Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2023-06-30
- Publication Date
- 2026-07-08
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player engagement and attention to the game.
The gaming machine incorporates a dual ball entry system with detection means for game balls, allowing for predetermined operations to trigger specific responses, enhancing player interaction and game dynamics.
This configuration significantly improves player engagement by increasing attention to the game through interactive responses and dynamic gameplay elements.
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine typified by a pinball gaming machine. [Background technology]
[0002] Some gaming machines, such as pachinko machines, are equipped with a gaming board on which a gaming area is formed, and a gaming ball launching means that launches gaming balls into the gaming area based on a launching operation by a player. When a gaming ball launched from the gaming ball launching means enters a ball entry section provided in the gaming area, a bonus such as a payout of a predetermined number of gaming balls is awarded to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7056355 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in this type of gaming machine, there may still be room for improvement in its configuration in order to increase the attention paid to the game.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine according to the present invention comprises: A gaming machine having a gaming board on which a gaming area is formed, and a first ball entry section and a second ball entry section into which a gaming ball flowing down the gaming area can enter, A first ball passage through which the game balls that flow into the inlet portion of the first ball entrance pass; a first ball detection means capable of detecting a gaming ball passing through a predetermined position in the first ball passage; A second ball passage through which the game balls that flow into the inlet portion of the second ball entrance pass; A second ball detection means capable of detecting a gaming ball passing through a predetermined position in the second ball passage; an operating means operated by a player; a first determination means for determining, when a gaming ball is detected by the first ball detection means, whether or not a predetermined operation has been performed on the operating means during a predetermined period of time before the gaming ball is detected and including the timing at which the gaming ball that is the subject of the detection passes through the entrance portion of the first ball entrance section; and a second determination means for determining, when a gaming ball is detected by the second ball detection means, whether or not a predetermined operation has been performed on the operating means during a predetermined period of time before the gaming ball is detected and including the timing at which the gaming ball that is the subject of the detection passes through the entrance portion of the second ball entrance portion; When the first determination means determines that a predetermined operation has been performed on the operating means during the predetermined period, a predetermined first operation response process corresponding to the operation is executed, and when the second determination means determines that the operating means has been operated during the predetermined period, a predetermined second operation response process corresponding to the operation is executed. [Effects of the Invention]
[0007] The gaming machine according to the present invention can effectively increase the level of attention to the game. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front perspective view of a pachinko machine as an example of a gaming machine; [Figure 2] A perspective view showing a pachinko machine in an open state. [Figure 3] FIG. 10 is a perspective view showing the pachinko machine in another open state. [Figure 4] FIG. 10 is a perspective view showing the pachinko machine in yet another open state. [Figure 5] Front view of a pachinko machine [Figure 6] A front view of a pachinko machine with the front block removed [Figure 7] Front view of the game board [Figure 8] Rear perspective view of a pachinko machine [Figure 9] Rear view of a pachinko machine [Figure 10] Block diagram showing the electrical configuration of a pachinko machine [Figure 11] Flowchart showing an example of main control processing [Figure 12] 10 is a flowchart showing an example of a main control interrupt process. [Figure 13] Front view of decorative pattern [Figure 14] A screen diagram showing an example of a screen transition of a variable display of a decorative pattern executed by a decorative pattern display device. [Figure 15] A screen diagram showing an example of a screen transition of a variable display of a decorative pattern executed by a decorative pattern display device. [Figure 16] A screen diagram showing an example of a screen transition of a variable display of a decorative pattern executed by a decorative pattern display device. [Figure 17] A screen diagram showing an example of a screen transition of a variable display of a decorative pattern executed by a decorative pattern display device. [Figure 18] A screen diagram showing an example of a screen transition of a variable display of a decorative pattern executed by a decorative pattern display device. [Figure 19] A screen diagram showing an example of a screen transition of a variable display of a decorative pattern executed by a decorative pattern display device. [Figure 20] (A) is a screen diagram showing an example of a screen of a variable display displayed on a decorative pattern display device, and (B) is an explanatory diagram for explaining the characteristics of each of the four types of stages. [Figure 21] FIG. 10 is an explanatory diagram illustrating the variable display executed in each stage. [Figure 22] 22(A) is a schematic diagram showing an example of a display screen of a decorative pattern display device, and FIG. 22(B) is an enlarged view of the area NE in FIG. 22(A). [Figure 23]A schematic diagram showing an example of a change in the display mode in the area NE as the variable performance progresses. [Figure 24] A schematic diagram showing an example of a change in the display mode in the area NE as the variable performance progresses. [Figure 25] A schematic diagram showing an example of a change in the display mode in the area NE as the variable performance progresses. [Figure 26] A schematic diagram showing an example of a change in the display mode in the area NE as the variable performance progresses. [Figure 27] A schematic diagram showing an example of a change in the display mode in the area NE as the variable performance progresses. [Figure 28] A schematic diagram showing an example of a change in the display mode in the area NE as the variable performance progresses. [Figure 29] Schematic diagram showing an example of a magnified portion of a map [Figure 30] FIG. 1 is a schematic diagram showing an example of a map display mode; [Figure 31] FIG. 1 is a schematic diagram showing an example of a map display mode; [Figure 32] A schematic diagram showing the changes that occur in response to the enlarged portion of the map. [Figure 33] A schematic diagram showing the changes that occur in response to the enlarged portion of the map. [Figure 34] A schematic diagram to explain the movement speed of the map-compatible block display [Figure 35] A schematic diagram to explain the movement speed of the map-compatible block display [Figure 36] A schematic diagram for explaining a variation effect in which the vertical length of a block corresponding to the variation effect being executed changes. [Figure 37] A schematic diagram illustrating a change effect in which the pointer pauses during the change effect. [Figure 38] A schematic diagram to explain the variable effect of displaying multiple map-compatible block displays. [Figure 39] A schematic diagram to explain the variable effect of displaying multiple map-compatible block displays. [Figure 40] A schematic diagram to explain the second variation effect of displaying multiple map-compatible block displays [Figure 41]A schematic diagram to explain the second variation effect of displaying multiple map-compatible block displays [Figure 42] FIG. 10 is an explanatory diagram illustrating an example of a variable effect in which a pointer is displayed. [Figure 43] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 44] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 45] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 46] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 47] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 48] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 49] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 50] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 51] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 52] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 53] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 54] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 55] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 56] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 57] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 58] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 59] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 60] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 61] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 62] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 63] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 64] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 65] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 66] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 67] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 68] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 69] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 70] An explanatory diagram for explaining an example of a common part and a final form of a kanji in a kanji presentation. [Figure 71] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 72] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 73] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 74] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 75] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 76] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 77] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 78]Screen transition diagram for explaining the variation effect in the second embodiment [Figure 79] An explanatory diagram to explain specific effects [Figure 80] FIG. 1 is an explanatory diagram for explaining a first operating device, a second operating device, and a third operating device; [Figure 81] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 82] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 83] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 84] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 85] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 86] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 87] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 88] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 89] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 90] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 91] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 92] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 93] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 94] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 95] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 96] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 97]Screen transition diagram for explaining the variation effect in the second embodiment [Figure 98] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 99] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 100] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 101] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 102] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 103] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 104] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 105] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 106] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 107] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 108] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 109] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 110] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 111] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 112] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 113] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 114] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 115] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 116] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 117] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 118] FIG. 10 is a schematic diagram illustrating an example of a variable performance in the second embodiment. [Figure 119] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 120] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 121] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 122] FIG. 10 is a schematic diagram illustrating an example of a variable performance in the second embodiment. [Figure 123] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 124] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 125] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 126] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 127] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 128] FIG. 10 is a schematic diagram illustrating an example of a variable performance in the second embodiment. [Figure 129] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 130] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 131] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 132] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 133] FIG. 10 is a schematic diagram illustrating an example of a variable performance in the second embodiment. [Figure 134] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 135] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 136] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 137] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 138] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 139] Screen transition diagram for explaining the variation effect in the second embodiment [Figure 140] A block diagram showing the electrical configuration of a pachinko machine with a game limiting function as a third embodiment. [Figure 141] A flowchart showing the timer interrupt process of the main control board to explain the game limit function [Figure 142] A front view of a game board capable of displaying ball difference information in a pachinko machine with a game limit function. [Figure 143] An explanatory diagram showing the correspondence between received commands from the main control board and the difference ball information displayed on the difference ball display device and the decorative pattern display device in a table. [Figure 144] A flowchart showing the main processing of the main control board to explain the instruction control of the difference ball information display when power supply is started. [Figure 145] Timing chart for explaining the transition of game progress before and after activation of the game limiting function [Figure 146] FIG. 10 is an explanatory diagram showing the change control of the difference ball information display. [Figure 147] FIG. 10 is an explanatory diagram for explaining the display control of the difference ball information when the power supply is started. [Figure 148] An explanatory diagram showing the configuration of commands used to determine whether the power restoration process corresponds to a game continuation state after the limit number has been reached. [Figure 149] An explanatory diagram illustrating the selection control of a pointer that can indicate the probability of winning displayed in the operation-responsive presentation according to the remaining number of difference balls up to the limit number. [Figure 150]FIG. 10 is an explanatory diagram illustrating selection control according to the remaining number of balls up to the limit, relating to a display image corresponding to the shape of an input operation device displayed in a first mode of operation-responsive presentation. [Figure 151] A screen transition diagram showing an example of the result of the selection control shown in FIG. 150. [Figure 152] 10A and 10B are screen transition diagrams showing an example of the result of control to invalidate detection of input operations on the input operation device depending on the value of the remaining number up to the limit number. [Figure 153] An explanatory diagram illustrating selection control according to the remaining number of balls up to the limit, relating to display patterns that can be displayed in the third mode of operation-responsive presentation. [Fig. 154] FIG. 10 is an explanatory diagram illustrating an example of a display image corresponding to the shape of the input operation device according to the remaining number of difference balls up to the limit number in a third mode of operation-responsive presentation. [Figure 155] A screen transition diagram showing an example of a change in display when the limit number is reached during the execution of an operation-responsive performance. [Figure 156] An explanatory diagram illustrating the change in display content when the limit number is reached during normal display effects in a special game state. [Figure 157] A screen transition diagram showing an example of the change in display when the limit number is reached during the execution of a probability variation suggestion effect. [Figure 158] A screen transition diagram showing an example of the change in display when the limit number is reached during the execution of a probability variation suggestion effect. [Figure 159] A screen transition diagram showing an example of the change in display when the limit number is reached during the execution of a probability variation suggestion effect. [Figure 160] A screen transition diagram showing an example of the change in display when the limit is reached during the execution of an extension suggestion effect. [Figure 161] A screen transition diagram showing an example of the change in display when the limit is reached during the execution of an extension suggestion effect. [Figure 162] A screen transition diagram showing an example of a change in display when the limit number is reached during execution of a bonus awarding effect. [Figure 163] An explanatory diagram illustrating the change in display content when the limit number is reached during a special display effect in a special game state. [Fig. 164] A screen transition diagram showing an example of a change in display when the limit number is reached during execution of a special display effect in a special game state. [Figure 165] A screen transition diagram showing an example of a change in display when the limit number is reached during execution of a special display effect in a special game state. [Figure 166] A screen transition diagram showing an example of the change in display when the limit number is reached during the execution of a small win in a special display performance [Figure 167] A screen transition diagram showing an example of the change in display when the limit number is reached during the execution of a small win in a special display performance [Figure 168] FIG. 10 is a diagram showing the relationship between the lottery contents of the special symbols and the transition of game states in the pachinko machine of the fourth embodiment. [Figure 169] 10A is a flowchart showing the progress of the game state in the pachinko machine 100 of the fourth embodiment, and FIG. 10B is a flowchart showing the display process of the result display and the specific display. [Figure 170] A screen transition diagram for explaining an example of the result display when the display conditions for the result display are met and the display conditions for the specific display are not met. [Figure 171] A screen transition diagram for explaining an example of the result display when the display conditions for the result display are met and the display conditions for the specific display are not met. [Fig. 172] A screen transition diagram for explaining examples of the result display and specific display when the display conditions for the result display are met and the display conditions for the specific display are also met. [Figure 173] A screen transition diagram for explaining examples of the result display and specific display when the display conditions for the result display are met and the display conditions for the specific display are also met. [Fig. 174] A screen transition diagram for explaining examples of the result display and specific display when the display conditions for the result display are met and the display conditions for the specific display are also met. [Figure 175]A screen transition diagram for explaining examples of the result display and specific display when the display conditions for the result display are met and the display conditions for the specific display are also met. [Figure 176] FIG. 10 is an explanatory diagram for explaining display control of a specific display; [Figure 177] A screen transition diagram illustrating a display example when a specific display including two types of game status information is displayed. [Figure 178] A screen transition diagram illustrating a display example when a specific display including two types of game status information is displayed. [Figure 179] 10 is a front view of a game board in a pachinko machine according to a fifth embodiment; [Figure 180] (A) is a partial enlarged view of area XA on the game board of FIG. 179, and (B) is a partial enlarged view of area XB on the game board of FIG. 179. [Figure 181] (A) is a flowchart showing the winning determination process for the right start winning device executed as part of the timer interrupt process of the main control board, (B) is a timing chart showing the flow of the winning determination process for the right start winning device [Figure 182] 1A is a flowchart showing a first timing operation determination process executed by the sub-control board, and FIG. 1B is a timing chart for explaining a reference range for the first timing operation and a determination of the success or failure of the first timing operation. [Figure 183] 10 is a flowchart showing a second timing operation determination process executed by the sub-control board. [Figure 184] 1A is a schematic diagram illustrating a path determination table; FIG. 1B is a timing chart illustrating a reference range for a second timing operation and a determination of whether the second timing operation is successful; and FIG. 1C is a schematic diagram illustrating a character selection table. [Figure 185] An explanatory diagram illustrating the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Figure 186] An explanatory diagram illustrating the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Figure 187]An explanatory diagram illustrating the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Figure 188] An explanatory diagram illustrating the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. DETAILED DESCRIPTION OF THE INVENTION
[0009] Regarding an embodiment of a gaming machine according to the present invention, a pachinko machine 100 will be described as an example of a pinball gaming machine, which is a type of gaming machine, followed by explanations of modifications and other types of gaming machines. First, regarding the embodiment of the pachinko machine 100, the structural configuration, electrical configuration, and various control processes will be explained in that order.
[0010] <Structural composition> First, the configuration of the structural parts of the pachinko machine 100 will be described with reference mainly to Figures 1 to 9. Figures 1 to 4 are perspective views showing various states of the pachinko machine 100, with Figure 1 showing the closed state of the pachinko machine 100, Figure 2 showing a state in which the front block 102 and the intermediate block 103 are integrally opened relative to the outer frame 101, Figure 3 showing a state in which the front block 102 is opened relative to the intermediate block 103, and Figure 4 showing a state in which the rear block 104 is opened relative to the intermediate block 103. Also, Figure 5 is a front view of the pachinko machine 100, and Figure 6 shows a state in which the front block 102 of the pachinko machine 100 has been removed from the state shown in Figure 5. Note that various wiring is omitted in each figure, and part of the configuration of the game board 400 is omitted in Figures 3 and 6.
[0011] As shown in Figures 1 to 4, the pachinko machine 100 comprises an outer frame 101, a front block 102, an intermediate block 103, and a rear block 104, and each of these parts is configured to be relatively displaceable by a predetermined operation.
[0012] The outer frame 101 functions as a main body support means for supporting the main body of the pachinko machine 100. The outer frame 101 is, for example, as shown in Fig. 2, a substantially quadrilateral frame body assembled with a top plate 111, a bottom plate 112, a left side plate 113, and a right side plate 114, and is fitted into gaming machine installation equipment (island equipment) provided in the gaming parlor where the pachinko machine 100 is installed, and is firmly fixed thereto by fasteners (not shown). Note that the outer frame 101 is not an essential component of the pachinko machine 100, and a support mechanism that supports the main body portion corresponding to the configuration of the pachinko machine 100 excluding the outer frame 101 or the outer frame 101 and has the same internal shape as the outer frame 101, or part of a locking mechanism that locks the main body portion, may be provided in the island equipment.
[0013] Intermediate block support mechanisms 121, 122 are provided on one side in the left-right direction (the side of the left side plate portion 113) of the outer frame 101. These intermediate block support mechanisms 121, 122 connect (couple) the outer frame 101 and the intermediate block 103, and the main body of the pachinko machine 100 is configured to be rotatable forward with one end side (left side) in the left-right direction when viewed from the front of the pachinko machine 100 as the rotation base end and the other end side (right side) as the rotation tip end.
[0014] 1, the intermediate block support mechanisms 121, 122 are provided at a distance from each other at the upper and lower ends of the outer frame 101. Each of the intermediate block support mechanisms 121, 122 is configured to be rotatable, for example, by supporting an axle provided in the intermediate block 103 from below by an axle support portion provided in the outer frame 101, and inserting the axle into an axle hole provided in the axle support portion. Note that the configuration for allowing the main body of the pachinko machine 100, including the intermediate block 103, to rotate is not limited to the above configuration, and other configurations may be used, such as providing an axle hole on the intermediate block 103 side and forming the axle on the outer frame 101 side.
[0015] The intermediate block support mechanisms 121 and 122 are provided with a function for releasing the connection between the outer frame 101 and the intermediate block 103 by a predetermined removal operation. The main body of the pachinko machine 100 is removably attached to the outer frame 101. For example, by performing a predetermined removal operation in which the intermediate block 103 is opened by more than a certain amount relative to the outer frame 101 and moved upward by a certain amount, the connection state of the intermediate block 103 to the outer frame 101 is released. This makes the main body of the pachinko machine 100 removably attached to the outer frame 101.
[0016] The front block 102 is disposed in front of the intermediate block 103 so as to overlap it, and the intermediate block 103 and the front block 102 are connected by front block support mechanisms 131, 132 provided on the left side when viewed from the front. The front block support mechanisms 131, 132 have the same configuration as the intermediate block support mechanisms 121, 122, support the front block 102 so that it can rotate forward relative to the intermediate block 103, and are configured to be removable by a predetermined removal operation.
[0017] The rear block 104 is disposed behind the intermediate block 103 so as to overlap it, and the intermediate block 103 and the rear block 104 are connected by rear block support mechanisms 136, 137 (see FIG. 8) provided on the left side when viewed from the front. The rear block support mechanisms 136, 137 have the same configuration as the intermediate block support mechanisms 121, 122 and the front block support mechanisms 131, 132, and are configured to support the rear block 104 so that it can rotate rearward relative to the intermediate block 103, and to support it so that it can be removed by a predetermined removal operation.
[0018] The pachinko machine 100 is also provided with an intermediate block locking mechanism that restricts the opening and closing of the intermediate block 103 relative to the outer frame 101, a front block locking mechanism that restricts the opening and closing of the front block 102 relative to the intermediate block 103, and a lock operation mechanism that is operated to lock and unlock the intermediate block locking mechanism and the front block locking mechanism. As shown in Fig. 3, the intermediate block 103 is provided with a key cylinder 141 as a lock operation mechanism that is exposed on the front side of the pachinko machine 100 through an opening in the front block 102.
[0019] When a right rotation operation is performed using an operating key (not shown) as a predetermined operation on the key cylinder 141, a movable part 143 of the intermediate block locking mechanism provided in the intermediate block 103 is actuated. This disengages the movable part 143 from an engaged part 142 provided on the outer frame 101 as part of the intermediate block locking mechanism, and the intermediate block 103 enters a state in which opening and closing is permitted relative to the outer frame 101.
[0020] Meanwhile, in response to a counterclockwise rotation operation of a predetermined operating key on the key cylinder 141, a movable part 144 of the front block locking mechanism provided in the intermediate block 103 is actuated. As a result, the engagement between the movable part 144 and an engaged part 145 provided in the front block 102 as part of the front block locking mechanism is released, and the front block 102 enters a state in which opening and closing is permitted relative to the intermediate block 103.
[0021] The pachinko machine 100 is also provided with a rear block opening / closing restriction mechanism that restricts the opening and closing of the rear block 104 relative to the intermediate block 103. This rear block opening / closing restriction mechanism allows the rear block 104 to be switched between a state in which opening and closing is prohibited (opening / closing prohibited state) and a state in which opening and closing is permitted (opening / closing permitted state) relative to the intermediate block 103 by a predetermined operation.
[0022] As shown in Fig. 4, the rear block opening / closing restricting mechanism is made up of two opening / closing restricting parts 150A and 150B provided in the intermediate block 103 and one opening / closing restricting part 150C provided in the rear block 104. These three opening / closing restricting parts 150A to 150C are provided with rotating pieces 151A to 151C. The rotating pieces 151A to 151C are arranged so that they overlap each other in the front and rear when the rear block 104 is closed. The engagement state with the opening portion where the rotating pieces 151A-151C are placed changes, thereby enabling switching between an opening / closing prohibition position corresponding to an opening / closing prohibition state and an opening / closing allowance position corresponding to an opening / closing allowance state. When all of the rotating pieces 151A-151C are in the opening / closing allowance position, each of the rotating pieces 151A-151C can pass through the opening, and the rear block 104 is in an opening / closing allowance state relative to the intermediate block 103. Note that the opening / closing prohibition position and the opening / closing allowance position only need to be switched by changing at least one of the position and orientation of the rotating pieces 151A-151C, and they may be configured to only rotate at a fixed position, move in a fixed direction, or operate by a combination of movement and rotation. The same applies hereinafter to changes in position when components in each device transition between multiple positions.
[0023] Of the three rotating pieces 151A to 151C, two rotating pieces 151A and 151B, which correspond to a part of the three rotating pieces, are exposed on the back side of the pachinko machine 100 through an opening formed in the rear block 104 when the rear block 104 is in the opening / closing prohibited state, as shown in Fig. 2, and one rotating piece 151C, which corresponds to the remaining part, is exposed on the front side of the intermediate block 103, as shown in Fig. 6. For this reason, it is not possible to switch all of the rotating pieces 151A to 151C to the opening / closing permitted position by operating only from one side, such as the back side of the pachinko machine 100 or the front side of the intermediate block 103, which improves security.
[0024] The pachinko machine 100 is also provided with a game ball movement restriction mechanism that restricts the movement of game balls from the intermediate block 103 to the front block 102. As shown in Figures 3 and 6, for example, the game ball movement restriction mechanism is configured by a combination of a flow-down restriction piece 161 provided in the intermediate block 103 and a restriction change part 162 provided in the front block 102, and the flow-down restriction piece 161 is configured to be biased by a coil spring (not shown) toward the front side where the front block 102 is located.
[0025] When the front block 102 is closed relative to the intermediate block 103 (closed state of the front block 102), the flow-down restricting piece 161 is in a movement-permitting state that allows game balls to flow down, and specifically, is pressed and pushed toward the rear side of the intermediate block 103 by the restriction change unit 162. In the movement-permitting state, the flow-down restricting piece 161 is positioned shifted rearward with respect to a guide passage (not shown) that guides game balls from the intermediate block 103 to the front block 102. As a result, when the front block 102 is in a closed state, movement of game balls from the intermediate block 103 to the front block 102 is permitted.
[0026] On the other hand, when the front block 102 is open relative to the intermediate block 103 (open state of the front block 102), the pressure on the flow-down restricting piece 161 by the restriction change part 162 is released, and the flow-down restricting piece 161 is placed in a movement-prohibited state in which it protrudes toward the front block 102 compared to when the front block 102 is closed. In the movement-prohibited state, the flow-down restricting piece 161 protrudes into the guide passage and prevents game balls from flowing downstream. This prohibits game balls from moving from the intermediate block 103 to the front block 102.
[0027] In addition, as shown in Figure 2, the pachinko machine 100 is provided with an opening / closing detection switch 108 that detects whether the intermediate block 103 is closed relative to the outer frame 101, for example, at the rear side of the intermediate block 103, at the lower end on the side of the tip of the rotation (left side when viewed from behind), and as shown in Figure 3, is provided with an opening / closing detection switch 109 that detects whether the front block 102 is closed relative to the intermediate block 103, for example, at the front side of the intermediate block 103, at the lower end on the side of the tip of the rotation (right side when viewed from the front).
[0028] Next, the configuration of each of the front block 102, the intermediate block 103, and the rear block 104 will be described in order.
[0029] As shown in FIGS. 1 and 3, the front block 102 is a generally rectangular component that forms substantially the entire front surface of the pachinko machine 100 and is thick in the front-to-rear direction. It functions as a front decorative element that decorates the front surface of the pachinko machine 100. The front block 102 is primarily composed of a synthetic resin base frame 201, with multiple functional components attached to the front and rear of the base frame 201. A front decorative element 210, which forms the front surface of the pachinko machine 100, is attached to the front side of the base frame 201, along the outer edge of an opening 210A that is formed including the central portion of the front block 102 when viewed from the front, in a state surrounding the opening 210A. When the base frame 201 and the front decorative element 210 that constitute the front block 102 are combined, the opening 210A is formed in the front-to-rear direction and penetrates over a wide area, excluding the outer periphery where the front decorative element 210 is attached. The intermediate block 103, which includes the game board 400 and is located behind the front block 102, is configured to be visible to the player through this opening 210A.
[0030] As shown in Figures 1 and 3, the front block 102 is equipped with a central panel 220 provided on the back side of the base frame 201 so as to cover the opening 210A, a main storage mechanism 230 for storing game balls, an auxiliary storage mechanism 240 for storing game balls, and a launch operation device 250 operated by a player to launch the game balls stored in the main storage mechanism 230.
[0031] 1 and 5, the front block 102 is formed with, as part of the front decorative body 210, an opening peripheral portion 211 that surrounds the periphery of the opening 210A, an upper protruding portion 217 that protrudes forward below the opening 210A, a lower protruding portion 218 that is located below the upper protruding portion 217 and protrudes forward, and a flat portion 219 that is composed of a generally flat area located to the right of the lower protruding portion 218 and further back than the upper protruding portion 217 and the lower protruding portion 218, and in which the firing operation device 250 is disposed. A main storage mechanism 230 is disposed in the upper protruding portion 217, and an auxiliary storage mechanism 240 is disposed in the lower protruding portion 218.
