JP2008228848A - Game table management system - Google Patents

Game table management system Download PDF

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Publication number
JP2008228848A
JP2008228848A JP2007069789A JP2007069789A JP2008228848A JP 2008228848 A JP2008228848 A JP 2008228848A JP 2007069789 A JP2007069789 A JP 2007069789A JP 2007069789 A JP2007069789 A JP 2007069789A JP 2008228848 A JP2008228848 A JP 2008228848A
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step
number
game
balls
compensation
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JP2007069789A
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JP5070383B2 (en
Inventor
Yukiyoshi Endo
Wataru Horii
Takaaki Ichihara
Hiroyuki Okuzaki
渉 堀井
浩幸 奥崎
高明 市原
之誉 遠藤
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Daiichi Shokai Co Ltd
株式会社大一商会
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Abstract

<P>PROBLEM TO BE SOLVED: To allow balance settling machines to smoothly process parlor closing-time compensation for players without any trouble. <P>SOLUTION: When receiving an operation input signal of a parlor closing command input means, a management computer determines whether parlor-closing compensation is necessary or not from a game state of a game table based on previously registered parlor closing compensation condition, when determining the parlor-closing compensation is necessary, calculates the number of compensation balls corresponding to the game state and transmits a compensation permission command and the number of compensation balls to the balance settling machine. When receiving the compensation permission command and the number of compensation balls transmitted from the management computer, a control part of the balance settling machine adds the transmitted number of compensation balls to the number of saved balls in the balance settlement machine, stores them, and displays the number of saved balls of the balance settling machine as a result obtained by adding the number of compensation balls. When entering an operation from a settlement command input means, the control part of the balance settlement machine transmits a parlor closing-time ending command to a ball information control part. After transmitting the parlor closing-time ending command, the control part settles the number of saved balls already added with the number of compensation balls. <P>COPYRIGHT: (C)2009,JPO&INPIT

Description

  The present invention comprises a plurality of gaming machines and a management computer for data management, wherein the management computer and each of the plurality of gaming machines are connected to each other through a transmission path so as to be able to exchange data. In detail, the gaming machine is attached to the gaming machine and the gaming machine, and the ball rental based on the valuable value information and the number of balls used for the game execution in the gaming machine. In particular, a game machine management that determines the closing compensation to be given to the player by the management computer, directs the determined compensation contents to the settlement machine, and performs the closing compensation by the settlement machine. It is about the system.

  At the amusement hall, there are many tasks such as cleaning the store and adjusting the game stand after closing. In addition, in order to save labor costs, there is a situation where it is desired to reduce the work after the closing time as much as possible. On the other hand, if the player is unilaterally interrupted at the closing time, for example, when playing a game in a big hit game or in a high probability state, the player will be given up the pachinko ball that should be obtained End up with a lot of dissatisfaction. Therefore, unilaterally interrupting the game at the closing time is not preferable from the standpoint of the game hall.

  For this reason, instead of aborting the continuation of the game in the pachinko machine at the time of closing, the player in the pachinko machine that is in a specific game state such as a big hit game state or a high probability state, The so-called “close closing compensation” is performed to compensate a predetermined number of pachinko balls (generally, the number of pachinko balls assumed to be acquired by the player side by one big hit game). In this case, in general, pachinko machines that are in a big hit game are allowed to continue for a period until the big hit game state is finished, and pachinko machines that are in a high probability state are prohibited from continuing. There are many amusement halls that adopt a business form of closing compensation.

  Various apparatuses for performing the store closing compensation as described above have been proposed. For example, a game hall management device for managing game media balance data, etc., at each game machine, and switching all game machines in the game hall to a game prohibited state when the store closing time is reached And a predetermined number of game media for a player of the game machine when there is a big hit state or a probable change state at the time of switching to the game prohibited state by the game prohibition unit And an output means for issuing a record carrier on which the information is recorded is known (see, for example, Patent Document 1).

  A gaming machine terminal device installed corresponding to a gaming machine that exhibits a specific gaming state advantageous to a player when a preset condition is established during gaming using a gaming medium, Display means capable of displaying, input means for inputting a state change signal, and when a state change signal is input from the input means during a preset compensation target period, the corresponding gaming machine enters a specific gaming state. On the condition that there is a certain, there is known one having control means for performing control to display a predetermined number of compensated game medium number data for each corresponding gaming machine on the display means (for example, Patent Literature 2).

  According to this, when a state change signal is input from the input means during a preset compensation target period, the control means is provided on the condition that the corresponding gaming machine is in a specific gaming state advantageous to the player side. In addition, the compensation means for displaying a predetermined number of compensated game medium data for each corresponding gaming machine is displayed on the display means, and as a compensation for terminating a specific game state that is advantageous to the player on the way. When performing a compensation operation of supplying a predetermined number of game media to the player, the compensation operation can be performed easily and accurately with reference to the compensation game media number data displayed on the display means. . In the state where the compensation game medium number data is displayed on the display means, the control means displays the compensated game medium being displayed on the display means each time the game medium is released from the corresponding gaming machine and provided to the player side. The number data is controlled to be decreased by the number of the provided game media.

  Furthermore, the host computer registers a pachinko gaming machine that is in a probabilistic state or a short-time state when the closing time is reached as a compensation target gaming machine, and is provided for closing compensation to the player of the pachinko gaming machine. A compensation ball number indicating the number of pachinko balls is calculated based on the game data of the gaming machine. When a compensation signal including the machine number of a pachinko machine subject to store closure is sent from the remote control to the counter, the counter obtains compensation ball data corresponding to the machine number from the host computer and issues it through the printer. There is a known game hall system that performs an operation of adding the number of compensation balls to the receipt, or an operation of adding the number of compensation balls to the storage account corresponding to the membership card inserted in the card insertion slot (Patent Document 3). ).

JP-A-8-173619 JP 2004-242766 A JP 2004-215829 A

  An object of the present invention is to promptly perform store closing compensation for a player with a settlement machine without any trouble.

The gaming machine management system according to claim 1 includes a plurality of gaming machines and a management computer for data management, and the management computer and each of the plurality of gaming machines exchange data with each other through a transmission path. In order to solve the above-mentioned problem, the gaming machine is provided with a gaming machine and the gaming machine, and a ball rental based on valuable value information and a game in the gaming machine It consists of a settlement machine that settles the number of balls as the number of balls used for execution,
The gaming machine includes a game control unit that controls the game and a ball information control unit that controls the ball information, and the control unit of the settlement machine has a ball lending command input means and a settlement that can be operated by the player. Command input means is connected, the ball information control unit and the control unit of the settlement machine are connected to be able to communicate with each other, and the control unit of the settlement machine and the management computer are connected to be able to communicate with each other,
When the management computer receives a closing signal output means for outputting a closing signal, a means for receiving a gaming state transmitted from the settlement machine, and a closing signal output from the closing signal output means, Means for transmitting a closing instruction to the checkout machine of the game table, and means for determining whether or not closing compensation is necessary from the gaming state based on a pre-registered closing compensation condition when receiving an operation input signal of the closing instruction input means And means for calculating the number of compensation balls corresponding to the gaming state when it is determined that the store closing compensation is necessary, and means for transmitting the compensation permission instruction and the number of compensation balls to the settlement machine. ,
The control unit of the checkout machine transmits the game state transmitted from the gaming machine to the management computer, and is sent from the management computer on the condition that the closing instruction sent from the management computer is received. When receiving the compensation allowance command and the number of compensated balls, the means for adding and storing the number of compensated balls transmitted to the number of possessed balls of the settlement machine, and the settlement machine as a result of adding the number of compensation balls After displaying the number of balls held and the number of balls of the settlement machine to which the number of compensation balls is added, upon receiving an operation input signal of the settlement command input means, the ball information control unit finishes closing It comprises a means for transmitting a command, and a settlement processing means for performing a settlement for the number of balls already having the compensation ball number added after the closing instruction for closing the store has been transmitted.

A gaming machine management system according to a second aspect is the gaming machine management system according to the first aspect, wherein a confirmation command input means that can be operated by the player and a confirmation message can be displayed on the control unit of the settlement machine. Connected to the message display,
When the control unit of the settlement machine receives the operation input signal of the settlement command input means, the game machine control unit transmits a game end command to the ball information control unit on condition that the store closing command is not received, and the game In response to the confirmation request command sent from the ball information control unit in response to the transmission of the end command, the message display unit displays whether or not to perform settlement, and confirms by the confirmation command input means. A means for inputting a confirmation instruction,
The ball information control unit corresponds to the means for transmitting an end mode request command to the game control unit upon receiving the game end command sent from the control unit of the settlement machine, and corresponding to the transmission of the end mode request command. Receiving a confirmation request command sent from the game control unit, and means for transmitting the confirmation request command to the control unit of the settlement machine,
The game control unit determines whether or not the random number acquired based on winning detection is a normal probability, and determines whether or not the acquired random number is a win, based on the normal probability. In a configuration having a high-probability gaming state that is determined with a high high probability, and performing the same kind of effects in both the normal probability gaming state and the high-probability gaming state, Probability non-notification state generating means for generating a probability non-notification state that makes the state unknown, and when receiving the end mode request command sent from the ball information control unit during the probability non-notification state, A confirmation request instruction selecting means for selecting a confirmation request instruction based on the confirmation request instruction transmitting means for transmitting the confirmation request instruction to the ball information control unit,
It is characterized by this.

  The gaming machine management system according to claim 3 is the gaming machine management system according to claim 2, wherein the probability non-notification state generating means sets the probability of the normal probability gaming state and the high probability gaming state at a predetermined ratio. The confirmation request command selection means is generated in a non-notification state, and the confirmation request command selection means is configured to perform the confirmation based on a lottery based on a probability according to a high probability expectation as a ratio of the high probability gaming state in the probability non-notification state. A request command is selected.

  The gaming machine management system according to claim 4 is the gaming machine management system according to claim 3, wherein a plurality of types of the probability non-notification states are provided, and each type of the probability non-notification states is different in the same kind of performance. In addition, since the ratio between the normal probability gaming state and the high probability gaming state is different, the expectation degree of the high probability is different.

  According to the gaming machine management system of the first aspect, when the closing time is reached, the closing signal is output from the closing signal output means. Then, a closing signal is input to the management computer, and in response, the management computer transmits a closing instruction for each checkout machine of the game machine. Further, upon receiving an operation input signal from the closing instruction input means, the gaming state transmitted from the settlement machine is received, and the necessity of closing compensation is determined from the gaming state based on the pre-registered closing compensation condition. When it is determined that the store closing compensation is necessary, a compensation ball number corresponding to the gaming state is calculated, and a compensation permission command and a compensation ball number are transmitted to the settlement machine. The processing related to the store closing compensation as described above is performed for the settlement machines of all the game machines connected through the transmission path. On the other hand, the control unit of the checkout machine, after receiving the closing instruction, receives the compensation permission instruction and the number of compensation balls sent from the management computer, and adds and stores the number of compensation balls transmitted to the number of possession balls of the checkout machine Then, the number of balls of the settlement machine as a result of adding the number of compensation balls is displayed. When the control unit of the checkout machine receives the operation input signal of the checkout command input means on condition that the number of compensated balls is added to the number of balls held by the checkout machine, it issues a closing instruction to the ball information control unit. After transmitting the closing instruction to close the store, settlement is performed regarding the number of balls that have already been compensated.

  Accordingly, when closing compensation is required, the compensation is permitted and the number of balls to be compensated is determined by communication between the settlement machine and the management computer, and the management computer is based on pre-registered closing compensation conditions. In addition, since the number of compensation balls according to the gaming state sent from the payment machine is calculated, there is no human fraud. Further, when the store closing compensation is performed, since the number of possessed balls including the compensated number of balls is displayed on the checkout machine to allow the player to confirm, it is difficult for a complaint or trouble to occur. As described above, the store closing compensation can be promptly performed without any trouble by the checkout machine.

  According to the gaming machine management system according to claim 2, the probability non-notification that makes the player incomprehensible the probability gaming state by performing the same kind of effects in both the normal probability gaming state and the high probability gaming state. When the payment command input means is operated during the state, the game control unit selects the confirmation request command based on the lottery with a predetermined probability, transmits the confirmation request command to the payment machine, and the payment machine checks the confirmation request command. In response to this, the message display section displays whether or not payment is to be confirmed, and a confirmation instruction input means is used to input confirmation, so that the player determines whether or not to perform payment. The will confirmation is not performed based on the high probability gaming state, but is only performed by the game control unit based on a lottery with a predetermined probability. Can be maintained without the game is impaired that the probability non notification eliminated from. In addition, the operation of the settlement machine can be taken in as a game. Furthermore, in the gameability of probability non-notification that makes the probability game state unknown, there is no advantage to a specific player.

  Since the game machine determines the operation of the payment machine when the payment command input means is operated, even if a new game machine is developed, it can be used as it is without changing the payment machine. it can. In addition, since the specifications of the gaming machine are not tied to the specifications of the checkout machine, a highly flexible specification can be realized. Furthermore, since the game control unit receives the end mode request command and selects the confirmation request command based on a lottery with a predetermined probability, the game information can be replaced without replacing the ball information control unit (game). This is advantageous because it is only necessary to replace the gaming board on which the control unit is provided.

  According to the gaming machine management system according to claim 3, the higher the degree of expectation of high probability, the more the expectation degree of high probability is because the player's will confirmation is performed whether settlement is performed or not. It is possible to prompt the player to confirm whether or not to perform payment according to the game.

  According to the gaming machine management system according to claim 4, since the expectation degree of the high probability varies depending on the type of the probability non-notification state, the frequency of the player's will confirmation of whether or not the settlement is performed is set in the probability non-notification state. It can be changed depending on the type.

Embodiments of the present invention will be described below with reference to the drawings. FIG. 1 is a front view of a checkout machine and an enclosed pachinko machine that constitute a gaming machine according to an embodiment of the present invention. The game stand 60 according to the embodiment includes an enclosed pachinko machine 1 and a payment machine 2 provided in the enclosed pachinko machine 1.
Further, the settlement machine 2 is connected to the management computer 52 (see FIGS. 3 and 34) for communication. As shown in FIG. 1, in this embodiment, the checkout machine 2 is arranged so as to be detachable from the lower part of the front surface of the main body of the encapsulated pachinko machine 1 (the waist plate portion of the outer frame).

  The enclosed pachinko machine 1 is configured to perform a game by circulating a predetermined number of game balls in a closed manner without paying out the game balls (in a state where the game balls cannot be touched). The enclosed pachinko machine 1 includes a game area 4 set on the front surface of the game board 3 and a hitting ball handle 5 for launching the game ball toward the game area 4, as in the known pachinko machines. In addition, a horizontally long operation panel 6 is provided at a position facing the player near the lower part of the front intermediate portion of the encapsulated pachinko machine 1.

  On the left side of the operation panel 6, a remaining frequency display unit 7, a point number display unit 8, and a gaming machine ball number display unit 9 are arranged in order from the top to the bottom, and on the right side of the remaining frequency display unit 7. The adjusting machine possession ball number display section 10 is arranged. In addition, these display units are arranged with five segment display units (7 segment display units) arranged so that the numeral “8” can be displayed in parallel in a horizontal row, and can display a 5-digit numerical value. . Also, below the settlement machine possession ball number display section 10, a sphere unit price display section 11 including a segment display (7-segment display) in which the numeral “8” can be displayed is disposed. The display contents displayed by these display units will be described later.

  A ball lending button (push button type switch) 12 as a ball lending command input means that can be operated by a player is disposed at the upper center of the operation panel unit 6. An operable notification lamp 15 for notifying that the operation by the ball lending button 12 is in an effective state is provided. The ball lending button 12 is used to instruct lending of a ball for playing a game.

  Further, a settlement button (push button type switch) 13 as a settlement command input means that can be operated by the player is disposed at the center lower portion of the operation panel unit 6. A YES button (push button type switch) 16 and a NO button (push button type switch) 17 are respectively provided for selecting whether the operation by 13 is valid or cancels the operation. The settlement button 13 is used for instructing settlement after the pachinko game is finished.

  Also, on the lower right side of the operation panel 6, a ball unit price change button (push button type switch) 14 as a ball unit price change command input means that can be operated by the player is disposed. On the upper edge, an operable notification lamp 18 for notifying that the operation by the sphere unit price change button 14 is in an effective state is provided. The sphere unit price change button 14 instructs to change the rate indicating the valuable value (consideration) for one sphere at the time of lending and settlement. For example, the rate of 4 yen per sphere is changed to the rate of 3 yen per sphere. Operate when changing.

  Further, a message display unit 53 made of, for example, a liquid crystal display is disposed between the settlement button 13 and the sphere unit price change button 14 on the right side of the central portion of the operation panel unit 6. The message display unit 53, for example, when the payment button 13 ends the pachinko game and instructs the payment, the message display of “waiting for completion” or “whether to forcibly terminate” is selected by the YES button 16 or the NO button 17 Display a message for “input”. The message display unit 53 is detachable from the operation panel unit 6.

  FIG. 2 is a block diagram mainly showing a main part of the game control system among the control systems provided in the encapsulated pachinko machine 1. The main control board 19 performs main control of the pachinko game, and includes a CPU, a ROM, a RAM, an input / output interface, a communication interface, and the like (not shown). The ball information control board 20 performs control related to the number of balls to be increased or decreased by launching a game ball or playing a game. Although not shown, the control unit of the ball information control board 20 is a CPU. ROM, RAM, input / output interface, communication interface, and the like.

  The sub-integrated board 21 is arranged in various decoration LEDs arranged on the game board 3, various decoration LEDs arranged in the winning device attached to the game board 3 and a machine frame to which the game board 3 is attached. Control of various decorated LEDs, control related to sound output, and a game effect movable body (internally operated by a motor or the like) disposed inside a center decoration frame (not shown) of the game area 4 Although not shown in the figure, it includes a CPU, a ROM, a RAM, an input / output interface, a communication interface, and the like. It should be noted that the movable body for the game effect here does not change the flow path of the game ball rolling in the game area 4 at all even if the operation is performed (there is no interference with the game ball). )That's what it means.

  The main control board 19 is arranged with respect to a gate switch 22 arranged on a gate (not shown) that allows game balls to pass through on the surface of the game board 3 and a normal winning opening (not shown). Detection signals from the normal winning opening detection switch 23, the large winning opening detection switch 24 arranged for the big winning opening (not shown), and the start opening detection switch 25 arranged for the starting opening (not shown). Based on the above, processing related to the game is performed, and commands and signals as processing results are displayed on the sub-integrated board 21, the special symbol display device 26, the special symbol hold number display device 27, the normal symbol display device 28, and the normal symbol hold number display device. 29, output to the ordinary electric accessory solenoid 30, the big prize opening solenoid 31 and the like.

  In addition, the main control board 19 responds to detection signals from detection switches (ordinary prize opening detection switch 23, large prize opening detection switch 24, and start opening detection switch 25 are provided) for each prize opening. A prize ball command for instructing the number of prize balls set according to a winning opening where a game ball has won is output to the ball information control board 20 as necessary.

