Game machine

JP2025016828APending Publication Date: 2025-02-05SANYO BUSSAN KK
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Patent Information

Application Number
JP2023119544
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-24
Publication Date
2025-02-05

AI Technical Summary

Benefits of technology

【0007】 本発明の遊技機によれば、遊技者にとっての興趣の向上等を図ることができる。

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Abstract

To provide a game machine capable of, for example, enhancing interest to a player.SOLUTION: A Pachinko machine 10 includes a machine side NFC module 1100 communicating with a portable terminal 2000 (terminal side NFC module) as one's communication party device by using NFC communication as a first radio communication system, and a machine side BT module communication with a portable terminal 2000 (terminal side BT module) as one's communication device by using BT communication as a second radio communication system, such that a player can acquire BT connection information required for establishing BT communication connection (pairing) by NFC communication simply by bringing one's own portable terminal 2000 closer to the machine side NFC module 1100, and can establish BT communication connection between the portable terminal 2000 and the Pachinko machine 10 on the basis of the BT connection information. Eventually, performance elements of the Pachinko machine 10 can be customized by using the portable terminal 2000.SELECTED DRAWING: Figure 1-57
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Description

[Technical Field]

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

[0002] A pachinko machine, which shoots a game ball into a game area to play a game, has been known as a type of gaming machine. Gaming machines such as pachinko machines offer various entertainments to players (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-31769 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines are desired to be more entertaining.

[0005] The present invention has been made to solve the problems exemplified above, and its purpose is to provide a gaming machine that can increase the interest of players. [Means for solving the problem]

[0006] In order to achieve the above object, the gaming machine according to the present invention comprises: a winning / losing lottery means for executing a winning / losing lottery based on the determination by the determination means for determining whether or not a predetermined lottery condition is met that the predetermined lottery condition is met; A variable display means for displaying a variable display for a predetermined period based on the result of the winning / losing lottery; a specific game execution means for executing a specific game state after the end of a specific variable display that displays a specific display result that is executed when the result of the winning / losing lottery is a specific result; A performance execution means for performing a variable performance using a plurality of performance elements during the variable display for the predetermined period; With respect to a specific presentation element selected by a player from among the plurality of presentation elements, an input means is provided by which a player can determine and input a value for an output mode of the specific presentation element, The value for the output mode is a value that the player can select and input from a plurality of values, This gaming machine is a specific display means for executing a specific display corresponding to the input of the predetermined value determined by the player; a predetermined output value setting means that can be executed after the specific display is executed, The predetermined output value setting means can set a value for the output mode of the specific performance element to be used when the performance execution means executes the variable performance, The gist of the invention is that the predetermined output value setting means is configured to be able to set a specific value different from the first value and the second value and pre-stored in a storage means as the value of the output mode, even if a first value has been input by the player or a second value different from the first value has been input. [Effects of the Invention]

[0007] According to the gaming machine of the present invention, it is possible to improve the interest of the player. [Brief explanation of the drawings]

[0008] [Figure 1-1] FIG. 1 is a front view showing a pachinko machine. [Figure 1-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 1-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 1-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 1-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 1-6]This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 1-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 1-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 1-9] 4 is a flowchart showing main processing by the main control device. [Figure 1-10] 10 is a flowchart showing normal processing by the main control device. [Figure 1-11] 10 is a flowchart showing a timer interrupt process. [Figure 1-12] 10 is a flowchart showing an NMI interrupt process. [Figure 1-13] A flowchart showing the second start winning processing. [Figure 1-14] A flowchart showing the first start winning processing. [Figure 1-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 1-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 1-17] 10 is a flowchart showing reach determination processing. [Figure 1-18] 10 is a flowchart showing a through gate passing process. [Figure 1-19] 10 is a flowchart showing a launch permission command setting process. [Figure 1-20] 10 is a flowchart showing a first special display control process. [Figure 1-21] A flowchart showing the first variable display setting process. [Figure 1-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 1-23] 10 is a flowchart showing a second special display control process. [Figure 1-24] A flowchart showing the second variable display setting process. [Figure 1-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 1-26] A flowchart showing the variable prize-winning device control process. [Figure 1-27] 10 is a flowchart showing an end setting process. [Figure 1-28] 10 is a flowchart showing a normal display control process. [Figure 1-29] 10 is a flowchart showing the general map change setting process. [Figure 1-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 1-31] A flowchart showing the start-up prize section control processing. [Figure 1-32] 10 is a flowchart showing a reception interrupt process. [Figure 1-33] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 1-34] 10 is a flowchart showing a timer interrupt process. [Figure 1-35] 10 is a flowchart showing a command determination process. [Figure 1-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 1-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 1-38] 10 is a flowchart showing a counter update process. [Figure 1-39] 10 is a flowchart showing a hold information storage process. [Figure 1-40] 10 is a flowchart showing a hold process. [Figure 1-41] 10 is a flowchart showing a winning display process. [Figure 1-42] 10 is a flowchart showing a variable display setting process. [Figure 1-43] 10 is a flowchart showing a fluctuation stop process. [Figure 1-44] FIG. 10 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 1-45]FIG. 10 is a diagram showing an example of a display mode of a performance display device for a jackpot performance. [Figure 1-46] FIG. 10 is a diagram showing an example of a display mode of a performance display device for rush stage performance. [Figure 1-47] FIG. 10 is a diagram showing an example of a display mode of a performance display device for battle stage performance. [Figure 1-48] FIG. 10 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 1-49] FIG. 10 is a plan view showing a second operation unit (cross key). [Figure 1-50] 10 is a flowchart showing a menu selection process. [Figure 1-51] 10 is a flowchart showing a language setting process. [Figure 1-52] 10 is a flowchart showing a volume setting process. [Figure 1-53] 10 is a flowchart showing a luminance setting process. [Figure 1-54] 10A is a diagram showing a menu screen, and FIG. 10B is a flowchart showing a language setting screen. [Figure 1-55] 10A is a diagram showing a volume setting screen, FIG. 10B is a diagram showing a brightness setting screen, and FIG. 10C is a diagram showing a performance customization screen. [Figure 1-56] FIG. 10 is a diagram showing a game history screen. [Figure 1-57] 1 is a system configuration diagram showing a communication system between a pachinko machine and a mobile terminal. [Figure 1-58] FIG. 1 is a plan view showing an NFC module on a pachinko machine side. [Figure 1-59] FIG. 2 is a block diagram showing the electrical configuration of an NFC module. [Figure 1-60] FIG. 2 is a block diagram showing the electrical configuration of the BT module. [Figure 1-61] FIG. 1(a) is a front view showing the portable terminal, and FIG. 1(b) is a rear view showing the portable terminal. [Figure 1-62] FIG. 2 is a block diagram showing the electrical configuration of the mobile terminal. [Figure 1-63]10 is a flowchart showing a BT connection process on the mobile terminal side. [Figure 1-64] 10 is a flowchart showing a BT connection process on the pachinko machine side. [Figure 1-65] FIG. 10 is a sequence diagram showing the exchanges that take place between the pachinko machine and the mobile terminal. [Figure 1-66] 10 is a flowchart showing BT communication processing performed on the mobile terminal side during BT communication connection. [Figure 1-67] 10 is a flowchart showing BT communication processing performed on the pachinko machine (sub-control device) side during BT communication connection. [Figure 1-68] 10 is a flowchart showing a process for disconnecting a BT communication connection performed on the mobile terminal side. [Figure 1-69] 10 is a flowchart showing the process of disconnecting the BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 1-70] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 1-71] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 1-72] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 1-73] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 1-74] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 1-75] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 1-76] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 1-77] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 1-78] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 1-79]10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 1-80] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 1-81] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 1-82] 10 is a flowchart showing a BT communication disconnection process performed on the mobile terminal side in another embodiment. [Figure 1-83] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 1-84] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 1-85] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 1-86] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 1-87] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 1-88] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 1-89] 10 is a flowchart showing a performance customization process. [Figure 1-90] FIG. 10 is a diagram showing a BGM setting screen. [Figure 1-91] 10A is a diagram showing a BGM setting screen during symbol fluctuation, and FIG. 10B is a diagram showing a BGM setting screen during a big win. [Figure 1-92] 10 is a flowchart showing a character setting process. [Figure 1-93] 10A is a diagram showing a character setting screen, and FIG. 10B is a diagram showing a main character setting screen. [Figure 1-94] FIG. 10 is a diagram showing a girl character setting screen. [Figure 1-95] FIG. 10 is a diagram showing a background setting screen. [Figure 1-96] 10 is a flowchart showing a background setting process. [Figure 1-97] FIG. 10 is a diagram showing a preview performance setting screen. [Figure 1-98] 10 is a flowchart showing a preview performance setting process. [Figure 1-99] A figure showing a super reach effect setting screen. [Figure 1-100] 10 is a flowchart showing a reliability setting process. [Figure 1-101] 10A is a diagram showing a reliability setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 1-102] 10 is a flowchart showing an appearance rate setting process. [Figure 1-103] 10A is a diagram showing an appearance rate setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 1-104] 10 is a flowchart showing a reach effect setting process. [Figure 1-105] 10 is a flowchart showing the preview performance execution setting process. [Figure 1-106] FIG. 10 is a diagram showing a plurality of reach effect tables. [Figure 1-107] FIG. 10 is a diagram showing a user correspondence area (custom information storage area). [Figure 2-1] FIG. 1 is a front view showing a pachinko machine. [Figure 2-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 2-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 2-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 2-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 2-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 2-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 2-8]FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 2-9] 4 is a flowchart showing main processing by the main control device. [Figure 2-10] 10 is a flowchart showing normal processing by the main control device. [Figure 2-11] 10 is a flowchart showing a timer interrupt process. [Figure 2-12] 10 is a flowchart showing an NMI interrupt process. [Figure 2-13] A flowchart showing the start winning processing. [Figure 2-14] 10A is a flowchart showing the first pass / fail judgment process, FIG. 10B is a flowchart showing the second pass / fail judgment process, and FIG. 10C is a flowchart showing the time-saving pass / fail judgment process. [Figure 2-15] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 2-16] 10 is a flowchart showing reach determination processing. [Figure 2-17] 10 is a flowchart showing a through gate passing process. [Figure 2-18] 10 is a flowchart showing a launch permission command setting process. [Figure 2-19] 10 is a flowchart showing a first special display control process. [Figure 2-20] A flowchart showing the first variable display setting process. [Figure 2-21] A flowchart showing part of the special diagram 1 discrimination information setting process. [Figure 2-22] 10 is a flowchart showing a second special display control process. [Figure 2-23] A flowchart showing the second variable display setting process. [Figure 2-24] A flowchart showing part of the special chart 2 discrimination information setting process. [Figure 2-25] A flowchart showing the variable prize-winning device control process. [Figure 2-26]10 is a flowchart showing an end setting process. [Figure 2-27] 10 is a flowchart showing a normal display control process. [Figure 2-28] 10 is a flowchart showing the general map change setting process. [Figure 2-29] 10 is a flowchart showing a general map discrimination information setting process. [Figure 2-30] A flowchart showing the start-up prize section control processing. [Figure 2-31] 10 is a flowchart showing a reception interrupt process. [Figure 2-32] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 2-33] 10 is a flowchart showing a timer interrupt process. [Figure 2-34] 10 is a flowchart showing a command determination process. [Figure 2-35] 10 is a flowchart showing normal processing of the sub-control device. [Figure 2-36] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 2-37] 10 is a flowchart showing a counter update process. [Figure 2-38] 10 is a flowchart showing a hold information storage process. [Figure 2-39] 10 is a flowchart showing a hold process. [Figure 2-40] 10 is a flowchart showing a winning display process. [Figure 2-41] 10 is a flowchart showing a variable display setting process. [Figure 2-42] 10 is a flowchart showing a fluctuation stop process. [Figure 2-43] FIG. 1 is a diagram for explaining the specifications of a pachinko machine. [Figure 2-44] FIG. 10 is a diagram for explaining a variable time determination table. [Figure 2-45] FIG. 10 is a diagram for explaining the specifications of the game modes. [Figure 2-46] FIG. 10 is an explanatory diagram showing a first normal variable time determination table. [Figure 2-47] An explanatory diagram showing the first short fluctuation time determination table. [Figure 2-48] FIG. 10 is an explanatory diagram showing a first long fluctuation time determination table. [Figure 2-49] FIG. 10 is an explanatory diagram showing a second normal variable time determination table. [Figure 2-50] An explanatory diagram showing the second short fluctuation time determination table. [Figure 2-51] FIG. 10 is an explanatory diagram showing a second long fluctuation time determination table. [Figure 2-52] A figure showing an example of a display mode of the performance display device in normal mode. [Figure 2-53] A figure showing an example of a display mode of the effect display device when a jackpot occurs. [Figure 2-54] A figure showing an example of a display mode of the performance display device in time-saving A mode. [Figure 2-55] A figure showing an example of a display mode of the performance display device in time-saving A mode. [Figure 2-56] A figure showing an example of a display mode of the performance display device in time-saving B mode. [Figure 2-57] A figure showing an example of a display mode of the performance display device in time-saving C mode. [Figure 2-58] This is a time chart for explaining the flow of variable displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 2-59] This is a time chart for explaining the flow of variable displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 2-60] This is a time chart for explaining the flow of variable displays in the first special pattern display device, the second special pattern display device, and the performance display device. [Figure 3-1] 1 is a front view showing a pachinko machine according to an embodiment. [Figure 3-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 3-3]An oblique view showing the inner frame and front frame set in an open state. [Figure 3-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 3-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 3-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 3-7] FIG. 2 is a front view of the variable display unit. [Figure 3-8] FIG. 10 is a front view of the variable display unit with the prop unit appearing. [Figure 3-9] (a) is a diagram showing the movable props and up / down drive mechanism in a standby state, and (b) is a diagram showing the movable props and up / down drive mechanism in an operating state. [Figure 3-10] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 3-11] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 3-12] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 3-13] 4 is a flowchart showing main processing by the main control device. [Figure 3-14] 10 is a flowchart showing normal processing by the main control device. [Figure 3-15] 10 is a flowchart showing a timer interrupt process. [Figure 3-16] A flowchart showing the start winning processing. [Figure 3-17] 10 is a flowchart showing a jackpot determination process. [Figure 3-18] 10 is a flowchart showing reach determination processing. [Figure 3-19] 10 is a flowchart showing a through gate passing process. [Figure 3-20] 10 is a flowchart showing a game status check process. [Figure 3-21] 10 is an explanatory diagram showing the correspondence relationship between the lottery mode flag, the support mode flag, the game state identification counter, and the game state determination value. FIG. [Figure 3-22] 10 is a flowchart showing a first display control process. [Figure 3-23] 10 is a flowchart showing a variable display setting process. [Figure 3-24] 10 is a flowchart showing the setting process at the end of fluctuation. [Figure 3-25] A flowchart showing the variable prize-winning device control process. [Figure 3-26] 10 is a flowchart showing a second display control process. [Figure 3-27] 10 is a flowchart showing the opening and closing device control process. [Figure 3-28] 10 is a flowchart showing a reception interrupt process. [Figure 3-29] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 3-30] 10 is a flowchart showing a timer interrupt process. [Figure 3-31] 10 is a flowchart showing a command determination process. [Figure 3-32] 10 is a flowchart showing normal processing of the sub-control device. [Figure 3-33] 10 is a flowchart showing a command determination process of the sub-control device. [Figure 3-34] 10 is a flowchart showing a variable display setting process. [Figure 3-35] 10 is a flowchart showing the display setting process during a win. [Figure 3-36] 10 is a flowchart showing a hold information storage process. [Figure 3-37] 10 is a flowchart showing a hold process. [Figure 3-38] A diagram to explain the types of jackpots. [Figure 3-39] FIG. 10 is a diagram showing the configuration of a first big win type determination table. [Figure 3-40] FIG. 10 is a diagram showing the configuration of a second big win type determination table. [Figure 3-41]10A is a diagram showing the storage configuration of the fluctuation pattern table when a special jackpot occurs, and FIG. 10B is a diagram showing the storage configuration of the fluctuation pattern table when a complete miss occurs. [Figure 3-42] This is a diagram showing the configuration of the fluctuation pattern table when a special jackpot occurs under normal conditions. [Figure 3-43] FIG. 10 is a diagram showing the configuration of an opening and closing pattern control table. [Figure 3-44] An explanatory diagram showing an overview of various counters used to determine consecutive preview performances. [Figure 3-45] 10 is a flowchart showing a main process of the display control device. [Figure 3-46] 10 is a flowchart showing a timer interrupt process of the display control device. [Figure 3-47] 10 is a flowchart showing a command interrupt process of the display control device. [Figure 3-48] 10 is a flowchart showing V interrupt processing of the display control device. [Figure 3-49] 10 is a flowchart showing a display content setting process of the display control device. [Figure 3-50] 10 is a flowchart showing a drawing process of the display control device. [Figure 3-51] FIG. 2 is a diagram showing a schematic configuration of a display data table. [Figure 3-52] FIG. 2 is a diagram showing the configuration of each address in a display data table. [Figure 3-53] FIG. 10 is a diagram showing the configuration of each address in the additional data table. [Figure 3-54] FIG. 2 is a diagram illustrating a schematic configuration of a drawing list. [Figure 3-55] 10 is an explanatory diagram showing an overview of various counters used to determine decorative symbols. FIG. [Figure 3-56] 10 is a flowchart showing a counter update process of the display control device. [Figure 3-57] This is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) in a normal state. [Figure 3-58]This is a schematic diagram showing an example of the display mode of the effect display device (liquid crystal display unit) when a jackpot occurs. [Figure 3-59] This is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) during exciting mode. [Figure 3-60] This is a schematic diagram showing an example of the display mode of the performance display device (liquid crystal display unit) during rush mode. [Figure 3-61] FIG. 2 is a front view showing the rotor and other components in a reduced diameter state. [Figure 3-62] FIG. 10 is a rear view showing a part of the rotating body in a reduced diameter state. [Figure 3-63] FIG. 2 is a front view showing the rotor and other components in an expanded diameter state. [Figure 3-64] FIG. 10 is a rear view showing a part of the rotating body in an expanded diameter state. [Figure 3-65] This is a cross-sectional view of line KK in Figure 3-61. [Figure 3-66] FIG. 10 is a schematic diagram showing an example of a performance using a rotating body. [Figure 3-67] This is a flowchart showing the continuous preview device operation setting process. [Figure 3-68] 10(a) to 10(c) are diagrams showing the configuration of a special object appearance and disappearance operation control table. [Figure 3-69] This is an operation process diagram for explaining the operation modes of the reel appearing and disappearing operation. [Figure 3-70] 10A and 10B are diagrams showing time charts relating to successive preview performances. [Figure 3-71] 10(a) to 10(h) are diagrams showing an example of a variable display of decorative symbols. [Figure 3-72] 10(i) to 10(p) are diagrams showing an example of a manner in which decorative patterns are displayed in a variable manner. [Figure 4-1] FIG. 1 is a front view showing a pachinko machine. [Figure 4-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 4-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 4-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 4-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 4-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 4-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 4-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 4-9] 4 is a flowchart showing main processing by the main control device. [Figure 4-10] 10 is a flowchart showing normal processing by the main control device. [Figure 4-11] 10 is a flowchart showing a timer interrupt process. [Figure 4-12] 10 is a flowchart showing an NMI interrupt process. [Figure 4-13] A flowchart showing the second start winning processing. [Figure 4-14] A flowchart showing the first start winning processing. [Figure 4-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 4-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 4-17] 10 is a flowchart showing reach determination processing. [Figure 4-18] 10 is a flowchart showing a through gate passing process. [Figure 4-19] 10 is a flowchart showing a launch permission command setting process. [Figure 4-20] 10 is a flowchart showing a first special display control process. [Figure 4-21] A flowchart showing the first variable display setting process. [Figure 4-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 4-23] 10 is a flowchart showing a second special display control process. [Figure 4-24] A flowchart showing the second variable display setting process. [Figure 4-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 4-26] A flowchart showing the variable prize-winning device control process. [Figure 4-27] 10 is a flowchart showing an end setting process. [Figure 4-28] 10 is a flowchart showing a normal display control process. [Figure 4-29] 10 is a flowchart showing the general map change setting process. [Figure 4-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 4-31] A flowchart showing the start-up prize section control processing. [Figure 4-32] 10 is a flowchart showing a reception interrupt process. [Figure 4-33] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 4-34] 10 is a flowchart showing a timer interrupt process. [Figure 4-35] 10 is a flowchart showing a command determination process. [Figure 4-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 4-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 4-38] 10 is a flowchart showing a counter update process. [Figure 4-39] 10 is a flowchart showing a hold information storage process. [Figure 4-40] 10 is a flowchart showing a hold process. [Figure 4-41] 10 is a flowchart showing a winning display process. [Figure 4-42] 10 is a flowchart showing a variable display setting process. [Figure 4-43] 10 is a flowchart showing a fluctuation stop process. [Figure 4-44]FIG. 10 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 4-45] FIG. 10 is a diagram showing an example of a display mode of a performance display device for an opening performance. [Figure 4-46] FIG. 10 is a diagram showing an example of a display mode of a performance display device related to a round performance. [Figure 4-47] FIG. 10 is a diagram showing an example of a display mode of a performance display device for interval performance (standby performance). [Figure 4-48] A figure showing an example of a display mode of a performance display device related to interval performance (transition performance). [Figure 4-49] FIG. 10 is a diagram showing an example of a display mode of a performance display device for an ending performance. [Figure 4-50] FIG. 10 is a diagram showing an example of a display mode of a performance display device for rush stage performance. [Figure 4-51] FIG. 10 is a diagram showing an example of a display mode of a performance display device for battle stage performance. [Figure 4-52] FIG. 10 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 4-53] 10(a) to 10(c) are diagrams showing interval time determination tables. [Figure 5-1] FIG. 2 is a front view showing the pachinko machine and the card unit. [Figure 5-2] FIG. 1(a) is a perspective view showing a pachinko machine, and FIG. 1(b) is a plan view showing a second operation unit (cross key). [Figure 5-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 5-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 5-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 5-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 5-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 5-8]2 is a block diagram showing the electrical configuration of a card unit, a card unit connection board, a card unit operation unit, a counting management device, and a sub-control device. FIG. [Figure 5-9] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 5-10] 4 is a flowchart showing main processing by the main control device. [Figure 5-11] 10 is a flowchart showing normal processing by the main control device. [Figure 5-12] 10A is a flowchart showing a timer interrupt process, and FIG. 10B is a flowchart showing an NMI interrupt process. [Figure 5-13] A flowchart showing the second start winning processing. [Figure 5-14] A flowchart showing the first start winning processing. [Figure 5-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 5-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 5-17] 10 is a flowchart showing reach determination processing. [Figure 5-18] 10 is a flowchart showing a through gate passing process. [Figure 5-19] 10 is a flowchart showing a launch permission command setting process. [Figure 5-20] 10 is a flowchart showing a first special display control process. [Figure 5-21] A flowchart showing the first variable display setting process. [Figure 5-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 5-23] 10 is a flowchart showing a second special display control process. [Figure 5-24] A flowchart showing the second variable display setting process. [Figure 5-25]A flowchart showing the special chart 2 discrimination information setting process. [Figure 5-26] A flowchart showing the variable prize-winning device control process. [Figure 5-27] 10 is a flowchart showing an end setting process. [Figure 5-28] 10 is a flowchart showing a normal display control process. [Figure 5-29] 10 is a flowchart showing the general map change setting process. [Figure 5-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 5-31] A flowchart showing the start-up prize section control processing. [Figure 5-32] 10A is a flowchart showing a reception interrupt process of the counting management device, and FIG. 10B is a flowchart showing a timer interrupt process. [Figure 5-33] 10 is a flowchart showing a main process of the counting management device. [Figure 5-34] 10 is a flowchart showing a lending setting process for the counting management device. [Figure 5-35] 10 is a flowchart showing a command determination process of the counting management device. [Figure 5-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 5-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 5-38] 10 is a flowchart showing a counter update process. [Figure 5-39] 10 is a flowchart showing a hold information storage process. [Figure 5-40] 10 is a flowchart showing a hold process. [Figure 5-41] 10 is a flowchart showing a winning display process. [Figure 5-42] 10 is a flowchart showing a variable display setting process. [Figure 5-43] 10 is a flowchart showing a fluctuation stop process. [Figure 5-44] 10 is a flowchart showing a standby process. [Figure 5-45] 10A is a flowchart showing the main processing of the card unit, and FIG. 10B is a flowchart showing the normal processing of the card unit. [Figure 5-46] 10 is a flowchart showing a card unit lending instruction process. [Figure 5-47] 1A is a diagram showing an example of a display mode of a performance display device for normal stage performance, and FIG. 1B is a diagram showing an example of a display mode of a performance display device for jackpot performance. [Figure 5-48] (a) is a diagram showing an example of a display mode of a performance display device for rush stage performance, (b) is a diagram showing an example of a display mode of a performance display device for battle stage performance, and (c) is a diagram showing an example of a display mode of a performance display device for lucky stage performance. [Figure 5-49] 10 is a timing chart showing switching of signals exchanged between the pachinko machine and the card unit. [Figure 5-50] 10 is a flowchart showing a menu selection process. [Figure 5-51] 10 is a flowchart showing a language setting process. [Figure 5-52] 10 is a flowchart showing a volume setting process. [Figure 5-53] 10 is a flowchart showing a luminance setting process. [Figure 5-54] 10A is a diagram showing a menu screen, and FIG. 10B is a flowchart showing a language setting screen. [Figure 5-55] 10A is a diagram showing a volume setting screen, FIG. 10B is a diagram showing a brightness setting screen, and FIG. 10C is a diagram showing a performance customization screen. [Figure 5-56] 10A is a diagram showing a game history screen, FIG. 10B is a diagram showing a custom setting continuation selection screen, and FIG. 10C is a diagram showing a custom setting notification screen. [Figure 5-57] 1 is a system configuration diagram showing a communication system between a pachinko machine and a mobile terminal. [Figure 5-58] FIG. 1 is a plan view showing an NFC module on a pachinko machine side. [Figure 5-59] FIG. 2 is a block diagram showing the electrical configuration of an NFC module. [Figure 5-60] FIG. 2 is a block diagram showing the electrical configuration of the BT module. [Figure 5-61] FIG. 1(a) is a front view showing the portable terminal, and FIG. 1(b) is a rear view showing the portable terminal. [Figure 5-62] FIG. 2 is a block diagram showing the electrical configuration of the mobile terminal. [Figure 5-63] 10 is a flowchart showing a BT connection process on the mobile terminal side. [Figure 5-64] 10 is a flowchart showing a BT connection process on the pachinko machine side. [Figure 5-65] FIG. 10 is a sequence diagram showing the exchanges that take place between the pachinko machine and the mobile terminal. [Figure 5-66] 10 is a flowchart showing BT communication processing performed on the mobile terminal side during BT communication connection. [Figure 5-67] 10 is a flowchart showing BT communication processing performed on the pachinko machine (sub-control device) side during BT communication connection. [Figure 5-68] 10 is a flowchart showing a process for disconnecting a BT communication connection performed on the mobile terminal side. [Figure 5-69] 10 is a flowchart showing the process of disconnecting the BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 5-70] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 5-71] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 5-72] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 5-73] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 5-74] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 5-75]10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 5-76] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 5-77] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 5-78] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 5-79] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 5-80] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 5-81] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 5-82] 10 is a flowchart showing a BT communication disconnection process performed on the mobile terminal side in another embodiment. [Figure 5-83] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 5-84] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 5-85] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 5-86] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 5-87] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 5-88] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 5-89] 10 is a flowchart showing a performance customization process. [Figure 5-90] FIG. 10 is a diagram showing a BGM setting screen. [Figure 5-91] 10A is a diagram showing a BGM setting screen during symbol fluctuation, and FIG. 10B is a diagram showing a BGM setting screen during a big win. [Figure 5-92] 10 is a flowchart showing a character setting process. [Figure 5-93] 10A is a diagram showing a character setting screen, and FIG. 10B is a diagram showing a main character setting screen. [Figure 5-94] FIG. 10 is a diagram showing a girl character setting screen. [Figure 5-95] FIG. 10 is a diagram showing a background setting screen. [Figure 5-96] 10 is a flowchart showing a background setting process. [Figure 5-97] FIG. 10 is a diagram showing a preview performance setting screen. [Figure 5-98] 10 is a flowchart showing a preview performance setting process. [Figure 5-99] A figure showing a super reach effect setting screen. [Figure 5-100] 10 is a flowchart showing a reliability setting process. [Figure 5-101] 10A is a diagram showing a reliability setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 5-102] 10 is a flowchart showing an appearance rate setting process. [Figure 5-103] 10A is a diagram showing an appearance rate setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 5-104] 10 is a flowchart showing a reach effect setting process. [Figure 5-105] 10 is a flowchart showing the preview performance execution setting process. [Figure 5-106] FIG. 10 is a diagram showing a plurality of reach effect tables. [Figure 5-107] FIG. 10 is a diagram showing a user correspondence area (custom information storage area). [Figure 5-108] FIG. 10 is a diagram showing a communication disconnection confirmation screen. [Figure 5-109](a) is a diagram showing an example of a display mode of the effect display device during a BT communication connection, and (b) is a diagram showing a communication connection notification screen that is displayed when it is not possible to continue playing the pinball game. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] A pachinko gaming machine (hereinafter simply referred to as a "pachinko machine") 10 according to a first embodiment will be described below with reference to the drawings.