[0032] The central panel 220 functions as a cover that allows visibility to the rear side while blocking the opening 210A that is formed through in the front-rear direction when the base frame 201 and the front decorative body 210 are combined. As shown in Figures 1 and 3, for example, the central panel 220 includes a panel frame 221 (see Figure 3) attached to the rear side of the base frame 201, a light-transmitting front plate 222 (see Figure 1) fitted into the front side of the panel frame 221, and a light-transmitting rear plate 223 (see Figure 3) fitted into the rear side of the panel frame 221 approximately parallel to the front plate 222 with a predetermined gap between them.
[0033] The main storage mechanism 230 has the function of storing game balls acquired as the game progresses and game balls loaned from the gaming parlor. As shown in FIG. 1, the main storage mechanism 230 includes a storage section 231, a ball ejection mechanism (not shown), and a ball ejection operation member 232 that activates the ball ejection mechanism. The storage section 231 is provided with an inlet 231A that allows game balls to flow into the storage section 231 from the inside of the pachinko machine 100, an outlet (not shown) that allows game balls to flow out from the storage section 231 into the inside of the pachinko machine 100, and a discharge port (not shown) formed upstream of the outlet port. When this discharge port is opened, game balls are released from the storage section 231 to the player without being taken into the inside of the pachinko machine 100. The ball ejection mechanism has the function of switching the destination of the game balls between the outlet port and the discharge port.
[0034] Game balls acquired as the game progresses and game balls loaned in response to a loan operation on a loan operation device 292 (described later) mainly flow into the storage section 231 through the inlet 231A. The storage section 231 has an opening formed on the upper side, through which game balls owned by players are manually inserted and game balls loaned in the gaming facility are supplied.
[0035] The game balls flowing into the storage section 231 are aligned in a line, and the outlet and the discharge port are formed. The game balls are guided sequentially to the side where the ball ejection operation member 232 is being operated (upper right side in FIG. 1). When the ball ejection operation (for example, pressing operation) is not being performed on the ball ejection operation member 232, the game balls are guided to the launching device 330 (see FIG. 3) described below through the outlet. On the other hand, when the ball ejection operation is being performed on the ball ejection operation member 232, the game balls are guided to the auxiliary storage mechanism 240 (see FIG. 1) through the discharge port.
[0036] 1 and 5, the auxiliary storage mechanism 240 includes a storage section 241 having game ball inlets 241A and 241C (see FIG. 5) and a discharge port 241B (see FIG. 1), a ball removal mechanism 243 that opens and closes the discharge port 241B, and a ball removal operation member 242 that operates the ball removal mechanism 243. Game balls and the like acquired as the game progresses mainly flow into the main storage mechanism 230, but if the storage section 231 is full, they flow into the storage section 241 through the inlet 241A. Also, in response to a ball removal operation on the ball removal operation member 232, game balls flow from the storage section 231 into the storage section 241 through the inlet 241C.
[0037] The bottom surface of the storage section 241 slopes downward toward the discharge port 241B. When the discharge port 241B is opened by performing a ball removal operation (for example, a pressing operation) on the ball removal operation member 242, all of the game balls stored in the storage section 241 can be sequentially released to the outside of the pachinko machine 100. When the discharge port 241B is completely opened by performing a ball removal operation on the ball removal operation member 242, it remains in the open state until a return operation (for example, a pressing operation again) is performed on the ball removal operation member 242. A ball overflow switch 249 (see FIG. 10) is provided at the back of the inlet 241A to detect whether or not an excess of game balls are stored in the storage section 241.
[0038] 1 and 5, the launch operation device 250 includes a base 251 protruding forward from the flat portion 219 of the front decorative body 210, a rotatable launch handle 252 provided around the base 251, a variable resistor 253 (see FIG. 10) that detects the amount of rotation of the launch handle 252, a contact sensor 254 (see FIG. 10) that detects contact of the player with the launch handle 252, and a launch stop switch 255 (see FIG. 5) that disables, by the player's operation, the launch of game balls associated with the rotation of the launch handle 252. When the player rotates the launch handle 252, game balls are launched from the launch device 330 (see FIG. 3) toward the game board 400 (see FIG. 3) with a strength corresponding to the amount of rotation. In addition, if the contact sensor 254 does not detect contact between the launch handle 252 and the player, or if the launch operation is disabled by operating the launch stop switch 255, the game ball will not be released from the launch device 330 even if the launch handle 252 is rotated.
[0039] In addition, frame light emitting devices 271-275 (see FIG. 10) are provided at the rear of the front decorative body 210 in the front block 102. The frame light emitting devices 271-275 are arranged so as to overlap the rear side of the opening peripheral edge 211 of the front decorative body 210, and are attached to the base frame 201. As shown in FIG. 5, the opening peripheral edge 211 has, as light emitting parts, an upper central edge 211A, an upper left edge 211B and an upper right edge 211C located on both the left and right sides of the upper central edge 211A, a left edge 211D located below the upper left edge 211B, and a right edge 211E located below the upper right edge 211C, and the frame light emitting devices 271-275 are installed corresponding to each light emitting part.
[0040] The frame light emitting devices 271 to 275 are configured by an upper center frame light emitting device 271 corresponding to the upper center edge 211A, an upper left frame light emitting device 272 corresponding to the upper left edge 211B, an upper right frame light emitting device 273 corresponding to the upper right edge 211C, a left side frame light emitting device 274 corresponding to the left side edge 211D, and a right side frame light emitting device 275 (see FIG. 10) corresponding to the right side edge 211E. Each of the frame light emitting devices 271 to 275 is configured by one or more light emitting diodes (LEDs) as light emitting means, electronic components such as resistors for controlling the LEDs, and a light emitting element integrating these electronic components. and a printed circuit board for electrical connection.
[0041] 5, the front block 102 is provided with an upper left acoustic output port 211F and an upper right acoustic output port 211G, for example, at the top of its opening periphery 211, and is also provided with an upper left acoustic device 281 and an upper right acoustic device 282 (see FIGS. 3 and 10) corresponding to the upper left acoustic output port 211F and the upper right acoustic output port 211G, respectively. The upper left acoustic device 281 and the upper right acoustic device 282 are attached to the base frame 201 so as to be located at the back (rear) of the opening periphery 211 of the front decorative body 210.
[0042] 1, the front block 102 is provided with a game ball dispensing device 290, for example, on the right side of the upper surface of the upper protrusion 217. The game ball dispensing device 290 includes a point display device 291 that displays a numerical value corresponding to the remaining balance of bills, cards, etc. inserted into a card unit (not shown) arranged alongside the pachinko machine 100, a dispensing operation device 292 operated by the player when receiving a dispensed game ball, and a return operation device 293 operated by the player when returning bills, cards, etc. inserted into the card unit. When a dispense operation is performed on the dispense operation device 292 in an active state in which bills, cards, etc. are inserted into the card unit and a numerical value corresponding to the amount is displayed on the point display device 291, a predetermined number of game balls are dispensed from the payout device 540 (see FIG. 8) of the rear block 104 in accordance with the dispense operation, and the display on the point display device 291 is updated as the game balls are dispensed. On the other hand, when a return operation is performed on the return operation device 293 in the valid state, the card unit returns the equivalent of the bills corresponding to the remaining amount or a card recording the remaining amount in accordance with the return operation.
[0043] 1, the front block 102 is provided with an input operation device 260 that allows the player to perform an input operation separate from the firing operation. The input operation device 260 includes, for example, a pressing operation device 261 that allows a pressing operation, a rotation operation device 262 that allows a rotation operation, and a selection operation device 263 that allows up, down, left, and right direction operation. These operation devices 261 to 263 can be used to perform a performance selection operation that selects a performance to be performed in the pachinko machine 100, a device setting operation that sets the volume and light intensity of each device that performs the performance of the pachinko machine 100, or a performance setting operation that inputs information about the player to enable the pachinko machine 100 to perform a performance corresponding to the previous game, and these operations can be performed by the player or the manager of the gaming facility as needed. In addition, it is preferable that the input operation part that the player comes into contact with in the input operation device 260 (for example, the circular rotating operation part in the rotating operation device 262) is configured so that operations such as rotation, up and down movement, or vibration can be performed by an input operation part driving means such as a motor or solenoid under the control of the pachinko machine 100 (for example, control of the sub-control board 940 (see Figure 10)), and by operating the input part at one or more timings before, after, or during the input operation, it is possible to actively encourage the input operation, and thereby diversify the presentation involving the input operation.
[0044] Next, we will explain the intermediate block 103. The intermediate block 103 is a roughly rectangular member of roughly the same size as the front block 102, and has the function of integrating the main body of the pachinko machine 100 by attaching the front block 102 and the rear block 104. The intermediate block 103 is configured by attaching multiple functional parts, including the game board 400, to the base frame 301.
[0045] As shown in FIGS. 3 and 4, the intermediate block 103 includes a base frame 301 having an opening, a game board 400 (see FIG. 3) attached from the front side while covering the opening of the base frame 301, a game board support mechanism that supports the game board 400 rotatably and detachably relative to the base frame 301, a game board fixing mechanism that fixes the position of the game board 400 relative to the base frame 301, a launcher 330 (see FIG. 3) that launches game balls onto the game board 400, and a game board that is attached to the back side of the game board 400 and controls the progress of the game. The main control device 370 (see FIG. 4) controls the game effects and status notifications based on commands from the main control device 370.
[0046] 3, the base frame 301 is provided with a guide passage section 301A in which a guide passage is formed that guides gaming balls released from a payout device 540 (see FIG. 8) described later to the front block 102, and an opening 301B in which a plurality of wires (not shown) and a signal relay device 311 are located. The opening 301B has a shape that penetrates in the front-to-rear direction below the gaming board 400, and the plurality of wires inserted into the opening 301B include wires for electrically connecting various devices (e.g., frame light emitting devices 271-275, upper left acoustic device 281, and upper right acoustic device 282) provided in the front block 102 with devices (e.g., main control device 370 and sub-control device 390) provided on the back side of the intermediate block 103 and in the rear block 104, and the signal relay device 311 functions as a relay board that relays some of the wires.
[0047] As shown in Fig. 3, the game board 400 includes a flat base 401 having through-holes such as an outlet 401A through which game balls can pass back and forth, an outer rail 402 smoothly curving from the lower left to the upper right of the base 401, an inner rail 403 smoothly curving from the lower right to the upper left of the base 401, a ball return prevention mechanism 404 attached to the tip of the upper left side of the inner rail 403, and a recoil prevention member 405 attached to the tip of the upper right side of the outer rail 402. The outer rail 402 guides game balls launched from a launching device 330 (described later) into the game area. The ball return prevention mechanism 404 prevents game balls once released into the game area from returning to the launching path 401B, which is formed between the parallel opposing portions of the outer rail 402 and the inner rail 403. The anti-rebound member 405 has shock absorbing properties that prevent the game ball from rebounding significantly, such as when the game ball passes over the top center of the game board 400 and heads to the right, then returns to the left via the top center again, and is formed from a material such as vibration-damping rubber.
[0048] As shown in Fig. 3, a return ball passage section 163 is formed at the bottom of the rear side of the front block 102. There is a gap between the outer rail 402 and the guide member 335 that guides game balls from the launching device 330 toward the launching passage 401B, and game balls that are launched from the launching device 330 but do not pass the return ball prevention mechanism 404 and return back down the launching passage 401B are returned to the auxiliary storage mechanism 240 (see Fig. 5) through the inlet 241A (see Fig. 5) via the return ball passage section 163 located below this gap.
[0049] A gaming ball that has passed the return ball prevention mechanism 404 reaches the gaming area and moves (flows down) within the gaming area by falling under its own weight. The gaming area is partitioned into a shape with an approximately circular outer periphery, with the majority of the area having a front-to-back width slightly larger than the diameter of the gaming ball. The gaming area is generally partitioned into an outer periphery by the outer rail 402 and the inner rail 403, the front side is partitioned into an approximately flat shape by the rear plate 223 of the central panel 220, and the rear side is partitioned into an approximately flat shape by the base 401 of the gaming board 400. Various structures provided in the gaming area will be described later.
[0050] 3, the launching device 330 includes a ball feeding mechanism 331 that sequentially sends out the game balls stored in the main storage mechanism 230 to the launch position, a ball feeding solenoid 332 (see FIG. 10) that drives the ball feeding mechanism 331, a launching mechanism 333 that ejects the game balls arranged at the launch position, a launch solenoid 334 (see FIG. 10) that drives the launching mechanism 333, and a guide member 335 that guides the game balls launched from the launching mechanism 333 to the launch passage 401B of the game board 400. The launching device 330 operates in response to the launch operation on the launch operating device 250 as described above, and the drive control of the launch solenoid 334 changes in response to the launch operation on the launch operating device 250 to adjust the launch force.
[0051] As shown in FIG. 4, the main control device 370 includes a main control board 920 (see FIG. 10) and a main control and a two-part board case 371 that houses the board 920. The main control board 920 is housed inside the light-transmitting board case 371 that is sealed so that it cannot be opened without leaving any traces.
[0052] Furthermore, the main control device 370 is rotatably attached to the back side of the gaming board 400. Specifically, an attachment portion 372 is rotatably connected and fixed to the back side of the base 401 of the gaming board 400, and the main control device 370 is attached to the attachment portion 372. This makes it possible to easily check not only the back side (front side) of the main control device 370, but also the front side (rear side) of the main control device 370 by rotating the attachment portion 372, while the main control device 370 remains attached to the gaming board 400. The main control device 370 may be connected to the attachment portion 372 so that it cannot be removed without leaving any traces, or it may be possible to make it easier to manage the removal status of the main control device 370.
[0053] The sub-control device 390 includes a sub-control board 940 (see FIG. 10) and a two-part board case 391 that houses the sub-control board 940. The sub-control board 940 is attached to the back side of the game board 400 in a state where it is housed inside the translucent board case 391 that is sealed so that it cannot be opened without leaving any traces, similar to the main control board 920.
[0054] Here, various structures arranged in the play area of the game board 400 will be described mainly with reference to Fig. 7. Fig. 7 is a front view of the game board 400.
[0055] As shown in FIG. 7, the game board 400 includes a base 401, flow change members such as nails 411 and windmills 412 that change the flow direction and flow speed of the game ball, a central structure 420 arranged approximately in the center of the base 401, start devices for the first special symbols arranged below the central structure 420 (specifically, upper middle start winning device 431A and lower middle start winning device 431B), and a start device for the second special symbol arranged on the lower right side of the central structure 420 (specifically, right middle start winning device 431B). 32), large prize winning devices 433, 434 (specifically, lower large prize winning device 433 and upper large prize winning device 434) arranged below the right start winning device 432, a starting device 436 for normal symbols arranged above (upstream) the right start winning device 432, a role link operating device 435 arranged on the upper right side of the game board 400 above (upstream) the upper and lower large prize winning devices 433, 434, and general prize winning devices 439A, 439B arranged on both the left and right sides of the lower middle start winning device 431B.
[0056] Further, the gaming board 400 is provided with a plurality of switches as detection means for detecting the passage of gaming balls corresponding to the above-mentioned upper middle start winning device 431A etc. (see FIG. 10), and it is possible to detect the entry of gaming balls into predetermined areas corresponding to each switch. For example, a middle start winning switch (upper middle start winning switch 441A) that detects gaming balls that have entered the upper middle start winning device 431A, a middle start winning switch (lower middle start winning switch 441B) that detects gaming balls that have entered the lower middle start winning device 431B, a right start winning switch 442 that detects gaming balls that have entered the right start winning device 432, a lower large winning switch 443 that detects gaming balls that have entered the lower large winning device 433, an upper large winning switch 444 that detects gaming balls that have entered the upper large winning device 434, a The game board 400 is equipped with a role-linked operation switch 445 which detects game balls that have entered the game board 400, a start switch 446 which detects game balls that have entered the start device 436, a non-specific passage switch 447 which detects game balls that have entered a non-specific passage (not shown) formed inside the lower large winning device 433, a specific passage switch 448 which detects game balls that have entered a specific passage (not shown) formed inside the lower large winning device 433, and general winning switches 449A and 449B which detect game balls that have entered the general winning devices 439A and 439B, respectively.
[0057] In addition, various sensors are provided on the game board 400 to prevent fraud (see FIG. 10), and are capable of detecting abnormalities that occur in the pachinko machine 100. For example, a magnetic sensor 491, a vibration sensor 492, a radio wave sensor 493, etc. are installed on the game board 400.
[0058] The game ball entrances of the central structure 420 and the starting device 436 form ball entrances, and game balls entering each entrance are released into the game area. The game ball entrances of each winning device, specifically, the upper middle starting winning device 431A, the lower middle starting winning device 431B, the right starting winning device 432, the lower large winning device 433, the upper large winning device 434, and the general winning devices 439A and 439B, form winning openings, and game balls entering each winning opening are guided through through-holes formed in the base 401 to a collection and discharge passage (not shown) formed on the back side of the base 401. Game balls that do not enter each winning device are guided to the collection and discharge passage through discharge opening 401A provided at the most downstream part of the game area. Game balls guided to the collection and discharge passage are discharged from the pachinko machine 100 to a game ball circulation device (not shown) provided in the game parlor. When a gaming ball enters any of the winning devices, a predetermined number of gaming balls according to the type of winning device is paid out from the payout device 540 (see FIGS. 8 and 9).
[0059] In addition, each winning device may be configured separately from the other winning devices, or a winning device may be configured by a device that integrates two or more winning devices (for example, upper middle starting winning device 431A and lower middle starting winning device 431B).Furthermore, starting devices such as upper middle starting winning device 431A do not necessarily have to be winning ports from which a predetermined number of game balls are paid out when a game ball enters, but may also be ball entrances from which game balls are released again into the game area without being paid out.
[0060] The upper and lower center start winning devices 431A and 431B associated with the first special symbol, as well as the general winning devices 439A and 439B, guide entering game balls toward the rear side of the base 401 without changing the probability of the game ball entering them. The right start winning device 432 associated with the second special symbol has a mechanism for changing the probability of the game ball entering its interior. The mechanism for changing the probability of the game ball entering need not be provided only in the start device associated with the second special symbol; instead, or in addition, it may be provided in one or more of the start device associated with the first special symbol and the general winning devices 439A and 439B. The mechanism for changing the probability of the game ball entering may be configured using an electrically driven solenoid or other driving means, or may be configured using a mechanically operated mechanism, such as a mechanism operated by the weight of a game ball entering a predetermined area.
[0061] The right start winning device 432 associated with the second special symbol includes a right entry restriction mechanism 452 that changes the probability of a gaming ball entering the device by transitioning between an entry permitting position and an entry prohibiting position, and a right entry restriction solenoid 462 (see FIG. 10) that drives the right entry restriction mechanism 452. The right entry restriction mechanism 452 includes two movable pieces that are driven by the right entry restriction solenoid 462, and when the right entry restriction mechanism 452 is in the entry prohibiting position, the two movable pieces are positioned to narrow (or close) the entry opening (winning opening), preventing the gaming ball from entering the right start winning device 432, but when the right entry restriction mechanism 452 is in the entry permitting position, the two movable pieces are positioned to widen the distance between their tip ends, allowing the gaming ball to enter the right start winning device 432. When a game ball that has entered the starting device 436 for a normal symbol is detected by the starting switch 446 and wins the lottery (hereinafter also referred to as the "normal symbol lottery"), the right entry restriction mechanism 452 transitions to an entry-permitting position for a predetermined number of times and for a predetermined period of time in response to drive by the right entry restriction solenoid 462.
[0062] As shown in FIG. 7, the lower large winning device 433 includes a lower entry restriction mechanism 453 that restricts entry of game balls into the device by transitioning between an entry permitting position and an entry prohibiting position, a lower entry restriction solenoid 463 (see FIG. 10) that changes the position of the lower entry restriction mechanism 453, and a non-guiding position. The lower large prize winning device 433 is provided with a distribution mechanism (not shown) that distributes gaming balls that have entered the lower large prize winning device 433 to a non-specific path or a specific path by transitioning between the forward and backward directions, and a switching solenoid 465 (see FIG. 10) that changes the position of the distribution mechanism to switch the destination of the gaming balls. When the lower entry restriction mechanism 453 of the lower large prize winning device 433 is in the entry prohibition position, the lower entry restriction mechanism 453 closes the entry opening (entry opening), preventing gaming balls from entering the lower large prize winning device 433, but when the lower entry restriction mechanism 453 is in the entry permission position, the lower entry restriction mechanism 453 opens the entry opening, allowing gaming balls to enter the lower large prize winning device 433. Furthermore, gaming balls that have entered the lower large prize winning device 433 are guided to a non-specific path when the distribution mechanism is in the non-guiding position in which it protrudes forward, and are guided to a specific path when the distribution mechanism is in the guiding position in which it retracts rearward. The specific passage, non-specific passage and distribution mechanism are provided to diversify the transition of game states, and when a game ball enters a specific passage, a favorable game state is given to the player as a bonus.
[0063] As shown in Fig. 7, the upper large winning device 434 is provided with an upper entry restriction mechanism 454 that restricts the entry of game balls into the device by transitioning between an entry permitting position and an entry prohibiting position, and an upper entry restriction solenoid 464 (see Fig. 10) that changes the position of the upper entry restriction mechanism 454. When the upper entry restriction mechanism 454 is in the entry prohibiting position, the upper entry restriction mechanism 454 closes the entry opening (entry opening), preventing game balls from entering the upper large winning device 434, but when the upper entry restriction mechanism 454 is in the entry permitting position, the upper entry restriction mechanism 454 opens the entry opening, allowing game balls to enter the upper large winning device 434.
[0064] The entry permitting position and entry prohibiting position as a mechanism for changing the probability of game balls entering the right entry restricting mechanism 452 etc. may correspond to the change in position of the operating member that constitutes each mechanism and switches between a special state in which game balls can enter the winning slot (or ball entrance) of each device and a normal state in which game balls cannot enter, and at least one of the position and orientation of the operating member may differ depending on each position. Also, as a mechanism for changing the probability of game balls entering the right entry restricting mechanism 452 etc., it is not necessarily necessary to make the state in which game balls cannot enter the normal state; it may also be configured so that game balls are allowed to enter even in the normal state, and in the special state, the position of the operating member changes to a state in which game balls can enter more easily than in the normal state.
[0065] When a jackpot lottery is won, a gaming ball can enter the lower large winning device 433 and the upper large winning device 434. Specifically, when a gaming ball that has entered the upper middle start winning device 431A or the lower middle start winning device 431B relating to the first special symbol wins a lottery based on the detection by the upper middle start winning switch 441A or the lower middle start winning switch 441B (hereinafter also referred to as the "first special symbol lottery"), or when a gaming ball that has entered the right start winning device 432 relating to the second special symbol wins a lottery based on the detection by the right start winning switch 442 (hereinafter also referred to as the "second special symbol lottery"), at least one of the lower entry restriction solenoid 463 or the upper entry restriction solenoid 464 is activated. This operation causes at least one of the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 to assume the entry permitting position for a predetermined number of times and for a predetermined period of time. Furthermore, the sorting mechanism transitions to the guiding position in response to the operation of the switching solenoid 465 a predetermined time after the transition of the lower entry restriction mechanism 453 to the entry permitting position, and then returns to the non-guiding position in response to the stop of the switching solenoid 465 a predetermined time after the transition to the guiding position.
[0066] The combination operation device 435 is a device for setting the conditions necessary for the lower large winning device 433 and the upper large winning device 434 to start operating. After winning the jackpot lottery, either the lower large winning device 433 or the upper large winning device 434 will start operating, provided that the game ball passes through the combination operation device 435. Therefore, when a player wins a jackpot, the player can start the special game state at the timing of his or her choice. Note that it is not necessary for either the lower large winning device 433 or the upper large winning device 434 to start operating, provided that the game ball passes through the combination operation device 435. It is not necessary for either one of them to start operating; instead, or in addition, it may be configured so that either the lower large prize device 433 or the upper large prize device 434 starts operating after a predetermined time has elapsed.
[0067] 7, a display device having a plurality of light-emitting sections, in which display devices 471-473 for displaying the changing display of symbols and the lottery results, and display devices 476-478 for displaying the number of reserved games, are integrated, is provided in the lower left portion of the game board 400, which corresponds to a part of the game board 400. The plurality of light-emitting sections are divided into light-emitting areas corresponding to the respective devices in advance, and the status of each device is displayed by the light-emitting state.
[0068] Specifically, the game board 400 is provided with a special symbol display device 471 for a first special symbol that variably displays the first special symbol in accordance with the first special symbol lottery and finally displays the first special symbol as a stopping symbol according to the lottery result, a special symbol display device 472 for a second special symbol that variably displays the second special symbol in accordance with the second special symbol lottery and finally displays the second special symbol as a stopping symbol according to the lottery result, a special symbol reservation display device 476 that displays the number of reserved unit games for the first special symbol, and a special symbol reservation display device 477 that displays the number of reserved unit games for the second special symbol. The right to play a unit game for the first special symbol and the right to play a unit game for the second special symbol can each be reserved up to four times. Here, a unit game is one game that is executed based on one initial winning, and refers to a series of games that includes the success or failure of the lottery that is executed based on one initial winning, and the start to end of the variable display that displays the lottery result based on that success or failure determination.
[0069] When the right to play a unit game related to the first special symbol has been reserved up to the maximum number of times, no additional right to play a unit game related to the first special symbol will be added even if a gaming ball that has entered the start winning device 431 is detected by the upper middle start winning switch 441A (see FIG. 10) or the lower middle start winning switch 441B (see FIG. 10). Similarly, when the right to play a unit game related to the second special symbol has been reserved up to the maximum number of times, no additional right to play a unit game related to the second special symbol will be added even if a gaming ball that has entered the right start winning device 432 is detected by the right start winning switch 442 (see FIG. 10).
