202d2 for misses (normal) and the variation pattern table 202d3 for misses (probability change) do not include a group common to reaches, and these variation pattern tables 202d2 and 202d3 are only referenced when the stop type is a complete miss, and a separate variation pattern table is prepared that is referenced when the stop type is a front-to-back miss reach or a reach other than a front-to-back miss, regardless of the game state.

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

[0154] Furthermore, in the variation pattern tables 202d2 and 202d3 for each type of miss shown in Figures 8(d) and 8(e), variations D and E may simply be designated as "complete miss variations," and when a "complete miss variation" is selected, the system may be configured to refer to other tables and select variations D and E with a predetermined probability. Of course, in this case as well, separate tables corresponding to the number of reserved balls may be prepared.

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

[0156] In this embodiment, the value of the second winning random number counter C4 is updated with each timer interrupt (see Figure 14) and is acquired when it is detected that the ball has passed through either the left or right through gate 67. There are 149 random number values ​​that result in a win, and their range is "5 to 153". That is, if the acquired value of the second winning random number counter C4 is within the range of "5 to 153", it is determined to be a win, and the symbol "○" is lit up and displayed as the stop symbol (second symbol) on the second symbol display device 83, and the electric mechanism of the second start opening 64b is activated, and the second start opening 64b is opened for a predetermined time.

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

[0158] As described above, the RAM 203 is equipped with various counters, and the main control unit 110 can perform major processes of the pachinko machine 10, such as the jackpot lottery, setting of the variable display (variable effect) on the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result on the second symbol display device 83, according to the values ​​of these counters.

[0159] Returning to Figure 6, let's continue the explanation. The prize ball count table 202e of ROM 202 is a table that specifies the number of prize balls that will be paid out when a ball enters (wins) each prize slot 63a, 63b, 64a, 64b, 65a. Now, let's refer to Figure 9 to explain the details of the prize ball count table 202e. Figure 9 is a schematic diagram that schematically shows the contents of the prize ball count table 202e.

[0160] As shown in Figure 9, the prize ball count table 202e defines the "starting hole type" as follows: first starting hole 64a, second starting hole 64b, first regular prize hole 63a, second regular prize hole 63b, and large prize hole 65a. For each prize hole, the corresponding "prize ball count" is defined. Specifically, in the prize ball count table 202e, the first starting hole 64a is associated with a prize ball count of 3, the second starting hole 64b is associated with a prize ball count of 2, the first regular prize hole 63a is associated with a prize ball count of 8, the second regular prize hole 63b is associated with a prize ball count of 8, and the large prize hole 65a is associated with a prize ball count of 12.

[0161] The prize ball count table 202e specifies the number of prize balls corresponding to each prize entry point provided in the pachinko machine 10. Therefore, if the pachinko machine 10 has prize entry points other than the above-mentioned 63a, 63b, 64a, 64b, and 65a, the prize ball count table 202e will also specify the number of prize balls corresponding to those prize entry points.

[0162] Furthermore, in this pachinko machine 10, the number of prize balls awarded is the same for the first regular prize entry point 63a and the second regular prize entry point 63b. Therefore, in the prize ball award table 202e, the "starting point type" for the first regular prize entry point 63a and the second regular prize entry point 63b together may be defined as "regular prize entry point," and the number of prize balls awarded to that "regular prize entry point" may be defined as 8. Alternatively, if the number of prize balls awarded for the first starting point 64a and the second starting point 64b are both "3," then in the prize ball award table 202e, the "starting point type" for the first starting point 64a and the second starting point 64b together may be defined as "starting point," and the number of prize balls awarded to that "starting point" may be defined as 3.

[0163] The prize ball count table 202e is transmitted to the prize ratio management chip 207 during the initialization process of the MPU 201, which is executed when power is supplied to the main control device 110, and is used by the prize ratio management chip 207 when calculating the prize ratio.

[0164] The trigger information data 202f is data that defines the timing (trigger) for calculating the prize ratio in the prize ratio management chip 207. As will be explained in detail later, the prize ratio management chip 207 calculates the prize ratio at the timing (trigger) indicated by the trigger information data 202f.

[0165] The prize ratio management chip 207 supports three timings (triggers) for calculating the prize ratio. The first is the number of balls fired; the prize ratio management chip 207 calculates the prize ratio each time a predetermined number of balls have been fired. The second is time; the prize ratio management chip 207 calculates the prize ratio when a predetermined time has passed. The third is game time; the prize ratio management chip 207 calculates the prize ratio when a predetermined amount of time has elapsed since the player started playing.

[0166] The trigger information data 202f specifies information indicating one of the following as the timing (trigger) for calculating the payout ratio in the payout ratio management chip 207: "number of shots", "time", or "play time".

[0167] The trigger information data 202f specifies information indicating the "number of shots" and also specifies information indicating the "predetermined number of balls" at which the bonus ratio is calculated. For example, if the trigger information data 202f specifies information indicating the "number of shots" and information indicating 500 balls as the "predetermined number of balls," the bonus ratio management chip 207 will calculate the bonus ratio every time the number of shots reaches 500.

[0168] If the trigger information data 202f specifies information indicating the "time," it also specifies information indicating a "predetermined time" at which the bonus ratio will be calculated. For example, if the trigger information data 202f specifies information indicating the "time" and information indicating 12:00, 17:00, 19:00, and 22:00 as "predetermined times," the bonus ratio management chip 207 will calculate the bonus ratio at the timing when the time reaches 12:00, 17:00, 19:00, and 22:00.

[0169] The trigger information data 202f specifies information indicating the "play time," and also specifies information indicating the "predetermined time" at which the payout ratio is calculated. For example, if the trigger information data 202f specifies information indicating the "play time" and information indicating 2 hours as the "predetermined time," the payout ratio management chip 207 will calculate the payout ratio every 2 hours of play time.

[0170] The trigger information data 202f, along with the prize ball count table 202e, is transmitted to the prize ratio management chip 207 during the initialization process of the MPU 201, which is executed when power is supplied to the main control device 110. The prize ratio management chip 207 uses this data to determine the trigger for calculating the prize ratio.

[0171] In addition to the counter buffer shown in Figure 7, RAM203 has a stack area that stores the contents of the internal registers of MPU201 and the return address of the control program executed by MPU201, as well as a work area (work region) that stores various flags and values ​​such as counters and I / O. RAM203 is configured to retain (back up) data even after the power to the pachinko machine 10 is cut off by a backup voltage supplied from the power supply unit 115, and all data stored in RAM203 is backed up.

[0172] When the power is cut off (including when a power outage occurs; the same applies hereinafter), the power outage signal SG1 output from the power outage monitoring circuit 252 is input to the NMI terminal of the MPU201. This input triggers an NMI interrupt process (see Figure 15) which sets information about the occurrence of a power outage. Then, in the main processing of the MPU201 (Figure 17), if it is determined that there is information about a power outage, the stack pointer and the values ​​of each register at that time are stored in the RAM203.

[0173] On the other hand, when the power is turned on (including when the power is turned on after a power outage is resolved; the same applies hereinafter), the state of the pachinko machine 10 is restored to the state it was in before the power was cut off, based on the information stored in RAM 203. Writing to RAM 203 is performed by the main process (see Figure 20) when the power is cut off, and the restoration of each value written to RAM 203 is performed in the startup process when the power is turned on (see Figure 19).

[0174] The RAM203 further includes at least a reserved ball counter 203a, a reserved ball storage area 203b, a reserved ball execution area 203c, a start 1 counter 203d, a start 2 counter 203e, a normal 1 counter 203f, a normal 2 counter 203g, a big prize entry counter 203h, and an out counter 203i.

[0175] The reserved ball counter 203a is a counter that counts the number of reserved balls (waiting count) for the variable display (variable effect performed by the third symbol display device 81) performed by the first symbol display device 37, based on ball entry into either the first start port 64a or the second start port 64b (start entry) detected in a timer interrupt process (see Figure 14) that is executed periodically every 2 milliseconds. The reserved ball counter 203a is initially set to zero by the initial setup process of the RAM 203 after power-on (S616 in Figure 16). Then, each time a start entry is detected and the number of reserved balls for the variable display increases, it is incremented by 1 up to a maximum value of 4 (see S202, S203 in Figure 12). On the other hand, the reserved ball counter 203a is decremented by 1 each time a variable effect is performed (see S305 in Figure 13).

[0176] The value of the reserved ball counter 203a (i.e., the number of reserved balls) is notified to the voice lamp control device 113 by the reserved ball command (see S205 in Figure 12). The reserved ball command is a command sent from the main control device 110 to the voice lamp control device 113 each time a starting win is detected and the reserved ball counter 203a is incremented by 1.

[0177] The audio lamp control device 113 can obtain the value of the number of reserved balls for the variable animation held in the main control device 110 via the reserved ball count command. This allows the audio lamp control device 113 to manage the number of reserved variable animations without accessing the main control device 110. Furthermore, by sending a reserved ball count command from the main control device 110 to the audio lamp control device 113 each time a starting win is detected, even if the number of reserved balls for the variable animation managed by the audio lamp control device 113 deviates from the actual number of reserved balls for the variable animation held in the main control device 110 due to noise or other factors, the next reserved ball count command received can correct the discrepancy.

[0178] Furthermore, whenever the number of reserved balls managed internally by the audio lamp control device 113 changes, it sends a display reserved ball count command to the display control device 114 to notify it of the number of reserved balls. Based on the number of reserved balls notified by this display reserved ball count command, the display control device 114 displays the reserved ball count symbol in the reserved ball count display area Db of the third symbol display device 81.

[0179] Furthermore, in this embodiment, when the main control device 110 transmits a reserved ball count command to the voice lamp control device 113, the reserved ball count command includes not only the value of the reserved ball count counter 203a with an increment of 1, but also the values ​​of the first win random number counter C1, the first win type counter C2, the stop pattern selection counter C3, and the variable type counter CS1, which are obtained from the counter buffer (see Figure 6) in connection with the start win that triggered the increment of the reserved ball count counter 203a.

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

[0181] The audio lamp control device 113 reads the values ​​of the first win random number counter C1, the first win type counter C2, the stop pattern selection counter C3, and the variation type counter CS1, which are transmitted by the held ball count command, in advance of the variation effects based on these values ​​being executed. It then determines what kind of variation effect it will be (whether or not it will result in a jackpot, what the variation time will be, etc.) before the variation effect is executed. Based on the result of this pre-reading, it can then decide whether to execute various effects.

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

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

[0184] When the MPU201 detects that it is time to start executing a variation effect, it shifts the data corresponding to one of the starting entries (values ​​of counters C1~C3 and CS1) stored in the aforementioned reserved ball storage area 203b to the reserved ball execution area 203c in order to execute processes such as the jackpot lottery and the setting of variation displays (variation effects) on the first symbol display device 37 and the third symbol display device 81. In this embodiment, a shift refers to moving data stored in one area to another area.

[0185] Here, referring again to Figure 7, the details of the reserved ball storage area 203b and the reserved ball execution area 203c will be explained. The reserved ball storage area 203b and the reserved ball execution area 203c are used by the MPU 201 of the main control device 110 to perform jackpot lottery and set the variable display (variable effect) of the first symbol display device 37 and the third symbol display device 81.

[0186] The settings for the jackpot lottery and the variable display (variation effect) of the first symbol display device 37 and the third symbol display device 81 use the following: the first jackpot random number counter C1 used for the jackpot lottery, the first jackpot type symbol counter C2 used for determining the type of jackpot, the stop pattern selection counter C3 used for determining the stop type when the jackpot is lost, and the variation type counter CS1 used for determining the variation pattern. The reserved ball storage area 203b stores the values ​​of the above counters C1 to C3 and CS1, respectively, which are obtained from the counter buffer by the MPU 201 when a ball enters either the first start port 64a or the second start port 64b (start entry).

[0187] The reserved ball storage area 203b is composed of four reserved areas (reserved areas 1 to 4). Each of the four reserved areas (reserved areas 1 to 4) is provided with a first random number counter storage area 203b1 for storing the value of the first random number counter C1, a first type counter storage area 203b2 for storing the value of the first type counter C2, a stop pattern selection counter storage area 203b3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203b4 for storing the value of the variable type counter CS1.

[0188] In this embodiment, the first random number counter storage area 203b1, the first type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the variation type counter storage area 203b4 are all provided within a single reserved ball storage area 203b. However, multiple reserved ball storage areas may be provided, and each of the four areas 203b1, 203b2, 203b3, and 203b4 may be provided within one of the reserved ball storage areas.

[0189] As described above, the reserved ball storage area 203b stores data (values ​​of each counter C1-C3 and CS1) acquired when a ball enters the second start opening 64b (start entry), up to a maximum of four times. In this case, the data is stored in order from the area with the smallest area number (1st to 4th) among the four reserved areas (reserved areas 1 to 4th). In other words, the area with the smallest area number stores data corresponding to the oldest start entry in terms of time, and reserved area 1 stores data corresponding to the oldest start entry in terms of time.

[0190] On the other hand, the held ball execution area 203c consists of only one area. Similar to the held ball storage area 203b, this held ball execution area 203c is provided with a first random number counter storage area 203c1 for storing the value of the first random number counter C1, a first type counter storage area 203c2 for storing the value of the first type counter C2, a stop pattern selection counter storage area 203c3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203c4 for storing the value of the variable type counter CS1.

[0191] When the MPU201 determines that it is time to start executing the variation effect, it shifts the data stored in the first reserve area of ​​the reserve ball storage area 203b (the values ​​of each counter C1~C3 and CS1) to the respective areas 203c1~203c4 of the reserve ball execution area 203c. The data shifted to the reserve ball execution area 203c is then referenced in the variation start processing (see Figure 17), and a jackpot lottery is conducted based on this reference data, and the variation pattern and stop type corresponding to the lottery result are determined. The first symbol display device 37 displays the variation based on the determined variation pattern and stop type under the control of the main control device 110.

[0192] Furthermore, the variation pattern and stop type determined here are notified to the audio lamp control device 113 via the variation pattern command and stop type command, and are also notified to the display control device 114 via the audio lamp control device 113. Then, under the control of the display control device 114, the third symbol display device 81 performs variation effects based on the variation pattern and stop type notified by the variation pattern command and stop type command.