[0010] BACKGROUND ART Conventionally, as one type of gaming machine, a pachinko machine is known in which a game is played by shooting a gaming ball into a gaming area.

[0011] For example, in a pachinko machine, a game ball is fired towards the game area, and when the game ball enters a predetermined ball entry means, a changing display of the pattern is executed on a predetermined display means, and if the result of the changing display is a predetermined result, a predetermined winning state occurs.

[0012] Furthermore, gaming machines such as pachinko machines offer a variety of entertainment options to players (see, for example, Japanese Patent Application Laid-Open No. 2013-31769).

[0013] For example, a predetermined display effect is performed by a predetermined effect display means in accordance with the changing display of the symbols. Furthermore, in recent years, pachinko machines have also been seen in which the display effect mode can be changed to suit the player's preferences.

[0014] However, in conventional gaming machines, there is a demand for further improvements in the entertainment value for players.

[0015] For example, in the past, when inputting various information into a gaming machine or outputting various information from a gaming machine, the operations required of the player were complicated and cumbersome, which sometimes made players avoid such operations.

[0016] The present invention has been made to solve the problems exemplified above, and its purpose is to provide a gaming machine that can efficiently input various information to the gaming machine and output various information from the gaming machine, thereby increasing the interest of players.

[0017] In contrast to this, specifically, for example, the gaming machine according to the present invention is a winning / losing lottery means for executing a winning / losing lottery based on the determination by the determination means for determining whether or not a predetermined lottery condition is met that the predetermined lottery condition is met; A variable display means for displaying a variable display for a predetermined period based on the result of the winning / losing lottery; a specific game execution means for executing a specific game state after the end of a specific variable display that displays a specific display result that is executed when the result of the winning / losing lottery is a specific result; A performance execution means for performing a variable performance using a plurality of performance elements during the variable display for the predetermined period; and an input means for allowing a player to input a predetermined value to the performance execution means. The input means a detection means that, in a predetermined standby state, becomes in a predetermined detection state when a predetermined detection target approaches or abuts on a predetermined detection unit within a predetermined distance; This gaming machine is an output means for outputting a plurality of pieces of information related to the performance execution means, the information being stored in a predetermined storage unit, when a first input state occurs in which the detection means has become the predetermined detection state; When a second input state occurs in which input of predetermined information corresponding to the plurality of pieces of information is detected, the game machine is configured to be capable of inputting and outputting information related to predetermined configurable information in the performance execution means. Various information can be input to the gaming machine and output from the gaming machine in an efficient manner, which in turn improves convenience and interest for players.

[0018] More specifically, for example, the gaming machine according to the present invention is a jackpot lottery unit that executes a jackpot lottery based on whether or not a predetermined lottery condition is met through a determination process that determines whether or not the predetermined lottery condition is met; A special symbol display device that executes a symbol variation display for a predetermined period based on the result of the jackpot lottery; a jackpot game execution unit that executes a jackpot game after the end of a jackpot variable display that displays a jackpot stop display that is executed when the result of the jackpot lottery is a winning result; A sub-controller that performs a variable performance using a plurality of performance elements (performance display devices, speakers, lamps, movable accessories, etc.) during the pattern variable display for the predetermined period; A pachinko machine equipped with a wireless communication unit that allows a player to wirelessly input to the sub-controller, The wireless communication unit The device is provided with an NFC module (NFC chip) that enters a radio wave receiving state when a predetermined mobile terminal approaches or touches a predetermined antenna unit within a predetermined distance in a predetermined standby state, This pachinko machine is an antenna unit that transmits, when an NFC communication state occurs in which the NFC module (NFC chip) is in a radio wave receiving state, a plurality of pieces of connection information (device name, address, password) stored in a predetermined memory unit and related to the Bluetooth (registered trademark) module of the sub-control device; When a Bluetooth communication connection state (pairing state) occurs in which an input of a Bluetooth connection request corresponding to the plurality of pieces of connection information transmitted is detected, the sub-control device is configured to be able to receive and transmit information regarding predetermined game specifications (for example, language settings, volume settings, performance settings, etc.), Various information can be input to the gaming machine and output from the gaming machine in an efficient manner, which in turn improves convenience and interest for players.

[0019] In the present invention, the "specific variable display" may be any variable display that displays a specific display result, and as long as it can realize the gist of the present invention, it may be any type, such as a small win variable display that becomes a small win stop display mode indicating that a small win state that is more advantageous to the player than a normal state will be generated, or a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state that is more advantageous to the player than a normal state or a small win state will be generated (more specifically, a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a predetermined advantageous state will be granted will be generated after completion, a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a predetermined advantageous state will not be granted will be generated after completion, a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a high probability state will be granted will be generated after completion, or a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a high probability state will be granted will be generated after completion).

[0020] In the present invention, the "storage unit" may be any type of memory, as long as it is capable of realizing the gist of the present invention, such as volatile memory such as RAM (Random Access Memory), SRAM (Static RAM), or DRAM (Dynamic RAM), non-volatile memory such as ROM (Read Only Memory), flash memory, EPROM (Erasable Programmable ROM), or EEPROM (Electrically Erasable Programmable ROM), or auxiliary storage device such as HDD (hard disk drive) or SSD (Solid State Drive).

[0021] In the present invention, the "predetermined standby state" may be any state, as long as it is possible to realize the gist of the present invention, such as a state in which no change display is being performed in a predetermined change display means (non-change state), a state in which a predetermined period of time has passed since the change display in a predetermined change display means stopped (such as when a demo screen is being displayed), a state in which the player is not touching an operating means such as a handle, or a state in which a predetermined wireless communication connection is not in progress.

[0022] In the present invention, the "variable display means" may be any device that performs a variable display for a predetermined period of time based on the result of a win / lose lottery, and may be any device that can realize the gist of the present invention, such as a display device consisting of a three-color light-emitting diode (three-color LED), an electric display device such as a liquid crystal display device, a dot matrix display device, a segment display device (7-segment display device), or an organic EL display device, a mechanical reel display device such as a reel, drum, or belt, a display device provided on a game board that constitutes the game area, a display device provided on a center frame attached to the game board, a display device provided on the back side of a translucent game board, or a display device provided on a mounting frame to which the game board is attached.

[0023] In the present invention, the "predetermined detection target" may be any object that can be detected, and may be, for example, a part of the human body such as a player's hand or finger, or an object held by the player (for example, a mobile phone, smartphone, or IC card), as long as it is possible to realize the gist of the present invention.

[0024] In the present invention, the "judgment means" may be any means that judges whether or not a predetermined lottery condition has been met, and as long as it can realize the gist of the present invention, it may be, for example, a device or process that can judge whether or not a gaming ball has entered a predetermined ball entry means (including a variable ball entry means), a device or process that can judge whether or not a gaming ball that entered a predetermined ball entry means has entered a specific ball entry area (such as a V entry port), a device or process that can judge whether or not a start condition for a predetermined variable display in a predetermined variable display means has been met, a device or process that can judge whether or not a predetermined variable display has started in a predetermined variable display means, or a device or process that can judge whether or not a predetermined period has elapsed after a predetermined variable display has started in a predetermined variable display means. It may be any type of device or process, such as a device or process capable of determining whether a predetermined variable display has started or stopped in a predetermined variable display means when at least one right to hold a predetermined number of rights to hold a predetermined lottery is reserved in a reservation means that can reserve said rights, up to a predetermined number; a device or process capable of determining whether a predetermined variable display has stopped in a predetermined variable display means; a device or process capable of determining whether the stop of a predetermined variable display has been confirmed in a predetermined variable display means; a device or process capable of determining whether a predetermined period has passed since the stop of a predetermined variable display in a predetermined variable display means; or a process capable of determining whether a predetermined operating means has been operated.

[0025] In the present invention, the "output means" may be anything that outputs a plurality of pieces of information related to the performance execution means when the first input state occurs, and may be anything that can realize the gist of the present invention, such as an antenna and / or its control means that transmits a plurality of pieces of information via radio waves, a display means and / or its control means that displays an image containing a plurality of pieces of information (including code information such as a QR code), a speaker and / or its control means that outputs a plurality of pieces of information via sound waves, a light emitting means and / or its control means that outputs a plurality of pieces of information via light (including infrared light), etc. Note that, as in the following, QR code is a registered trademark.

[0026] In the present invention, a "performance element" may be anything that can realize the gist of the present invention, such as a performance display device that performs a predetermined display performance, a speaker that performs a predetermined sound performance, a lamp that performs a predetermined light emission performance, or a movable prop that performs a predetermined action performance.

[0027] In the present invention, a "specific game state" may be anything that is executed after the end of a specific variable display that displays a specific display result that is executed when the result of the win / lose lottery is a specific result, and as long as it can realize the gist of the present invention, it may be anything, such as a small win state that is more advantageous to the player than the normal game state, or a jackpot state that is more advantageous to the player than the normal game state or the small win state (more specifically, a jackpot state in which an advantageous state is granted after the end, a jackpot state in which an advantageous state is not granted after the end, a jackpot state in which a high probability state is granted in which the probability of a determination to transition to a special game state by a predetermined lottery means after the end is higher than in the normal game state, or a jackpot state in which a high probability state is not granted after the end).

[0028] In the present invention, the "predetermined information corresponding to a plurality of pieces of information" may be any information as long as it is possible to realize the gist of the present invention, such as response information that provides a predetermined response corresponding to a plurality of pieces of information, request information that makes a predetermined request corresponding to a plurality of pieces of information, instruction information that provides a predetermined instruction corresponding to a plurality of pieces of information, selection information that makes a predetermined selection corresponding to a plurality of pieces of information, permission information that requests a predetermined permission corresponding to a plurality of pieces of information, or text information that conveys a predetermined content corresponding to a plurality of pieces of information.

[0029] In the present invention, a "specific result" may be anything, as long as it can realize the gist of the present invention, such as the result of generating a small win state that is more advantageous to the player than a normal state, or the result of generating a big win state that is more advantageous to the player than a normal state or a small win state (more specifically, the result of generating a big win state that is given a predetermined advantageous state after completion, the result of generating a big win state that is not given a predetermined advantageous state after completion, the result of generating a big win state that is given a high probability state after completion, or the result of generating a big win state that is not given a high probability state after completion).

[0030] In the present invention, the "plurality of information related to the performance execution means" may be any information stored in a specified memory unit, such as device name information, address information, password, command information, code information, text information, image information, audio information, etc., as long as it is possible to realize the gist of the present invention.

[0031] In the present invention, the "performance execution means" may be any means that performs variable performance using multiple performance elements, and may be any means that can realize the gist of the present invention, such as a display control device that performs display performance using a display device, an audio control device that performs audio performance using a speaker, a light emission control means that performs light emission performance using a light-emitting body such as a lamp, or any combination of these (such as a sub-controller).

[0032] In the present invention, the "input means" may be anything that allows a player to make a predetermined input to the effect execution means, and may be anything that can realize the gist of the present invention, such as an NFC module that allows input via NFC communication, a Bluetooth module that allows input via Bluetooth communication, a wireless LAN module that allows input via wireless LAN (including Wi-Fi) communication, a button switch that the player can press to input, or a touch panel that the player can touch to input. Note that, hereinafter, Bluetooth and Wi-Fi are registered trademarks. Bluetooth also includes Bluetooth Low Energy (BLE), etc.

[0033] In the present invention, the "variation effect" may be any effect that is performed using a predetermined effect element during the change display, and may be, for example, a reach effect, a development effect, a preview effect, a continuous effect, a re-change effect, etc., including a display effect, a sound effect, a light-emitting effect, an action effect, etc.

[0034] In the present invention, a "specific display result" may be any display result that is executed when the result of the win / lose lottery is a specific result, and as long as it is possible to realize the gist of the present invention, it may be any display result, such as a small win stop display that indicates that a small win state that is more advantageous to the player than a normal state will be generated, or a jackpot stop display that indicates that a jackpot state that is more advantageous to the player than a normal state or a small win state will be generated (more specifically, a jackpot stop display that indicates that a jackpot state in which a predetermined advantageous state will be granted will be generated after completion, a jackpot stop display that indicates that a jackpot state in which a predetermined advantageous state will not be granted will be generated after completion, a jackpot stop display that indicates that a jackpot state in which a high probability state will be granted will be generated after completion, or a jackpot stop display that indicates that a jackpot state in which a high probability state will be granted will be generated after completion).

[0035] In the present invention, the "predetermined lottery conditions" may be anything, as long as it is possible to realize the gist of the present invention, such as a gaming ball entering a predetermined entry means (including a variable entry means), a gaming ball that has entered the predetermined entry means entering a specific entry area (such as a V entry port), the start conditions for a predetermined variable display in a predetermined variable display means being met, the predetermined variable display being started in a predetermined variable display means, a predetermined period of time having passed since the predetermined variable display was started in a predetermined variable display means, the predetermined variable display being started or stopped in a state in which at least one right to hold a predetermined lottery is reserved in a reservation means that can reserve up to a predetermined number of rights to hold a predetermined lottery, the predetermined variable display being stopped in a predetermined variable display means, the stop of the predetermined variable display in a predetermined variable display means being confirmed, a predetermined period of time having passed since the predetermined variable display was stopped in a predetermined variable display means, or a predetermined operating means being operated.

[0036] In the present invention, the "specific game execution means" may be anything that executes a specific game state after the specific variable display has ended, and may be anything that can realize the gist of the present invention.

[0037] In the present invention, the "win / lose lottery means" may be any means that executes a win / lose lottery based on the determination that predetermined lottery conditions have been met, and may be any means that executes a lottery to determine whether or not to generate a small win state that is more advantageous to the player than a normal state, or a jackpot state that is more advantageous to the player than a normal state or a small win state (more specifically, a jackpot state that confers a predetermined advantageous state after completion, a jackpot state that does not confers a predetermined advantageous state after completion, a jackpot state that confers a high probability state after completion, or a jackpot state that does not confers a high probability state after completion), as long as it can realize the gist of the present invention.

[0038] In the present invention, the "detection means" may be anything that reaches a predetermined detection state when a predetermined detection target approaches or contacts a predetermined detection unit within a predetermined distance, and may be anything that can realize the gist of the present invention, such as an NFC chip that can detect predetermined radio waves when a detection target approaches or contacts a predetermined antenna unit that is the detection unit, a touch panel that can detect changes in pressure or capacitance when a detection target approaches or contacts a predetermined electrode that is the detection unit, a switch that turns on when a detection target approaches or contacts a contact unit that is the detection unit, a light-shielding sensor that can detect predetermined light (including reflected light emitted from a predetermined light-emitting element) when a detection target approaches or contacts a light-receiving element that is the detection unit, or a human presence sensor that can detect a predetermined temperature change when a detection target approaches or contacts an infrared sensor that is the detection unit.

[0039] In the present invention, "information relating to specified configurable information" may be anything, such as information relating to language setting information (flag value relating to language type setting flag), information relating to volume setting information (level value relating to volume level information), information relating to brightness setting information (level value relating to brightness level information), information relating to effect setting information (on / off value relating to effect execution flag, numerical value relating to effect appearance rate information), etc., as long as it is possible to realize the gist of the present invention.

[0040] Furthermore, in this embodiment, instead of or in addition to the various configurations and effects described above, the following various configurations and effects are provided.

[0041] As described above, a pachinko machine in which a game is played by shooting a game ball into a game area is known as a type of conventional gaming machine.

[0042] For example, in a pachinko machine, a game ball is fired towards the game area, and when the game ball enters a predetermined ball entry means, a changing display of the pattern is executed on a predetermined display means, and if the result of the changing display is a predetermined result, a predetermined winning state occurs.

[0043] Furthermore, gaming machines such as pachinko machines offer a variety of entertainment options to players (see, for example, Japanese Patent Application Laid-Open No. 2013-31769).

[0044] For example, a predetermined display effect is performed by a predetermined effect display means in accordance with the variable display of the symbols. Furthermore, in recent years, gaming machines have also been seen in which the effect elements of the gaming machine (such as the effect mode of the display effect) can be customized to suit the player's preferences.

[0045] However, in conventional gaming machines, there is a demand for further improvements in the entertainment value for players.

[0046] For example, in the past, the control processing of gaming machines became complicated, and there were cases where players were unable to appropriately change the settings of presentation elements.

[0047] The present invention has been made to solve the problems exemplified above, and its purpose is to provide a gaming machine that suppresses the complexity of control processing, allows players to conveniently change the settings of presentation elements, and ultimately increases the player's interest.

[0048] In contrast to this, specifically, for example, the gaming machine according to the present invention is a winning / losing lottery means for executing a winning / losing lottery based on the determination by the determination means for determining whether or not a predetermined lottery condition is met that the predetermined lottery condition is met; A variable display means for displaying a variable display for a predetermined period based on the result of the winning / losing lottery; a specific game execution means for executing a specific game state after the end of a specific variable display that displays a specific display result that is executed when the result of the winning / losing lottery is a specific result; A performance execution means for performing a variable performance using a plurality of performance elements during the variable display for the predetermined period; With respect to a specific presentation element selected by a player from among the plurality of presentation elements, an input means is provided by which a player can determine and input a value for an output mode of the specific presentation element, The value for the output mode is a value that the player can select and input from a plurality of values, This gaming machine is a specific display means for executing a specific display corresponding to the input of the predetermined value determined by the player; a predetermined output value setting means that can be executed after the specific display is executed, The predetermined output value setting means can set a value for the output mode of the specific performance element to be used when the performance execution means executes the variable performance, The predetermined output value setting means is configured to be able to set a specific value that is different from the first value and the second value and that is stored in advance in a storage means as the value of the output mode, even if a first value has been input by a player, or even if a second value different from the first value has been input, by providing a gaming machine characterized in that: This prevents the control process from becoming too complicated, allowing players to conveniently change the settings of presentation elements, thereby improving convenience and interest for players.

[0049] More specifically, for example, the gaming machine according to the present invention is a jackpot lottery unit that executes a jackpot lottery based on whether or not a predetermined lottery condition is met through a determination process that determines whether or not the predetermined lottery condition is met; A special symbol display device that executes a symbol variation display for a predetermined period based on the result of the jackpot lottery; a jackpot game execution unit that executes a jackpot game after the end of a jackpot variable display that displays a jackpot stop display that is executed when the result of the jackpot lottery is a winning result; A sub-controller that performs a variable performance using a plurality of performance units (such as a display performance by a performance display device, a sound performance by a speaker, a light performance by a lamp, and a role action performance by a movable role object) during the pattern variable display for the predetermined period; A gaming machine equipped with a custom input function (e.g., a BT module) that allows a player to determine and input a value for an output mode (e.g., reliability of a school of fish effect) of a specific effect part (e.g., a school of fish effect on an effect display device) selected by the player from among the plurality of effect parts, The value that can be custom-input for the output mode (for example, the reliability of the fish school effect) can be selected and input by the player from multiple values ​​(for example, 10% to 90%), and This gaming machine is When the custom input of the predetermined value determined by the player is completed, an input completion display process is executed to display the corresponding input completion (for example, displaying an input completion screen saying "75% fish school reliability has been entered"); A predetermined effect selection table (and / or effect selection random number counter) setting process that can be executed after the input completion display is executed, By the predetermined effect selection table (and / or effect selection random number counter) setting process, the sub-control device can set a value (for example, fish school reliability) for the output mode of the specific effect unit that is actually used (referenced) when executing the variable effect, In the predetermined effect selection table (and / or effect selection random number counter) setting process, even if the player inputs a first value (e.g., 75% fish school reliability) or a second value different from the first value (e.g., 25% fish school reliability), the gaming machine is configured to be able to set the value of the output mode (e.g., fish school reliability) to a specific value (e.g., 50% fish school reliability) that is different from the first value and the second value and is specified by the predetermined effect selection table (and / or effect selection random number counter) stored in advance in a storage means such as a ROM, This prevents the control process from becoming too complicated, allowing players to conveniently change the settings of presentation elements, thereby improving convenience and interest for players.

[0050] In the present invention, the "predetermined lottery conditions" may be anything, as long as it is possible to realize the gist of the present invention, such as a gaming ball entering a predetermined entry means (including a variable entry means), a gaming ball that has entered the predetermined entry means entering a specific entry area (such as a V entry port), the start conditions for a predetermined variable display in a predetermined variable display means being met, the predetermined variable display being started in a predetermined variable display means, a predetermined period of time having passed since the predetermined variable display was started in a predetermined variable display means, the predetermined variable display being started or stopped in a state in which at least one right to hold a predetermined lottery is reserved in a reservation means that can reserve up to a predetermined number of rights to hold a predetermined lottery, the predetermined variable display being stopped in a predetermined variable display means, the stop of the predetermined variable display in a predetermined variable display means being confirmed, a predetermined period of time having passed since the predetermined variable display was stopped in a predetermined variable display means, or a predetermined operating means being operated.

[0051] In the present invention, a "specific result" may be anything, as long as it can realize the gist of the present invention, such as the result of generating a small win state that is more advantageous to the player than a normal state, or the result of generating a big win state that is more advantageous to the player than a normal state or a small win state (more specifically, the result of generating a big win state that is given a predetermined advantageous state after completion, the result of generating a big win state that is not given a predetermined advantageous state after completion, the result of generating a big win state that is given a high probability state after completion, or the result of generating a big win state that is not given a high probability state after completion).

[0052] In the present invention, a "specific game state" may be anything that is executed after the end of a specific variable display that displays a specific display result that is executed when the result of the win / lose lottery is a specific result, and as long as it can realize the gist of the present invention, it may be anything, such as a small win state that is more advantageous to the player than the normal game state, or a jackpot state that is more advantageous to the player than the normal game state or the small win state (more specifically, a jackpot state in which an advantageous state is granted after the end, a jackpot state in which an advantageous state is not granted after the end, a jackpot state in which a high probability state is granted in which the probability of a determination to transition to a special game state by a predetermined lottery means after the end is higher than in the normal game state, or a jackpot state in which a high probability state is not granted after the end).

[0053] In the present invention, the "win / lose lottery means" may be any means that executes a win / lose lottery based on the determination that predetermined lottery conditions have been met, and may be any means that executes a lottery to determine whether or not to generate a small win state that is more advantageous to the player than a normal state, or a jackpot state that is more advantageous to the player than a normal state or a small win state (more specifically, a jackpot state that confers a predetermined advantageous state after completion, a jackpot state that does not confers a predetermined advantageous state after completion, a jackpot state that confers a high probability state after completion, or a jackpot state that does not confers a high probability state after completion), as long as it can realize the gist of the present invention.