[0070] Each of the special pattern display device 471 for the first special pattern and the special pattern display device 472 for the second special pattern is composed of a plurality of light-emitting elements and is controlled by a main control board 920 (see Figure 10). The display of the first special pattern and the display of the second special pattern are each expressed by the light-emitting patterns of the plurality of light-emitting elements (combinations of light-emitting states (off, on, blinking) including light-emitting colors). The special pattern reserve display device 476 for the first special pattern and the special pattern reserve display device 477 for the second special pattern display the number of reserved times by combining the light-emitting states (off, on, blinking) of two single-color light-emitting elements.
[0071] The game board 400 is also provided with a normal symbol display device 473 that displays normal symbols in a variable manner in accordance with the normal symbol lottery and displays the normal symbols as fixed symbols according to the lottery results, and a normal symbol reserved display device 478 that displays the number of reserved unit game rights for normal symbols. The unit game rights for normal symbols can be reserved up to four times. When the unit game rights for normal symbols have been reserved up to the maximum number of times, no additional unit game rights for normal symbols will be added even if the game ball that has entered the starter device 436 is detected by the starter switch 446.
[0072] The normal symbol display device 473 is composed of multiple light-emitting elements and is controlled by the main control board 920 (see Figure 10). The normal symbol is expressed by the light-emitting pattern of the multiple light-emitting elements. In addition, the normal symbol reserve display device 478 displays the number of reserved times by combining the light-emitting states (off, on, blinking) of two single-color light-emitting elements.
[0073] Additionally, the gaming board 400 is provided with a decorative symbol display device 479, which is positioned behind the central structure 420 and overlaps the rear of the central structure 420, for displaying decorative symbols in variable or final decorative symbols during unit games involving the first and second special symbols. The variable and final decorative symbol displays are controlled by the sub-control board 940 and are synchronized with the variable and final decorative symbol displays of the first and second special symbols by the main control board 920. The variable and final decorative symbol displays are more complex and diverse than the variable and final decorative symbol displays of the first and second special symbols. The variable and final decorative symbol displays do not necessarily start to fluctuate or stop to be finalized at exactly the same timing; they may start to fluctuate at approximately the same timing with a slight time difference between them, and final decorative symbol displays may be displayed at approximately the same timing.
[0074] The game board 400 also has a board surface light-emitting device 490 (see Figure 10) installed on the back side of various structures, and the board surface light-emitting device 490 performs various light-emitting effects and status notifications through light emission as the game progresses based on control by the sub-control board 940.
[0075] Here, we will explain various game states and transitions between game states. The normal game state (hereinafter abbreviated as "normal game state") corresponds to a state in which the variable display time of the first special symbol, second special symbol, and normal symbol is long (hereinafter also referred to as "non-time-saving state").
[0076] If a jackpot is won in the first special symbol lottery or the second special symbol lottery, the game state to which the game enters after the special game state differs depending on whether the game ball enters a specific passage (an internal passage of the lower large winning device 433) during the special game state to which the game enters based on that win. If the game ball does not enter a specific passage during the special game state, the game enters a game state (hereinafter also referred to as a "time-shortened game state") in which the variable display time of the first special symbol lottery, second special symbol, and normal symbol is shorter than in the non-time-shortened state (hereinafter also referred to as a "time-shortened state") and the probability of winning a jackpot in the first special symbol lottery and second special symbol lottery is the same as in the normal game state (hereinafter also referred to as a "low probability state"). On the other hand, if the game ball enters a specific passage during the special game state, the game will transition to a game state (hereinafter also referred to as a "special game state") in which the time is reduced and the probability of winning the jackpot in the first special pattern lottery and the second special pattern lottery is higher than in the normal game state (hereinafter also referred to as a "high probability state").
[0077] The time-saving game state is maintained until the total number of unit games related to the first special symbol and the second special symbol reaches a predetermined number (for example, 50 times), after which the game returns to the normal game state. Also, the probability variation game state is maintained until the total number of unit games related to the first special symbol and the second special symbol reaches a predetermined number (for example, 100 times), after which the game returns to the normal game state.
[0078] It should be noted that the game states and the transitions between game states do not necessarily have to be configured as described above; for example, the high probability state may continue until the next jackpot is won, or at least one of the above game states may be configured with other content, or the configuration may include a game state other than each of the above game states, or the transition between game states may be based on conditions different from those described above.
[0079] Furthermore, the trigger for the occurrence of a special game state does not necessarily have to be limited to winning the special pattern lottery (first special pattern lottery, second special pattern lottery); in addition to or instead of this configuration, the special game state may occur when the game ball enters a predetermined specific area (the so-called V area) within the game area during normal game state.
[0080] For example, a large prize device such as the lower large prize device 433 having a non-specific passage and a specific passage inside In a pachinko machine equipped with a special winning device, when a predetermined small win, which is a type of non-winning, is selected in a special pattern lottery, the special winning device is opened in a normal game state, and when a game ball that has entered the special winning device is guided to a specific passage by a distribution mechanism that distributes between a non-specific passage and a specific passage, a special game state may be generated.
[0081] In addition, in a pachinko machine in which a non-specific passage and a specific passage are provided inside a role device having an entrance that can be opened and closed, the entrance of the role device may be opened when a game ball enters a specified winning opening, and the game ball that enters the role device from the opened entrance is guided to the specific passage by a distribution mechanism that distributes the game ball between the non-specific passage and the specific passage, and a special game state may be generated when the game ball enters the specific passage.
[0082] Next, the operation of the main devices of the gaming board 400 will be explained roughly in chronological order. The main control board 920 generates winning random numbers, jackpot random numbers, stop pattern random numbers, and various variable pattern random numbers for special symbols (common to the first special symbol and the second special symbol), and when a gaming ball that enters either of the start winning devices 431A, 431B for the first special symbol in various game states is detected by either of the middle start winning switches 441A, 441B (see FIG. 10), a start winning for the first special symbol occurs. When the start winning for the first special symbol occurs, if the right to play a unit game for the first special symbol has not been reserved up to the maximum number of times, the winning random numbers, jackpot random numbers, and stop pattern random numbers for the special symbols are obtained and stored in a predetermined area of the RAM of the main control board 920.
[0083] A unit game based on a random number obtained based on the initial winning of the first special symbol will begin immediately after the random number is stored if the game is not in a special game state, is not in a unit game related to the first or second special symbol, and the right to a unit game related to the first special symbol is not reserved. Even if the game is not in a special game state, if a unit game related to the first or second special symbol is in progress or the right to a unit game related to the first or second special symbol is reserved, the unit game based on the current initial winning will begin after the completion of unit games related to all special symbols (first and second special symbols) that were reserved before the current winning. If a random number is obtained based on the initial winning of the first special symbol during the special game state, the unit game based on that random number will begin after the special game state has ended and all unit games related to all special symbols that were reserved before the current winning.
[0084] Furthermore, the unit game based on the random number acquired based on the start winning of the first special symbol will begin after all unit games related to the second special symbol have been completed. In other words, if a random number is acquired based on the start winning of the second special symbol after the current start winning, the unit game based on the start winning of the second special symbol will be executed first. Note that the unit game based on the start winning of the second special symbol does not necessarily have to be executed first before the unit game related to the first special symbol; the unit game priority control related to the first and second special symbols may be executed in the order of the start winning, or the two special symbols may be variable simultaneously rather than being alternatives.
[0085] If a jackpot is won in the first special symbol lottery based on the initial winning of the first special symbol, the type of stop symbol (jackpot symbol) corresponding to the jackpot win in the first special symbol lottery is further determined based on the acquired jackpot symbol random number. The type of stop symbol corresponds to the type of jackpot, and multiple types of jackpots are set corresponding to the type of game state, such as the number of rounds (e.g., 6 rounds and 16 rounds) corresponding to the number of times the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 takes the entry-permitting position, or the game state to which the special game state is transitioned (whether or not the game state is transitioned to a probability variable game state), and a jackpot symbol is set for each type. If a jackpot is not won in the first special symbol lottery, a losing symbol other than the jackpot symbol is set as the stop symbol.
[0086] After the lottery for the first special symbol, the variable display time of the first special symbol is determined and the variable pattern of the decorative symbol is selected based on the current game state, the lottery result, the value of the stop pattern random number, the values of various variable pattern random numbers, and the number of reserved unit game rights related to the first special symbol. The variable patterns of the decorative symbol are roughly divided into a variable pattern in which a reach display is made before the decorative symbol corresponding to the stop symbol (jackpot symbol or losing symbol) related to the first special symbol is finally displayed (hereinafter also referred to as a "reach variable pattern"), and a variable pattern in which a reach display is not made before the decorative symbol corresponding to the stop symbol related to the first special symbol is finally displayed when the losing symbol is the stopping symbol.
[0087] In addition, the "reach display" is a display that indicates to the player that after the display of the changing decorative patterns has started in a unit game related to the special patterns (first special pattern, second special pattern), the combination of decorative patterns that has been confirmed and displayed in each pattern row except for pattern row 1 (for example, each of the pattern rows on the left and right) meets the conditions for becoming a jackpot pattern, and that depending on the display result (i.e., the stopping pattern) when the decorative patterns of the remaining pattern rows (for example, the middle pattern row) that continue to be displayed and are confirmed and displayed, there is a possibility that they will become a jackpot pattern.
[0088] Reach displays include normal reach, which is a reach display with a relatively short variable display time (for example, about 15 seconds to about 30 seconds), and super reach, which is a reach display with a longer variable display time than normal reach (for example, about 30 seconds to about 60 seconds). Note that the types of reach displays are not limited to two types, normal reach and super reach, but may be three or more types including premium reach, which is a reach display with a longer variable display time than super reach.
[0089] The variable display time of the first special symbol is determined, and the variable pattern of the decorative symbol corresponding to that variable display time is selected, and then the variable display of the first special symbol on special symbol display device 471 for the first special symbol and the variable display (variation performance) of the decorative symbol on decorative symbol display device 479 begin, and the variable display of the first special symbol continues in a fixed pattern over the variable display time, and the variable display of the decorative symbol continues according to the variable pattern over the variable display time. After that, as the variable display time passes, the stopped symbol for the first special symbol is finally displayed, and a symbol corresponding to the stopped symbol of the first special symbol is finally displayed as the decorative symbol. The fixed display of the first special symbol and the decorative symbol continues for at least a predetermined fixed time.
[0090] If the stopped symbol associated with the first special symbol is a jackpot symbol, the game state transitions to a special game state after the first special symbol is confirmed and displayed. In the special game state, the lower entry restriction mechanism 453 of the lower special prize device 433 and the upper entry restriction mechanism 454 of the upper special prize device 434 transition to the entry-permitting position a predetermined number of times in a predetermined order according to the type of jackpot. When a predetermined number of game balls (e.g., eight) are detected by the special prize switch 443, 444 during each entry-permitting position of the lower entry restriction mechanism 453 and the upper entry restriction mechanism 454, or when a predetermined maximum entry-permitting time (e.g., 29.5 seconds) has elapsed, the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 transitions to the entry-prohibiting position. After the predetermined entry-prohibiting time has elapsed, either the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 returns to the entry-permitting position again. This entry restriction operation is repeated a predetermined number of times in a predetermined order corresponding to the type of big win.
[0091] The lower entry restriction mechanism 453 and the upper entry restriction mechanism 454 are configured so that only one of them takes the entry permission position during the special game state, and one of them moves to the first entry permission position after a predetermined waiting time has elapsed since the start of the special game state (after the opening period). Also, after a predetermined entry prohibition time has elapsed since the last return to the entry prohibition position, After the time has elapsed (after the ending period), the special gaming state ends. After the special gaming state ends, the game shifts to the time-saving gaming state or the probability variable gaming state, as described above.
[0092] In various game states, when a gaming ball entering the right start winning device 432 for the second special symbol is detected by the right start winning switch 442, a start winning for the second special symbol occurs. Control of a unit game based on the start winning of the second special symbol is executed in the same manner as the control for the first special symbol described above. That is, if the right to play a unit game for the second special symbol has not been reserved up to the maximum number of times at the time of the start winning of the second special symbol, random numbers for the special symbols are obtained, and a unit game based on this start winning is executed. In addition, the determination of the stop symbol according to the second special symbol lottery, the selection of the decorative symbol variation pattern, the execution of the variation display, and the transition control of the game state are also executed in the same manner as the control for the first special symbol.
[0093] In various game states, when the start switch 446 detects a game ball entering the start device 436, if the right to a unit game related to a normal symbol has not been reserved up to the maximum number of times, a winning random number related to the normal symbol is acquired and stored in a predetermined area of the RAM of the main control board 920. At this time, if a unit game related to a normal symbol is not in progress, the unit game related to the acquired normal symbol will start immediately after the storage. On the other hand, if a unit game related to a normal symbol is in progress, the unit game related to the acquired normal symbol will start after the unit game based on the right to a unit game related to the already acquired normal symbol has ended.
[0094] In a unit game related to a normal symbol, whether or not a win has been achieved is determined based on the value of the winning random number, and if a win has been achieved, a predetermined winning symbol is set as the stopping symbol. On the other hand, if a win is not achieved in the normal symbol lottery, a predetermined losing symbol is set as the stopping symbol. After the normal symbol lottery, the normal symbol display device 473 begins to display a variable normal symbol; in the non-time-saving state, the variable display continues in a fixed pattern for a predetermined variable display time; in the time-saving state, the variable display continues in a fixed pattern for a predetermined variable display time that is shorter than in the non-time-saving state. As a predetermined time corresponding to the game state passes, the stopping symbol related to the normal symbol is displayed as a fixed symbol for a fixed time.
[0095] When the stopped pattern related to the normal pattern is a winning pattern, after the confirmation display of the normal pattern, the right entry restriction mechanism 452 of the right start winning device 432 shifts to the entry permitting position at least once. Specifically, when a win occurs in a non-time-shortened state (normal game state and special game state), the right start winning device 432 shifts to the entry permitting position for a predetermined maximum entry permitting time (for example, approximately 0.1 seconds), and when a win occurs in a time-shortened state (time-shortened game state and probability variable game state), the right start winning device 432 shifts to the entry permitting position intermittently (for example, in three separate times) for a predetermined maximum entry permitting time (for example, approximately 4.8 seconds) that is longer than in the non-time-shortened state. However, if a predetermined number (for example, 10) of game balls are detected by the right start winning switch 442, the right entry restriction mechanism 452 will transition to an entry prohibition position without waiting for the maximum entry allowable time to elapse, and even if the number of transitions to the entry allowable position has not reached the predetermined number, the operation of the right start winning device 432 for the unit game related to this normal pattern will end.
[0096] Next, the playability of the pachinko machine 100 of this embodiment will be explained. In order to receive the second special symbol lottery, first, a player must win the normal symbol lottery, and then the game ball must enter the right start winning device 432 in the entry permission state of the right start winning device 432 based on that winning. The probability of winning a normal symbol in the normal game state is the same as the probability of winning in the time-saving game state. However, since the stay time (e.g., approximately 0.1 seconds) of the entry permission state of the right start winning device 432 based on a winning in the normal game state is set to be extremely short compared to the stay time in the time-saving state (e.g., approximately 4.8 seconds), in the normal game state, the opportunity per unit time to receive the second special symbol lottery is significantly smaller than the opportunity per unit time to receive the first special symbol lottery. Conversely, in the time-saving game state, the probability of receiving the first special symbol lottery, etc. In the time-saving state, the chances per unit time to receive the second special symbol lottery are significantly greater than the chances per unit time to receive the first special symbol lottery.
[0097] Therefore, the player plays with the aim of winning the jackpot in the first special symbol lottery and then entering the special game state by making the game ball enter a specific passage in the subsequent special game state to transition to the probability variable game state. On the other hand, in the time-limited game state and probability variable game state, the player plays with the aim of winning the jackpot in the second special symbol lottery before the end of each game state.
[0098] Specifically, the gaming board 400 is provided with a central structure 420 in the center of the gaming area where gaming balls flow down, and is configured to allow a selection of a gaming method in which gaming balls flow down mainly from the left side of the central structure 420 (left-hand gaming method), and a gaming method in which gaming balls flow down mainly from the right side of the central structure 420 (right-hand gaming method). In the normal gaming state, the player plays using the left-hand gaming method, and in the time-saving gaming state and the probability variable gaming state, the player plays using the right-hand gaming method. In addition, since the lower large winning device 433 and the upper large winning device 434 are located to the right of the central structure 420, the player also plays using the right-hand gaming method in the special gaming state.
[0099] Next, the rear block 104 will be described. Figures 8 and 9 are a rear perspective view and a rear view, respectively, of the pachinko machine 100. Note that in Figure 8, the outer frame 101 is omitted for ease of understanding.
[0100] 8 and 9, the rear block 104 is configured by attaching other members and devices to a base body 501. The base body 501 and the intermediate block 103 are connected by rear block support mechanisms 136 and 137, so that the rear block 104 is supported so as to be openable and closable relative to the intermediate block 103.
[0101] The rear block 104 includes a game ball tank 510 as a ball storage section for storing game balls, a tank rail 520 as a ball alignment section for continuously straightening the game balls (for example, in a single line) downstream of the game ball tank 510 and aligning them in a single row, a case rail 530 as a ball guide section for guiding the game balls that flow in from the tank rail 520 downstream of the tank rail 520, a payout device 540 that pays out game balls and lends game balls downstream of the case rail 530, and a guide passage (not shown) formed in the base 501 for guiding the game balls that flow out of the payout device 540 downstream of the payout device 540. the payout control device 560 that controls the payout of game balls by the payout device 540 and the lending of game balls; the power supply / launch control device 570 that functions as a power supply means that converts external power into power of a predetermined voltage required by various devices and outputs it, and as a launch control means that controls the ejection of game balls based on the launch operation to the launch operation device 250 in cooperation with the main control board 920; and a relay device 950 that relays signals between the payout control device 560 and the game ball lending device 290 (see Figure 1) and a card unit (not shown) that is arranged to the side of the pachinko machine 100.
[0102] Base body 501 is integrally molded from resin (for example, ABS resin), and includes a base portion 502 corresponding to the front portion, and a protective cover portion 503 located rearward of base portion 502. The upper portion of base portion 502 is formed in a generally frame shape along the outer shape of rear block 104, and the lower portion is formed in a generally flat shape with a thickness in the front-to-rear direction, and functions as a mounting portion to which other devices can be attached.
[0103] The protective cover part 503 is formed in a substantially plate-like shape having a thickness in the front-rear direction. The protective cover part 503 does not have a shape that covers the entire rear surface of the intermediate block 103, but only covers a part of the rear surface of the intermediate block 103 that needs to be frequently inspected or checked, such as a part of the main control device 370. The size is set to form a window portion for exposure on the back surface of the inverter 100. On the back surface of the protective cover portion 503, a number of ventilation holes 503A are formed which have the function of improving the heat dissipation of heat generated in the main control device 370 and the sub-control device 390.
[0104] The game ball tank 510 is a horizontally long, box-shaped container with an opening at the top. Game balls are sequentially supplied to one end of the game ball tank 510 from a ball circulation device (not shown) in the island equipment. An opening (not shown) is formed at one end of the game ball tank 510, opposite the end to which the game balls are supplied. The bottom of the game ball tank 510 is gently inclined in the longitudinal direction, so that game balls supplied to the game ball tank 510 move toward the opening under their own weight. The bottom of the game ball tank 510 is also inclined in a direction perpendicular to the longitudinal direction (front-to-back direction) compared to the longitudinal direction, preferentially guiding game balls toward the side with the opening (e.g., the front side). A metal antistatic plate (not shown) is attached to the bottom of the game ball tank 510 so as to overlap it. The antistatic plate is connected to ground potential to remove static electricity from game balls inside the game ball tank 510 and downstream thereof.
[0105] The tank rail 520 is attached to the side where the opening of the game ball tank 510 is formed, and game balls flow in through the opening of the game ball tank 510. The tank rail 520 is equipped with a path forming member 521 that forms a roughly gutter-shaped path for game balls wide enough for game balls to pass through in a single file, and a straightening member 522 that has a top surface portion that gradually decreases in height as the upper surface of the path formed by the path forming member 521 and gradually straightens the game balls flowing down the path from a height where they are stacked one above the other to a height of one level. The path formed by the tank rail 520 is gently inclined downstream, and guides the game balls to the opposite side of the game ball tank 510.
[0106] The case rail 530 is formed vertically so as to be continuous with the underside of the tank rail 520, and gaming balls flow in from the tank rail 520. The case rail 530 continues downward while curving left and right to prevent gaming balls from flowing out too forcefully. In addition, a ball exhaustion detection unit 539 for detecting a ball exhaustion is provided midway along the ball passage in the case rail 530. A storage ball switch 591 (see FIG. 10) is built into the ball exhaustion detection unit 539, and the storage ball switch 591 detects a ball exhaustion state in which gaming balls are not being properly replenished in the case rail 530 due to a ball jam or the like occurring in the case rail 530 or upstream thereof.
[0107] The payout device 540 is equipped with a payout mechanism that pays out game balls, a payout motor 542 (see FIG. 10) as a drive means for driving the payout mechanism, and a payout counting switch 592 (see FIG. 10). In response to the operation of the payout motor 542 under the control of the payout control device 560, game balls stored in the ball passage are released downstream. The passage of the released game balls through the ball passage is detected by the payout counting switch 592, which causes the payout control device 560 (payout control board 930) to count the number of game balls paid out.
[0108] 8 and 9, the payout control device 560 and the power supply / launch control device 570 are attached to the lower rear surface of the base part 502 of the base body 501 so as to be positioned at the lower part of the rear side of the rear block 104. The rear block 104 including the payout control device 560 and the power supply / launch control device 570 can be continuously used even when the game board 400 is replaced with another game board due to a model change or the like.
[0109] The dispensing control device 560 comprises a dispensing control board 930 (see Figure 10) and a board case that houses the dispensing control board 930, and like the main control board 920, the dispensing control board 930 is housed inside a board case that is sealed so that it cannot be opened without leaving any traces of opening.
[0110] The power supply and launch control device 570 includes a power supply and launch control board 900 (see FIG. 10) and a board case that accommodates the power supply and launch control board 900. The power supply and launch control board 900 is a main control board. Like the substrate 920, it is housed inside a sealed substrate case.
[0111] 9, a rear setting switch 905 is provided on the rear side of the pachinko machine 100. The rear setting switch 905 is a setting validation device for validating a setting operation for setting the ball payout rate of the pachinko machine 100 to one of a plurality of predetermined stages (for example, 6 stages, 9 stages, etc.).
[0112] By inserting a predetermined key (not shown) into the rear setting switch 905 and rotating it to a predetermined position (in this embodiment, a position rotated approximately 90 degrees clockwise from the initial position), it is possible to enable (allow) a change in the setting of the ball output rate. With the setting change of the ball output rate enabled in this way, a predetermined setting operation (in this embodiment, pressing the initialization switch 907) is performed, and the setting change of the ball output rate is made effective.
[0113] When the setting change of the ball payout rate is valid, the predetermined game mode is changed according to each set stage. In other words, the setting change of the ball payout rate by operating the rear setting switch 905 and the initialization switch 907 can also be said to be a setting change of the game mode.
[0114] In the pachinko machine 100 of this embodiment, one of nine types of game modes with different combinations of the initial hit probability (in this embodiment, the probability of winning the first special symbol lottery) and the probability of continuing the probability variable (in this embodiment, the probability of transitioning to the special game state after the special game state when transitioning to the special game state via the second special symbol lottery in the probability variable game state) can be selected according to each stage set by changing the setting of the ball payout rate (i.e., changing the setting of the game mode). Therefore, when the setting of the ball payout rate (changing the setting of the game mode) is validly performed, the winning probability of each of the first special symbol lottery and the second special symbol lottery is changed so that the initial hit probability and continuation probability correspond to the set stage (i.e., the probability lottery data corresponding to each winning probability is used), and the ball payout rate is adjusted.
[0115] Specifically, in the pachinko machine 100 of this embodiment, it is possible to select a top type in which the initial hit probability is significantly low but the probability of probability change continuation is significantly high, a middle type in which the initial hit probability is medium and the probability of probability change continuation is also medium, and a bottom type in which the initial hit probability is significantly low but the probability of probability change continuation is significantly high. Furthermore, in each of these types, the initial hit probability of each type is divided into three stages of probability states (hereinafter also referred to as probability setting states) that are smaller than the range of the initial hit probability between each type, that is, it is possible to select a first stage probability with the lowest initial hit probability among the three stages, a second stage probability with the second lowest initial hit probability, and a third stage probability with the highest initial hit probability.
[0116] In the top type, the number of prize balls resulting from winning the upper and lower middle start winning devices 431A, 431B and the right start winning device 432 is less than the other types, but the number of prize balls resulting from winning the lower large winning device 433 and the upper large winning device 434 is more than the other types. On the other hand, in the bottom type, the number of prize balls resulting from winning the middle start winning devices 431A, 431B and the right start winning device 432 is more than the other types, but the number of prize balls resulting from winning the lower large winning device 433 and the upper large winning device 434 is less than the other types.
[0117] Here, the number of prize balls may be set to the same for all of the top, middle, and bottom types, making it impossible for the player to determine which of the three types is set from the number of prize balls, and adding a long-term game element of guessing which type is set.
[0118] In addition, the profit rate for the player changes depending on the stage of the probability setting state for all of the top type, middle type, and bottom type, but if the stage of the probability setting state is the same for any type, the profit rate for the player is set to be substantially the same. Therefore, even if the probability setting is changed by changing the type, the profit that the gaming facility will earn per certain period (for example, one day) is easy to predict, making it easier to manage the gaming facility.