[0193] The details of the data shift will be explained below. When MPU201 determines that it is time to start the execution of the variation effect, it shifts the random value in the first hit random number counter storage area 203b1 in the first hold area to the first hit random number counter storage area 203c1 in the hold ball execution area 203c. Similarly, it shifts the random value in the first hit type counter storage area 203b2 to the first hit type counter storage area 203c2, the random value in the stop pattern selection counter storage area 203b3 to the stop pattern selection counter storage area 203c3, and the random value in the variation type counter storage area 203b4 to the variation type counter storage area 203c4.

[0194] Then, once the data shift to the reserved ball execution area 203c is complete, the first reserved area becomes empty, and a shift process is performed to move the data stored (reserved) in each area (second to fourth) of the reserved ball storage area 203b into the area with the smaller area number (first to third). In this embodiment, the data shift is performed only for the reserved areas (first to fourth) in the reserved ball storage area 203b where data is stored (reserved).

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

[0196] Furthermore, for example, if the value of the reserved ball counter 203a is "2" when the decision to start the variable animation is made, the MPU 201 shifts only the data from the second reserved area to the first reserved area and ends the data shift. As described above, in this embodiment, data shifting is not performed for reserved areas (third to fourth) where no data is stored (reserved), so the number of data shifts can be reduced and the control burden can be reduced.

[0197] Alternatively, regardless of whether data exists or not, the system may be configured to shift each piece of data in the hold area (2nd to 4th) to the area with the area number one less. In this case, it becomes unnecessary to determine whether or not data is stored (held) in the hold area (2nd to 4th), thus simplifying program creation.

[0198] Returning to Figure 6, let's continue the explanation. The Start 1 counter 203d is a counter for counting the number of balls that enter the first start opening 64a, the Start 2 counter 203e is a counter for counting the number of balls that enter the second start opening 64b, the Normal 1 counter 203f is a counter for counting the number of balls that enter the first normal winning opening 63a, the Normal 2 counter 203g is a counter for counting the number of balls that enter the second normal winning opening 63b, the Large Winning Opening counter 203h is a counter for counting the number of balls that enter the Large Winning Opening 65a, and the Out counter 203i is a counter for counting the number of balls that are guided to the ball discharge path (i.e., the number of balls used in the game). All of these counters 203d to 203i are set to zero as initial values ​​by the initial setup process of RAM 203 after power-on (S616 in Figure 16).

[0199] Furthermore, in the switch reading process (see Figure 11) executed within the timer interrupt processing (see Figure 10) which is performed every 2 milliseconds, the MPU201 refers to the start port 1 205a, start port 2 2 205b, normal port 1 205c, normal port 2 2 205d, big prize port port 205e, and out port 205f, and determines whether a ball has been detected at each of the first start port switch 208a, second start port switch 208b, first normal prize port switch 208c, second normal prize port switch 208d, big prize port switch 208f, and out switch 208g. If a prize has been won at any of the prize ports (a ball has been detected at the corresponding switch), the counter corresponding to that prize port has been incremented by 1. Also, if a ball has been detected at the out switch 208g, the out counter 203i has been incremented by 1.

[0200] The counting of the number of balls in counters 203d to 203i continues for 0.5 seconds. After 0.5 seconds, the values ​​of counters 203d to 203h are set as winning information, and the value of the out counter 203i is set as out information, along with information indicating the game state at that time, and are set in the prize ratio management chip 207. Once the values ​​of each counter 203d to 203i have been set in the prize ratio management chip 207, the values ​​of these counters 203d to 203i are initialized to zero, and again, the number of balls that entered each winning slot during the next 0.5 seconds is counted for each winning slot, and the number of balls guided to the ball discharge path (i.e., the number of balls used in the game) is also counted.

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

[0202] In this way, the number of balls that actually entered the winning slots, as detected by the MPU201, is input from the MPU201 to the prize ratio management chip 207, so that the prize ratio management chip 207 can accurately determine the number of balls that were recognized as winning during actual gameplay.

[0203] Furthermore, if the MPU201 were not used to count the number of balls that entered each prize slot, nor to count the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), and these counts were performed solely by the prize ratio management chip 207, the prize ratio management chip would also have to monitor balls entering each prize slot and balls guided to the ball discharge path at short intervals (for example, every 2 milliseconds), which could increase the processing load and potentially raise power consumption.

[0204] In contrast, in this pachinko machine 10, these counting results are set in the accessory ratio management chip 207 at intervals of 0.5 seconds by the counting of the MPU 201. Therefore, in the accessory ratio management chip 207, every 0.5 seconds, the number of balls that have won in each winning hole is counted for each winning hole during the period from when the power is turned on until the timing to calculate the accessory ratio for the first time, or during the period from when the previous accessory ratio was calculated until the timing to calculate the next accessory ratio, and also, the number of balls guided to the ball discharge path (that is, the number of balls used in the game) may be counted. Thus, an increase in the processing load and power consumption in the accessory ratio management chip 207 can be suppressed.

[0205] On the other hand, the MPU 201 monitors the winning in each winning hole and the balls guided to the ball discharge path (that is, the number of balls used in the game) at intervals of, for example, 2 milliseconds in order to count the number of balls that have won in each winning hole for each winning hole and also count the number of balls guided to the ball discharge path (that is, the number of balls used in the game). However, these monitors are originally necessary for performing the main controls of the game such as the jackpot lottery and the bonus ball determination, and the processing has originally been performed at a short time interval of 2 milliseconds. Also, in the pachinko machine 10, since the firing interval of the balls fired into the game area by the ball firing unit 112a (see FIG. 5) is about 0.6 seconds, the number of balls that have won in each winning hole counted at intervals of 0.5 seconds and the number of balls guided to the ball discharge path (that is, the number of balls used in the game) are, in most cases, 0 balls or 1 ball, and at most a few balls. Therefore, the amount of data required for the counters 203d to 203i provided in the RAM 203 may be small. Thus, an increase in the capacity of the RAM 203 can be suppressed by this counting process. Therefore, even if the MPU 201 executes the process of counting the number of balls that have won in each winning hole for each winning hole and also counting the number of balls guided to the ball discharge path (that is, the number of balls used in the game) within 0.5 seconds, no significant influence will occur.

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

[0207] Furthermore, a large-capacity capacitor 267 is connected to the bonus payout ratio management chip 207. While power is supplied to the main control device 110, the capacitor 267 is charged. If the power supply to the main control device 110 is stopped due to a power outage or the like, the bonus payout ratio management chip 207 uses the power stored in the capacitor 267 to perform processing related to the power outage. Alternatively, a rechargeable secondary battery may be connected to the bonus payout ratio management chip 207 instead of the capacitor 267.

[0208] The CPU 261 is an arithmetic unit that controls the operation of the prize ratio management chip 207. By executing a control program stored in a ROM (not shown) located within the prize ratio management chip 207, the prize ratio management chip 207 manages the prize ratios in the pachinko machine 10. By having the CPU 261 manage the prize ratios in the prize ratio management chip 207, it is possible to flexibly respond to changes in the functionality or specifications of the prize ratio management chip 207 by changing the software.

[0209] The RTC266 outputs the current time. The RTC266 has a built-in rechargeable secondary battery (not shown), and using this secondary battery as a power source, the RTC266 constantly ticks up the current time and outputs it. The time output by the RTC266 is referenced by the CPU261 when the timing (trigger) for calculating the prize ratio set in the trigger setting area 265b is "time". When the time shown by the RTC266 matches or exceeds the "predetermined time" set in the trigger setting area 265b, the process of calculating the prize ratio is executed. Furthermore, as will be described in detail later, when jackpot information, door open information, error information, or out-of-time information is added to the first reading memory 263 for jackpot data 263g, door open data 263h, error data 263i, and out-of-time data 263k, respectively, the time at that time is read from the RTC266, and the read time is added to each data along with the respective information.

[0210] Buffer 262 is a memory for temporarily storing various information set by the MPU 201, and is composed of SRAM (Static Random Access Memory), which is a volatile memory that can read and write data. Buffer 262 is provided with at least the following buffers: Start 1 buffer 262a, Start 2 buffer 262b, Normal 1 buffer 262c, Normal 2 buffer 262d, Big Prize Entry buffer 262f, Big Win Buffer 262g, Open Buffer 262h, Error Buffer 262i, etc.

[0211] The Start 1 buffer 262a stores the value of the Start 1 counter 203d, which is set by the MPU 201 at 0.5-second intervals. The Start 2 buffer 262b stores the value of the Start 2 counter 203e, which is set by the MPU 201 at 0.5-second intervals. The Normal 1 buffer 262c stores the value of the Normal 1 counter 203f, which is set by the MPU 201 at 0.5-second intervals. The Normal 2 buffer 262d stores the value of the Normal 2 counter 203g, which is set by the MPU 201 at 0.5-second intervals. The Big Prize Buffer 262e stores the value of the Big Prize Counter 203h, which is set by the MPU 201 at 0.5-second intervals. The Out Buffer 262f stores the value of the Out Counter 203i, which is set by the MPU 201 at 0.5-second intervals.

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

[0213] In the prize ratio management chip 207, the MPU 201 performs settings (writing) to various buffers provided in the buffer 262. When the CPU 261 receives an interrupt signal from the MPU 201, it executes the setting information reception process (see Figure 19), which will be described later. Based on the various information set in the buffer 262, the setting information reception process counts the number of balls that have entered each prize entry point and the number of balls that have been guided to the ball discharge path (i.e., balls that have been launched into the game area). These ball counts are stored in the first read memory 263, and information regarding the game state of the pachinko machine 10 is also stored in the first read memory 263.

[0214] The setting register 265 is a register for setting the setting values ​​necessary for the operation of the prize ratio management chip 207. The setting register 265 is provided with at least a prize ball count data setting area 265a and a trigger setting area 265b.

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

[0216] The prize ball count table 202e set in the prize ball count data setting area 275a is referenced by the CPU 261 when calculating the prize ratio. Here, the number of prize balls awarded when a ball enters each prize slot is determined by the pachinko machine model, and this information has traditionally been stored in the ROM 202. By sending the prize ball count table 202e stored in the ROM 202 to the prize ratio management chip 207 each time power is supplied and setting it in the prize ball count data setting area 265a of the prize ratio management chip 207, it is no longer necessary to store different prize ball count information for each model in the ROM of the prize ratio management chip 207 during the manufacturing stage. Therefore, the manufacturing of the prize ratio management chip 207 can be simplified. Furthermore, if the pachinko machine models are different, only the ROM 202 needs to be changed, and the prize ratio can be accurately calculated even if the same prize ratio management chip 207 is used for different pachinko machines.

[0217] The trigger information data 202f set in the trigger setting area 265b is also referenced by the CPU 261, and it is determined whether or not the timing (trigger) for calculating the prize ratio indicated in the trigger information data 202f has arrived. If it is determined that the timing has arrived, the process of calculating the prize ratio is executed. Here, since there are physical limitations on the storage capacity in the prize ratio management chip 207 that can record information about the prize ratio, it is preferable that the timing for calculating the prize ratio (trigger) is not fixed in the prize ratio management chip 207, but rather takes into account the jackpot probability and probability of winning in the pachinko machine 10. In this pachinko machine 10, trigger information data 202f, which defines the timing for calculating the bonus ratio determined considering the jackpot probability and probability of entering a bonus round in the pachinko machine 10, is stored in the ROM 202. Each time power is supplied, the trigger information data 202f is sent from the ROM 202 to the bonus ratio management chip 207. The bonus ratio management chip 207 then calculates the bonus ratio and the continuous bonus ratio at a timing that matches the jackpot probability and probability of entering a bonus round in the pachinko machine 10, and records them in the second reading memory 264.

[0218] Furthermore, only the prize ball count table 202e and trigger information data 202f, which are transmitted during the startup process (so-called boot process) executed by the MPU 201 when power is supplied to the main control unit 110, are configured to be set in the prize ball count data setting area 265a and the trigger setting area 265b. The startup process is a so-called boot process and is a non-user program that is not programmed by the user. Therefore, it is possible to prevent fraudsters from setting false prize ball count tables or trigger information data in the prize ball count data setting area 265a and the trigger setting area 265b.

[0219] The first read / write memory 263 is a memory for temporarily storing information set in the buffer 262 by the MPU 201, accumulating it until the timing for calculating the payout ratio. The first read / write memory 263 is composed of a volatile memory that can read and write data, such as SRAM. Alternatively, the first read / write memory 263 may be composed of DRAM (Dynamic Random Access Memory), which is a volatile memory that can read and write larger amounts of data.

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

[0221] Furthermore, these counters and data stored in the first reading memory 263 are referenced by the prize ratio calculation process executed by the CPU 261 when it is time to calculate the prize ratio. After the necessary processing is completed, the CPU 261 initializes them all to 0 again (S744 in Figure 21). As a result, the first reading memory 263 temporarily stores the information set in the buffer 262 by the MPU 201, accumulating it until it is time to calculate the prize ratio again.

[0222] The initial counter 263a is a counter that accumulates and counts the number of balls that have entered the first starting opening 64a by the time it is time to calculate the prize ratio. When the MPU 201 sets the value of the initial counter 203d, which indicates the number of balls that have entered the first starting opening 64a in 0.5 seconds, the CPU 261 adds the value set in the initial buffer 262a (i.e., the number of balls that have entered the first starting opening 64a in 0.5 seconds) to the initial counter 263a.

[0223] The initial 2 counter 263b is a counter that accumulates and counts the number of balls that have entered the second starting opening 64b by the time it is time to calculate the prize ratio. When the MPU 201 sets the initial 2 buffer 262b with the value of the initial 2 counter 203e, which indicates the number of balls that have entered the first starting opening 64a in 0.5 seconds, the CPU 261 adds the value set in the initial 2 buffer 262b (i.e., the number of balls that have entered the second starting opening 64b in 0.5 seconds) to the initial 2 counter 263b.

[0224] The Normal 1 Counter 263c is a counter used to accumulate and count the number of balls that have entered the first normal prize slot 63a by the time it is time to calculate the prize ratio. When the MPU 201 sets the value of the Normal 1 Counter 203f, which indicates the number of balls that have entered the first normal prize slot 63a in 0.5 seconds, the CPU 261 adds the value set in the Normal 1 Buffer 262c (i.e., the number of balls that have entered the first normal prize slot 63a in 0.5 seconds) to the Normal 1 Counter 263c.