[0054] In the present invention, the "judgment means" may be any means that judges whether or not a predetermined lottery condition has been met, and as long as it can realize the gist of the present invention, it may be, for example, a device or process that can judge whether or not a gaming ball has entered a predetermined ball entry means (including a variable ball entry means), a device or process that can judge whether or not a gaming ball that entered a predetermined ball entry means has entered a specific ball entry area (such as a V entry port), a device or process that can judge whether or not a start condition for a predetermined variable display in a predetermined variable display means has been met, a device or process that can judge whether or not a predetermined variable display has started in a predetermined variable display means, or a device or process that can judge whether or not a predetermined period has elapsed after a predetermined variable display has started in a predetermined variable display means. It may be any type of device or process, such as a device or process capable of determining whether a predetermined variable display has started or stopped in a predetermined variable display means when at least one right to hold a predetermined number of rights to hold a predetermined lottery is reserved in a reservation means that can reserve said rights, up to a predetermined number; a device or process capable of determining whether a predetermined variable display has stopped in a predetermined variable display means; a device or process capable of determining whether the stop of a predetermined variable display has been confirmed in a predetermined variable display means; a device or process capable of determining whether a predetermined period has passed since the stop of a predetermined variable display in a predetermined variable display means; or a process capable of determining whether a predetermined operating means has been operated.

[0055] In the present invention, a "performance element" may be anything, as long as it can realize the gist of the present invention, such as a performance display device that performs a predetermined display performance (or a performance display, character, icon, still image, moving image, etc. displayed on the performance display device), a speaker that performs a predetermined sound performance (or a performance sound emitted from a speaker), a lamp that performs a predetermined light emission performance (or a performance light emitted from a lamp), or a movable prop that performs a predetermined action performance (or a performance action performed by a movable prop).

[0056] In the present invention, the "specific variable display" may be any variable display that displays a specific display result, and as long as it can realize the gist of the present invention, it may be any type, such as a small win variable display that becomes a small win stop display mode indicating that a small win state that is more advantageous to the player than a normal state will be generated, or a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state that is more advantageous to the player than a normal state or a small win state will be generated (more specifically, a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a predetermined advantageous state will be granted will be generated after completion, a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a predetermined advantageous state will not be granted will be generated after completion, a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a high probability state will be granted will be generated after completion, or a jackpot variable display that becomes a jackpot stop display mode indicating that a jackpot state in which a high probability state will be granted will be generated after completion).

[0057] In the present invention, the "variation effect" may be any effect that is performed using a predetermined effect element during the change display, and may be, for example, a reach effect, a development effect, a preview effect, a continuous effect, a re-change effect, etc., including a display effect, a sound effect, a light-emitting effect, an action effect, etc.

[0058] In the present invention, the "input means" may be anything that can be determined and input by the player, and may be anything that can realize the gist of the present invention, such as an NFC module that allows input via NFC communication, a Bluetooth module that allows input via Bluetooth communication, a wireless LAN module that allows input via wireless LAN (including Wi-Fi) communication, a button switch that the player can press to input, or a touch panel that the player can touch to input.

[0059] In the present invention, the "output mode of the performance element" may be anything, as long as it can realize the gist of the present invention, such as the display output mode of a performance display device (for example, the appearance rate and reliability of a predetermined performance display, the type, color tone, and size of the image (background image, character, icon, etc.) to be displayed), the output mode of sound from a speaker (the appearance rate and reliability of a predetermined piece of music, the output order of the music, the melody of the music, the output volume, the type of instrument played, etc.), the light emission output mode of a light-emitting body such as a lamp (the appearance rate and reliability of a predetermined light emission performance, lighting / flashing pattern, brightness, light color, etc.), and the operation output mode of a movable part (the appearance rate and reliability of a predetermined operation performance, operation pattern, number of operations, operation speed, etc.).

[0060] In the present invention, the "output value setting means" may be anything that can set a value for the output mode of a specific presentation element used when executing a variable presentation (for example, a fish school reliability of 50%), and as long as it can realize the gist of the present invention, it may be anything, such as a processing function that sets a predetermined value determined by the player (including a default value that can be selected and determined if the player does not make a selection or if play is not performed for a predetermined period after the player makes a selection) in a predetermined memory area such as RAM as the value for the output mode of a specific presentation element, a processing function that sets a random number counter in a predetermined memory area such as RAM for setting a value for the output mode of a specific presentation element, a processing function that sets a table that defines the correspondence between the value of the random number counter and the output mode of a specific presentation element in a predetermined memory area such as RAM, or a combination of these.

[0061] In the present invention, the "variable display means" may be any device that performs a variable display for a predetermined period of time based on the result of a win / lose lottery, and may be any device that can realize the gist of the present invention, such as a display device consisting of a three-color light-emitting diode (three-color LED), an electric display device such as a liquid crystal display device, a dot matrix display device, a segment display device (7-segment display device), or an organic EL display device, a mechanical reel display device such as a reel, drum, or belt, a display device provided on a game board that constitutes the game area, a display device provided on a center frame attached to the game board, a display device provided on the back side of a translucent game board, or a display device provided on a mounting frame to which the game board is attached.

[0062] In the present invention, the "specific display means" may be any device that executes a specific display when the input of a predetermined value determined by the player is completed, and may be any device that can realize the gist of the present invention, such as a display device consisting of a three-color light-emitting diode (three-color LED), a liquid crystal display device, a dot matrix display device, a segment display device (7-segment display device), an organic EL display device, a display device provided on the game board that constitutes the game area, a display device provided on a center frame attached to the game board, a display device provided on the back side of a translucent game board, a display device provided on a mounting frame to which the game board is attached, or a control function for executing a specific display on these display devices, or a combination of these.

[0063] In the present invention, the "specific game execution means" may be anything that executes a specific game state after the specific variable display has ended, and may be anything that can realize the gist of the present invention.

[0064] In the present invention, the "performance execution means" may be any means that performs variable performance using multiple performance elements, and may be any means that can realize the gist of the present invention, such as a display control device that performs display performance using a display device, an audio control device that performs audio performance using a speaker, a light emission control means that performs light emission performance using a light-emitting body such as a lamp, or any combination of these (such as a sub-controller).

[0065] In the present invention, a "specific display result" may be any display result that is executed when the result of the win / lose lottery is a specific result, and as long as it is possible to realize the gist of the present invention, it may be any display result, such as a small win stop display that indicates that a small win state that is more advantageous to the player than a normal state will be generated, or a jackpot stop display that indicates that a jackpot state that is more advantageous to the player than a normal state or a small win state will be generated (more specifically, a jackpot stop display that indicates that a jackpot state in which a predetermined advantageous state will be granted will be generated after completion, a jackpot stop display that indicates that a jackpot state in which a predetermined advantageous state will not be granted will be generated after completion, a jackpot stop display that indicates that a jackpot state in which a high probability state will be granted will be generated after completion, or a jackpot stop display that indicates that a jackpot state in which a high probability state will be granted will be generated after completion).

[0066] In the present invention, the "specific display" may be anything that is displayed in response to the completion of input of a predetermined value (value for the output mode of a specific presentation element) determined by the player, and may be anything, such as a number or image representing a level value corresponding to the custom level input by the player (for example, the occurrence rate or reliability of a predetermined display presentation, the occurrence rate or reliability of a predetermined audio presentation, output volume, the occurrence rate or reliability of a predetermined light-emitting presentation, light emission brightness, the occurrence rate or reliability of a predetermined movable role presentation, etc.), text information conveying the content, or a combination of these, as long as it is possible to realize the gist of the present invention.

[0067] In the present invention, the various "storage means (storage areas)" may be anything that can store various counters, various tables, various default values, etc., and may be anything that can realize the gist of the present invention, such as volatile memory such as RAM (Random Access Memory), SRAM (Static RAM), DRAM (Dynamic RAM), non-volatile memory such as ROM (Read Only Memory), flash memory, EPROM (Erasable Programmable ROM), EEPROM (Electrically Erasable Programmable ROM), auxiliary storage devices such as HDD (hard disk drive) and SSD (Solid State Drive), etc.

[0068] The gaming machine according to the present invention (pachinko machine 10 according to the first embodiment) described in detail below comprises a judgment unit as the judgment means of the present invention described above, a lottery unit as the win / lose lottery means of the present invention, a variable display unit as the variable display means of the present invention, a special game state as the specific game state of the present invention, a special game execution unit as the specific game execution means of the present invention, a performance unit as the performance element of the present invention, a performance control unit as the performance execution means of the present invention, an input unit as the input means of the present invention, a detectable unit as the detection target of the present invention, a detection unit as the detection unit of the present invention, an on state as the detection state of the present invention, a detection function unit as the detection means of the present invention, an interrupt state as the first input state of the present invention, an output unit as the output means of the present invention, a transition state as the second input state of the present invention, a display unit as the display unit of the present invention, an input unit as the input means of the present invention, a detection target as the detection unit of the present invention, an on state as the detection state of the present invention, a detection function unit as the detection means of the present invention, an interrupt state as the first input state of the present invention, an output unit as the output means of the present invention, a transition state as the second input state of the present invention, a display unit as the display unit of the present invention, an input unit as the input means of the present invention, a detection unit as the detection unit of the present invention, an interrupt state as the first input state of the present invention, an output unit as the output means of the present invention, a display unit as the display unit of the present invention, an input unit as the input means of the present invention, an input unit as the detection target of the present invention, an on state as the detection state of the present invention, an input unit as the detection unit ... It has game specifications as configurable information, a suppression function as the suppression means of the present invention, a reset function as the reset means of the present invention, a forced termination function as the termination input means of the present invention, a restriction function as the restriction means of the present invention, a specific information output function as the specific information output means of the present invention, output setting content as the output mode of the present invention, a setting value memory unit as the storage means of the present invention, an input completion display as the specific display of the present invention, input completion display processing as the specific display means of the present invention, output setting processing as the output value setting means of the present invention, an input value memory area as the input value memory area of ​​the present invention, image output processing as the image display means of the present invention, a history information memory area as the history information memory area of ​​the present invention, and history information output processing as the history information output means of the present invention.

[0069] The specific configuration of the pachinko machine 10 according to the present invention will be described in detail below. As shown in Figures 1-3 and other figures, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and an inner frame 12 is supported on one side of the outer frame 11 so as to be able to open and close. However, for the sake of convenience, Figure 1-3 does not show game components (nails, accessories, etc.) arranged on the surface of the game board 30, a glass unit 137 attached to the front frame 14, etc.

[0070] As shown in Figures 1-6, etc., the outer frame 11 has an upper frame component 11a and a lower frame component 11b made of wooden boards, and a left frame component 11c and a right frame component 11d made of extruded aluminum alloy material, and these frame components 11a to 11d are assembled together into a rectangular frame shape as a whole using detachable fasteners such as screws.

[0071] An upper hinge 81 and a lower hinge 82 are attached to the upper and lower ends of the left-side frame-constituting portion 11c, respectively (see FIG. 1-1). The upper and lower parts of the inner frame 12 are rotatably supported by the upper hinge 81 and the lower hinge 82, allowing the inner frame 12 to be opened and closed. The inner frame 12 and other components are housed in a space formed inside the outer frame 11.

[0072] The right-side frame-constituting portion 11d has an extending wall portion 83 formed thereon that protrudes from the vicinity of its rear end in the width direction toward the inside of the outer frame 11. The extending wall portion 83 covers the entire upper and lower sections corresponding to a locking device 600 (see FIG. 1-6) provided on the rear side of the right side of the inner frame 12 from the rear side of the inner frame 12 (see FIG. 1-5). In addition, as shown in FIG. 1-3, the front side of the extending wall portion 83 is provided with a pair of upper and lower receiving portions 84, 85 that engage with a locking member of the locking device 600. Furthermore, the lower receiving portion 85 has a pressing portion 86 that protrudes toward the inside of the outer frame 11 and abuts against an inner-frame-opening detection switch 92 (described later).

[0073] A resin decorative panel 87 is attached to the lower frame component 11b. An upwardly protruding rib 88 is integrally formed on the innermost part of the top surface of the decorative panel 87. This makes it less likely that a gap will form between the decorative panel 87 and the inner frame 12.

[0074] 1-3, the opening / closing axis of the inner frame 12 is set along the top and bottom on the left side when viewed from the front of the pachinko machine 10, and the inner frame 12 can be opened forward around this opening / closing axis. The inner frame 12 is mainly composed of a resin base 38 having a rectangular outer shape, and a substantially elliptical window hole 39 is formed in the center of the resin base 38.

[0075] A front frame 14 is attached to the front side of the inner frame 12 so as to be able to open and close. Similar to the inner frame 12, the front frame 14 is designed to be able to open forward around an opening and closing axis set along the top and bottom on the left side when viewed from the front of the pachinko machine 10. The front frame 14 may also be configured so as to be openably supported directly on the outer frame 11, rather than via the inner frame 12.

[0076] The front frame 14 has a rectangular outer shape like the inner frame 12, and in the closed state covers almost the entire front side of the inner frame 12. A substantially oval window 101 is formed in the center of the front frame 14. This makes it possible to view the game board 30 (play area) attached to the rear surface of the inner frame 12 from the outside through the window 101 of the front frame 14 and the window hole 39 of the inner frame 12. Details of the game board 30 will be described later.

[0077] As shown in Figure 1-1 etc., a lower tray 15 is provided as a ball receiving tray at the center of the lower part of the front side of the front frame 14, and gaming balls discharged from the lower payout outlet 16 can be stored in the lower tray 15. In addition, a ball removal lever 25 for discharging gaming balls from the lower tray 15 is provided on the front side of the lower tray 15.

[0078] To the right of the lower tray 15, a game ball launching handle (hereinafter simply referred to as the "handle") 18 is provided as an operating part that protrudes forward. The handle 18 is provided with a rotation operating part 18a as an input part that can be rotated by the player, a touch sensor (not shown) as a detection function part that can detect when the player's hand, which is the detected part, touches the handle 18, and a variable resistor (not shown) as a detection function part that detects the amount of operation of the rotation operating part 18a. With this configuration, when the rotation operating part 18a is rotated clockwise, a game ball is launched by a launching device 60, which will be described later, with a launch strength that corresponds to the amount of rotation operating.

[0079] The handle 18 is also provided with a stop lever 18b as a detection unit that can be pressed with the thumb of the right hand holding the rotation operation unit 18a. When the stop lever 18b is pressed to the on state, the launching of game balls by the launching device 60 is prohibited even if the handle 18 is being held. Therefore, it is possible to rotate the rotation operation unit 18a while prohibiting the launching of game balls, or to temporarily stop the launching of game balls while holding the handle 18.

[0080] As shown in FIG. 1-2, an upper tray 19 capable of storing game balls is provided above the lower tray 15. The upper tray 19 is a ball receiving tray that temporarily stores game balls paid out from the upper payout opening 17 and guides them in a line toward the launching device 60. Game balls paid out when the upper tray 19 is full of game balls are guided to the lower tray 15 via a lower tray connecting passage 71 and the lower payout opening 16, which will be described later.

[0081] A loan switch 121, a return switch 122, and a balance display unit 124 are provided on the upper right surface of the front edge of the upper tray 19. Typically, in gaming halls and the like, a CR unit (not shown) is placed on the left side of the pachinko machine 10. When the loan switch 121, which serves as an input unit, is operated with a gaming card with a balance inserted into the CR unit, loan balls are supplied to the upper tray 19 in response to the operation. On the other hand, the return switch 122, which also serves as an input unit, is operated when requesting the return of a card inserted into the CR unit. Furthermore, the balance display unit 124 displays the balance of the card inserted into the CR unit.

[0082] In addition, a ball ejection button 123 is provided on the upper right surface of the front edge of the upper tray 19. The ball ejection button 123 is configured to be retractable, and is always biased upward by a biasing means (not shown). With this configuration, when the ball ejection button 123 is pressed, the space between the upper tray 19 and the lower tray 15 is opened, and the game balls stored in the upper tray 19 are guided to the lower tray 15. In other words, by operating the ball ejection button 123, the player can transfer the game balls in the upper tray 19 to the lower tray 15 at any time.

[0083] Furthermore, a first operation unit 125 and a second operation unit 126 that can be operated and input by the player are provided on the upper surface of the center of the front edge of the upper tray 19.

[0084] The first operation unit 125 is mainly used for presentation purposes. In this embodiment, the first operation unit 125 is a contact-type input unit that includes a button section that can move in the pressing direction when pressed by a player's finger or hand, which is a detection target (for example, by pressing downward), and an operation detection switch as a detection function section that is turned on in a predetermined state and can output a predetermined detection signal when pressed by the player's finger or the like and moves a predetermined amount to approach or come into contact with a sensor section, which is a predetermined detection section, within a predetermined distance. Of course, the configuration of the first operation unit 125 is not limited to this, and other different configurations may be used.

[0085] When the first operation unit 125 (hereinafter referred to as the "effect button 125") is pressed by the player, a predetermined detection signal that becomes a predetermined input by the player is input from the operation detection switch to the sub-control device 262 described later.

[0086] As a result, for example, during a predetermined period when a variable display is being executed (during a performance) on the performance display device 42 described later, the player can press the performance button 125, causing the performance display device 42 to execute a predetermined performance.

[0087] Furthermore, when the effect display device 42 is in a standby state (waiting for customers) in which no effects such as variable displays are being performed, a user-responsive interrupt state can be generated by the player pressing the effect button 125 with a finger or the like, and as will be described later, the effect display device 42 can display the game history or a menu screen 3000 (see Figure 1-54(a)) containing multiple pieces of information for customizing the effect content to the player's preferences.

[0088] On the other hand, the second operation unit 126 is mainly used by the player to perform various setting operations, etc. In this embodiment, an operation means called a cross key or the like is adopted as the second operation unit 126.

[0089] Specifically, as shown in FIG. 1-49, the second operation unit 126 (hereinafter referred to as the "cross key 126") is composed of five operation buttons: an up button 126a, a down button 126b, a left button 126c, a right button 126d, and a center button 126e.

[0090] Each of the buttons 126a to 126e of the cross key 126 employs a contact-type input unit that includes a button section that can move in the direction of pressure when pressed by, for example, a player's finger or hand, which serves as the detected part (for example, by pressing downward), and an operation detection switch as a detection function part that turns into a predetermined on state and can output a predetermined detection signal when pressed by the player's finger or the like and moves a predetermined amount, and comes close to or into contact with a sensor part, which serves as a predetermined detection part, to a predetermined distance.

[0091] Of course, the configuration of the input unit that allows the player to perform operational input is not limited to the first operation unit 125 or the second operation unit 126, and other different types may be adopted. For example, the configuration may include a touch panel that allows the player to perform touch input, a jog dial that allows the player to perform rotation input, or a slide lever that allows the player to perform slide input. Furthermore, the installation location is not limited to the front edge of the upper tray 19, and may be anywhere that the player can operate.

[0092] When the player presses any of the buttons 126a to 126e of the cross key 126, a predetermined detection signal, which becomes a predetermined input by the player, is input from each of the operation detection switches to a sub-control device 262, which will be described later.

[0093] As a result, for example, when a menu screen 3000 (see Figure 1-54(a)) or the like is displayed on the display unit 42a of the effect display device 42 as described below, the player can move the cursor 3100 displayed on the menu screen 3000 or the like in any direction up, down, left, or right by pressing each of the buttons 126a to 126d of the directional pad 126 with a finger or the like, or can confirm the item selected by the cursor 3100 by pressing the center button 126e.

[0094] In this way, in an interrupt state in which the menu screen 3000 is displayed on the display unit 42a of the performance display device 42, if input of predetermined information corresponding to multiple pieces of information (menu items such as "language setting," "volume setting," "brightness setting," and "performance customization," which will be described later) displayed and output on the menu screen 3000 (selection and decision operation of a menu item (e.g., "language setting") using the cross key 126) is detected, the display unit 42a of the performance display device 42 will enter a transition state in which information (e.g., various language options) related to predetermined game specifications (e.g., "language setting") is displayed and output, and it becomes possible to input information related to the game specifications (e.g., selection and decision operation of a predetermined language using the cross key 126) and output it (e.g., various output processes based on the selected language).

[0095] In addition, an NFC module 1100 is provided on the upper left surface of the front edge of the upper tray 19, which constitutes a wireless communication unit for performing near field communication with an external communication device (in this embodiment, a mobile terminal 2000 carried by a player) outside the pachinko machine 10 using NFC (near field communication). The detailed configuration of the NFC module 1100 will be described later.

[0096] Here, we will explain NFC (near field communication). NFC is one of the short-range wireless communication standards that uses radio waves with a frequency of 13.56 MHz, with a maximum communication distance of several centimeters to 10 cm and a maximum communication speed of several hundred Kbps. NFC has become an international standard, such as "ISO / IEC18092 (NFCIP-1)" and "ISO / IEC21481 (NFC-IP2)," and specific specifications based on the international standard have been formulated under the NFC Forum, a standardization organization for NFC-related technologies.

[0097] NFC has two operating modes: "active mode," in which two communication devices (NFC-compatible devices) that communicate with each other each generate radio waves to transmit data, and "passive mode," in which only one of the two communication devices generates radio waves.

[0098] More specifically, when operating in "active mode," both communication devices receive power from a designated power source and transmit data to the other party by modulating the radio waves (carrier waves) they generate.

[0099] On the other hand, when operating in "passive mode," one communication device (initiator) transmits data to the other communication device (target) with which it is communicating by modulating the radio waves (carrier waves) it generates, and the other communication device (target) that receives this transmits data to the one communication device (initiator) by load modulating the radio waves generated by the one communication device (initiator) (operating and modulating with the current generated in the antenna coil by electromagnetic induction). Therefore, the other communication device (target) operating in "passive mode" does not require a power supply.

[0100] When performing NFC communication, the device that first generates electromagnetic waves and starts communication is called the "initiator," and the device that communicates with the "initiator" in response to a command issued by the "initiator" is called the "target."

[0101] With the above configuration, an NFC-compatible device has three functions: card emulation, reader / writer, and device-to-device communication. The card emulation function performs the same operations as a contactless IC card or IC tag. The reader / writer function reads and writes data from contactless IC cards or IC tags. The device-to-device communication function communicates between NFC-compatible devices.

[0102] In addition, various decorative lights (decorative lamps) are provided as presentation elements on the front frame 14 and the game board 30. These decorative lights change and control the light emission mode, which is one of the light output settings, in response to changes in the game state, etc., and serve as presentation means to enhance the presentation effect during play.

[0103] For example, the front frame 14 is provided with a frame illumination section 102 around the periphery of the window section 101. On both sides of the frame illumination section 102, there are also provided error display lamps 105 that light up when a predetermined error occurs.

[0104] The game board 30 also has a central illumination unit 103 on the periphery of the center frame 47 (described later), and side illumination units 104 on the left and right lower parts of the game area. These illumination units 102-104 incorporate light sources such as LEDs and a light emission control board that drives and controls the light sources. The central illumination unit 103, which is one of the performance units, is used for the one-shot announcement performance (described later).

[0105] If the brightness of the light output from each of the illumination units 102 to 104 as a presentation part is high, the presentation effect is enhanced, but the player may feel dazzled. On the other hand, if the brightness of the light output as a presentation part is low, the glare can be alleviated, but the presentation effect may be reduced.

[0106] In contrast to this, the pachinko machine 10 according to this embodiment is configured to be able to adjust the brightness of the light output from each of the illumination units 102 to 104 to suit the player's preferences in order to provide a gaming environment that suits each player. The method of adjusting such brightness will be described in detail later.

[0107] Returning to the explanation of FIG. 1-1, speakers SP are provided at the upper left and right corners of the front frame 14 as presentation units that output audio information such as sound effects and background music according to the game status (see FIG. 1-3, etc.).

[0108] If the volume of the sound emitted from the speaker SP as a presentation part is large, the presentation effect is enhanced but the player may find it too noisy. On the other hand, if the volume of the sound emitted as a presentation part is small, the noise level can be reduced but the presentation effect may be reduced.

[0109] In contrast, the pachinko machine 10 according to this embodiment is configured to allow the player to adjust the volume, which is one of the output settings of the sound emitted from the speaker SP, to suit the player's preferences in order to provide a gaming environment that is suitable for each player. The details of how to adjust the volume will be described later.

[0110] A glass unit 137 is attached to the rear side of the front frame 14. The glass unit 137 is not a conventional pair of rectangular glass panes attached separately at the front and rear, but is round overall and is attached as an assembly.

[0111] Next, the inner frame 12 will be described with reference to Figures 1-4. As described above, the game board 30 is attached to the inner frame 12 behind the window hole 39. The game board 30 is attached with its peripheral edge abutting the back side of the resin base 38. Therefore, approximately the center of the front part of the game board 30, which becomes the play area, is exposed to the front side of the inner frame 12 through the window hole 39 in the resin base 38.

[0112] Furthermore, at the lower front portion of the inner frame 12 (resin base 38), i.e., below the window hole 39, there are attached a launching device 60 as a launching means, and a launching rail 61 that guides the game balls immediately after they are launched by the launching device 60. In this embodiment, a solenoid-type launching device is used as the launching device 60. Furthermore, above the launching device 60, there is provided a ball feeding device 63 that guides the game balls guided from the upper tray 19 to the launch position of the launching device 60 one by one.

[0113] Next, the configuration of the game board 30 (play area) will be described with reference to Figures 1-4. A rail 50 is attached to the game board 30, which guides game balls launched from the launching device 60 to the upper part of the game board 30. As a result, game balls launched in response to the rotation of the handle 18 are guided into the play area formed between the game board 30 and the glass unit 137 via the launch rail 61 and the rail 50. The rail 50 consists of an inner rail component 51 and an outer rail component 52.