[0119] The game mode that is changed by changing the setting of the payout rate does not necessarily have to be a combination of the initial hit probability and the probability of entering a special mode as described above, and may be, for example, either the initial hit probability or the probability of entering a special mode. Also, it may be a lottery probability other than the initial hit probability and the probability of entering a special mode, such as the probability of winning the first special symbol lottery or the second special symbol lottery, the probability of winning the normal symbol lottery, the probability of selecting a small win in the first special symbol lottery or the second special symbol lottery, the probability of entering a special mode (in this embodiment, the probability of entering a special mode game state via winning the second special symbol lottery), or the probability of the special mode game state that has been entered ending (for example, the probability of selecting the end of the special mode game state in a drop lottery that is performed each time a variable symbol display is executed during the special mode game state), or a combination of two or more of these game modes.
[0120] A setting display device 906 is provided above the rear setting switch 905. When the setting change of the ball payout rate (setting change of the game mode) is validly performed by operating the rear setting switch 905, setting display information corresponding to the currently set game mode is displayed on the setting display device 906. The setting display information is composed of a combination of an alphabetic character representing the type and a number representing the probability setting state. In the pachinko machine 100 of this embodiment, the top type, middle type, and bottom type are represented by the alphabetic characters "T," "M," and "B," respectively. Furthermore, the probability setting state of each type is represented by "1" for the first stage probability, "2" for the second stage probability, and "3" for the third stage probability.
[0121] Therefore, for example, when the game mode is a top type with a first stage probability, the setting display information displayed on the setting display device 906 is "T1", when the game mode is a middle type with a third stage probability, the setting display information displayed on the setting display device 906 is "M3", and when the game mode is a bottom type with a second stage probability, the setting display information displayed on the setting display device 906 is "B2".
[0122] <Electrical configuration> Next, the electrical configuration of the pachinko machine 100 will be described. Fig. 10 is a block diagram showing the electrical configuration of the pachinko machine 100. As shown in Fig. 10, the pachinko machine 100 is equipped with control circuit devices such as a power supply / launch control board 900, a power supply monitoring board 910, a main control board 920, a payout control board 930, and a sub-control board 940. Note that relay circuit devices that only relay various signals are omitted from Fig. 10. Below, these main control circuit devices will be described individually in detail.
[0123] The power supply / launch control board 900 includes a power supply unit 901 that supplies power of a predetermined voltage to each part of the pachinko machine 100 via a power supply path (dashed line in the figure), a launch control unit 902 that controls the operation of the launch device 330 in accordance with the operation of the launch operation device 250, and a signal relay unit 903 that relays an initialization signal from the initialization switch 907 and a ball overflow signal from the ball overflow switch 249.
[0124] The power supply unit 901 takes in external power (for example, 24 volts AC) supplied from the outside and converts it into internal power (for example, 24 volts DC), and also generates various types of power from the internal power. The power generated by the power supply unit 901 includes power for a drive voltage (for example, 12 volts DC) for driving devices such as various solenoids and various motors, power for a control voltage (for example, 5 volts DC) for driving various switches and executing control processes, power for a backup voltage for maintaining the contents of the RAM of the main control board 920, and the like.
[0125] The power supply unit 901 supplies various types of power generated from internal power to the power supply monitoring board 910, main control board 920, dispensing control board 930, sub-control board 940, etc. Specifically, internal power, drive voltage, control voltage, and backup voltage are supplied to the power supply monitoring board 910. Drive voltage, control voltage, and backup voltage are supplied to the main control board 920, and these powers are supplied via the power supply monitoring unit 911 of the power supply monitoring board 910. Drive voltage and control voltage are supplied to the dispensing control board 930. Drive voltage and control voltage are supplied to the sub-control board 940. Drive voltage and control voltage are supplied to the launch control unit 902 and signal relay unit 903.
[0126] A power switch 909 is connected to the power supply unit 901, and when the power switch 909 is in the OFF state, the intake of external power is stopped. Note that a state in which the supply of power to the inside of the pachinko machine 100 is stopped by turning the power switch 909 to the OFF state or by unplugging a power plug (not shown) connected to the power supply unit 901 via the power switch 909 from an external power supply outlet (not shown) or a state in which the supply of external power itself is stopped is collectively referred to as a "power outage state."
[0127] The power supply unit 901 is configured to continue to output the control voltage normally for a predetermined period of time even after a power outage occurs, allowing the main control board 920 to save the current control state and terminate the control so that the current control state can be restored.
[0128] The launch control unit 902, in cooperation with the main control board 920, controls the operation of the ball feed solenoid 332 and the launch solenoid 334 of the launch device 330. The ball feed solenoid 332 and the launch solenoid 334 are permitted to operate when certain conditions are met. Specifically, the launch control unit 902 outputs an ON launch permission signal to the main control board 920 on the condition that the player's contact with the launch handle 252 (see FIG. 1) is detected based on a contact sensor signal from the contact sensor 254 and the launch stop switch 255 for stopping the launch has not been operated. Furthermore, based on the launch permission signal and the launch abnormality signal, the main control board 920 outputs a launch solenoid control signal and a ball feed solenoid control signal to the launch control unit 902. The launch control unit 902 activates the ball feed solenoid 332 based on the ON ball feed control signal, and activates the launch solenoid 334 based on the received ON launch solenoid control signal and the resistance value of the variable resistor 253. As a result, game balls are sequentially shot from the shooting device 330 with strength according to the resistance value of the variable resistor 253 (the amount of rotation of the shooting handle 252).
[0129] When initialization switch 907 is pressed, signal relay unit 903 outputs an ON initialization signal to main control board 920. In response to receiving the ON initialization signal, main control board 920 initializes the information stored in the RAM of main control board 920. Note that initialization switch 907 does not necessarily have to be configured to output a signal to main control board 920 via signal relay unit 903; for example, initialization switch 907 may be directly mounted on main control board 920 and housed within board case 371, which makes it possible to prevent unauthorized signal input targeting the section through which the signal is transmitted.
[0130] Furthermore, when the ball overflow switch 249 detects gaming balls, the signal relay unit 903 outputs an ON-state ball overflow signal to the main control board 920. The main control board 920 outputs a low-speed payout signal to the payout control board 930 based on the detection of the ON-state ball overflow signal, and the payout control board 930, upon receiving the low-speed payout signal, slows down the rotation speed of the payout motor 542 (the payout speed of gaming balls from the payout device 540). Furthermore, the main control board 920 outputs a high-speed payout signal to the payout control board 930 based on the detection of the OFF-state ball overflow signal, and upon receiving the high-speed payout signal, The dispensing control board 930 also increases the rotation speed of the dispensing motor 542.
[0131] 10, a rear setting switch 905 and a setting display device 906 are connected to the signal relay unit 903. The signal relay unit 903 relays an ON setting signal that is output to the main control board 920 when the rear setting switch 905 is rotated clockwise by approximately 90° using a predetermined key (not shown). The main control board 920 allows a change in the game mode in response to receiving an ON setting signal from the rear setting switch 905. The signal relay unit 903 also relays a setting display signal output from the main control board 920 to the setting display device 906. The setting display device 906 displays setting display information corresponding to the received setting display signal.
[0132] The power supply monitoring board 910 includes a power supply monitoring unit 911 that monitors the status of the power supply from the power supply / launch control board 900, and a signal relay unit 912 that relays the power supply and transmission of various signals between the power supply / launch control board 900 and the main control board 920. The power supply monitoring unit 911 also outputs a power outage signal to the main control board 920 in response to a transition to a power outage state, monitoring the voltage of 24 volts DC, which is the maximum voltage output from the power supply unit 901, and determining that a power outage has occurred if this voltage remains below 22 volts for a predetermined period of time, and outputting an ON power outage signal to the main control board 920. The main control board 920 recognizes the transition to a power outage state by receiving the ON power outage signal.
[0133] The main control board 920 comprehensively controls the operation of the pachinko machine 100. The main control board 920 is equipped with an MPU (not shown) as a one-chip microcomputer. The MPU includes a CPU (not shown) as an arithmetic processing unit, a ROM (not shown) that stores various control programs and fixed data executed by the CPU, and a RAM (not shown) that temporarily stores various data when the control programs are executed. The main control board 920 is also equipped with various other circuits, such as a timer circuit (not shown), a counter circuit (not shown), a clock generation circuit (not shown), and a signal transmission / reception circuit (not shown). The RAM of the main control board 920 is configured to maintain (back up) its internal data even after a power outage by receiving a backup voltage power supply from the power supply / launch control board 900.
[0134] The payout control board 930 controls the payout operation of the payout device 540 in response to instructions from the main control board 920 and the lending operation of the payout device 540 in response to the operation of the game ball lending device 290. Like the main control board 920, the payout control board 930 is equipped with various circuits such as an MPU (not shown) as a one-chip microcomputer including a CPU (not shown), a ROM (not shown) and a RAM (not shown), a timer circuit (not shown), a counter circuit (not shown), a clock generating circuit (not shown), and a signal transmitting / receiving circuit (not shown).
[0135] The dispensing control board 930 is equipped with an input / output port as a connection means for connecting to other devices so that information can be communicated with, for example, the main control board 920 and relay device 950 are connected so that bidirectional information input / output communication is possible, the open / close detection switches 108, 109, storage ball switch 591, and dispensing counting switch 592 are connected so that only one-way information input communication is possible, and the dispensing motor 542 is connected so that only one-way information output communication is possible. Note that the RAM of the dispensing control board 930, like the RAM of the main control board 920, may be configured to have a backup function that allows internal data to be maintained for a certain period of time in a power outage, or, unlike the RAM of the main control board 920, may be configured not to maintain internal data in a power outage.
[0136] The sub-control board 940 controls the operation of various performance devices, various light emitting devices, various sound devices, etc. based on instructions from the main control board 920. The sub-control board 940 is equipped with an input / output port as a connection means for connecting to other devices so that information can be communicated. It is connected to the board 920 so that only one-way information input communication is possible, it is connected to the input operation device 260 so that information communication is possible in both directions, and it is connected to the decorative pattern display device 479 etc. so that only one-way information output communication is possible.
[0137] <Various control processes> Next, we will explain various control processes executed by the main control board 920. The control processes in the main control board 920 are roughly divided into main processes that are started when the power is restored from a power outage, and timer interrupt processes that are executed by periodically interrupting the main processes (in this embodiment, at 2 ms (millisecond) intervals).
[0138] First, the main processing executed by the main control board 920 will be described with reference to Fig. 11. Fig. 11 is a flowchart showing the main processing of the main control board 920 (abbreviated as "main control main processing" in Fig. 11).
[0139] In the main processing of the main control board 920, first, a series of control start processes (program start process S1001 to random number initial setting process S1019) for starting up the main control board 920 and initializing various information is executed only once, and then, an interrupt prohibition process S1020 for prohibiting interrupts, a random number initial value update process S1021 for updating the values of the winning random number initial value counter for special symbols (partial area of RAM), the jackpot symbol random number initial value counter (partial area of RAM), and the winning random number initial value counter for normal symbols (partial area of RAM), a fluctuation counter update process S1022 for updating the values of the first fluctuation type counter to the fourth fluctuation type counter (partial area of RAM) for determining the fluctuation time, fluctuation pattern, etc., and an interrupt permission process S1023 for permitting interrupts are repeatedly executed. Note that if a timer interrupt request occurs before the interrupt permission process S1023, the timer interrupt process is executed immediately after the interrupt permission process S1023.
[0140] In the series of control start processes, a program start process S1001 is executed to set an initial value to a stack pointer (a part of the RAM) that controls the execution of the program, an interrupt mode setting process S1002 is executed to set an interrupt mode, and a startup waiting process S1003 is executed to wait for a predetermined time until the dispensing control board 930, sub-control board 940, etc. start up.
[0141] After the startup standby process S1003, a process S2001 is performed to determine the output state of the setting signal from the rear setting switch 905 of the power supply / launch control board 900. If the determination process S2001 determines that the setting signal from the rear setting switch 905 is in the OFF state (S2001: N), a process S1004 is performed to determine the output state of the initialization signal from the initialization switch 907 of the power supply / launch control board 900, a process S1005 is performed to determine the value of the power outage information (a part of the RAM area), and a process S1007 is performed to determine the storage state of the saved information. Based on these determination results, it is determined whether or not to erase the saved information in RAM. Here, the saved information is information necessary to restore the game state before the power outage, and corresponds to a part of the RAM area that was updated according to the progress of the game before the power outage. Examples of the saved information include the counter value for the unit game currently being played and the counter value stored upon the start winning.
[0142] The storage state of the saved information is determined as follows: First, a checksum value for a predetermined range of storage area in RAM is calculated (checksum calculation process S1006), and it is determined whether the exclusive OR of the current checksum value and the RAM determination value, which is the two's complement of the checksum value calculated in power outage monitoring process S1202 (see FIG. 12) following the transition to the previous power outage state, is "0" (determination process S1007), thereby determining whether the current checksum value and the checksum value at the time of transition to the power outage state are the same.
[0143] If the initialization signal is on (S1004: Y), the power outage information indicates that the power outage has occurred. If the power outage value is not a predetermined value indicating that the saved information has been saved and terminated (S1005: N), or if the saved information is not saved normally (S1007: N), a RAM clear process S1008 is executed to erase the saved information in RAM. After it is determined that the saved information is saved normally (S1007: Y), or after the RAM clear process S1008 is executed, a hardware initialization process S1009 is executed to initialize various devices connected to the main control board 920.
[0144] After the hardware initialization process S1009, a determination process S1010 is executed to determine whether the power outage information is a power outage value. If the power outage information is a power outage value (S1010: N), a RAM restoration setting process S1011 is executed to initialize various information, including the restoration of retained information, and a restoration command indicating the completion of the settings is set (restore command output process S1012). By restoring the retained information in the RAM restoration setting process S1011, the control state of the main control board 920 is restored to the control state immediately before the transition to the previous power outage state.
[0145] On the other hand, if the power outage information is not a power outage value (S1010: Y), various information is initialized without restoring the retained information (RAM initial setting process S1013), and an initialization command indicating the completion of the setting is output (initialization command output process S1014).
[0146] In the RAM recovery setting process S1011 and the RAM initial setting process S1013, the power outage information is set to a predetermined power value different from the power outage value, and even if various error states such as fraud detection errors occurred immediately before the transition to the previous power outage state, all of those error states are canceled. In addition, either a recovery command or an initialization command is output from the main control board 920 to both the dispensing control board 930 and the sub-control board 940, and a predetermined initialization process is also performed on each of the dispensing control board 930 and the sub-control board 940 that received the recovery command or initialization command.
[0147] After initial setting of RAM according to the situation at the time of start-up (judgment process S1004 to initialization command output process S1014), if the condition device was operating at the time of transition to the previous power outage state, preparations are made to return to the special game state (special game state return preparation process S1015). Specifically, in the special game state return preparation process S1015, the operating states of the condition device and the accessory continuous operating device are judged, and processing corresponding to the game situation at the time of the power outage state is executed in the sub-control board 940.
[0148] After the special game state return preparation process S1015, it is determined whether the time-shortening state is in a time-shortening state or a non-time-shortening state by determining whether the time-shortening state flag is set (determination process S1016), and if the time-shortening state is in a time-shortening state (S1016: Y), a time-shortening command is output (time-shortening command output process S1017). On the other hand, if the time-shortening state is not in a time-shortening state (S1016: N), a non-time-shortening command is output (non-time-shortening command output process S1018). After that, the value of the winning random number counter (a part of the RAM area) related to the special symbol is initialized (random number initial setting process S1019).
[0149] On the other hand, in the determination process S2001, if it is determined that the setting signal from the rear setting switch 905 is in the on state indicating that the rear setting switch 905 is operated by a predetermined key (S2001: Y), a RAM clear process S2002 is executed to erase information in substantially all areas of the RAM 922. Specifically, in the RAM clear process S2002, information in substantially all areas except for the setting correspondence information stored in the RAM 922 is erased.
[0150] The setting correspondence information is information corresponding to each of a plurality of predetermined stages (in this embodiment, nine types) of game modes, and the setting mode information corresponding to the currently set game mode is stored in RAM9. 22. Therefore, the RAM clear process S2002 erases information from substantially all areas of the RAM 922 of the main control board 920 except for the storage area for the setting correspondence information, and the state becomes one in which setting changes are permitted.
[0151] When a state in which setting changes are permitted is reached, a setting display signal identifying the game mode corresponding to the setting correspondence information stored in RAM 922 is output to the setting display device 906. The setting display device 906 displays setting display information corresponding to the setting display signal received from the main control board 920. In other words, the setting display device 906 displays setting display information corresponding to the setting correspondence information stored in RAM 922.
[0152] Next, a setting change process S2003 is executed to change the game mode setting until the setting signal from the rear setting switch 905 is turned off. The setting signal from the rear setting switch 905 is turned off when the rear setting switch 905 is not operated by a predetermined key.
[0153] The game mode setting is changed by pressing the initialization switch 907 while the rear setting switch 905 is operated by a predetermined key. Specifically, in this state, the setting correspondence information is changed sequentially each time the main control board 920 receives an initialization signal based on pressing the initialization switch 907. Specifically, a cyclical selection order of nine predetermined game modes (for example, ···→T1→T2→T3→M1→M2→M3→B1→B2→B3→T1→T2→···) is predetermined, and the selected game mode is changed sequentially according to this order each time the initialization switch 907 is pressed.
[0154] Each time the change is made, a value corresponding to the selected game mode is stored as setting correspondence information in the RAM 922. Each time the setting correspondence information stored in the RAM 922 is changed, a setting display signal corresponding to the setting correspondence information is output to the setting display device 906, and setting display information corresponding to the changed setting correspondence information is displayed on the setting display device 906.
[0155] Therefore, the person who changes the settings, such as the manager of the gaming facility, can complete the selection of the game mode by repeatedly pressing the initialization switch 907 until the game mode he or she wants to set for the pachinko machine 100 is selected while the rear setting switch 905 is operated with a predetermined key, and then by having a game ball enter the upper middle start winning device 431A or the lower middle start winning device 431B. Therefore, the setting change process S2003 ends when a game ball enters the middle start winning device 431A, 431B after the game mode is selected by pressing the initialization switch 907.
[0156] When the setting signal from the rear setting switch 905 is turned off (S2004: Y), a RAM change setting process S2005 is executed to newly initialize various information excluding information related to game mode settings (i.e., setting correspondence information) in the RAM 922. This essentially ends the startup of the main control board 920, and it is determined that the game will proceed in the game mode corresponding to the setting correspondence information stored in the RAM 922.
[0157] After the RAM change setting process S2005, a set command output process S2006 is executed, which outputs a set command indicating completion of setting of the RAM 922 to the payout control board 930. By receiving the set command output by the main control board 920, the payout control board 930 can recognize that the main control board 920 will transition to normal game processing and can also recognize which game mode it will operate in. After the set command output process S2006, the special game state return preparation process S1015 and subsequent processes are executed.
[0158] Next, referring to FIG. 12, the timer interrupt process executed by the main control board 920 will be described. 12 is a flowchart showing the timer interrupt process (abbreviated as "main control interrupt process" in the drawing) executed by the main control board 920.
[0159] In the timer interrupt processing of the main control board 920, first, an interrupt start processing S1201 is executed to start the timer interrupt. Specifically, a predetermined value is set in the interrupt control register. This prohibits interrupts other than this timer interrupt. After that, the power outage monitoring processing S1202 to the external information output processing S1221, which are related to actual control such as controlling the progress of the game in the pachinko machine 100 and monitoring various sensors, are executed in sequence. However, if the game progress has been stopped based on the detection of various types of fraud (S1207: Y), the control signal output processing S1208 to the external information output processing S1221 are not executed. Finally, an interrupt permission processing S1222 is executed to permit the next timer interrupt, and the current timer interrupt processing ends. Below, each of the various main processes will be explained individually.
[0160] In the power outage monitoring process S1202, the value of the power outage information (a part of the RAM area) is updated based on the output state of the power outage signal output from the power supply monitoring unit 911 of the power supply monitoring board 910. Specifically, the output state of the power outage signal is checked three times, and if the ON state is detected all three times, it is determined that a power outage has occurred. If this determination does not determine that a power outage has occurred, the power outage information is maintained at the energized value.
[0161] On the other hand, if the power outage monitoring process S1202 determines that a power outage has occurred, the following process is executed. First, the value of the power outage information is changed from the energization value set in the RAM recovery setting process S1011 or the RAM initial setting process S1013 (see FIG. 11) to a predetermined power outage value. A checksum value for a predetermined range of storage area in RAM is calculated, and the two's complement of the checksum value is set as the RAM determination value. This causes the pachinko machine 100 to enter an infinite loop in which no substantial control, such as monitoring the progress of the game or various sensors, is performed. The state of the RAM after the RAM determination value is set is maintained based on the backup power. Note that, because the output state of the power outage signal is checked three times, each timer interrupt process is executed twice after the first detection of the power outage signal.
[0162] In the random number update process S1203, the winning random number counter for the special symbol, the jackpot symbol random number counter, the stop pattern selection counter, and the winning random number counter for the normal symbol are updated. Specifically, if the value of the winning random number counter for the special symbol is different from the specified maximum value (for example, "576"), it is changed to a value that is "1" larger than the current value, and if the value of the winning random number counter for the special symbol is the specified maximum value, it is changed to the specified minimum value ("0"). However, if the changed value is the same as the circulation initial value for the winning random number counter for the special symbol, the value of the winning random number counter for the special symbol is set to the same value as the winning random number initial value counter for the special symbol, and the circulation initial value is also set to the same value as the winning random number initial value counter.
[0163] The jackpot symbol random number counter, the stop pattern selection counter, and the winning random number counter for normal symbols are also updated in the same manner as the winning random number counter for special symbols. However, the update range determined by the specified maximum and minimum values of each counter is set to a unique value for each counter, and multiple counters are updated asynchronously, and the cyclic initial value of each counter refers to an initial value counter unique to each counter. For example, the winning random number counter for special symbols and the winning random number initial value counter for special symbols have the same value range, the jackpot symbol random number counter and the jackpot symbol random number initial value counter have the same value range, and the winning random number counter for normal symbols and the winning random number initial value counter for normal symbols have the same value range.
[0164] In the random number initial value update process S1204, the winning random number initial value counter for the special symbol, The jackpot symbol random number initial value counter and the winning random number initial value counter for normal symbols are updated. Specifically, if the value of the winning random number initial value counter for special symbols is different from the specified maximum value (for example, "576"), it is changed to a value that is "1" larger than the current value, and if the value of the winning random number initial value counter for special symbols is the specified maximum value, it is changed to the specified minimum value ("0"). The symbol random number initial value counter for special symbols and the winning random number initial value counter for normal symbols are also updated in the same way as the winning random number initial value counter for special symbols, except that the specified maximum and minimum values are unique to those counters.
[0165] In the fluctuation counter update process S1205, the values of the first fluctuation type counter to the fourth fluctuation type counter for determining the fluctuation time, fluctuation pattern, etc. are updated. Specifically, if the value of the first fluctuation type counter is different from the specified maximum value (for example, "187"), it is changed to a value that is "1" larger than the current value, and if the value of the first fluctuation type counter is the specified maximum value, it is changed to the specified minimum value ("0"). The second fluctuation type counter to the fourth fluctuation type counter are also updated in the same manner as the first fluctuation type counter, except that the specified maximum value and specified minimum value are values unique to those counters.
[0166] In addition, the winning random number counters for special and normal patterns, the jackpot pattern random number counter, the stop pattern selection counter, and each variation type counter do not necessarily have to be configured as described above, and at least some of the counters may have other configurations.For example, they may be configured to update from a fixed initial value without using an initial value counter, or they may be configured using a random number generation IC without using a program and reference values as needed.
[0167] In the game stop determination process S1206, if the fraud detection information is a fraud detection value, it is updated to a game stop value and various information for stopping the game progress is set. On the other hand, if the fraud detection information is not a fraud detection value or is already a game stop value, the game stop determination process S1206 ends without executing various processes for stopping the game progress. Note that the fraud detection information is set to a fraud detection value when the occurrence of various types of fraud is detected in the fraud detection process S1211. Furthermore, in the determination process S1207, it is determined whether the game is stopped depending on whether the fraud detection information is a game stop value.
[0168] In the control signal output process S1208, based on the control data stored in the output buffer, signals are output to control various notification devices such as the special symbol display device 471 for the first special symbol, the special symbol display device 472 for the second special symbol, and the normal symbol display device 473 for the normal symbol. Also, based on the control data stored in the output buffer, signals are output to control various actuators such as the ball feed solenoid 332, the launch solenoid 334, the right entry restriction solenoid 462, the lower entry restriction solenoid 463, the upper entry restriction solenoid 464, and the switching solenoid 465.
[0169] In the switch reading process S1209, the signal status from each of the middle start winning switches 441A, 441B, right start winning switch 442, lower large winning switch 443, upper large winning switch 444, combination activation switch 445, start switch 446, non-specific passage switch 447, specific passage switch 448, and general winning switches 449A, 449B is read, and changes in the detection status of the game ball by various switches are detected.
[0170] Specifically, in switch reading processing S1209, the signal states from the various switches are read into an input buffer (a part of the RAM) twice with a predetermined time interval between them, and for each signal from the various switches, changes in the detection states of the various switches are detected based on the signal state read the first time (hereinafter abbreviated as "first signal state"), the signal state read the second time (hereinafter abbreviated as "second signal state"), and the detection state detected in the previous timer interrupt (hereinafter abbreviated as "previous detection state"). Then, for each switch, if the previous detection state is the off state, and the first signal state is the on state and the second signal state is the on state, it is determined that the switch has transitioned to the on state, and a detection flag (a part of the RAM area) according to the type of switch is set. As described in the power outage monitoring process S1202, even if the power supply is stopped, each timer interrupt process is executed twice, so that the detection flags of the various switches can be accurately set even if the on state of the various switches starts immediately after the power supply is stopped.
