Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2023-07-31
- Publication Date
- 2026-07-08
AI Technical Summary
【0007】 本発明に係る遊技機であれば、遊技への注目度を好適に向上させることができる。
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pinball gaming machine. [Background technology]
[0002] Some gaming machines, such as pachinko machines, are equipped with a gaming board on which a gaming area is formed, and a gaming ball launching means for launching gaming balls into the gaming area based on a launching operation by a player. When a gaming ball launched from the gaming ball launching means enters a ball entry section provided in the gaming area, a bonus such as a payout of a predetermined number of gaming balls is given to the player (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7056355 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in this type of gaming machine, there may still be room for improvement in its configuration in order to increase the attention to the game.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine that can appropriately increase attention to the game. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine according to the present invention comprises: A gaming machine including a gaming board on which a gaming area is formed and a ball entry section into which a gaming ball flowing down the gaming area can enter, A ball passage through which the game balls that flow into the inlet portion of the ball entry section pass; A ball detection means capable of detecting a game ball passing through a predetermined position in the ball passage; An operation means operated by a player; a determination means for determining, when a game ball is detected by the ball detection means, whether or not a predetermined operation has been performed on the operation means during a predetermined period of time that includes the timing at which the game ball that is the subject of the detection passes through an entrance portion of the ball entry section, before the game ball is detected; an operation response processing means for executing a predetermined operation response process corresponding to a predetermined operation when the determination means determines that a predetermined operation has been performed on the operation means during the predetermined period; a result display unit that displays a response in a case where it is determined that a predetermined operation has been performed on the operation means during the predetermined period in a manner that allows the response to be confirmed, The result display section is characterized in that it is provided in a position close to an operation section where a player operates the operation means. Effect of the Invention
[0007] The gaming machine according to the present invention can favorably increase the level of attention to the game. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a front perspective view of a pachinko machine as an example of a gaming machine; [Diagram 2] A perspective view showing a pachinko machine in an open state. [Diagram 3] FIG. 13 is a perspective view showing the pachinko machine in another open state. [Figure 4] FIG. 13 is a perspective view showing the pachinko machine in yet another open state. [Diagram 5] Front view of a pachinko machine [Figure 6] A front view of a pachinko machine with the front block removed [Figure 7] Front view of the game board [Figure 8] A perspective view of the rear side of a pachinko machine [Figure 9] Rear view of a pachinko machine [Figure 10] Block diagram showing the electrical configuration of a pachinko machine [Figure 11] A flowchart showing an example of a main control process [Figure 12] Flowchart showing an example of main control interrupt processing [Figure 13] Front view of decorative pattern [Figure 14] A screen diagram showing an example of a screen transition of a decorative pattern variable display executed by a decorative pattern display device. [Figure 15] A screen diagram showing an example of a screen transition of a decorative pattern variable display executed by a decorative pattern display device. [Figure 16] A screen diagram showing an example of a screen transition of a decorative pattern variable display executed by a decorative pattern display device. [Figure 17] A screen diagram showing an example of a screen transition of a decorative pattern variable display executed by a decorative pattern display device. [Figure 18] A screen diagram showing an example of a screen transition of a decorative pattern variable display executed by a decorative pattern display device. [Figure 19] A screen diagram showing an example of a screen transition of a decorative pattern variable display executed by a decorative pattern display device. [Figure 20] (A) is a screen diagram showing an example of a screen of a variable display displayed on a decorative pattern display device, and (B) is an explanatory diagram for explaining the characteristics of each of the four types of stages. [Figure 21] FIG. 13 is an explanatory diagram for explaining the variable display executed in each stage; [Figure 22] FIG. 22(A) is a schematic diagram showing an example of a display screen of a decorative pattern display device, and FIG. 22(B) is an enlarged view of the area NE in FIG. [Diagram 23] A schematic diagram showing an example of a change in the display mode in the area NE as the change performance progresses. [Figure 24] A schematic diagram showing an example of a change in the display mode in the area NE as the change performance progresses. [Diagram 25] A schematic diagram showing an example of a change in the display mode in the area NE as the change performance progresses. [Figure 26] A schematic diagram showing an example of a change in the display mode in the area NE as the change performance progresses. [Figure 27] A schematic diagram showing an example of a change in the display mode in the area NE as the change performance progresses. [Figure 28] A schematic diagram showing an example of a change in the display mode in the area NE as the change performance progresses. [Figure 29] A schematic diagram showing an example of a magnified portion of a map. [Diagram 30] FIG. 1 is a schematic diagram showing an example of a map display mode. [Diagram 31] FIG. 1 is a schematic diagram showing an example of a map display mode. [Diagram 32] A schematic diagram showing the changes in the effects that correspond to the enlarged portion of the map. [Diagram 33] A schematic diagram showing the changes in the effects that correspond to the enlarged portion of the map. [Diagram 34] A schematic diagram to explain the movement speed of the map-compatible block display [Diagram 35] A schematic diagram to explain the movement speed of the map-compatible block display [Diagram 36] A schematic