[0225] The Normal 2 Counter 263d is a counter that accumulates and counts the number of balls that have entered the second normal prize slot 63b up to the time when the prize ratio is calculated. When the MPU 201 sets the value of the Normal 2 Counter 203g, which indicates the number of balls that have entered the second normal prize slot 63b in 0.5 seconds, the CPU 261 adds the value set in the Normal 2 Buffer 262d (i.e., the number of balls that have entered the second normal prize slot 63b in 0.5 seconds) to the Normal 2 Counter 263d.

[0226] The large prize slot counter 263e is a counter that accumulates and counts the number of balls that have entered the large prize slot 65a by the time it is time to calculate the prize ratio. When the MPU 201 sets the value of the large prize slot counter 203h, which indicates the number of balls that have entered the large prize slot 65a in 0.5 seconds, the CPU 261 adds the value set in the large prize slot buffer 262e (i.e., the number of balls that have entered the large prize slot 65a in 0.5 seconds) to the large prize slot counter 263e.

[0227] The out counter 263f is a counter that accumulates and counts the number of balls guided into the ball discharge path (i.e., balls launched into the game area) up to the time when the bonus ratio is calculated. When the MPU 201 sets the value of the out counter 203i, which indicates the number of balls guided into the ball discharge path for 0.5 seconds, in the out buffer 262f, the CPU 261 adds the value set in the out buffer 262f (i.e., the number of balls guided into the ball discharge path for 0.5 seconds) to the out counter 263f. If the trigger for calculating the bonus ratio set in the trigger setting area 265b is "number of shots", this out counter 263f is referenced, and when the number of balls (number of shots) shown in the out counter 263f becomes equal to or greater than the "predetermined number of balls" set in the trigger setting area 265b, the CPU 261 executes the process of calculating the bonus ratio.

[0228] The jackpot data 263g is data that defines jackpot information indicating that the pachinko machine 10 has hit a jackpot, along with the time at that time, when the game state of the pachinko machine 10 has hit a jackpot before the timing to calculate the payout ratio. When the MPU 201 sets jackpot information indicating that the game state of the pachinko machine 10 is in the middle of a jackpot in the jackpot buffer 262g, the CPU 261 adds that jackpot information, along with the current time indicated by the RTC 266, to the jackpot data 263g.

[0229] The open data 263h is data that defines the door open information indicating that the pachinko machine 10 is in an open state, along with the time at that time, when the game state of the pachinko machine 10 is in an open state with the inner frame 12 or front frame 14 (door) open, before the timing to calculate the payout ratio. When the MPU 201 sets the door open information indicating that the inner frame 12 or front frame 14 is open as the game state of the pachinko machine 10 in the open buffer 262h, the CPU 261 adds that door open information to the open data 263h along with the current time indicated by the RTC 266.

[0230] Error data 263g is data that specifies error information indicating that the pachinko machine 10 is in an error state, along with the time at that time, when the game state of the pachinko machine 10 becomes an error state before it is time to calculate the payout ratio. When the MPU 201 sets error information indicating that the game state of the pachinko machine 10 is an error state in the error buffer 262i, the CPU 261 adds that error information to the error data 263i along with the current time indicated by the RTC 266.

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

[0232] The second read / write memory 264 consists of a non-volatile memory that can read and write data, such as flash memory. This second read / write memory 264 only needs to retain stored data even when the power is off. Besides flash memory, other types of memory can be used, such as ferroelectric random access memory (FeRAM), magnetoresistive random access memory (MRAM), or resistive random access memory (ReRAM). It may be composed of an Access Memory or the like. Alternatively, the second read / write memory 264 may be composed of DRAM, and a backup voltage may be continuously supplied to the DRAM from the power supply unit 115 even when the power is cut off, thereby ensuring that data is retained even when the power is cut off.

[0233] The second reading memory 264 stores at least the following: bonus ratio data 264a, continuous bonus ratio data 264b, number of balls launched data 264c, and game information data 264d.

[0234] The bonus payout ratio data 264a is data representing the bonus payout ratio calculated at each timing (trigger) for calculating the bonus payout ratio, recorded along with the time of calculation. The continuous bonus payout ratio data 264b is data representing the continuous bonus payout ratio calculated at the same timing (trigger), recorded along with the time of calculation.

[0235] Here, the bonus payout ratio represents the ratio of the number of balls (prize balls) dispensed to the player as a result of entering the second starting opening 64b and the large prize opening 65a, where the bonus payout mechanism is activated, out of the total number of balls (prize balls) dispensed to the player, and is set at 70% or less. In addition, the consecutive bonus payout ratio represents the ratio of the number of balls (prize balls) dispensed to the player as a result of entering the large prize opening 65a, where the bonus payout mechanism is activated consecutively, out of the total number of balls (prize balls) dispensed to the player, and is set at 60% or less.

[0236] Originally, the prize ratio and continuous prize ratio refer to the above ratio obtained when a test firing of game balls is conducted for 10 hours. However, here, for each timing (trigger) in which the prize ratio shown in the trigger information data 202f set in the trigger setting area 265b is calculated, the CPU 261 calculates the ratio of the number of balls (prize balls) dispensed to the player as a result of entering the second starting opening 64b and the large prize opening 65a out of the total number of balls (prize balls) dispensed to the player from the time the power is turned on until the first time that timing is reached, or from the previous timing to the current timing, and records this ratio in the prize ratio data 264a along with the time. In addition, the ratio of the number of balls (prize balls) dispensed to the player as a result of entering the large prize opening 65a out of the total number of balls (prize balls) dispensed to the player from the time the power is turned on until the first time that timing is reached, or from the previous timing to the current timing, is calculated and recorded in the continuous prize ratio data 264b along with the time.

[0237] Furthermore, even if the power supply is cut off, the power stored in capacitor 267 is used to calculate the payout ratio and the continuous payout ratio based on the number of balls (prize balls) dispensed between the timing (trigger) for calculating the most recent payout ratio and the time when the power supply is determined to be cut off. These calculations are then recorded in payout ratio data 264a or continuous payout ratio data 264b, respectively, along with the time of the calculation. This ensures that the payout ratio and continuous payout ratio can be calculated without omission even for the number of prize balls dispensed before the power supply was cut off, after the payout ratio and continuous payout ratio have been calculated and recorded.

[0238] The number of balls that entered the first starting opening 64a, indicated by the start counter 263a stored in the first reading memory 263; the number of balls that entered the second starting opening 64b, indicated by the start counter 263b; the number of balls that entered the first normal winning opening 63a, indicated by the normal counter 263c; the number of balls that entered the second normal winning opening 63b, indicated by the normal counter 263d; and the number of balls that entered the large winning opening 65a, indicated by the large winning opening counter 263e are each multiplied by the number of balls corresponding to each winning opening shown in the ball count table 202e (see Figure 9) set in the ball count data setting area 265a. This multiplies the number of balls that were dispensed for each winning opening. The total number of balls dispensed to the player can then be calculated by summing these numbers.

[0239] This allows us to calculate the payout ratio by determining the ratio of the total number of balls dispensed to the player as a result of entering the second starting opening 64b and the total number of balls dispensed as a result of entering the large prize opening 65a, relative to the total number of balls dispensed to the player. Furthermore, the consecutive payout ratio can be calculated by determining the ratio of the number of balls dispensed to the player as a result of entering the large prize opening 65a, relative to the total number of balls dispensed to the player.

[0240] The ball launch count data 264c is data that records the total number of balls launched into the game area, as counted by the out counter 263f in the first reading memory 263, along with the time at each timing (trigger) for calculating the prize ratio. The total number of balls launched into the game area from when the power is turned on until the first timing is reached, or from the previous timing to the current timing, is shown by the out counter 263f. When it is time to calculate the prize ratio, the value of the out counter 263f at that time is recorded in the ball launch count data 264c along with the time at that time, as shown by the RTC 266.

[0241] The game state data 264d is data recorded in the first reading memory 263 along with the time associated with each piece of information, along with the jackpot information, door open information, error information, and out-of-time information stored in the first reading memory 263, namely the jackpot data 263g, door open data 263h, error data 263i, and out-of-time data 263j. When it is time to calculate the payout ratio, the CPU 261 records the jackpot information, door open information, error information, and out-of-time information stored in the first reading memory 263, along with the time associated with each piece of information, into the game state data 264d.

[0242] In this case, for example, if jackpot information is stored in the jackpot data 263g at intervals of less than one second, it means that jackpots are occurring continuously in the game state, so only the oldest jackpot information and its time are recorded in the game state data 264d. Similarly, for door open information, error information, and out-of-time information, if each piece of information is stored in the respective data 263h~j at intervals of less than one second, only the oldest information and its time are recorded in the game state data 264d. This reduces the required memory capacity for the game state data 264d.

[0243] When recording jackpot information, door open information, error information, and overtime information in the game state data 264d, the CPU 261 sorts the information from oldest to newest and records it in the game state data 264d. Then, when outputting the information recorded in the game state data 264d to the inspection device 300, the CPU 261 outputs the information in the order it was recorded. As a result, the information is output in chronological order from oldest to newest, so the inspection device 300 can easily analyze changes in the game state over time by analyzing the information in the order it is output.

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

[0245] Alternatively, the jackpot data 263g, door open data 263h, error data 263i, and overtime data 263j stored in the first reading memory 263 may all be recorded in the game state data 264d along with their respective associated times. Although the required storage capacity for the game state data 264d will be larger, outputting this to the inspection device 300 allows for analysis of the operating state of the pachinko machine 10 while observing subtle changes in the game state.

[0246] Here, the information that can be recorded in the bonus round ratio data 264a, the continuous bonus round ratio data 264b, and the number of balls launched data 264c is limited to a predetermined number (for example, 1024). Also, the total number of jackpot information, door open information, error information, and out-of-time information that can be recorded in the game state data 264d is limited to a predetermined number (for example, 16384). If the predetermined number of pieces of information have already been recorded in the bonus round ratio data 264a, the continuous bonus round ratio data 264b, the number of balls launched data 264c, or the game state data 264d, the oldest information is deleted and the latest information is recorded therein. For example, if the bonus ratio data 264a, continuous bonus ratio data 264b, number of balls launched data 264c, and game state data 264d are each configured like ring buffers, and a memory for managing the position where information is written to each ring buffer is provided separately in the second read memory 264 or in a non-volatile memory separate from the second read memory 264, then by shifting the writing position by 1 each time information is written, the oldest information can be erased and the latest information can be recorded therein. In this way, by setting an upper limit on the amount of information that can be recorded in each data, the storage capacity of the second read memory 264 can be suppressed from increasing. Furthermore, if the amount of information to be recorded in each data reaches the upper limit, the oldest information can be erased and the latest information can be recorded, allowing the inspection device 300 to perform analysis, including the latest state of the pachinko machine 10. In addition, by providing a memory for managing the position where information is written to the ring buffer in the second read memory 264, even if the power supply is interrupted, new information can be added and recorded from where it left off after power is supplied.

[0247] When the inspection device 300 is connected to the inspection terminal 207a, an interrupt occurs for the CPU 261, and the CPU 261 sequentially transmits the bonus ratio data 264a, the continuous bonus ratio data 264b, the number of balls launched data 264c, and the game state data 264d, all recorded in the second reading memory 264, to the inspection device 300. When transmitting each data 264a to d to the inspection device 300, the CPU 261 reads out each piece of information recorded in each piece of data 264a to d (including the recorded time information associated with each piece of information) in the order in which it was recorded, and transmits it to the inspection device 300. Simply by connecting the inspection device 300 to the inspection terminal 207a, an interrupt occurs, and the process of transmitting each piece of information recorded in the second reading memory 264 to the inspection device 300 is executed, allowing the transmission to be performed and completed quickly. Therefore, the inspection device 300 can analyze the payout ratio and consecutive payout ratio from the information received from the pachinko machine 10, and fraudulent activity can be quickly and easily detected from these payout ratios and consecutive payout ratios.

[0248] Specifically, if the data to be transmitted to the inspection device 300 does not meet the predetermined maximum number of recordable information (the predetermined number mentioned above), the CPU 261 sequentially reads the information recorded from the position where the information was first written to the data up to the position indicated by the memory that manages the information writing position (i.e., the position where the latest time information is recorded) and transmits it to the inspection device 300. On the other hand, if the data to be transmitted to the inspection device 300 does meet the predetermined maximum number of recordable information (the predetermined number mentioned above), the CPU 261 sequentially reads the information recorded up to the position indicated by the memory that manages the information writing position (i.e., the position where the latest time information is recorded), shifting the reading position by one each time, starting from the position indicated by the memory that manages the information writing position (i.e., the position where the oldest time information is recorded), and transmits it to the inspection device 300. As a result, the inspection device 300 outputs information in chronological order, starting with the oldest time information.

[0249] Since the second reading memory 264 is composed of a non-volatile memory, even if the power is interrupted midway, information regarding the accessory ratio and the like in the pachinko machine 10 continues to be recorded in the second reading memory 264. Therefore, the inspection device 300 can receive and analyze information regarding the accessory ratio including the information before the power is interrupted.

[0250] Here, among cheaters, there are those who try to increase the probability of a big win by illegally opening the electric accessory of the second start port 64b by some means, guiding balls to the second start port 64b, or increasing the winning rate for the second start port 64b. Also, there are those who try to obtain many prize balls by illegally opening the opening / closing plate of the big winning port 65a by some means or guiding balls to the big winning port 65a. In the case of such illegal acts, the accessory ratio and the continuous accessory ratio increase.

[0251] On the other hand, in this pachinko machine 10, a accessory ratio management chip 207 is provided in the main control device 110. In the accessory ratio management chip 207, by obtaining winning information for each winning port from the MPU 201 of the main control device 110, the accessory ratio and the continuous accessory ratio in the pachinko machine 10 are calculated and continuously recorded at a predetermined timing. Then, when the inspection device 300 is connected to the inspection terminal 207a, the accessory ratio and the continuous accessory ratio recorded in the accessory ratio management chip 207 are output to the inspection device 300. Thus, by analyzing the accessory ratio and the continuous accessory ratio in the inspection device 300, it is possible to detect such illegal acts when they have occurred.