[0171] In the timer update process S1210, various timers (predetermined areas of RAM) used for the variable display of special symbols and normal symbols, control of each game state, and fraud monitoring are updated.
[0172] In the fraud detection process S1211, fraudulent acts such as forcibly causing game balls to enter various winning devices or forcibly activating various winning devices are detected. Specifically, the occurrence of a situation in which there is a high possibility of fraudulent acts being committed is detected, such as forcibly moving the right start winning device 432, the lower large winning device 433, and the upper large winning device 434 to an entry-permitting position, guiding game balls to a specific path of the lower large winning device 433 by vibration, forcibly inducing malfunction of the right start winning device 432, the lower large winning device 433, and the upper large winning device 434 by radio waves, guiding game balls to various winning devices by magnetic attraction, and guiding game balls at abnormal timing to the upper middle start winning device 431A, the lower middle start winning device 431B, the right start winning device 432, the lower large winning device 433, and the upper large winning device 434, etc.
[0173] In the winning detection response process S1212, control is executed based on the detection of a gaming ball by various switches provided on the gaming board 400. Specifically, if the middle start winning switch detection flag is set based on the detection of a gaming ball by the upper middle start winning switch 441A (see FIG. 10) and the lower middle start winning switch 441B (see FIG. 10), the middle start winning counter (a predetermined area of RAM) and the first payout counter (a predetermined area of RAM) are updated. Also, if the right start winning switch detection flag is set based on the detection of a gaming ball by the right start winning switch 442 (see FIG. 10), the first payout counter is updated. In addition, when the lower large prize switch detection flag is set based on the detection of a game ball by the lower large prize switch 443 (see Figure 10), or when the upper large prize switch detection flag is set based on the detection of a game ball by the upper large prize switch 444 (see Figure 10), the large prize counter (a designated area of RAM) and the second payout counter (a designated area of RAM) are updated.
[0174] In the launch control process S1213, launch-related information for controlling the launch of game balls by the launching device 330 is updated. Specifically, the operation flag of the ball feeding solenoid 332 that drives the ball feeding mechanism 331 and the operation flag of the launch solenoid 334 that drives the launching mechanism 333 are updated.
[0175] In the input signal monitoring process S1214, it is detected whether or not intermediate block 103 (see Figures 1 and 2) is closed relative to outer frame 101 (see Figures 1 and 2) based on the output state of a signal from open / close detection switch 108 (see Figure 10) via dispensing control board 930. Also, it is detected whether or not front block 102 (see Figures 2 and 3) is closed relative to intermediate block 103 (see Figures 2 and 3) based on the output state of a signal from open / close detection switch 109 via dispensing control board 930 (see Figure 10).
[0176] In the dispensing status monitoring process S1215, information indicating the dispensing control status output from the dispensing control board 930 is monitored, and various dispensing status commands are set according to the dispensing control status as necessary. In addition, the sub-control board 940 that received the dispensing status command sets the dispensing status command. The decorative pattern display device 479, the upper left sound device 281, the upper right sound device 282, etc. are caused to make an announcement according to the type of the band.
[0177] In the payout signal output process S1216, various prize ball commands are set as necessary based on the values of the first payout counter and the second payout counter, and output to the payout control board 930. The first payout counter and the second payout counter are updated according to the setting of the prize ball command. For example, the first payout counter is incremented by one each time a gaming ball corresponding to one winning is detected, and is decremented by one each time a prize ball command based on that winning is set. The payout control board 930 requests a prize ball command from the main control board 920 each time it executes control to pay out the number of gaming balls corresponding to that winning (e.g., three) (more specifically, shortly before the payout is completed), and if the payout of prize balls is continuing, a further prize ball command is output from the main control board 920. The second payout counter is a counter that is updated in response to a winning combination that has a different number of prize balls than the first payout counter (for example, 13 balls), and when the payout control board 930 receives a prize ball command based on the value of the second payout counter, the payout control board 930 executes control to pay out the number of game balls corresponding to the prize ball command.
[0178] In the special symbol related process S1217, reservation control of the right to play a unit game related to the first special symbol and control of the unit game related to the first special symbol are executed. Specifically, in the reservation control of the right to play a unit game related to the first special symbol, operation control of the special symbol reservation display device 476 related to the first special symbol is executed. Also, in the control of the unit game related to the first special symbol, operation control of the special symbol display device 471 related to the first special symbol is executed, and if a jackpot is won in the first special symbol lottery, operation control of the lower large winning device 433 and the upper large winning device 434 is further executed.
[0179] Furthermore, in the special symbol related process S1217, reservation control of the right to a unit game related to the second special symbol and control of the unit game related to the second special symbol are executed. Specifically, in the reservation control of the right to a unit game related to the second special symbol, operation control of the special symbol reservation display device 477 related to the second special symbol is executed. Furthermore, in the control of the unit game related to the second special symbol, operation control of the special symbol display device 472 related to the second special symbol is executed, and if a jackpot is won in the second special symbol lottery, operation control of the lower large winning device 433 and the upper large winning device 434 is further executed.
[0180] In the normal symbol related process S1218, reservation control of the right to a unit game related to a normal symbol and control of the unit game related to a normal symbol are executed. Specifically, in the reservation control of the right to a unit game related to a normal symbol, operation control of the normal symbol reservation display device 478 is executed. Also, in the control of the unit game related to a normal symbol, operation control of the normal symbol display device 473 related to the normal symbol is executed, and if the normal symbol lottery is won, operation control of the right start winning device 432 is further executed.
[0181] In the display control process S1219, output data for specifically operating those devices is synthesized based on various information updated to control the operation of the special symbol display device 471 for the first special symbol, the special symbol display device 472 for the second special symbol, the special symbol reserved display device 476 for the first special symbol, and the special symbol reserved display device 477 for the second special symbol in the special symbol related process S1217. The synthesized output data is output to each device in the control signal output process S1208 based on the next timer interrupt.
[0182] In the motor control process S1220, operation control of various motors is executed. In the external information output process S1221, output data to be output to an external device such as a data display device (not shown) or a management device (not shown) electrically connected to the pachinko machine 100 is set.
[0183] <Display of decorative pattern 610> Next, the variable display of the decorative symbol 610 performed by the decorative symbol display device 479 of the pachinko machine 100 of this embodiment will be described with reference to Figures 13 to 19. Figure 13 is a front view of the decorative symbol 610.
[0184] More specifically, Figures 13(A) and 13(C) are front views of the decorative pattern 610 displayed in the first display mode, and Figures 13(B) and 13(D) are front views of the decorative pattern 610 displayed in the second display mode. Note that, as will be described in detail later, in Figure 13 and Figures 14 to 19 described later, the hatching applied to the characters constituting the first identification information portion 612 represents the colors used to color the characters.
[0185] As shown in Figure 13, the decorative pattern 610 includes a base portion 611 arranged on the lower side of the decorative pattern 610, a first identification information portion 612 arranged on the upper side of the base portion 611, and a second identification information portion 613 arranged on the forward side of the base portion 611.
[0186] Base portion 611 is a design of a base on which a character serving as first identification information portion 612 is placed, and is a portion configured to have common (identical) display content regardless of the type of decorative pattern 610. Note that in Fig. 13 and Figs. 14 to 19 described below, in order to make the drawings easier to understand, base portion 611 is not hatched to indicate coloring, as is first identification information portion 612.
[0187] The first identification information section 612 is a section that configures the identification information of the decorative pattern 610. In the pachinko machine 100 of this embodiment, the first identification information section 612 is configured by seafood characters as identification information, and the type of decorative pattern 610 can be identified depending on the type of seafood character that configures the first identification information section 612. Therefore, the display content of the first identification information section 612 differs depending on the type of decorative pattern 610.
[0188] In the pachinko machine 100 of this embodiment, nine types of characters such as an octopus and a porcupine fish are set as characters (more specifically, seafood characters) that make up the first identification information section 612. For example, Figures 13(A) and 13(B) show decorative pattern 610 in which the first identification information section 612 is made up of an octopus character as identification information, and Figures 13(C) and 13(D) show decorative pattern 610 in which the first identification information section 612 is made up of a porcupine fish character as identification information.
[0189] In other words, in the pachinko machine 100 of this embodiment, nine types of patterns corresponding to the types of characters that make up the first identification information section 612 are prepared as decorative patterns 610, and these nine types of decorative patterns 610 can be identified (distinguished) from each other based on the display content of the characters that make up the first identification information section 612 (i.e., the types of characters).
[0190] Like the first identification information section 612, the second identification information section 613 is also a section that configures the identification information of the decorative pattern 610, and the display content thereof differs depending on the type of decorative pattern 610. The second identification information section 613 is configured with numerical values (digits) as identification information. In the pachinko machine 100 of this embodiment, nine types of numerical values from "1" to "9" are set as the numerical values that configure the second identification information section 613.
[0191] The second identification information section 613 does not necessarily have to be composed of only identification information such as numerical values, but may be composed of a configuration including at least identification information, for example, a configuration consisting of a combination of identification information and a drawing section depicting content unrelated to the identification information. For example, in the example shown in Fig. 13, the second identification information section 613 may be composed of various numerical values as identification information such as "1" and "2", It may also be configured by combining a circular drawing portion decoratively arranged behind each numerical value, regardless of the numerical value.
[0192] Each numerical value constituting the second identification information section 613 is associated one-to-one with the type of character constituting the first identification information section 612. For example, as shown in FIGS. 13(A) and 13(B), the octopus character constituting the first identification information section 612 is associated with "1" as the second identification information section 613. Also, as shown in FIGS. 13(C) and 13(D), the porcupine fish character constituting the first identification information section 612 is associated with "2" as the second identification information section 613 (see FIGS. 13(C) and 13(D)). Similarly, the numbers from "3" to "9" are associated one-to-one with each of the seven types of characters constituting the first identification information section 612, excluding the octopus and porcupine fish.
[0193] In other words, in the pachinko machine 100 of this embodiment, the identification information of the decorative pattern 610 is composed of a combination of the identification information (i.e., the type of character) constituting the first identification information section 612 and the identification information (i.e., a numerical value) constituting the second identification information section 613.
[0194] The identification information of the decorative pattern 610 does not necessarily have to be a combination of the type of character and a numerical value, but may be composed only of the type of character, or may be composed only of the numerical value. In other words, the decorative pattern 610 does not necessarily have to have both the first identification information section 612 and the second identification information section 613 as identification information, but may be composed only of the first identification information section 612, or may be composed only of the second identification information section 613.
[0195] In the pachinko machine 100 of this embodiment, the display modes of the decorative pattern 610 in the variable display of the decorative pattern 610 performed by the decorative pattern display device 497 include a first display mode and a second display mode.
[0196] The display mode of the first identification information unit 612 differs between the decorative pattern 610 in the first display mode and the decorative pattern 610 in the second display mode. More specifically, the decorative pattern 610 in the second display mode has the first identification information unit 612 displayed in a simplified mode compared to the decorative pattern 610 in the first display mode. Note that in the pachinko machine 100 of this embodiment, the display modes of the base unit 611 and the second identification information unit do not change regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode.
[0197] In the decorative design 610 in the first display mode, the first identification information portion 612 has its display content (in this embodiment, a seafood character) displayed in multiple colors.
[0198] The octopus character (see Figure 13(A)) constituting the first identification information section 612 in the decorative pattern 610 in the first display mode has a specific area PA made up of the main parts of the octopus character, an area PB11 on the outer periphery of the character's eyes, an area PB12 inside the area PB11 of the eyes, and an area PB13 inside the area PB12 of the eyes, and each of these areas PA, PB11, PB12, and PB13 are colored in a different color.
[0199] Note that the specific area PA is not limited to the octopus character, but is an area formed by a main part of each character constituting the first identification information unit 612, and is an area provided for all characters constituting the first identification information unit 612. For example, the specific area PA in the octopus character as the first identification information unit 612 is the area of the octopus character other than the eyes.
[0200] Therefore, the specific area PA of the octopus character is considered to be an area that occupies most of the character, but the specific area PA does not necessarily have to be the largest area of the character, and may be a predetermined part of the character (for example, the character's head) regardless of its occupancy within the character.
[0201] Furthermore, the porcupine fish character (see Figure 13(C)) constituting the first identification information section 612 in the decorative pattern 610 in the first display mode has a specific area PA made up of the main parts of the porcupine fish character, an area PB21 on the ventral side of the character, an area PB22 on the outer periphery of the eye of the character, an area PB23 inside the eye area PB22, and an area PB24 for the lips of the character, and each of these areas PA, PB21, PB22, PB23, and PB24 are colored in a different color.
[0202] In addition, Figures 13(A) and 13(C) show examples in which the first identification information section 612 in the decorative pattern 610 in the first display mode is an octopus or porcupine fish character, but in the decorative pattern 610 in the first display mode, even if the characters constituting the first identification information section 612 are seven types of characters other than the octopus and porcupine fish, the display content of the first identification information section 612 is displayed in a multi-color manner, as in the case of the octopus and porcupine fish described above.
[0203] In addition, in Fig. 13(A) and Fig. 13(C), the difference in color included in the first identification information portion 612 in the decorative design 610 in the first display mode is expressed by the difference in hatching.
[0204] For example, in the example shown in Figure 13(A), the color of a specific area PA in an octopus character (e.g., red) is represented by hatching with parallel solid lines (hereinafter, this hatching will also be referred to as "normal hatching"), and the color of areas of the character other than the specific area PA (i.e., areas PB11, PB12, PB13) is represented by hatching other than normal hatching.
[0205] Specifically, in the example shown in Figure 13(A), the color of area PB11 (e.g., white) is represented by hatching with dots (points), the color of area PB12 (e.g., brown) is represented by hatching with dots on a smaller scale than area PB11, and the color of area PB13 (e.g., black) is represented by hatching with solid dots.
[0206] In the example shown in Figure 13(C), the color (e.g., blue) of the specific area PA in the porcupine fish character constituting the first identification information unit 612 is represented by normal hatching, and the colors of the areas of the character other than the specific area PA (i.e., areas PB21, PB22, PB23, PB24) are represented by hatching other than the normal hatching.
[0207] Specifically, in the example shown in Figure 13(C), the color of area PB21 (e.g., gray) is represented by hatching with dots, the color of area PB22 (e.g., white) is represented by hatching with dots on a larger scale than area PB21, the color of area PB23 (e.g., black) is represented by hatching with solid dots, and area PB24 (e.g., pink) is represented by hatching with dots on a smaller scale than area PB21 and area PB22.
[0208] 13 and FIGS. 14 to 19, the normal hatching applied to the specific area PA of each character constituting the first identification information portion 612 is the same as the hatching applied to the front of the decorative pattern 610. Regardless of whether the display mode is the first display mode or the second display mode, each specific area PA is drawn at an angle according to the color of the specific area PA.
[0209] Therefore, for example, as shown in Figure 13, the normal hatching applied to the specific area PA of the octopus character is normal hatching that slopes upward to the right (see Figure 13(A)), while the normal hatching applied to the specific area PA of the porcupine fish character is normal hatching that slopes downward to the right (see Figure 13(C)), which indicates that the color of the specific area PA of the octopus character is different from the color of the specific area PA of the porcupine fish character.
[0210] A specific area PA (i.e., an area of a main part of a character) is set with a color that characterizes the character. For example, red is set for the specific area PA of an octopus character, and blue is set for the specific area PA of a porcupine fish character. In other words, the specific area PA of each character constituting the first identification information unit 612 is colored with a color that allows each character to be identified.
[0211] The color used to color the specific area PA, i.e., the color that characterizes the characters (the color that allows each character to be identified), may be a color of a single hue with no shading, or may be a color of a single hue with shading (i.e., with different brightness or saturation), regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode. In other words, the specific area PA may be a color that is monotonously filled with a predetermined hue with no shading, or may be a color that is colored with a predetermined hue with shading, regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode.
[0212] The specific area PA may be colored using a plurality of different colors that fall within a predetermined continuous range on a color wheel. For example, in the octopus character shown in Fig. 13(A), the specific area PA may be colored using colors ranging from red to orange on a color wheel.
[0213] As for each area other than the specific area PA (for example, areas PB11, PB12, and PB13 in the octopus character), similar to the specific area PA described above, the color used to color each of these areas may be composed of a single hue with no shading, a single hue with shading, or a plurality of different colors falling within a predetermined continuous range on the color wheel.
[0214] The color of the specific area PA does not necessarily have to be different for each type of character (i.e., type of decorative pattern 610), and the same color may be set for some characters. Each numerical value constituting the second identification information portion 613 may be colored in the color of the specific area PA of the character corresponding to each numerical value.
[0215] In the pachinko machine 100 of this embodiment, the first identification information section 612 in the decorative pattern 610 in the second display mode is displayed in a manner in which the display content of the first identification information section 612 (in this embodiment, a seafood character) is displayed in a number of colors less than the display content of the first identification information section 612 in the decorative pattern 610 in the first display mode.
[0216] The octopus character (see Figure 13(B)) constituting the first identification information section 612 in the decorative pattern 610 in the second display mode is colored in a color (the same color) that is common to the specific area PA, area PB11, area PB12, and area PB13.
[0217] More specifically, the octopus character constituting the first identification information section 612 in the decorative pattern 610 in the second display mode, the entire area consisting of the specific area PA, area PB11, area PB12 and area PB13, is colored in the color (e.g., red) of the specific area PA of the octopus character in the decorative pattern 610 in the first display mode.
[0218] In the example shown in Figure 13(B), the specific areas PA, PB11, PB12 and PB13 of the octopus character constituting the first identification information section 612 of the decorative pattern 610 in the second display mode are colored in the same color by applying normal hatching common to these areas.
[0219] In addition, in the example shown in Figure 13(B), the common normal hatching is normal hatching at the same angle as the specific area PA in the decorative pattern 610 of the first display mode (see Figure 13(A)), thereby indicating that these areas PA, PB11, PB12, and PB13 in the decorative pattern 610 of the second display mode are colored in the same color as the specific area PA in the decorative pattern 610 of the first display mode.
[0220] Therefore, in decorative pattern 610 of the second display mode, the color of the octopus character constituting first identification information section 612 as a whole (i.e., specific area PA, area PB11, area PB12 and area PB13) is aggregated (commonized) to the color of specific area PA in decorative pattern 610 of the first display mode, so the number of colors of the character is reduced compared to the number of colors of the octopus character displayed in a multi-color manner in decorative pattern 610 of the first display mode (see Figure 13 (A)).
[0221] In addition, the porcupine fish character (see Figure 13 (D)) constituting the first identification information section 612 in the decorative pattern 610 in the second display mode is colored the same color in the specific area PA, area PB21, area PB22, area PB23, and area PB24.
[0222] More specifically, the porcupine fish character constituting the first identification information section 612 in the decorative pattern 610 of the second display mode, the entire area consisting of the specific area PA, area PB21, area PB22, area P23 and area PB24, is colored in the color (e.g., blue) of the specific area PA of the porcupine fish character in the decorative pattern 610 of the first display mode.
[0223] In the example shown in Figure 13(D), the specific areas PA, PB21, PB22, PB23 and PB24 of the porcupine fish character constituting the first identification information section 612 of the decorative pattern 610 in the second display mode are colored in the same color by applying normal hatching common to these areas.
[0224] In addition, in the example shown in Figure 13(D), the common normal hatching is normal hatching at the same angle as the specific area PA in the decorative pattern 610 of the first display mode (see Figure 13(C)), thereby indicating that these areas PA, PB21, PB22, PB23, and PB24 in the decorative pattern 610 of the second display mode are colored in the same color as the specific area PA in the decorative pattern 610 of the first display mode.
[0225] Therefore, in decorative pattern 610 of the second display mode, the color of the porcupine fish character constituting first identification information section 612 as a whole (i.e., specific area PA, area PB21, area PB22, area PB23 and area PB24) is consolidated into the color of specific area PA in decorative pattern 610 of the first display mode, just as in the case of the octopus character described above, so the number of colors of the character is reduced compared to the number of colors of the porcupine fish character displayed in a multi-color manner in decorative pattern 610 of the first display mode (see Figure 13 (C)).
[0226] In addition, Figures 13(B) and 13(D) show examples in which the first identification information section 612 in the decorative pattern 610 in the second display mode is an octopus or porcupine fish character, but in the decorative pattern 610 in the second display mode, for each of the seven types of characters that make up the first identification information section 612 other than the octopus and porcupine fish, each character is displayed in fewer colors than the number of colors of the corresponding character in the decorative pattern 610 in the first display mode, just as in the case of the octopus and porcupine fish described above.
[0227] Therefore, in the pachinko machine 100 of this embodiment, the display content of the first identification information portion 612 in the decorative pattern 610 in the first display mode (in this embodiment, a seafood character) is displayed in a multi-colored manner, whereas the display content of the first identification information portion 612 in the decorative pattern 610 in the second display mode is displayed in a manner with fewer colors than the decorative pattern 610 in the first display mode. In other words, in the pachinko machine 100 of this embodiment, the decorative pattern 610 in the second display mode is displayed in a manner simplified compared to the decorative pattern 610 in the first display mode in terms of the number of colors used to display the first identification information portion 612.
[0228] Furthermore, in the pachinko machine 100 of this embodiment, the display content (in this embodiment, a seafood character) of the first identification information section 612 in the decorative pattern 610 in the first display mode is displayed in a manner with low transmittance (i.e., low transparency or opaque), whereas the display content of the first identification information section 612 in the decorative pattern 610 in the second display mode is displayed with a higher transmittance than the decorative pattern 610 in the first display mode.
[0229] Note that the decorative pattern 610 in the second display mode may be configured such that the outline of the display content of the first identification information portion 612 remains, while the transmittance of the area inside the outline is increased. This makes it easier to recognize the outline of the display content of the first identification information portion 612 in the decorative pattern 610 in the second display mode. Therefore, for example, when the decorative pattern 610 in the second display mode is displayed in a variably changing manner (scrolling display) from top to bottom, the player can easily recognize the outline of the display content (character) of the first identification information portion 612, thereby making it easier for the player to identify the type of the first identification information portion 612.
[0230] In the decorative pattern 610 in the second display mode, the transparency of the display content of the first identification information portion 612 is higher than that of the decorative pattern 610 in the first display mode, and therefore, more of the background image is visible through the decorative pattern 610. In other words, in the pachinko machine 100 of this embodiment, the decorative pattern 610 in the second display mode is displayed in a simplified manner compared to the decorative pattern 610 in the first display mode in that the increased transparency results in more of the background being visible through the decorative pattern 610 (i.e., the decorative pattern 610 is made transparent or semi-transparent).
[0231] In Figure 13 and Figures 14 to 19 described below, the difference in transmittance of the first identification information section 612 in the decorative pattern 610 in the first display mode and the difference in transmittance of the first identification information section 612 in the decorative pattern 610 in the second display mode is expressed by the difference in the thickness of the drawing line used to draw the first identification information section 612 and the scale of the normal hatching.
[0232] More specifically, the higher the transmittance, the thinner the drawing lines are, and the higher the transmittance, the larger the scale of normal hatching (i.e., the wider the spacing between the lines that make up the hatching) is used, thereby indicating that the transmittance of the first identification information section 612 in the decorative pattern 610 in the second display mode is higher than the transmittance of the first identification information section 612 in the decorative pattern 610 in the first display mode.
[0233] In the following description, for convenience, the transparency of the first identification information portion 612 in the decorative pattern 610 in the first display mode is also referred to as “opaque,” and the transparency of the first identification information portion 612 in the decorative pattern 610 in the second display mode is also referred to as “semi-transparent.” " is also called.
[0234] 14 to 19 are screen diagrams showing an example of screen transitions of the variable display of the decorative pattern 610 executed by the decorative pattern display device 479. In each of the drawings from Fig. 14 to 19, in order to make the drawings easier to understand, when a plurality of identical components are included in each decorative pattern 610 displayed on the decorative pattern display device 479, the numbers assigned to some of these components (for example, the decorative pattern 610 and the first identification information section 612) may not be assigned to the remaining components.
[0235] 14 and 15 are examples of the display contents of the decorative symbol display device 479 before the variable display of the special symbol and the decorative symbol 610 starts.
[0236] In the pachinko machine 100 of this embodiment, the decorative symbol display device 479 displays the decorative symbol 610 in a variable manner by using three symbol rows 620L, 620M, and 620R aligned in the left-right direction on the display screen.
[0237] More specifically, the changing display of the decorative patterns is achieved by scrolling (moving) from top to bottom multiple types (more specifically, nine types) of decorative patterns 610 arranged in ascending or descending order in the vertical direction in each of the pattern columns 620L, 620M, 620R.
[0238] In the following explanation, of the three pattern rows 620L, 620M, and 620R, the pattern row 620L located on the far left will also be referred to as the left pattern row 620L, the pattern row 620R located on the far right will also be referred to as the right pattern row 620R, and the pattern row 620M located in the middle will also be referred to as the middle pattern row 620M.
[0239] A preset effective line is provided on the display screen of the decorative symbol display device 479. The "effective line" is a line where the game state transitions to a special game state when a jackpot symbol based on the decorative symbol 610 is displayed on the line as a stopped symbol.
[0240] Five pay lines are set in the pachinko machine 100 of this embodiment. Specifically, as shown in Fig. 14(A), three pay lines L1, L2, and L3 are set in the vertical direction that extend in a direction (horizontal direction) that intersects with the scrolling direction of the decorative pattern 610, a pay line L4 that extends in an upward and rightward direction, and a pay line L5 that extends in a downward and rightward direction.
[0241] The number of activated lines does not necessarily have to be five, but may be any suitable number such as one or more. For example, three activated lines may be set, consisting of the top line, bottom line, and middle line, or one activated line such as the middle line may be set.