diagram for explaining a variable performance in which the vertical length of a block corresponding to a variable performance being executed changes. [Figure 37] A schematic diagram for explaining a change performance in which the pointer pauses during the change performance. [Figure 38] A schematic diagram to explain the variation effect of displaying multiple map-compatible block displays. [Figure 39] A schematic diagram to explain the variation effect of displaying multiple map-compatible block displays. [Diagram 40] A schematic diagram for explaining a second variation performance in which multiple map-corresponding block displays are displayed. [Diagram 41] A schematic diagram for explaining a second variation performance in which multiple map-corresponding block displays are displayed. [Diagram 42] FIG. 13 is an explanatory diagram for explaining an example of a variable effect in which a pointer is displayed; [Diagram 43] Screen transition diagram for explaining the variation performance in the second embodiment [Diagram 44] Screen transition diagram for explaining the variation performance in the second embodiment [Diagram 45] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 46] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 47] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 48] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 49] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 50] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 51] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 52] Screen transition diagram for explaining the variation performance in the second embodiment [Diagram 53] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 54] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 55] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 56] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 57] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 58] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 59] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 60] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 61] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 62] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 63]Screen transition diagram for explaining the variation performance in the second embodiment [Figure 64] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 65] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 66] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 67] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 68] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 69] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 70] FIG. 13 is an explanatory diagram for explaining an example of a common part and a final form of a kanji in a kanji presentation. [Figure 71] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 72] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 73] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 74] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 75] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 76] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 77] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 78] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 79] An explanatory diagram to explain a specific performance [Figure 80] FIG. 1 is an explanatory diagram for explaining a first operating device, a second operating device, and a third operating device; [Figure 81] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 82] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 83] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 84] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 85] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 86] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 87] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 88] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 89] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 90] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 91] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 92] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 93] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 94] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 95] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 96] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 97] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 98] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 99] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 100] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 101] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 102] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 103] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 104] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 105] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 106] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 107] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 108] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 109] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 110] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 111] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 112] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 113] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 114] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 115] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 116] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 117] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 118] FIG. 11 is a schematic diagram for explaining an example of a variable performance in the second embodiment. [Figure 119]Screen transition diagram for explaining the variation performance in the second embodiment [Figure 120] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 121] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 122] FIG. 11 is a schematic diagram for explaining an example of a variable performance in the second embodiment. [Figure 123] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 124] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 125] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 126] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 127] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 128] FIG. 11 is a schematic diagram for explaining an example of a variable performance in the second embodiment. [Figure 129] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 130] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 131] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 132] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 133] FIG. 11 is a schematic diagram for explaining an example of a variable performance in the second embodiment. [Fig. 134] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 135] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 136] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 137] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 138] Screen transition diagram for explaining the variation performance in the second embodiment [Figure 139] Screen transition diagram for explaining the variation performance in the second embodiment [Fig. 140] A block diagram showing the electrical configuration of a pachinko machine with a game limiting function according to a third embodiment. [Fig. 141] A flowchart showing the timer interrupt process of the main control board to explain the game limit function [Fig. 142] A front view of a game board capable of displaying ball difference information in a pachinko machine with a game limit function [Fig. 143] An explanatory diagram showing the correspondence between the received commands from the main control board and the difference ball information display on the difference ball display device and the decorative pattern display device in the form of a table. [Fig. 144] A flowchart showing the main processing of the main control board to explain the command control of the difference ball information display when the power supply is started. [Fig. 145] A timing chart for explaining the transition of game progress before and after the game limit function is activated [Fig. 146] FIG. 13 is an explanatory diagram showing a change control of the difference ball information display. [Fig. 147] FIG. 13 is an explanatory diagram for explaining the display control of the difference ball information when the power supply is started. [Fig. 148] FIG. 13 is an explanatory diagram showing the configuration of commands used to determine whether the power recovery process corresponds to a game continuation state after the limit number is reached. [Figure 149] An explanatory diagram for explaining selection control of a pointer that can indicate the probability of winning displayed in the operation-responsive presentation according to the remaining number of difference balls up to the limit number. [Fig. 150] FIG. 11 is an explanatory diagram for explaining selection control according to the remaining number of balls up to the limit number, relating to a display image corresponding to the shape of an input operation device displayed in a first mode of operation-responsive presentation; [Fig. 151] A screen transition diagram showing an example of the result of the selection control shown in FIG. 150. [Fig. 152] 13A and 13B are screen transition diagrams showing an example of a result of control for invalidating detection of an input operation on an input operation device depending on the value of the remaining number up to a limit number. [Fig. 153] FIG. 11 is an explanatory diagram for explaining selection control according to the remaining number of difference balls up to the limit number, relating to the display patterns that can be displayed in the third mode of the operation-responsive presentation; [Fig. 154] FIG. 13 is an explanatory diagram illustrating an example of a display image corresponding to the shape of an input operation device according to the remaining number of difference balls up to the limit number in a third mode of the operation-responsive presentation; [Fig. 155] A screen transition diagram showing an example of a change in display when a limit is reached during the execution of an operation-responsive performance. [Fig. 156] FIG. 13 is an explanatory diagram illustrating the change in the display content when the limit number is reached during the normal display effect in the special game state. [Fig. 157] A screen transition diagram showing an example of the change in display when the limit is reached during the execution of a probability variation suggestion performance. [Fig. 158] A screen transition diagram showing an example of the change in display when the limit is reached during the execution of a probability variation suggestion performance. [Fig. 159] A screen transition diagram showing an example of the change in display when the limit is reached during the execution of a probability variation suggestion performance. [Fig. 160] A screen transition diagram showing an example of the change in display when the limit is reached during the execution of an extension suggestion performance. [Fig. 161] A screen transition diagram showing an example of the change in display when the limit is reached during the execution of an extension suggestion performance. [Fig. 162] A screen transition diagram showing an example of a change in display when the limit number is reached during the execution of a special offer performance. [Fig. 163] FIG. 13 is an explanatory diagram illustrating the change in the display content when the limit number is reached during a special display effect in a special game state. [Fig. 164] A screen transition diagram showing an example of a change in display when a limit number is reached during execution of a special display effect in a special game state. [Fig. 165] A screen transition diagram showing an example of a change in display when a limit number is reached during execution of a special display effect in a special game state. [Fig. 166]A screen transition diagram showing an example of a change in display when the limit number is reached during the execution of a small win in a special display performance. [Fig. 167] A screen transition diagram showing an example of a change in display when the limit number is reached during the execution of a small win in a special display performance. [Fig. 168] FIG. 13 is a diagram showing the relationship between the lottery contents of the special symbols and the transition of game states in the pachinko machine of the fourth embodiment. [Fig. 169] 13A is a flowchart showing the progress of a game state in a pachinko machine 100 according to a fourth embodiment, and FIG. 13B is a flowchart showing the display process of a result display and a specific display. [Fig. 170] A screen transition diagram for explaining a display example of the result display when the display condition of the result display is satisfied and the display condition of the specific display is not satisfied. [Fig. 171] A screen transition diagram for explaining a display example of the result display when the display condition of the result display is satisfied and the display condition of the specific display is not satisfied. [Fig. 172] A screen transition diagram for explaining an example of the display of the result display and the specific display when the display conditions of the result display are met and the display conditions of the specific display are also met. [Fig. 173] A screen transition diagram for explaining an