[0252] Also, in this pachinko machine 10, information regarding the number of balls launched into the game area and information regarding the game state are also recorded in the accessory ratio management chip 207 and output to the inspection device 300. Therefore, when the accessory ratio and the continuous accessory ratio are high due to the analysis by the inspection device 300, it is possible to find the cause based on the information regarding the number of balls launched into the game area and the information regarding the game state.

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

[0254] Also, the game ratio management chip 207 is provided with a first reading memory 263 and a second reading memory 264. The first reading memory 263 counts the number of balls won for each winning port, and calculates the game ratio and consecutive game ratio based on the number of balls won for each winning port counted in the first reading memory 263, and records them in the second reading memory 264. Here, the second reading memory 264 is composed of a non-volatile memory. Generally, a non-volatile memory requires a large amount of power for writing, takes time for writing, and has a limit on the number of write operations from the perspective of durability. In this embodiment, by separating the first reading memory 263 composed of a volatile memory and the second reading memory 264 composed of a non-volatile memory, first, using the first reading memory 263, the process of counting and storing the number of balls won for each winning port is performed at high speed, so that the balls won for each winning port can be counted without omission. Then, later, by calculating the game ratio and consecutive game ratio from the number of balls won for each winning port stored in the first reading memory 263 and executing the process of recording them in the second reading memory 264 at every predetermined timing (trigger), the number of write operations to the second reading memory 264 can be reduced, so that it is possible to suppress the manifestation of the above problems caused by being composed of a non-volatile memory.

[0255] Returning to Figure 5, let's continue the explanation. The payout control device 111 drives the payout motor 216 to control the payout of prize balls and loaned balls. The MPU 211, which is the arithmetic unit, has a ROM 212 that stores control programs and fixed value data executed by the MPU 211, and a RAM 213 that is used as work memory, etc.

[0256] The RAM 213 of the payout control device 111, like the RAM 203 of the main control device 110, has a stack area where the contents of the internal registers of the MPU 211 and the return address of the control program executed by the MPU 211 are stored, and a work area (work region) where various flags, counters, I / O values, etc. are stored. The RAM 213 is configured to retain (back up) data even after the power to the pachinko machine 10 is cut off by a backup voltage supplied from the power supply unit 115, and all data stored in the RAM 213 is backed up. In addition, similar to the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power is cut off due to a power outage, etc. When the power outage signal SG1 is input to the MPU 211, the NMI interrupt processing (see Figure 15) as power outage processing is immediately executed.

[0257] The MPU 211 of the payout control device 111 is connected to an input / output port 215 via a bus line 214 consisting of an address bus and a data bus. The main control device 110, the payout motor 216, the launch control device 112, etc., are connected to the input / output port 215. Although not shown in the diagram, the payout control device 111 is also connected to a prize ball detection switch for detecting the prize balls that have been dispensed. Note that this prize ball detection switch is connected to the payout control device 111 but not to the main control device 110.

[0258] When the main control device 110 gives an instruction to launch the ball, the launch control device 112 controls the ball launch unit 112a so that the launch strength of the ball corresponds to the amount of rotation of the operation handle 51. The ball launch unit 112a includes a launch solenoid and an electromagnet (not shown), and the launch solenoid and the electromagnet are permitted to be driven when predetermined conditions are met. Specifically, the touch sensor 51a detects that the player is touching the operation handle 51, and on the condition that the stop switch 51b for stopping the launch of the ball is off (not operated), the launch solenoid is excited corresponding to the amount of rotation of the operation handle 51, and the ball is launched at an interval of about 0.6 seconds with a strength corresponding to the operation amount of the operation handle 51.

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

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

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

[0262] The sound lamp control device 113 monitors input from the frame button 22, and when the frame button 22 is operated by the player, it controls the sound output device 226 and the lamp display device 227 to change the stage of the effect displayed on the third symbol display device 81 or to change the effect during a super reach, and also instructs the display control device 114.

[0263] If the stage is changed, a back image change command, including information about the changed stage, is sent to the display control device 114 in order to display a back image corresponding to the changed stage on the third symbol display device 81. Here, the back image is the image displayed on the back of the third symbol, which is the main image to be displayed on the third symbol display device 81.

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

[0265] The RAM223 includes a command storage area (not shown) that temporarily stores commands received from the main control unit 110 until the corresponding processing is carried out, and a variation start flag (not shown) that indicates when the variation effect should be started when the unit is ON.

[0266] The command memory area is configured as a ring buffer, and data is read and written using the FIFO (First In First Out) method. When the command determination process of the audio lamp control device 113 (see Figure 25) is executed, the first unprocessed command stored in the command memory area is read, the command determination process analyzes that command, and processing is performed according to that command.

[0267] The fluctuation start flag is initially set to off when the power is turned on, and is turned on when a stop type command is received from the main control unit 110 (see S1005 in Figure 25). It is then turned off when the fluctuation display setting is made on the third symbol display device 81 (see S1102 in Figure 26).

[0268] The display control device 114 is a device that controls the screen display of the third symbol display device (LCD) 81, and controls various screen displays such as the display of the third symbol fluctuations (fluctuation effects) and the jackpot effects when a jackpot is hit, according to commands transmitted from the sound lamp control device 113 (main control device 110).

[0269] The display control device 114 includes an MPU 231, a ROM (program ROM) 232, a work RAM 233, a video RAM 234, a character ROM 235, an image controller 236, an input port 237, an output port 238, and bus lines 239 and 240. The output side of the audio lamp control device 113 is connected to the input side of the input port 237, and the MPU 231, ROM 232, work RAM 233, and image controller 236 are connected to the output side of the input port 237. The video RAM 234 and character ROM 235 are connected to the image controller 236, and the output port 238 is connected via the bus line 240. The third pattern display device 81 is connected to the output side of the output port 238. Furthermore, even if the pachinko machines 10 are different models with different jackpot probabilities and payout amounts per jackpot, some models have the exact same symbol configuration displayed on the third symbol display device 81. Therefore, the display control device 114 is a common component, reducing costs.

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

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

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

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

[0274] The power outage monitoring circuit 252 is a circuit that outputs a power outage signal SG1 to the NMI terminals of the MPU 201 of the main control unit 110 and the MPU 211 of the payout control unit 111 when the power supply is interrupted due to a power outage or the like. The power outage monitoring circuit 252 monitors the DC stable voltage of 24 volts, which is the maximum voltage output from the power supply unit 251, and determines that a power outage (power interruption, power cutoff) has occurred when this voltage falls below 22 volts, and outputs the power outage signal SG1 to the NMI terminals of the main control unit 110 and the payout control unit 111. Upon output of the power outage signal SG1, the main control unit 110 and the payout control unit 111 recognize the occurrence of a power outage and execute NMI interrupt processing. The power supply unit 251 is configured to maintain the output of the control system's drive voltage of 5 volts at a normal value for a sufficient amount of time for the execution of NMI interrupt processing, even after the DC stable voltage of 24 volts falls below 22 volts. Therefore, the main control unit 110 and the payout control unit 111 can successfully execute and complete the NMI interrupt processing (see Figure 18).

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

[0276] Next, referring to the flowcharts of FIGS. 10 to 17, each control process executed by the MPU 201 in the main control device 110 will be described. The processes of such MPU 201 are roughly classified into a startup process activated upon power-on, a main process executed after the startup process, a timer interrupt process periodically activated (at a period of 2 milliseconds in this embodiment), and an NMI interrupt process activated by the input of the power failure signal SG1 to the NMI terminal. Here, for convenience of explanation, first, the timer interrupt process and the NMI interrupt process will be described, and then the startup process and the main process will be described.

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

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

[0279] For example, the command for the number of balls to be held, set in the start-up prize-winning process (see Figure 12), is transmitted to the audio lamp control device 113. In addition, the variable pattern command, stop type command, confirmation command, etc., set in the variable process (see Figure 13) or the variable start process (Figure 14), which is a part of the variable process, are transmitted to the audio lamp control device 113. Furthermore, the ball launch signal, set when launching balls in the process of S111 described later, is transmitted to the launch control device 112.

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

[0281] Next, the second symbol display device 83 performs display control processing for the second symbol (for example, the symbol "○" or "×") (S105). In short, when the ball passes through the through gate 67, the value of the second winning random number counter C4 is acquired at the time of passage, and the second symbol display device 83 displays the changing second symbol. Then, a lottery for the second symbol is performed based on the value of the second winning random number counter C4, and when the second symbol is in a winning state, the electric mechanism attached to the second start opening 64b is opened for a predetermined time.

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

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

[0284] Furthermore, the first random number counter C1, the first type counter C2, the stop pattern selection counter C3, the variable type counter CS1, and the second random number counter C4 are updated (S108). Specifically, the first random number counter C1, the first type counter C2, the stop pattern selection counter C3, the variable type counter CS1, and the second random number counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values ​​(899, 99, 99, 198, 250 in this embodiment, respectively), they are each cleared to 0. Also, when the first random number counter C1 or the second random number counter C4 completes one cycle, the value of the first initial value random number counter CINI1 or the second initial value random number counter CINI2 at that time is read as the initial value of the first random number counter C1 or the second random number counter C2, and that initial value is set in the first random number counter C1 or the second random number counter C2. Then, the updated values ​​of each counter C1 to C4 are stored in the corresponding counter buffer area in RAM203.

[0285] Next, a variation process is performed to set the display on the first symbol display device 37 and the variation pattern of the third symbol on the third symbol display device 81 (S109). Then, a start-up prize entry process is performed when a prize is awarded by entering either the first start-up opening 64a or the second start-up opening 64b (S110). Details of the variation process will be described later with reference to Figure 13, and details of the start-up prize entry process will be described later with reference to Figure 12.

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

[0287] Furthermore, the other processing (S112) includes processing to determine whether or not the pachinko machine 10 is in an error state. For example, if, despite setting the ball launch signal information in processing S111, the balls guided to the ball discharge path (i.e., balls launched into the game area) are not detected by the out switch 208f for a predetermined time or longer, it is determined that there is a possibility of a ball jam and the machine is in an error state. Also, if a payout abnormality signal is read in processing S102, it is determined that there is an error in the ball payout. In addition, if the pachinko machine 10 is subjected to a large vibration or if it is determined that a magnet has been brought close to the pachinko machine 10, it is determined that there is a possibility of fraudulent activity during the game and the machine is in an error state.

[0288] Furthermore, the determination of whether or not a large vibration has been applied to the pachinko machine 10 is made by installing a vibration sensing sensor on the pachinko machine 10 to detect vibrations, configuring the output of the vibration sensing sensor to be input to the input / output port 205 of the main control device 110, and reading the output of the vibration sensing sensor during the processing of S112. Similarly, the determination of whether or not a magnet has been brought close to the pachinko machine 10 is made by installing a magnetic sensing sensor on the pachinko machine 10 to detect changes in magnetism, configuring the output of the magnetic sensing sensor to be input to the input / output port 205 of the main control device 110, and reading the output of the magnetic sensing sensor during the processing of S112.

[0289] In the S112 process, if an error is detected, an error command containing information about the type of error is set in the command transmission ring buffer provided in RAM 203. As a result, the error command is sent to the audio lamp control device 113 by the timer interrupt process S101, which is executed next. Then, a warning sound corresponding to the type of error is output from the audio output device 226, the indicator lamp 34 is turned on or blinks, and an image corresponding to the type of error is displayed on the third pattern display device 81.

[0290] Next, referring to the flowchart in Figure 11, we will explain the switch reading process (S106), which is one of the timer interrupt processes executed by the MPU 201 in the main control unit 110. Figure 11 is a flowchart of this switch reading process (S106).

[0291] In the switch reading process, first, the outputs of the first start port switch 208a, the second start port switch 208b, the first normal prize port switch 208c, the second normal prize port switch 208d, the big prize port switch 208f, and the out switch 208g are read by referring to the input / output ports 205: start port 1 205a, start port 205b, normal port 1 205c, normal port 205d, big prize port port 205e, and out port 205f. The presence or absence of a prize in the first start port 64a, the second start port 64b, the first normal prize port 63a, the second normal prize port 63b, and the big prize port 65a, and the presence or absence of a ball guided to the ball discharge path are determined, and detection information (prize detection information) is saved (S151). The determination of whether a ball has entered the winning area and whether a ball has been guided to the ball ejection path is performed over three timer interrupt processes based on the outputs of switches 208a to 208f.

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

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

[0294] Next, it is determined whether 0.5 seconds have elapsed since the previous prize ratio management chip 207 was set with the winning information (the values ​​of each counter 203d~i and information regarding the game state of the pachinko machine 10) (S154). If 0.5 seconds have not elapsed (S154: No), the switch reading process is terminated and the process returns to the timer interrupt process.

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

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

[0297] Thus, the counting of the number of balls in counters 203d to 203i continues for 0.5 seconds. After 0.5 seconds, the values ​​of counters 203d to 203h are set as winning information, and the value of the out counter 203i is set as out information. These values, along with information indicating the game state at that time, are set in the prize ratio management chip 207. In other words, in this pachinko machine 10, the MPU 201 counts the number of balls that have entered each winning slot at 0.5-second intervals, and also counts the number of balls guided to the ball discharge path (i.e., the number of balls used in the game). The results of these counts are set in the prize ratio management chip 207. As will be described later, the prize ratio management chip 207 accumulates these counted values ​​for each individual value until it is time to calculate the prize ratio. This allows the chip to count the number of balls that have entered each prize slot from the time the power is turned on until it is time to calculate the prize ratio for the first time, or from the time the prize ratio was calculated last time until it is time to calculate the prize ratio again, and also count the number of balls that have been guided to the ball discharge path (i.e., the number of balls used in the game).

[0298] If the MPU201 were not used to count the number of balls that entered each prize slot, nor to count the number of balls guided to the ball discharge path (i.e., the number of balls used in the game), and instead the prize ratio management chip 207 were to perform these counts, the prize ratio management chip would also have to monitor balls entering each prize slot and balls guided to the ball discharge path at short intervals (for example, every 2 milliseconds), which would increase the processing load and potentially increase power consumption.