[0242] If a jackpot is won in the special pattern lottery (first special pattern lottery, second special pattern lottery), the decorative patterns 610 in each pattern row 620L, 620M, 620R will be displayed stopped in a predetermined combination (for example, a combination of the same decorative patterns 610) corresponding to the jackpot pattern on one of the set valid lines.
[0243] In the example shown in Figure 14 (A), the decorative symbol 610 that is about to change is not stopped as a jackpot symbol on any of the effective lines L1, L2, L3, L4, L5. In other words, in this example, in the unit game related to the special symbol (first special symbol, second special symbol) that was previously performed, Indicates that the jackpot was not won in the pattern lottery.
[0244] As shown in FIG. 14(A), before the variable display of the special symbols and decorative symbols 610 starts, the decorative symbols 610 of each symbol row 620L, 620M, 620R are all displayed in the first display mode.
[0245] That is, before the start of the variable display of the decorative pattern 610, the display content (specifically, the seafood characters) of the first identification information portion 612 of the decorative pattern 610 is displayed in an opaque and multicolored manner. The specific area PA of each character constituting the first identification information portion 612 of each decorative pattern 610 is colored with a color that characterizes the character.
[0246] 14(A), before the variable display of the special symbols and decorative symbols 610 begins, each character constituting the first identification information portion 612 of each decorative symbol 610 is in a state of being seated in a state of being entirely in contact with the upper surface of the pedestal portion 611. In the following description, the posture of each character in a state of being entirely in contact with the upper surface of the pedestal portion 611 is also referred to as a "sitting posture."
[0247] 14(B), before each decorative pattern 610 displayed in each pattern row 620L, 620M, 620R starts to change display (scroll display) from top to bottom, the first identification information portion 612 moves upward so as to move away from the base portion 611 while maintaining the first display mode, without changing the position of the base portion 611. In the following description, the posture of each character that has moved upward and moved away from the base portion 611 is also referred to as the "jump posture."
[0248] In this way, in the pachinko machine 100 of this embodiment, before the decorative pattern 610 begins to change from top to bottom, the first identification information unit 612 moves from bottom to top, which is the opposite direction to the direction of the changing display of the decorative pattern 610 (hereinafter also simply referred to as the "changing direction"), so that the changing direction of the decorative pattern 610 can be suggested to the player by the direction of the movement.
[0249] In addition, when a character (first identification information section 612) that was in a seated position before the start of the changing display of the decorative pattern 610 moves to a jumping position, the upward movement distance H1 of the character may be a predetermined fixed distance, or it may be a variable distance that changes depending on the state of the game, such as the expected value for the special pattern lottery, or the state of the pachinko machine 100, such as the value set by the rear setting switch 905 (setting correspondence information).
[0250] After the character of each decorative pattern 610 displayed in each pattern row 620L, 620M, 620R transitions to a jumping pose, as shown in Figures 15(A) and 15(B), the decorative pattern display device 479 displays a water surface 615 for each decorative pattern 610. The water surface 615 gradually moves (rises) from below the character (first identification information portion 612) in each decorative pattern 610 in an upward direction relative to the character.
[0251] As shown in Figures 15(A) and 15(B), the characters constituting the first identification information section 612 in the decorative pattern 610 are displayed in an opaque and multicolored manner above the water surface 615, and in a translucent and reduced-color manner below the water surface 615.
[0252] As the water surface 615 rises relative to the character, the portion of the character above the water surface 615 that is displayed in an opaque, multicolored manner gradually decreases, and the portion below the water surface 615 that is displayed in a semi-transparent, sparsely colored manner gradually increases. That is, the decorative pattern 610 that was displayed in the first display mode before the water surface 615 was displayed gradually switches from the bottom to the second display mode as the water surface 615 rises.
[0253] In this way, in the pachinko machine 100 of this embodiment, before the decorative pattern 610 starts to change from top to bottom, the decorative pattern 610 gradually switches from the first display mode to the second display mode from bottom to top, which is the opposite direction to the change direction of the decorative pattern 610, so the direction in which the display mode of the decorative pattern 610 switches can suggest to the player the change direction of the decorative pattern 610.
[0254] In the pachinko machine 100 of this embodiment, the display mode of the base portion 611 and the second identification information portion 613 does not change even when the water surface 615 rises, but similar to the first identification information portion 612, the display mode of the portions of the base portion 611 and the second identification information portion 613 below the water surface 615 may change to a different mode when the water surface 615 gradually rises.
[0255] 15(C), when the water surface 615 rises above the first identification information portion 612, the decorative patterns 610 of each of the pattern rows 620L, 620M, 620R are all displayed completely in the second display mode. In other words, when the water surface 615 rises above the first identification information portion 612, the display content of the first identification information portion 612 in the decorative pattern 610 is displayed semi-transparently and in a mode with fewer colors (reduced colors) than when the decorative pattern 610 is in the first display mode.
[0256] As shown in Figures 15(A) to 15(C), while the decorative pattern 610 switches from the first display mode to the second display mode as the water surface 615 rises, the character (first identification information section 612) of each decorative pattern 610 remains in a jumping position.
[0257] When the decorative symbols 610 are switched to the second display mode due to the rise of the water surface 615, the display of the decorative symbols 610 starts to change, and each decorative symbol 610 displayed in each symbol row 620L, 620M, 620R changes (scrolls) from top to bottom at high speed. In the following description, the changing display of the decorative symbols 610 that changes from top to bottom at high speed is also referred to as "high-speed change."
[0258] Therefore, in the pachinko machine 100 of this embodiment, as a preparatory stage before the display of the decorative pattern 610 begins to change, the character moves from a seated position to a jumping position and the display mode of the decorative pattern 610 is simplified (i.e., displayed in the second display mode).Therefore, the direction of the character's movement in the preparatory stage and the direction in which the display is simplified can make the player aware of the direction in which the decorative pattern 610 will change thereafter, thereby making the player look forward to the start of the display of the decorative pattern 610 changing.
[0259] Fig. 16(A) is an example of the display content of the decorative pattern display device 479 when the decorative pattern 610 changes at high speed. In Fig. 16(A) and Fig. 16(B) and subsequent figures described below, the rapidly changing decorative pattern 610 is schematically represented by three thick downward arrow lines aligned in the left-right direction.
[0260] Although not shown, when the decorative symbols 610 change at high speed, the player can faintly see the decorative symbols 610 in which the characters (first identification information portions 612) are in a jumping position. That is, after the decorative symbols 610 of each of the symbol rows 620L, 620M, 620R are switched from the first display mode to the second display mode, the characters constituting the first identification information portions 612 start changing at high speed while maintaining the jumping position.
[0261] During the high-speed fluctuation, the decorative pattern 610 displayed in the second display mode can be seen. That is, in the decorative pattern 610 that changes at high speed, the first identification information section 612 is displayed in a simplified display mode, and the amount of information reduced by the simplification makes it possible to identify the type of character (first identification information section 612) of each decorative pattern 610. For example, the number of colors is reduced by simplifying the first identification information section 612, so that the characters of the decorative pattern 610 that changes at high speed can be recognized as blocks of color moving at high speed, and thereby the type of character can be identified by the difference in colors that is recognized even during the high-speed fluctuation.
[0262] The decorative pattern 610 that changes at high speed is displayed in a second display mode in which the first identification information portion 612 is simplified, and the transparency of the decorative pattern 610 is increased (the display is lighter) as an effect of the high speed change. Therefore, when the decorative pattern 610 changes at high speed, a background image (not shown) displayed behind the decorative pattern 610 becomes visible through the decorative pattern 610.
[0263] When a predetermined time (for example, 3 seconds) has elapsed since the start of the display of the decorative symbols 610 of each symbol row 620L, 620M, 620R, the speed of change of the left symbol row 620L decreases, and the display of the decorative symbols 610 changes at a low speed. In the following description, the display of the decorative symbols 610 that changes at a low speed after changing at a high speed is also referred to as "low speed change."
[0264] 16(B) and 17 are examples of the display contents of the decorative pattern display device 479 when the decorative pattern 610 of the left pattern column 620L fluctuates at a slow speed. In FIG. 16(B) and each of the figures from FIG. 16(C) onward, a thin downward arrow indicates that the decorative pattern 610 fluctuates at a slow speed.
[0265] 16(B), the slowly varying decorative pattern 610 is displayed in the second display mode. That is, the display content of the first identification information portion 612 of the slowly varying decorative pattern 610 is displayed in a mode with fewer colors (fewer colors) and in a translucent mode compared to when the decorative pattern 610 is in the first display mode.
[0266] 16(B), the character (first identification information portion 612) of each decorative pattern 610 that changes at a slow speed is in a sitting position. In other words, when the changing display of the decorative pattern 610 changes from a fast changing to a slow changing, the character of each decorative pattern 610 changes from a jumping position to a sitting position.
[0267] After the decorative patterns 610 in the left pattern row 620L have shifted to a slow fluctuation, the decorative pattern display device 479 again displays the water surface 615 for each decorative pattern 610, as shown in Figures 17(A) and 17(B). As the decorative patterns 610 move slowly from top to bottom, the water surface 615 gradually moves (rises) upward from below the character (first identification information portion 612) in each decorative pattern 610 relative to the character.
[0268] As shown in Figures 17(A) and 17(B), when the water surface 615 is displayed while the decorative pattern 610 is fluctuating slowly, unlike when the water surface 615 is displayed before the decorative pattern 610 starts to change (see Figures 15(A) and 15(B)), the characters constituting the first identification information section 612 in the decorative pattern 610 are displayed in a semi-transparent manner with fewer colors (reduced colors) above the water surface 615, and in an opaque manner with multiple colors below the water surface 615.
[0269] As the water surface 615 rises relative to the character, the part of the character that is above the water surface 615 and is translucent and has few colors gradually decreases, and the part that is below the water surface 615 and is displayed in an opaque and multicolored manner gradually increases. In other words, the decorative pattern 610 that was displayed in the second display manner before the water surface 615 was displayed becomes the decorative pattern 610 that is displayed in the second display manner before the water surface 615 is displayed. As the decorative pattern 610 rises, it gradually switches from the bottom to the first display mode. In other words, after the decorative pattern 610 shifts to a slow fluctuation, it gradually switches from the second display mode to the first display mode in the direction opposite to the fluctuation direction of the decorative pattern 610.
[0270] 17(C), when the water surface 615 rises above the first identification information section 612, the decorative patterns 610 of the left pattern column 620L are displayed completely in the first display mode. After the water surface 615 rises above the first identification information section 612 and the display mode of the decorative patterns 610 completely changes to the first display mode, the decorative patterns 610 of the left pattern column 620L stop moving (scrolling) from top to bottom.
[0271] In other words, the water surface 615 rises above the first identification information section 612, and as a result, the display content of the first identification information section 612 in the decorative pattern 610 of the left pattern column 620L changes in transmittance from translucent to opaque, and the number of colors increases and the display becomes multicolored, and then the decorative pattern 610 of the left pattern column 620L is displayed stationary.
[0272] Therefore, in the pachinko machine 100 of this embodiment, before the decorative pattern 610 of the left pattern row 620L is stopped and displayed, the display mode of the decorative pattern 610 is displayed in a more complex manner than the decorative pattern 610 of the second display mode in terms of the transmittance and number of colors for displaying the first identification information section 612.
[0273] Furthermore, before the slowly changing decorative pattern 610 is displayed as stopped, the decorative pattern 610 gradually switches from the second display mode to the first display mode in the direction opposite to the direction of change of the decorative pattern 610 (i.e., from bottom to top), so that the direction in which the display mode of the decorative pattern 610 switches can suggest to the player that the changing display of the decorative pattern 610, which moves in a predetermined direction of change (i.e., from top to bottom), will stop.
[0274] Here, as shown in Figures 17(A) to 17(C), while the decorative patterns 610 in the left pattern column 620L switch from the second display mode to the first display mode due to the rise of the water surface 615, the characters (first identification information section 612) of each decorative pattern 610 remain in a seated position.
[0275] At a predetermined time during the period from when the decorative pattern 610 of the left pattern column 620L changes from high-speed fluctuation to low-speed fluctuation until the decorative pattern 610 of the left pattern column 620L is stopped and displayed, the decorative pattern 610 of the right pattern column 620R changes from high-speed fluctuation to low-speed fluctuation, as shown in Fig. 17(B) . When the decorative pattern 610 of the right pattern column 620R changes at a low speed, the decorative pattern 610 is displayed in the second display mode, and the character constituting the first identification information portion 612 assumes a seated position, as in the case of the decorative pattern 610 of the left pattern column 620L described above.
[0276] FIG. 18 is an example of the display contents of the decorative symbol display device 479 after the decorative symbol 610 of the left symbol column 620L is stopped and displayed.
[0277] After the decorative pattern 610 of the left pattern column 620L is stopped and displayed, as shown in Figure 18 (A), the decorative pattern 610 of the left pattern column 620L maintains the first display mode, while enlarging the size of the character (first identification information section 612) and changing the character's posture from a seated posture to a jumping posture.
[0278] In addition, when the character (first identification information section 612) that was in a seated position moves to a jumping position after the decorative pattern 610 is stopped and displayed, the upward movement distance H2 of the character may be a predetermined fixed distance, or may be a variable distance that changes depending on the state of the game, such as the expected value (expectation level) for the special pattern lottery, or the state of the pachinko machine 100, such as the value set by the rear setting switch 905 (setting correspondence information). The expected value (degree of expectation) is a numerical expression of the probability (probability) when a predetermined effect is executed, in which the probability (probability) of winning the symbol lottery or transitioning to a predetermined game state is different from when the predetermined effect is not executed. The expected value (probability) of a predetermined effect can be controlled by controlling the main control board 920 and the sub-control board 940 to vary the execution rate of the predetermined effect for wins and non-wins, or for transitions to a game state.
[0279] The value of the movement distance H2 may be different from or the same as the movement distance H1 described above. Furthermore, in a configuration in which the movement distance H1 is a variable distance depending on the game or the state of the pachinko machine 100, the movement distance H1 may be a variable distance depending on the state, or the movement distance H2 may be a distance unrelated to the state. Furthermore, in a configuration in which the movement distance H1 and the movement distance H2 are variable distances depending on the game or the state of the pachinko machine 100, the movement distance H1 and the movement distance H2 may correspond to the same state, or may correspond to different states.
[0280] 18(A), in accordance with the timing when the decorative pattern 610 of the left pattern row 620L of the character constituting the first identification information portion 612 switches from its posture to a jumping posture, the numerical value constituting the second identification information portion 613 is also enlarged in size in the same manner as the character. At this time, the enlarged numerical value (second identification information portion 613) may be configured to perform a predetermined action, such as rotating once around a vertical axis passing through the approximate center of the numerical value.
[0281] In addition, when the second identification information section 613 is configured to be a combination of identification information and a drawing section depicting content unrelated to the identification information, the size of the drawing section (for example, a circular drawing section decoratively arranged behind each numerical value) may be configured to increase in size along with the size of the numerical values as identification information, or the size of the drawing section may not change even if the size of the numerical values increases.
[0282] After the decorative pattern 610 in the left pattern row 620L is stopped and displayed, the character (first identification information section 612) grows in size and transitions to a jumping position (see Figure 18(A)), and then, as shown in Figure 18(B), while maintaining the first display mode, the size of the character is reduced to its original size (standard size), and the character's position transitions from the jumping position to a sitting position.
[0283] At this time, the numerical value (second identification information portion 613), which has been enlarged like the character after the decorative pattern 610 is stopped and displayed, also shrinks to its original size. When the character constituting the first identification information portion 612 returns to its original size and the transition to the seated posture is completed, the variable display of the decorative pattern 610 in the left pattern row 620L completely stops.
[0284] After the varying display of the decorative pattern 610 in the left pattern column 620L has completely stopped, the decorative pattern 610 that had been varying slowly in the right pattern column 620R transitions to the first display mode and then is displayed stationary, and then the character that constitutes the first identification information section 612 becomes larger and transitions to a jumping pose, before completely stopping as shown in Figure 18(C).
[0285] In this way, in the pachinko machine 100 of this embodiment, before the varying display of the decorative pattern 610 completely stops, the first identification information unit 612 moves from bottom to top, which is the opposite direction to the varying direction of the decorative pattern 610, so that the direction of movement can suggest to the player that the decorative pattern 610, which has been moving in a predetermined varying direction (i.e., from top to bottom), will completely stop. Also, before the varying display of the decorative pattern 610 completely stops, the size of the character that is the first identification information unit 612 changes, so the player can recognize that the decorative pattern 610 that has stopped in the left pattern row 620L forms part of the final display.
[0286] Although illustrations of the process in which the decorative pattern 610 of the right pattern column 620R transitions from the second display mode to the first display mode and the process in which the character (first identification information section 612) becomes larger and transitions to a jumping position after being stopped and displayed are omitted, these processes are carried out in the same manner as in the case of the left pattern column 620L described with reference to Figures 17 and 18(A).
[0287] 18(C), for example, when the decorative pattern 610 of the middle pattern column 620M changes from a high-speed change to a low-speed change, the decorative pattern 610 of the middle pattern column 620M also changes at a low speed, as in the case of the decorative pattern 610 of the left pattern column 620L described above, and the character constituting the first identification information portion 612 assumes a seated position.
[0288] FIG. 19 is an example of the display contents of the decorative symbol display device 479 after the decorative symbol 610 of the right symbol row 620R is stopped and displayed.
[0289] After the varying display of the decorative symbols 610 in the right symbol column 620R has completely stopped, the decorative symbols 610 that had been varying at a slow speed in the middle symbol column 620M transition from the second display mode to the first display mode, and then are stopped and displayed as shown in Fig. 19(A). Note that although the illustration of the process by which the decorative symbols 610 in the middle symbol column 620M transition from the second display mode to the first display mode is omitted, it is performed in the same manner as in the case of the left symbol column 620L described with reference to Fig. 17.
[0290] After the decorative pattern 610 of the middle pattern column 620M is stopped and displayed, as shown in Figure 19 (B), the decorative pattern 610 of the middle pattern column 620M, like the left pattern column 620L described above, maintains the first display mode while enlarging the size of the character (first identification information section 612) and changing the character's posture from a seated posture to a jumping posture.
[0291] When the decorative symbols 610 in the middle symbol column 620M grow larger and transition to a jumping position, unlike the left symbol column 620L and the right symbol column 620R described above, as shown in Fig. 19(B), a substantially concentric ripple 618 is displayed behind the decorative symbols 610. This allows the player to recognize that when the ripple 618 is displayed, a confirmation display will occur for each of the decorative symbols 610 in the three symbol columns 620L, 620M, and 620R.
[0292] After the decorative pattern 610 of the middle pattern column 620M is stopped, the character (first identification information portion 612) grows larger and transitions to a jumping position (see FIG. 19(B)). As shown in FIG. 19(C), while maintaining the first display mode, the size of the character shrinks to its original size, and the character transitions from a jumping position to a sitting position, as in the case of the left pattern column 620L described above. When the transition of the character to the sitting position is completed, the variable display of the decorative pattern 610 in the middle pattern column 620M completely stops.
[0293] In the pachinko machine 100 of this embodiment described above, before the display of the decorative pattern 610 begins to change, the entire first identification information section 612 (seafood character) in each decorative pattern 610 is simplified in terms of the number of colors and transmittance (i.e., changed to a translucent form with a reduced number of colors), but the area simplified in the first identification information section 612 before the display of the decorative pattern 610 begins to change does not necessarily have to be the entire first identification information section 612, and it may be configured so that at least a portion of the area in the first identification information section 612 is simplified.
[0294] In addition, in the pachinko machine 100 of the present embodiment described above, the decorative pattern 610 is displayed in a variable manner. Before stopping the display of the decorative pattern 610, the entire first identification information section 612 (seafood character) in each decorative pattern 610 is configured to be complicated in terms of the number of colors and transmittance (i.e., changed to an opaque and multi-colored form), but the area that is complicated in the first identification information section 612 before stopping the changing display of the decorative pattern 610 does not necessarily have to be the entire first identification information section 612, and it may be configured so that at least a portion of the area in the first identification information section 612 is complicated.
[0295] Here, the operation and effects of the pachinko machine 100 according to this embodiment will be described.
[0296] In the pachinko machine 100 of this embodiment, the sub-control board 940, which serves as a control means for controlling the display content (e.g., decorative pattern 610) displayed by the decorative pattern display device 479, is configured to perform at least the following control steps to display the first identification information section 612 of the decorative pattern 610 as a predetermined display object on the decorative pattern display device 479: a movement display control for moving the display object (i.e., the first identification information section 612) in a predetermined direction from top to bottom; and a movement preparation control for moving the display object in the opposite direction from the predetermined direction (i.e., from bottom to top) before the movement display control, and starting to move in the predetermined direction after the movement in the opposite direction; and the control means is configured to perform display control in the movement preparation control to simplify the display mode of at least a part of the predetermined display object, for example, in terms of the number of colors or transmittance of the display object.
[0297] Therefore, before the first identification information unit 612 as a predetermined display object is moved in a predetermined direction (i.e., from top to bottom) by the movement display control, it is temporarily moved in a direction opposite to the predetermined direction by the movement preparation control. Therefore, before the decorative pattern 610 including the predetermined display object (first identification information unit 612) is moved in the predetermined direction, the movement direction (i.e., the predetermined direction) of the decorative pattern 610 can be suggested by the movement direction (i.e., the direction opposite to the predetermined direction) of the first identification information unit 612 by the movement preparation control performed as a preparation stage before the movement.
[0298] Furthermore, before the first identification information portion 612 as a predetermined display object is moved in a predetermined direction by the movement display control, the display mode of at least a part of the display object is simplified in the movement preparation control of the predetermined display object (i.e., before being moved from top to bottom), so that the occurrence of the simplification can suggest to the player that the decorative pattern 610 including the predetermined display object (first identification information portion 612) will subsequently move in the predetermined direction. This allows the player to recognize the simplification as a preparation stage for the movement of the decorative pattern 610 in the predetermined direction, so that when the player recognizes the simplification, the player can look forward to the start of the movement of the decorative pattern 610 in the predetermined direction.
[0299] In this way, before the first identification information portion 612 as a predetermined display object is moved in a predetermined direction, the predetermined display object moves in a direction opposite to the predetermined direction, and the display mode of at least a part of the predetermined display object is simplified, so that it is possible to easily impress on the player the start of movement of the decorative pattern 610 including the first identification information portion 612 in the predetermined direction. This makes it possible to increase the enjoyment of the game by the display content on the decorative pattern display device 479 that variably displays identification information such as the decorative pattern 610.
[0300] In the pachinko machine 100 of this embodiment, the sub-control board 940 as a control means for controlling the display content (for example, the decorative pattern 610) displayed by the decorative pattern display device 479 controls the display of the first identification information part 612 of the decorative pattern 610 as a predetermined display object on the decorative pattern display device 479 by performing a first display control for moving and displaying the display object (i.e., the first identification information part 612) in a predetermined direction in a first display mode (specifically, an opaque and multicolored mode); The display control is configured to perform at least a second display control in which the image is moved (fluctuated at high speed) faster than in the first display control in a second display mode (specifically, a mode that is semi-transparent and has a small number of colors) that simplifies the display mode.
[0301] Therefore, the first identification information portion 612 as a predetermined display object displayed and moving in a predetermined direction is displayed in a second display mode in which the display mode of at least a part of the first identification information portion 612 is simplified when the display object moves faster than when the display object moves in the first display mode. This makes it possible to emphasize (add emphasis to) the change in speed of the movement display of the predetermined display object in the predetermined direction by the difference in the display mode of the predetermined display object, thereby increasing the interest in the game by the display content on the decorative pattern display device 479 which variably displays identification information such as the decorative pattern 610.
[0302] Furthermore, in the faster movement display, the predetermined display object is displayed in a second display mode in which the display mode of at least a part of the predetermined display object is simplified, and the simplification reduces the amount of information, making it possible to identify the predetermined display object even in the fast movement display. Furthermore, since the display mode of at least a part of the predetermined display object is simplified in the faster movement display, the load of display control when the fast movement display is performed can be reduced.
[0303] In the pachinko machine 100 of this embodiment, the sub-control board 940, which serves as control means for controlling the display content (e.g., decorative pattern 610) displayed by the decorative pattern display device 479, is configured to perform at least the following control steps to display the first identification information section 612 of the decorative pattern 610 as a predetermined display object on the decorative pattern display device 479: a movement display control for moving the display object (i.e., the first identification information section 612) from top to bottom in a predetermined direction; and a movement stop control for moving the display object in a direction other than the predetermined direction (e.g., a direction opposite to the predetermined direction or a direction intersecting the predetermined direction) after the movement in the other direction, and stopping the movement in the predetermined direction after the movement in the other direction; and the control means is configured to perform display control in the movement stop control to complicate the display mode of at least a part of the predetermined display object, for example, in terms of the transmittance or number of colors of the display object.
[0304] Therefore, the first identification information section 612 as a predetermined display object is moved once in a direction different from the predetermined direction (i.e., from top to bottom) after moving in the predetermined direction and before the movement is stopped, and the direction of movement can suggest to the player that the movement of the predetermined display object that has been moving in the predetermined variable direction will stop.
[0305] Furthermore, the first identification information section 612 as a predetermined display object has the display mode of at least a part of the predetermined display object complicated during the movement stop control of the predetermined display object (i.e., before the movement in the predetermined direction is stopped), so that the occurrence of this complication can suggest to the player that the movement of the predetermined display object will subsequently be stopped.
[0306] In this way, before the movement of the first identification information portion 612 as a predetermined display object in the predetermined direction is stopped, the predetermined display object is moved in the direction opposite to the predetermined direction, and the display mode of at least a part of the predetermined display object is made complex, so that it is possible to easily impress upon the player that the movement of the decorative pattern 610 including the first identification information portion 612 in the predetermined direction has been stopped. This makes it possible to increase the enjoyment of the game by the display content on the decorative pattern display device 479 that variably displays identification information such as the decorative pattern 610.