  Further, the main control board 19 determines the type of the current gaming state according to the end mode request command transmitted from the ball information control board 20, and the end mode (normal end is possible, only forced end is determined) according to the determination result. Yes, any one of three types waiting for completion) is output to the ball information control board 20.

  In addition, the gaming state means, for example, a winning lottery due to a winning at the starting port and the starting port, and a special symbol variable display based on the lottery result to stop the symbol, and the lottery result In the case of the first type of pachinko gaming machine that shifts to a special gaming state (big hit gaming state) when the winning is, the normal probability gaming state (the probability of winning by the lottery is the normal probability, and the time for variable display of the normal symbol is normal) ), Short-time gaming state (state in which the time for variable symbol normal display is shortened than usual), state of jackpot gaming state, high-probability gaming state (probability of being higher than usual by lottery) In the state in which the state is informed), the state in which the actor A changes (the state in which the production is performed by the operation of the above-mentioned production accessory A54), the state in which the bonus B fluctuates (in the operation by the operation of the above-mentioned production accessory B55) To go That state), in special symbols symbol variation, there is a state, and the like that there is pending based on the starting opening winning.

  Further, at the closing time, for example, in response to receiving a closing instruction transmitted from the management computer 52 by a closing operation to the management computer 52 by an operator (a keyboard device as an example of a closing signal output means). When the ball information control board 20 receives the game state request command output from the checkout machine 2, the ball information control board 20 outputs the game state request command to the main control board 19. When the main control board 19 receives the game state request command, the main control board 19 outputs game state data indicating the contents of the current game state to the ball information control board 20.

  The game state data is finally sent to the management computer 52 for use in determining whether or not the store closing compensation is necessary and for calculating the number of compensation balls to be compensated for the player when it is determined that the store closing compensation is necessary. The specific contents of the game state data in the present embodiment will be described. If the game is a big hit game, the data indicating the type of the big hit (one of the big hit 1, the big hit 2, the big hit 3, and the small hit 4 types) 1) (see FIGS. 23 to 24) and the number of remaining rounds, and in the case of a normal gaming state that is not a big hit game, a high probability flag (“0” represents the normal probability, and “1” represents A high probability) and a variable mode flag (a flag related to an effect representing a probability state for a player, a value from 0 to 3, which will be described later).

  The sub-integrated board 21 outputs a command to the liquid crystal display control board 32 based on a command output from the main control board 19 and outputs a control signal to the panel decoration board 34 and the frame decoration board 35, thereby The sound output from the speaker 36 is controlled by controlling the lighting display of the decoration LED and outputting the control signal to the accessory driving board 33 to control the operation of the effecting agent A54 and the operation of the effecting accessory B55. (Sound, sound, sound effect, etc.) are controlled. The liquid crystal display control board 32 controls the symbols displayed on the liquid crystal display panel 37 based on the command output from the sub integrated board 21.

  FIG. 3 is a block diagram showing a main part of the ball information control system and a main part of the checkout machine 2 among the control systems provided in the encapsulated pachinko machine 1. The ball information control board 20 outputs signals to the launch control board 38, the ball circulation device 45, the gaming machine possession ball number display unit 9, and the checkout machine 2 based on various input signals. The launch control board 38 considers a signal transmitted from a touch sensor 39 that detects whether or not the player is touching, a launch stop switch 40 that instructs the stop of the launch device 41 that is driven by a motor, etc. Is controlled to drive or stop driving. The ball circulation device 45 is driven by a motor or the like and circulates the game ball in the enclosed pachinko machine 1. The ball information control board 20 instructs the launch control board 38 to launch (permit) or stop firing (impossible). Further, the ball circulation device 45 is instructed to be operable or to be deactivated.

  The ball information control board 20 receives a prize ball command and an end mode output from the main control board 19 (see FIG. 2). In addition, the ball information control board 20 detects a shot ball detecting sensor 42 for detecting the shot game ball, and a return for detecting the game ball collected at the foul ball entrance (not shown) without reaching the game area 4. In the ball detection sensor 43 and the game area 4, each detection signal of the out ball detection sensor 44 that detects a game ball collected from the back of the game board 3 from an out port (not shown) without winning a winning hole is input. During the game, the ball information control board 20 increases or decreases the first number of balls based on the detection signal of the launch ball detection sensor 42, the detection signal of the return ball detection sensor 43, and the prize ball command. Further, the value of the first number of balls is displayed on the gaming machine ball number display unit 9.

  The ball information control board 20 and the settlement machine 2 are connected so as to be capable of data communication in both directions. From the ball information control board 20 to the checkout machine 2, when the first number of balls managed by the ball information control board 20 exceeds the upper limit number defined, the checkout machine is the same as the number of movements determined in advance from the first number of balls. Send to 2. Also, when the first number of balls managed by the ball information control board 20 falls below the prescribed lower limit number, a predetermined number of requests (a request command for holding balls of a predetermined number of requests) is sent to the settlement machine 2. .

  Further, when a game end based on the operation of the settlement button 13 is instructed from the settlement machine 2, an end mode request command is transmitted to the main control board 19 to confirm whether the game can be terminated. The end mode returned from 19 is received. Further, the content of the end mode is determined, and if the determination content is normal game end possible, all of the first number of balls managed by the ball information control board 20 is transmitted to the settlement machine 2. On the other hand, when the determination content is only forcible termination only, transmission of only forcible termination is transmitted to the settlement machine 2, and when a forcible termination command is received as a reply from the settlement machine 2, the ball information control board 20 manages it. All of the number of balls held is transmitted to the checkout machine 2. In addition, when the determination content is waiting for completion, after sending the waiting for completion to the settlement machine 2, until the reply from the main control board 19 receives normal termination or only forced termination, The end mode request command is sent periodically and repeatedly.

  From the checkout machine 2 to the ball information control board 20, a ball rental number based on the operation of the ball rental button 12 is sent to the ball information control board 20. Further, according to the number of requests from the sphere information control board 20, the return information is sent to the sphere information control board 20 as many as possible within the range of the second number of balls managed by the settlement machine 2.

  Although not shown, the control unit of the settlement machine 2 includes a CPU, a ROM, a RAM, an input / output interface, a communication interface, and the like. In the checkout machine 2, the operation input signals of the ball lending button 12, the checkout button 13, the ball unit price change button 14, the YES button 16 and the NO button 17 disposed on the operation panel unit 6 of the enclosed pachinko machine 1 are For example, it is connected to be able to input through an interface. Further, the remaining number display unit 7, the point number display unit 8, the adjustment machine ball number display unit 10, the operable notification lamp 15, the operable notification lamp 18, and the like disposed on the operation panel unit 6 of the enclosed pachinko machine 1, A message display unit 53 is connected so that it can be displayed by a control output from the settlement machine 2. Further, the checkout machine 2 is provided with a card processor 47 behind the card insertion slot 46 of FIG.

  The card 48 used in the embodiment is composed of, for example, a magnetic card, an IC card, a rewritable card using a leuco dye or the like, and is issued by a card issuing machine (not shown) when the player pays a predetermined amount. And provided to the player. FIG. 6 is a diagram showing a data configuration stored in the card 48. In the card 48, an ID storage unit 49 in which an ID number (hereinafter simply referred to as an ID) as identification information individually given to the card 48 is stored, which corresponds to the amount paid when the card 48 is purchased. The remaining number storage unit 50 in which the remaining number as the valuable value information to be stored is stored, the number of points calculated by multiplying the number of balls possessed by the player as the game result of the game by the ball unit price is stored A number storage unit 51 is set. When the card 48 is issued, the ID is stored in the ID storage unit 49, and the remaining number corresponding to the amount paid when the card 48 is purchased in the remaining number storage unit 50 (for example, the amount paid is 5000 yen). In this case, “5000” is stored as the remaining number, but the point number storage unit 51 stores an initial value as the number of points and “0” as the number of points.

  The card processor 47 is conventionally known, a card sensor for detecting the card 48, a card reader / writer for reading data stored in the card 48 and writing data to the card 48, and data reading of the card 48. A card conveying means for feeding to the writing position and discharging the card 48 to the card insertion slot 46 is provided. When the card 48 is inserted into the card insertion slot 46, the card processor 47 sends the card 48 to a predetermined data reading / writing position, and the card reader / writer stores the stored data, that is, ID, remaining frequency and Read the number of points and output to the checkout machine 2. In response to a write command from the settlement machine 2, the ID, the remaining number, and the number of points are written (stored) in each of the aforementioned storage units.

  The checkout machine 2 stores the ID, the remaining number, and the number of points read from the card 48 through the card processor 47 in the RAM. The read ID, the remaining number, and the number of points are transmitted to a management computer 52 (see FIG. 34) connected via a LAN or the like, and a card data file (card database) created by the management computer 52 when the card is issued. It is determined whether or not the remaining frequency and the number of points stored in association with the corresponding ID in FIG. 2 match the remaining frequency and the number of points sent from the settlement machine 2, and if they match, the settlement machine 2 On the other hand, in the case of mismatch, it may be possible to transmit unavailable. In this case, when the checkout machine 2 receives an unusable message, the checkout machine 2 instructs the card processing machine 47 to eject the card, and returns the card 48 from the card insertion slot 46 via the card processing machine 47. If comprised as mentioned above, it will become possible to prevent use of the card | curd 48 by the act which illegally changes the remaining number of points and the number of points, or the game field illegally alters the contents of the card data file.

  On the other hand, when the checkout machine 2 receives the availability, the checkout machine 2 enables ball lending, ball price change, etc. by using the card 48. Note that authentication of the data on the card 48 by the management computer 52 described above is not essential.

  When the settlement machine 2 reads the data of the card 48, the remaining number of times stored in the RAM is displayed on the remaining number display unit 7 and the number of points stored in the RAM is displayed on the point number display unit 8. When the card 48 can be used, the checkout machine 2 lends a ball according to the operation of the ball lending button 12. This ball lending is assumed to lend a ball lending number of 125 for each operation of the ball lending button 12. The checkout machine 2 transmits the number of balls lent to the ball information control board 20. When the ball information control board 20 receives the number of balls, the ball information control board 20 adds the number to the first number of balls, and the launching device can be launched to enter a playable state. Further, the consideration for the ball rental is obtained by multiplying the set ball unit price by the number of the ball rental, and the obtained consideration (the remaining number or the number of points corresponding to the ball rental) is subtracted from the current value. When there is a point number, the point number is used in preference to the remaining number.

  FIG. 34 is a principal block diagram of the gaming machine management system according to the embodiment of the present invention. In the game hall, a plurality of game machines 60, 60, 60,... Are arranged in parallel, and only one game facility (only one representative is shown in FIG. 1). Are arranged). On the other hand, a management computer 52 is disposed in the management room of the game hall. The management computer 52 and the payment machines 2, 2, 2,... Of each gaming table 60 are connected to each other through a transmission path (for example, LAN) 61 so as to be able to exchange data.

  The management computer 52 has the same hardware configuration as that of a conventional management computer, and a detailed description thereof will be omitted. The management computer 52 includes a CPU, a ROM and a RAM, a control unit having a communication interface, a display device having a display screen such as a CRT or a liquid crystal panel, a keyboard device for operation input, and a manual operation composed of a mouse. It includes an input unit, a printer, an in-store broadcasting device for performing in-store broadcasting by voice synthesis, a storage device for data storage, and the like. The management computer 52 receives necessary data (game state data) from the settlement machines 2, 2, 2,... Of a large number of gaming tables 60, 60,. Identify the state, display the gaming state of each identified gaming table on the display screen of the display device, determine the necessity of store closing compensation according to the gaming state, and calculate the number of compensation balls if compensation is required Or the in-store broadcast of the game state of each game machine via the in-store broadcasting device.

  In addition, the management computer 52 collects necessary data from a large number of game machines 60, 60,... Installed in the game facilities of the game hall, and organizes data corresponding to various game states, as before. Data is displayed on the display screen of the display device, and the operating state of each game machine is monitored. In addition, by operating a manual input unit (such as a keyboard device or a mouse), jackpot data, prize ball data, and the like are collected by game type, machine type, island unit, and the like. In the present embodiment, the closing signal output means according to claim 1 is described as being configured by the manual input unit that can be operated by an operator, but the operator's input operation (the manual input unit) For example, the closing time is set in advance in the timer means (which may be either a soft timer or a hard timer) built in the management computer 52, and the closing signal is sent when the time of the timer means reaches the closing time. It can also be realized as an output configuration.

  In addition, the management computer 52 includes a storage device (not shown), and compensation conditions for performing store closing compensation for each game machine are pre-registered in the storage device. FIG. 35 is a diagram showing the contents of the compensation condition storage file provided in the storage device. One record of the compensation condition storage file is composed of a unit number storage area and a store closing compensation condition storage area. The unit number is stored in the unit number storage area. The machine number is a machine identification number assigned by the game room for each game machine so that a plurality of game machines 60 existing in the game room can be identified, for example, 001 series, 002 series. , 003 series, and so on. In the store closing compensation condition storage area, compensation conditions in the case of performing store closing compensation for the gaming machine with the machine number stored in the machine number storing area are stored. For example, the compensation conditions for the “001” game machines are stored such that closing compensation is performed if the game condition is one of big hit, high probability, or short time.

  Each process by the enclosed pachinko machine 1 and the settlement machine 2 configured as described above will be described. 4 to 5 are flowcharts showing a main routine of processing executed by a CPU (referred to as a CPU of the settlement machine 2, hereinafter referred to as an SCPU) provided in the settlement machine 2. In the following description, the CPU provided on the sphere information control board 20 is referred to as a CPU of the sphere information control board 20 and is referred to as a TCPU.

  When starting the main routine, the SCPU first sets an initial value “0” in the execution flag (step A01). The execution flag takes values of “0 (initial state)”, “1 (ball unit price can be changed, ball rental available)”, and “2 (ball unit price not changeable, ball rental available)”. Next, the SCPU determines whether or not the card 48 is inserted into the card insertion slot 46 (step A02). The detection of the insertion of the card 48 into the card insertion slot 46 is based on a detection signal of a card sensor disposed inside the card insertion slot 46 that is conventionally known. If the card 48 is not inserted into the card insertion slot 46, the SCPU determines that step A02 is NO, proceeds to step C31, and determines whether or not there is an input of a closing instruction transmitted from the management computer 52 ( Step C31). The closing instruction transmitted from the management computer 52 is transmitted by a closing operation by manual input to the management computer 52 by the operator based on the arrival of the closing time, and the processing performed by the management computer 52 will be described later. Here, since it is considered that no store closing instruction is input, step C31 is determined to be NO, and the process returns to step A02. Therefore, it is in a standby state until the insertion of the card 48 into the card insertion slot 46 is detected.

  When the player inserts the card 48 into the card insertion slot 46, insertion of the card 48 is detected, and the SCPU determines YES in step A02 and proceeds to step A03. In step A03, data stored in the card 48 is read (step A03). That is, the ID stored in the ID storage unit 49 of the card 48 of FIG. 6, the remaining number stored in the remaining number storage unit 50, and the number of points stored in the point number storage unit 51 are read to determine a predetermined value in the RAM. In the storage area (ID storage area, remaining frequency storage area, point count storage area).

  Next, the SCPU determines whether the inserted card 48 is usable or unusable (step A04). As described above, the ID, the remaining number, and the number of points read are transmitted to the management computer 52 (see FIG. 3), and each data managed by the management computer 52 and each data transmitted by the management computer 52 are transmitted. It is good also as a structure which judges whether it is usable or unusable by whether or not. In this embodiment, when the read remaining number is 0 and the read point number is 0, it is determined that the card 48 is unusable, and the card 48 is ejected from the card insertion slot 46 (step A05). Return to step A02. For this reason, when it is determined that the card 48 is unusable, the processing described below is not executed.

  On the other hand, if the read remaining frequency is not 0, or if the read remaining frequency is 0 and the read point number is not 0, it is determined that the card 48 is usable, and processing is performed in the following processes. “1” is set to an execution flag for identifying whether to perform or not (step A06).

  Next, the initial value “4” of the sphere unit price (frequency 4 or 4 points per sphere) is set in the sphere unit price storage area of the RAM (step A07), and the second sphere number storage area of the RAM (the adjustment machine possession) The initial value “0” of the second number of balls Q1 is set in the ball count area) (step A08), “1 (lighted)” is set in the lighting data of the operable notification lamps 15 and 18 (step A09), It progresses to the display process of step A10.

  FIG. 9 is a flowchart showing a subroutine of display processing executed by the SCPU. When the SCPU starts the display process, the SCPU displays the remaining frequency stored in the remaining frequency storage area on the remaining frequency display unit 7 (step A101), and displays the number of points stored in the point number storage area as the point number display unit. 8 (step A102), the second holding ball number (the number of holding balls managed by the adjusting machine 2) stored in the second holding ball number storage area is displayed on the adjusting machine holding ball number display unit 10 ( Step A103), the value of the sphere unit price stored in the sphere unit price storage area is displayed on the sphere unit price display unit 11 (Step A104), and the lighting data of the operable notification lamps 15 and 18 are output (Step A105) and displayed. The process exits and proceeds to step A11.

  Accordingly, the remaining number of points and the number of points stored in the card 48 are displayed, the initial value “0” is displayed as the number of adjusted machine balls, the initial value “4” is displayed as the ball unit price, and An operable notification lamp 15 for notifying that the button 12 is in an operable state is turned on, and an operable notification lamp 18 for notifying that the unit price change button 14 is in an operable state is turned on.

  In step A11, the SCPU determines whether or not the value of the execution flag is “1” (step A11). If the value of the execution flag is not “1”, it is determined that the ball unit price cannot be changed (NO in step A11), and the process jumps to step A13. Therefore, when the value of the execution flag is not “1”, it is impossible to substantially change the ball unit price.

  On the other hand, when the value of the execution flag is “1”, for example, immediately after inserting the usable card 48, the ball unit price can be changed, and step A11 is determined as YES and step A12 is performed. Proceed to the sphere unit price change process.

  That is, after the card is inserted and until the ball rental is substantially performed, the player can arbitrarily select and specify the ball unit price in the range of 4 to 1 by operating the ball unit price change button 14. On the other hand, when the ball rental is substantially performed, the value of the execution flag is changed to “2”, so that the ball unit price cannot be changed. In addition, the value of the ball unit price at the time of lending the ball is used when the number of balls is settled.

  FIG. 10 is a flowchart showing a subroutine of the unit price changing process executed by the SCPU. When the SCPU starts the sphere unit price change process, it first determines whether or not there is an operation of the sphere unit price change button 14 (step A121). If the ball unit price change button 14 is not operated, step A121 is determined to be NO, the subroutine of the ball unit price change process is exited, the process returns to the main routine, and the process proceeds to step A13.

  On the other hand, if there is an operation of the unit price change button 14 in step A121, step A121 is determined to be YES, the process proceeds to step A122, and the value of the unit price stored in the unit price storage area of the RAM is decreased by one. (Step A122), it is determined whether or not the result of the reduced sphere unit price is 0 (Step A123). If the result of the reduced sphere unit price is 0, the result is returned to the initial value “4” (Step A124). Exits the unit price change processing subroutine and returns to the main routine. On the other hand, if the result of the reduced sphere unit price is not 0, the sphere unit price change process subroutine is exited and the process returns to the main routine. Note that unless the actual ball lending is performed in the later-described ball lending process, the execution flag value is maintained at “1” and the ball unit price changing process subroutine is executed. Thus, each time the sphere unit price change button 14 is operated, the sphere unit price is cyclically changed in the order of “4” → “3” → “2” → “1” → “4”.