[0299] In contrast, in this pachinko machine 10, since these counting results are set in the accessory ratio management chip 207 at intervals of 0.5 seconds by the counting of the MPU 201, in the accessory ratio management chip 207, every 0.5 seconds, the number of balls that have won in each winning hole is counted for each winning hole during the period from when the power is turned on until the timing to calculate the accessory ratio for the first time, or during the period from when the previous accessory ratio was calculated until the timing to calculate the next accessory ratio, and the number of balls guided to the ball discharge path (that is, the number of balls used in the game) may be counted. Therefore, an increase in the processing load and power consumption in the accessory ratio management chip 207 can be suppressed.

[0300] On the other hand, the MPU 201 monitors the winning in each winning hole and the balls guided to the ball discharge path at intervals of 2 milliseconds at which timer interrupt processing is executed in order to count the number of balls that have won in each winning hole for each winning hole and also count the number of balls guided to the ball discharge path (that is, the number of balls used in the game). However, originally, these monitors are necessary for performing the main controls of the game such as jackpot lottery and bonus ball determination, and the processing is originally performed at a short time interval of 2 milliseconds. Also, in the pachinko machine 10, since the firing interval of the balls fired into the game area by the ball firing unit 112a (see FIG. 5) is about 0.6 seconds, the number of balls that have won in each winning hole counted at intervals of 0.5 seconds and the number of balls guided to the ball discharge path (that is, the number of balls used in the game) are, in most cases, 0 balls or 1 ball, and at most a few balls. Therefore, the amount of data required for the counters 203d to 203i provided in the RAM 203 may be small. Thus, an increase in the capacity of the RAM 203 can be suppressed by this counting process. Therefore, even if the MPU 201 executes the process of counting the number of balls that have won in each winning hole for each winning hole and also counting the number of balls guided to the ball discharge path (that is, the number of balls used in the game) within 0.5 seconds, no significant impact will occur.

[0301] The game states set by the S155 process include, for example, a jackpot, the inner frame 12 or front frame 14 being open, and an error occurring. Whether or not the inner frame 12 or front frame 14 is open is determined by the MPU 201 referring to the door opening port 205g and checking the output of the door opening switch 208g.

[0302] Furthermore, whether or not the game state is in an error state is determined by the result of the timer interrupt processing S112. In the processing of S155, if it is determined in the processing of S112 that the game state is in an error state, information indicating that the game state is in an error state is set in the prize ratio management chip 207.

[0303] If the game state set by the S155 process includes a jackpot, jackpot information is stored in the jackpot buffer 262g. If the game state includes the inner frame 12 or front frame 14 being open, door open information is stored in the open buffer 262h. If the game state includes an error, error information is stored in the error buffer 262i. Finally, in the prize ratio management chip 207, this information is recorded in the game state data 264d of the second read memory 264. When the inspection device 300 is connected to the inspection terminal 207a, the information regarding the game state is transmitted to the inspection device 300 along with the information regarding the prize ratio. Therefore, when the inspection device 300 analyzes the prize ratio of the pachinko machine 10 and finds an inexplicable trend in the prize ratio, it can refer to the information indicating the game state to find the cause.

[0304] After processing in S155, an interrupt signal is sent to the prize ratio management chip 207 (S156). Based on this interrupt signal, the prize ratio management chip 207 performs the setting information reception processing described later (see Figure 19), and based on the various information set in the buffer 262, it counts the number of balls that have entered each prize entry point, counts the number of balls that have been guided to the ball discharge path (i.e., balls that have been launched into the game area), stores these ball counts in the first read memory 263, and also stores information regarding the game state of the pachinko machine 10 in the first read memory 263.

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

[0306] In the S154 process, if this process is executed for the first time after power is supplied to the main control unit 110, it is assumed that 0.5 seconds have elapsed since the previous setting of prize entry information (values ​​of each counter 203d~i and information regarding the game state of the pachinko machine 10) in the prize ratio management chip 207 (S154: Yes), and the process proceeds to S155. This allows the values ​​of each counter 203d~203i in the RAM 203, which were detected before the power was cut off and were not set in the prize ratio management chip 207 at the time of the power cut off, to be set in the prize ratio management chip 207 immediately after power is supplied, provided that these values ​​are retained during the power cut off. Therefore, it is possible to suppress the recording omission of prize entry information and payout information in the prize ratio management chip 207 due to a power cut off.

[0307] Next, referring to the flowchart in Figure 12, we will explain the start-up prize entry process (S110), which is one of the timer interrupt processes executed by the MPU 201 in the main control unit 110. Figure 12 is a flowchart of this start-up prize entry process (S110). The start-up prize entry process determines whether a ball has entered either the first start-up opening 64a or the second start-up opening 64b (start-up prize entry). If a start-up prize has been entered, the process is executed to store (reserve) the values ​​of each counter C1 to C3 and CS1 in the reserved ball storage area 203b. In addition, the process is executed to send the values ​​of each reserved counter C1 to C3 and CS1, along with the number of reserved balls, to the sound lamp control device 113.

[0308] When the MPU201 executes this start-up prize-winning process, it first determines whether the ball has entered the first start-up slot 64a or the second start-up slot 64b (start-up prize-winning) (S201). Here, it uses the result of whether or not the ball has entered the first start-up slot 64a or the second start-up slot 64b, which is determined based on the output signals of the first start-up slot switch 208a, which detects entry into the first start-up slot 64a, and the second start-up slot switch 208b, which detects entry into the second start-up slot 64b, as determined by the switch reading process (see Figure 11) in S151.

[0309] If it is determined that a ball has entered the first start port 64a or the second start port 64b (that a start entry has occurred) (S201:Yes), it is determined whether the value of the reserved ball counter 203a (the number of reserved balls N for the variable effect held in the main control device 110) is less than the upper limit (4 in this embodiment) (S202). If there is no entry into either the first start port 64a or the second start port 64b (S201:No), or if there is an entry into the first start port 64a or the second start port 64b but the number of reserved balls N < 4 (S202:No), the process returns to the timer interrupt processing.

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

[0311] Specifically, if the value of the retained ball counter 203a after the S203 process is "1", the values ​​of counters C1~C3 and CS1 are retained in each storage area of ​​the first retained area. If the value of the retained ball counter 203a after the S203 process is "2", the values ​​of counters C1~C3 and CS1 are retained in each storage area of ​​the second retained area. If the value of the retained ball counter 203a after the S203 process is "3", the values ​​of counters C1~C3 and CS1 are retained in each storage area of ​​the third retained area. If the value of the retained ball counter 203a after the S203 process is "4", the values ​​of counters C1~C3 and CS1 are retained in each storage area of ​​the fourth retained area.

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

[0313] The audio lamp control device 113 receives a reserved ball count command and instructs the display control device 114 to display the reserved ball count symbol corresponding to the reserved ball count N in the reserved ball count display area Db (see Figure 4). The audio lamp control device 113 also uses the values ​​of each counter C1 to C3 and CS1 included in the reserved ball count command to predict before the variation effect based on those values ​​is executed, and determines what kind of variation effect it will be (whether or not it will result in a jackpot, what the variation time will be, etc.) before the variation effect is executed. Based on the result of this prediction, it is then possible to decide whether to execute various effects.

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

[0315] After completing the S205 process, the timer interrupt processing returns.

[0316] Next, referring to Figure 13, the variation process (S109), which is one of the timer interrupt processes executed by the MPU 201 in the main control unit 110, will be described. Figure 13 is a flowchart of this variation process (S109). The variation process (S109) controls the variation display on the first symbol display device 37 and the variation effects performed on the third symbol display device 81.

[0317] In this variation process, first, it is determined whether or not a jackpot is currently in progress (S301). A jackpot includes the period during the jackpot game displayed on the third symbol display device 81 and the first symbol display device 37 when a jackpot is hit, and the period during the predetermined time after the jackpot game has ended. If the determination is made and a jackpot is in progress (S301: Yes), this process is terminated.

[0318] If a jackpot is not in progress (S301: No), it is determined whether the display mode of the first symbol display device 37 is changing (S302). If the display mode of the first symbol display device 37 is not changing (S302: No), it is then determined whether a predetermined time has elapsed since the change display on the first symbol display device 37 stopped (S303). If, as a result, the predetermined time has not elapsed since the change stopped (S303: No), this process is terminated. As a result, the stopped symbols in the change animation are displayed on the first symbol display device 37 and the third symbol display device 81 for a predetermined time, allowing the player to see the stopped symbols.

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

[0320] Next, the data stored in the reserved ball storage area 203b is shifted (S306). This data shifting process sequentially shifts the data stored in the reserved ball storage area 203b from the first to fourth reserved areas toward the reserved ball execution area 203c, so that the data within each area is shifted as follows: reserved area 1 → reserved ball execution area 203c, reserved area 2 → reserved area 1, reserved area 3 → reserved area 2, reserved area 4 → reserved area 3, and so on.

[0321] After the data shift processing in S306, the system performs a variation start process for the first symbol display device 37 and the third symbol display device 81 based on the values ​​of the various counters stored in the held ball execution area 203c as a result of the data shift processing (S307), and then returns to the timer interrupt processing. The variation start process will be described later with reference to Figure 14.

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

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

[0324] Here, the demo command is set if, as mentioned above, there are no reserved balls after a predetermined time has elapsed since the reel stopped moving. Therefore, if the reel movement display does not start even after a predetermined time has elapsed since the reel stopped moving, the demo animation is displayed on the third symbol display device 81.

[0325] Furthermore, if it is determined in the S308 process that a demo is not in progress (S308: No), a process may be executed to determine whether a second predetermined time, longer than the aforementioned predetermined time, has elapsed since the fluctuation stopped. If the second predetermined time has elapsed since the fluctuation stopped, the process in S309 may be executed to set the demo command. This allows the player to see the stopped symbols of the fluctuation animation for a relatively long period of time, without immediately starting the demo animation if there are no reserved balls after the fluctuation stops.

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

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

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

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

[0330] In this embodiment, if a jackpot results in a 15R probability variation jackpot, a red LED is lit; if a 2R probability variation jackpot results in a regular 15R jackpot, both the red and blue LEDs are lit. If the result is a loss, both the red and green LEDs are lit. Each LED is de-lit when the next spin display begins, although they may be lit only for a few seconds after the spin stops.

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

[0332] Next, referring to Figure 14, the variation start process (S307), which is one of the variation processes executed by the MPU 201 in the main control unit 110, will be explained. Figure 14 is a flowchart showing the variation start process (S307). This variation start process (S307) performs a lottery to determine whether it is a "jackpot" or a "miss" (jackpot lottery) based on the values ​​of various counters stored in the execution area of ​​the reserved ball storage area, and also determines the performance pattern (variation pattern) of the variation performance performed by the first symbol display device 37 and the third symbol display device 81.

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

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

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

[0336] In this process, the jackpot type table 202b determines the jackpot type associated with the value of the first jackpot type counter C2 stored in the reserved ball execution area 203c, namely, whether it is a 15R probability variation jackpot where the game transitions to a high probability state after a jackpot with a maximum of 15 rounds, a 15R normal jackpot where the game transitions to a low probability state after a jackpot with a maximum of 15 rounds, or a 2R probability variation jackpot where the game transitions to a high probability state after a jackpot with a maximum of 2 rounds. Based on the determined jackpot type, the display mode (the lighting state of the LED 37a) for a jackpot is set in the first symbol display device 37.

[0337] Furthermore, in the third symbol display device 81, in order to stop and display various jackpot symbols corresponding to the type of jackpot, the jackpot type (15R probability variation jackpot, 2R probability variation jackpot, 15R normal jackpot) is set as the stop type, thereby setting the display mode in the third symbol display device 81 when a jackpot occurs.

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

[0339] Furthermore, if a 2R probability variation jackpot is set as the jackpot type in processing S402, the system selects a variation pattern corresponding to the value of the variation type counter CS1 stored in the reserved ball execution area 203c from the "2R probability variation jackpot only" group of the selected jackpot variation pattern table 202d1. In this embodiment, only 2R variation is selected in this case. The relationship between the variation pattern (variation A, variation B, variation C, 2R variation) and variation time is predetermined by a table or the like.

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

[0341] Next, the variation pattern for when a losing combination occurs is determined (S405), and the process proceeds to S406. Specifically, the variation time until a losing combination is displayed is determined in the first symbol display device 37 and the third symbol display device 81. At this time, if the game state of the pachinko machine 10 is in a normal low probability state excluding the time-saving state, the variation pattern table 202d2 for losing (normal) combinations (see Figure 8(d)) corresponding to the number of reserved balls at that time, as indicated by the reserved ball counter 203a, is selected. If the game state of the pachinko machine 10 is in a time-saving state or a high probability state during a bonus round, the variation pattern table 202d3 for losing (bonus round) combinations (see Figure 8(e)) corresponding to the number of reserved balls at that time, as indicated by the reserved ball counter 203a, is selected.

[0342] Then, in the S404 process, if "complete miss" is set as the stop type, a variation pattern corresponding to the value of the variation type counter CS1 stored in the held ball execution area 203c is selected from the "complete miss only" group of the selected variation pattern table 202d2 for misses (normal) or variation pattern table 202d3 for misses (probability variation). In this case, variation D or variation E is selected.

[0343] Furthermore, if "front / back miss reach" or "reach other than front / back miss" is set as the stop type in processing S402, the system selects a variation pattern corresponding to the value of the variation type counter CS1 stored in the held ball execution area 203c from the "common reach" group of the selected variation pattern table 202d2 for misses (normal) or variation pattern table 202d3 for misses (probability change). In this case, variation A, variation B, and variation C are selected. Then, the variation time is set based on the relationship between the variation pattern and variation time that is defined in advance by a table or the like.

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

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

[0346] The above NMI interrupt processing is also performed in the payout control device 111, and this NMI interrupt processing stores information about the power outage in the RAM 213. In other words, when the power to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal SG1 is output from the power outage monitoring circuit 252 to the NMI terminal of the MPU 211 in the payout control device 111, and the MPU 211 interrupts the control it is currently performing and starts NMI interrupt processing.

[0347] Next, with reference to Figure 16, the startup process executed by the MPU 201 in the main control unit 110 when power is supplied to the main control unit 110 will be described. Figure 16 is a flowchart of this startup process. This startup process is started by a reset when the power is supplied. In the startup process, first, an initial setup process is performed in conjunction with the power supply (S601). For example, a predetermined value is set to the stack pointer. Next, a wait process (1 second in this embodiment) is performed to wait for the sub-control devices (peripheral control devices such as the sound lamp control device 113 and the payout control device 111) to become operational (S602). Then, access to the RAM 203 is permitted (S603).