[0114] A return ball prevention member 53 is attached to the tip portion (upper left in Fig. 1-4) of the inner rail component 51. This prevents a game ball that has been guided from the rail 50 into the play area from returning back into the rail 50. In addition, a return rubber 54 is attached to the approximate tip portion (upper right in Fig. 1-4) of the outer rail component 52. This causes a game ball that is launched with more than a predetermined force to hit the return rubber 54 and be returned, for example, toward the approximate center of the game board 30.

[0115] In this embodiment, the outer rail component 52 ends at the upper right of the gaming board 30, and the inner rail component 51 ends at the lower right of the gaming board 30. Therefore, the gaming area is defined by the rail 50 and the inner peripheral surface of the window hole 39 of the resin base 38. However, since the gaming balls shot out by the launching device 60 may flow back up the rail 50 until they pass through the return ball prevention member 53, the parallel portions of the inner and outer rail components 51, 52 are excluded from the gaming area.

[0116] The game area is provided with a general winning section 31A, a variable winning device 32A as a ball entry means (variable ball entry means), a first start winning section 33WA as a start means (first start winning means), a second start winning section 33WB as a start means (second start winning means), a through gate 34 as a start means (trigger start winning means), a variable display unit 35, etc. These will be explained in detail below.

[0117] A variable display unit 35 is disposed in the approximate center of the game area. A first start winning section 33WA is disposed in a game area lower area ED located below the variable display unit 35 in the game area.

[0118] The variable display device unit 35 is provided with a performance display device 42 as a performance section that performs various display performances, and a center frame 47 is provided to surround the performance display device 42. The center frame 47 has a frame shape with an opening formed in the center, and the display section 42a of the performance display device 42 can be seen through the opening.

[0119] A stage portion 770 on which the game ball can roll is provided on the upper surface of the lower edge of the center frame 47. A guide groove 774 that slopes gently downward toward the front is formed in the center of the stage portion 770. As shown in FIG. 1-4, when the center frame 47 is disposed on the game board 30, the guide groove 774 is located directly above the first start winning portion 33WA.

[0120] A ball passage (warp flow path) 775 that allows game balls to pass through is formed inside the left side of the center frame 47. The entrance of the ball passage 775 opens to the left side of the center of the left side of the center frame 47 (the side facing the game board 30). On the other hand, the exit of the ball passage 775 opens to the right side of the lower end of the left side of the center frame 47 (the side facing the stage portion 770). This ball passage 775 can guide game balls flowing down on the surface of the game board 30 in the game area left-side area EA located to the left of the variable display unit 35 within the game area onto the stage portion 770 within the center frame 47.

[0121] A gaming ball guided onto the stage portion 770 via the ball passage 775 or the like rolls on the stage portion 770, and then falls from the front edge of the stage portion 770 onto the surface of the gaming board 30, or is discharged onto the surface of the gaming board 30 via the guide groove 774. Of these, a gaming ball discharged via the guide groove 774 has a relatively high probability of entering the first start winning portion 33WA.

[0122] The first start winning section 33WA is provided in the lower area ED of the game area so as to protrude forward from the front part of the game board 30, and a winning opening (first start winning opening) that can always receive game balls is opened above it. In addition, a first start winning switch 224a is provided at a position corresponding to the first start winning section 33WA as a detection function part that can detect game balls that have entered through the first start winning opening.

[0123] Under this configuration, when a gaming ball enters the first start winning section 33WA and the first start winning switch 224a detects the gaming ball and turns on, a lottery is held to determine whether or not a jackpot state will be generated as a special gaming state (jackpot lottery), and a variable pattern display is performed on the first special pattern display device 43A, which will be described later. Here, when a gaming ball enters the first start winning section 33WA and the first start winning switch 224a detects the gaming ball and turns on, a start condition is established, and based on this, a variable pattern display is performed on the first special pattern display device 43A.

[0124] A variable winning device 32A is disposed below the first start winning section 33WA in the lower area ED of the game area.

[0125] The variable winning device 32A is equipped with a large winning opening 32Aa through which game balls can enter, a large winning opening shutter 32Ab as an opening / closing member for opening and closing the large winning opening 32Aa, a large winning opening solenoid (not shown) that drives the large winning opening shutter 32Ab to open and close, and a large winning opening count switch 222 as a detection function unit that can detect game balls that have entered the large winning opening 32Aa.

[0126] Under this configuration, the variable winning device 32A is normally in a closed state in which the large prize opening shutter 32Ab closes the large prize opening 32Aa along the top and bottom, and game balls flowing down the lower area ED of the game area cannot enter the large prize opening 32Aa. Also, in this closed state, game balls can flow down in front of the large prize opening shutter 32Ab.

[0127] On the other hand, when a jackpot occurs, the variable winning device 32A tilts forward with the large winning port shutter 32Ab using its lower edge as a pivot axis, and enters an open state allowing game balls flowing down the lower area ED of the game area to enter the large winning port 32Aa.

[0128] In the lower area ED of the game area, a plurality of general winning sections 31A are arranged along the periphery of the game area in a left-side area to the left of the first start winning section 33WA and the variable winning device 32A. The general winning sections 31A are arranged to protrude forward from the front of the game board 30, and above them are winning openings (general winning openings) through which game balls can always enter. In addition, a left general winning switch 221a is provided at a position corresponding to the general winning section 31A as a detection function section capable of detecting game balls that enter through the general winning openings.

[0129] In addition, a through gate 34 is provided in the right area EB of the game area located to the right of the variable display unit 35, and a second start-up winning section 33WB is provided downstream of the through gate 34.

[0130] The through gate 34 is configured to allow game balls flowing down the right area EB of the game area to pass through one by one, and has a through gate switch 225 as a detection function part that can detect game balls passing through here.

[0131] Then, when a gaming ball passes through the through gate 34 (when the gaming ball is detected by the through gate switch 225 and turned on), as described below, a start ball winning support lottery is held to determine whether or not the second start ball winning section 33WB will be opened, and a variable display is displayed on the normal pattern display device 41, described below, to inform the player of the result of the start ball winning support lottery. Here, if the start ball winning support lottery is won, the second start ball winning section 33WB will be opened for a specified time after the variable display ends.

[0132] The second start winning section 33WB is a variable winning device that changes state between an open state where the game ball can enter and a closed state where the game ball cannot enter.

[0133] In detail, the second start winning section 33WB comprises a second start winning opening 33WBa through which a game ball can enter, a pair of left and right blade members 33WBb as opening and closing members provided on the left and right sides of the second start winning opening 33WBa, a start winning opening solenoid (not shown) that drives the pair of blade members 33WBb to open and close, and a second start winning switch 224b as a detection function unit that can detect a game ball that has entered the second start winning opening 33WBa.

[0134] The pair of blade members 33WBb are each pivotally supported and are normally maintained in a closed position (closed state) close to each other. An entry prevention member 145 is provided directly above the second start winning section 33WB to prevent game balls from entering between the pair of blade members 33WBb in the closed state. As a result, the second start winning section 33WB is normally in a closed state, preventing game balls flowing down the right-side area EB of the game area from entering the second start winning opening 33WBa.

[0135] On the other hand, when a predetermined opening condition is met as described below, the pair of blade members 33WBb are rotated and displaced so that their tips move away from each other to an open position (open state). As a result, a gap through which the game ball can pass is formed between the entry prevention member 145 and the tip of each blade member 33WBb, and the second start winning section 33WB is in an open state in which the game ball flowing down the right area EB of the game area can enter the second start winning port 33WBa.

[0136] Under this configuration, when a gaming ball enters the second start winning section 33WB that is in the open state and the second start winning switch 224b detects the gaming ball and turns on, a lottery is held to determine whether or not a jackpot state as a special gaming state will be generated (jackpot lottery), and a variable pattern display is performed on the second special pattern display device 43B, which will be described later. Here, when a gaming ball enters the second start winning section 33WB and the second start winning switch 224b detects the gaming ball and turns on, the start condition is met, and based on this, a variable pattern display is performed on the second special pattern display device 43B.

[0137] Hereinafter, for the sake of convenience, the variable display for a predetermined period triggered by a ball entering the first start winning section 33WA will also be referred to as the "first variable display," and the variable display for a predetermined period triggered by a ball entering the second start winning section 33WB will also be referred to as the "second variable display." Furthermore, the variable time of the first variable display will be referred to as the "first variable time," and the variable time of the second variable display will be referred to as the "second variable time."

[0138] As is well known, when a game ball enters (wins) various winning sections such as the general winning section 31A, variable winning device 32A, start-up winning section 33WA, 33WB, etc., it is detected by various winning switches, and a predetermined number of prize balls are paid out to the upper tray 19 or the lower tray 15.

[0139] In this embodiment, 10 game balls (prize balls) are paid out when the ball enters the general prize section 31A, 15 when the ball enters the variable prize device 32A (large prize opening 32Aa), 3 when the ball enters the first start prize section 33WA, and 3 when the ball enters the second start prize section 33WB.

[0140] Additionally, the gaming board 30 is provided with an outlet 36 corresponding to the bottom of the gaming area (the gaming area lower area ED), and gaming balls that do not win in the various winning sections, such as the general winning section 31A, are discharged outside the gaming area (to the back side of the gaming board 30) through this outlet 36. Additionally, the gaming board 30 is provided with various components, such as numerous nails and windmills, to appropriately distribute and adjust the falling direction of the gaming balls.

[0141] Next, various game states in the pachinko machine 10 of this embodiment will be described. First, the types of big wins in this embodiment will be described.

[0142] In this embodiment, the types of jackpots are set as "15-round jackpot," "8-round jackpot," and "4-round jackpot."

[0143] Hereinafter, a "15-round jackpot" will be referred to as a "15R jackpot" and will be abbreviated to "15RS" in the drawings. Similarly, an "8-round jackpot" will be referred to as an "8R jackpot" and will be abbreviated to "8RS" in the drawings. Furthermore, a "4-round jackpot" will be referred to as a "4R jackpot" and will be abbreviated to "4RS" in the drawings.

[0144] In the jackpot state of "15R jackpot", the jackpot opening operation is repeated 15 times (15 rounds). Note that the "jackpot opening operation" refers to, for example, a single opening / closing operation from when the large prize opening shutter 32Ab of the variable prize winning device 32A is switched from the closed state to the open state until it is closed on the condition that the specified time of 30 seconds has elapsed or the specified number of eight game balls has entered the variable prize winning device 32A (same below).

[0145] In the jackpot state of "8R jackpot", the jackpot opening action is repeated eight times (8 rounds), and in the jackpot state of "4R jackpot", the jackpot opening action is repeated four times (4 rounds).

[0146] In addition, in this embodiment, the type of jackpot awarded in the winning lottery differs depending on whether the game ball enters the first start winning section 33WA or the second start winning section 33WB, which is the second winning section. If the winning lottery triggered by the game ball entering the first start winning section 33WA is won, the jackpot is assigned to either a "15R jackpot" or a "4R jackpot" (except during the time-saving B mode, which will be described later). Also, if the winning lottery triggered by the game ball entering the second start winning section 33WB is won, the jackpot is assigned to either a "15R jackpot," an "8R jackpot," or a "4R jackpot."

[0147] Next, the start ball entry support state relating to the second start winning section 33WB will be explained. In this embodiment, the start ball entry support state is switched between a "high ball entry state (high support state)" in which the blade members 33WBb of the second start winning section 33WB are opened relatively frequently, making it easier for the game ball to enter the second start winning section 33WB, and a "low ball entry state (low support state)" in which the blade members 33WBb are opened less frequently than in the "high ball entry state," making it more difficult for the game ball to enter the second start winning section 33WB.

[0148] Examples of the "high ball entry state" include: (1) a state in which the variable display time of the normal symbol display device 41 is shorter than in the "low ball entry state," (2) a state in which the opening time (prescribed time) of the second start entry section 33WB per opening is longer than in the "low ball entry state," (3) a state in which the prescribed number of game balls that can enter per opening of the second start entry section 33WB is greater than in the "low ball entry state," (4) a state in which the second start entry section 33WB is opened more times per winning of the start entry support lottery than in the "low ball entry state," and (5) a state in which the probability of winning the start entry support lottery is higher than in the "low ball entry state." The "high ball entry state" in this embodiment employs the above configurations (1), (2), and (5). Of course, the "high ball entry state" is not limited to these, and may employ any one of configurations (1) to (5), or any combination of configurations (1) to (5).

[0149] Specifically, in this embodiment, when the start ball entry support lottery is won, the second start ball entry section 33WB opens twice in a predetermined period of 0.2 seconds in the "low ball entry state" and twice in a predetermined period of 1.8 seconds in the "high ball entry state." This makes it easier for game balls to enter the second start ball entry section 33WB frequently in the "high ball entry state."

[0150] Next, various game states (various game modes) when the variable display of the special symbol display devices 43A and 43B is performed will be described.

[0151] In this embodiment, the game modes are configured to be switched between three modes: "normal mode," which is the normal game state; "variable time shortening mode with starting ball entry support (hereinafter referred to as "time shortening A mode")," which can be entered after the end of a jackpot state; and "variable time shortening mode with starting ball entry support (hereinafter referred to as "time shortening B mode")," which can be activated when a predetermined period of time has passed without a jackpot state occurring.

[0152] In the "normal mode", the special pattern display devices 43A and 43B change their display at normal times in a "normal change state", and the starting goal support state changes to a "low goal state".

[0153] In the "Time-saving A mode" and "Time-saving B mode," the special symbol display devices 43A and 43B change display time in a shorter time than normal, resulting in a "change time reduction state," and the starting ball scoring support state becomes a "high ball scoring state." In addition, the "normal change state" and the "change time reduction state" can be switched by changing the change time determination table, as described below.

[0154] The "time-saving A mode" is a game mode that can be entered after the end of a jackpot state. In this embodiment, regardless of whether a "15R jackpot," "8R jackpot," or "4R jackpot" occurs, the "time-saving A mode" can be granted for a predetermined period after the end of the jackpot state. Specifically, after the end of a "15R jackpot" or an "8R jackpot," the "time-saving A mode" with a maximum of 100 variable play times is granted, and after the end of a "4R jackpot," the "time-saving A mode" with a maximum of 10 variable play times is granted.

[0155] When the start conditions for the "Time-saving A mode" are met, the control state for the blade member 33WBb of the second starting winning section 33WB is switched from a low ball entry state (non-assisted state) corresponding to the "normal mode" to a high ball entry state (assisted state) corresponding to the "Time-saving A mode", as described below.

[0156] Then, if the number of times that variable play (miss variable play) executed on the special pattern display device 43A, 43B (mainly the second special pattern display device 43B) reaches the above-mentioned upper limit of 100 times or 10 times without a jackpot occurring during the "time-saving A mode," the "time-saving A mode" will end due to the forced termination function, and the mode will transition to the "normal mode."

[0157] When the termination condition for the "Time-saving A mode" is met, the control state for the blade member 33WBb of the second starting winning section 33WB is switched from a high ball entry state (auxiliary state) corresponding to the "Time-saving A mode" to a low ball entry state (non-auxiliary state) corresponding to the "normal mode."

[0158] In addition, the "Time-saving B mode (ceiling time-saving mode)" is a game mode that can be activated when the number of times a variable game (miss variable game) is executed on the special pattern display device 43A, 43B (mainly the first special pattern display device 43A) reaches a predetermined upper limit (so-called ceiling) of 500 times without a jackpot state occurring during the "normal mode."

[0159] When the start conditions for the "Time-saving B mode" are met, the control state for the blade member 33WBb of the second starting winning section 33WB is switched from a low ball entry state (non-assisted state) corresponding to the "normal mode" to a high ball entry state (assisted state) corresponding to the "Time-saving B mode", as described below.

[0160] Then, if the number of times that variable play (miss variable play) executed on the special pattern display device 43A, 43B (mainly the second special pattern display device 43B) has been executed without a jackpot occurring during the "time-saving B mode" reaches a predetermined upper limit of 200 times, the "time-saving B mode" will be terminated by the forced termination function, and the game will transition to the "normal mode."

[0161] When the termination condition for the "Time-saving B mode" is met, the control state for the blade member 33WBb of the second starting winning section 33WB is switched from a high ball entry state (auxiliary state) corresponding to the "Time-saving B mode" to a low ball entry state (non-auxiliary state) corresponding to the "Normal mode."

[0162] However, in this embodiment, once the "Time-saving B mode" is activated and ends without a jackpot state occurring, the "Time-saving B mode" will not be activated again unless the next jackpot state occurs as a reset function, or a data clear process is performed on RAM 503 of the main control unit 261.

[0163] Furthermore, as mentioned above, in "normal mode," the start ball entry support state for the second start ball entry section 33WB does not become a "high ball entry state," but becomes a "low ball entry state" in which it is difficult for the game ball to enter the second start ball entry section 33WB, so that in effect, no balls will enter the second start ball entry section 33WB.

[0164] In addition, although details will be described later, in this embodiment, various display effects are performed as an effect section corresponding to the current game state (game mode) in the effect display device 42. For example, there are a "normal stage effect" that is performed based on a ball entering the first start winning section 33WA in the "normal mode," a "rush stage effect" that is performed when the "time-saving A mode" with an upper limit of 100 variable game plays is granted, a "battle stage effect" that is performed when the "time-saving A mode" with an upper limit of 10 variable game plays is granted, and a "lucky stage effect" that is performed when the "time-saving B mode" with an upper limit of 200 variable game plays is granted.

[0165] As shown in Figure 1-4, on the outside of the upper right corner of the gaming area, there are provided a normal pattern display device 41 as a variable display unit (normal pattern variable display unit) for displaying the results of the start ball entry support lottery which is held based on the passage of the gaming ball through the through gate 34, a first special pattern display device 43A as a variable display unit (first special pattern variable display unit) for displaying the results of the win / loss lottery (jackpot lottery) which is held based on the ball entering the first start winning section 33WA, and a second special pattern display device 43B as a variable display unit (second special pattern variable display unit) for displaying the results of the win / loss lottery (jackpot lottery) which is held based on the ball entering the second start winning section 33WB, all of which are visible from the front of the pachinko machine 10.

[0166] The normal symbol display device 41 is composed of two LEDs (normal symbol lamps). In the normal symbol display device 41, for example, the right normal symbol lamp flashes (variable display) when a gaming ball passes through the through gate 34. Then, after the normal symbol display device 41 performs the variable display as a performance unit for a predetermined time, the variable display is stopped based on the results of the start-going ball support lottery. In other words, the lighting state (combination of lit normal symbol lamps), which is the output setting content when the variable display stops, is associated with various results of the start-going ball support lottery, and the lighting state when the variable display stops definitively displays the results of the start-going ball support lottery. For example, lighting both the left and right normal symbol lamps indicates a "win," and lighting only the left normal symbol lamp indicates a "lose."

[0167] The first special symbol display device 43A is composed of four LEDs (first special symbol lamps). In the first special symbol display device 43A, when a ball enters the first start winning section 33WA, the first special symbol lamp is switched to display (first variable display).

[0168] Then, after the first special symbol display device 43A performs a special symbol variable game (first variable display) for a predetermined time as a benefit awarded to the player, the first variable display is stopped based on the result of the win / loss lottery (jackpot lottery). In other words, the lighting mode (combination of lit special symbol lamps), which is the output setting content when the first variable display stops, corresponds to various results of the win / loss lottery, and the lighting mode when the first variable display stops definitively displays the result of the win / loss lottery, i.e., "jackpot" or "miss." In other words, if the result of the win / loss lottery (jackpot lottery) is a specific result, which is a jackpot winning result, the specific variable display, which is a jackpot variable display, is performed for a predetermined time, and then the jackpot stop mode, which is a specific display result, is displayed.

[0169] The second special symbol display device 43B is composed of four LEDs (second special symbol lamps). In the second special symbol display device 43B, when a ball enters the second start winning section 33WB, the second special symbol lamp is switched to display (second variable display).

[0170] Then, after the special symbol variable game (second variable display) is performed for a predetermined time on the second special symbol display device 43B as a benefit awarded to the player, the second variable display is stopped based on the result of the win / loss lottery (jackpot lottery). In other words, the lighting mode (combination of lit special symbol lamps), which is the output setting content when the second variable display is stopped, corresponds to various results of the win / loss lottery, and the lighting mode when the second variable display is stopped definitively displays the result of the win / loss lottery, i.e., "jackpot" or "miss." In other words, if the result of the win / loss lottery (jackpot lottery) is a specific result, which is a jackpot winning result, the specific variable display, which is the jackpot variable display, is performed for a predetermined time, and then it is stopped and displayed in a specific display result, which is a jackpot stop mode.

[0171] Furthermore, the first special symbol display device 43A and the second special symbol display device 43B also indicate the type of jackpot (whether it is a "15R jackpot," "8R jackpot," or "4R jackpot") depending on the lighting mode (stop mode) at which they are stopped. Note that there are not just one but multiple stop modes for the special symbol display devices 43A and 43B that indicate various jackpots and misses, and one of these is selected and displayed as a stop mode.

[0172] Furthermore, the stationary display on the first special pattern display device 43A and the second special pattern display device 43B is maintained for a specified time, and after the period (variation interval) has elapsed, the next variable display can be started.

[0173] Furthermore, if the next variable display is not performed even after a specified time has passed after the first special pattern display device 43A or the second special pattern display device 43B has stopped displaying, the first special pattern display device 43A or the second special pattern display device 43B is configured to switch from a lighting mode indicating the result of the win / loss lottery to a lighting mode indicating a standby state in which no variable display is being performed.

[0174] Furthermore, in this embodiment, if a game ball enters the first start winning section 33WA, which is a start condition, during the execution of the first variable display, the first variable display corresponding to the ball is reserved and stored, and after the first variable display currently being executed is stopped and displayed, the reserved and stored first variable display is started. Similarly, if a game ball enters the second start winning section 33WB, which is a start condition, during the execution of the second variable display, the second variable display corresponding to the ball is reserved and stored, and after the second variable display currently being executed is stopped and displayed, the reserved and stored second variable display is started.

[0175] In addition, when a game ball passes through the through gate 34 during the variable display on the normal pattern display device 41, the variable display corresponding to the passage is reserved and stored, and after the variable display currently being executed is stopped, the reserved and stored variable display is started.

[0176] In addition, in this embodiment, adjacent to the normal pattern display device 41 and the special pattern display devices 43A, 43B, there are provided a normal hold display device 44 indicating that the variable display of the normal pattern display device 41 is reserved and stored, a first hold display device 46A as a first hold display means capable of notifying or suggesting that the first variable display is reserved and stored (having the right to execute the first variable display), and a second hold display device 46B as a second hold display means capable of notifying or suggesting that the second variable display is reserved and stored (having the right to execute the second variable display). In this embodiment, the first special pattern display device 43A, the second special pattern display device 43B, the first hold display device 46A, the second hold display device 46B, the normal pattern display device 41, and the normal hold display device 44 are directly display-controlled by a main control device 261 as a main control unit described later.

[0177] The normal reserve display device 44 is composed of two LEDs (normal reserve lamps). In this embodiment, it is configured to be able to reserve and store up to four variable displays of the normal symbol display device 41, which are performed based on the passage of a gaming ball through the through gate 34. For example, when one variable display of the normal symbol display device 41 is reserved, the normal reserve lamp on the left is lit, when two variable displays are reserved, the normal reserve lamps on the left and right are lit, when three variable displays are reserved, the normal reserve lamp on the left flashes and the normal reserve lamp on the right is lit, and when four variable displays are reserved, the normal reserve lamps on the left and right flash. Furthermore, when a new gaming ball passes through the through gate 34 during a jackpot state, the variable displays for that number may also be reserved.

[0178] The first hold display device 46A is composed of two LEDs (first hold lamps). In this embodiment, it is configured to be able to hold and store up to four first variable displays based on the entry of a game ball into the first start winning section 33WA. For example, when one first variable display is held, the left first hold lamp lights up, when two first variable displays are held, the left and right first hold lamps light up, when three first variable displays are held, the left first hold lamp flashes and the right first hold lamp lights up, and when four first variable displays are held, the left and right first hold lamps flash. When multiple first variable displays are held and stored, the first variable displays are consumed sequentially in the order in which they were held and stored (starting with the first one held).

[0179] The second reserve display device 46B is composed of two LEDs (second reserve lamps). In this embodiment, it is configured to be able to reserve and store up to four second variable displays based on the entry of a game ball into the second start winning section 33WB. For example, when one second variable display is reserved, the second reserve lamp on the left lights up, when two second variable displays are reserved, the second reserve lamps on the left and right lights up, when three second variable displays are reserved, the second reserve lamp on the left flashes and the second reserve lamp on the right flashes, and when four second variable displays are reserved, the second reserve lamps on the left and right flash. When multiple second variable displays are reserved and stored, the second variable displays are consumed sequentially in the order in which they were reserved and stored (starting with the first one).

[0180] Furthermore, if a new game ball enters the start winning section 33WA, 33WB during the jackpot state, the corresponding variable display is also reserved and not started.The variable display is not executed during the jackpot state, and the variable display is started in a predetermined order after the jackpot state ends.However, in this embodiment, as will be described later, in the jackpot state, a "right hit" is usually performed, and since it is relatively easy for a game ball to enter the second start winning section 33WB provided in the right area EB of the game area, basically, after the jackpot state ends, the second variable display is reserved and stored.

[0181] As described above, basically, the first variable display triggered by a ball entering the first start winning section 33WA is stored in the order in which the corresponding game balls entered the first start winning section 33WA and is consumed in the order in which they entered, and the second variable display triggered by a ball entering the second start winning section 33WB is stored in the order in which the corresponding game balls entered the second start winning section 33WB and is consumed in the order in which they entered.