[0307] In the pachinko machine 100 of this embodiment, a plurality of devices are provided, each of which has a base part 611 as a common part having the same display content and a first identification information part 612 as a different part having different display content. The sub-control board 940, which serves as a control means for controlling the display content (e.g., decorative pattern 610) displayed by the decorative pattern display device 479 that performs a variable display using the decorative pattern 610, is configured to perform at least a first display control for displaying the plurality of decorative patterns 610 on the decorative pattern display device 479, in which the sub-control board 940 controls the display of the plurality of decorative patterns 610 in a first display mode, and a second display control for displaying the plurality of decorative patterns 610 in a second display mode that simplifies the display mode of at least a part of the different part (first identification information part 612) in terms of, for example, the number of colors or transmittance of the display object without changing the display mode of the common part (base part 611) compared to the first display control.
[0308] Therefore, the display mode of each different portion (i.e., the first identification information portion 612) in the plurality of decorative patterns 610 can be made different between the first display mode and the second display mode. This makes it easier for the player to be impressed by each different portion that can characterize each decorative pattern 610 in the plurality of decorative patterns 610, and therefore makes the game more interesting depending on the display content on the decorative pattern display device 479 that variably displays identification information such as the decorative patterns 610.
[0309] Second Embodiment Next, a second embodiment will be described with reference to Figures 20 to 116. In the pachinko machine 100 of the second embodiment, a device is provided to suitably increase the attention to the pachinko machine 100 configured so that multiple types of stages can be set.
[0310] In the following description, the same components as those in the pachinko machine 100 of the above-described embodiment (hereinafter also referred to as the "first embodiment") will be assigned the same reference numerals and will not be described again. Furthermore, the components described below as the second embodiment may be combined with the components or multiple components of the above-described first embodiment and added to the components of the pachinko machine 100, or may be provided in place of some of the components of the pachinko machine 100 of the above-described first embodiment.
[0311] The pachinko machine 100 of this embodiment is configured to be able to display one stage on the decorative pattern display device 479 from among a plurality of types of stages prepared in advance as stages (stages) for a display performance including a variable display of decorative patterns that can be displayed on the decorative pattern display device 479 (hereinafter, the performance will also be referred to as a "variable performance"). Note that, hereinafter, the stage for the variable performance will simply be referred to as a "stage," and in particular, the stage displayed on the decorative pattern display device 479 will also be referred to as a "display target stage."
[0312] The control for setting one stage as the display target stage corresponds to the control for storing information corresponding to one stage to be set as the display target stage in a storage area for storing information corresponding to the display target stage by the sub-control board 940. In this embodiment, a pachinko machine 100 will be described in which four types of stages, consisting of stage A, stage B, stage C, and stage D, are prepared as stages that can be set as the display target stage.
[0313] The "stage" includes components such as the type of decorative pattern 610, 1610 (see Figures 13 and 21) displayed in the variable performance, the type of background 1630 (see Figure 21) that serves as the background image for the decorative pattern 1610 in the variable performance, the melody of the variable sound output in synchronization with the variable performance, the specifications of the pressing operation device 261 (for example, the hardness of the operation feel), and the images (for example, characters) that appear during the variable performance, and one stage is composed of one component or a combination of multiple components. Differences between stages are created by differences in at least some of the one or multiple components that make up the stage.
[0314] Fig. 20(A) is a screen diagram showing an example of a screen of the variable performance displayed on the decorative pattern display device 479, and Fig. 20(B) is an explanatory diagram for explaining the characteristics of each of the four types of stages. Fig. 21 is an explanatory diagram for explaining the variable performance executed in each stage.
[0315] As shown in Figure 20(A), in the variable presentation, decorative patterns 1610 are displayed which are arranged in the left-right direction so that the results of the special pattern lotteries (first special pattern lottery, second special pattern lottery) can be displayed, and a background 1630 which serves as a background image for the decorative patterns 1610. Data for the decorative patterns 1610 and the background 1630 is stored in a predetermined area of the ROM of the sub-control board 940, and the sub-control board 940 combines the decorative patterns 1610 and the background 1630 and displays them on the decorative pattern display device 479.
[0316] In the pachinko machine 100 of this embodiment, the decorative symbols 1610 in each of the three symbol rows aligned in the left-right direction are displayed in only one row, and the decorative symbols 1610 are sequentially switched in a predetermined order in that row to execute a variable display of the decorative symbols 1610 (part of the variable performance). The variable display of the decorative symbols 1610 may be configured to be scrolled up and down in each symbol row, as in the first embodiment described above.
[0317] As shown in Figure 20 (B), four types of stages (stages A to D) are prepared so that they can be set as display target stages, and the pattern types of the decorative patterns 610, 1610 that appear on each stage are different, and the background types of the backgrounds 1630 that appear are also different.
[0318] Specifically, the decorative pattern that appears in the variable performance of stage A is a decorative pattern 1610 that includes a character (e.g., an octopus) as identification information 1612 similar to that in the first identification information section 612 (see FIG. 13) and a numerical value (e.g., 1) as identification information 1613 similar to that in the second identification information section 613 (see FIG. 13), as shown in FIG. 21(A). The decorative pattern 1610 that appears in stage A is designated as pattern type A.
[0319] The background 1630 that appears in the changing performance of stage A is a background image of "daytime" with the sun rising in the sky, as shown in Fig. 21(B). The background 1630 that appears in stage A is referred to as background type A.
[0320] The decorative pattern that appears in the variable performance of stage B is a decorative pattern 1610 including a numerical value (for example, 1) as identification information 1613, as shown in FIG. 21(C). In other words, in stage B, a pattern that looks different from the pattern of pattern type A set in stage A is set. The decorative pattern 1610 that appears in stage B is set to be pattern type B.
[0321] The background 1630 that appears in the variable performance of stage B is configured as a background image of "evening" with the sun sinking below the horizon, as shown in Fig. 21(D). In other words, in stage B, the background 1630, which is a display part unrelated to the appearance of the decorative pattern 1610 in the variable performance, is set to a type of content different from the content of background type A that is set in stage A. The background 1630 that appears in stage B is referred to as background type B.
[0322] The decorative pattern that appears in the variable performance of stage C is a decorative pattern 1610 that includes a character (for example, an octopus) as identification information 1612, as shown in FIG. 21(E). That is, in stage C, a pattern that looks different from the patterns of pattern type A and pattern type B is set. The decorative pattern 1610 that appears in stage C is designated as pattern type C.
[0323] The background 1630 that appears in the stage C variation performance is as shown in FIG. It is configured as a background image of "night" with the moon rising in the sky. That is, in stage C, background 1630, which is a display part unrelated to the appearance of decorative pattern 1610 in the variable performance, is set to a type of content different from the content of background type A and the content of background type B. The background 1630 that appears in stage C is background type C.
[0324] In the pachinko machine 100 of this embodiment, of the stages A to D prepared so that they can be set as display target stages, the above three types of stages A to C are configured so that the display target stages are switched sequentially by the control of the pachinko machine 100 (more specifically, by the control of the sub-control board 940) each time a predetermined condition (hereinafter, this condition will also be referred to as the "display target stage switching condition") is met, as will be described in detail later.
[0325] Conditions for switching the display target stage include, for example, when a variable display of a special symbol is executed a predetermined number of times (for example, 20 times) in the current display target stage, when a predetermined lottery (hereinafter, this lottery is also referred to as a "stage end lottery") executed in the sub-control board 940 each time a variable display of a special symbol is executed is won (i.e., when the end of the current display target stage is selected), and when a predetermined variable effect (for example, a variable effect with variable sounds X, Y, and Z described below as background sounds) is executed.
[0326] In addition, as a condition for switching the display target stage, the number of times the variable display of the special symbol is executed (hereinafter also simply referred to as the "number of times the variable display is executed") does not necessarily have to be the same in all stages, and the number of times the variable display is executed as the condition may be different for each stage. Also, the probability of winning by the stage end lottery may be different for each stage.
[0327] In addition to or instead of the configuration in which the display target stage is set by sequentially switching from among stages A to C when the conditions for switching the display target stage are met as the game progresses, the display target stage may be set by sequentially switching from among stages A to C when the player operates the pressing operation device 261 during a predetermined period (for example, during standby or variable display, which are non-play states).
[0328] Stage D is a special stage that temporarily appears through an interrupt effect that occurs when the display target stage is one of stages A to C and a specified condition is met (for example, when a low probability (for example, 3%) is achieved in a specified lottery).
[0329] The decorative pattern that appears on stage D is the decorative pattern 610 described in the first embodiment above (see FIG. 21(G)). More specifically, the decorative pattern that appears on stage D includes a character (e.g., an octopus) as the first identification information section 612 and a numerical value (e.g., 1) as the second identification information section 613, and is configured as a pattern in which the character is seated on a pedestal section 611. In other words, a pattern that looks different from any of the patterns of pattern types A to C is set on stage D. The decorative pattern 610 that appears on stage D is designated as pattern type D.
[0330] The background 1630 that appears in the variable performance of stage D is configured as an "underwater" background image (see FIG. 21(H)). In FIG. 21(H), the "underwater" background image is represented by diagonal hatching slanting downward to the right. In other words, in stage D, the background 1630, which is a display part that is not related to the appearance of the decorative pattern 610 in the variable performance, is set to a type of content that is different from the content of any of background types A to C. The background 1630 that appears in stage D is set to background type D.
[0331] As shown in Fig. 20(B), the music (musical sounds) output as background sounds for the variable effects displayed on each stage A, stage B, stage C, and stage D are set to different music that matches the image of each stage. Note that, hereinafter, the music output as background sounds for the variable effects (variable displays) is also referred to as "variable sounds."
[0332] Specifically, the fluctuating sounds used in the fluctuating performance of stage A are fluctuating sounds A (more specifically, fluctuating sounds A1 to A3) and fluctuating sound X, which are music with a melody that matches the image of "daytime" indicated by background pattern A.
[0333] The fluctuating sounds used in the fluctuating performance of stage B are fluctuating sounds B (more specifically, fluctuating sounds B1 to B3) and fluctuating sound Y, which are music with a melody that matches the image of "evening" shown by background pattern B. Fluctuating sounds B and Y are music with a different feel from the fluctuating sounds used in stage A (fluctuating sounds A and X).
[0334] The fluctuating sounds used in the fluctuating performance of stage C are fluctuating sounds C (more specifically, fluctuating sounds C1 to C3) and fluctuating sound Z, which are music with a melody that matches the image of "night" indicated by background pattern C. In other words, fluctuating sounds C and Z are music with a different feel from the fluctuating sounds used in stage A (fluctuating sounds A and X) and the fluctuating sounds used in stage B (fluctuating sounds B and Y).
[0335] The sound used in the stage D transition is sound transition D, a musical melody that matches the "underwater" image shown by background pattern D.
[0336] In the pachinko machine 100 of this embodiment, the variable sounds used in the variable performance of each stage (stages A to D) are composed of multiple types of variable sounds that have the same image melody for each stage, but each have a different atmosphere due to differences in tone, melody, etc.
[0337] Specifically, the variable sound A is composed of three types of variable sounds (variable sound A1, variable sound A2, and variable sound A3) each with a different atmosphere, while having a melody (for example, a bright samba sound) that evokes the image of "daytime" indicated by the background pattern A. The musical sound data of each of the variable sounds A (variable sounds A1 to A3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0338] The fluctuation sounds A1, A2, and A3 are all composed of musical sounds with common content during a predetermined period (for example, the period until a reach display appears) from the start of the fluctuation effect in which they are played as background sounds (i.e., from the start of the fluctuation display of the decorative pattern 1610) regardless of whether the fluctuation effect is a fluctuation effect with a reach display or a fluctuation effect without a reach display (hereinafter, the fluctuation effect will also be referred to as a "miss fluctuation"). The portion of the fluctuation sound after the predetermined period is composed of musical sounds according to the type of fluctuation effect (i.e., the type of fluctuation display of the decorative pattern 1610). Therefore, immediately after the start of the fluctuation effect, it is impossible or difficult to determine from the fluctuation sounds A1, A2, and A3 whether the fluctuation effect is a miss fluctuation or a fluctuation display with a reach display.
[0339] Like the variable sounds A1, A2, and A3, the variable sound X has a melody that evokes the image of "daytime" indicated by the background pattern A on stage A, and is a variable sound with a different atmosphere from any of the variable sounds A1, A2, and A3. The musical sound data of the variable sound X is stored in a predetermined area of the ROM of the sub-control board 940.
[0340] In addition, the variable sound X may be a musical sound with the same content as the predetermined period of the variable sounds A1, A2, and A3 described above, or may be a musical sound with different content, during the predetermined period after the start of the variable performance.
[0341] If the predetermined period portion of variable sound X is a musical sound with the same content as the predetermined period portion of variable sounds A1, A2, A3 described above, it is impossible or difficult to determine immediately after the start of the variable performance whether the background sound played in the variable performance is variable sound A (more specifically, any of variable sounds A1 to A3) or variable sound X.
[0342] If the predetermined period portion in the variable sound X is a musical sound having a content different from the predetermined period portion in the above-mentioned variable sounds A1, A2, and A3, it is possible to determine immediately after the start of the variable performance whether the background sound played in the variable performance is variable sound A or variable sound X.
[0343] The variable sound B is composed of three types of variable sounds (variable sound B1, variable sound B2, and variable sound B3) each with a different atmosphere, while having a melody (for example, a bright jazz sound) that evokes the image of "evening" indicated by the background pattern B. The musical sound data of each of the variable sounds B1 to B3 is stored in a predetermined area of the ROM of the sub-control board 940.
[0344] The fluctuation sounds B1, B2, and B3 are all composed of musical sounds with common content during a predetermined period (for example, the period until the reach display appears) from the start of the fluctuation effect in which they are played as background sounds (i.e., from the start of the fluctuation display of the decorative pattern 1610) regardless of whether the fluctuation effect is a fluctuation effect accompanied by a reach display or a loss fluctuation. The portion of the fluctuation sounds after the predetermined period is composed of musical sounds according to the type of fluctuation effect (i.e., the type of fluctuation display of the decorative pattern 1610). Therefore, immediately after the start of the fluctuation effect, it is impossible or difficult to determine from the fluctuation sounds B1, B2, and B3 whether the fluctuation effect is a loss fluctuation or a fluctuation display accompanied by a reach display.
[0345] Like the variable sounds B1, B2, and B3, the variable sound Y has a melody that evokes the image of "evening" indicated by the background pattern B on stage B, and has a different atmosphere from any of the variable sounds B1, B2, and B3. The musical sound data of the variable sound Y is stored in a predetermined area of the ROM of the sub-control board 940.
[0346] In addition, the variable sound Y may be a musical sound with the same content as the specified period of the variable sounds B1, B2, and B3 described above, or may be a musical sound with different content, during the specified period after the variable sound effect begins.
[0347] If the predetermined period portion of the variable sound Y is a musical sound of the same content as the predetermined period portion of the variable sounds B1, B2, and B3 described above, it is impossible or difficult to determine immediately after the start of the variable performance whether the background sound played in the variable performance is variable sound B (more specifically, any of variable sounds B1 to B3) or variable sound Y.
[0348] If the predetermined period portion in the variable sound Y is a musical sound having a different content from the predetermined period portion in the above-mentioned variable sounds B1, B2, and B3, it is possible to determine immediately after the start of the variable performance whether the background sound played in the variable performance is variable sound B or variable sound Y.
[0349] The variable sound C is composed of three types of variable sounds (variable sound C1, variable sound C2, and variable sound C3) each with a different atmosphere, while having a melody (for example, a dark minor key sound) that evokes the image of "night" indicated by the background pattern C. The musical sound data of each of the variable sounds C (variable sounds C1 to C3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0350] The fluctuation sounds C1, C2, and C3 all begin as background sounds. The portion from the start of the variable display of the decorative pattern 1610 (i.e., from the start of the variable display of the decorative pattern 1610) to a predetermined period (for example, the period until the reach display appears) is composed of musical sounds with common content regardless of whether the variable display is a variable display accompanied by a reach display or a losing variable. The portion of the variable sound after the predetermined period is composed of musical sounds according to the type of variable display (i.e., the type of variable display of the decorative pattern 1610). Therefore, immediately after the start of the variable display, it is impossible or difficult to determine from the variable sounds C1, C2, and C3 whether the variable display is a losing variable or a variable display accompanied by a reach display.
[0351] Like the variable sounds C1, C2, and C3, the variable sound Z has a melody that evokes the image of "night" indicated by the background pattern C on stage C, and has a different atmosphere from any of the variable sounds C1, C2, and C3. The musical sound data of the variable sound Z is stored in a predetermined area of the ROM of the sub-control board 940.
[0352] In addition, the variable sound Z may be a musical sound with the same content as the specified period of the variable sounds C1, C2, and C3 described above, or may be a musical sound with different content, during the specified period after the start of the variable performance.
[0353] If the predetermined period in the variable sound Z is a musical sound with the same content as the predetermined period in the variable sounds C1, C2, and C3 described above, it is impossible or difficult to determine immediately after the start of the variable sound performance whether the background sound played in the variable sound performance is variable sound C (more specifically, any of variable sounds C1 to C3) or variable sound Z.
[0354] If the predetermined period portion in the variable sound Z is a musical sound having a different content from the predetermined period portion in the above-mentioned variable sounds C1, C2, and C3, it is possible to determine immediately after the start of the variable sound performance whether the background sound played in the variable sound performance is variable sound C or variable sound Z.
[0355] The variable sound D is composed of a melody (for example, a bright pop sound) that evokes the image of "underwater" indicated by the background pattern D. Each musical sound data of the variable sound D is stored in a predetermined area of the ROM of the sub-control board 940.
[0356] When executing a variable effect on one stage set as the display target stage, the sub-control board 940 outputs a sound based on musical sound data corresponding to one of the variable sounds prepared for each stage from the sound devices 281, 282 (see FIG. 10) in synchronization with the variable effect. As a result, every time the display target stage is switched, the variable sound corresponding to the switched stage is output in synchronization with the corresponding variable effect.
[0357] Furthermore, in the pachinko machine 100 of this embodiment, the hardness of the operation feeling in the push operation device 261 (i.e., the reaction force against the push operation on the push operation device 261) is configured to be changeable by control by the sub-control board 940, and when stage 1 is set as the display target stage, the sub-control board 940 executes control to change the hardness of the operation feeling in the push operation device 261. More specifically, the sub-control board 940 controls so that the hardness of the operation feeling in the push operation device 261 differs for each variable sound in each stage.
[0358] Specifically, in stage A, as shown in FIG. 21(B), in a variable performance in which a variable sound A1 flows as background sound, the hardness of the operation feel of the pressing operation device 261 is set to hardness level 1, in a variable performance in which a variable sound A2 flows as background sound, the hardness of the operation feel of the pressing operation device 261 is set to hardness level 2 which is harder than hardness level 1, in a variable performance in which a variable sound A3 flows as background sound, the hardness of the operation feel of the pressing operation device 261 is set to hardness level 3 which is harder than hardness level 2, and in a variable performance in which a variable sound X flows as background sound, The hardness of the operation feeling of the pressing operation device 261 is set to hardness level 4, which is harder than hardness level 3.
[0359] In stage B, as shown in FIG. 21(B), in a variable performance in which a fluctuating sound B1 is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 1, in a variable performance in which a fluctuating sound B2 is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 2 which is harder than hardness level 1, in a variable performance in which a fluctuating sound B3 is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 3 which is harder than hardness level 2, and in a variable performance in which a fluctuating sound Y is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 4 which is harder than hardness level 3.
[0360] In stage C, as shown in FIG. 21(B), in a variable performance in which a fluctuating sound C1 is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 1, in a variable performance in which a fluctuating sound C2 is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 2 which is harder than hardness level 1, in a variable performance in which a fluctuating sound C3 is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 3 which is harder than hardness level 2, and in a variable performance in which a fluctuating sound Z is played as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 4 which is harder than hardness level 3.
[0361] In stage D, as shown in FIG. 21(B), the hardness of the operation feeling of the pressing operation device 261 is set to hardness level 4 in the variable effect in which variable sound D is played as background sound.
[0362] In this embodiment, each hardness level from 1 to 4 is assigned to each variable sound of each stage, i.e., the range of hardness levels that can be set in each stage is the same, but the range of hardness levels that can be set may be different for each stage.
[0363] In the pachinko machine 100 of this embodiment, in the multiple types of stages (more specifically, stages A to C) that are switched in sequence depending on the fulfillment of the above-mentioned conditions for switching the display target stage, the transition status of the variable presentation (i.e., the transition status of the variable presentation sound that plays as background sound) in each stage set as the display target stage can be explained to the player in real time.
[0364] In addition, the variable effects of each stage can be distinguished by the variable sound output as background sound for the variable effects, so the variable effect transition status of each stage set as the display target stage is also the variable effect transition status of each stage set as the display target stage. In other words, the variable effect transition status of each stage set as the display target stage is explained to the player in real time.
[0365] Fig. 22(A) is a schematic diagram showing an example of the display screen of the decorative pattern display device 479, and Fig. 22(B) is an enlarged view of the area NE in Fig. 22(A). In Fig. 22(A), the display contents in the area NE are omitted to make the drawing easier to understand.
[0366] As shown in Fig. 22(A), an area NE is provided in a portion of the display screen of the decorative symbol display device 479. The area NE is an area that can show, in a mapped form, the flow of transitions of the variable effects that are displayed on the display screen of the decorative symbol display device 479 in response to the variable display of the special symbol. The display of this area NE may have a selection function that allows the player to operate the input operation device 260 to select whether or not to display it, or it may be controlled by the sub-control board 940 so that it is displayed during the variable display without the player's selection operation.
[0367] The sub-control board 940 is provided with a dedicated layer for displaying the map 1801 and arrow 1802 (see FIG. 22(B)) within the area NE, separate from other layers that display the elements that make up the variable effects, such as the decorative pattern 1610 and background 1630. The map 1801 and arrow 1802 displayed within the area NE are displayed semi-transparently to ensure the visibility of the elements that make up the variable effects. For this reason, even when the map 1801 is displayed within the area NE, the range available for variable effects is set to the same size as when the map 1801 is not present, allowing for the display of larger images, and the size of the characters displayed in conjunction with the variable effects is not limited by the map 1801. Note that the area NE does not necessarily need to be configured to be displayed semi-transparently; it may be configured so that when the area NE is displayed in front of the images and characters that make up the variable effects, the display portions behind them cannot be seen through.
[0368] Area NE is placed in a corner (specifically, the lower right corner) on the display screen of decorative pattern display device 479 that is unlikely to impair the visibility of each element that makes up the variable performance (for example, decorative pattern 1610, background 1630, etc.). In this respect, too, the visibility of each element that makes up the variable performance is suitably ensured even when map 1801, arrow 1802, etc. are displayed within area NE. Note that area NE does not necessarily have to be placed in a corner away from each element that makes up the variable performance, and it may be placed so that it largely overlaps in front of each element (for example, overlapping more than half of each element that makes up the variable performance).
[0369] As shown in FIG. 22(B), in the area NE, a map 1801 showing the transition flow of the variable presentation corresponding to the variable display of the special pattern is displayed on the upper, middle and lower sides of the area NE.
[0370] The map 1801 is a map of the branching patterns of transitions of variable effects (variable sounds) in each stage set as a display target stage, and is composed of tags in which each state such as "start" or "end (1)" is written, tags in which each piece of information that can identify the variable sound (i.e., variable effects) such as "variable sound A1" is written, and dotted lines that show the paths connecting each of these tags. In the initial state, the entire map 1801 (all tags and paths) is displayed in a predetermined initial color (for example, blue).
[0371] Here, the flow of transition of the variable performance in the pachinko machine 100 of this embodiment will be described with reference to the map 1801. After the variable performance in which the variable sound A1 is played as background sound is started in stage A, the process branches depending on whether the condition for switching the display target stage is met (specifically, when the variable display of the special symbol is executed a predetermined number of times, or when the stage end lottery is won), whether to end stage A, execute a variable performance in which the variable sound A2 is played as background sound, or execute a variable performance in which the variable sound X is played as background sound.
[0372] In the pachinko machine 100 of this embodiment, the variable sound X is a variable sound used as background sound for a variable performance that can be selected with a relatively low probability (for example, 3%) after each variable display in which variable sounds A1 to A3 are used as background sound in stage A. In addition, since the configuration is such that the switching condition is met by the execution of a variable performance in which variable sound X is used as background sound, stage A always ends after the variable performance in which variable sound X is played as background sound ends. Therefore, variable sound X is a rare variable sound that can be heard only in stage A with a low probability.
[0373] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound A1 is played as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound A2 or the variable sound X will be selected.
[0374] After the variable performance in which the variable sound A2 is played as background sound is started, the game branches depending on whether the switching condition for the display target stage is met, whether stage A is ended, whether the variable performance in which the variable sound A2 is played as background sound is executed, or whether the variable performance in which the variable sound X is played as background sound is executed.
[0375] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound A2 plays as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound A3 or the variable sound X will be selected.
[0376] After the variable performance in which the variable sound A3 is played as background sound is started, the game branches into ending stage A depending on whether the switching condition for the display target stage is met, executing a variable performance in which the variable sound A1 is played as background sound, or executing a variable performance in which the variable sound X is played as background sound.
[0377] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound A3 is played as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound A1 or the variable sound X will be selected.
[0378] After stage A ends, the display target stage switches to stage B. After a change performance in which a change sound B1 plays as background sound starts in stage B, the display target stage branches to either end stage B or start a change performance in which a change sound B2 plays as background sound depending on whether the change condition for the display target stage is met.
[0379] After the variable performance in which the variable sound B2 is played as background sound is started, the game branches into ending stage B depending on whether the switching condition for the stage to be displayed is met, executing a variable performance in which the variable sound B2 is played as background sound, or executing a variable performance in which the variable sound Y is played as background sound.