example of the display of the result display and the specific display when the display conditions of the result display are met and the display conditions of the specific display are also met. [Fig. 174] A screen transition diagram for explaining an example of the display of the result display and the specific display when the display conditions of the result display are met and the display conditions of the specific display are also met. [Fig. 175] A screen transition diagram for explaining an example of the display of the result display and the specific display when the display conditions of the result display are met and the display conditions of the specific display are also met. [Fig. 176] FIG. 13 is an explanatory diagram for explaining display control of a specific display. [Fig. 177] A screen transition diagram for explaining a display example when a specific display including two types of game status information is displayed [Fig. 178]A screen transition diagram for explaining a display example when a specific display including two types of game status information is displayed [Fig. 179] FIG. 13 is a front view of a game board in a pachinko machine according to a fifth embodiment; [Fig. 180] (A) is a partially enlarged view of area XA on the game board of FIG. 179, and (B) is a partially enlarged view of area XB on the game board of FIG. 179. [Fig. 181] (A) is a flowchart showing the winning judgment process for the right start winning device executed as part of the timer interrupt process of the main control board, (B) is a timing chart showing the flow of the winning judgment for the right start winning device [Fig. 182] FIG. 1A is a flowchart showing a first timing operation determination process executed by a sub-control board, and FIG. 1B is a timing chart for explaining a reference range for a first timing operation and a determination of success or failure of the first timing operation. [Fig. 183] A flowchart showing a second timing operation determination process executed by the sub-control board. [Fig. 184] FIG. 1A is a schematic diagram for explaining a path determination table; FIG. 1B is a timing chart for explaining a reference range for a second timing operation and a determination of success or failure of the second timing operation; and FIG. 1C is a schematic diagram for explaining a character selection table. [Fig. 185] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Fig. 186] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Fig. 187] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Fig. 188] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Fig. 189] 11 is a flowchart showing a first timing operation determination process in the second example. [Fig. 190]FIG. 1A is a flowchart showing a first character change process; FIG. 1B is a timing chart for explaining a specific range applied in the first character change process; [Fig. 191] FIG. 1A is a schematic diagram showing characters that can be displayed in a predetermined display performance that is subject to a character change based on a first timing operation, and FIG. 1B is a schematic diagram for explaining a first character selection table. [Fig. 192] Flowchart showing first character selection processing [Fig. 193] FIG. 5 is a schematic diagram for explaining a second character selection table; [Fig. 194] 11 is a flowchart showing a second timing operation determination process in the second example. [Fig. 195] Flowchart showing second character selection processing [Fig. 196] FIG. 3 is a schematic diagram for explaining a third character selection table; [Figure 197] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Figure 198] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Figure 199] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Figure 200] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Figure 201] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. [Fig. 202] FIG. 1 is an explanatory diagram for explaining the flow of a game in which the subsequent presentation mode is changed by performing a first timing operation and a second timing operation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Regarding the embodiment of the gaming machine according to the present invention, a pachinko machine 100 will be described as an example of a pinball gaming machine, which is one type of gaming machine, and then modified examples and other types of gaming machines will be described. First, regarding the embodiment of the pachinko machine 100, the structural configuration, electrical configuration, and various control processes will be described in order.
[0010] <Structural composition> First, the configuration of the structural part of the pachinko machine 100 will be described with reference mainly to Fig. 1 to Fig. 9. Fig. 1 to Fig. 4 are perspective views showing various states of the pachinko machine 100, Fig. 1 shows the closed state of the pachinko machine 100, Fig. 2 shows the state in which the front block 102 and the intermediate block 103 are integrally opened relative to the outer frame 101, Fig. 3 shows the state in which the front block 102 is opened relative to the intermediate block 103, and Fig. 4 shows the state in which the rear block 104 is opened relative to the intermediate block 103. Fig. 5 is a front view of the pachinko machine 100, and Fig. 6 shows the state in which the front block 102 of the pachinko machine 100 is removed from the state shown in Fig. 5. Note that various wiring is omitted in each drawing, and part of the configuration of the game board 400 is omitted in Figs. 3 and 6.
[0011] As shown in Figures 1 to 4, for example, pachinko machine 100 comprises an outer frame 101, a front block 102, an intermediate block 103, and a rear block 104, and each of these parts is configured to be relatively displaceable by a predetermined operation.
[0012] The outer frame 101 functions as a main body support means for supporting the main body of the pachinko machine 100. The outer frame 101 is, for example, as shown in Fig. 2, a substantially quadrilateral frame body assembled with a top plate 111, a bottom plate 112, a left plate 113, and a right plate 114, and is fitted into a game machine installation facility (island facility) provided in the game center where the pachinko machine 100 is installed, and is firmly fixed thereto by a fixing device (not shown). Note that the outer frame 101 is not an essential component of the pachinko machine 100, and a support mechanism that supports the main body part corresponding to the configuration of the pachinko machine 100 excluding the outer frame 101 or the outer frame 101 and has the same internal shape as the outer frame 101, and a part of a locking mechanism that locks the main body part may be provided on the island facility.