[0182] However, if the first variable display triggered by a ball entering the first start winning section 33WA and the second variable display triggered by a ball entering the second start winning section 33WB are on hold (if one or more of the first hold lamps and one or more of the second hold lamps are lit), the second variable display triggered by a ball entering the second start winning section 33WB will be consumed first. In other words, unless all of the second variable displays triggered by a ball entering the second start winning section 33WB have been consumed, the first variable display triggered by a ball entering the first start winning section 33WA will not be displayed. For example, when one first reserve lamp of the first reserve display device 46A is lit, if a game ball enters the second start winning section 33WB and one second reserve lamp of the second reserve display device 46B lights up, the first variable display triggered by the ball entering the first start winning section 33WA will be postponed, and the second variable display triggered by the ball entering the second start winning section 33WB will be performed first.

[0183] Furthermore, the performance display device 42 of the variable display device unit 35 is configured by a liquid crystal display device having a liquid crystal display section 42a, and the display content is controlled by a sub-control device 262 and a display control device 45, which will be described later. That is, in the performance display device 42, auxiliary display content is determined by the sub-control device 262 based on commands from the main control device 261 so as to correspond to the results displayed on the special symbol display devices 43A, 43B, etc., and is displayed by the display control device 45, which will be described later. Here, the performance control section in this embodiment is configured by the sub-control device 262 and / or the display control device 45.

[0184] The effect display device 42 is configured to be able to execute a variable effect display (such as a variable decorative pattern display) as an effect display in accordance with the variable display by the special pattern display devices 43A and 43B.

[0185] For example, in this embodiment, as shown in Figure 1-44, the performance display device 42 has three pattern display areas: top, middle, and bottom (top pattern display area, middle pattern display area, bottom pattern display area), and multiple types of decorative patterns (patterns numbered 1 to 9) are displayed (displayed in a changing manner) in each pattern display area, and then the decorative patterns are displayed in a stopped state in each pattern display area in order (for example, top pattern display area → bottom pattern display area → middle pattern display area).

[0186] Then, when the occurrence of a jackpot state is confirmed by the main control device 261, a display corresponding to a specific display result, which is a jackpot, is made on the first or second special pattern display device 43A, 43B, and decorative patterns are displayed in a stopped state on the performance display device 42 in a combination corresponding to the specific display result, which is a jackpot (for example, the same decorative patterns are displayed stopped so as to be lined up on a predetermined effective line in the upper pattern display area, middle pattern display area, and lower pattern display area), and the jackpot state begins.

[0187] Also, when decorative symbols are displayed in a combination corresponding to a jackpot, as a preliminary step, for example, the same decorative symbols are displayed stopped on a predetermined effective line in the upper symbol display area and the lower symbol display area. In this way, the state in which the same symbols are displayed stopped on a predetermined effective line in the upper symbol display area and the lower symbol display area, and the variable display is still being performed in the middle symbol display area, is the reach state. Of course, just because the reach state has occurred does not necessarily mean that a jackpot state will occur, and there are cases in which it will not occur.

[0188] In this embodiment, after a reach state occurs, if the same decorative pattern as the decorative pattern (reach pattern) stopped and displayed in the upper and lower pattern display areas is stopped and displayed on the same effective line in the middle pattern display area (if a decorative pattern with the same number as the number is stopped and displayed), a jackpot state occurs. However, in this embodiment, the type of jackpot cannot be determined depending on the type of decorative pattern stopped and displayed.

[0189] As shown in FIG. 1-3, a ball passage unit 70 is provided on the back side of the front frame 14, below the window portion 101. The ball passage unit 70 includes a lower tray connecting passage 71 that connects the payout mechanism 352 (described later) to the lower payout outlet 16 of the lower tray 15, and an upper tray connecting passage 73 that connects the payout mechanism 352 to the upper tray 19. In addition, there is a predetermined gap between the launch rail 61 provided on the front side of the inner frame 12 and the rail 50 (outer rail component 52), and the ball passage unit 70 of the front frame 14 is formed with a foul ball passage 72 that guides game balls that fall through the gap to the lower tray 15. As a result, if a game ball launched from the launching device 60 does not reach the return ball prevention member 53 and returns up the rail 50 as a foul ball, the foul ball is discharged to the lower tray 15 via the foul ball passage 72.

[0190] Furthermore, a launching ball passage 74 is provided which connects the upper tray 19 and the ball feeding device 63 and guides game balls stored in the upper tray 19 to the ball feeding device 63. In addition, a communication hole (not shown) which communicates with the lower tray communication passage 71 is formed in the launching ball passage 74, and a first shutter (not shown) which opens and closes the communication hole is provided. The first shutter is normally biased by a biasing means (not shown) toward a closed position which closes the communication hole. Furthermore, the first shutter is configured to be linked to the ball ejection button 123, and to be displaced to an open position which opens the communication hole when the ball ejection button 123 is pressed.

[0191] As shown in Figure 1-2, the lower tray 15 is formed with a discharge port 15a that allows game balls stored in the lower tray 15 to be discharged to the outside of the pachinko machine 10, and is provided with a second shutter 15b that opens and closes the discharge port 15a. The second shutter 15b is normally biased toward a closed position that closes the discharge port 15a by a biasing means (not shown). Furthermore, the second shutter 15b is configured to operate in conjunction with the ball removal lever 25, and is configured to be displaced to an open position that opens the discharge port 15a when the ball removal lever 25 is slid to the left, for example.

[0192] The symbol 67 in Figures 1-3 and 1-4 is a payout passage for guiding the game balls paid out by the payout mechanism unit 352 described later to the front of the inner frame 12, and is divided into a passage leading to the upper tray connecting passage 73 (upper tray 19) and a passage leading to the lower tray connecting passage 71 (lower tray 15).

[0193] Furthermore, a shutter 68 is provided below the dispensing passage 67, and when the front frame 14 is open, the shutter 68 protrudes forward due to the force of a spring or the like, thereby almost closing the exit of the dispensing passage 67.

[0194] On the other hand, when the front frame 14 is closed, the shutter 68 is pushed open by the rear end of the entrance side of the lower tray connecting passage 71. Also, the entrance portion (ball inlet portion) of the lower tray connecting passage 71 and the entrance portion (ball inlet portion) of the upper tray connecting passage 73 are located adjacent to each other. Furthermore, when the front frame 14 is closed, the two entrance portions and the payout passage 67 are separated by a predetermined distance, allowing game balls to pass through the gap between them. Therefore, when the upper tray 19 and the upper tray connecting passage 73 are full of game balls, the game balls to be paid out will flow toward the lower tray connecting passage 71 (overflowing into the entrance side of the lower tray connecting passage 71) and will be paid out through the lower tray connecting passage 71 to the lower tray 15.

[0195] In addition, the ball passage unit 70 is provided with a full detection switch (not shown) as a detection function part that detects game balls located in the lower tray connecting passage 71. The presence of the full detection switch makes it possible to know that the lower tray 15 is full of game balls (that the lower tray 15 is full of game balls and game balls are stuck in the lower tray connecting passage 71). In this embodiment, based on the full detection switch continuously detecting game balls for a predetermined period of time, an error notification is controlled to inform the user that the lower tray 15 is full using a display or sound on the performance display device 42. Furthermore, when the accumulation of game balls in the lower tray connecting passage 71 is resolved and game balls are no longer detected by the full detection switch (when they are not detected for a predetermined period of time), the error notification state is canceled.

[0196] Next, the rear configuration of the pachinko machine 10 will be described with reference to Figures 1-5, 1-6, etc. On the rear of the pachinko machine 10, various control boards are arranged in rows vertically and horizontally, with some parts overlapping front to back, and further, a game ball supply device (payout mechanism) that supplies game balls, a resin protective cover, etc. are attached. The payout mechanism and protective cover are integrated into one unit, and since the resin part is generally sometimes referred to as the back pack, this unit will be referred to here as the "back pack unit 203."

[0197] First, we will explain the rear configuration of the gaming board 30. As shown in Figure 1-6, a resin frame cover 213 that covers the center frame 47 from behind is provided protruding rearward on the rear side of the variable display unit 35 (see Figure 1-4) that is arranged corresponding to the through-hole in the center of the gaming board 30. In addition, on the rear side of the frame cover 213, the effect display device 42, which is a liquid crystal display device facing forward through the opening of the frame cover 213, the display control device 45, and the sub-control device 262 are detachably attached in a stacked state in the front and rear.

[0198] The effect display device 42 is housed in a housing box (symbol omitted) which has an opening formed therein for exposing the liquid crystal display unit 42a of the effect display device 42 to the front side of the pachinko machine 10, and is fixed to the back side of the frame cover 213. The display control device 45 which constitutes the output unit is housed in a board box 45a and is fixed to the back side of the effect display device 42. The sub-control device 262 is housed in a board box 262a and is fixed to the back side of the display control device 45 (board box 45a). The board boxes 45a and 262a are made of a transparent resin material or the like, and the insides are visible. Inside the frame cover 213, an LED control board or the like which drives the LEDs and the like which are the effect unit built into the center frame 47 is arranged.

[0199] A back frame set 215 is attached to the game board 30 below the frame cover 213 so as to cover the general winning section 31A, the variable winning device 32A, and the starting winning sections 33WA, 33WB from behind. The back frame set 215 is equipped with a ball recovery mechanism (not shown) for recovering game balls that have won in the various winning sections. The game balls recovered by this ball recovery mechanism are guided to a discharge passage section 217 (described later) and discharged from a discharge chute of the discharge passage section 217 to the outside of the pachinko machine 10.

[0200] In this embodiment, the back frame set 215 also functions as a mounting base for the main control device 261. More specifically, the board box 263 on which the main control device 261 is mounted is rotatably supported on the back frame set 215 and can be opened rearward.

[0201] The main control device 261 is housed in a board box 263 made of a transparent resin material or the like. The board box 263 comprises a box base and a box cover that covers the opening of the box base, and the box base and box cover are connected by a sealing member. The board box 263 connected by the sealing member is configured so that it cannot be opened unless a predetermined trace is left behind. This makes it easy to discover if the board box 263 has been tampered with.

[0202] Although not shown in the figures, the back frame set 215 is provided with a first board relay board that is electrically connected via cable connectors to the general winning switch 221a, the special winning port count switch 222, the start winning switches 224a and 224b, and the through gate switch 225, which serve as detection function units. This first board relay board relays between the general winning switch 221a, etc., and the main control device 261, and is electrically connected to the main control device 261 via a cable connector. In contrast, the start winning switches 224a and 224b, which serve as detection function units that detect winning in the start winning sections 33WA and 33WB, are connected directly to the main control device 261 via a connector cable without going through a relay board.

[0203] The detection results detected by the various ball entry detection switches are input to the main control device 261. Then, the main control device 261 sends a payout command (number of game balls to be paid out) according to the winning status at each time to the payout control device 311, and a predetermined number of game balls are paid out based on the output signal from the payout control device 311 (except when detected by the through gate switch 225).

[0204] In addition, although not shown, a second board relay board that relays various motors and solenoids to the main control device 261 is also provided on the back side of the game board 30.

[0205] Next, the configuration of the back pack unit 203 will be described. As shown in FIG. 1-5, the back pack unit 203 is an integrated unit of a resin-molded back pack 351 and a game ball payout mechanism 352. The back pack unit 203 is supported so as to be openable and closable on the left side (right side in FIG. 1-5) of the inner frame 12, and can be opened rearward around an opening / closing axis extending in the vertical direction. In addition, an external terminal board 240 constituting an output section is provided on the upper left side (upper right side in FIG. 1-5) of the back pack unit 203.

[0206] The external terminal board 240 is a relay board for outputting various information from the main control unit 261 to the hall computer (not shown) of the gaming hall, and is electrically connected to the main control unit 261 and has multiple output terminals (10 in this embodiment) that can output signals according to the gaming status to the outside.

[0207] A predetermined communication cable (a two-core cable consisting of two core wires in this embodiment) is connected to each output terminal. Each output terminal is composed of a pair of upper and lower core wire insertion sections (reference numbers omitted), and each core wire insertion section is configured to be able to insert and clamp one core wire. In other words, a pair of upper and lower core wire insertion sections function as a single output terminal.

[0208] Meanwhile, the other end of the communication cable is electrically connected to the hall computer via a relay device (not shown). As a result, information (signals) output from a predetermined output terminal of the external terminal board 240 is input to the hall computer via the communication cable connected to that output terminal. Then, based on the various information input in this way, the hall computer grasps various game states of the pachinko machine 10 that is the output source.

[0209] For example, in this embodiment, as shown in Figure 1-5, output terminals for outputting information from the main control unit 261 to the hall computer include a terminal (first terminal) for outputting information (jackpot signal 1) that is output only when the current game state is in a jackpot state, and a terminal (second terminal) for outputting information (jackpot signal 2) that is output when the current game state is either in a jackpot state or a high ball entry state (high support state).

[0210] In addition, although not designated by reference numerals for the sake of simplicity, the external terminal board 240 of this embodiment also includes a terminal (third terminal) for outputting information (identification signal) indicating that a variable display has been made in the first special pattern display device 43A, a terminal (fourth terminal) for outputting information (identification signal) indicating that a variable display has been made in the second special pattern display device 43B, a terminal (fifth terminal) for outputting information (identification signal) indicating that a game ball has entered the first start winning section 33WA, and information (identification signal) indicating that a game ball has entered the second start winning section 33WB. The terminal is provided with a terminal (6th terminal) for outputting information (identification signal) indicating that the inner frame 12 is open, a terminal (7th terminal) for outputting information (identification signal) indicating that the front frame 14 is open, a terminal (9th terminal) for outputting information (identification signal) indicating that various errors (winning error, no tank ball error, payout error, etc.) have been detected, and a terminal (10th terminal) for outputting information (identification signal) indicating that a predetermined number of prize balls have been paid out from the payout control device 311.

[0211] Furthermore, it is not necessary for all output terminals of the external terminal board 240 to be connected to the hall computer, and which output terminal to obtain information from is determined at the discretion of the amusement hall manager, etc. In other words, the amusement hall manager, etc. can use only the information necessary for the operation of the amusement hall.

[0212] Furthermore, the type of information output from the external terminal board 240 and the number of output terminals for outputting the information are not limited to the configuration exemplified above, and may be configured to output information different from the information (signal) exemplified above depending on the model of the pachinko machine 10, etc.

[0213] The back pack 351 is integrally molded from, for example, ABS resin, and includes a protective cover portion 354 that protrudes rearward from the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover portion 354 is closed on the left and right sides and the top, and only the bottom is open, and is large enough to cover at least the frame cover 213. However, in this embodiment, the protective cover portion 354 is configured to also cover the top and right portions (the left portion in FIG. 1-5) of the board box 263. As a result, when the back pack unit 203 is closed, the sealing member provided on the right portion of the board box 263 and the terminal portion (board-side connector) provided along the upper edge of the main control device 261 are covered.

[0214] The payout mechanism 352 is disposed so as to bypass the protective cover 354. Above the protective cover 354, a tank 355 with an opening at the top is provided, and this tank 355 is successively replenished with gaming balls supplied from the island facilities of the gaming hall. Below the tank 355, a tank rail 356 having, for example, two horizontal rows of ball passages and gently sloping toward the downstream side is connected, and a case rail 357 is connected vertically to the downstream side of the tank rail 356. A payout device 358 is provided at the most downstream portion of the case rail 357, and the required number of gaming balls are appropriately paid out by a predetermined electrical configuration such as a payout motor. The gaming balls paid out by the payout device 358 are then supplied to the upper tray 19, etc.

[0215] The dispensing mechanism unit 352 is also provided with a dispensing relay board 381 that relays dispensing command signals from the dispensing control device 311 to the dispensing device 358, and a power switch board 382 that takes in main power from the outside. The power switch board 382 is supplied with main power, for example, 24 V AC, via a voltage converter, and the power is turned on or off by switching the power switch 382a as a detection function unit.

[0216] Below the rear pack unit 203 (base box 263), a lower frame set 251 is provided, which is pivotally supported on the left side (right side in FIG. 1-5) of the inner frame 12 and can be opened rearward. As shown in FIG. 1-6, the lower frame set 251 is formed with a discharge passage 217 into which game balls collected by the ball collection mechanism described above flow, and a discharge chute (not shown) is formed at the most downstream portion of the discharge passage 217 for discharging game balls to the outside of the pachinko machine 10. That is, game balls that have won in each winning section, such as the general winning section 31A, are collected via the ball collection mechanism of the rear frame set 215 and then discharged to the outside of the pachinko machine 10 through the discharge chute of the discharge passage 217. The outlet 36 also communicates with the discharge passage 217, and game balls that have not won in any winning section are also discharged to the outside of the pachinko machine 10 through the discharge chute. In this embodiment, the back pack unit 203 and the lower frame set 251 are configured as separate entities and can be opened and closed independently, but the back pack unit 203 and the lower frame set 251 may also be formed integrally.

[0217] 1-5, the power supply and launch control device 310, the dispensing control device 311, and the CR unit connection board 314 are removably attached in a stacked state on the back side of the lower frame set 251. The power supply and launch control device 310 includes a launch control circuit 312 and a power supply circuit 313, and is housed in a board box 313a and fixed to the back side of the lower frame set 251.

[0218] The dispensing control device 311 is housed in a board box 311a and fixed to the back side of the board box 313a (power supply / launch control device 310). The board box 311a housing the dispensing control device 311 is provided with a sealing member, similar to the board box 263 housing the main control device 261 described above, so that evidence that the board box 311a has been opened remains.

[0219] In addition, the CR unit connection board 314 is housed in a board box 314a and fixed to the back side of the board box 313a (power supply / launch control device 310). Each of the board boxes 311a, 313a, and 314a is made of a transparent resin material or the like, so that the inside can be seen.

[0220] In addition, the dispensing control device 311 is provided with a state return switch 321 as a detection function part that protrudes outward from the base box 311a. For example, when the state return switch 321 is pressed in the event of a dispensing error such as a ball jam in the dispensing motor, the dispensing motor is rotated forward and reverse, and the ball jam is resolved (returned to the normal state).

[0221] Furthermore, the power supply circuit 313 is provided with a RAM erase switch 323 that protrudes outward from the circuit board box 313a. This pachinko machine 10 has a backup function, so that in the unlikely event of a power outage, the state at the time of the power outage is maintained, and when power is restored from the power outage, the state at the time of the power outage can be restored. Therefore, when the power is turned off in the normal procedure (for example, when the game hall closes), the state before the power outage is stored and maintained, so if you want to return to the initial state when the power is turned on, turn on the power while pressing the RAM erase switch 323, which is a reset function.

[0222] As shown in FIG. 1-6, a locking device 600 is provided on the rear side of the right side of the inner frame 12. The locking device 600 is equipped with a cylinder lock 600a (see FIG. 1-1, etc.) exposed on the front side of the front frame 14. The inner frame 12 can be unlocked by inserting a key into the keyhole of the cylinder lock 600a and turning it in one direction, and the front frame 14 can be unlocked by turning it in the other direction. In this embodiment, the inner frame 12 is locked to the outer frame 11, and the front frame 14 is locked to the inner frame 12.

[0223] As described above, the right-side frame component 11d of the outer frame 11 has an extended wall 83 formed thereon that covers the entire upper and lower sections corresponding to the locking device 600 from the rear side of the inner frame 12 (see FIG. 1-5). This makes it difficult to insert a wire or the like from the rear side of the outer frame 11 and operate the locking device 600 using the wire or the like. As a result, defensive performance can be improved. Furthermore, the extended wall 83 is configured to cover the right end (the left end in FIG. 1-5) of the rear pack unit 203 and the lower frame set 251 from the rear side, so that when the inner frame 12 is closed, the rear pack unit 203 and the lower frame set 251 cannot be opened.

[0224] 1-4, a front frame open detection switch 91 is provided on the lower right side of the front side of the inner frame 12 (to the right of the launching device 60) as a detection function unit for detecting the opening of the front frame 14, and as shown in FIG. 1-5, an inner frame open detection switch 92 is provided on the lower right side of the back side of the inner frame 12 (to the lower left in FIG. 1-5) as a detection function unit for detecting the opening of the inner frame 12. The front frame open detection switch 91 and the inner frame open detection switch 92 each have a detection unit that can be retracted into the switch main body, with the front frame open detection switch 91 being provided with its detection unit facing forward and the inner frame open detection switch 92 being provided with its detection unit facing backward. When the detection unit is in an ON state protruding from the switch main body, it outputs an ON signal to the main control device 261, and when the detection unit is pressed toward the switch main body and retracted into the switch main body, it outputs an OFF signal to the main control device 261. In other words, when the front frame 14 is closed, the detection part of the front frame open detection switch 91 is pressed by the back surface of the front frame 14, turning it to the OFF state, and when the front frame 14 is opened, the detection part returns to the protruding state and turns it to the ON state. Similarly, when the inner frame 12 is closed, the detection part of the inner frame open detection switch 92 is pressed by the pressing part 86 integrally formed with the receiving part 85 of the outer frame 11, turning it to the OFF state, and when the inner frame 12 is opened, the detection part returns to the protruding state and turns it to the ON state.

[0225] Next, the electrical configuration of the pachinko machine 10 will be described. Figure 1-7 is a block diagram showing the electrical configuration of the pachinko machine 10. The main control device 261 is equipped with a CPU 501 as a one-chip microcomputer that is an arithmetic unit. The CPU 501 incorporates a ROM 502, which is a storage unit (setting value storage unit) that stores various control programs and fixed value data executed by the CPU 501, a RAM 503, which is a storage unit that temporarily stores various data when the control programs stored in the ROM 502 are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit. However, the CPU, ROM, and RAM may not be integrated into a single chip, and each function may be integrated into a chip.

[0226] RAM 503 includes a stack area in which the contents of the internal registers of CPU 501 and the return addresses of control programs executed by CPU 501 are stored, a working area (working region) in which various flags, counters, I / O values, etc. are stored, and a backup area 503a.

[0227] In addition, RAM 503 is configured so that it can retain (back up) data even after the power to the pachinko machine 10 is turned off by receiving a backup voltage from the power supply circuit 313, and all data stored in the stack area, working area, and backup area 503a is backed up.

[0228] The backup area 503a is an area for storing values ​​such as stack pointers, registers, and I / Os at the time of power cut (including power cuts; the same applies below) so that the state of the pachinko machine 10 can be restored to the state before power cut when the power is turned back on if the power is cut off due to a power outage or the like. Writing to the backup area 503a is performed by the main processing when the power is cut off, and conversely, the restoration of each value written to the backup area 503a is performed by the main processing when the power is turned on (including power on after the power is recovered; the same applies below). Note that the NMI terminal (non-maskable interrupt terminal) of the CPU 501 is configured to receive a power outage signal SK1 output from a power outage monitoring circuit 542 (described later) when the power is cut off due to a power outage or the like, and power outage processing (NMI interrupt processing) is immediately executed when a power outage occurs.

[0229] Note that it is not necessary to back up data stored in all areas as long as data stored in at least the stack area and the backup area 503a is backed up. For example, a configuration may be adopted in which data stored in the stack area and the backup area 503a is backed up, but data stored in the work area is not backed up.

[0230] An input / output port 505 is connected to the CPU 501 incorporating the ROM 502 and RAM 503 via a bus line 504 consisting of an address bus, a data bus, etc. The input / output port 505 is connected to a RAM erasure switch circuit 543, payout control device 311, sub-control device 262, special symbol display devices 43A and 43B, normal symbol display device 41, etc., which will be described later. With this configuration, the above-mentioned special symbol display devices 43A and 43B and normal symbol display device 41 are directly controlled by the main control device 261. On the other hand, the effect display device 42 is controlled via the sub-control device 262.

[0231] In addition, for convenience, various relay boards and the like are not shown, but the input / output port 505 is connected to various detection switches such as the general winning switch 221a, the large winning port count switch 222, the start winning switches 224a, 224b, the through gate switch 225, etc. as detection function sections, various boards such as the power supply / launch control device 310, the payout control device 311, the sub-control device 262, etc., information display devices such as the hold display devices 46A, 46B, the normal hold display device 44, etc., and various electrical components such as a solenoid that operates the variable winning device 32A and a solenoid that operates the second start winning section 33WB. In other words, the main control device 261 is provided with multiple terminal sections (board-side connectors) for connecting connectors of various cable connectors, and these terminal sections etc. form the input / output port 505.

[0232] The sub-control device 262 (sub-control board) as a sub-control unit includes a CPU 551 which is an arithmetic unit, a ROM 552 which is a memory unit (setting value memory unit) that stores various control programs and fixed value data executed by the CPU 551, a RAM 553 which is a memory unit that temporarily stores various data etc. when executing the control programs stored in the ROM 552, an input / output port 554, a bus line 555, and also includes a Bluetooth (hereinafter referred to as "BT" as appropriate) module 1200, as well as various circuits such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, etc., not shown.

[0233] The RAM 553 is provided with a game information storage area for storing various game information (game data). The game information storage area serving as a history information storage area stores game history information such as the number of times a variable display has been executed (number of starts) and the number of jackpots, as well as execution history information indicating that a specific effect such as a premium effect has been executed when that effect has been executed, and execution history information relating to the jackpot variable display when that jackpot variable display has been executed (such as the type of effect executed in the jackpot variable display, the type of jackpot stop symbol, and the appearance rate and reliability of various effects that have been customized and input). Of course, the number of times a variable display in which various effects such as a school of fish effect have been executed may be stored, including not only in the case of a jackpot variable display but also in the case of a miss variable display.

[0234] More specifically, the sub-controller 262 updates various counters based on commands sent from the main controller 261 and stores the updated counters in the game status information storage area of ​​the RAM 553.

[0235] For example, when the sub-controller 262 receives a variation pattern command from the main controller 261, it adds 1 to the values ​​of the total start count counter, the individual start count counter, and the inter-jackpot start count counter set in the game information storage area.