[0348] After that, it is determined whether the RAM erase switch 122 (see Figure 3) on the power supply unit 115 is turned on (S604). If it is turned on (S604: Yes), the process proceeds to S614. On the other hand, if the RAM erase switch 122 is not turned on (S604: No), it is further determined whether the RAM 203 has stored information about the power outage (S605). If it does not have stored information (S605: No), it is possible that the process during the previous power outage did not complete properly, so in this case as well, the process proceeds to S614.

[0349] If information about a power outage is stored in RAM203 (S605:Yes), a RAM judgment value is calculated (S606). If the calculated RAM judgment value is not normal (S607:No), that is, if the calculated RAM judgment value does not match the RAM judgment value saved at the time of the power outage, the backed-up data is destroyed, and in this case the process proceeds to S614.

[0350] As will be explained later in the processing of S706 in Figure 17, the RAM determination value is, for example, the checksum value at the working area address of RAM203. Alternatively, the effectiveness of the backup may be determined by whether or not the keyword written to a predetermined area of ​​RAM203 is correctly stored, instead of using this RAM determination value.

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

[0352] As described above, in this pachinko machine 10, when initializing RAM data at power-on, such as when the hall opens for business, the RAM erase switch 122 is pressed while the power is turned on. Therefore, if the RAM erase switch 122 is pressed when the startup process is executed, the RAM initialization process (S615, S616) is executed. Similarly, if no power outage information is set, or if a backup abnormality is confirmed by the RAM judgment value (checksum value, etc.), the RAM 203 initialization process (S615, S616) is executed. In the RAM initialization process (S615, S616), the used area of ​​RAM 203 is cleared to 0 (S615), and then initial values ​​are set for RAM 203 (S616). After the RAM 203 initialization process is executed, the process proceeds to S610.

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

[0354] In the process of S610, an initialization signal is sent to the bonus ratio management chip 207 (S610). Upon receiving the initialization signal, the bonus ratio management chip 207 performs initial setup processing, such as initializing all buffers 262 and the first read memory 263 to 0 (S711 in Figure 18), thereby initializing the bonus ratio management chip 207 so that it can manage the bonus ratio.

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

[0356] Here, the number of prize balls awarded for each winning slot is determined by the pachinko machine model, and this information has traditionally been stored in the ROM 202. This information regarding the number of prize balls is transmitted from the prize ball table 202e stored in the ROM 202 to the prize ratio management chip 207 each time power is supplied, and set in the prize ball data setting area 265a of the prize ratio management chip 207. This eliminates the need to store different prize ball information for each model in the ROM of the prize ratio management chip 207 during the manufacturing stage. Therefore, the manufacturing of the prize ratio management chip 207 can be simplified. Furthermore, if the pachinko machine models are different, only the ROM 202 needs to be changed, and even if the same prize ratio management chip 207 is used for different pachinko machines, the prize ratio can be calculated accurately.

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

[0358] Here, the timing (trigger) for calculating the bonus ratio is preferably determined by the probability of a jackpot and the probability of a bonus round in the pachinko machine 10, rather than being fixed in the bonus ratio management chip 207, because there are physical limitations on the memory capacity that the bonus ratio management chip 207 can store information about the bonus ratio. In this pachinko machine 10, trigger information data 202f that defines the timing for calculating the bonus ratio, which is determined by considering the probability of a jackpot and the probability of a bonus round in the pachinko machine 10, is stored in the ROM 202, and each time power is supplied, the trigger information data 202f is sent from the ROM 202 to the bonus ratio management chip 207, so that the bonus ratio management chip 207 can calculate the bonus ratio and the continuous bonus ratio at a timing that matches the probability of a jackpot and the probability of a bonus round in the pachinko machine 10, and record it in the second reading memory 264.

[0359] After processing in S612, interrupts are enabled (S613). Then, the process moves to the main processing described later.

[0360] Next, referring to Figure 16, the main processing performed by the MPU 201 in the main control unit 110 after the startup process described above will be explained. Figure 16 is a flowchart of this main processing. In this main processing, the counter update process and the power outage process are executed.

[0361] In the main process, it is determined whether or not information about a power outage is stored in RAM 203 (S701). If information about a power outage is not stored in RAM 203 (S701: No), then the power outage signal SG1 is not output from the power outage monitoring circuit 252, and the power has not been cut off. In this case, the first initial random number counter CINI1, the second initial random number counter CINI2, and the variation type counter CS1 are repeatedly updated (S702, S703).

[0362] First, the first initial random number counter CINI1 and the second initial random number counter CINI2 are updated (S702). Specifically, 1 is added to both the first initial random number counter CINI1 and the second initial random number counter CINI2, and when their counter values ​​reach their maximum values ​​(899 and 250 in this embodiment), they are cleared to 0. Then, the updated values ​​of the first initial random number counter CINI1 and the second initial random number counter CINI2 are stored in the corresponding counter buffer areas of RAM 203. Next, the variation type counter CS1 is updated using the same method as in processing S108 (see Figure 10) (S703), and the process proceeds to S701.

[0363] While this main process is running, the timer interrupt process, as explained with reference to Figure 10, is activated and executed at predetermined time intervals (2 milliseconds in this embodiment). Different processes are executed in the timer interrupt process depending on the state of the game. For example, during a jackpot, the opening and closing of the jackpot opening 65a is controlled, and if a ball passes through the through gate 67, the display of the second symbol by the second symbol display device 83 is controlled. Also, in the jackpot lottery executed when the variable display on the first symbol display device 37 is started, the number of jackpot random values ​​compared with the acquired first jackpot random number counter C1 differs depending on whether it is a high probability state or a low probability state. Therefore, the time required to execute one timer interrupt process will vary depending on the state of the game. Consequently, the remaining time from the end of one timer interrupt process until the timing of the next timer interrupt process is not constant, but changes according to the state of the game at that time.

[0364] The S702 and S703 processes described above, which are part of the main process, will be executed within the remaining time of this timer interrupt process. In other words, the updates of the first initial random number counter CINI1 and the second initial random number counter CINI2 will be repeatedly performed using this remaining time, so the first initial random number counter CINI1 and the second initial random number counter CINI2 (i.e., the initial value of the first per-unit random number counter C1 and the initial value of the second per-unit random number counter C4) can be updated randomly, and similarly the variation type counter CS1 can also be updated randomly. In particular, by randomly updating the first initial random number counter CINI1 and the second initial random number counter CINI2, randomness can be introduced to the updates of the first per-unit random number counter C1 and the second per-unit random number counter C2, which use these as the initial values ​​for updates.

[0365] In the processing of S701, if information about a power outage is stored in RAM203 (S701:Yes), the power is cut off due to a power outage or power off, and a power outage signal SG1 is output from the power outage monitoring circuit 252, resulting in the execution of the NMI interrupt processing shown in Figure 15. Therefore, the power outage processing from S704 onwards is executed. First, the occurrence of each interrupt processing is prohibited (S704), a power outage command indicating that the power has been cut off is sent to other control devices (peripheral control devices such as the payout control device 111 and the sound lamp control device 113), and power outage information is sent to the bonus ratio management chip 207 (S705). Then, a RAM judgment value is calculated and saved (S706), access to RAM203 is prohibited (S707), and an infinite loop continues until the power is completely cut off and processing can no longer be executed. Here, the RAM judgment value is, for example, the checksum value of the backed-up stack area and work area of ​​RAM203.

[0366] Note that the S701 process is executed at the end of one cycle of the S702 and S703 processes, which are performed within the remaining time of the timer interrupt process. As a result, the main process of the main control unit 110 checks for power outage information at the time when the various settings by the timer interrupt process are completed and the updates of each counter CINI1, CINI2, and CS1 are finished. Therefore, when recovering from a power outage, processing can start from the S701 process after the startup process is completed. In other words, processing can start from the S701 process, just as when initialized during the startup process.

[0367] Therefore, in the power-off process, even without saving the contents of each register used by the MPU201 to the stack area or saving the value of the stack pointer, the process can start from S701 because the stack pointer is set to a predetermined value (initial value) in the initial setup process (S601). As a result, the control burden on the main control unit 110 can be reduced, and the main control unit 110 can perform accurate control without malfunctioning or running out of control.

[0368] In this embodiment, a case was described in which periodically executed processes are performed using timer interrupt processing, and the updates of counters CINI1, CINI2, and CS1 are performed in the main process during the remaining time of the timer interrupt processing. However, some or all of the processes that were performed using timer interrupt processing may be configured to be executed in the main process at predetermined intervals (for example, 2 milliseconds). For example, some or all of the processes that were performed using timer interrupt processing in this embodiment—the prize ball counting signal, payout abnormality signal reading process (S102), the large opening opening / closing process (S103), the second symbol control process (S105), and the switch reading process (S106)—may be configured to be executed in the main process at 2 millisecond intervals instead of using timer interrupt processing.

[0369] In this case, a step may be added in the main process to determine whether a predetermined time (2 milliseconds) has elapsed. If it is determined that the predetermined time has elapsed, the process that is executed at predetermined intervals may be executed, and the updates of each counter CINI1, CINI2, and CS1 may be performed regardless of whether the predetermined time has elapsed. As a result, the updates of each counter CINI1, CINI2, and CS1 will be performed in the remaining time of the process that is executed at predetermined intervals. However, since the time it takes to execute the process that is executed at predetermined intervals varies depending on the state of the game, even with this configuration, each counter CINI1, CINI2, and CS1 can be updated randomly.

[0370] Next, with reference to Figures 18 to 22, the control processes executed by the CPU 261 in the prize ratio management chip 207 will be explained. The processes of the CPU 261 can be broadly divided into the prize ratio management main process which is started when the power is turned on, the setting information reception process which is executed based on the interrupt signal received from the MPU 201 after the prize information etc. has been set from the MPU 201, and the inspection result output process which is executed based on the fact that the inspection device 300 has been connected to the inspection terminal 207a.

[0371] First, with reference to Figure 18, the main payout ratio management process executed by the CPU 261 within the payout ratio management chip 207 will be explained. Figure 18 is a flowchart showing this main payout ratio management process. This main payout ratio management process is started when power is supplied to the payout ratio management chip 207.

[0372] When the main process for managing the payout ratio is executed, it first determines whether or not an initialization signal has been received from the MPU 201 (S710). As long as it is determined that an initialization signal has not been received (S710: No), the determination in S710 is continued. If it is determined that an initialization signal has been received (S710: Yes), the process proceeds to S711, and the initial settings are performed (S711). As a result, the payout ratio management chip 207 waits until at least the initialization of RAM 203 in the MPU 201 is complete and the MPU 201 is ready to start controlling the game before executing the initial settings of the payout ratio management chip 207.

[0373] In the initial setup of the S711, before starting the operation of the prize ratio management chip 207, the necessary initialization is performed on each device within the prize ratio management chip 207. For example, buffer 262 and the first read memory 263 are all initialized to 0. This prevents meaningless data from remaining in buffer 262 even if there are buffers 262a to 262i that are not set by the MPU 201, and prevents that meaningless data from being stored in the first read memory 263. In addition, the first read memory 263 can accumulate and count the number of balls that enter each prize slot and the number of balls guided to the ball discharge path (i.e., the number of balls launched into the game area) from the time power is supplied to the prize ratio management chip 207 until the timing of calculating the prize ratio, and can also store information about the game state during that time.

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

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

[0376] In this way, only the prize ball count table 202e and trigger information data 202f, which are transmitted during the startup process (so-called boot process) executed by the MPU 201 when power is supplied to the main control unit 110, are configured to be set in the prize ball count data setting area 265a and the trigger setting area 265b. Therefore, it is possible to prevent fraudsters from setting false prize ball count tables or trigger information data in the prize ball count data setting area 265a and the trigger setting area 265b.

[0377] Next, once the processing in S710 to S715 is complete, interrupt enable is set (S716). As a result, when an interrupt signal is received after the award information etc. has been set from the MPU201, the setting information reception processing is executed, and the inspection result output processing is executed based on the interrupt signal generated when the inspection device 300 is connected to the inspection terminal 207a.

[0378] If interrupt signals are input simultaneously, the setting information reception process takes precedence over the inspection result output process. This allows the latest winning information, payout information, and game state information input from the MPU 201 to be accumulated and stored in the payout ratio management chip 207, and then transmitted to the inspection device 300, enabling the inspection device 300 to perform analysis including the latest information. On the other hand, if interrupt signals are input simultaneously, the inspection result output process may take precedence over the inspection device output process. In this case, if the inspection device 300 is connected to the inspection terminal 207a, information regarding the payout ratio can be transmitted to the inspection device 300.

[0379] Next, it is determined whether or not power failure information has been received from the MPU201 (S717). If power failure information is not received (S717: No), S717 is continued. During this time, if the CPU261 receives an interrupt signal from the MPU201, it executes the setting information reception process in priority to the processing of S717. If an interrupt signal is received that is generated based on the connection of the test device 300 to the test terminal 207a, the test result output process is executed.

[0380] If, as a result of processing in S717, information indicating a power outage is received (S717: Yes), it means that the power to the main control unit 110 (prize ratio management chip 207) has been cut off due to a power outage or the like. Therefore, the prize ratio calculation process is executed (S718), and the process continues in an infinite loop until the power is completely cut off and the process can no longer be executed. Details of the prize ratio calculation process will be described later with reference to Figure 21.

[0381] Next, with reference to Figures 19 and 20, the setting information reception process performed by the CPU 261 in the prize ratio management chip 207 will be explained. Figure 19 is a flowchart showing this setting information reception process. This setting information reception process is performed based on the interrupt signal received from the MPU 201 after the prize information, etc., has been set by the MPU 201.

[0382] The setting information reception process involves the MPU 201 storing the winning information (values ​​of Start 1 counter 203d, Start 2 counter 203e, Normal 1 counter 203f, Normal 2 counter 203g, and Big Win Counter 203h) set in each buffer 262a to 262e, the out information (value of Out Counter 203i) set in Out Buffer 262f, and the game state set in each buffer 262g to 262i, into the first reading memory 263. Furthermore, if it is the timing for calculating the prize ratio, the process also involves calculating the prize ratio and the continuous prize ratio based on each counter 263a to 263e stored in the first reading memory 263, and recording this data, along with the number of balls launched and game state data, into the second reading memory 264.