  If the SCPU exits the subroutine of the unit price change process in step A12, the process proceeds to step A13. In step A13, the SCPU determines whether or not the ball lending button 12 is operated (step A13). If there is no operation of the ball lending button 12, step A13 is determined as NO and the process proceeds to step A18.

  The player operates the ball lending button 12 to play a game, and receives a ball lending from the checkout machine 2. That is, if there is an operation of the ball lending button 12 at step A13, the SCPU determines that step A13 is YES and proceeds to the ball lending process at step A14.

  FIG. 7 to FIG. 8 are flowcharts showing a ball lending process subroutine executed by the SCPU. When the SCPU starts the ball lending process, it first transmits a ball lending preparation command to the TCPU (step A50). Next, the process proceeds to step A51, where it is determined whether or not the number of points stored in the point number storage area (hereinafter referred to as PS) is 0 (step A51). In the present embodiment, when there are points in ball lending, the number of points is consumed with priority over the remaining number. In ball lending, the number of points and the remaining number are handled equivalently. The difference between the remaining number and the point number differs in that the remaining number can be exchanged for cash in the prize counter, but the point number cannot be exchanged for cash.

  If it is determined in step A51 that the number of points is not 0, that is, if there are points, step A51 is determined to be NO, and the process proceeds to step A52. In step A52, the sphere unit price (hereinafter referred to as TK) stored in the sphere unit price storage area in the specified sphere rental number KD (in this embodiment, for example, 125) corresponding to one sphere rental operation. The number of points required for ball lending by multiplication (same in frequency and equivalent) is obtained and stored in the A register (step A52). Next, the number of points PS is compared with the number of points required for ball rental (referred to as the number of ball rental points) stored in the A register to determine whether or not the point number PS is less than the number of ball rental points (step A53). ).

  In step A53, if the number of points PS is equal to or greater than the number of ball rental points, the ball rental is immediately possible only with the number of points, step A53 is determined to be NO, and the specified ball rental number KD is set as the ball rental number. (Step A54), and waits until the end of the ball rental sent from the TCPU is received (Step A55 is repeatedly determined to be NO). The processing performed by the CPU (TCPU) of the sphere information control board 20 corresponding to the transmitted lent number will be described later.

  Then, when the processing of the TCPU corresponding to the number of ball rentals transmitted from the SCPU is completed, the TCPU transmits the ball rental termination, so the SCPU receives the ball rental termination, and determines that step A55 is YES, Proceeding to step A56, the number of ball rental points stored in the A register is subtracted from the point number PS stored in the point number storage area (step A56) (the subtraction result is stored in the point number PS), and further The point number PS is written in the point number storage unit 51 of the card 48 (step A57), the ball lending process subroutine is exited, the process returns to the main routine, and the process proceeds to step A15.

  On the other hand, if the number of points PS is less than the number of ball rental points in step A53, step A53 is determined to be YES, and the process proceeds to step A58. It is determined whether or not. In step A58, the point number PS is stored in the B register (step A58). Next, the remaining number (hereinafter referred to as DS) stored in the remaining number storage area is added and stored to the point number PS stored in the B register (step A59). Next, the ball lending counter C1 for counting the ball lending by 1 is cleared to 0 (step A60), the process proceeds to step A61, and the total value of the number of points and the remaining number stored in the B register, The sphere unit price TK is compared, and it is determined whether or not the total value of the number of points stored in the B register and the remaining number is equal to or more than the sphere unit price TK (step A61).

  In step A61, if the sum of the number of points stored in the B register and the remaining number (hereinafter simply referred to as the sum of the B register) is equal to or greater than the unit price TK, the step A61 is determined as YES. Then, the ball unit price TK is subtracted and stored from the total value of the B register (step A62), the ball lending counter C1 is incremented by 1 (step A63), and the process proceeds to step A64 where the value of the ball lending counter C1 is the specified ball lending number. It is determined whether or not it has become equal to KD (whether or not it has been reached) (step A64).

  If the value of the ball lending counter C1 is not equal to the specified ball lending number KD at step A64, step A64 is determined as NO and the process returns to step A61. Therefore, by repeatedly performing the processing routine for determining NO in step A61 to step A63 and step A64, the total value of the B register is decreased by the unit price TK in step A62, but the total value of the B register is the base unit price TK. During the period above, the value of the ball lending counter C1 is incremented by one, and if the value of the ball lending counter C1 becomes equal to the specified ball lending number KD, the number of points PS and the remaining number of times It is possible to lend the specified ball lending amount KD based on the sum of the DS and the step A64, YES is determined, and the process proceeds to step A65.

  In step A65, since the number of points is consumed with priority over the remaining frequency, the point number PS is completely consumed when the ball lending is performed with the sum of the point number PS and the remaining frequency DS. Therefore, the point number PS is cleared to 0 (step A65), and the sum value stored in the B register becomes a new remaining frequency number. Therefore, the sum value stored in the B register remains as the remaining frequency DS. Store in the frequency storage area (step A66), send the specified sphere rental number KD to the TCPU as the sphere rental number (step A67), and wait in step A68 until receiving the end of the sphere rental sent from the TCPU. (Step A68 is repeatedly determined to be NO).

  Then, when the processing of the TCPU corresponding to the number of ball rentals transmitted from the SCPU is completed, the TCPU transmits the ball rental termination, so the SCPU receives the ball rental termination, and determines that step A68 is YES, Proceeding to step A69, the point number PS (in this case, 0) is written into the point number storage unit 51 of the card 48 and the remaining number DS is written into the remaining number storage unit 50 (step A69), and the ball rental processing subroutine is exited. Returning to the main routine, the process proceeds to step A15.

  In step A51, if the number of points is 0, step A51 is determined to be YES, and the process proceeds to step A58. If it is determined in step A51 that the number of points is 0, logically only the remaining frequency DS (if the remaining frequency DS is 0, it is already excluded that the card cannot be used. Step A04 in FIG. 4). (Refer to NO for determination)) It is determined whether or not ball lending is possible. In step A58, the number of points PS stored in the B register is “0”. The following processing is the same as the processing for lending a ball with the number of points + the remaining frequency described above because the number of points and the remaining frequency are handled equivalently in the ball lending.

  On the other hand, even if the processing routine for determining NO in step A61 to step A63 and step A64 is repeated, the value of the ball lending counter C1 is not equal to the specified ball lending number KD, and the total value of the B register is the ball unit price. If it is smaller than TK, the ball lending number does not satisfy the specified ball lending number KD, step A61 is determined to be NO, and the process proceeds to step A70.

  In the case of proceeding to Step A70, the ball lending number becomes the value of the ball lending number counter C1. In addition, the total value stored in the B register becomes a new remaining frequency. In step A70, it is determined whether or not the value of the ball lending counter C1 is “0” (step A70). If the value of the ball lending counter C1 is not “0”, the ball lending can be performed. Therefore, it is determined that the step A70 is NO and the process proceeds to the step A71, and the point number PS is completely consumed. PS is cleared to 0 (step A71), and the total value stored in the B register becomes a new residual frequency, so the total value stored in the B register is stored in the residual frequency storage area as the residual frequency DS ( In step A72), the value of the ball lending counter C1 is transmitted to the TCPU as a ball lending number (step A73). In step A74, the process waits until a ball lending end sent from the TCPU is received (NO in step A74). Is repeatedly performed).

  Then, when the processing of the TCPU corresponding to the number of ball rentals transmitted from the SCPU is completed, the TCPU transmits the ball rental termination, so the SCPU receives the ball rental termination, and determines that step A74 is YES, Proceeding to step A75, the point number PS (in this case, 0) is written into the point number storage unit 51 of the card 48 and the remaining number DS is written into the remaining number storage unit 50 (step A75), and the ball rental processing subroutine is exited. Returning to the main routine, the process proceeds to step A15.

  Also, for example, when the ball unit price is “4”, the number of points of the card 48 is “0”, and the remaining frequency is “3”, that is, the number of points stored in the B register and the remaining frequency are If the total value (hereinafter simply referred to as the total value of the B register) is smaller than the ball unit price TK from the beginning, it is determined NO in step A61 and the process proceeds to step A70, where the value of the ball lending counter C1 is 0. Therefore, step A70 is determined as YES, the process proceeds to step A76, a ball lending impossibility command is transmitted to the TCPU (step A76), and the process waits until a ball lending end sent from the TCPU is received in step A77. (Step A77 is repeatedly determined to be NO).

  When the processing of the TCPU corresponding to the ball lending impossible instruction transmitted from the SCPU is completed, the TCPU transmits the ball lending end, so that the SCPU receives the ball lending end and determines that step A77 is YES. The initial value “0” is set to the execution flag and returned (step A78), the ball lending process subroutine is exited, the process returns to the main routine, and the process proceeds to step A15.

  After exiting the ball lending process subroutine, the SCPU proceeds to step A15. In step A15, it is determined whether or not the execution flag has been returned to "0" (step A15). As described above, the execution flag is returned to “0” only when a ball lending disabling command is transmitted to the TCPU in the ball lending process, and when the ball lending number is transmitted to the TCPU in the ball lending process (ie, substantially In the case of a ball rental), the execution flag is set to “1”. When “1” is set in the execution flag, the SCPU determines NO in step A15, sets “2” in the execution flag (step A16), and the operable notification lamp 18 (ball unit price change button). 14) is set (step A17), and the process proceeds to step A18. Since the value of the execution flag is changed to “2”, it is impossible to change the ball unit price thereafter.

  On the other hand, when a ball lending impossibility command is transmitted to the TCPU in the ball lending process, the execution flag is returned to “0”. In this case, step A15 is determined as YES, and the process directly proceeds to step A18.

  In step A18, the SCPU determines whether or not the settlement button 13 is operated (step A18). If the settlement button 13 is not operated, step A18 is determined as NO, and the process proceeds to step A19. The processing when the settlement button 13 is operated will be described later.

  In step A19, it is determined whether or not the execution flag is “1” (step A19). When the ball rental is not performed, the execution flag remains “1”. In this case, step A19 is determined to be YES, and the process returns to the display process of step A10. For this reason, the sphere unit price display of the sphere unit price display unit 11 is changed to the selected sphere unit price. After the card is inserted, until the ball rental is substantially performed, the player can arbitrarily select and designate the ball unit price in the range of 4 to 1 by operating the ball unit price change button 14.

  If the execution flag is returned to “0”, step A19 is determined to be NO, and in subsequent step A20, the execution flag is determined to be “0”, and step A20 is determined to be YES. Then, the display process returns to step A10. In this case, there is no substantial ball rental. For this reason, it is necessary to discharge the card 48 by the player's operation to the checkout button 13, but the gist of the present invention is that the game has been performed and the game has been performed because the ball rental has actually been performed. Since it is related to processing of the main control board 19, the ball information control board 20 and the settlement machine 2 at the time of later settlement, the description will be simplified. By operating the check button 13, step A18 is determined as YES and the process proceeds to step A23. As a result of the execution flag being “0”, step A23 is determined as YES and the process proceeds to step A27 (the checkout process is substantially If not, the card 48 is ejected from the card insertion slot 46 (step A27), and the process is terminated.

  Further, after the card 48 is inserted, if the settlement button 13 is operated without performing any operation on the ball lending button 12, the execution flag remains “1”. In this case, the settlement button 13 Step A18 is determined as YES and the process proceeds to Step A23. As a result of the execution flag being “1”, Step A23 is determined as NO and the process proceeds to Step A24. Proceeding to step A27 (the checkout process is not substantially performed), the card 48 is ejected from the card insertion slot 46 (step A27), and the process ends.

  When the ball lending number is transmitted to the TCPU in the ball lending process, that is, when the ball lending is substantially performed, “2” is set to the execution flag in step A16. In this case, it is determined that step A19 is NO and step A20 is NO, the process proceeds to the movement number process of step A21. If the movement number process is exited, the process proceeds to the request number process of step A22. Next, it is determined whether or not there is an input of a closing instruction transmitted from the management computer 52 (step C01). Here, since it is considered that no store closing instruction is input, step C01 is determined to be NO, and the process returns to the display process of step A10. In addition, the movement number process of step A21 and the request number process of step A22 are processes performed from when the game is started in the enclosed pachinko machine 1 until the settlement button 13 is operated and the settlement is performed. .

  Next, processing executed by a CPU (referred to as a CPU of the sphere information control board 20 hereinafter referred to as a TCPU) provided on the sphere information control board 20 will be described. FIG. 14 is a flowchart showing a main routine of processing executed by the TCPU provided on the sphere information control board 20. When starting the main routine, the TCPU first clears the first ball number storage area of the RAM for performing update storage of the first ball number P1 managed by the TCPU (step S01). Subsequently, it progresses to step S02 and it is determined whether the ball lending preparation command sent from SCPU was received (step S02). Here, the TCPU waits until a ball lending preparation command is received (step S02 is repeatedly determined to be NO).

  As described above, when the SCPU of the checkout machine 2 executes the ball lending process (see step A14 in FIG. 4) according to the operation of the ball lending button 12, the SCPU transmits a ball lending preparation command to the TCPU ( The TCPU receives the ball lending preparation command, determines that step S02 is YES, and proceeds to step S03. If it progresses to step S03, it will be determined whether the ball lending number or ball lending impossible sent from SCPU next was received. That is, first, it is determined whether or not the number of spheres has been received (step S03). If the number of spheres has not been received, step S03 is determined to be NO, and the process proceeds to step S04 to receive a notification that the number is not lent. (Step S04), if it is not received that ball rental is not possible, it is determined NO in Step S04 and the process returns to Step S03.

  In the ball lending process, when a ball lending impossibility command is transmitted from the SCPU due to insufficient remaining number of cards 48 (see step A76 in FIG. 8), the TCPU receives the ball lending impossibility command, and step S04 Is determined as YES, the process proceeds to step S05, a ball lending end is transmitted to the SCPU (step S05), and the process of the main routine is ended. Therefore, the game is not started when the ball lending instruction is received.

  On the other hand, in the ball lending process, when the ball lending number is substantially transmitted from the SCPU (the specified ball lending number in step A54 in FIG. 7, or the specified ball lending number in step A67, or in FIG. In step A73, the number of ball lending that is less than the prescribed ball lending number (see each step A), the TCPU will receive the ball lending number, determine that step S03 is YES, and proceed to step S06.

  In step S06, the TCPU adds the received ball lending number to the first holding ball number P1, and stores the addition result as the first holding ball number P1 (step S06). Next, a ball lending end is transmitted to the SCPU (step S07), a command to enable the launch device to be fired is output to the launch control board 38 (step S08), the monitoring flag is cleared to 0 (step S09), and step Proceed to S10. By the processing in step S08, the game ball can be launched toward the game area 4, so that the game can be started. The monitoring flag is a flag for identifying whether to branch to any of the processes related to the type of the end mode from when the game end command transmitted from the settlement machine 2 is received. Represents a state in which “initial state or normal termination is possible”, “1” represents “waiting for termination”, and “2” represents a state in which “forced termination is only possible”.

  When the TCPU proceeds to step S10, the TCPU displays the value of the first ball number P1 stored in the first ball number storage area on the gaming machine ball number display unit 9 (step S10). Thereby, the player is made to recognize the current number of balls managed by the enclosed pachinko machine 1.

  When the player hits the batting handle 5 and fires the game ball toward the game area 4, the game ball enters each winning opening provided in the game area 4, and a winning occurs. When a winning is detected by a winning opening detection switch (ordinary winning opening detection switch 23 or large winning opening detection switch 24) arranged in each winning opening, the main control board 19 is placed in the winning opening where the game ball has won. A prize ball command instructing the number of prize balls set accordingly is output to the ball information control board 20 as necessary. Each time one game ball is launched, the ball detection signal of the launch ball detection sensor 42 is input to the ball information control board 20, and the game ball 4 does not reach the game area 4 and is played at the foul ball entrance (not shown). Each time the sphere is collected, the sphere detection signal of the return sphere detection sensor 43 is input to the sphere information control board 20.

  Subsequent to step S10, the TCPU performs input processing of each sensor signal (step S11), and then performs input processing of a prize ball command transmitted from the main control board 19 (step S12). Next, the process proceeds to ball information processing during the game (step S13).

  Here, the ball information processing during the game will be described. FIG. 15 is a flowchart showing a subroutine of ball information processing during a game performed by the TCPU. The TCPU first determines whether or not there is a shot ball detection signal from the shot ball detection sensor 42 (step S30). If there is a shot ball detection signal from the shot ball detection sensor 42, it is determined as YES in step S30, the value of the first number of balls P1 is decremented by 1 (step S31), and the process proceeds to step S32. On the other hand, if there is no fired ball detection signal from the fired ball detection sensor 42, step S30 is determined as NO, and the process directly proceeds to step S32.

  In step S32, it is determined whether there is a return ball detection signal from the return ball detection sensor 43 (step S32). If there is a return ball detection signal from the return ball detection sensor 43, step S32 is determined to be YES, the value of the first number of balls P1 is incremented by 1 (step S33), and the process proceeds to step S34. On the other hand, if there is no return sphere detection signal from the return sphere detection sensor 43, step S32 is determined as NO, and the process directly proceeds to step S34.

  In step S34, it is determined whether or not a prize ball command is received in the prize ball command input process in step S12 (step S34). That is, it is determined whether or not a prize ball command is stored in the reception buffer. If a prize ball command has been received, it is determined as YES in step S34, and the number of prize balls according to the received prize ball command is added and stored in the value of the first number P1 (step S35). Exit the information processing subroutine and return to the main routine. On the other hand, if no prize ball command is received, step S34 is determined to be NO, and the ball information processing subroutine during the game is exited and the process returns to the main routine. For example, when a winning occurs at the winning opening set to the number of winning balls “4”, the number of winning balls “4” is added and stored in the value of the first number of balls P1, for example, the number of winning balls “ When a winning occurs at the winning opening (large winning opening) set to “15”, the number of winning balls “15” is added and stored in the value of the first number of balls P1.

  When the TCPU exits from the ball information processing subroutine during the game, the TCPU proceeds to step S135 and determines whether or not a gaming state request command transmitted from the settlement machine 2 has been received (step S135). Since the game state request command is transmitted from the SCPU at the time of store closing compensation (see step C02 in FIG. 27), it is determined that step S135 is NO and the process proceeds to step S14. In step S14, it is determined whether or not a game end command transmitted from the settlement machine 2 has been received (step S14). When the player inputs an operation to the checkout button 13, the game end command is transmitted in a checkout process (see step A25 in FIG. 5) performed by the SCPU described later. Here, a description will be given assuming that the game end command is not received. If no game end command is received, step S14 is determined as NO, and the process proceeds to step S15. In step S15, it is determined whether or not the monitoring flag is “1” (step S15). In this case, since the monitoring flag is set to “0” in step S09, step S15 is determined to be NO, and the process proceeds to the number-of-balls check process 1 in step S16.