[0236] The total start counter is for counting the number of times (starts) that a variable display has been executed in this pachinko machine 10 from the time the power is turned on to the present time. The individual start counter is for counting the number of times that a variable display has been executed in this pachinko machine 10 from the time a predetermined BT communication connection is established to the present time. The inter-jackpot start counter is for counting the number of times that a variable display has been executed in this pachinko machine 10 from the time the previous jackpot state ended to the present time.

[0237] In addition, when the sub-controller 262 receives an opening command from the main controller 261 indicating the start of a jackpot state, it adds 1 to the values ​​of the total jackpot counter, the individual jackpot counter, and the consecutive jackpot counter set in the game information storage area.

[0238] The total jackpot counter is for counting the number of jackpots that have been executed in this pachinko machine 10 from the time the power is turned on to the present time. The individual jackpot counter is for counting the number of jackpots that have been executed in this pachinko machine 10 from the time a predetermined BT communication connection is established to the present time. The consecutive jackpot counter is for counting the number of consecutive jackpots that have been executed without returning to the normal state from the first jackpot (number of consecutive wins). Note that a "first jackpot" refers to a jackpot won in the normal state of a low ball entry state (low support state).

[0239] Then, as will be described later, when a BT communication connection (pairing) is established between the pachinko machine 10 and the mobile terminal 2000, the pachinko machine 10 is configured to transmit game information (game history information and execution history information, which will be described later) stored in the game information storage area to the mobile terminal 2000 in response to a request from the player (mobile terminal 2000) or when a predetermined condition is met (when a jackpot or a specific effect is executed). Here, the history information output process in this embodiment is configured by the process of outputting the game information stored in the game information storage area to the mobile terminal 2000.

[0240] The game information stored in the game information storage area after the BT communication connection is established will be deleted after the BT communication connection is disconnected. On the other hand, the total value etc. from when the power of the pachinko machine 10 was turned on will remain even after the BT communication connection is disconnected.

[0241] Furthermore, the RAM 553 of the sub-control device 262 is provided with a user-specific area (custom information storage area) for storing various types of custom information customized by the player, as will be described later (see FIG. 1-107).

[0242] The user-related area includes input value storage areas such as a language setting area (language setting flag) for storing custom information related to the language used, a brightness level setting area for storing custom information related to the brightness levels of the illumination units 102 to 104, a volume level setting area for storing custom information related to the volume level of the speaker SP, and a performance custom information storage area for storing custom information related to various performances.

[0243] Then, as will be described later, when a BT communication connection (pairing) is established between the pachinko machine 10 and the mobile terminal 2000, custom information (information regarding customization items) that has been custom set by the player in the mobile terminal 2000 is output to the pachinko machine 10 from the mobile terminal 2000 automatically or in response to the player's request, etc.

[0244] Meanwhile, in the pachinko machine 10 (sub-control device 262) that has received the customization information, the display unit 42a of the effect display device 42 displays, for example, a list of the received customization information, and performs an input completion display process to display an input completion message informing the player that the customization input by the player is complete, such as "Customization input has been completed as described above." Thereafter, the sub-control device 262 performs an output setting process to update the content of the customization information stored in the user-associated area of ​​the RAM 553 to the content of the customization information received as described above.

[0245] Alternatively, the pachinko machine 10 (sub-control device 262) that receives the custom information may display a confirmation message such as "Are you sure you want to customize with this content?" on the display unit 42a of the effect display device 42 as an input completion display (input completion display process) that indicates that the player's customization input has been completed, and in response, the player may operate the effect button 125, mobile terminal 2000, etc. to give permission, thereby updating the content of the custom information stored in the user-related area of ​​RAM 553 to the content of the custom information received as described above.

[0246] Note that custom information stored in the user area after the Bluetooth communication connection is established is deleted after the Bluetooth communication connection is disconnected or after a predetermined time has elapsed since the disconnection. Alternatively, the custom information may remain even after the Bluetooth communication connection is disconnected.

[0247] In addition, the sub-control device 262 performs output setting processing to perform various setting processes (such as erasing custom information entered by the player or setting default values) for various memory areas in the user-responsive area (language setting area, brightness level setting area, volume level setting area, effect custom information memory area, etc.) at the time of initial setting processing when the power is turned on, or at the timing of ending the demo screen display described below (when the next variable display has not started even after a predetermined time has passed since the demo screen display started on the effect display device 42), etc.

[0248] Here, we will explain some specific examples of the processing performed in this output setting process. Of course, the processing is not limited to the examples below, and the output setting process (such as the setting of default values) is performed for all storage areas in the user area.

[0249] For example, no matter what language was set in the "language setting area" before the above output setting process was performed (for example, even if the player had customized and input "Chinese" or "English"), once the above output setting process was performed, the default language, "Japanese," would be newly set in the "language setting area."

[0250] Furthermore, no matter what brightness level was set in the "brightness level setting area" before the above output setting process was performed (for example, even if the player had customized the brightness level by inputting a brightness level of "2" or a brightness level of "5"), the "brightness level setting area" will be newly set to the default value of level "3" when the above output setting process is performed.

[0251] Furthermore, no matter what volume level was set in the "volume level setting area" before the above output setting process was performed (for example, even if the player had customized volume level "1" or volume level "4"), the "volume level setting area" will be newly set to the default value of level "3" when the above output setting process is performed.

[0252] Furthermore, no matter what fish school reliability has been set in the "fish school reliability memory area" of the "performance custom information memory area" until the above output setting process is performed (for example, even if the player has customized and input a fish school reliability of "10%" or "90%), the default value of "50%" will be newly set in the "fish school reliability memory area" once the above output setting process is performed.

[0253] Furthermore, no matter what cut-in appearance rate has been set in the "Cut-in Appearance Rate Memory Area" of the "Performance Custom Information Memory Area" until the above output setting process is performed (for example, even if the player has customized the cut-in appearance rate to "0%" or "70%), the default appearance rate of "60%" will be newly set in the "Cut-in Appearance Rate Memory Area" once the above output setting process is performed.

[0254] Furthermore, instead of or in addition to the above-mentioned configuration, a configuration may be adopted in which output setting processing is performed to perform various setting processes (such as erasing custom information entered by the player or setting default values) for various memory areas in the user-related area at the start timing of the demo screen display (when the next variable display does not start even after a predetermined time has passed since a predetermined variable display has been confirmed and stopped on the performance display device 42) or when the next variable display does not start even after a predetermined time has passed since the end timing of the demo screen display.

[0255] The input / output port 554 is connected to the CPU 551, ROM 552, and RAM 553 via a bus line 555. Furthermore, the input / output port 554 is connected to the display control device 45, the speaker SP, the effect button 125, the cross key 126 (up button 126a, down button 126b, left button 126c, right button 126d, and center button 126e), the illumination units 102 to 104, and the error display lamp 105, etc.

[0256] The CPU 551 of the sub-controller 262 determines the content of the performance based on a command signal (for example, a variable pattern command) sent from the main controller 261, and controls the output of various information to the performance display device 42, speaker SP, illumination units 102 to 104, etc.

[0257] More specifically, the sub-controller 262 causes the display controller 45 to execute display control related to the performance display device 42 based on a command signal transmitted from the main controller 261, and causes the performance display device 42 to output predetermined image information.

[0258] As described above, in this embodiment, the special pattern display devices 43A and 43B controlled by the main control device 261 are configured to inform the player that various winning combinations have been won, and the effect display device 42 controlled by the sub-control device 262 displays decorative patterns as a changing effect in accordance with the changing display of the special patterns on the special pattern display devices 43A and 43B.

[0259] Furthermore, based on a command signal transmitted from the main control device 261 (for example, in synchronization with the above-mentioned display control), the CPU 551 of the sub-control device 262 reads predetermined audio data from among a plurality of pieces of audio data stored in the ROM 552 serving as a storage unit (setting value storage unit), converts the audio data into an audio signal, and supplies the audio signal to an amplifier (an amplifier that amplifies the audio signal) built into the speaker SP, thereby outputting predetermined audio information from the speaker SP as a variable effect.

[0260] Similarly, based on a command signal sent from the main control device 261 (for example, in synchronization with the above-mentioned display control), the CPU 551 of the sub-control device 262 reads out predetermined light emission control data from among a plurality of light emission control data (on / off pattern data) stored in the ROM 552 serving as a storage unit (setting value storage unit), converts the light emission control data into a light emission control signal, and supplies the light emission control signal to a light emission control board built into the illumination units 102 to 104, etc., thereby turning on / off the illumination units 102 to 104, etc. as a variable effect and outputting predetermined light information.

[0261] Furthermore, the sub-control device 262 is provided with a Bluetooth module 1200 (hereinafter referred to as "machine-side BT module 1200") that constitutes a wireless communication unit for wirelessly communicating with an external communication device (in this embodiment, a mobile terminal 2000 carried by a player) outside the pachinko machine 10 using Bluetooth. The detailed configuration of the machine-side BT module 1200 that constitutes the input unit will be described later.

[0262] Here, we will explain Bluetooth. Bluetooth is a wireless communication technology (short-range wireless communication technology in the broad sense) that communicates by switching between multiple (e.g., 79) channels set at predetermined intervals (e.g., 1 MHz) within the 2.4 GHz band using a frequency hopping method, with a maximum communication distance of approximately 10 to 100 meters and a maximum communication speed of approximately 1 to 3 Mbps. In other words, Bluetooth enables data communication with larger volumes and at higher speeds than NFC.

[0263] BT is an international standard standardized as "IEEE802.15.1" and performs wireless communication in accordance with the technical specifications established by the SIG (Bluetooth Special Interest Group).

[0264] The payout control device 311 controls the payout of prize balls and loan balls by the payout device 358. The CPU 511, which is a calculation device, is provided with a ROM 512, which is a storage unit (setting value storage unit) that stores control programs executed by the CPU 511, fixed value data, etc., and a RAM 513, which is a storage unit used as a work memory, etc.

[0265] The RAM 513 of the dispensing control device 311, like the RAM 503 of the main control device 261, has a stack area in which the contents of the internal registers of the CPU 511 and the return addresses of the control programs executed by the CPU 511 are stored, a working area (working region) in which various flags, counters, I / O values, etc. are stored, and a backup area 513a.

[0266] The RAM 513 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply circuit 313 even after the power to the pachinko machine 10 is turned off, and all data stored in the stack area, work area, and backup area 513a is backed up. Note that it is not necessary to back up data stored in all areas, as long as data stored in at least the stack area and backup area 513a is backed up. For example, a configuration may be adopted in which data stored in the stack area and backup area 513a is backed up, but data stored in the work area is not backed up.

[0267] The backup area 513a is an area for storing values ​​such as the stack pointer, registers, and I / O at the time of power cut so that when the power is turned back on, the state of the pachinko machine 10 is restored to the state before the power was cut off in the event of a power outage or the like. Writing to this backup area 513a is performed by the main processing when the power is turned off, and the restoration of each value written to the backup area 513a is performed by the main processing when the power is turned on. Note that, like the CPU 501 of the main control device 261, the NMI terminal of the CPU 511 is configured to receive a power outage signal SK1 from the power outage monitoring circuit 542 when the power is cut off due to a power outage or the like. When the power outage signal SK1 is input to the CPU 511, an NMI interrupt process is immediately executed as a power outage process.

[0268] The working area is provided with a payout permission flag that sets permission for the payout control device 311 to pay out prize balls, a command reception flag that is set when a command sent from the main control device 261 is received, and a command buffer in which commands sent from the main control device 261 are stored.

[0269] The payout permission flag is a flag that sets permission for the payout of prize balls, and is turned on when a specific command that permits the payout of prize balls is sent from the main control device 261 and the specific command is received, and is turned off when the initial setting process is performed or the state before power was cut off is restored. In this embodiment, the specific commands are a payout initialization command that instructs the initial process of the RAM 513 of the payout control device 311, a prize ball command that instructs the payout of prize balls, and a payout return command that is sent when power is restored to the main control device 261.

[0270] The command reception flag is a flag that checks whether the dispensing control device 311 has received a command, and is turned on when any command is received.Like the dispensing permission flag, it is turned off when the initial setting process is performed or the state before power was cut off is restored, and it is also turned off when the received command is judged by the command judgment process.

[0271] The command buffer is configured as a ring buffer that temporarily stores commands sent from the main control device 261. The ring buffer has a specified storage area, and commands are stored in a regular pattern from the beginning to the end of the storage area, and when commands have been stored in all of the storage area, the buffer returns to the beginning of the storage area and updates the commands. Therefore, when a command is stored or read, the storage pointer and read pointer in the command buffer are updated, and commands are stored and read based on these pointers.

[0272] The CPU 511 incorporating the ROM 512 and RAM 513 is connected to an input / output port 515 via a bus line 514 consisting of an address bus and a data bus. The input / output port 515 is connected to a RAM erasure switch circuit 543, a main control device 261, a power supply / launch control device 310 (launch control circuit 312), a dispensing device 358, a CR unit connection board 314, etc.

[0273] The CR unit connection board 314 is electrically connected to the ball dispensing operation unit (dispensing switch 121 and return switch 122) on the front of the pachinko machine 10, the CR unit (card reader unit, ball dispensing unit) located on the side of the pachinko machine 10 in an amusement hall or the like, and the payout control device 311. When information regarding the player's ball dispensing operation to the ball dispensing operation unit or the CR unit is input to the CR unit and the game value balance is stored on a card, which is a recording medium inserted into the CR unit, the balance on the card is deducted and a payout request signal for the number of game balls corresponding to the deducted value is output to the payout control device 311. Note that the recording medium of the CR unit is not limited to a card type, and may be a coin type or a stick type.

[0274] In addition, the dispensing control device 311 is configured to periodically (e.g., every 2 msec) output a CR unit connection signal indicating that the CR unit connection board 314 and the CR unit are electrically connected to the launch control circuit 312 of the power supply / launch control device 310.

[0275] The launch control circuit 312 of the power supply / launch control device 310 permits or prohibits the launch of gaming balls by the launch device 60. The launch control circuit 312 is electrically connected to the handle 18, the payout control device 311, and the main control device 261. The launch control circuit 312 is also configured to be able to input, from the handle 18, a dial position signal from a variable resistor indicating the rotation operation amount (rotation angle) of the rotation operation unit 18a, a touch signal from a touch sensor indicating that the player is touching the handle 18, and a launch switch signal indicating that the player is not operating the stop lever 18b. The launch control circuit 312 is also configured to be able to input, from the payout control device 311, a CR unit connection signal indicating that the CR unit is electrically connected to the CR unit connection board 314.

[0276] Then, the firing control circuit 312 outputs a firing state signal to the main control device 261 on the condition that a touch signal, a firing switch signal, and a CR unit connection signal are input, and the main control device 261 outputs a firing permission signal and a ball feeding signal to the firing control circuit 312 on the condition that a firing state signal is input. When a firing state signal is input, the main control device 261 outputs a firing permission signal at 0.6 second intervals.

[0277] Furthermore, the launch control circuit 312 is configured to drive the ball feeding device 63 and send the gaming ball to the launch position when a ball feeding signal is input. Note that when a preparation ball detection sensor provided in the ball feeding device 63, which is capable of detecting whether or not a gaming ball is present at the launch position, detects that a gaming ball is already present at the launch position, the ball feeding device 63 is not driven (even if the ball feeding signal is received, the gaming ball is not sent to the launch position).

[0278] Furthermore, the launch control circuit 312 is configured to drive the launch device 60 (launch solenoid) on the condition that the touch signal, launch switch signal, CR unit connection signal, dial position signal, and launch permission signal are input. As a result, the game ball set at the launch position is launched by the launch device 60 with a strength based on the dial position signal.

[0279] In addition, the power supply circuit 313 includes a power supply unit 541 that supplies power to each part of the pachinko machine 10, a power outage monitoring circuit 542 that monitors power supply interruptions due to power outages, etc., and a RAM erasure switch circuit 543 that is connected to the RAM erasure switch 323 as a detection function unit.

[0280] The power supply unit 541 supplies the necessary operating power to the main control unit 261, dispensing control unit 311, etc. through a power supply path not shown. In summary, the power supply unit 541 takes in an externally supplied 24-volt AC power supply, generates a +12V power supply to drive various switches, motors, etc., a +5V power supply for logic, a backup power supply for RAM backup, etc., and supplies these +12V power supply, +5V power supply, and backup power supplies to the main control unit 261, dispensing control unit 311, etc. Note that operating power is supplied to the various switches, motors, etc. via the control devices to which they are connected.

[0281] The power outage monitoring circuit 542 is a circuit that outputs a power outage signal SK1 to each NMI terminal of the CPU 501 of the main control device 261 and the CPU 511 of the dispensing control device 311 when the power is cut off due to a power outage or the like. The power outage monitoring circuit 542 monitors the voltage of 24 volts DC, which is the maximum voltage output from the power supply unit 541, and when this voltage falls below 22 volts, it determines that a power outage (power outage) has occurred and outputs a power outage signal SK1 to the main control device 261 and the dispensing control device 311. By outputting this power outage signal SK1, the main control device 261 and the dispensing control device 311 recognize the occurrence of a power outage and perform power outage processing (NMI interrupt processing).

[0282] The power supply unit 541 is configured to maintain the output of the 5-volt drive voltage of the control system at a normal value for a sufficient time to execute the power outage process, even after the 24-volt DC stabilized voltage drops below 22 volts. Therefore, the main control unit 261 and the dispensing control unit 311 can execute and complete the power outage process normally.

[0283] The RAM clearing switch circuit 543 is a circuit that takes in the switch signal of the RAM clearing switch 323 and clears the backup data in the RAM 503 of the main control device 261 and the RAM 513 of the payout control device 311 according to the state of the switch 323. When the RAM clearing switch 323 is pressed, the RAM clearing switch circuit 543 outputs a RAM clearing signal SK2 to the main control device 261 and the payout control device 311. When the power to the pachinko machine 10 is turned on with the RAM clearing switch 323 pressed (including when the power is turned on after a power outage is resolved), the data in the RAMs 503, 513 of the main control device 261 and the payout control device 311 are cleared.

[0284] The display control device 45 executes the variable display of decorative symbols on the effect display device 42 in accordance with instructions from the sub-control device 262. This display control device 45 includes a CPU 521, a program ROM 522, a work RAM 523, a video RAM 524, a character ROM 525, a video display processor (VDP) 526, an input port 527, an output port 529, and bus lines 530 and 531. An input / output port 554 of the sub-control device 262 is connected to the input port 527. The CPU 521, the program ROM 522, the work RAM 523, and the VDP 526 are connected to the input port 527 via the bus line 530. The VDP 526 is connected to an output port 529 via the bus line 531, and the output port 529 is connected to the effect display device 42, which is a liquid crystal display device.

[0285] The CPU 521 of the display control device 45 receives the display command sent from the sub-control device 262 via the input port 527, analyzes the received command, or performs predetermined arithmetic processing based on the received command, thereby controlling the VDP 526 (generating internal commands for the VDP 526). This allows display control in the performance display device 42.

[0286] The program ROM 522 is a storage unit (setting value storage unit) that stores various control programs executed by the CPU 521 and fixed value data, and has, for example, a program storage area and a data table storage area.

[0287] The program storage area is a storage area in which various control programs executed by the CPU 521 are stored.

[0288] The data table storage area is a memory area that stores a display data table that defines the display content to be displayed on the performance display device 42 over time in various display performances executed based on commands (e.g., variable pattern commands) from the main control device 261, and an additional data table that defines the display content to be displayed on the performance display device 42 over time in various additional performances (e.g., preview performances) executed by the sub-control device 262 in addition to the various display performances executed based on commands from the main control device 261.

[0289] The display data table corresponds to an address that represents the time (20 milliseconds in this embodiment) during which one frame of image is displayed on the performance display device 42 (liquid crystal display unit 42a) as one unit, and specifies in detail the content (drawing content) of one frame of image to be displayed at that time. Details of the display data table will be described later.

[0290] The additional data table specifies the display content to be displayed over time for an additional effect to be displayed on the effect display device 42 (liquid crystal display unit 42a) in addition to one display effect based on a command from the main control device 261, and similar to the display data table, it specifies in detail the content (drawing content) of one frame of image to be displayed at that time in correspondence with an address expressed as one unit of time (20 milliseconds in this embodiment) for which one frame of image is displayed on the effect display device 42 (liquid crystal display unit 42a). Details of the additional data table will be described later.

[0291] One display data table and one additional data table are prepared for each of the various display effects and various additional effects. For example, if there are 32 variable effect patterns that can be executed based on the variable pattern command from the main control device 261, one table will be prepared for each variable effect pattern, for a total of 32 display data tables. Note that display data tables are prepared that correspond to, for example, miss variable display effects, various reach effects, re-variation effects, re-lottery effects, demo effects, etc.

[0292] Of course, when controlling the display of the performance display device 42, instead of using the display data table and the additional data table to perform the drawing process, the additional data table may be omitted. In this case, the display content added on the sub-control device 262 side may be added to the display data table.

[0293] The work RAM 523 is a storage unit for temporarily storing (setting) various data tables read from the program ROM 522, as well as work data and flags used when the CPU 521 executes various programs, and has, for example, a display data table setting area, an additional data table setting area, a pointer setting area, a drawing list setting area, a drawing target buffer flag setting area, a command buffer, etc.

[0294] The display data table setting area is a storage area for setting a display data table corresponding to the effect to be displayed on the effect display device 42.

[0295] The additional data table setting area is a memory area for setting an additional data table corresponding to an additional effect to be displayed in addition to the effect displayed on the effect display device 42 using the display data table set in the display data table setting area.

[0296] Here, the configuration contents (drawing contents) of each address in the display data table will be described in detail.

[0297] As described above, the display data table corresponds to an address that represents the time (20 milliseconds in this embodiment) during which one frame of image is displayed on the performance display device 42 (liquid crystal display unit 42a), and specifies in detail the content (drawing content) of one frame of image to be displayed at that time.

[0298] The drawing content specifies the type of sprite, which is a display object that makes up one frame of image, as well as drawing information for displaying each sprite on the performance display device 42, such as the display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, filter specification information, and storage information for each sprite.

[0299] The sprite type is information for specifying the sprite to be displayed. The display position coordinates are information for specifying the coordinates on the performance display device 42 (liquid crystal display unit 42a) where the sprite should be displayed. The magnification ratio is information for specifying the magnification ratio relative to a standard display size previously set for the sprite, and the size of the sprite to be displayed is specified by that magnification ratio. If the magnification ratio is greater than 100%, the sprite will be displayed enlarged compared to the standard size, and if the magnification ratio is less than 100%, the sprite will be displayed reduced compared to the standard size.

[0300] The rotation angle is information used to specify the angle by which the sprite is rotated when displayed. The translucency value specifies the transparency of the entire sprite. The higher the translucency value, the more the image displayed behind the sprite will be visible through the image.

[0301] The alpha blending information is information for specifying a known alpha blending coefficient used when overlaying other sprites. The color information is information for specifying the color tone of the sprite to be displayed. The filter specification information is information for specifying the image filter to be applied to the specified sprite when drawing that sprite.

[0302] The storage information is information that indicates the address of a storage area in the character ROM 525 where image data of the corresponding sprite (display object) is stored.

[0303] For example, in a display data table for variable display, the drawing content for one frame specified for each address is one background image, multiple decorative patterns (pattern 1, pattern 2, ...), effects that express the shining of light on the image, and characters used for various performances (character 1, character 2, ...), and drawing information for each sprite is specified for each address.

[0304] Here, with regard to the "background image" that constitutes the performance section, the display position is fixed to the entire screen of the performance display device 42, and the magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information are kept constant over time, so only the "background type," which is information for identifying the type of background image that is the output setting content, and the storage information are specified.

[0305] Examples of background images for variable displays include background images for various stages corresponding to various game states, and background images for various reach effects, and the "background type" specifies information that specifies which of these will be displayed.

[0306] Based on this "background type", the CPU 521 specifies the background image to be displayed as the drawing target, and further specifies the range of the background image to be displayed for that frame in accordance with the passage of time.

[0307] In this embodiment, the display data table defines only the "background type" in addition to the storage information as the drawing content of the background image. However, instead, the display data table may define the "background type" and "position information" indicating the range of the background image corresponding to the "background type" to be displayed. This "position information" may be, for example, information indicating the elapsed time since the background image corresponding to the initial position was displayed. In this case, the CPU 521 determines the range of the background image to be displayed for that frame based on the elapsed time since the background image corresponding to the initial position indicated by the "position information" was displayed.

[0308] Furthermore, the "position information" may be information indicating the elapsed time since the drawing of the image (or display on the performance display device 42) based on this display data table started. In this case, the CPU 521 will identify the range of the background image to be displayed for that frame based on the position of the background image that was displayed at the time when the drawing of the image based on the display data table started and the elapsed time since the drawing of the image, which is indicated by the "position information," started.

[0309] Furthermore, depending on the "background type," the "position information" may indicate either information indicating the elapsed time since the background image of the range corresponding to the initial position was displayed or information indicating the elapsed time since the drawing of an image based on the display data table (or display on the performance display device 42) began, or, together with the "background type" and "position information," the type information of the position information (for example, information indicating whether it is information indicating the elapsed time since the background image of the range corresponding to the initial position was displayed, or information indicating the elapsed time since the drawing of an image based on the display data table began) may be specified as the drawing content of the background image.In addition, the "position information" may not be information indicating the elapsed time, but may be information indicating the address where the range of the background image to be displayed is stored.

[0310] The "decorative symbols (symbol 1, symbol 2, ...)" that make up the performance section are provided with "symbol type offset information" as symbol type information for specifying the decorative symbol to be displayed. This offset information is information that represents the difference in the numbers attached to each decorative symbol. The reason offset information is specified rather than directly specifying the type of decorative symbol is that the display of the decorative symbol in the variable performance changes depending on the stopped symbol of the previous variable performance and the stopped symbol of the current variable performance. The "symbol type offset information" from the start of the variable performance until a predetermined time has elapsed specifies the offset information from the stopped symbol of the previous variable performance. As a result, the variable performance starts from the stopped symbol of the previous variable performance.