[0383] First, refer to Figure 19. In the setting information reception process, it is first determined whether or not there is door open information in the open buffer 262h (S720). If there is door open information in the open buffer 262h (S720: Yes), the door open information is set (added and stored) in the open data 263h along with the current time indicated by the RTC266 (S721).

[0384] If the processing in S720 determines that there is no door open information in the open buffer 262h (S720: No), and after the processing in S721, it is then determined whether or not there is error information in the error buffer 262i (S722). If there is error information in the error buffer 262i (S722: Yes), the error information is set (added and stored) in the error data 263i along with the current time indicated by the RTC 266 (S723).

[0385] If the processing in S722 determines that there is no error information in the error buffer 262i (S722: No), and after the processing in S723, it is then determined whether the current time indicated by RTC266 is during the nighttime hours (between midnight and 6 AM) (S724). Normally, the nighttime hours are outside of business hours, so if an interrupt signal is sent from MPU201 during these nighttime hours and this configuration information reception processing is executed, it is possible that some kind of fraudulent activity occurred during the nighttime hours. Therefore, if the processing in S724 determines that it is the nighttime hours (S724: Yes), the after-hours information is set (added and stored) in the after-hours data 264j along with the current time indicated by RTC266 in order to keep a record of this (S725).

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

[0387] If the processing in S726 determines that there is no jackpot information in the jackpot buffer 262g (S726: No), and after the processing in S727, the values ​​set in buffers 262a to 262f corresponding to each prize entry point and out switch 208f are added to the corresponding counters 263a to 263f in the first reading memory 263, respectively (S728).

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

[0389] The value set in the normal buffer 262a corresponding to the first normal prize slot 63a (i.e., the number of balls that entered the first normal prize slot 63a in 0.5 seconds) is added to the normal counter 263a. This accumulates the number of balls that entered the first normal prize slot 63a in the normal counter 263a. The value set in the normal buffer 262b corresponding to the second normal prize slot 63b (i.e., the number of balls that entered the second normal prize slot 63b in 0.5 seconds) is added to the normal counter 263b. This accumulates the number of balls that entered the second normal prize slot 63b in the normal counter 263b. The value set in the large prize slot buffer 262e corresponding to the large prize slot 65a (i.e., the number of balls that entered the large prize slot 65a in 0.5 seconds) is added to the large prize slot counter 263e. As a result, the number of balls that enter the grand prize slot 65a is accumulated in the grand prize slot counter 263e.

[0390] Each counter 263a to 264f and each data 263g to 264j of the first reading memory 263 are initialized to 0 during the initial setup process (see Figure 18) which is executed when power is supplied to the bonus ratio management chip 207, and during S744 (see Figure 21), described later, which is executed when it is time to calculate the bonus ratio. As a result, the first reading memory 263 temporarily stores the information set in the buffer 262 by the MPU 201, accumulating it until it is time to calculate the bonus ratio again.

[0391] Next, referring to Figure 20, we will continue the explanation of the setting information entry process. After the processing in S728, the trigger information data 202f set in the trigger setting area 265b is referred to (S729). Then, if the trigger (timing) for calculating the prize ratio, as indicated in the trigger information data 202f, is "number of shots" (S729: "number of shots"), it is determined whether the value of the out counter 263f (i.e., the number of balls shot into the game area) is equal to or greater than the "predetermined number of balls" (set value) included in the trigger information data 202f (S730). If the value of the out counter 263f is equal to or greater than the "predetermined number of balls" (S730: Yes), it is determined that it is time to calculate the prize ratio, and the prize ratio calculation process is executed (S733), before proceeding to S734. Details of the prize ratio calculation process will be described later by referring to Figure 21. On the other hand, if the value of the out counter 263f is not equal to or greater than the "predetermined number of balls" (S730: No), the process proceeds directly to S734.

[0392] By defining the trigger (timing) for calculating the bonus payout ratio based on the number of balls fired, it is possible to calculate the bonus payout ratio and consecutive bonus payout ratio when a predetermined number of balls have been fired. Therefore, since the bonus payout ratio and consecutive bonus payout ratio can be calculated when many balls have entered various prize slots and prize balls have been awarded, an averaged bonus payout ratio and consecutive bonus payout ratio can be calculated. Consequently, fluctuations in the bonus payout ratio and consecutive bonus payout ratio during normal gameplay over a short period of time can be eliminated, making it easier to analyze fraudulent activity in the inspection device 300.

[0393] In the processing of S729, if the trigger (timing) for calculating the bonus ratio, as indicated in the trigger information data 202f, is "time" (S729: "time"), it is determined whether the current time indicated in RTC266 has reached the "predetermined time" (set value) included in the trigger information data 202f (S731). Here, "reached" includes not only the case where the current time indicated in RTC266 matches the "predetermined time," but also the case where the "predetermined time" has passed for the first time.

[0394] If the process in S731 determines that the current time shown in RTC266 has reached the "predetermined time" (S731:Yes), then it is determined that it is time to calculate the bonus ratio, and the bonus ratio calculation process is executed (S733), before proceeding to S734. On the other hand, if the current time shown in RTC266 has not reached the "predetermined time" (S731:No), then the process proceeds directly to S734.

[0395] By defining the trigger (timing) for calculating the payout ratio based on the current time, the payout ratio and consecutive payout ratio can be reliably calculated at a predetermined time, even in situations where the pachinko machine 10 has not been played much. Therefore, the inspection device 300 can be reliably used to analyze whether or not fraudulent activity has occurred based on these reliably calculated payout ratios and consecutive payout ratios.

[0396] In the processing of S729, if the trigger (timing) for calculating the payout ratio, as indicated in the trigger information data 202f, is "play time" (S729: "play time"), it is determined whether the cumulative time (play time) spent playing on the pachinko machine 10 by the player is equal to or greater than the "predetermined time" included in the trigger information data 202f (S732).

[0397] Here, the game time can be calculated, for example, by the following method. That is, a game time counter is provided in the first read memory 263. The game time counter, like other counters and data stored in the first read memory 263, is initialized to 0 in the initial setup process (see Figure 18) which is executed when power is supplied to the prize ratio management chip 207, and in S744 (see Figure 21), described later, which is executed when it is time to calculate the prize ratio. Then, in the setting information reception process, the value of the out buffer 262f is checked, and if a value of 1 or more is set, it means that a ball guided to the ball discharge path has been detected, that is, a ball has been launched into the game area, so the game time counter is incremented by 1. The setting information reception counter is activated by an interrupt signal transmitted from the MPU 201 at 0.5-second intervals. Therefore, the game time can be calculated by adding 0.5 seconds to the value of the game time counter.

[0398] If the processing in S732 determines that the game time has exceeded the "specified time" (S732:Yes), it is determined that it is time to calculate the payout ratio, and the payout ratio calculation process is executed (S733), before proceeding to S734. On the other hand, if the game time is less than the "specified time" (S731:No), the process proceeds directly to S734.

[0399] The bonus payout ratio and consecutive bonus payout ratio are originally calculated by conducting a 10-hour test firing of the game balls. By defining the trigger (timing) for calculating the bonus payout ratio based on the game time, the bonus payout ratio management chip can calculate bonus payout ratios and consecutive bonus payout ratios that are close to the original definitions. Therefore, the inspection device 300 can be made to perform analysis using these bonus payout ratios and consecutive bonus payout ratios that are close to the original definitions.

[0400] In the S734 process, buffer 262 is initialized to all zeros (S734). This prevents meaningless data from remaining in buffers 262a to 262i even if there are buffers that are not set when setting the winning information, payout information, and game information from the MPU201 next time, and prevents that meaningless data from being stored in the first read memory 263. After the S734 process, the setting information reception process is terminated.

[0401] Next, with reference to Figure 21, the prize ratio calculation process (S718, S733) executed by the CPU 261 in the prize ratio management chip 207 will be explained. Figure 21 is a flowchart showing this prize ratio calculation process. The prize ratio calculation process calculates the prize ratio and the continuous prize ratio from the information stored in the first reading memory 263 and records them in the second reading memory 264. This process is executed when the timing (trigger) for calculating the prize ratio occurs (see Figure 20), and also when the power is cut off (see Figure 18).

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

[0403] The payout ratio and the consecutive payout ratio are calculated as follows: The number of balls that entered the first starting opening 64a, indicated by the start counter 263a stored in the first reading memory 263; the number of balls that entered the second starting opening 64b, indicated by the start counter 263b; the number of balls that entered the first normal winning opening 63a, indicated by the normal counter 263c; the number of balls that entered the second normal winning opening 63b, indicated by the normal counter 263d; and the number of balls that entered the large winning opening 65a, indicated by the large winning opening counter 263e are each multiplied by the number of prize balls associated with each winning opening, as shown in the prize ball table 202e (see Figure 9) set in the prize ball data setting area 265a. Then, for each winning opening, the number of balls dispensed as a result of entering that winning opening is calculated. Next, these are summed up to calculate the total number of balls dispensed to the player.

[0404] Then, the payout ratio is calculated by determining the ratio of the total number of balls dispensed to the player, specifically the number of balls dispensed upon entry into the second starting opening 64b and the number of balls dispensed upon entry into the large prize opening 65a. Additionally, the continuous payout ratio is calculated by determining the ratio of the number of balls dispensed upon entry into the large prize opening 65a to the total number of balls dispensed to the player.

[0405] Originally, the prize ratio and continuous prize ratio refer to the above ratio when a test firing of game balls is conducted for 10 hours. However, in this embodiment, for each timing (trigger) for calculating the prize ratio shown in the trigger information data 202f set in the trigger setting area 265b, the ratio of the number of balls (prize balls) dispensed as a result of entering the second start opening 64b and the large prize opening 65a out of the total number of balls (prize balls) dispensed to the player from the time the power is turned on until that timing is reached for the first time, or from the previous timing to the current timing, is calculated as the prize ratio and recorded in the prize ratio data 264a along with the time at that time. In addition, the ratio of the number of balls (prize balls) dispensed as a result of entering the large prize opening 65a out of the total number of balls (prize balls) dispensed to the player from the time the power is turned on until that timing is reached for the first time, or from the previous timing to the current timing, is calculated as the continuous prize ratio and recorded in the continuous prize ratio data 264b along with the time at that time.

[0406] Furthermore, even if the power supply is cut off, the power stored in capacitor 267 is used to calculate the payout ratio and the continuous payout ratio based on the number of balls (prize balls) dispensed between the timing (trigger) for calculating the most recent payout ratio and the time when the power supply is determined to be cut off. These calculations are then recorded in payout ratio data 264a or continuous payout ratio data 264b, respectively, along with the time of the calculation. This ensures that the payout ratio and continuous payout ratio can be calculated without omission even for the number of prize balls dispensed before the power supply was cut off, after the payout ratio and continuous payout ratio have been calculated and recorded.

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

[0408] In the S743 process, for example, if jackpot information is stored in the jackpot data 263g at intervals of less than one second, it means that jackpots are occurring continuously in the game state, so only the oldest jackpot information and its time are recorded in the game state data 264d. Similarly, for door open information, error information, and out-of-time information, if each piece of information is stored in the respective data 263h~j at intervals of less than one second, only the oldest information and its time are recorded in the game state data 264d. This reduces the required storage capacity for the game state data 264d.

[0409] As described above, when the bonus ratio management chip 207 receives information about winning, losing, and the game state from the MPU 201, it accumulates and temporarily stores this information in the first reading memory 263. Each time there is a timing (trigger) to calculate the bonus ratio, it calculates the bonus ratio and the continuous bonus ratio based on the information stored in the first reading memory 263 and adds and records them in the second reading memory 264. This allows for the management of bonus ratios, etc., with a small memory capacity and enables the transmission of information about bonus ratios, etc., to the inspection device 300.

[0410] Furthermore, the second reading memory 264 stores not only the payout ratio and the consecutive payout ratio, but also the time at which they were recorded. In addition, the second reading memory 264 stores information indicating the total number of balls launched into the game area, along with the time at which this information was recorded. Furthermore, information regarding the game state (jackpot information, door open information, error information, and out-of-time information) is stored in the second reading memory 264 along with the time at which each piece of information was stored in the first reading memory 263. Therefore, if the inspection device 300 analyzes the payout ratio and the consecutive payout ratio and finds a significant change in the payout ratio or consecutive payout ratio, the cause of the change in the payout ratio or consecutive payout ratio can be investigated by analyzing the total number of balls launched into the game area and the game state around the time when the changed payout ratio or consecutive payout ratio was recorded in the second reading memory 264.

[0411] Here, the information that can be recorded in the bonus round ratio data 264a, the continuous bonus round ratio data 264b, and the number of balls launched data 264c is limited to a predetermined number (for example, 1024), each containing information on the bonus round ratio, the continuous bonus round ratio, and the total number of balls launched into the game area. Similarly, the total number of winning information, door open information, error information, and out-of-time information that can be recorded in the game status data 264d is also limited to a predetermined number (for example, 16384). If the predetermined number of pieces of information have already been recorded in the bonus round ratio data 264a, the continuous bonus round ratio data 264b, the number of balls launched data 264c, or the game status data 264d, the oldest information is erased and the latest information is recorded in its place.

[0412] Specifically, the continuous bonus ratio data 264b, the number of balls launched data 264c, and the game state data 264d are each configured in a ring buffer, and a memory is provided for each ring buffer to manage the position where the information is written. By shifting the writing position by 1 each time information is written, the oldest information can be erased and the latest information can be recorded there.

[0413] In this way, by setting an upper limit on the amount of information that can be recorded in each data, the storage capacity of the second reading memory 264 can be suppressed from increasing. Furthermore, when the upper limit of information to be recorded in each data is reached, the oldest information is erased and the latest information is recorded, allowing the inspection device 300 to perform analysis, including the latest state of the pachinko machine 10.

[0414] After processing in S743, the first read memory 263 is initialized to all zeros (S744). As a result, the first read memory 263 will temporarily store the information set in buffer 262 by the MPU 201, accumulating it until it is time to calculate the bonus ratio again.

[0415] Once the S744 process is complete, the bonus item ratio calculation process will be terminated.