[0380] In the pachinko machine 100 of this embodiment, the fluctuation sound Y is a fluctuation sound used as background sound for a fluctuation performance that can be selected with a relatively low probability (for example, 3%) after each fluctuation display in which the fluctuation sound B2 or the fluctuation sound B3 is the background sound in stage B. In addition, since the configuration is such that the switching condition is established by the execution of a fluctuation performance in which the fluctuation sound Y is the background sound, stage B always ends after the end of the fluctuation performance in which the fluctuation sound Y is played as the background sound.
[0381] Therefore, the fluctuating sound Y is a rare fluctuating sound that can be heard with a low probability only in stage A. Furthermore, since the fluctuating sound Y does not appear after the fluctuating display with the fluctuating sound B1 as background sound, it is a fluctuating sound that is even rarer than the fluctuating sound X in stage A.
[0382] If the condition for switching the display target stage is not met after the start of the variable performance in which variable sound B2 is played as background sound, the sub-control board 940 performs a lottery to determine whether variable sound B3 or variable sound Y will be selected.
[0383] After the variable performance in which the variable sound B3 is played as background sound is started, the game branches into ending stage B depending on whether the switching condition for the stage to be displayed is met, executing a variable performance in which the variable sound B1 is played as background sound, or executing a variable performance in which the variable sound Y is played as background sound.
[0384] If the condition for switching the display target stage is not met after the start of the variable performance in which variable sound B3 is played as background sound, the sub-control board 940 performs a lottery to determine whether variable sound B1 or variable sound Y will be selected.
[0385] After stage B ends, the display target stage switches to stage C. After a change performance in which a change sound C1 is played as background sound starts in stage C, the display target stage branches to either end stage C or start a change performance in which a change sound C2 is played as background sound depending on whether the change condition for the display target stage is met.
[0386] After the variable performance in which the variable sound C2 is played as background sound is started, the game branches into ending stage C depending on whether the switching condition for the stage to be displayed is met, or executing a variable performance in which the variable sound C3 is played as background sound.
[0387] After the variable performance in which the variable sound C3 is played as background sound is started, the game branches into ending stage C depending on whether the switching condition for the stage to be displayed is met, executing a variable performance in which the variable sound C1 is played as background sound, or executing a variable performance in which the variable sound Z is played as background sound.
[0388] In the pachinko machine 100 of this embodiment, the fluctuation sound Z is a fluctuation sound used as background sound for a fluctuation performance that can be selected with a relatively low probability (for example, 3%) only after a fluctuation display in which the fluctuation sound C3 is the background sound in stage C. In addition, since the configuration is such that the switching condition is established by the execution of a fluctuation performance in which the fluctuation sound Z is the background sound, stage C always ends after the end of the fluctuation performance in which the fluctuation sound Z is played as the background sound.
[0389] Therefore, fluctuating sound Z is a rare fluctuating sound that can be heard with a low probability only in stage C. Furthermore, fluctuating sound Z is configured not to appear after each fluctuating display in which fluctuating sound C1 or fluctuating sound C2 is used as background sound, so it is a fluctuating sound that is even rarer than fluctuating sound X in stage A and fluctuating sound Y in stage B.
[0390] Furthermore, when the result of a jackpot win is displayed using a variable display such as variable sounds X, Y, or Z, which can be heard with a lower probability compared to other variable sounds, a different bonus may be given to the player in the subsequent special game state than when a jackpot win is achieved with other variable sounds. For example, in a machine that uses animation, a live-action video may be displayed in the special game state as a bonus, or the variable sound when the result of a jackpot win is displayed may suggest the likelihood of a transition to a probability variable game state, thereby suggesting the likelihood of a bonus being given to the player thereafter.
[0391] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound C3 is played as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound C1 or the variable sound Z will be selected.
[0392] 22(B), area NE displays frames 1803, 1804, and 1805 that surround the tags and routes corresponding to stages A to C on map 1801. Stage display sections 1806, 1807, and 1808 that can identify the stages corresponding to the tags and routes included in the frames are displayed inside the frames 1803, 1804, and 1805. Note that the frames 1803, 1804, and 1805 and the stage display sections 1806, 1807, and 1808 are initially displayed in a predetermined initial color (e.g., blue).
[0393] An arrow 1802 extending to the right is displayed below the map 1801 in the area NE. The arrow 1802 indicates that the further to the right (i.e., closer to the tip of the arrow) the harder the operation feel of the push operation device 261, which is a push button (i.e., the greater the reaction force against the push operation of the push operation device 261). Note that the arrow 1802 indicates that in the initial state, The image is displayed in a predetermined initial color (for example, blue).
[0394] In the pachinko machine 100 of this embodiment, the map 1801 and the arrow 1802 are displayed during a period excluding a special game state during a game (i.e., a period other than a non-game state (standby state)), provided that a mode in which the map 1801 and the arrow 1802 are displayed in the area NE (hereinafter also referred to as a "map display mode") is selected. Note that the map 1801 and the arrow 1802 may also be displayed during a special game state.
[0395] The map display mode and the map non-display mode (a mode in which the map 1801 and the arrow 1802 are not displayed) are configured to be selectable (switchable) at will by the player performing a predetermined operation on the pachinko machine 100 (for example, a predetermined operation on the input operation device 260).
[0396] The map display mode and the map non-display mode may be switched at a predetermined timing under the control of the sub-control board 940. For example, the above modes may be switched according to the result of a predetermined lottery executed by the sub-control board 940 each time the variable display of a special symbol is executed, or the above modes may be switched according to the result of a predetermined lottery executed by the sub-control board 940 when a start winning event related to a special symbol is established. Also, the map display mode may be always selected (i.e., the map 1801 and the arrow 1802 are always displayed) without providing a map non-display mode.
[0397] Display control of the map 1801 and the arrow 1802 is performed by the sub-control board 940. Specifically, when the map display mode is set (selected), the sub-control board 940 draws the map 1801 and the arrow 1802 on a layer dedicated to displaying the map 1801 and the arrow 1802, and displays the map 1801 and the arrow 1802 within the area NE by overlaying them on other layers that display the elements that make up the variable performance.
[0398] The sub-control board 940 sequentially updates the display mode of the map 1801 and the arrow 1802 according to the transition status of the variable presentation during the period except during the special game state. The sub-control board 940 hides the map 1801 and the arrow 1802 when the special game state starts (i.e., when the variable presentation corresponding to the special game state starts). When the special game state ends, the sub-control board 940 redisplays the map 1801 and the arrow 1802 in the state they were in before the special game state started, and sequentially updates the display mode according to the transition status of the variable presentation thereafter.
[0399] Here, an example of changes in the display mode of the map 1801 and the arrow 1802 displayed in the area NE will be described. Figures 23 to 28 are schematic diagrams showing an example of changes in the display mode in the area NE as the variable presentation progresses (as the game progresses).
[0400] For example, when stage A is set as the display target stage, as shown in Figure 23(A), the stage display section 1806 with "Stage A" written on it changes from its initial color to a predetermined stage display color (e.g., green), and the frame 1803 changes from its initial color to a predetermined frame display color (e.g., navy blue). This allows the player to understand that stage A is about to begin.
[0401] In each drawing, each stage display section, such as the stage display section 1806, which is colored in the stage display color, is hatched with a diagonal line slanting upward to the right, and each frame, such as the frame 1803, which is colored in a predetermined frame display color, is represented by a thick solid line.
[0402] 23(A), the "Start" tag in map 1801 changes from its initial color to a predetermined tag display color (e.g., red). Note that in each drawing, each tag in map 1801 colored in the tag display color is hatched with dots.
[0403] In addition, the path from the "Start" tag to the "Variable Sound A1" tag, which corresponds to the background sound of the first variable effect in Stage A, changes from a dotted line of the initial color to a solid line of a predetermined path display color (e.g., red). This allows the player to understand that the background sound of the next variable effect to be executed is variable sound A1. In each drawing, the solid line colored in the path display color is shown as a thick solid line.
[0404] When the first variable effect starts on stage A (i.e., when the variable display of decorative pattern 1610 starts), the tag for "Variable Sound A1" changes from its initial color to the tag display color, as shown in Figure 23 (B).
[0405] In addition, the path portion extending downward from the tag of "Fluctuating sound A1" to the branching point directly below changes to a solid line in the path display color. This allows the player to understand that after the end of the ongoing fluctuation effect (specifically, the fluctuation effect with fluctuation sound A1 as background sound), the game is approaching a branching point where stage A will end, stage A will continue and transition to fluctuation sound A2, or transition to fluctuation sound X.
[0406] 23(B), as the tag of "variable sound A1" changes to the tag display color, a predetermined area on the base end side of the arrow 1802 changes from the initial color to a predetermined arrow display color (for example, red). More specifically, from the base end of the arrow 1802 toward the tip end, an area in a range corresponding to hardness level 1 (see FIG. 21(B)) is colored in the arrow display color.
[0407] This allows the player to understand that the operation feel of the push button (i.e., the push operation device 261) in the variable performance with the variable sound A1 as background sound is one level harder than the initial state, at hardness level 1. Note that in each drawing, the area colored in the arrow display color of the arrow 1802 is filled with hatching.
[0408] When a variable performance with variable sound A2 as background sound starts after the variable performance with variable sound A1 as background sound ends, the path from the tag of "Variable sound A1" to the tag of "Variable sound A2" changes to a solid line in the path display color, and the tag of "Variable sound A2" changes to the tag display color, as shown in Figure 24(A).
[0409] In addition, the path portion from the tag of "Fluctuating sound A2" to the branching point directly below it changes to a solid line in the path display color. This allows the player to understand that after the end of the fluctuation performance with the fluctuation sound A2 as background sound, the game is approaching a branching point where stage A will end, stage A will continue and transition to fluctuation sound A3, or transition to fluctuation sound X.
[0410] As the tag for "variable sound A2" changes to the tag display color, the area corresponding to hardness level 2 (see FIG. 21(B)) from the base end of the arrow 1802 toward the tip end is colored in the arrow display color. In this case, as shown in FIG. 24(A), the area of the arrow display color in the arrow 1802 expands toward the tip end compared to when the variable effect with variable sound A1 as the background sound has started. This allows the player to understand that the operation feel of the push button in the variable effect with variable sound A2 as the background sound is harder than the operation feel in the variable effect with variable sound A1 as the background sound.
[0411] When a variable performance with the variable sound A3 as the background sound starts after the variable performance with the variable sound A2 as the background sound ends, as shown in FIG. 24(B), The route to the tag changes to a solid line in the route display color, and the tag for "Variable sound A3" changes to the tag display color.
[0412] In addition, the path from the tag of "Fluctuating sound A3" to the branching point directly below it changes to a solid line in the path display color. This allows the player to understand that after the end of the fluctuation performance with the fluctuation sound A3 as background sound, the game is approaching a branching point where stage A will end, stage A will continue and transition to fluctuation sound A1, or transition to fluctuation sound X.
[0413] As the tag for "variable sound A3" changes to the tag display color, the area corresponding to hardness level 3 (see FIG. 21(B)) from the base end of the arrow 1802 toward the tip end is colored in the arrow display color. In this case, as shown in FIG. 24(B), the area of the arrow display color in the arrow 1802 expands toward the tip end more than when the variable effect with variable sound A2 as background sound has started. This allows the player to understand that the operation feel of the push button in the variable effect with variable sound A3 as background sound is harder than the operation feel in the variable effect with variable sound A1 or A2 as background sound.
[0414] When a variable effect with variable sound X as background sound starts after the variable effect with variable sound A3 as background sound ends, as shown in Figure 25(A), the path from the tag of "Variable sound A3" to the tag of "Variable sound X" changes to a solid line of the path display color, and the tag of "Variable sound X" changes to the tag display color. Also, the path from the tag of "Variable sound X" to the tag of "End (6)" changes to a solid line of the path display color. This allows the player to understand that stage A will end after the variable effect with variable sound X as background sound ends.
[0415] As the tag for "variable sound X" changes to the tag display color, the area corresponding to hardness level 4 (see FIG. 21(B)) from the base end of the arrow 1802 toward the tip end is colored in the arrow display color. In this embodiment, the colored area of the arrow 1802 corresponding to hardness level 4 is the entire area from the base end to the tip end of the arrow 1802, as shown in FIG. 25(A). This allows the player to understand that the operation feel of the push button in the variable effect using variable sound X as the background sound is harder than the operation feel in the variable effect using any of variable sounds A1 to A3 as the background sound, and that the hardness is the greatest.
[0416] At the timing when the variable effect with variable sound X as background sound ends, as shown in Figure 25 (B), the "End (6)" tag changes to the tag display color, and the path from the "End (6)" tag to the "Variable sound B1" tag changes to a solid line of the path display color. This allows the player to understand that stage A has now ended and that the background sound of the next variable effect to be executed is variable sound B1.
[0417] 26(A), the stage display area 1806 returns to its initial color, the stage display area 1807 with "Stage B" written on it changes to the stage display color, the frame 1803 returns to its initial color, and the frame 1804 changes to the frame display color. This allows the player to understand that stage B is about to begin.
[0418] When the first fluctuation effect (i.e., a fluctuation effect with fluctuation sound B1 as background sound) starts in stage B, as shown in FIG. 26(B), the tag for "Fluctuation sound B1" changes to the tag display color, and the path portion extending downward from the tag for "Fluctuation sound B1" to the branching point directly below changes to a solid line in the path display color. This allows the player to understand that after the ongoing fluctuation effect (specifically, the fluctuation effect with fluctuation sound B1 as background sound) ends, stage B will either end, or stage B will continue and transition to fluctuation sound B2. In other words, the player can understand that in stage B as well, a branch will occur to one of multiple fluctuation effects after the ongoing fluctuation effect ends, just as in the case of stage A described above.
[0419] In stage B and stage C which follows stage B, the display modes of the map 1801, arrow 1802, etc. within area NE change as the variable presentation progresses, as in the case of stage A described above.
[0420] In the pachinko machine 100 of this embodiment, when the display target stage is switched from stage A to stage B, as shown in Figure 26 (B), the display mode of each tag and path corresponding to stage A before the switch (i.e., each tag and path within frame 1803) is maintained even after switching to stage B.
[0421] Even when the stage to be displayed is switched from stage B to stage C, the display manner of each tag and route corresponding to stage B before the switch, and the display manner of each tag and route corresponding to stage A before stage B, are both maintained.
[0422] However, when the display target stage is switched from stage C to stage A, the entire map 1801 (all tags and routes) is returned to its initial state. That is, in this embodiment, the display mode of the map 1801 is configured to return to its initial state at each division when the display target stage is switched from stage A to stage C.
[0423] Alternatively, each time the display target stage is switched, the display mode of each tag and route corresponding to the stage before the switch may be initialized. For example, when the display target stage is switched from stage A to stage B, the display mode of each tag and route corresponding to stage A (i.e., each tag and route within frame 1803) may be returned to the initial state.
[0424] Here, an example is shown in which, in stage A, after a variable performance with variable sound A1 as background sound, a variable performance with variable sound A2 as background sound, and a variable performance with variable sound A3 as background sound have each been executed once (i.e., after passing through the states of Figures 23 and 24 described above), stage A continues further and returns to a variable performance with variable sound A1 as background sound, and a transition of a second round of variable performance starting from the variable performance with variable sound A1 as background sound is started.
[0425] When the transition of the variable performance in the second round in stage A starts, with variable performance using variable sound A1 as background sound, the path from the tag of "Variable sound A3" to the tag of "Variable sound A1" changes to a solid line in the path display color, as shown in Figure 27(A).
[0426] The change performance in which the change sound A1 is used as background sound during the transition of the change performance in the second round in stage A is executed for the second time following the change performance in which the change sound A1 is used as background sound during the transition of the change performance in the first round.
[0427] In the pachinko machine 100 of this embodiment, each time each stage (i.e., stages A to C) that can be set as a display target stage is set once, if the same tag on the map 1801 is passed through more than once as the stage continues, the tag display color of the corresponding tag becomes darker as the number of passes increases.
[0428] Therefore, as in this example, when the transition of the second round of fluctuation effects in stage A starts, causing the second fluctuation effect with the fluctuation sound A1 as background sound to start, the tag display color for the "Fluctuation sound A1" tag changes to a darker color. Note that in each drawing, the darkness of the tag display color is expressed by increasing the density of the hatched dots. For example, the "Fluctuation sound A1" tag in Figure 27(A) is hatched with dots more densely than the same tag in Figure 23(B).
[0429] Next, as shown in Figure 27(B), the path portion extending downward from the tag of "Variable sound A1" to the branch point directly below remains as a solid line in the path display color, and the rest returns to the initial state (i.e., dotted line display in the initial color).
[0430] In the transition of the second round of variable performance in stage A, if a variable performance with variable sound A2 as background sound starts after the variable performance with variable sound A1 as background sound ends, this will be the second time that variable sound A2 is used, and in such a case, the tag display color that colors the tag for "Variable sound A2" will change to a darker color, as shown in Figure 28(A).
[0431] In this case, as in the case of the transition of the variable performance in the first round in Stage A, the path from the tag of "Variable Sound A1" to the tag of "Variable Sound A2" changes to a solid line in the path display color, and the path portion from the tag of "Variable Sound A2" to the branching point directly below it changes to a solid line in the path display color.
[0432] In the transition of the second round of fluctuation effects in stage A, if a fluctuation effect with fluctuation sound X as background sound starts after the end of the fluctuation effect with fluctuation sound A2 as background sound, this is the first time that the tag on map 1801 corresponding to the fluctuation sound X (i.e., the tag of "Fluctuation sound X" connected to the tag of "Fluctuation sound A2") has been passed through. Therefore, in this case, as shown in FIG. 28(B), the tag of "Fluctuation sound X" connected to the tag of "Fluctuation sound A2" changes from its initial color to a tag color of a depth corresponding to the first time.
[0433] As a result, even in the transition of the variable effect in the second round in stage A, the tags of "variable sound A1" and "variable sound A2," which have been passed twice, and the tags of "variable sound X" and "variable sound A3," which have been passed once, have different density of tag display color. Therefore, while one stage set as the display target stage continues, the player can grasp how many times each variable sound available in that stage has been used in total (i.e., how many times each variable effect using each variable sound as background sound has been executed in total) by the density of the color of the tag corresponding to each variable sound (tag display color).
[0434] In addition, in the transition of the second round of variable performance in stage A, if a variable performance with variable sound X as background sound starts after the variable performance with variable sound A2 as background sound ends, the path from the tag of "Variable sound A2" to the tag of "Variable sound X" and the path from the tag of "Variable sound X" to the tag of "End (4)" will change to a solid line in the path display color.
[0435] Therefore, even in the transition of the variable performance in the second round on stage A, the tags corresponding to each variable performance that transitions in the second round (more specifically, the tags corresponding to each variable sound used in each variable performance) are connected by solid lines of the path display color, allowing the player to understand what transition the variable performance in the second round on stage A will undergo.
[0436] In the pachinko machine 100 of this embodiment, the intensity of the color (tag display color) used to color the tag corresponding to the variable sound changes depending on the total number of times the variable sound has been used, but instead, each time the number of laps in one stage is updated, each tag corresponding to the variable sound used in each lap may be colored with a tag display color of an intensity corresponding to the number of laps. This allows the player to understand which lap of the variable performance is being executed in one stage set as the display target stage, based on the intensity of the tag display color used to color each tag corresponding to the variable sound.
[0437] In addition, each time the lap in stage 1 is updated, the tags corresponding to the variable sounds are reset to their initial state (initial color), so that the tags corresponding to the variable sounds used in each lap are always the same color. The tag may be colored in the display color.
[0438] In the pachinko machine 100 of this embodiment, for example, by a player performing a predetermined operation on the pachinko machine 100 (for example, a predetermined operation on the input operation device 260), it is possible to switch between an entire display of the map 1801 as shown in Figures 23 to 28 described above and an enlarged partial display in which a portion of the map 1801 is enlarged and displayed within the area NE.
[0439] Note that the configuration may be such that the display of the entire map 1801 and the display of the enlarged portion are switched at a predetermined timing by the control of the sub-control board 940, without any operation by the player. For example, the configuration may be such that the display of the entire map 1801 and the display of the enlarged portion are switched according to the result of a predetermined lottery executed by the sub-control board 940 every time a variable display of a special symbol is executed.
[0440] The entire display of map 1801 allows the viewer to grasp the overall flow of the transition of the variable performance, and the enlarged partial display of map 1801 clearly shows the current position on map 1801 (i.e., the variable performance currently being performed) and possible subsequent situations (possible subsequent transition destinations) without expanding the area NE.
[0441] When full display of map 1801 is set in map display mode, sub-control board 940 displays the entire map 1801 within area NE and controls the display mode. When enlarged partial display of map 1801 is set in map display mode, sub-control board 940 displays, within area NE, an area of map 1801 that is enlarged compared to when the map is displayed in full (hereinafter, this map will also be simply referred to as "enlarged map 1801") that includes at least the tag corresponding to the current position and the tags corresponding to candidates for the subsequent transition destination, and controls the display range of map 1801 in accordance with the progress of the variable presentation, and controls the display mode in the same way as when the map is displayed in full.
[0442] Figure 29 is a schematic diagram showing an example of an enlarged partial display of map 1801. More specifically, Figure 29(A) is a schematic diagram showing an enlarged partial display of map 1801 corresponding to the example of Figure 23(B) described above, and Figure 29(B) is a schematic diagram showing an enlarged partial display of map 1801 corresponding to the example of Figure 24(A) described above.
[0443] When the display mode of the map 1801 is an enlarged partial display, if the current position is a variable performance with variable sound A1 as background sound, as shown in Figure 29 (A), the enlarged map 1801 includes a range including the tag "Variable sound A1", the tag "Variable sound A2" corresponding to the candidate transition destination after the variable performance with variable sound A1 as background sound ends, the tag "Variable sound X", and the tags "End (1)" to "End (3)" and are displayed within the area NE.
[0444] In the enlarged portion display, a pointer 1821 is displayed flashing at the branching point located directly below the current position. Since the pointer 1821 is displayed at the branching point on the route of the map 1801, the player can be clearly informed of the branching point and the current position (i.e., the variable effect currently being executed) located directly above it.
[0445] Also, the pointer 1821 is displayed at the branching point of the path between the common 1 variation effect (the variation effect currently being executed) and the next plurality of executable variation effects. Note that the "next plurality of executable variation effects" includes the variation effect corresponding to the tag (for example, the "variation sound B1" tag) corresponding to the variation effect located at the end of the path extending from the tag (for example, the "end (1)" tag) corresponding to the end of the display target stage, that is, the first variation effect in the next stage.
[0446] In other words, the pointer 1821 functions as progress information indicating the situation from the current position indicating the variable performance currently being performed until it reaches the start information corresponding to the timing at which the next variable performance (selection performance) will start.
[0447] When the display mode of the map 1801 is the enlarged partial display, if a fluctuation performance with fluctuation sound A2 as the background sound starts after the end of a fluctuation performance with fluctuation sound A1 as the background sound, the map 1801 displayed in the area NE (more specifically, the enlarged map 1801) moves in the upper left direction (the direction of the arrow MX) relative to the area NE. As a result, the display range of the map 1801 in the area NE changes to a range including the tag of "Fluctuation sound A2", the tag of "Fluctuation sound A3" and the tag of "Fluctuation sound X", which correspond to candidates for the transition destination after the end of the fluctuation performance with fluctuation sound A1 as the background sound, and the tags of "End (3)" to "End (5)" (see FIG. 29(B)).
[0448] In the pachinko machine 100 of this embodiment, even if the display range of the enlarged map 1801 in the area NE changes, the position of the pointer 1821 in the area NE does not change up or down or left or right before or after the change (i.e., before or after the update of the display range). In other words, when a transition in the variable presentation occurs, the enlarged map 1801 moves relative to the area NE so that the next branching point becomes the display position of the pointer 1821.
[0449] Therefore, when the enlarged portion of the map 1801 is selected to be displayed, the pointer 1821 is displayed (blinking) at a fixed position within the area NE, making it easier for the player to identify the branching point on the map 1801 that should currently be noted, and the player can be clearly instructed about the branching point and the current position directly above it (i.e., the variable effect currently being executed).
[0450] In addition to the map showing the transition flow of the variable presentation such as the map 1801 described above, the transition flow of the stage to be displayed may also be mapped, and both of these maps may be displayed in the area NE.
[0451] 30 and 31 are schematic diagrams showing an example of the display mode of the map in the variation performance. As shown in Fig. 30 and 31, in the variation performance, the ar...
Claims
[Claim 1] A gaming machine comprising a game board in which a game area is formed, and a first ball entry section and a second ball entry section into which game balls flowing down the game area can be entered, The first ball passage through which the game balls that have flowed into the entrance of the first ball entry section pass, A first ball detection means capable of detecting a game ball passing through a predetermined position in the first ball passage, The second ball passage through which the game balls that have flowed into the entrance of the second ball entry section pass, A second ball detection means capable of detecting a game ball passing through a predetermined position in the second ball passage, A means of operation operated by the player, When a game ball is detected by the first ball detection means, a first determination means determines whether a predetermined operation was performed on the operating means during a predetermined period that includes the time when the game ball that was the target of the detection passes through the entrance portion of the first ball entry section, The system includes a second determination means that, when a game ball is detected by the second ball detection means, determines whether a predetermined operation was performed on the operating means during a predetermined period that includes the time when the game ball that was the subject of the detection passes through the entrance portion of the second ball entry section, A gaming machine characterized in that, if the first determination means determines that a predetermined operation was performed on the operating means during the predetermined period, it executes a predetermined first operation response process corresponding to that operation, and if the second determination means determines that the operating means was operated during the predetermined period, it executes a predetermined second operation response process corresponding to that operation.