[0311] On the other hand, after a predetermined time has elapsed since the start of the fluctuation, offset information from the stop symbol set by the sub-controller 262 is defined based on commands from the main controller 261. This allows the fluctuation performance to stop at the stop symbol corresponding to the stop type designated by the sub-controller 262.

[0312] In addition, since each type of decorative pattern is assigned a unique number, the variable pattern in the previous variable performance and the stop pattern corresponding to the stop type specified by the sub-control device 262 are managed by the number assigned to the decorative pattern, and by expressing the offset information as the difference between the numbers assigned to each type of decorative pattern, the decorative pattern to be displayed can be easily identified from the offset information.

[0313] Furthermore, the predetermined time for which the "symbol type offset information" is switched from the offset information of the stopped symbols of the previous variable effect to the offset information of the stopped symbols of the current variable effect is set to be the time during which the decorative symbols are being displayed in a variable manner at high speed. While the decorative symbols are being displayed in a variable manner at high speed, the decorative symbols are not visible to the player, so by switching the "symbol type offset information" from the offset information of the stopped symbols of the previous variable effect to the offset information of the stopped symbols of the current variable effect during that time, even if the continuity of the numbers in the decorative symbols is interrupted, the player will not be aware of the interruption.

[0314] The first address of the display data table, "0000H," specifies "Start" information indicating the start of the data table, and the last address of the display data table specifies "End" information indicating the end of the data table. For each address between the address "0000H" where the "Start" information is specified and the address where the "End" information is specified, drawing content corresponding to the presentation mode to be specified in that display data table is specified.

[0315] In response to a command sent from the sub-control device 262, the CPU 521 selects a display data table to be used from among a plurality of display data tables, reads out the selected display data table from the program ROM 522 (data table storage area), sets it in the work RAM 523 (display data table setting area), and initializes the value of the table pointer set in the pointer setting area.

[0316] Then, each time the drawing process for one frame is completed, the update function unit increments the value of the table pointer by one, and in the display data table set in the display data table setting area, the image content to be drawn next is identified based on the drawing content specified at the address indicated by the table pointer, and a drawing list (described later) is created. The CPU 521 instructs the VDP 526 to draw that image by sending this drawing list to the VDP 526. As a result, as the table pointer is updated, the drawing content is identified in chronological order specified in the display data table, and the image specified in the display data table is displayed on the performance display device 42.

[0317] Next, the configuration contents (drawing contents) of each address in the additional data table will be described in detail.

[0318] As described above, the additional data table specifies the display content to be displayed over time for additional performances that are added to a single display performance based on a command from the main control unit 261 and displayed on the performance display device 42 (liquid crystal display unit 42a).

[0319] Here, "adding to one display performance" means changing the display content of one display performance based on a command from the main control device 261, and includes concepts such as, for example, displaying an image that is not normally displayed in one display performance and overlaying another performance on that one display performance, changing the color tone of part or all of that one display performance, or changing the image displayed in one display performance.

[0320] In other words, the additional data table predefines the drawing content required to add and display an image that is not normally displayed to a display performance displayed by the display data table selected by the sub-controller 262 based on a command from the main controller 261, the drawing content required to change the color tone of part or all of the image in that display performance, and the drawing content required to change and display an image displayed in that display performance.

[0321] Here, we will explain the case where the display content for displaying a preview effect that is displayed in addition to the variable effect displayed by the display data table for variable display selected by the sub-controller 262 based on the variable pattern command from the main controller 261 is specified by an additional data table.

[0322] The additional data table is prepared corresponding to, for example, a preview effect that is added to a variable effect. Specifically, additional data tables corresponding to a "bubble effect" or a "fish school effect," which are display modes of the preview effect, are stored in the data table storage area.

[0323] In this additional data table, the content (drawing content) of one frame of image to be additionally displayed at the time indicated by the address specified in the display data table is specified in detail in correspondence with the address.

[0324] The drawing content specifies the type of sprite for each sprite, which is an additional display object to be displayed in one frame of image, and also specifies drawing information for drawing the sprite on the performance display device 42, such as display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information, depending on the type of sprite.

[0325] On the other hand, if there is no display object to be added at the time indicated by the address specified in the display data table, Null data is specified in the additional data table, which means that there is no display object to be added corresponding to that address.

[0326] As with the display data table, the first address of the additional data table, "0000H," specifies "Start" information indicating the start of the data table, and the last address of the additional data table specifies "End" information indicating the end of the data table. For each address between the address "0000H" where the "Start" information is specified and the address where the "End" information is specified, drawing content corresponding to the presentation mode to be specified in the additional data table is specified.

[0327] Based on the display command from the sub-control device 262, the CPU 521 determines whether there are any additional effects to be displayed in addition to the display effects output to the effect display device 42 using the display data table set in the display data table setting area, and if there are any additional effects to be displayed, reads out the additional data table corresponding to that effect mode from the program ROM 522 (data table storage area) and sets the additional data table in the work RAM 523 (additional data table setting area).

[0328] For example, when the CPU 521 receives a display command relating to a predetermined preview performance from the sub-control device 262, it selects an additional data table corresponding to the preview mode indicated by the command, reads the selected additional data table from the program ROM 522 (data table storage area), and sets it in the work RAM 523 (additional data table setting area).

[0329] When setting a display data table in the display data table setting area, the CPU 521 temporarily clears the contents of the additional data table setting area by writing null data, which means that there is no display object to be added and displayed.

[0330] Then, each time the table pointer is updated, the CPU 521 creates a drawing list that defines the image drawing instructions to the VDP 526 based on the drawing content specified at the address indicated by the table pointer in the display data table set in the display data table setting area and the drawing content specified at the address indicated by the table pointer in the additional data table set in the additional data table setting area.

[0331] Furthermore, if the information specified by the address indicated by the table pointer in the additional data table is "End" information, or if the table pointer points to an address not specified in the additional data table, it is determined that there is no display object to be added, and a drawing list is generated based on the various sprites specified in the display data table.

[0332] Then, the CPU 521 instructs the VDP 526 to draw the image by transmitting the generated drawing list to the VDP 526. As a result, as the table pointer is updated, the drawing contents are specified in chronological order in the order specified in the display data table, and the drawing contents specified in the additional data table are added, so that the image specified in the display data table and the additional data table is displayed on the performance display device 42.

[0333] In this way, in this embodiment, when the display control device 45 displays another performance image (for example, a preview performance image) in addition to the performance image (for example, a variable performance image) to be displayed on the performance display device 42 in response to a command sent from the sub-control device 262, the additional data table corresponding to the other performance image to be added and displayed can be set in the additional data table setting area, so that the other performance image can be easily added to the base performance image and displayed.

[0334] Furthermore, if an additional data table is not set in the additional data table setting area, null data is set in the additional data table setting area, and the performance corresponding to the display data table is displayed as is on the performance display device 42.

[0335] As a result, for example, if there are 32 types of original effect images and 5 types of other effect images to be displayed, if a separate display data table defining images in which the other effect images are superimposed on each original effect image were prepared, 32 × (1 + 5) = 192 types of display data tables would have to be prepared. However, by separately defining data tables corresponding to the other effect images as additional data tables as in this embodiment, it is only necessary to prepare 32 + 5 = 37 types of display and additional data tables, thereby suppressing an increase in the capacity of the data table storage area. Therefore, data tables corresponding to a wide variety of effect modes can be stored within the capacity provided in the data table storage area, making it easy to further diversify the effect images.

[0336] Furthermore, by defining the other additional performance images to be displayed as additional data tables as in this embodiment, even if it is decided to display the other additional performance images after setting the display data table corresponding to the original performance image in the work RAM 523 (display data table setting area), the other additional performance images to be displayed can be easily added to the original performance image and displayed by simply setting the additional data table corresponding to the other performance images separately in the work RAM 523 (additional data table setting area) without changing the display data table set in the work RAM 523 (display data table setting area).

[0337] Furthermore, since the additional data table is configured to have the same data structure as the display data table, it is possible to easily identify the drawing contents specified at the addresses indicated by the table pointers from the display data table set in the display data table setting area and the additional data table set in the additional data table setting area while updating the table pointers every time, and it is also possible to easily generate one drawing list corresponding to one frame from these.

[0338] Therefore, even if the display of another effect is decided by the sub-controller 262 or the like in addition to one display effect performed based on a command from the main controller 261, by specifying the display contents of the additional effect to be displayed in the additional data table, a wide variety of effect displays can be easily performed using a small number of data tables.

[0339] The pointer setting area is a memory area for setting a table pointer to specify the address from which the corresponding drawing content should be obtained from the display data table set in the display data table setting area and the additional data table set in the additional data table setting area.

[0340] When the display data table is set in the display data table setting area, the CPU 521 initializes the value of the table pointer to 0. Then, based on a vertical synchronization interrupt signal (hereinafter referred to as a "V interrupt signal") transmitted from the VDP 526 every 20 msec when the drawing process for one frame of image is completed, a pointer update process is performed in the display content setting process of the V interrupt process, which is executed by the CPU 521 and will be described later, and the value of the table pointer is incremented by 1.

[0341] Each time such a table pointer is updated, the CPU 521 identifies the drawing content specified at the address indicated by the table pointer from the display data table set in the display data table setting area and the additional data table set in the additional data table setting area, and creates a drawing list, which will be described later.

[0342] As a result, the performance corresponding to the display data table set in the display data table setting area is displayed on the performance display device 42, and if an additional data table is set in the additional data table setting area, the performance corresponding to the additional data table is displayed on the performance display device 42 in addition to the performance corresponding to the display data table.

[0343] Furthermore, the effects displayed on the effect display device 42 can be easily changed simply by changing the display data table set in the display data table setting area or the additional data table set in the additional data table setting area.

[0344] The drawing list setting area is a storage area for setting a drawing list that instructs the VDP 526 to draw one frame of image. The drawing list is generated based on the display data table set in the display data table setting area and the additional data table set in the additional data table setting area.

[0345] Here, we will explain the configuration of the drawing list in detail. The drawing list is an instruction table that instructs the VDP 526 to draw one frame's worth of images, and defines the drawing information for each sprite, such as the background image used in one frame's image as one of the production elements, the decorative pattern (pattern 1, pattern 2, ...) which is one of the production elements, the effect (effect 1, effect 2, ...) which is one of the production elements, the character (character 1, character 2, ...) which is one of the production elements, and the reserved icon (reserved icon 1, reserved icon 2, ...) which is one of the production elements.

[0346] As described above, the drawing information for each sprite includes, as storage information, the address of the storage area in character ROM 525 in which the image data of the corresponding sprite (display object) is stored. VDP 526 obtains the image data of the sprite from the storage area in character ROM 525 specified by that address and transfers it to video RAM 524.

[0347] The drawing information for each sprite includes output setting details such as display position coordinates, magnification rate, rotation angle, translucency value, alpha blending information, color information, and filter specification information. The VDP 526 performs scaling processing on a standard image generated from the image data of the sprite read from the character ROM 525 according to the magnification rate, rotation processing according to the rotation angle, translucency processing according to the translucency value, compositing processing with other sprites according to the alpha blending information, color correction processing according to the color information, and filtering processing according to the filter specification information using a method specified by the information, and then draws the image obtained by performing various processes at the display position indicated by the display position coordinates. The VDP 526 then loads the drawn image into either the first frame buffer or the second frame buffer specified by a drawing target buffer flag (described later).

[0348] The CPU 521 generates drawing information for all sprites used to draw one frame of image based on the drawing content specified at the address indicated by the table pointer in the display data table set in the display data table setting area and the additional data table set in the additional data table setting area, and the content of other images to be drawn (for example, reserved icons), and creates a drawing list by sorting the drawing information by sprite.

[0349] Here, the address of the storage area in character ROM 525 where the sprite (display object) data is stored among the drawing information for each sprite is generated according to the sprite type defined in the display data table and the additional data table, or the sprite type specified from the contents of other images. That is, since the storage area in character ROM 525 where the image data of the sprite is stored is fixed for each sprite, CPU 521 can instantly specify the address in character ROM 525 where the image data of the sprite is stored according to the sprite type, and easily include that information in the drawing information of the drawing list.

[0350] In addition, CPU 521 copies the other information (display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information) of the drawing information of each sprite as it is, as specified in the display data table and additional data table.

[0351] Furthermore, when generating the drawing list, the CPU 521 rearranges the sprites in one frame's worth of images in order from the sprite that should be placed furthest in the background to the sprite that should be placed in the foreground, and sets drawing information for each sprite. That is, in the drawing list, drawing information corresponding to the background image is set first, and then drawing information corresponding to each sprite is set in the following order: decorative pattern (pattern 1, pattern 2, ...), effect (effect 1, effect 2, ...), character (character 1, character 2, ...), and reserved icon (reserved icon 1, reserved icon 2, ...).

[0352] The VDP 526 executes the drawing process for each sprite in the order set in the drawing list that defines the image drawing instructions for each frame, and then overwrites the drawn sprites in the frame buffer of the video RAM 524. Therefore, in one frame of image generated by the drawing list, the first sprite drawn can be placed at the background, and the last sprite drawn can be placed at the foreground.

[0353] The drawing target buffer flag setting area is a storage area for setting a drawing target buffer flag to specify the frame buffer (hereinafter referred to as the "drawing target buffer") into which the image drawn by VDP 526 is to be displayed from among the two frame buffers (first frame buffer and second frame buffer) of video RAM 524 described below.

[0354] If the drawing target buffer flag is "0", the first frame buffer is designated as the drawing target buffer, and if it is "1", the second frame buffer is designated. Information about this designated drawing target buffer is then sent to the VDP 526 along with the drawing list.

[0355] As a result, the VDP 526 executes a drawing process in which an image drawn based on the drawing list is displayed on the designated drawing target buffer. In addition, the VDP 526 simultaneously and in parallel with the drawing process reads out previously displayed drawing image information from a frame buffer different from the drawing target buffer, and transfers the image information to the performance display device 42 as a video signal, thereby executing an image output process (display process) in which the image is displayed on the performance display device 42.

[0356] The draw target buffer flag is updated as the draw target buffer information is sent along with the draw list to the VDP 526. This is done by inverting the value of the draw target buffer flag, i.e., by setting the value to "1" if it was "0" and vice versa. This causes the draw target buffer to alternate between the first frame buffer and the second frame buffer each time a draw list is sent.

[0357] In addition, the drawing list is sent each time the drawing process of the V interrupt process executed by the CPU 521 is executed based on the V interrupt signal sent from the VDP 526 every 20 msec when the drawing process and output process of one frame of image is completed.

[0358] That is, at a certain timing, the first frame buffer is designated as the frame buffer that will display one frame's worth of image, and the second frame buffer is designated as the frame buffer from which one frame's worth of image information is read, and image drawing and output processing are executed, and 20 msec after the drawing processing of one frame's worth of image is completed, the second frame buffer is designated as the frame buffer that will display one frame's worth of image, and the first frame buffer is designated as the frame buffer from which one frame's worth of image information is read. As a result, the image information of the image previously displayed in the first frame buffer can be read and displayed on the performance display device 42, and at the same time, a new image is displayed in the second frame buffer.

[0359] Then, after another 20 msec, the first frame buffer is designated as the frame buffer into which one frame's worth of image is displayed, and the second frame buffer is designated as the frame buffer into which one frame's worth of image information is read. As a result, the image information of the image previously displayed in the second frame buffer is read out and displayed on performance display device 42, while at the same time a new image is displayed in the first frame buffer. Thereafter, by alternately specifying either the first frame buffer or the second frame buffer every 20 msec as the frame buffer into which one frame's worth of image is displayed and the frame buffer into which one frame's worth of image information is read, it is possible to perform one frame's worth of image output processing continuously in 20 msec increments while performing one frame's worth of image drawing processing.

[0360] The command buffer is a storage unit for temporarily storing commands received from the sub-control device 262, and is configured as a ring buffer.

[0361] The video RAM 524 is used to develop images to be displayed on the performance display device 42, and is equipped with two frame buffers (a first frame buffer and a second frame buffer).

[0362] Each of the two frame buffers is capable of storing one frame of image (one screen's worth of image). Here, one frame of image refers to one screen's worth of image displayed at one update timing in a configuration in which the image displayed on the liquid crystal display unit 42a of the performance display device 42 is updated at a predetermined update timing.

[0363] Specifically, each frame buffer contains a number of unit areas each corresponding to a pixel (dot) of the liquid crystal display unit 42a at a predetermined magnification. Each unit area is configured to store data for specifying which color to display. In this embodiment, a full-color system is adopted, and each pixel can be set to 256 levels for each of the colors R (red), G (green), and B (blue). Correspondingly, in each unit area, one byte (8 bits) is assigned to each RGB color. In other words, each unit area has a storage capacity of at least three bytes.

[0364] In this way, by adopting a double buffer system with two frame buffers (first frame buffer and second frame buffer) in the video RAM 524, the VDP 526 writes one frame of image created in accordance with instructions from the CPU 521 into one of the first or second frame buffers, thereby displaying one frame of image in that frame buffer, and while the image is being displayed in one of the frame buffers, it reads out the one frame of image that was previously displayed in the other frame buffer and outputs the image information to the performance display device 42, thereby executing a process to display the one frame of image on the performance display device 42.

[0365] The frame buffer that displays one frame of image and the frame buffer from which one frame of image is read to display the image on the performance display device 42 are alternately designated by the CPU 521 as either the first frame buffer or the second frame buffer every 20 msec when the drawing process for one frame of image is completed.

[0366] That is, at a certain timing, the first frame buffer is designated as the frame buffer that will display one frame's worth of image, the second frame buffer is designated as the frame buffer from which one frame's worth of image is read, and the image drawing and output processes are executed. 20 msec after the drawing process for one frame's worth of image is completed, the second frame buffer is designated as the frame buffer that will display one frame's worth of image, and the first frame buffer is designated as the frame buffer from which one frame's worth of image is read.

[0367] As a result, the image information of the image previously displayed in the first frame buffer is read out and output to the performance display device 42, and at the same time, a new image is displayed in the second frame buffer.

[0368] Then, after another 20 msec, the first frame buffer is designated as the frame buffer into which one frame's worth of image is developed, and the second frame buffer is designated as the frame buffer from which one frame's worth of image is read.

[0369] This allows one frame of image that was previously loaded into the second frame buffer to be read out and displayed on the performance display device 42, while at the same time a new image is loaded into the first frame buffer.

[0370] Thereafter, by alternately specifying the frame buffer that displays one frame's worth of image and the frame buffer from which one frame's worth of image is read, either the first frame buffer or the second frame buffer, every 20 msec, it is possible to perform the drawing process of one frame's worth of image while continuously outputting one frame's worth of image in 20 msec increments.

[0371] The character ROM 525 is a memory unit that pre-stores image data of various images to be displayed on the performance display device 42, such as various background images and various sprites (decorative patterns, characters, hold icons, etc.), and has a pattern storage area, a character storage area, a hold icon storage area, a background image storage area, etc.

[0372] The image data for each sprite includes at least a combination of bitmap data that defines the design, character shape, and pattern, and a color palette table that is referenced when determining the display color for each pixel of the bitmap image. The image data for the background image is stored, for example, as JPEG data, which is compressed still image data.

[0373] The symbol storage area is a memory area for storing image data corresponding to decorative symbols that are variably displayed on the effect display device 42, and in this embodiment, multiple groups of symbol image data corresponding to nine types of decorative symbols numbered "1" to "9" are stored. When generating an image related to the symbol variation in the "normal stage effect," for example, image data of one decorative symbol group (nine types of decorative symbols) selected by the player in the effect customization described below from among three decorative symbol groups ("tropical fish group," "near-sea fish group," and "deep-sea fish group"), or one decorative symbol group (nine types of decorative symbols) set as default, is used. In this embodiment, the "tropical fish group" is set as the default decorative symbol group.

[0374] The character storage area is a memory area for storing image data corresponding to various characters displayed on the effect display device 42, and in this embodiment, multiple types of character image data corresponding to, for example, main characters are stored. Then, when generating an image for an effect in which a main character appears, for example, from among four types of main character image data (image data for a "girl character," image data for a "boy character," image data for a "robot character," and image data for a "monster character"), the main character image data selected by the player in the effect customization described below, or the main character image data set as default, is used. In this embodiment, a "girl character" is set as the main character by default.

[0375] The reserved icon storage area is a memory area for storing image data corresponding to the reserved icon displayed on the effect display device 42, and in this embodiment, multiple types of image data corresponding to the reserved icon are stored, such as the reserved icon H461 (see Figure 1-44, etc.). When generating an image in which the reserved icon appears, one type of reserved icon image data selected by the player in the effect customization described below, or one type of reserved icon image data set as default, from among the image data corresponding to the three types of reserved icons (icon image data imitating a "lifebuoy," icon image data imitating "swimming goggles," and icon image data imitating a "seashell"), will be used. In this embodiment, the reserved icon H461, which is an icon imitating a "lifebuoy," is set as the default reserved icon.

[0376] The background image storage area is a memory area for storing image data corresponding to various background images displayed on the effect display device 42, and in this embodiment, multiple types of image data corresponding to background images are stored. For example, when generating an image related to the "normal stage effect," of the three types of background image data (background image data related to the "diving stage," background image data related to the "cruising stage," background image data related to the "deep sea stage"), the background image data selected by the player in the effect customization described below, or the background image data set as default, is used. In this embodiment, the background image related to the "diving stage" is set as the default background image.

[0377] The background image storage area also stores various screen configuration images that configure the input section, such as the menu screen 3000, language setting screen 3001, volume setting screen 3002, and brightness setting screen 3003. Of course, a configuration may be adopted in which a portion of the image data stored in character ROM 525 is stored in ROM 552 of the sub-control device 262. Also, a configuration may be adopted in which character ROM 525 is omitted and all of the image data stored in character ROM 525 is stored in ROM 552 of the sub-control device 262.

[0378] The VDP 526 is a type of drawing circuit that operates the liquid crystal drive circuit (LCD driver) that drives and controls the liquid crystal display unit 42a of the performance display device 42, and draws images based on drawing instructions (drawing list) from the CPU 521, and displays the drawn images at a predetermined timing on the performance display device 42. The VDP 526 in this embodiment is also called a "drawing chip" because it is made into an IC chip, and its actual form can be described as a microcomputer chip with built-in firmware dedicated to drawing processing.

[0379] The VDP 526 transmits a V interrupt signal to the CPU 521 every 20 msec when the drawing process for one frame of image is completed. The CPU 521 executes V interrupt processing each time it detects this V interrupt signal, and instructs the VDP 526 to draw the next frame of image. In response to this instruction, the VDP 526 executes drawing processing for the next frame of image, and also executes image output processing (display processing) to display the image previously developed by drawing on the performance display device 42.

[0380] More specifically, VDP 526 draws one frame of image and expands the drawn image in either the first frame buffer or the second frame buffer, and outputs the one frame of image previously expanded in the other frame buffer to performance display device 42, thereby displaying the image on performance display device 42, which constitutes the output unit. VDP 526 processes the drawing process of this one frame of image and the output process of this one frame of image in parallel within the image display time of one frame on performance display device 42 (20 milliseconds in this embodiment).

[0381] In this way, the CPU 521 executes V interrupt processing in response to a V interrupt signal from the VDP 526 and issues drawing instructions to the VDP 526, so that the VDP 526 can receive an image drawing instruction from the CPU 521 at each execution interval (20 msec) of the image drawing and output processing. Therefore, the VDP 526 will not receive a drawing instruction for the next image before the image drawing or output processing is completed, so it is possible to prevent the drawing of a new image from starting in the middle of drawing an image or the image from being displayed in response to a new drawing instruction in a frame buffer where the currently displayed image is being displayed.

[0382] Under the above configuration, when the VDP 526 performs drawing processing, it first reads the image data required for drawing from the character ROM 525 based on the storage information contained in the drawing list sent from the CPU 521, and then expands the read image data into a specified frame buffer in the video RAM 524.

[0383] In addition, when the VDP 526 performs image output processing to output an image that constitutes the performance section to the performance display device 42, a video signal containing pixel information corresponding to each pixel of the liquid crystal display section 42a of the performance display device 42 is generated based on the image expanded in the first frame buffer or the second frame buffer of the video RAM 524, and the video signal is output to the performance display device 42 via the output port 529.

[0384] More specifically, the VDP526 outputs, as a video signal, an RGB signal consisting of color information of R (red), G (green), and B (blue) that indicates the color data of each pixel of the liquid crystal display unit 42a, and a synchronization signal for synchronizing the RGB signal with the liquid crystal display unit 42a to the performance display device 42.

[0385] When the VDP526 outputs a video signal for one frame of image (one screen's worth of image) to the performance display device 42, for example, it first starts with the pixel in the upper left corner (first row, first column) of the LCD display unit 42a (m x n pixels) and outputs a video signal sequentially to each pixel lined up on the same horizontal line up to the pixel in the upper right corner (first row, nth column) of the LCD display unit 42a.Once it has finished outputting the video signal to the pixel in the upper right corner (first row, nth column), it then outputs a video signal sequentially to each pixel lined up on the same horizontal line, starting from the pixel in the leftmost part of the second row (second row, first column).In this manner, the video signal is output sequentially from the leftmost pixel to the rightmost pixel from top to bottom, thereby allowing an image to be displayed on the entire screen of the LCD display unit 42a.

[0386] Then, the VDP 526 outputs a V interrupt signal to the CPU 521 at the timing when it outputs a video signal to the last pixel in the bottom right corner of the liquid crystal display unit 42a, causing the CPU 521 to recognize that updating of one frame of image has been completed. In this embodiment, the output cycle of this V interrupt signal is 20 msec, which is the same as the update cycle of one frame of image. In other words, in this embodiment, every 20 msec that the V interrupt signal is output, output processing of a video signal related to one frame of image is executed to the performance display device 42.