  In the present embodiment, when the first number of balls P1 managed by the ball information control board 20 (TCPU) exceeds a predetermined upper limit number, the settling machine is set by a predetermined number of movements X1 from the first number of balls P1. The movement number X1 transmitted to the second ball number Q1 managed by the checkout machine 2 (SCPU) is added and stored.

  FIG. 16 is a flowchart showing a subroutine of the number-of-balls check process 1 executed by the TCPU. When starting the number-of-balls checking process 1, the TCPU determines whether or not the number of first balls P1 exceeds the upper limit number defined in advance (step S40). Here, the upper limit number is equivalent to the holding ball on the upper plate of the pachinko machine that actually pays out the prize ball (equivalent to the upper plate). In this embodiment, the upper limit number is, for example, “ 250 ". If the first number of balls P1 does not exceed the predetermined upper limit number, it is determined that step S40 is NO, the subroutine of the number-of-balls check process 1 is exited, and the process returns to the main routine. Therefore, when the first number of held balls P1 does not exceed the predetermined upper limit, the number of held balls P1 is not changed by the number of held balls check process 1.

  On the other hand, if the first number of balls P1 exceeds the predetermined upper limit, step S40 is determined as YES, and the process proceeds to step S41. In step S41, the TCPU transmits a predetermined movement number X1 (of course, the upper limit number> X1) to the settlement machine 2 (step S41), and the process sent from the SCPU in step S42. Wait until the end is received (the process of determining NO in step S42 is repeated).

  When the TCPU transmits the movement number X1, the SCPU of the settlement machine 2 adds and stores the movement number X1 transmitted to the second holding ball number Q1 in the movement number process of step A21 in FIG. FIG. 11 is a flowchart showing a subroutine of movement number processing executed by the SCPU. When starting the movement number process, the SCPU determines whether or not the movement number X1 has been received (step A211). If the movement number X1 is not received, step A211 is determined as NO, and the movement number processing subroutine is exited and the process returns to the main routine.

  On the other hand, when the movement number X1 is received, step A211 is determined as YES, and the process proceeds to step A212. In step A212, the SCPU adds the received movement number X1 to the second holding ball number Q1 and stores the addition result as the second holding ball number Q1 (step A212). Next, the end of processing is transmitted to the TCPU (step A213), the movement number processing subroutine is exited, and the process returns to the main routine.

  When the SCPU transmits the process end, the TCPU receives the process end. The SCPU determines YES in step S42, proceeds to step S43, and subtracts the movement number X1 transmitted from the first ball number P1. The subtraction result is stored as the first number of held balls P1 (step S43), the subroutine of the number of held balls check process 1 is exited, and the process returns to the main routine.

  In this embodiment, the movement number X1 that moves from the first number of balls P1 managed by the TCPU of the ball information control board 20 to the second number of balls Q1 managed by the SCPU of the settlement machine 2 is, for example, “100”. To do. The movement number “100” is an example, and the movement number X1 may be changed depending on the gaming state. For example, in a gaming state that is not a big hit gaming state, the number of winning balls according to winning is often determined to be small (for example, the number of winning balls for winning at the start opening is set to “4”). Since the additional increment of the first ball number P1 does not increase, the movement number X1 is set to “100” as described above. On the other hand, in the big hit gaming state, a large number of winnings are concentrated in a short time, and the number of winning balls corresponding to each winning is large (for example, the number of winning balls for winning a big winning opening is “15”). In many cases, the number of movements X1 is set to “200”, which is twice as large as the increment of the first number of balls P1 increases. The gaming state is transmitted periodically from the main control board 19 to the ball information control board 20 (for example, every 4 ms), and is determined by inputting the gaming state in the number-of-balls check process 1.

  Returning to the flowchart of FIG. 14, when the TCPU exits the number-of-balls check process 1 in step S16, it proceeds to the number-of-balls check process 2 in step S17.

  In the present embodiment, when the first number of balls P1 managed by the ball information control board 20 (TCPU) falls below a predetermined lower limit number, the number is determined in advance from the second number of balls Q1 managed by the settlement machine 2. Only the return number corresponding to the request number Y1 is returned to the TCPU, and the return number corresponding to the request number Y1 transmitted to the first ball number P1 managed by the ball information control board 20 (TCPU) is added and stored. . In this case, the condition is that the second number of balls Q1 managed by the checkout machine 2 is not “0”.

  FIG. 17 is a flowchart showing a subroutine of the number-of-balls check process 2 executed by the TCPU. When starting the number-of-balls checking process 2, the TCPU determines whether or not the number of first balls P1 is below a predetermined lower limit number (step S50). Here, the lower limit number corresponds to the holding ball on the upper plate of the pachinko machine that actually pays out the prize ball (equivalent to the upper plate). In this embodiment, the lower limit number is, for example, “ 100 ".

  Here, for example, if the pachinko game being performed in the game area 4 is a second type of pachinko game, the large winning opening of the variable winning device is opened or closed once or twice according to the winning at the starting opening. Perform the action. At the timing when the grand prize opening is opened, the game ball passes through the big prize opening and jumps into the prize winning space in the variable prize winning device, and the game ball that has jumped in is luckily provided in the prize winning space. When winning a mouth (so-called V prize opening), the game shifts to a big hit gaming state. At this time, if the first number of balls P1 is the number that can continue the game, the game can be continued without any trouble, but the number of first balls P1 is insufficient to continue the game, so-called shortage of balls. If you do, it will hinder you to continue playing. The number-of-balls checking process 2 compensates for the occurrence of such a shortage of balls. Thereby, the player can continue to play the game without worrying about the decrease in the first number of balls P1.

  If the first number of balls P1 is not less than the predetermined lower limit number, step S50 is determined as NO, the subroutine of the number-of-balls checking process 2 is exited, and the process returns to the main routine. Therefore, when the first number of held balls P1 is not less than the predetermined lower limit, the number of held balls P1 is not changed by the number of held balls check process 2.

  On the other hand, if the first number of balls P1 is less than the predetermined lower limit, step S50 is determined as YES, and the process proceeds to step S51. In step S51, the TCPU transmits a predetermined number of requests Y1 to the settlement machine 2 (step S51), and waits in step S52 until reply data sent from the SCPU is received (step S52). The process of determining NO is repeated). In the present embodiment, the request count Y1 is “100”.

  When the TCPU transmits the request number Y1, the SCPU of the settlement machine 2 receives the request number Y1 and manages the current second number Q1 range in the request number process in step A22 of FIG. The return number to be transmitted is determined, the determined return number is transmitted to the TCPU, and the return number transmitted is subtracted from the second ball count Q1, and the subtraction result is stored as the second ball count Q1. FIG. 12 is a flowchart showing a subroutine of request number processing executed by the SCPU. When starting the request count process, the SCPU first determines whether or not the request count Y1 has been received (step A221). If the request number Y1 is not received, step A221 is determined as NO, and the request number processing subroutine is exited and the process returns to the main routine.

  On the other hand, when the request number Y1 is received, step A221 is determined as YES, and the process proceeds to step A222. In step A222, the SCPU determines whether or not the currently managed second number of balls Q1 is “0” (no number of balls) (step A222). If the second number of held balls Q1 is “0” (no number of balls), step A222 is determined to be YES, and the process proceeds to step A230, and the return number that can be transmitted is zero. Is transmitted to the TCPU (step A230), and the process waits until the process end sent from the TCPU is received in step A231 (the process of determining step A231 as NO is repeated).

  When the SCPU transmits “no balls held”, the TCPU receives “no balls held” as reply data sent from the SCPU. First, step S52 is determined to be YES, and step S53. Proceed to Then, it is determined whether or not the reply data is “no balls held” (step S53), step S53 is determined to be YES, the process proceeds to step S55, and the processing end is transmitted to the SCPU (step S55). Exit the number check process 2 subroutine and return to the main routine. Further, when the TCPU transmits the process end, the SCPU receives the process end, and determines that step A231 is YES, exits the request number process subroutine and returns to the main routine.

  On the other hand, if the second number of held balls Q1 is not “0” (no number of held balls), the SCPU determines NO in step A222 and proceeds to step A223. If the second number of held balls Q1 is not “0”, there is a return number that can be transmitted, and in step A223, it is determined whether or not the second number of held balls Q1 currently managed is equal to or greater than the requested number Y1. (Step A223).

  When the second number of balls Q1 is equal to or greater than the requested number Y1, step A223 is determined to be YES, the process proceeds to step A224, and the return number according to the received requested number Y1 is transmitted to the TCPU (step A224). The process waits until the end of the process sent from the TCPU is received (the process of determining step A225 as NO is repeated).

  When the SCPU transmits the return number according to the request number Y1, the TCPU receives “return number (= request number Y1)” as reply data sent from the SCPU. First, step S52 is set to YES. Determine and proceed to step S53. Then, it is determined whether or not the reply data is “no balls” (step S53). Since the reply data is not “no balls”, step S53 is determined to be NO, and the process proceeds to step S54. When the process proceeds to step S54, the received return number (requested number Y1) is added to the first possessed ball number P1, and the addition result is stored as the first possessed ball number P1 (step S54). Next, the processing end is transmitted to the SCPU (step S55), the subroutine of the number-of-balls checking process 2 is exited, and the process returns to the main routine.

  Further, when the TCPU transmits the processing end, the SCPU receives the processing end, and determines that step A225 is YES, proceeds to step A226, and returns the number (= request) transmitted from the second holding ball number Q1. The number Y1) is subtracted, and the subtraction result is stored as the second ball holding number Q1 (step A226). When step A226 is completed, the SCPU exits the request number processing subroutine and returns to the main routine.

  On the other hand, if the second number of held balls Q1 is not greater than or equal to the required number Y1 in step A223, that is, if the currently managed second number of held balls Q1 is less than the required number Y1, step A223 is determined as NO. The process proceeds to step A227. In this case, all of the second number Q1 currently managed is transmitted to the TCPU. The TCPU transmits the second number of balls Q1 as a return number to the TCPU (step A227), and waits until it receives the end of processing sent from the TCPU at step A228 (processing to determine NO at step A228). repeat).

  When the SCPU transmits the second number of balls Q1 as a return number, the TCPU receives “return number (= second ball number Q1)” as return data sent from the SCPU. It determines with step S52 being YES and progresses to step S53. Then, it is determined whether or not the reply data is “no balls” (step S53). Since the reply data is not “no balls”, step S53 is determined to be NO, and the process proceeds to step S54. When the process proceeds to step S54, the received return number (second holding number Q1) is added to the first holding number P1, and the addition result is stored as the first holding number P1 (step S54). Next, the processing end is transmitted to the SCPU (step S55), the subroutine of the number-of-balls checking process 2 is exited, and the process returns to the main routine.

  In addition, when the TCPU transmits the processing end, the SCPU receives the processing end, and determines that step A228 is YES, proceeds to step A229, and returns to the TCPU all the second holding numbers Q1 as the return numbers. Since the second ball number Q1 to be managed is 0, the second ball number storage area of the RAM is cleared to 0 (the second ball number Q1 is cleared to 0) (step A229). When step A229 is completed, the SCPU exits the request number processing subroutine and returns to the main routine.

  As is clear from the above description, the number of movements X1 from the TCPU (ball information control board 20) to the SCPU (settlement machine 2) and the number of balls held from the SCPU (settlement machine 2) to the TCPU (ball information control board 20). The return number depends on the upper limit number and the lower limit number of the first number of balls P1 determined by the TCPU. In the above-described embodiment, the movement number X1 from the TCPU to the SCPU is set to “100”, and the return number of balls from the SCPU to the TCPU (requested number Y1) is described as “100”. The number of movements X1 and the required number of balls Y1 from the SCPU to the TCPU may be determined as follows.

  The number of movements X1 from the TCPU to the SCPU is such that 1/2 of the sum of the upper limit number and the lower limit number (average of the sum of the upper limit number and the lower limit number) is equal to or greater than the difference obtained by subtracting the movement number X1 from the upper limit number. The movement number X1 is determined so as to satisfy the above condition, and is preset in the TCPU. That is, the movement number X1 that satisfies (the upper limit number + the lower limit number) / 2 ≧ (the upper limit number−the movement number X1) may be set in advance in the TCPU. In addition, the number of balls returned from the SCPU to the TCPU (request number Y1) is ½ of the sum of the upper limit number and the lower limit number (average of the sum of the upper limit number and the lower limit number), but the lower limit number and the request. The request number Y1 is determined so as to satisfy a condition that is less than or equal to the sum of the number Y1, and is preset in the TCPU. That is, the required number Y1 that satisfies (the upper limit number + the lower limit number) / 2 ≧ (the lower limit number−the requested number Y1) may be set in the TCPU in advance. If the number of movements X1 and the number of requests Y1 are determined and set so as to satisfy the above two conditions, the frequency of communication between the TCPU and the SCPU related to the first number of balls P1 can be reduced.

  When the SCPU of the settlement machine 2 exits the request number processing subroutine, it determines that step C01 is NO and returns to the display processing of step A10 (see FIGS. 4 and 5). Therefore, when the second number of balls Q1 changes (increases / decreases) by the movement number process of step A21 or the request number process of step A22, the second stored in the second ball number storage area is displayed by the display process of step A10. The number of possessed balls Q1 is displayed on the settlement machine possession ball number display section 10, and the player can recognize the current second possession number Q1 managed by the settlement machine 2.

  Returning to the flowchart of FIG. 14, when the TCPU exits the subroutine of the number-of-balls check process 2 in step S17, the process proceeds to step S18. In step S18, it is determined whether or not the monitoring flag is “2” (step S18). In this case, since the monitoring flag is set to “0” in step S09, step S18 is determined to be NO, and the process returns to step S10 to display the first number of balls P1. Accordingly, when the first ball number P1 changes (increases / decreases) by the ball number check process 1 in step S16 or the ball number check process 2 in step S17, the display process in step S10 causes the first ball number storage area to be stored. The stored first ball number P1 is displayed on the game machine ball number display unit 9, and the player uses the current first ball number P1 managed by the enclosed pachinko machine 1. Can be recognized.

  Until the game end command is received, the TCPU determines that Steps S10 to S13 and Step S135 are NO, determines that Step S14 is NO, and determines that Step S15 is NO based on the value “0” of the monitoring flag. The processing routine for determining NO in steps S16, S17, and S18 is repeated.

[Game processing]
Here, a game process executed by a CPU provided on the main control board 19 (hereinafter referred to as a CPU of the main control board 19 and hereinafter referred to as an MCPU) will be described. 20 to 21 are flowcharts of game processing executed by the MCPU. When starting the game process, the MCPU performs a winning detection random number acquisition process (step B01). In the process of Step B01, the current value of the jackpot determination random number area set in the RAM is acquired at the processing timing (detection signal of the start port detection switch 25) when the winning at the start port is detected, The acquired random number is stored in the holding area. It should be noted that the number of the holding areas corresponding to the value of the holding number counter that holds the winning at the start opening is set. For example, in the case of holding up to four winnings at the start opening, there are a holding area (1) to a holding area (4) corresponding to the value (1 to 4) of the holding number counter. Further, the acquired random number is stored, for example, in a holding area corresponding to the value of the holding number counter. For example, if the value of the hold count counter is “3”, the acquired random number is stored in the hold area (3).

  Next, the MCPU proceeds to step B02, and the jackpot determination of the acquired random number is performed by each processing after step B02. As in the past, each random number stored in the reserved area (1) to the reserved area (4) is sequentially shifted from the reserved area (0) to the reserved area (3), and the reserved area (4) is cleared to 0. To do. The reserved area (0) is substantially a determination area. For the processing after step B02, the jackpot determination is performed for the random number stored in the reserved area (0).

  The main control board 19 as the game control unit normally determines whether or not the random number acquired based on the winning detection is a normal probability and determines whether or not the acquired random number is a win. A high-probability gaming state that is determined with a higher probability than the probability. In the determination of big hits (including small hits) described below, each hit is determined with a normal probability in the normal probability gaming state, and each hit is determined with a high probability in the high probability gaming state.

  FIG. 23 is a diagram showing, in a tabular form, hit types in the pachinko machine of the embodiment, hit operations corresponding to the hit types, probability game states related to hit probabilities after the end of hit operation, and ratios for each hit with respect to the total hit It is. There are four types of hits in the pachinko machine of the embodiment: 1 big hit, 2 big hits, 3 big hits, and small hits. When the random number stored in the holding area (0), which is the determination area, hits with a big hit 1, the opening operation of the big winning opening for a predetermined time (or the opening operation until the time of winning 10 winning winning holes) is performed. Perform 15R big hit operation repeated 15 times. After the 15R jackpot operation ends, the acquired random number is shifted to a high probability gaming state in which it is determined that the random number is a hit with a higher probability than the normal probability (referred to as a probable variation 15R jackpot). Note that the ratio of the big hit 1 is 25% when the total hit is 100.

  Even when the random number stored in the hold area (0), which is the judgment area, is a big hit 2, the opening operation of the big winning opening for a predetermined time (or the opening operation until ten winning prizes are won) The 15R big hit operation is repeated 15 times. After the end of the 15R jackpot operation, a transition is made to a normal probability gaming state in which the acquired random number is determined to be a hit with a normal probability (referred to as a non-probability variable 15R jackpot). Note that the ratio of the big hit 2 is 25% when the total hit is 100.

  When the random number stored in the holding area (0), which is the determination area, is a big hit 3, a 2R big hit operation is performed in which the big prize opening opening operation for a predetermined time (0.5 seconds) is repeated twice. After the completion of the 2R jackpot operation, the acquired random number is shifted to a high probability gaming state in which it is determined that the random number is a hit with a higher probability than the normal probability (referred to as a probable 2R jackpot). Note that the ratio of the big hit 3 is 10% when the total hit is 100.

When the random number stored in the holding area (0), which is the judgment area, hits with a small hit, a double winning opening operation that repeats the opening operation of the large winning opening twice for a predetermined time (0.5 seconds) is performed. Do.
After the end of the double winning opening operation, the probability state in which the acquired random number is determined to be a win is maintained as the current state. In other words, if the probability state before being determined to be a hit by the small hit is the normal probability gaming state, the normal probability gaming state remains even after the end of the double winning mouth opening operation. If the probability state before the determination is the high probability gaming state, the high probability gaming state is maintained even after the end of the two-time winning opening. Note that the ratio of small hits is 40% when the total hit is 100.

  FIG. 24 shows the types of hits in the pachinko machine of the embodiment, the types of variation modes as types of effects performed after the end of the hit operation, the percentage of hits when shifting to each variation mode, and the high in each variation mode. It is a figure showing the expectation degree of a stochastic game state in a tabular form. As shown in FIG. 24, when the big hit is 1 in the random number determination, the high probability variation mode and the accessory B variation mode are distributed at a ratio of 5:20. When the big hit is 2 in the random number determination, all of them are in the accessory B fluctuation mode. In addition, when the big hit is 3 in the random number determination, all of them are in the accessory A fluctuation mode. In addition, when a small hit is made in the random number determination, all of the actor A change modes are set.