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

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

[0418] Specifically, if the maximum number of recordable information (a predetermined number) is not met in the bonus ratio data 264a, the CPU 261 sequentially reads the bonus ratio information recorded in the bonus ratio data 264a from the position where the bonus ratio information was first written to the position indicated by the memory that manages the position where information is written (i.e., the position where the bonus ratio information for the latest time is recorded) and transmits it to the inspection device 300. On the other hand, if the maximum number of recordable information (a predetermined number) is met in the bonus ratio data 264a, the CPU 261 sequentially reads the information recorded up to the position indicated by the memory that manages the position where information is written (i.e., the position where the bonus ratio information for the latest time is recorded), shifting the reading position by one each time, starting from the position indicated by the memory that manages the position where information is written (i.e., the position where the bonus ratio information for the oldest time is recorded), and transmits it to the inspection device 300. As a result, the inspection device 300 outputs the bonus ratio information in chronological order, starting with the oldest information.

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

[0420] Specifically, if the continuous payout ratio data 264b does not meet the upper limit (predetermined number) of recordable information, the CPU 261 sequentially reads the continuous payout ratio information recorded in the continuous payout ratio data 264b from the position where the continuous payout ratio information was first written to the position indicated by the memory that manages the information writing position (i.e., the position where the latest time continuous payout ratio information is recorded) and transmits it to the inspection device 300. On the other hand, if the continuous payout ratio data 264b meets the upper limit (predetermined number) of recordable information, the CPU 261 sequentially reads the information recorded up to the position indicated by the memory that manages the information writing position (i.e., the position where the oldest time continuous payout ratio information is recorded), shifting the reading position by one each time, starting from the position indicated by the memory that manages the information writing position (i.e., the position where the latest time continuous payout ratio information is recorded), and transmits it to the inspection device 300. As a result, the inspection device 300 outputs the continuous payout ratio information in chronological order, starting with the oldest time information.

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

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

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

[0424] Specifically, if the maximum number of recordable information (a predetermined number) is not met in the game state data 264d, the CPU 261 sequentially reads the information recorded in the game state data 264d from the position where the information was first written to the position indicated by the memory that manages the positions where information is written (i.e., the position where the latest time information is recorded) and transmits it to the inspection device 300. On the other hand, if the maximum number of recordable information (a predetermined number) is met in the game state data 264d, the CPU 261 sequentially reads the information recorded up to the position indicated by the memory that manages the positions where information is written (i.e., the position where the latest time information is recorded), shifting the reading position by one each time, starting from the position next to the position indicated by the memory that manages the positions where information is written (i.e., the position where the oldest time information is recorded), and transmits it to the inspection device 300. As described above, the game state data 264d contains information related to the game state, sorted from the oldest time information. Therefore, the inspection device 300 will output information regarding the game state in chronological order, starting with the oldest time information.

[0425] The processing from S751 to S754 outputs each piece of information in chronological order, starting with the oldest. By analyzing the information in the order it is output, the inspection device 300 can easily analyze changes in the ratio of winning combinations, the ratio of consecutive winning combinations, the number of balls fired, and the game state over time.

[0426] After processing S754, the inspection result output process is terminated.

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

[0428] Here, some cheaters attempt to increase the chances of hitting the jackpot by illegally opening the electric mechanism of the second starting opening 64b or guiding balls into the second starting opening 64b. Others attempt to obtain more prize balls by illegally opening the opening and closing plate of the large prize opening 65a or guiding balls into the large prize opening 65a. When such cheating occurs, the ratio of prize balls entering the mechanism and the ratio of consecutive prize balls will increase.

[0429] In contrast, since the pachinko machine 10 is configured as described above, the inspection device 300 can analyze the ratio of winning combinations and the ratio of consecutive winning combinations to detect any fraudulent activity.

[0430] Furthermore, in this pachinko machine 10, information regarding the number of balls launched into the game area and information regarding the game state are also recorded in the prize ratio management chip 207 and output to the inspection device 300. Therefore, if the prize ratio and the consecutive prize ratio are high, the cause can be investigated based on the information regarding the number of balls launched into the game area and the information regarding the game state through analysis by the inspection device 300.

[0431] Furthermore, the prize ratio management chip 207 is installed in the main control unit 110 and is housed together with the MPU 201, ROM 202, etc., in a single circuit board box 100. This makes it difficult for fraudsters to alter the prize information, etc., input into the prize ratio management chip 207. Therefore, a high level of reliability can be maintained for the prize ratio and consecutive prize ratio calculated and output by the prize ratio management chip 207.

[0432] Furthermore, instead of having the MPU201 manage the payout ratio and other related parameters, a dedicated payout ratio management chip 207 is provided to manage these parameters. This suppresses the increase in processing load on the MPU201, allowing it to concentrate on the main control of the game.

[0433] Furthermore, the prize ratio management chip 207 is provided with a prize ball count data setting area 265a. When power is supplied, the prize ball count table 202e stored in the ROM 202 is set in the prize ball count data setting area 265a, and the prize ratio management chip 207 calculates the prize ratio and the continuous prize ratio using the prize ball count table 202e set in the prize ball count data setting area 265a. This eliminates the need to store different prize ball count information for each machine type in the ROM of the prize ratio management chip 207 during the manufacturing stage. Therefore, the manufacturing of the prize ratio management chip 207 can be simplified. Also, if the pachinko machine type is different, only the ROM 202 needs to be changed, and even if the same prize ratio management chip 207 is used for different pachinko machines, the prize ratio can be calculated accurately.

[0434] Next, with reference to Figures 23 to 27, the control processes performed by the MPU 221 in the audio lamp control device 113 will be explained. The processes of the MPU 221 can be broadly divided into a startup process that is initiated when the power is turned on, and a main process that is executed after the startup process.

[0435] First, referring to Figure 23, the startup process performed by the MPU 221 in the audio lamp control device 113 will be explained. Figure 23 is a flowchart showing this startup process. This startup process is initiated when the power is turned on.

[0436] When the startup process is executed, the initial setup process associated with power-on is performed first (S801). Specifically, a predetermined value is set to the stack pointer. Then, it is determined whether the startup process was started in the middle of the power-off process (see Figure 24) due to a momentary voltage drop (momentary power outage, so-called "momentary interruption") by whether the power-off process flag is on or off (S802). As will be described later with reference to Figure 24, when the audio lamp control device 113 receives a power-off command from the main control device 110 (see S912 in Figure 24), it executes the power-off process (S915). Before the execution of this power-off process, the power-off process flag is turned on, and after the completion of the power-off process, the power-off process flag is turned off. Therefore, whether or not the power-off process (S915) is in progress can be determined by the state of the power-off process flag.

[0437] If the power-off processing flag is off (S802: No), then the current startup process started either after the power was completely cut off, after a momentary power outage occurred and after the power-off processing in S915 was completed, or because only the MPU221 of the audio lamp control device 113 was reset due to noise or the like (without receiving a power-off command from the main control device 110). In these cases, it is checked whether the data in RAM223 has been corrupted (S803).

[0438] The verification of data corruption in RAM223 is performed as follows: Specifically, data with the keyword "55AAh" is written to a particular area of ​​RAM223 by the processing in S806. Therefore, the data stored in that specific area is checked, and if the data is "55AAh", then there is no data corruption in RAM223; conversely, if it is not "55AAh", then data corruption in RAM223 can be confirmed. If data corruption in RAM223 is confirmed (S803:Yes), the process moves to S804 to start initializing RAM223. On the other hand, if data corruption in RAM223 is not confirmed (S803:No), the process moves to S808.

[0439] If the startup process is initiated after the power has been completely cut off, the keyword "55AAh" will not be stored in the specific area of ​​RAM223 (because the memory in RAM223 is lost when the power is cut off), so it will be judged that the data in RAM223 is corrupted (S803:Yes), and the process will proceed to S804. On the other hand, if the startup process is initiated after a momentary power outage and after the execution of the power cut-off process in S915 has been completed, or if it is initiated by a reset only on the MPU221 of the audio lamp control device 113 due to noise or the like, the keyword "55AAh" will be stored in the specific area of ​​RAM223, so the data in RAM223 will be judged to be normal (S803:No), and the process will proceed to S808.

[0440] If the power-off processing flag is on (S802:Yes), this startup process was initiated after a momentary power outage, when the MPU221 of the audio lamp control device 113 was reset during the execution of the power-off process in S915. In this case, since the power-off process is still in progress, the memory state of RAM223 is not necessarily correct. Therefore, control cannot be continued in this case, so the process moves to S804 to start initializing RAM223.

[0441] The S804 process checks the entire memory area of ​​RAM223 (S804). The check method involves first writing "0FFh" to each byte, then reading it back one byte at a time to check if it is "0FFh" or not, and if it is, determining that it is normal. This one-byte writing and checking is performed in the order of "0FFh", "55h", "0AAh", and "00h". This read / write check of RAM223 clears all memory areas of RAM223 to zero.

[0442] If read / write checks are determined to be normal for all memory areas of RAM223 (S805:Yes), the keyword "55AAh" is written to a specific area of ​​RAM223 to set RAM corruption check data (S806). By checking the keyword "55AAh" written to this specific area, it is checked whether or not there is data corruption in RAM223. On the other hand, if an abnormality is detected in the read / write check of any memory area of ​​RAM223 (S805:No), an abnormality in RAM223 is reported (S807), and an infinite loop occurs until the power is cut off. An abnormality in RAM223 is reported by the indicator lamp 34. Alternatively, an audio output device 226 may be used to output an audio message to report the abnormality in RAM223, or an error command may be sent to the display control device 114 to display an error message on the third symbol display device 81.

[0443] In the S808 process, it is determined whether or not the power-off flag is turned on (S808). The power-off flag is turned on when the power-off process in S915 is executed (see S914 in Figure 24). In other words, the power-off flag is turned on before the power-off process in S915 is executed, so the S808 process is reached with the power-off flag turned on only if the current startup process starts after a momentary power outage and after the execution of the power-off process in S915 has been completed. Therefore, in such a case (S808: Yes), the RAM work area is cleared to initialize each process of the audio lamp control device 113 (S809), the initial values ​​of RAM 223 are set (S810), interrupt enable is set (S811), and then the process moves to the main process. The RAM 223 work area refers to the area other than the area that stores commands received from the main control device 110.

[0444] On the other hand, the process of S808 proceeds with the power-off flag turned off if, for example, the startup process started after the power was completely cut off, and proceeded to S808 via processes S804 to S806, or if the MPU221 of the audio lamp control device 113 was reset due to noise or the like (without receiving a power-off command from the main control device 110). In such cases (S808: No), S809, which is the process of clearing the working area of ​​RAM223, is skipped, and the process moves to S810, where the initial value of RAM223 is set (S810), interrupt enable is set (S811), and the process moves to the main process.

[0445] The reason for skipping the clearing process in S809 is that if the process proceeds from S804 to S806 and then to S808, the entire memory area of ​​RAM223 has already been cleared by the process in S804. Furthermore, if only the MPU221 of the audio lamp control device 113 is reset due to noise or other reasons and the startup process begins, the data in the working area of ​​RAM223 is not cleared and is saved, allowing control of the audio lamp control device 113 to continue.

[0446] Next, referring to Figure 22, the main processing executed by the MPU 221 in the audio lamp control device 113 after the startup process of the audio lamp control device 113 will be explained. Figure 22 is a flowchart showing this main processing. When the main processing is executed, it is first determined whether or not 1 millisecond or more has elapsed since the previous execution of S901 (S901). If 1 millisecond or more has not elapsed (S901: No), the process proceeds to S910 without performing the processes of S902 to S908. The reason why it is determined in the S901 process whether or not 1 millisecond has elapsed is that S902 to S908 do not need to be processed in short cycles (within 1 millisecond), whereas the variable display processing of S910 and the command determination processing of S911 are processes that are preferable to be executed in short cycles. Because the S911 process is executed at short intervals, it is possible to prevent the loss of commands transmitted from the main control unit 110, and because the S910 process is executed at short intervals, settings related to the variable effects can be made without delay based on the commands received by the command judgment process.

[0447] In the S901 process, if it is determined that more than 1 millisecond has elapsed since the last execution of S901 (S901:Yes), the process proceeds to S902. However, if the S901 process is executed for the first time after the startup process shown in Figure 21, the process proceeds directly to S902.

[0448] In the S902 process, various commands for the display control device 114, which were set in the S903 to S911 processes, are sent to the display control device 114 (S902). Next, the output of each lamp is set to match the lighting pattern of the indicator lamps 34 and the lamp lighting pattern edited in the S906 process described later (S903), and then the power-on notification process is executed (S904). The power-on notification process provides a notification for a predetermined time (e.g., 30 seconds) when the power is turned on, and this notification is provided by the audio output device 226 and the lamp display device 227. Alternatively, a command may be sent to the display control device 114 to notify that power has been supplied on the screen of the third symbol display device 81. If the power is not turned on, the power-on notification process is not performed and the process proceeds to S905.

[0449] Next, the frame button input monitoring and effect processing is executed (S905). This frame button input monitoring and effect processing monitors whether or not the frame button 22, which is operated by the player to enhance the effect of the effects, has been pressed, and sets the system to perform the corresponding effect when the input of the frame button 22 is confirmed. In this process, when the operation of the frame button 22 by the player is detected, a frame button operation command is set to notify the display control device 114 that the frame button 22 has been operated. 【04...

Claims

[Claim 1] A gaming machine that, upon the fulfillment of predetermined conditions, grants the player a predetermined gaming value based on those conditions, A game performance information display means that displays game performance information indicating the performance of the game played on the game machine, A storage means for storing information relating to the game performance information displayed by the game performance information display means, When power is turned on to the gaming machine, an initialization means is provided to initialize the information stored in the storage means that is not initialized in a predetermined initialization, The system includes a post-initialization display means that, when the information stored in the storage means is initialized by the initialization means, displays the game performance information based on the newly stored information in the storage means in a manner different from the normal for at least a predetermined period of time on the game performance information display means, The aforementioned game performance information is information that indicates the performance of the game, calculated at predetermined calculation periods. The gaming machine is characterized in that the gaming performance information display means switches between displaying first gaming performance information, which is calculated in real time until the performance of the game in the current calculation period is calculated, and second gaming performance information, which is calculated in at least one past calculation period and is displayed in the form of performance of the game in that past calculation period.