[0387] Next, the operation of the pachinko machine 10 configured as described above will be described. In this embodiment, the CPU 501 provided in the main control device 261 performs a lottery using various counter information during a game. Specifically, as shown in FIG. 1-8, a hit / miss random number counter CH1 is used as a hit / miss random number generating means for use in a hit / miss lottery to determine whether or not a jackpot state will occur, a type determination counter CH2 is used to determine the type of jackpot (type lottery), a variable selection counter CH3 is used to determine whether or not a reach state will occur in the effect display device 42, an initial value random number counter CINI is used to set the initial value of the hit / miss random number counter CH1, a first variable type counter CS1 and a second variable type counter CS2 are used to determine the variable display time of the first special symbol display device 43A or the second special symbol display device 43B (effect display device 42), and a normal symbol random number counter CH4 is used in a start winning support lottery to determine whether or not the second start winning section 33WB will be opened. The variation selection counter CH3 is also used to draw a reach pattern when the decorative symbol of the effect display device 42 is varied. The variation type counters CS1 and CS2 are also used to select the effect pattern in the effect display device 42 (such as selecting the variation pattern of the decorative symbol).

[0388] Counters CH1, CH2, CH3, CINI, CS1, CS2, and CH4 are loop counters that add 1 to the previous value each time they are updated, and after reaching their upper limit, return to the lower limit, 0. Each counter is updated periodically, and the updated value is stored appropriately in a counter buffer set in a predetermined area of ​​RAM 503 (except for random number initial value counter CINI).

[0389] RAM503 has a special variable reserve area as a reserve memory section in which the values ​​of the win / lose random number counter CH1, the type determination counter CH2, and the variable selection counter CH3 are stored, and a normal variable reserve area in which the value of the normal pattern random number counter CH4 is stored.

[0390] The special variable reserve area includes a first special variable reserve area and a second special variable reserve area each having four reserve areas (reserved first to fourth areas), and one execution area.

[0391] In each holding area of ​​the first special variable holding area, the values ​​of the win / lose random number counter CH1, the type determination counter CH2, and the variable selection counter CH3 are stored in chronological order according to the winning history in the first start winning section 33WA.

[0392] In each holding area of ​​the second special variable holding area, the values ​​of the win / lose random number counter CH1, the type determination counter CH2, and the variable selection counter CH3 are stored in chronological order according to the winning history in the second start winning section 33WB.

[0393] In this embodiment, there is one execution area for the special variable pending area, and the data stored in the first special variable pending area and the second special variable pending area is shifted to a common execution area when a variable display based on the data is performed.

[0394] The normal variable reserve area has four reserve areas (reserve 1 to reserve 4 areas) and one execution area. In each reserve area of ​​the normal variable reserve area, the value of the normal pattern random number counter CH4 is stored in chronological order according to the passing history of the game ball to the through gate 34.

[0395] By adopting this configuration, the first variable display on the first special pattern display device 43A, the second variable display on the second special pattern display device 43B, and the variable display on the normal pattern display device 41 can each be reserved up to four times.

[0396] To explain each counter in more detail, the win / loss random number counter CH1 is configured to increment by one in sequence within a range of, for example, 0 to 599, and after reaching the upper limit value (i.e., 599) as the closing value, return to 0, which is the lower limit value as the opening value. Normally, when the win / loss random number counter CH1 goes through one cycle, the value of the initial value random number counter CINI at that time is read as the next initial value of the win / loss random number counter CH1. Note that the initial value random number counter CINI is a loop counter similar to the win / loss random number counter CH1 (value = 0 to 599), and is updated once for each timer interrupt and repeatedly within the remaining time of normal processing. Meanwhile, the win / loss random number counter CH1 is updated periodically (in this embodiment, once for each timer interrupt), and the value of the win / loss random number counter CH1 is stored in the win / loss random number counter buffer. Then, when the game ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the win / loss random number counter CH1 stored in the win / loss random number counter buffer is stored in a special variable holding area (first special variable holding area or second special variable holding area).

[0397] In this embodiment, the probability of winning the win / loss lottery (jackpot lottery) does not change depending on the game mode (either the "normal mode," "time-saving A mode," or "time-saving B mode"), and the number of values ​​of the win / loss random number counter CH1 that result in a jackpot state is three, and the value is "7,207,407." In other words, based on the entry of a game ball into the first start winning section 33WA or the second start winning section 33WB, there is a 1 / 200 probability that the win / loss lottery (jackpot lottery) will be won, and a jackpot state will occur.

[0398] ROM 502 is provided with a win / lose determination table that is referenced when determining whether the value of the win / lose random number counter CH1 corresponds to any win.

[0399] In this embodiment, there is a first hit / miss judgment table corresponding to the ball entering the first start winning section 33WA (a first hit / miss judgment table including a jackpot judgment common to "normal mode," "time-saving A mode," and "time-saving B mode"), and a second hit / miss judgment table corresponding to the ball entering the second start winning section 33WB (a second hit / miss judgment table including a jackpot judgment common to "normal mode," "time-saving A mode," and "time-saving B mode").

[0400] The type determination counter CH2 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 19, and to return to the lower limit of 0 after reaching the upper limit (ie, 19).

[0401] The ROM 502 is provided with a type determination table that is referenced when determining which jackpot type the value of the type determination counter CH2 corresponds to. In this embodiment, a first type determination table corresponding to a ball entering the first start winning section 33WA and a second type determination table corresponding to a ball entering the second start winning section 33WB are provided.

[0402] If the player wins the jackpot in the lottery, the type of jackpot state to be awarded will be determined based on the value of the type determination counter CH2 (a type lottery will be held), and the player will be awarded the determined type of jackpot state.

[0403] In this embodiment, if a player wins a jackpot in the win / lose lottery (jackpot lottery) triggered by the ball entering the first start-up winning section 33WA, regardless of the game mode ("normal mode," "time-saving A mode," or "time-saving B mode"), there is a 40% chance that the jackpot will be a "15R jackpot," and a 60% chance that the jackpot will be a "4R jackpot."

[0404] In addition, if a jackpot is won in the winning / losing lottery (jackpot lottery) triggered by the ball entering the second starting winning section 33WB, regardless of the game mode ("normal mode," "time-saving A mode," or "time-saving B mode"), there is a 50% chance that it will be a "15R jackpot," a 30% chance that it will be an "8R jackpot," and a 20% chance that it will be a "4R jackpot."

[0405] The type determination counter CH2 is updated periodically (in this embodiment, once for each timer interrupt), and the value of the type determination counter CH2 is stored in the type determination counter buffer. When the gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the type determination counter CH2 stored in the type determination counter buffer is stored in the special variable reserve area (first special variable reserve area or second special variable reserve area) of RAM 503.

[0406] The variable selection counter CH3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 238, and after reaching an upper limit value (i.e., 238), return to the lower limit value of 0. In this embodiment, the variable selection counter CH3 draws a lottery among a "reach before or after miss" in which the final stopping symbol stops just one symbol before or after the reach symbol after a reach state occurs for the decorative symbol, a "reach other than a reach before or after miss" in which the final stopping symbol stops other than before or after the reach symbol after the reach state occurs, and a "miss (complete miss)" in which no reach state occurs.

[0407] The ROM 502 is provided with a reach determination table that stores the correspondence between the value of the variable selection counter CH3 and various reach patterns.

[0408] The variable selection counter CH3 is updated periodically (in this embodiment, once for each timer interrupt), and the value of the variable selection counter CH3 is stored in the variable selection counter buffer. Then, when the gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the variable selection counter CH3 stored in the variable selection counter buffer is stored in the special variable reserve area (first special variable reserve area or second special variable reserve area) of RAM 503.

[0409] Furthermore, of the two fluctuation type counters CS1 and CS2, one of the fluctuation type counters CS1 is configured to increment by one in sequence, for example, within a range of 0 to 255, and after reaching the upper limit value (i.e., 255), return to the lower limit value of 0; the other fluctuation type counter CS2 is configured to increment by one in sequence, for example, within a range of 0 to 31, and after reaching the upper limit value (i.e., 31), return to the lower limit value of 0.

[0410] In addition, the change time of the change display on the first special pattern display device 43A or the second special pattern display device 43B and the general change pattern of the change display on the performance display device 42 (reach patterns such as normal reach, super reach, special reach, etc.) are associated by a change pattern table, so that once the change time of the special pattern display devices 43A and 43B is determined, the change pattern of the performance display device 42 is also determined.

[0411] For example, the variation time may be determined based on the first variation type counter CS1, and the stop display mode, which is the output setting content of the special symbol display devices 43A, 43B, may be determined by the second variation type counter CS2. For example, in the case of a "15R jackpot", one of the stop display modes corresponding to the "15R jackpot" is determined. Note that the counters used to determine the variation time and variation pattern are not limited to the above configuration, and can be changed as appropriate for each model.

[0412] In addition, the fluctuation type counters CS1 and CS2 are updated once each time the normal processing described below is executed, and are repeatedly updated within the remaining time of the normal processing. In this embodiment, with regard to the values ​​of the fluctuation type counters CS1 and CS2, when the gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the values ​​of the fluctuation type counters CS1 and CS2 stored in the fluctuation type counter buffer of RAM 503 are stored in the special fluctuation holding area of ​​RAM 503.

[0413] In this way, by acquiring the values ​​of the fluctuation type counters CS1 and CS2 at the timing of the start winning, the first fluctuation time of the reserved and stored first fluctuation display and the second fluctuation time of the second fluctuation display can be grasped (pre-read) before the fluctuation starts, and various effects can be performed using this information.In addition, if there is no need for a configuration in which the fluctuation time is read in advance to perform an effect, the buffer values ​​of the fluctuation type counters CS1 and CS2 may be acquired when the effect display device 42 determines the fluctuation pattern at the start of the fluctuation of the decorative pattern.

[0414] The size and range of each counter are merely examples and can be changed as desired. However, it is desirable that the sizes of the win / fail random number counter CH1, type determination counter CH2, variation selection counter CH3, and variation type counters CS1 and CS2 are all different prime numbers, and that they are not synchronized under any circumstances.

[0415] Furthermore, the normal symbol random number counter CH4 is configured as a loop counter that is incremented by 1 in sequence within a range of, for example, 0 to 29, and after reaching an upper limit value (i.e., 29), returns to the lower limit value of 0. The normal symbol random number counter CH4 is updated periodically (in this embodiment, once per timer interrupt), and the value of the normal symbol random number counter CH4 is obtained when the gaming ball passes through the through gate 34, which is the first ball entry section.

[0416] Then, when a value of the normal pattern random number counter CH4 that indicates a winning result is obtained, the normal pattern display device 41 displays a variable value for a predetermined period of time (after the normal pattern lamp that constitutes the normal pattern display device 41 flashes alternately), and then the display stops in a manner (lighting pattern) that corresponds to the winning output setting, and the second start-up winning section 33WB is opened in a pattern that corresponds to the game mode at that time.

[0417] In this embodiment, in the "low ball entry state," the winning random number values ​​are two, "0, 1." On the other hand, in the "high ball entry state," the winning random number values ​​are 28, "0 to 27." In other words, in the "low ball entry state," the second start winning section 33WB will be open with a probability of 1 / 15, and in the "high ball entry state," the second start winning section 33WB will be open with a probability of 14 / 15.

[0418] The ROM 502 is provided with a support determination table that is referenced when determining whether the value of the normal symbol random number counter CH4 corresponds to a winning combination. In this embodiment, a first support determination table corresponding to a "low winning combination" and a second support determination table corresponding to a "high winning combination" are set.

[0419] Next, each control process executed by CPU 501 in main control device 261 will be described with reference to a flowchart. The processes of CPU 501 can be broadly divided into main processing that is started when power is turned on, timer interrupt processing that is started periodically (every 2 msec in this embodiment), and NMI interrupt processing that is started by inputting a stop signal to an NMI terminal (non-maskable terminal). For convenience of explanation, the timer interrupt processing and NMI interrupt processing will be described first, followed by the main processing.

[0420] FIG. 1-11 is a flowchart showing the timer interrupt process, which is executed by the CPU 501 of the main control unit 261, for example, every 2 msec. First, in step SH301, the process of reading various winning switches is executed. That is, the states of various switches connected to the main control unit 261 (except for the RAM erase switch 323) are read, and the states of the switches are determined and detection information (winning detection information) is saved. On the other hand, if there is no detection information, the process proceeds directly to the next step.

[0421] When there is detection information from any of the winning switches, the value of the corresponding prize ball counter is incremented. Also, in the external output process of the normal process described later, a prize ball command based on the value of each prize ball counter is output to the payout control device 311, and prize balls are awarded (game balls are paid out) based on the prize ball command. Furthermore, when this prize ball command is output, the value of each prize ball counter is reset by the reset function.

[0422] In step SH302, a random number initial value update process is executed. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches the maximum value, it is cleared to 0.

[0423] In addition, in step SH303, a random number update process is executed. Specifically, the win / lose random number counter CH1, the type determination counter CH2, the variable selection counter CH3, and the normal pattern random number counter CH4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter CH1, CH2, CH3, and CH4 are stored in the corresponding buffer area of ​​RAM 503.

[0424] Then, in step SH305, a second start winning process is executed in response to the game ball entering (winning) the second start winning section 33WB, and in step SH306, a first start winning process is executed in response to the game ball entering (winning) the first start winning section 33WA.

[0425] Furthermore, in step SH307, a through gate passing process is executed in response to the passage of the gaming ball through the through gate 34. In the following step SH308, a launch permission command setting process is executed to perform processes such as sending a launch permission signal to the launch control circuit 312 of the power supply / launch control device 310. Thereafter, the timer interrupt process is temporarily terminated.

[0426] Furthermore, in this embodiment, a mode storage area is provided in the RAM 503 of the main control device 261 to be referenced when determining the current game mode. The mode storage area stores one of the following values: "11" corresponding to "normal mode," "21" corresponding to "time-saving A mode," or "31" corresponding to "time-saving B mode."

[0427] Correspondingly, a mode storage area that the sub-controller 262 refers to when determining the game mode is also provided in the RAM 553 of the sub-controller 262. The game mode information set in the main controller 261 is output to the sub-controller 262 in the next external output process (see step SH200) every time the game mode is switched and set.

[0428] Next, the second start winning process of step SH305 will be explained with reference to the flowchart of Figure 1-13. In addition, the RAM 503 is provided with a second hold counter Nb that counts the number of holds of the second variable display triggered by the ball entering the second start winning section 33WB.

[0429] First, in step SH501, it is determined whether or not a gaming ball has entered the second start winning section 33WB based on the detection information of the second start winning switch 224b. If the determination in step SH501 is affirmative, it is determined in step SH502 whether or not the value of the second pending counter Nb is less than the upper limit value ("4" in this embodiment). If the determination in step SH501 or SH502 is negative, this process is terminated.

[0430] On the other hand, if the answer at step SH502 is affirmative, the process proceeds to step SH503, where the second reservation counter Nb is incremented by one.

[0431] In the next step SH504, an addition display process is performed on the second hold display device 46B (second hold lamp) corresponding to the hold number of the second variable display increasing by 1. That is, if both of the pair of left and right second hold lamps are off, the left second hold lamp is turned on, if the left second hold lamp is on and the right second hold lamp is off, both the left and right second hold lamps are turned on, if both the left and right second hold lamps are on, the right second hold lamp remains on and the left second hold lamp flashes, and if the left second hold lamp is flashing and the right second hold lamp is on, processing is performed to flash both the left and right second hold lamps.

[0432] After step SH504, in the processing of step SH505, the values ​​of the win / lose random number counter CH1, type determination counter CH2, fluctuation selection counter CH3, and fluctuation type counters CS1 and CS2 (the values ​​stored in the win / lose random number counter buffer, type determination counter buffer, fluctuation selection counter buffer, and each fluctuation type counter buffer) are stored in the first reserve area (win / lose random number memory area, win type random number memory area, reach random number memory area, and first and second fluctuation type random number memory area) among the empty reserve areas in the second special fluctuation reserve area. At the same time, based on the values ​​of the fluctuation count counters A and B described below, the game mode when this second fluctuation display starts is identified, and the game mode information is stored in the mode memory area. After step SH505, proceed to step SH506.

[0433] In step SH506, a second win / loss determination process is performed to determine whether or not the value of the win / loss random number counter CH1 newly stored in the second special variable reserve area is a value corresponding to a big win.

[0434] Here, the second pass / fail judgment process in step SH506 will be described in detail with reference to FIG. 1-15(b).

[0435] First, in step SH5111, the second win / loss determination table common to each game mode is referenced to determine whether the value of the win / loss random number counter CH1 newly stored in the second special variable reserve area matches any of the values ​​"7", "207", or "407" corresponding to a jackpot. If the determination in step SH5111 is affirmative, then in step SH5112, the jackpot expected flag of the corresponding reserve area in the second special variable reserve area is turned on, and then this processing is terminated. On the other hand, if the determination in step SH5111 is negative, this processing is terminated as is.

[0436] Returning to the explanation of Figure 1-13, in step SH507 following step SH506, if it is determined in step SH506 that the value of the hit / miss random number counter CH1 is a value corresponding to a jackpot, a second type determination process is performed to determine the type of jackpot based on the value of the type determination counter CH2 newly stored in the second special variable holding area.

[0437] Here, the second type determination process of step SH507 will be explained with reference to Figure 1-16 (b). In the second type determination process, first, in step SH5300, it is determined whether or not the big win expected flag was set on in the second hit / miss determination process performed immediately before. If the result of step SH5300 is negative, this process is terminated.

[0438] On the other hand, if the result of step SH5300 is affirmative, in step SH5301, the second type determination table is referred to, and it is determined whether the value of the type determination counter CH2 newly stored in the second special variable reserve area matches the value "0 to 9" corresponding to "15R jackpot". If the result of step SH5301 is affirmative, in step SH5302, the 15R jackpot flag of the corresponding reserve area in the second special variable reserve area is turned on, and then this processing is terminated.

[0439] On the other hand, if the result of step SH5301 is negative, in step SH5303, the second type determination table is referred to, and it is determined whether the value of the type determination counter CH2 newly stored in the second special variable reserve area is "10 to 15" corresponding to "8R jackpot". If the result of step SH5303 is positive, in step SH5304, the 8R jackpot flag of the corresponding reserve area in the second special variable reserve area is turned on, and then this processing is terminated.

[0440] On the other hand, if the result of step SH5303 is negative, i.e., if the value of the type determination counter CH2 is "16 to 19", then in step SH5305, the 4R jackpot flag of the corresponding holding area among the second special variable holding areas is turned on, and then this processing is terminated.

[0441] Returning to the explanation of Figure 1-13, in step SH508 following step SH507, a second fluctuation time determination process is performed to determine the second fluctuation time of the second fluctuation display. Here, if the game mode at the start of the second fluctuation display is "normal mode," the second normal fluctuation time determination table for "normal mode" is referenced, and the second fluctuation time is determined based on the value of the first fluctuation type counter CS1. If the game mode at the start of the second fluctuation display is "time-saving A mode," the second shortened fluctuation time determination table for "time-saving A mode" is referenced, and the second fluctuation time is determined based on the value of the first fluctuation type counter CS1. Furthermore, if the game mode at the start of the second fluctuation display is "time-saving B mode," the second shortened fluctuation time determination table for "time-saving B mode" is referenced, and the second fluctuation time is determined based on the value of the first fluctuation type counter CS1. The determined fluctuation time is stored in the corresponding holding area of ​​the second special fluctuation holding area. However, the value of the first fluctuation type counter CS1 in the holding area is not erased.

[0442] In this embodiment, the second normal variable time determination table for the above-mentioned "normal mode", the second shortened variable time determination table for the "time-shortened A mode", and the second shortened variable time determination table for the "time-shortened B mode" are provided as tables for "jackpots" and "misses", respectively.

[0443] In step SH509 following step SH508, a setting process of the advance command is performed, and then this process is terminated. Note that this advance command includes variable information (information used to determine the content of the variable display) showing the results of the second hit / miss judgment process, the second type judgment process, and the second variable time specification process, information showing whether the variable display is triggered by a ball entering the first start winning section 33WA or the second start winning section 33WB, and game mode information for specifying the game mode at the start of the second variable display, and is output to the sub-control device 262 in the next external output process (see step SH200).

[0444] Next, the first start winning process of step SH306 will be explained with reference to the flowchart of Figure 1-14. The RAM 503 is provided with a first hold counter Na that counts the number of holds of the first variable display triggered by a ball entering the first start winning section 33WA.

[0445] First, in step SH510, it is determined whether or not the gaming ball has entered the first start winning section 33WA based on the detection information of the first start winning switch 224a. If the determination in step SH510 is negative, the present process is terminated.

[0446] On the other hand, if the answer in step SH510 is YES, then in step SH511 it is determined whether the value of the first reservation counter Na is less than the upper limit value ("4" in this embodiment). If the answer in step SH511 is NO, then this processing ends. On the other hand, if the answer in step SH511 is YES, then the processing proceeds to step SH512, where the first reservation counter Na is incremented by 1.

[0447] In the next step SH513, an addition display process is performed on the first hold display device 46A (first hold lamp) corresponding to the hold number of the first variable display increasing by 1. In other words, if both of the pair of left and right first hold lamps are off, the left first hold lamp is turned on, if the left first hold lamp is on and the right first hold lamp is off, both the left and right first hold lamps are turned on, if both the left and right first hold lamps are on, the left first hold lamp is made to blink while the right first hold lamp is kept on, and if the left first hold lamp is blinking and the right first hold lamp is on, processing is performed to make both the left and right first hold lamps blink.

[0448] After step SH513, in the processing of step SH514, the values ​​of the win / lose random number counter CH1, type determination counter CH2, fluctuation selection counter CH3, and fluctuation type counters CS1 and CS2 (the values ​​stored in the win / lose random number counter buffer, type determination counter buffer, fluctuation selection counter buffer, and each fluctuation type counter buffer) are stored in the first reserve area (win / lose random number memory area, win type random number memory area, reach random number memory area, and first and second fluctuation type random number memory area) among the empty reserve areas in the first special fluctuation reserve area. At the same time, based on the values ​​of the fluctuation count counters A and B described below, the game mode when this first fluctuation display starts is identified, and the game mode information is stored in the mode memory area. After step SH514, proceed to step SH515.

[0449] In step SH515, a first win / loss determination process is performed to determine whether or not the value of the win / loss random number counter CH1 newly stored in the first special variable reserve area corresponds to a big win.

[0450] Here, the first pass / fail judgment process in step SH515 will be described in detail with reference to FIG. 1-15(a).

[0451] First, in step SH5101, the first win / loss determination table common to each game mode is referenced to determine whether the value of the win / loss random number counter CH1 newly stored in the first special variable reserve area matches any of the values ​​"7", "207", or "407" corresponding to a jackpot. If the determination in step SH5101 is affirmative, in step SH5102, the jackpot expected flag of the corresponding reserve area in the first special variable reserve area is turned on, and then this processing is terminated. On the other hand, if the determination in step SH5101 is negative, this processing is terminated as is.

[0452] Returning to the explanation of Figure 1-14, in step SH516 following step SH515, if it is determined in step SH515 that the value of the hit / miss random number counter CH1 is a value corresponding to a jackpot, a first type determination process is performed to determine the type of jackpot based on the value of the type determination counter CH2 newly stored in the first special variable holding area.

[0453] Here, the first type determination process of step SH516 will be explained with reference to FIG. 1-16(a). In the first type determination process, first, in step SH5201, it is determined whether or not the big win expected flag was set on in the first hit / miss determination process performed immediately before. If the result of step SH5201 is negative, this process is terminated.

[0454] On the other hand, if the result of the determination in step SH5201 is affirmative, in step SH5202, the first type determination table is referred to, and it is determined whether the value of the type determination counter CH2 newly stored in the first special variable reserve area matches the value "0 to 7" corresponding to "15R jackpot". If the result of the determination in step SH5202 is affirmative, in step SH5203, the 15R jackpot flag of the corresponding reserve area in the first special variable reserve area is turned on, and then this processing is terminated.

[0455] On the other hand, if the result of step SH5202 is negative, i.e., if the value of the type determination counter CH2 is "8 to 19", then in step SH5204, the 4R jackpot flag of the corresponding holding area among the first special variable holding areas is turned on, and then this processing is terminated.

[0456] Returning to the explanation of Figure 1-14, in step SH517 following step SH516, if it is determined in step SH515 that the value of the hit / miss random number counter CH1 is not a value corresponding to a jackpot (it is a miss), a reach determination proces...

Claims

[Claim 1] a winning / losing lottery means for executing a winning / losing lottery based on a determination made by a determination means for determining whether or not a predetermined lottery condition is satisfied that the predetermined lottery condition is satisfied; A variable display means for executing a variable display for a predetermined period based on the result of the winning / losing lottery; A specific game execution means for executing a specific game state after the end of a specific variable display that displays a specific display result that is executed when the result of the winning / losing lottery is a specific result; A performance execution means for performing a variable performance using a plurality of performance elements during the variable display for the predetermined period; With respect to a specific presentation element selected by a player from among the plurality of presentation elements, an input means is provided for allowing a player to determine and input a value for an output mode of the specific presentation element, The value for the output mode is a value that the player can select and input by selecting one predetermined value from a plurality of values, This gaming machine is a special display means for executing a special display corresponding to the one predetermined value determined by a player when the input of the one predetermined value is completed; a predetermined output value setting means that can be executed after the specific display is executed, The predetermined output value setting means can set a value for the output mode of the specific performance element to be used when the performance execution means executes the variable performance, The gaming machine is characterized in that the predetermined output value setting means is configured to be able to set, as the value of the output mode, a specific value which is different from the first value and the second value and which is previously stored in a memory means, even if a first value has been input by a player, or a second value which is different from the first value has been input.

Citation Information

Patent Citations

  • Game machine

    JP2013031769A