  The effect for the player in the high probability variation mode is an effect that clearly notifies the player that the player is in a high-probability gaming state with a high probability of winning (for example, “high” on the liquid crystal display panel 37. Display the word “probability”). Therefore, in the case of the high probability variation mode, the expectation degree with a high probability is 100%. Note that the ratio of the high probability fluctuation mode is 5% when the total hit is 100.

  The effect for the player in the combination B variation mode is an effect of operating the effect B (reference numeral 55 in FIG. 2). By operating the effecting agent B, the player is given a sense of expectation such as “may be close to the game” or “is it a high-probability gaming state?”. In the case of the accessory B variation mode, the ratio of taking a high probability gaming state by hitting with a jackpot 1 is 20%, and the ratio of taking a normal probability gaming state by hitting with a jackpot 2 is 25%. A certain degree of expectation is 20 / (20 + 25) = 20 / 45≈44%. The accessory B variation mode is a probability non-notification state in which the player is unaware of the probability gaming state by performing the same effect in both the normal probability gaming state and the high probability gaming state. As described above, the ratio between the normal probability gaming state and the high probability gaming state is 25:20. Note that the ratio of the accessory B fluctuation mode is 45% when the total hit is 100.

  The effect for the player in the case of the accessory A variation mode is an effect of operating the effect for bonus A (reference numeral 54 in FIG. 2). For the same reason as described above, the acting accessory A operates to give the player a sense of expectation such as “may be close to the game” or “high probability game state?”. In the case of the bonus mode A, the ratio of taking the high probability gaming state by hitting the big hit 3 is 10%, and the percentage of taking the “no change in the normal probability gaming state” by hitting the small hit is 40%. Therefore, the expectation degree with high probability is 10 / (10 + 40) = 10/50 = 20%. The accessory A variation mode is a probability non-notification state in which the player is not aware of the probability gaming state by performing the same effect in both the normal probability gaming state and the high probability gaming state. As described above, the ratio between the normal probability gaming state and the high probability gaming state is 40:10. In the embodiment, there are two types of the role B variation mode and the role A variation mode as the probability non-notification state. In addition, the ratio which the actor A fluctuation mode occupies corresponds to 50% when the whole hit is 100.

  Each of the above-described variation modes is a variation mode that shifts when a random number is hit in the random number determination. In addition to this, the pachinko machine of the embodiment is an effect that informs the player that the normal probability gaming state in which the winning probability is a normal probability (the player is in a high probability gaming state because it is a normal effect) There is a normal fluctuation mode that clearly recognizes that it is not. In the normal variation mode, of course, the expectation level that is a high-probability gaming state is 0%. Note that the pachinko machine of the embodiment starts from the normal variation mode in the initial gaming state after the power is turned on.

  2 big hits performed in the case of the above-mentioned “small win”, the 2nd big win opening operation (the big win opening is 0.5 seconds × 2 times) and the “big hit 3 (probability 2R big hit)” The action (the grand prize opening is opened for 0.5 seconds × 2 times) means that the big prize opening performs the same opening operation, and the effect in that case is also an effect per opening twice and the same effect is performed. Therefore, in appearance, “small hit” and “big hit 3 (probability 2R big hit)” are indistinguishable.

  Returning to the flowchart of FIG. 20, first, in step B02, it is determined whether or not the acquired random number is a value belonging to jackpot 1 (step B02). If the acquired random number is a value belonging to jackpot 1, step B02 is determined as YES, the process proceeds to step B03, a 15R jackpot operation is executed (step B03), and a 15R jackpot effect command is output to the sub-integrated board 21. (Step B04). The sub-integrated board 21 performs a 15R jackpot presentation in response to the 15R jackpot presentation command. In the case of a big hit 1, a high-probability gaming state in which, after the completion of the 15R big-hit operation, which repeats the opening operation of the big prize opening for a predetermined time 15 times, the acquired random number is determined to be a hit with a higher probability than the normal probability. (Probability 15R big hit).

  At the end of the 15R big hit action, “1 (high probability gaming state)” is set to the high probability flag (step B05). The high probability flag is a flag for identifying whether the MCPU performs the big hit determination with a normal probability or a high probability. The value of the high probability flag is “0” indicating a normal probability gaming state, and “1” is indicating a high probability gaming state. Next, the MCPU performs a 20% distribution lottery (a lottery with a random number different from the big hit determination random number, and this lottery has a probability of 20%) (step B06) and determines whether or not the lottery result is a hit. If the lottery result is a win, step B07 is determined to be YES, the process proceeds to step B08, a high probability variation mode command is output to the sub-integrated board 21 (step B08), and the variation mode flag is set to “3”. "Is set (step B09), and the game process is terminated.

  On the other hand, if the lottery result is not successful in step B07, step B07 is determined as NO, the process proceeds to step B14, and the accessory B fluctuation mode command is output to the sub-integrated board 21 (step B14). Is set to “2” (step B15), and the game process is terminated.

  The variation mode flag is a flag for identifying what effect the MCPU is performing for the player. In the pachinko machine of the embodiment, the effects for the player are the normal variation mode (normal effect, the probability of winning is a normal probability), the accessory A variation mode (the effect of operating the effector A, the normal probability game state) And a high-probability gaming state), an accessory B fluctuation mode (a production that operates the production bonus B, a normal-probability gaming state, and a high-probability gaming state) ), And four types of high probability variation modes (effects for notifying the player of a gaming state with a high probability of winning). Further, the value of the fluctuation mode flag is “0” indicating the normal fluctuation mode, “1” indicating the accessory A fluctuation mode, “2” indicating the accessory B fluctuation mode, and “3” indicating the high probability fluctuation. Represents the mode.

  In the above-described accessory A variation mode and accessory B variation mode, effects are performed in both gaming states in which the probability of winning is high and in the case of normal probability. Therefore, the player does not know whether the winning probability is the high probability or the normal probability just because the effect A variation mode or the accessory B variation mode is performed.

  These four types of effects are output to the liquid crystal display control board 32 based on a command output from the main control board 19 by the sub integrated board 21, and the liquid crystal display control board 32 is output from the sub integrated board 21. Based on the received command, the symbols displayed on the liquid crystal display panel 37 are controlled, and the sub-integrated board 21 outputs control signals to the panel decoration board 34 and the frame decoration board 35 to turn on various decoration LEDs. By controlling the display and outputting a control signal to the accessory driving board 33, the operation of the effecting agent A54 and the operation of the effecting accessory B55 are controlled, and the sound (sound, sound, effect) output from the speaker 36 is controlled. Sound) and the like.

  In step B02, when the acquired random number is not a value that belongs to jackpot 1, step B02 is determined as NO and the process proceeds to step B10. In step B10, it is determined whether or not the acquired random number is a value belonging to jackpot 2 (step B10). If the acquired random number is a value belonging to jackpot 2, step B10 is determined as YES, the process proceeds to step B11, a 15R jackpot operation is executed (step B11), and a 15R jackpot effect command is output to the sub-integrated board 21. (Step B12). In the case of winning with a big hit 2, after the completion of the 15R big hit operation, which repeats the opening operation of the big prize opening for a predetermined time 15 times, the state shifts to a normal probability gaming state in which the acquired random number is determined to be a hit with a normal probability ( Non-probable 15R big hit). The sub-integrated board 21 performs a 15R jackpot presentation in response to the 15R jackpot presentation command.

  Then, at the end of the 15R big hit operation, the process proceeds to step B13, and “0 (normal probability gaming state)” is set to the high probability flag (step B13). Next, the accessory B variation mode command is output to the sub-integrated board 21 (step B14), the variation mode flag is set to “2” (step B15), and the game process is terminated.

  In step B10, if the acquired random number is not a value belonging to jackpot 2, step B10 is determined as NO and the process proceeds to step B16. In step B16, it is determined whether or not the acquired random number is a value belonging to jackpot 3 (step B16). If the acquired random number is a value belonging to jackpot 3, step B16 is determined as YES, the process proceeds to step B17, 2R jackpot operation is executed (step B17), and an effect command for opening twice is given to the sub-integrated board 21. Output (step B18). In the case of winning with a big hit 3, a high probability that the acquired random number is determined to be a hit with a high probability after the end of the 2R big hit operation in which the opening operation of the big prize opening is repeated twice for a predetermined time (0.5 seconds). Transition to gaming state (probability 2R big hit). The sub-integrated board 21 performs an effect per opening twice in response to an effect command per opening twice.

  At the end of the 2R big hit operation, the process proceeds to step B19, where “1 (high probability gaming state)” is set in the high probability flag (step B19). Next, the process proceeds to step B20, where the accessory A variation mode command is output to the sub-integrated board 21 (step B20), the variation mode flag is set to “1” (step B21), and the game process ends.

  In step B16, if the acquired random number is not a value belonging to jackpot 3, step B16 is determined as NO and the process proceeds to step B22. In step B22, it is determined whether or not the acquired random number is a value belonging to a small hit (step B22). When the acquired random number is a value belonging to the small hit, step B22 is determined to be YES, and the process proceeds to step B23 to execute a double winning opening opening operation (step B23) and to open to the sub-integrated board 21 twice. A winning effect command is output (step B24).

  In the case of a small hit, the probability of determining that the acquired random number is a hit after the end of the double winning opening operation that repeats the opening operation of the large winning opening twice for a predetermined time (0.5 seconds) The state maintains the current state. In other words, if the probability state before being determined to be a hit by the small hit is the normal probability gaming state, the normal probability gaming state remains even after the end of the double winning mouth opening operation. If the probability state before the determination is the high probability gaming state, the high probability gaming state is maintained even after the end of the two-time winning opening. In addition, the sub-integrated board 21 performs an effect per opening twice in response to an effect command per opening twice.

  Then, at the end of the operation per double opening, the process proceeds to step B25, and it is determined whether or not the fluctuation mode is the normal fluctuation mode (step B25). This determination is based on whether the MCPU determines whether or not the fluctuation mode flag is “0”. When the fluctuation mode is the normal fluctuation mode, step B25 is determined as YES, and the process proceeds to step B20, where the accessory A fluctuation mode command is output to the sub-integrated board 21 (step B20), and “1” is set in the fluctuation mode flag. Set (step B21), and the game process ends. Accordingly, when the small fluctuation hit is made in the normal fluctuation mode, the fluctuation mode shifts to the accessory A fluctuation mode.

  On the other hand, if the fluctuation mode is not the normal fluctuation mode in step B25, step B25 is determined to be NO and the process proceeds to step B26 to output a fluctuation mode command corresponding to the current value of the fluctuation mode flag to the sub integrated substrate 21 ( Step B26), the game process is finished. Therefore, when the fluctuation mode is other than the normal fluctuation mode (that is, any of the high-probability fluctuation mode, the accessory B fluctuation mode, and the accessory A fluctuation mode), the fluctuation mode does not change even if a small hit is made. The currently set variation mode is maintained.

  In step B22, if the acquired random number is not a value belonging to the small hit, step B22 is determined as NO and the process proceeds to step B27 (see FIG. 21). When the process proceeds to step B27, the acquired jackpot determination random number is out of place. In step B27, the off-line production command is output to the sub-integrated board 21 (step B27). Next, the MCPU determines whether or not the variation mode is the accessory A variation mode (step B28). This determination is based on whether the MCPU determines whether or not the fluctuation mode flag is “1”.

  If the variation mode is not the accessory A variation mode, step B28 is determined to be NO and the process proceeds to step B34, where the variation mode command corresponding to the current value of the variation mode flag is output to the sub-integrated board 21 (step B34). Finish the process. Therefore, when it is a fluctuation mode other than the accessory A fluctuation mode (that is, in any of the high probability fluctuation mode, the accessory B fluctuation mode, and the normal fluctuation mode), the fluctuation mode does not change. The currently set variation mode is maintained.

  On the other hand, if the change mode is the accessory A change mode in step B28, step B28 is determined as YES and the process proceeds to step B29. In Step B29, a 1/20 puncture lottery is performed (a lottery with a random number different from the jackpot determination random number, this lottery is won with a probability of 1/20) (Step B29), and then the result of the punk lottery is won. (Step B30). If the result of the puncture lottery is not a hit, it is determined as NO in step B30, and the process proceeds to step B34. Finish. Therefore, when the mode is the accessory A fluctuation mode, if the game is out of play, the fluctuation mode does not change unless the punk lottery is selected, and the currently set fluctuation mode is maintained.

  On the other hand, if the punk lottery result is a win in step B30, step B30 is determined as YES, and the process proceeds to step B31 to determine whether or not the value of the high probability flag is “1 (high probability gaming state)”. Determine (step B31). When the value of the high probability flag is “1 (high probability gaming state)”, step B31 is determined as YES, the process proceeds to step B08, and the high probability variation mode command is output to the sub integrated board 21 (step B08). The variation mode flag is set to “3” (step B09), and the game process is finished.

  If the punk lottery result is a win and the value of the high probability flag is not “1 (high probability gaming state)” in step B31, that is, the value of the high probability flag is “0 (normal probability gaming state)”. If there is, step B31 is determined as NO and the process proceeds to step B32, the normal variation mode command is output to the sub-integrated board 21 (step B32), the variation mode flag is set to “0” (step B33), and the game process Finish. Therefore, if the player A is out of play in the accessory A variation mode, the player switches to the variation mode corresponding to the value of the high probability flag when the punk lottery is performed with a probability of 1/20. That is, if it is a high probability gaming state, the variation mode shifts to the high probability variation mode. If it is the normal probability gaming state, the change mode shifts to the normal change mode (returns to the normal change mode).

  The game processing performed by the MCPU of the main control board 19 has been described above. However, in the above-mentioned accessory B fluctuation mode and accessory A fluctuation mode, various big hits / small hits are combined and the probability state is not notified. The player never knows the current probability. By changing the aspect of the effect on the sub-integrated board 21 in response to the various hits, various variation modes having different expectations of the high probability gaming state can be realized.

[Checkout]
Next, the settlement of the game result and the game end related to the settlement will be described. In order to settle the number of balls possessed by the player (1st number of possessed balls P1 + 2nd number of possessed balls Q1) during the normal business hours of the amusement hall (to distinguish from after the closing time described later) The settlement button 13 is operated. When the settlement button 13 is operated, an operation signal for the settlement button 13 is input to the SCPU of the settlement machine 2.

  The SCPU determines in step A18 of FIG. 5 whether or not the settlement button 13 is operated, determines that step A18 is YES, and proceeds to step A23. Here, when the ball rental is substantially performed for starting the game, the result of the execution flag being “2” (see step A16 in FIG. 4), step A23 is determined to be NO, and then step A24 is determined to be NO, and the process proceeds to the settlement process of step A25.

  FIG. 13 is a flowchart illustrating a subroutine of the settlement process executed by the SCPU. When the SCPU starts the checkout process, it first transmits a game end command to the TCPU of the ball information control board 20 (step A30), and then proceeds to a determination process after step A31 and ends the game sent from the TCPU. An answer to the end status for the command is determined. In step A31, it is determined whether or not “normal termination is possible” has been received (step A31). If “normal end OK” is not received, step A31 is determined as NO and the process proceeds to step A32. In step A32, it is determined whether or not “only forced termination is possible” has been received (step A32). If “forcible termination only is acceptable” is not received, step A32 is determined as NO and the process proceeds to step A33. In step A33, it is determined whether or not “wait for completion” has been received (step A33). If “waiting for completion” is not received, step A33 is determined as NO and the process returns to step A31.

  Hereinafter, the SCPU determines that step A31 is NO, determines that step A32 is NO, and receives step A33 until it receives any one of “normally end possible”, “forced end only allowed” and “wait for end”. NO is determined and the processing routine returning to step A31 is repeated.

  In response to the operation of the checkout button 13, the SCPU transmits a game end command to the TCPU, so that the TCPU receives the game end command sent from the SCPU. The TCPU determines in step S14 in FIG. 14 whether or not a game end command has been received. The TCPU determines YES in step S14 and proceeds to the end state transmission process in step S22.

[TCPU: end state transmission processing]
FIG. 18 is a flowchart showing a subroutine of end state transmission processing executed by the TCPU. When the TCPU starts the end state transmission process, it first transmits an end mode request command to the main control board 19 (step S60). Next, the process proceeds to step S61, and it is determined whether or not reply data (end mode) for the end mode request command output from the MCPU is received (step S61). If there is no reply data, it waits until reply data is received (the process of determining step S61 as NO is repeated).

  When an end mode request command is transmitted from the TCPU to the main control board 19, the MCPU of the main control board 19 receives the end mode request command, and according to the end mode request command, the end mode corresponding to the current gaming state Is output to the TCPU of the ball information control board 20.

[MCPU: end mode output processing]
FIG. 22 is a flowchart showing a subroutine of end mode output processing executed by the MCPU arranged on the main control board 19. When starting the end mode output process, the MCPU determines whether or not an end mode request command sent from the TCPU has been received (step B40). If the end mode request command is not received, step B40 is determined as NO, and the end mode output process is exited. Therefore, if the end mode request command is not received, the end mode output process is not substantially performed.

  When the termination mode request command is transmitted from the TCPU, the MCPU receives the termination mode request command, determines YES in step B40, and proceeds to step B41. In Step B41, it is determined whether or not the gaming state is in the big hit gaming state (during the big hit gaming) (Step B41). If it is in the big hit gaming state, it is determined as YES in step B41, and the process proceeds to step B44, and during the big hit gaming state, it is a gaming state that is particularly advantageous to the player, so “forced termination is only possible” is transmitted to the TCPU ( Step B44), the end mode output process is exited. On the other hand, when it is not in the big hit gaming state, it determines with step B41 being NO, and progresses to step B42.

  In step B42, the game state is in a short-time game (usually, the variable display time of the normal symbol of about 30 seconds is shortened to several seconds, and at the same time, the variable prize opening that is opened by the driving of the normal electric accessory solenoid 30 when the normal symbol hits. The opening time of the starting port composed of is increased, so the number per unit time to win the starting port is increased, and the fluctuation time of the special symbol is also shortened. It can be received) (step B42). If it is during the short-time game, it is determined as YES in step B42, and the process proceeds to step B44. Since the game state is particularly advantageous to the player even during the short-time game, “forced termination is only possible” is transmitted to the TCPU (step B44). ) Exit the end mode output process. On the other hand, if it is not in the short-time game, step B42 is determined as NO, and the process proceeds to step B43.

  In step B43, it is determined whether or not the variation mode is a high probability variation mode (step B43). This determination is based on determining whether or not the variation mode flag is “3”. When the variation mode is the high probability variation mode, step B43 is determined as YES, and the process proceeds to step B44. When the variation mode is the high probability variation mode, it is also a high probability gaming state, which is a gaming state that is particularly advantageous to the player. Then, “only forced termination is possible” is transmitted to the TCPU (step B44), and the termination mode output process is exited. On the other hand, when the variation mode is not the high probability variation mode, step B43 is determined as NO, and the process proceeds to step B45.

  In step B45, it is determined whether or not the variation mode is the accessory B variation mode (step B45). This determination is based on determining whether or not the variation mode flag is “2”. When the variation mode is the accessory B variation mode, step B45 is determined to be YES, and the process proceeds to step B46, where a 66% allocation lottery is performed (this lottery has a probability of 66%) (step B46), and lottery is performed. It is determined whether or not the result is a win (step B47). If the lottery result is a win, it is determined that the step B47 is YES and the process proceeds to a step B44, and “forced termination is only possible” is transmitted to the TCPU (step B44). Exit the end mode output process. On the other hand, if the lottery result is not successful, step B47 is determined to be NO and the process proceeds to step B51. On the other hand, when the variation mode is not the accessory B variation mode, step B45 is determined to be NO, and the process proceeds to step B48.

  In the case of the accessory B variation mode, the expectation degree of the high probability gaming state is 44%, and in the embodiment, the “confirmation request command” is set to “only forcible termination” by making a lottery with a probability of 50% of the expectation degree. ". It should be noted that the player's intention as to whether or not to finish (settlement) the game is confirmed by finally transmitting “forcible termination only” to the settlement machine 2.

  In step B48, it is determined whether or not the variation mode is the accessory A variation mode (step B48). This determination is based on determining whether or not the fluctuation mode flag is “1”. When the variation mode is the accessory A variation mode, step B48 is determined to be YES, and the process proceeds to step B49, where a 30% allocation lottery is performed (this lottery is won with a probability of 30%) (step B49). It is determined whether or not the result is a win (step B50). If the lottery result is a win, it is determined that the step B50 is YES and the process proceeds to a step B44, and “forced termination is only possible” is transmitted to the TCPU (step B44). Exit the end mode output process. On the other hand, if the lottery result is not a win, step B50 is determined as NO and the process proceeds to step B51. On the other hand, when the variation mode is not the accessory A variation mode, step B48 is determined as NO, and the process proceeds to step B51.

  In the case of the accessory A variation mode, the expectation degree of the high probability gaming state is 20%, and in the embodiment, the “confirmation request command” is set to “only forcible termination is allowed” so as to win in the distribution lottery with a probability of 50% of the expectation degree ". It should be noted that the player's intention as to whether or not to finish (settlement) the game is confirmed by finally transmitting “forcible termination only” to the settlement machine 2.

  In step B51, it is determined whether or not the gaming state is changing a special symbol (step B51). If the special symbol is changing, it is determined as YES in step B51, and the process proceeds to step B53. Since the gaming state is recognized as a game state during the change of the special symbol, “waiting for completion” is transmitted to the TCPU. (Step B53), the end mode output process is exited. On the other hand, when the special symbol is not changing, step B51 is determined to be NO, and the process proceeds to step B52.

  In Step B52, it is determined whether or not the gaming state is holding a special symbol (a state where there is a holding for a change in the special symbol) (Step B52). If the special symbol is on hold, step B52 is determined to be YES, and the process proceeds to step B53. If the special symbol is on hold, the game will be in play until all of the reserved special symbols are consumed. Since the game state is recognized, “waiting for completion” is transmitted to the TCPU (step B53), and the end mode output process is exited. On the other hand, when there is no special symbol hold, step B52 is determined to be NO, and the process proceeds to step B54. In the case of proceeding to Step B54, it is recognized that the game state can end the game, so “normal end is possible” is transmitted to the TCPU (Step B54), and the end mode output process is exited.

  As described above, in response to the end mode request command sent from the TCPU, the MCPU selects any one of “normal end is possible”, “forced end is only permitted”, and “waiting for end” as the end mode. Is output as reply data to the TCPU.

  Returning to the flowchart of FIG. 18, when the reply data (end mode) to the end mode request command output from the MCPU is received, the TCPU determines YES in step S61 and proceeds to step S62. In step S62, it is determined whether or not the received end mode is “normal end is possible” (step S62). If the received end mode is “normal end is possible”, step S62 is determined as YES, and “normal end is possible” is transmitted to the SCPU (step S63). Next, the monitoring flag is cleared to 0 in response to the transmission of “normal end is possible” (step S64), and the process exits the end state transmission process subroutine and returns to the main routine.

  On the other hand, if the received end mode is not “normal end is possible”, step S62 is determined as NO, and the process proceeds to step S65 to determine whether the received end mode is “only forcible end is possible” (step). S65). If the received end mode is “only forced termination is possible”, step S65 is determined as YES, and “forced termination is only permitted” is transmitted to the SCPU (step S66). Next, “2” is set in the monitoring flag in response to the transmission of “only forced termination is possible” (step S67), the launching device can be launched to allow the game to continue (step S68), and the end status is transmitted. Exit the processing subroutine and return to the main routine.

  If the received end mode is not “normal end is acceptable” and is not “forced end only”, the received end mode is “waiting for end”. If NO in step S65, the process proceeds to step S69. The process proceeds to transmit “wait for completion” to the SCPU (step S69). Next, in response to the transmission of “waiting for completion”, the monitoring flag is set to “1” (step S700), the launching device is stopped and the game is stopped (step S701), and the end state transmission processing subroutine is executed. Exit and return to the main routine.

  Returning to the main routine of the TCPU in FIG. 14, when the TCPU exits the end state transmission process, the TCPU proceeds to step S23 and determines whether or not the monitoring flag is “0” (step S23). If “normal end is possible” is transmitted to the SCPU in the end state transmission process, the monitoring flag is cleared to 0 (see step S64 in FIG. 18), step S23 is determined to be YES, and the game end process in step S24 Proceed to

[TCPU: Game end processing]
FIG. 19 is a flowchart showing a subroutine of game end processing executed by the TCPU. When the TCPU starts the game end process, the TCPU first stops the launching device and stops the game (step S80). Next, the current first number of balls P1 (number of balls managed by the ball information control board 20) stored in the first number-of-balls storage area is transmitted to the SCPU of the settlement machine 2 (step S81). In step S82, the process waits until the end of the process sent from the TCPU is received (the process of determining step S82 as NO is repeated). The processing performed by the SCPU of the settlement machine 2 corresponding to the transmitted first number of balls P1 will be described later.

  When the processing of the SCPU corresponding to the first number of balls P1 transmitted from the TCPU is completed, the SCPU transmits an end of processing, so that the TCPU receives the end of processing and determines that step S82 is YES. Since the first ball count P1 is transmitted to the SCPU of the settlement machine 2, the first ball count P1 to be managed is 0, and the first ball count storage area of the RAM is cleared to 0 (the first ball count). The number of balls P1 is cleared to 0) (step S83). When step S83 is completed, the TCPU exits the game end process subroutine and returns to the main routine. When the TCPU returns to the main routine, the process ends.

  Returning to the flowchart of the settlement process subroutine of FIG. 13, first, the case where the TCPU transmits “normal termination OK” will be described. When the TCPU transmits “normal end is possible”, the SCPU receives “normal end is possible” as an answer to the end state in response to the game end command, determines YES in step A31, and proceeds to step A35. It is determined whether or not the first number of balls P1 transmitted from the TCPU has been received (step A35). Thereafter, the SCPU waits until it receives the first number of balls P1 (repeats the process of determining step A35 as NO).

  As described above, when the TCPU transmits “normal end is possible”, since the TCPU transmits the first number of balls P1 to the SCPU of the settlement machine 2, the SCPU receives the first number of balls P1. Step A35 is determined as YES, and the process proceeds to Step A36. In step A36, the SCPU adds the received first ball number P1 to the second ball number Q1 and stores the addition result as the second ball number Q1 (step A36). Thereby, all of the number of possessed balls (first possessed number P1 + second possessed number Q1) as a game result that the player has played is stored as the second possessed number Q1. Next, the number of points as the game result is calculated by multiplying the second holding number Q1 by the sphere unit price TK stored in the sphere unit price storage area, and stored in the A register (step A37).

  Next, proceeding to step A38, the number of points as the game result stored in the A register is added to the number of points PS stored in the point number storage area, and the addition result is stored in the point number storage area as the number of points PS. (Step A38). Thereby, the number of points as the current game result is added to the number of points PS stored in the point number storage area and stored as the number of points PS. Then, the processing end is transmitted to the TCPU (step A39), the process proceeds to step A40, and the point number PS is written in the point number storage unit 51 of the card 48 (step A40). In step A41, the card ID, the date, the number of points PS, and the machine number (gaming machine identification information given to each gaming machine) are set as card data (step A41), and the card data is managed by the management computer. (Step A42), exits the settlement process subroutine, returns to the main routine, and proceeds to step A26.

  When the SCPU proceeds to step A26 in FIG. 5, it determines whether or not the end stop flag is “1 (end stop)” (step A26). The end cancellation flag indicates whether to perform settlement (operation of YES button 16) or to cancel settlement (operation of NO button 17) when "forced termination is only possible" is received as an answer corresponding to the operation of settlement button 13 ) Is a flag for identifying which button has been operated by allowing the player to select and input. Further, the end stop flag is set to an initial value “0” by a work area initialization process performed when power is turned on (not shown).

  When the SCPU receives “normal termination is possible” in the settlement process, the content of the termination cancellation flag is not changed, and the termination cancellation flag has an initial value “0”. Accordingly, the SCPU determines that step A26 is NO, proceeds to step A27, ejects the card 48 from the card insertion slot 46 (step A27), and ends the process. Thereby, the card 48 in which the number of points as a game result is added and the number of points PS is rewritten is returned to the player.

[Management computer: Card data storage processing]
FIG. 33 is a flowchart of card data storage processing executed by the management computer. The management computer determines whether or not the card data sent from the SCPU is received (step D31). If no card data is received, the management computer determines NO in step D31 and ends the card data storage process. When the SCPU of the settlement machine 2 transmits the card data to the management computer by performing the settlement process (step A42 in FIG. 13), the management computer receives the card data, and determines YES in step D31. Proceed to step D32. In step D32, the received card data (card ID, date and time, number of points, machine number) is stored in the card data history file (step D32). As described above, by storing the game result using the card (the number of points becomes expenditure information for the game hall) together with the card ID, the date and time, and the machine number, objective evidence can be obtained.

  Further, the management computer transmits the card data (card ID, date / time, number of points, unit number) to the third party server together with the store code as identification information unique to its own game hall (step D33). The data storage process is terminated. As described above, by storing the history of card data in a server of a third-party organization that has no interest, it is possible to leave information relating to more objective and transparent business.

  Next, a case where the TCPU transmits “only forced termination is possible” will be described. As described above, for example, when the player operates the checkout button 13 in the high probability change mode or in the big hit game state, the checkout button 13 is set in the combination B change mode or the combination A change mode. Corresponds to a case where a lottery is selected in the end mode output process.

  Returning to the main routine of the TCPU in FIG. 14, when the TCPU exits the end state transmission process, the TCPU proceeds to step S23 and determines whether or not the monitoring flag is “0” (step S23). If “only forced termination is possible” is transmitted to the SCPU in the termination status transmission process, the monitoring flag is set to “2” (see step S67 in FIG. 18), and the TCPU determines that step S23 is NO. The process returns to the display process in step S10. Hereinafter, based on the value “2” of the monitoring flag, Steps S10 to S13 and Step S135 are determined to be NO, Step S14 is determined to be NO, Step S15 is determined to be NO, and Steps S16 and S17 are performed. Since the monitoring flag is “2”, step S18 is determined to be YES, and the process proceeds to step S19.

  In step S19, it is determined whether a forced termination command has been received (step S19). When the forced termination command is not received, step S19 is determined as NO, and the process proceeds to step S20. In step S20, it is determined whether an end stop command has been received (step S20). When the termination stop command is not received, step S20 is determined as NO, and the display process returns to step S10. Hereinafter, the processing routine for determining NO in steps S10 to S20 described above is repeated until a forced termination command or termination cancellation command is received. In this case, the game state is particularly advantageous for the player, and the game is continued.

  Returning to the flowchart of the settlement process subroutine shown in FIG. 13, when the TCPU transmits "only forced termination is possible", the SCPU will receive "only forced termination is possible" as an answer to the termination status in response to the game termination command. Then, step A32 is determined as YES, the process proceeds to step A43, a message at the time of forced termination is displayed on the message display unit 53 (step A43), and the process proceeds to step A44.

  FIG. 25 is a diagram illustrating a display mode of a message at the time of forced termination displayed on the message display unit 53 (in response to the confirmation request command). In the message display section 53, for example, “If you want to end the game after paying out, press YES. If you want to continue the game without paying out, please press NO.” (Operation of YES button 16) It is displayed that the player is required to make a selection input to cancel payment (operation of NO button 17). The player visually recognizes the message display at the time of forced termination, operates the YES button 16 when performing settlement, and operates the NO button 17 when canceling settlement.

  In step A44, the SCPU determines whether or not the YES button 16 has been operated (step A44). When the YES button 16 is not operated, step A44 is determined as NO, and the process proceeds to step A45. In step A45, it is determined whether or not the NO button 17 has been operated (step A45). If the NO button 17 is not operated, step A45 is determined as NO, and the process returns to step A44. Therefore, when the message at the time of forced termination is displayed, the processing routine in which step A44 is determined as NO, step A45 is determined as NO, and the process returns to step A44 is repeated until the YES button 16 or the NO button 17 is operated.

  When the YES button 16 is operated, it means that the player has settled and finished the game, so that step A44 is determined as YES, the process proceeds to step A46, and a forced termination command is sent to the TCPU (step A46), the process proceeds to step A35. In Step A35, it is determined whether or not the first number of possessed balls P1 transmitted from the TCPU has been received (Step A35). Thereafter, the SCPU waits until it receives the first number of balls P1 (repeats the process of determining step A35 as NO).

  Returning to the flowchart of FIG. 14, when the SCPU transmits a forced termination command, the TCPU receives the forced termination command, determines YES in step S19, and proceeds to a game termination process in step S24. Since the game end process has been described above, a detailed description is omitted. To simplify, the launching device is stopped to stop the game, and the current first holding time stored in the first number-of-balls storage area is stored. When the number of balls P1 is transmitted to the SCPU of the settlement machine 2 and the processing end sent from the TCPU is received, the first ball number storage area of the RAM is cleared to 0 (the first ball number P1 is cleared to 0), Exit the game end processing subroutine and return to the main routine. When the TCPU returns to the main routine, the process ends.

  As described above, when the SCPU transmits a forced termination command to the TCPU in response to the operation of the YES button 16, the TCPU transmits the first number of balls P1 to the SCPU of the checkout machine 2, so that the SCPU has the first number of balls held. P1 will be received, step A35 will be judged as YES, and it will progress to step A36. Since each process after step A36 has been described above, a detailed description thereof will be omitted. Note that the settlement process subroutine is exited, the process returns to the main routine, and the process proceeds to step A26. Thereby, the number of points as the current game result is added to the number of points PS stored in the point number storage area and stored as the number of points PS. Further, the card data is transmitted to the management computer.

  When the SCPU proceeds to step A26 in FIG. 5, it determines whether or not the end stop flag is “1 (end stop)” (step A26). When the SCPU receives “forcible termination only” in the settlement process and transmits a forced termination command in response to the operation of the YES button 16, the content of the termination cancellation flag is not changed, and the termination cancellation flag has an initial value “0”. It is. Accordingly, the SCPU determines that step A26 is NO, proceeds to step A27, ejects the card 48 from the card insertion slot 46 (step A27), and ends the process. Thereby, the card 48 in which the number of points as a game result is added and the number of points PS is rewritten is returned to the player.

  Returning to the flowchart of FIG. 13, on the other hand, if the NO button 17 is operated in response to the message display at the time of forced termination, the player has instructed to stop the checkout and continue the game. YES is determined, the process proceeds to step A47, an end stop command is transmitted to the TCPU (step A47), the process proceeds to step A48, the end stop flag is set (step A48), the settlement process subroutine is exited, and the process returns to the main routine. . For this reason, in the settlement process, the substantial number of balls is not settled.

  Returning to the flowchart of FIG. 5, when the SCPU exits the checkout process and returns to the main routine, as a result of the end stop flag being set, it is determined that step A26 is YES, the process proceeds to step A28, and the end stop flag is cleared to 0. Return to the initial value (step A28), and return to step A10. Therefore, the processing routine before the settlement button 13 whose execution flag is “2” is operated is returned to.

  Returning to the flowchart of FIG. 14, when the SCPU transmits an end stop command, the TCPU receives the end stop command, determines that step S20 is YES, proceeds to step S21, clears the monitoring flag to 0, It returns to the initial state (step S21) and returns to the display process of step S10. Hereinafter, based on the value “0” of the monitoring flag, step S10 to step S13 and step S135 are determined to be NO, step S14 is determined to be NO, and the monitoring flag is “0” until a game end command is received again. Therefore, Step S15 is determined as NO, Steps S16 and S17 are performed, and since the monitoring flag is “0”, Step S18 is determined as NO and the processing routine returning to Step S10 is repeated. Therefore, the process during the game is continued. When the settlement button 13 is operated again, a game end command is transmitted from the SCPU, and when the TCPU receives the game end command again, the process proceeds to the end state transmission process, and the end mode is transmitted again, and the determination result Accordingly, the value of the monitoring flag is reset.

  Next, a case where the TCPU transmits “wait for termination” will be described. As described above, for example, this corresponds to a case where the player operates the checkout button 13 in a gaming state in which a special symbol is changing or a gaming state in which a special symbol is on hold. Returning to the main routine of the TCPU in FIG. 14, when the TCPU exits the end state transmission process, the TCPU proceeds to step S23 and determines whether or not the monitoring flag is “0” (step S23).

  If “waiting for termination” is transmitted to the SCPU in the termination status transmission process, the monitoring flag is set to “1” (see step S700 in FIG. 18), and the TCPU determines that step S23 is NO, The process returns to the display process of S10. Hereinafter, step S10 to step S13 and step S135 are determined to be NO, step S14 is determined to be NO, and the monitoring flag is “1”. Therefore, step S15 is determined to be YES, and the end state transmission process of step S22 is performed. Proceed again. In this case, the game is continued.

  Returning to the flowchart of the settlement process subroutine of FIG. 13, when the TCPU transmits “waiting for completion”, the SCPU will receive “waiting for completion” as an answer to the completion status in response to the game end command. Determination is made, the process proceeds to step A34, a message for waiting for completion is displayed on the message display unit 53 (step A34), and the process returns to step A31 again. After that, until the “normal termination is possible” transmitted from the TCPU is again received or the “forced termination is only permitted” is transmitted from the TCPU, the step A31 is determined to be NO, and the step A32 is determined to be NO. Step A33 is determined to be NO, and the processing routine to return to step A31 is repeated to enter a standby state.

  FIG. 26 is a diagram illustrating a display mode of a message waiting for completion displayed on the message display unit 53. In the message display section 53, for example, there is still an undigested symbol variation and an undigested special symbol hold as a gaming state, such as “Waiting for the end. Please wait for a while.” The player is informed that it is waiting for completion until it can be finished.

  On the other hand, in the TCPU, if there is no change in the end mode transmitted from the MCPU in the end state transmission process in step S22 of FIG. 14, the monitoring flag is set to “1” again. It becomes a routine. On the other hand, when all the special symbol suspensions have been consumed, the MCPU transmits “normal end is possible” as the end mode, and receives this and transmits “normal end is possible” to the SCPU (step S63). Next, the monitoring flag is cleared to 0 in response to the transmission of “normal end is possible” (step S64), and the process exits the end state transmission process subroutine and returns to the main routine. And it determines with step S23 being YES, performs the game end process of step S24, and complete | finishes a process.

  In this case, the SCPU receives “normal termination is possible” and proceeds to step A35. The processing after step A35 has already been described as a case where the above-mentioned “normal termination is possible” has been received, and thus the description will be simplified. When the first number of balls P1 is received, it is determined that step A35 is YES, steps A36 to A42 are executed, the subroutine of the adjustment process is exited, and the process returns to the main routine. It is determined that the subsequent step A26 is NO, the process proceeds to step A27, the card 48 is ejected from the card insertion slot 46 (step A27), and the process is terminated. Thereby, the card 48 in which the number of points as a game result is added and the number of points PS is rewritten is returned to the player.

  On the other hand, when any one of the determination processes of Step B41 to Step B43 in FIG. 22 is determined to be YES during digestion of the special symbol hold, for example, when a big hit occurs during the hold digestion, etc. Equivalent to. If the winning combination lottery mode or the accessory A variation mode is a winning lottery, in this case, the process proceeds to step B44, where "only forced termination is possible" is transmitted to the TCPU, and the TCPU receives this. Then, “only forced termination is possible” is transmitted to the SCPU (step S66). Next, “2” is set in the monitoring flag in response to the transmission of “only forced termination is possible” (step S 67), the launching device can be launched, and the game can be continued (the launch stop state is released). (Step S68), the game state determination process subroutine is exited and the process returns to the main routine. Note that the subsequent processing performed by the TCPU and the processing performed by the SCPU have already been described as processing when the TCPU transmits “only forcible termination allowed” and when the SCPU receives “forcibly termination only”. Therefore, explanation is omitted.

  In addition, about the game machine which needed to confirm a player's will, a payment machine requests | requires an attendant's intervention from a hall computer (management computer 52) after completion | finish of payment. As a result, it is determined according to the game site policy whether to release the gaming machine after clearing the gaming machine or to release the gaming machine in a state advantageous to the player. Until the game hall staff intervenes, only the storage medium (card) of the player who settled in the settlement machine 2 may be accepted. In this way, it is possible to allow the player's mind to change immediately afterward.

[Processing for closing compensation]
[Management computer: Closed store compensation processing]
Hereinafter, the closing compensation process executed by the management computer will be described. FIG. 30 is a flowchart showing a subroutine of store closing compensation processing executed by the management computer. When the management computer 52 starts the closing compensation process, it first determines whether or not a closing operation has been performed (whether or not a closing instruction has been input) (step D11). If the closing operation is not performed, step D11 is determined as NO, and the closing compensation process is terminated. On the other hand, when the closing time is reached, the operator of the management office manually inputs to the management computer 52 (hereinafter simply referred to as the management computer) (for example, by clicking on a function button of a keyboard device or a closing button on a display screen using a mouse). Close the store. As described above, not only the input operation by the operator, but also, for example, the closing means is set in advance in the timer means (which may be either a soft timer or a hard timer) built in the management computer 52, and the timer means It may be configured by a closing signal that is output when the counting of the time reaches the closing time.

  When the store closing operation is performed, the management computer determines that step D11 is YES and proceeds to step D12, and sets the leading car number in the car number register I for setting the car number for identifying the game machine in the game hall. (Step D12). Next, store closing compensation conditions for the I-th game machine are read from the compensation condition file (step D13). For example, the store closing compensation condition of the “001” game machine is stored so as to perform store closing compensation if it is any one of big hit, high probability, and short time.

  Next, the management computer transmits a closing instruction to the game machine settlement machine (SCPU) 2 of the game machine number (hereinafter referred to as I machine) set in the machine number register I (step D14). Next, the process proceeds to step D15, and waits until the game state data sent from the SCPU of the other party that transmitted the store closing instruction is received (the process of determining step D15 as NO is repeated). Note that the processing of the SCPU in response to the transmitted closing instruction will be described later.

  Then, since the SCPU transmits the game state data in response to receiving the store closing instruction, the management computer receives the game state data, determines that step D15 is YES, and stores the received game state data in the memory. Store (step D16). Next, the management computer determines whether or not the stored game state data is in non-game (step D17). If the game state data is not in a game, it means that no game is being played on the game stand, and it can be determined that there is no need for closing compensation and that payment has been completed. Therefore, step D17 is determined to be YES, and processing proceeds to step D24. .

  On the other hand, when the game state data is not in non-game at step D17, there is a possibility of store closing compensation, so step D17 is determined as NO and the process proceeds to step D18. In step D18, the number of compensation balls corresponding to the game state data is calculated in accordance with the store closing compensation conditions (three compensation conditions during big hit, short time, high probability) read out in step D13 (step D18). The number of compensated balls is calculated by a predetermined objective algorithm based on the game state data. For this reason, troubles due to inequality are less likely to occur between the game arcade and the player.

  Compensation for closing the store means that a predetermined number of pachinko balls (for a player in a pachinko gaming machine that is in a specific gaming state such as a big hit gaming state or a high probability state) instead of ending the game continuation in the pachinko gaming machine ( In general, the number of pachinko balls assumed to be acquired by the player side by one big hit game, in this embodiment, since it is an enclosed pachinko machine, it is data representing the number of compensation balls). It is.

[Specific example of compensation ball number corresponding to store closing compensation]
Below, the specific example of the compensation ball | bowl number calculated based on game state data is demonstrated. The game state data will be described in [MCPU: Game state data transmission process] described later. When the game state data is the type of jackpot and the number of remaining rounds (that is, corresponding to the jackpot in the compensation conditions), the number of balls expected to be acquired with the number of remaining rounds (10 per round) Assuming that a winning ball is generated, if the specification gives 15 winning balls to one winning ball, 10 × 15 × the number of remaining rounds) is set as the number of compensating balls. In addition, when the big hit type is big hit 1, the gaming state after the hitting operation is a high probability gaming state, so the number of balls expected to be obtained in one or two big hit games is calculated as the number of compensation balls. In addition, the final number of compensation balls is used. Also, when the big hit type is big hit 3, since the gaming state after the hit operation is a high probability gaming state, the number of balls expected to be obtained in one big hit game is added to the number of compensated balls. Final compensation ball number.

  If the game status data is in a short-time game, the number of balls expected to be acquired during the short-time game (for example, the remaining time data indicating how much short-time game is possible, or the effective number of short-time games) The effective number counter shown is included in the game state data and sent to the management computer, and the number of balls is determined according to the remaining time data or the effective number counter).

  When the game state data is in a high probability game, the number of compensation balls is determined according to the variation mode flag sent together. For example, when the variation mode flag is the high probability variation mode, the number of balls expected to be obtained by one or two jackpot games is set as the final number of compensation balls. Further, for example, when the variation mode flag is the accessory A variation mode or the accessory B variation mode, the number of balls expected to be obtained in one big hit game is set as the number of compensation balls. Further, when the game state data is in the normal probability game, it is considered that no compensation is necessary. Therefore, the compensation ball number is set to “0”.

  As described above, the specific example of the number of compensation balls calculated based on the game state data has been described. However, the number of compensation balls determined as described above is merely an example, and is not limited to the above specific example. Absent. As described above, since the necessity for the store closing compensation is completed by the communication between the checkout machine 2 and the management computer 52, an artificial fraud does not enter.

[Necessity determination of closing compensation for game machines in play]
When step D18 is completed, the management computer proceeds to step D19 and determines whether or not compensation is necessary (step D19). The determination of whether or not compensation is necessary depends on whether or not the number of compensation balls calculated in step D18 is zero. When the number of compensation balls is 0, it is determined that no compensation is necessary. On the other hand, when the number of compensation balls is not 0, it is determined that compensation is necessary. When determining that the compensation is necessary, the management computer determines YES in step D19, transmits the compensation permission command and the number of compensation balls to the SCPU of the I-th game machine (step D20), and proceeds to step D22. On the other hand, if it is determined that no compensation is necessary, step D19 is determined as NO, a compensation unnecessary instruction is transmitted to the SCPU of the I-th game machine (step D21), and the process proceeds to step D22.

  When proceeding to step D22, the management computer determines whether or not the card data has been received (step D22). If card data is not received, the process of determining NO in step D22 is repeated. When the closing determination necessity determination result is transmitted to the SCPU, the SCPU performs processing according to the determination necessity determination result, and transmits the card data to the management computer in step C19 of FIG. When the card data is transmitted, the management computer receives the card data, determines that step D22 is YES, and stores the received card data (card ID, date / time, number of points, unit number) in the card data history file. (Step D23), and proceeds to step D24. As described above, by storing the game result using the card (the number of points becomes expenditure information for the game hall) together with the card ID, the date and time, and the machine number, objective evidence can be obtained.

  In step D24, the management computer increments the unit number in the unit number register I by 1 (step D24). Next, it is determined whether or not the updated unit number exceeds the last unit number (step D25). If the unit number in the unit number register I does not exceed the last unit number, step D25 is determined to be NO, and step Returning to D13, the same processing as described above is performed for the next game machine designated by the updated machine number register I.

  The management computer repeats the above processing routine to determine whether or not closing compensation is required up to the gaming machine with the last machine number, transmits the necessity determination result, receives the card data sent accordingly, and stores it in the file Will be performed sequentially. If the machine number in the machine number register I exceeds the last machine number, step D25 is determined as YES, and the process proceeds to step D26.

  In step D26, the management computer sends all data (card ID, date / time, number of points, unit number) of the card data history file together with a store code as identification information unique to its own game hall to a server of a third party organization. (Step D26), and the closing compensation process is terminated. As described above, by storing the history of card data in a server of a third-party organization that has no interest, it is possible to leave information relating to more objective and transparent business.

  In the above-described embodiment, the management computer 52 transmits a closing instruction to the checkout machine (SCPU), and the game state data is transmitted to the management computer 52 in response to the SCPU receiving the closing instruction. The transmission timing of the game state data from the SCPU to the management computer 52 is not limited to the configuration corresponding to the reception of the store closing instruction, and the game state data is transmitted to the management computer 52 at every predetermined timing (for example, every 4 ms). The computer may be configured to receive. In this configuration, when the closing operation is performed, the management computer 52 transmits a closing instruction to the SCPU, and determines whether or not closing compensation is necessary based on the gaming state data received according to the closing compensation condition. Data reception processing (step D15 in FIG. 30) is not necessary.

[Settlement machine: Processing related to closing compensation]
Next, processing related to closing compensation will be described. In the present invention, when the closing time is reached, the management computer 52 issues a closing instruction to each checkout machine (SCPU) in response to the closing operation to the management computer by the operator as described above. Send.

[When the game stand is not playing]
When the game machine is not playing a game, the SCPU determines that step A02 in FIG. 4 is NO, determines that step C31 is NO, and repeats the processing routine that returns to step A02. SCPU determines that the store closing command has been input, determines that step C31 is YES, transmits non-gaming to the management computer as gaming state data (step C32), and enters a standby state. .

[When the game stand is playing]
When a game is played after the closing time, processing related to closing compensation described below is performed. As described above, the SCPU of the checkout machine 2 determines whether or not there is an input of the closing instruction transmitted from the management computer 52 in Step C01 of FIG. Step C01 is determined as YES, and the process proceeds to Step C02 (see FIG. 27).

  In step C02, first, a gaming state request command is transmitted to the TCPU in response to the received store closing command (step C02), and the process waits until the gaming state data returned from the TCPU is received in step C03 (step S02). The process of determining C03 as NO is repeated). The processing performed by the TCPU corresponding to the gaming state request command transmitted by the SCPU will be described later.

  When the processing of the TCPU corresponding to the gaming state request command transmitted from the SCPU is completed, the TCPU transmits the gaming state data, so that the SCPU receives the gaming state data, and determines that step C03 is YES. In step C04, the game state data received in step C03 is transmitted to the management computer (step C04). Then, it waits until it receives reply data sent from the management computer in step C05 (determining whether or not store closing compensation is necessary for the transmitted gaming state data and sending the judgment result as reply data) (step C05). Is repeated NO).

  When the processing of the management computer corresponding to the compensation request command and gaming state data transmitted by the SCPU is completed, the management computer transmits reply data (a compensation permission command and the number of compensation balls, or no compensation is required). Reply data will be received, step C05 is determined as YES, and the process proceeds to step C06. In step C06, it is determined whether or not a compensation permission instruction is included in the content of the received reply data (step C06).

  When the reply data includes a compensation permission command, the SCPU determines YES in step C06, and when the reply data includes a compensation permission command, the number of compensation balls is also transmitted as reply data together with the compensation permission command. Therefore, the number of compensation balls included in the reply data is added to the second number of held balls Q1 managed by the settlement machine 2, and the addition result is stored as the second number of held balls Q1 (step C07). The second ball number Q1 is updated and displayed on the ball number display unit 10 (step C08), a message indicating that the store closing compensation has been performed and the number of compensated balls are displayed on the message display unit 53 (step C09), and step C11. Proceed to

  When the closing time comes, the game hall staff circulates in the game hall to check whether or not there is a game machine in play. FIG. 31 is a diagram illustrating a display mode of a message when the store closing compensation displayed on the message display unit 53 is performed. The message display unit 53 displays, for example, that the store closing compensation has been performed, such as “The store has been compensated”, and the game is aborted as “the number of compensated balls is 6000”. The number of compensation balls (additional number of balls) as compensation is displayed. As described above, when the store closing compensation is performed, the message indicating that the store closing compensation has been performed and the number of compensation balls are displayed on the message display unit 53, so that both the player and the game hall staff perform the store closing compensation. Trouble and the number of compensation balls can be confirmed.

  On the other hand, if the reply data does not include a compensation permission command, the SCPU determines that step C06 is NO. In this case, the reply data does not require compensation, and the process proceeds to step C10 and the message display unit 53 is closed. A message indicating that no compensation is required (see FIG. 32) is displayed for a predetermined time (for example, about 20 seconds) (step C10), and the process proceeds to step C11. As described above, even when the store closing compensation is not performed, the message indicating that the store closing compensation is not necessary is displayed on the message display unit 53. Therefore, both the player and the game hall staff do not need the store closing compensation. Since it can be confirmed that no compensation is performed, trouble is unlikely to occur.

  When the store closing compensation is performed, as described above, the second number of held balls Q1 is an updated value by adding the number of compensation balls, whereas when the store closing compensation is not performed, 2 The difference is that there is no change in the number of balls possessed Q1, and the value at the time when the settlement button 13 is pressed after the store closing time is maintained.

  In step C11, the SCPU determines whether or not the settlement button 13 is operated (step C11). If the settlement button 13 is not operated, the process of determining NO in step C11 is repeated, and the process waits until the settlement button 13 is operated.

  It is explained that the game hall staff confirms the display of the message display unit 53 and presses the checkout button 13 to the player because it is after the closing time. When the checkout button 13 is operated by the player, the SCPU determines that step C11 is YES and proceeds to step C12.

  When proceeding to step C12, the SCPU transmits a closing instruction to the TCPU (step C12), and waits until the first number of balls P1 returned from the TCPU is received in step C13 (determination of step C13 is NO). To repeat the process). Note that the processing performed by the TCPU corresponding to the closing closing instruction transmitted in step C12 will be described later.

  When the processing of the TCPU corresponding to the store closing end command transmitted from the SCPU is completed, the TCPU transmits the first number of balls P1 managed by the TCPU, so that the SCPU receives the first number of balls P1. Thus, step C13 is determined as YES, and the process proceeds to step C14.

  In step C14, the SCPU adds the received first ball count P1 to the second ball count Q1 and stores the addition result as the second ball count Q1 (step C14). Thereby, all of the number of possessed balls (first possessed number P1 + second possessed number Q1) as a game result that the player has played is stored as the second possessed number Q1. Next, the number of points as the game result is calculated by multiplying the second holding number Q1 by the sphere unit price TK stored in the sphere unit price storage area, and stored in the A register (step C15).

  Next, proceeding to step C16, the number of points as the game result stored in the A register is added to the number of points PS stored in the point number storage area, and the addition result is stored in the point number storage area as the number of points PS. (Step C16). Thereby, the number of points as the current game result is added to the number of points PS stored in the point number storage area and stored as the number of points PS. Then, the processing end is transmitted to the TCPU (step C17), the process proceeds to step C18, and the point number PS is written in the point number storage unit 51 of the card 48 (step C18).

  In step C19, the card ID, the date, the number of points, and the machine number (gaming machine identification information assigned to each gaming machine) are transmitted to the management computer as card data (step C19), and the card 48 is inserted. The card is ejected from the card insertion slot 46 (step C20), and the process is terminated. Thereby, the card 48 in which the number of points as a game result is added and the number of points PS is rewritten is returned to the player.

  As described above, since the number of possessed balls is converted into a unified value called the number of points and stored, there is no need to store the unit price data. Further, it is not necessary to store in a combination form of the unit price of sphere and the number of balls, and the number of combinations of the unit price of sphere and the number of balls does not increase. Also, the card ID, date / time, number of points, and unit number are transmitted to the management computer as card data, and the card data is managed by the management computer (the management of the card data by the management computer will be described later), so the card is used. Thus, the game result (the number of points becomes expenditure information for the game hall) can be used as objective evidence.

  Below, the process which TCPU corresponding to the game state request | requirement command (step C02 of FIG. 27) which SCPU transmitted transmits is demonstrated. As shown in the flowchart of FIG. 14, the TCPU determines in step S135 of the main routine whether or not a gaming state request command has been received. When the gaming state request command is transmitted from the SCPU, the TCPU A state request command will be received, step S135 will be determined as YES, and it will progress to step S70 (refer FIG. 28).

  In step S70, the TCPU transmits a gaming state request command to the MCPU (step S70), and waits until it receives the gaming state data returned from the MCPU in step S71 (determines NO in step S71). Repeat the process). The processing performed by the MCPU corresponding to the gaming state request command transmitted in step S71 will be described later.

  When the processing of the MCPU corresponding to the gaming state request command transmitted by the TCPU is completed, the MCPU transmits the gaming state data managed by itself, so that the TCPU receives the gaming state data, and YES in step S71. And the process proceeds to step S72.

  If it progresses to step S72, TCPU will transmit the received game state data to SCPU (CPU of a payment machine) (step S72), will progress to step S73, and will wait until it receives the closing completion instruction | command returned from SCPU ( The process of determining step S73 as NO is repeated). Note that the processing performed by the SCPU corresponding to the gaming state data transmitted in step S72 is as already described in step C03 to step C11 in FIG.

  As described above, when the processing of the SCPU corresponding to the gaming state data transmitted by the TCPU is completed, the SCPU transmits a store closing end command, so that the TCPU receives a store closing end command and determines that step S73 is YES. The process proceeds to a game end process in step S74.

  When the game end process (see FIG. 19) is started, the launching device is stopped and the game is stopped (step S80). Next, the current first number of balls P1 (number of balls managed by the ball information control board 20) stored in the first number-of-balls storage area is transmitted to the SCPU of the settlement machine 2 (step S81). In step S82, the process waits until the end of the process sent from the TCPU is received (the process of determining step S82 as NO is repeated). Note that the processing performed by the SCPU of the settlement machine 2 corresponding to the transmitted first number of balls P1 is as described above.

  When the processing of the SCPU corresponding to the first number of balls P1 transmitted from the TCPU is completed, the SCPU transmits an end of processing, so that the TCPU receives the end of processing and determines that step S82 is YES. Since the first ball count P1 is transmitted to the SCPU of the settlement machine 2, the first ball count P1 to be managed is 0, and the first ball count storage area of the RAM is cleared to 0 (the first ball count). The number of balls P1 is cleared to 0) (step S83). When step S83 is completed, the TCPU exits the game end process subroutine and returns to the main routine. When the TCPU returns to the main routine, the process ends.

[MCPU: Game state data transmission process]
The gaming state data transmission process executed by the MCPU will be described below. FIG. 29 is a flowchart showing a subroutine of game state data transmission processing executed by the MCPU. When starting the gaming state data transmission process, the MCPU determines in step B60 whether or not a gaming state request command has been received. If the gaming state request command has not been received, the MCPU determines that step B60 is NO. To exit the game state data transmission process. Therefore, when the gaming state request command is not received, the gaming state data transmission process is not substantially performed.

  As described above, when the TCPU transmits the gaming state request command in step S70, the MCPU receives the gaming state request command, determines that step B60 is YES, and the gaming state is determined by each process after step B61. Data is created and transmitted to the TCPU.

  In step B61, it is determined whether or not the gaming state is in the big hit gaming state (during the big hit gaming) (step B61). If it is in the big hit gaming state, it is determined as YES in step B61, and the process proceeds to step B62, which means the big hit type (meaning data indicating that the big hit game is being played, big hit 1, big hit 2, big hit 3, small hit Any one of them (see FIG. 23) and the remaining number of rounds are set in the game state data (step B62), the game state data is transmitted to the TCPU (step B63), and the game state data transmission process is exited.

  As an example, if you are in a big hit gaming state with a big hit 1, and you are currently in the eighth round, the big hit type is “big hit 1”, and there are eight remaining rounds including the current round. 8 "is set in the game state data.

  On the other hand, when it is not in the big hit game state, it determines with step B61 being NO, and progresses to step B64. In step B64, it is determined whether or not the gaming state is a time-saving game (step B64). If it is during the short-time game, step B64 is determined as YES, the process proceeds to step B65, data indicating that the short-time game is being played is set in the game state data (step B65), and the game state data is transmitted to the TCPU ( Step B63), the game state data transmission process is exited.

  On the other hand, if it is not in the short-time game, step B64 is determined as NO, and the process proceeds to step B66. In step B66, it is determined whether or not the gaming state is a high probability game (whether or not the high probability flag is “1”) (step B66). If the high probability game is being played, step B66 is determined to be YES, and the process proceeds to step B67, where data indicating that the high probability game is being played and the fluctuation mode flag (the character A fluctuation mode, the character B fluctuation mode, the high The value of any one of the probability variation modes is set in the game state data (step B67), the game state data is transmitted to the TCPU (step B63), and the game state data transmission process is exited.

  As an example, when the variation mode (production for the player) is the high probability variation mode in the high probability game, the data indicating that the high probability game is being performed and the value “3” of the high probability variation mode are the game state. Will be set to the data.

  On the other hand, when it is not in the high probability game, step B66 is determined as NO, and the process proceeds to step B68. In addition, when progressing to step B68, a gaming state will be a normal probability gaming state. In step B68, data indicating that the normal probability game is being played is set in the game state data (step B68), the game state data is transmitted to the TCPU (step B63), and the game state data transmission process is exited.

  As is clear from the above description, the gaming state request command transmitted from the SCPU of the settlement machine 2 is received by the MCPU (main control board 19) via the TCPU. The MCPU creates gaming state data in response to the gaming state request command, and the created gaming state data is received by the SCPU via the TCPU. When the SCPU receives the game state data, the SCPU transmits the game state data to the management computer (step C04 in FIG. 27).

  Although the embodiment according to the present invention has been described above, according to the gaming device of the embodiment, the enclosed pachinko machine has a configuration having two types of probability gaming states, a normal probability gaming state and a high probability gaming state. In the above, it is possible to realize a specification that has a probability non-notification state in which the player does not know whether it is a normal probability gaming state or a high probability gaming state.

  Performing the same kind of effect (the accessory B variation mode for operating the effecting agent B or the accessory A variation mode for operating the effecting agent A) in both the normal probability gaming state and the high probability gaming state In this way, a probability non-notification state is created in which the player does not know the probability gaming state. When the settlement command input means (the settlement button 13) is operated during the probability non-notification state, the game control unit selects a confirmation request command based on a lottery with a predetermined probability in the end mode output process (see FIG. 22). Whether or not the settlement machine 2 sends a confirmation request command to the settlement machine 2 through the ball information control board 20 and confirms whether the settlement machine 2 receives the confirmation request instruction and settles the message display unit 53. Is displayed, and confirmation instruction input means (YES button 16 and NO button 17) is input, so that the player's will confirmation of whether or not to perform payment is high. The game control unit (main control board 19) is not based on the probability game state, but based on a lottery with a predetermined probability. It can be maintained without gaming property that the probability non notification to not know the condition is ensured. Further, the operation of the settlement machine 2 can be taken in as a game. Furthermore, in the gameability of probability non-notification that makes the probability game state unknown, there is no advantage to a specific player.

  Further, in the embodiment, in both the normal probability gaming state and the high probability gaming state, the same kind of effect (the accessory B variation mode for operating the effecting agent B or the effector operating the effecting agent A) A variation mode) means that the same type of production is the same type of production. For example, taking the accessory B variation mode as an example, the operation of the production B What is necessary is just the concept of production. That is, in the production contents each time that the sub-integrated board 21 performs in the accessory B variation mode, the production contents do not have to be exactly the same every time, and a little different production may be performed every time. For example, if the effect B is to perform a shaking operation, even if the operation time of the effect B is different every time or the effect of the effect B is the same, the liquid crystal display The background color displayed on the panel 37 is slightly different from time to time, and the mode of the effect that is executed on the liquid crystal display panel 37, for example, as the “act B change mode”, for each time. The type name is displayed so that the player can recognize that it is in the “actual B variation mode”, while the effecting accessory B operates and the effecting accessory B does not operate. It may be performed randomly. These effects are included in the same kind of effects in the sense that the types of effects are the same.

It is a front view of the account machine and the enclosed pachinko machine which constitute the game machine concerning one embodiment of the present invention. It is a block diagram of the game device which shows the principal part of the control system mainly deployed in the enclosed pachinko machine. It is a block diagram which mainly shows the principal part of a payment machine. It is a flowchart which shows a part of main routine of the process which CPU (SCPU) arrange | positioned at the checkout machine performs. It is a continuation of the flowchart of FIG. It is a figure which shows the data structure memorize | stored in the card | curd used in embodiment. It is a flowchart which shows the subroutine of the ball lending process which SCPU performs. It is a continuation of the flowchart of FIG. It is a flowchart which shows the subroutine of the display process which SCPU performs. It is a flowchart which shows the subroutine of the sphere unit price change process which SCPU performs. It is a flowchart which shows the subroutine of the movement number process which SCPU performs. It is a flowchart which shows the subroutine of the request number process which SCPU performs. It is a flowchart which shows the subroutine of the adjustment process which SCPU performs. It is a flowchart which shows the main routine of the process which TCPU arrange | positioned by the ball | bowl information control board performs. It is a flowchart which shows the subroutine of ball | bowl information processing in the game which TCPU performs. It is a flowchart which shows the subroutine of the number-of-balls check process 1 which TCPU performs. It is a flowchart which shows the subroutine of the number-of-balls check process 2 which TCPU performs. It is a flowchart which shows the subroutine of the completion | finish state transmission process which TCPU performs. It is a flowchart which shows the subroutine of the game end process which TCPU performs. It is a flowchart which shows a part of game process which MCPU arrange | positioned by the main control board performs. It is a continuation of the flowchart of FIG. It is a flowchart which shows the subroutine of the end mode output process which MCPU performs. It is a figure which shows the ratio per each with respect to the hit type in the pachinko machine of embodiment, the hit operation | movement corresponding to the hit type, the game state regarding the hit probability after the end of hit operation, and the whole hit. The hit type in the pachinko machine of the embodiment, the type of variation mode as the type of effect performed after the end of the hit operation, the percentage of hit when shifting to each variation mode, the high probability gaming state in each variation mode It is a figure showing an expectation degree in a tabular form. It is a figure which shows the display mode of the message at the time of forced termination displayed on a message display part. It is a figure which shows the display mode of the message at the time of completion | finish waiting displayed on a message display part. FIG. 5 is a continuation of the flowchart of FIG. 5 and mainly represents processing relating to closing compensation. It is a continuation of the flowchart of FIG. It is a flowchart which shows the subroutine of the game state data transmission process which MCPU performs. It is a flowchart which shows the subroutine of the closing compensation process which a management computer performs. It is a figure which shows one display mode of the message when the store closing compensation displayed on a message display part is performed. It is a figure which shows the one display aspect of a message when the closing closure compensation displayed on a message display part is unnecessary. It is a flowchart which shows the subroutine of the card | curd data storage process which a management computer performs. It is a principal part block diagram of the game stand management system which concerns on embodiment of this invention. It is a figure which shows the content of the compensation condition storage file provided in the memory | storage device of the management computer.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Enclosed pachinko machine 2 Checkout machine 3 Game board 4 Game area 5 Hitting ball handle 6 Operation panel part 7 Remaining frequency display part 8 Point number display part 9 Game machine ball number display part 10 Settlement machine ball number display part 11 Ball unit price Display unit 12 Ball lending button 13 Checkout button 14 Ball unit price change button 15 Operational notification lamp 16 YES button 17 NO button 18 Operational notification lamp 19 Main control board 20 Ball information control board 21 Sub-integrated board 22 Gate switch 23 Normal winning opening Detection switch 24 Large winning opening detection switch 25 Start opening detecting switch 26 Special symbol display device 27 Special symbol holding number display device 28 Normal symbol display device 29 Normal symbol holding number display device 30 Normal electric accessory solenoid 31 Large winning port opening solenoid 32 Liquid crystal Display control board 33 Actor drive board 34 Panel decoration board 35 Frame Substrate 36 Speaker 37 Liquid crystal display panel 38 Launch control board 39 Touch sensor 40 Launch stop switch 41 Launch device 42 Launch ball detection sensor 43 Return ball detection sensor 44 Out ball detection sensor 45 Ball circulation device 46 Card insertion port 47 Card processor 48 Card 49 ID storage unit 50 Remaining frequency storage unit 51 Point number storage unit 52 Management computer 53 Message display unit 54 Performance accessory A
55 Production B
60 game machine 61 transmission path

Claims (4)

  1. In a gaming machine management system comprising a plurality of gaming machines and a management computer for data management, wherein the management computer and each of the plurality of gaming machines are connected to each other through a transmission path so that data can be exchanged between them. ,
    The gaming machine is provided with a gaming machine and the gaming machine, and a checkout machine for paying a ball based on valuable value information and adjusting the number of balls used as the number of balls used for playing the game in the gaming machine And
    The gaming machine includes a game control unit that controls the game and a ball information control unit that controls the ball information, and the control unit of the settlement machine has a ball lending command input means and a settlement that can be operated by the player. Command input means is connected, the ball information control unit and the control unit of the settlement machine are connected to be able to communicate with each other, and the control unit of the settlement machine and the management computer are connected to be able to communicate with each other,
    The management computer is
    A closing signal output means for outputting a closing signal;
    Means for receiving a gaming state transmitted from the settlement machine;
    Means for receiving a closing signal output from the closing signal output means and transmitting a closing instruction to a settlement machine of the plurality of game machines;
    Means for determining whether or not closing compensation is necessary from the gaming state based on a pre-registered closing compensation condition when receiving an operation input signal of the closing instruction input means;
    Means for calculating a compensation ball number corresponding to the gaming state when it is determined that the store closing compensation is necessary;
    Means for transmitting the compensation permission command and the number of compensation balls to the settlement machine,
    The control unit of the checkout machine is
    Means for transmitting the gaming state transmitted from the gaming machine to the management computer;
    On condition that the closing instruction sent from the management computer has been received,
    Means for adding and storing the number of compensation balls transmitted to the number of balls held by the settlement machine upon receipt of the compensation permission instruction and the number of compensation balls sent from the management computer;
    Means for displaying the number of balls of the settlement machine as a result of adding the number of compensation balls;
    Means for transmitting the closing instruction to the ball information control unit upon receiving an operation input signal of the payment command input means after displaying the number of balls of the payment machine to which the number of compensation balls has been added;
    A game machine management system, comprising: a settlement processing means for performing settlement on the number of balls already added to the number of compensation balls after the closing instruction is transmitted.
  2. In the gaming machine management system according to claim 1,
    A confirmation command input means that can be operated by the player and a message display unit capable of displaying a confirmation message are connected to the control unit of the settlement machine,
    When the control unit of the settlement machine receives the operation input signal of the settlement command input means, the game machine control unit transmits a game end command to the ball information control unit on condition that the store closing command is not received; In response to the confirmation request command sent from the ball information control unit in response to the transmission of the end command, the message display unit displays whether or not to perform settlement, and confirms by the confirmation command input means. A means for inputting a confirmation instruction,
    The ball information control unit corresponds to the means for transmitting an end mode request command to the game control unit upon receiving the game end command sent from the control unit of the settlement machine, and corresponding to the transmission of the end mode request command. Receiving a confirmation request command sent from the game control unit, and means for transmitting the confirmation request command to the control unit of the settlement machine,
    The game control unit determines whether or not the random number acquired based on winning detection is a normal probability, and determines whether or not the acquired random number is a win, based on the normal probability. In a configuration having a high-probability gaming state that is determined with a high high probability, and performing the same kind of effects in both the normal probability gaming state and the high-probability gaming state, Probability non-notification state generating means for generating a probability non-notification state that makes the state unknown, and when receiving the end mode request command sent from the ball information control unit during the probability non-notification state, A confirmation request instruction selecting means for selecting a confirmation request instruction based on the confirmation request instruction transmitting means for transmitting the confirmation request instruction to the ball information control unit,
    A game table management system characterized by that.
  3. In the gaming machine management system according to claim 2,
    The probability non-notification state generation means generates the normal probability gaming state and the high probability gaming state in the probability non-notification state at a predetermined ratio, and the confirmation request command selection means includes the probability non-notification state. A gaming machine management system, wherein the confirmation request command is selected based on a lottery based on a probability corresponding to a high probability expectation as a ratio of the high probability gaming state in a state.
  4. In the gaming machine management system according to claim 3,
    A plurality of types of probability non-notification states are provided, each type of probability non-notification state is different in the same type of production, and the ratio of the normal probability gaming state and the high probability gaming state is different. According to the game machine management system, the expectation degree of the high probability is different.
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JP2010088789A (en) * 2008-10-10 2010-04-22 Abilit Corp Pachinko game machine
JP2012176156A (en) * 2011-02-28 2012-09-13 Maruhon Industry Co Ltd Pachinko system
WO2013175918A1 (en) * 2012-05-25 2013-11-28 テックファーム株式会社 Transaction management device, transaction request device and transaction management system
JP2014083144A (en) * 2012-10-22 2014-05-12 Kita Denshi Corp Device for game, display machine for game, and method for determining special-game-state game machine
JP2014147634A (en) * 2013-02-04 2014-08-21 Taiyo Elec Co Ltd Game machine
JP2014221314A (en) * 2014-06-18 2014-11-27 グローリー株式会社 Inter-machine device
US9881444B2 (en) 2012-07-11 2018-01-30 Igt Method and apparatus for offering a mobile device version of an electronic gaming machine game at the electronic gaming machine
US10217317B2 (en) 2016-08-09 2019-02-26 Igt Gaming system and method for providing incentives for transferring funds to and from a mobile device
US10332344B2 (en) 2017-07-24 2019-06-25 Igt System and method for controlling electronic gaming machine/electronic gaming machine component bezel lighting to indicate different wireless connection statuses
US10360763B2 (en) 2017-08-03 2019-07-23 Igt System and method for utilizing a mobile device to facilitate fund transfers between a cashless wagering account and a gaming establishment retail account
US10360761B2 (en) 2017-08-03 2019-07-23 Igt System and method for providing a gaming establishment account pre-approved access to funds
US10373430B2 (en) 2017-08-03 2019-08-06 Igt System and method for tracking fund transfers between an electronic gaming machine and a plurality of funding sources
US10380843B2 (en) 2017-08-03 2019-08-13 Igt System and method for tracking funds from a plurality of funding sources
US10417867B2 (en) 2015-09-25 2019-09-17 Igt Gaming system and method for automatically transferring funds to a mobile device
US10529175B2 (en) 2017-12-28 2020-01-07 Igt Method and apparatus for offering a mobile device version of an electronic gaming machine game at the electronic gaming machine

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Publication number Priority date Publication date Assignee Title
WO2010027053A1 (en) 2008-09-05 2010-03-11 東洋インキ製造株式会社 Ink composition
JP2010088789A (en) * 2008-10-10 2010-04-22 Abilit Corp Pachinko game machine
JP2012176156A (en) * 2011-02-28 2012-09-13 Maruhon Industry Co Ltd Pachinko system
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US9881444B2 (en) 2012-07-11 2018-01-30 Igt Method and apparatus for offering a mobile device version of an electronic gaming machine game at the electronic gaming machine
JP2014083144A (en) * 2012-10-22 2014-05-12 Kita Denshi Corp Device for game, display machine for game, and method for determining special-game-state game machine
JP2014147634A (en) * 2013-02-04 2014-08-21 Taiyo Elec Co Ltd Game machine
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US10417867B2 (en) 2015-09-25 2019-09-17 Igt Gaming system and method for automatically transferring funds to a mobile device
US10217317B2 (en) 2016-08-09 2019-02-26 Igt Gaming system and method for providing incentives for transferring funds to and from a mobile device
US10332344B2 (en) 2017-07-24 2019-06-25 Igt System and method for controlling electronic gaming machine/electronic gaming machine component bezel lighting to indicate different wireless connection statuses
US10360763B2 (en) 2017-08-03 2019-07-23 Igt System and method for utilizing a mobile device to facilitate fund transfers between a cashless wagering account and a gaming establishment retail account
US10360761B2 (en) 2017-08-03 2019-07-23 Igt System and method for providing a gaming establishment account pre-approved access to funds
US10373430B2 (en) 2017-08-03 2019-08-06 Igt System and method for tracking fund transfers between an electronic gaming machine and a plurality of funding sources
US10380843B2 (en) 2017-08-03 2019-08-13 Igt System and method for tracking funds from a plurality of funding sources
US10529175B2 (en) 2017-12-28 2020-01-07 Igt Method and apparatus for offering a mobile device version of an electronic gaming machine game at the electronic gaming machine

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