[0013] Intermediate block support mechanisms 121, 122 are provided on one side in the left-right direction (the left side plate portion 113 side) of the outer frame 101. The intermediate block support mechanisms 121, 122 connect (couple) the outer frame 101 and the intermediate block 103, and the main body of the pachinko machine 100 is configured to be rotatable forward with one end side (left side) in the left-right direction when viewed from the front of the pachinko machine 100 as the rotation base end side and the other end side (right side) as the rotation tip end side.
[0014] The intermediate block support mechanisms 121, 122 are provided at a distance from each other at the upper and lower ends of the outer frame 101, as shown in Fig. 1, for example. Each of the intermediate block support mechanisms 121, 122 is configured to be rotatable, for example, by supporting an axle provided in the intermediate block 103 from below by an axle support provided in the outer frame 101, and inserting the axle into an axle hole provided in the axle support. Note that the configuration for allowing the main body of the pachinko machine 100 including the intermediate block 103 to be rotatable is not limited to the above configuration, and other configurations may be used, such as providing an axle hole on the intermediate block 103 side and forming an axle on the outer frame 101 side.
[0015] The intermediate block support mechanisms 121, 122 are provided with a function for releasing the connection between the outer frame 101 and the intermediate block 103 by a predetermined removal operation, and the main body of the pachinko machine 100 including the intermediate block 103 is removably attached to the outer frame 101. For example, the connection of the intermediate block 103 to the outer frame 101 is released by performing a predetermined removal operation in which the intermediate block 103 is opened by more than a certain amount relative to the outer frame 101 and moved upward by a certain amount. This makes the main body of the pachinko machine 100 removable from the outer frame 101.
[0016] The front block 102 is disposed in front of the intermediate block 103 so as to overlap it, and the intermediate block 103 and the front block 102 are connected by front block support mechanisms 131, 132 provided on the left side when viewed from the front. The front block support mechanisms 131, 132 are configured similarly to the intermediate block support mechanisms 121, 122, support the front block 102 rotatably forward relative to the intermediate block 103, and are configured to be removable by a predetermined removal operation.
[0017] The rear block 104 is disposed so as to overlap the intermediate block 103 on the rear side, and the intermediate block 103 and the rear block 104 are connected by rear block support mechanisms 136, 137 (see FIG. 8) provided on the left side as viewed from the front. The rear block support mechanisms 136, 137 have the same configuration as the intermediate block support mechanisms 121, 122 and the front block support mechanisms 131, 132, and are configured to support the rear block 104 rotatably rearward relative to the intermediate block 103, and to support the rear block 104 so as to be removable by a predetermined removal operation.
[0018] The pachinko machine 100 is also provided with an intermediate block locking mechanism that regulates the opening and closing of the intermediate block 103 relative to the outer frame 101, a front block locking mechanism that regulates the opening and closing of the front block 102 relative to the intermediate block 103, and a lock operation mechanism that is operated to lock and unlock the intermediate block locking mechanism and the front block locking mechanism. As shown in Fig. 3, the intermediate block 103 is provided with a key cylinder 141 as a lock operation mechanism that is exposed to the front side of the pachinko machine 100 through an opening in the front block 102.
[0019] When a right rotation operation is performed using an operating key (not shown) as a predetermined operation for the key cylinder 141, a movable part 143 of an intermediate block locking mechanism provided in the intermediate block 103 is actuated. This causes the engagement between an engaged part 142 provided in the outer frame 101 as part of the intermediate block locking mechanism and the movable part 143 to be released, and the intermediate block 103 becomes in a state in which opening and closing is permitted relative to the outer frame 101.
[0020] Meanwhile, in response to a left rotation operation of a predetermined operating key on the key cylinder 141, a movable part 144 of a front block locking mechanism provided in the intermediate block 103 is actuated. This causes the engagement between an engaged part 145 provided in the front block 102 as part of the front block locking mechanism and the movable part 144 to be released, and the front block 102 enters a state in which opening and closing is permitted relative to the intermediate block 103.
[0021] The pachinko machine 100 is also provided with a rear block opening / closing restriction mechanism that restricts the opening and closing of the rear block 104 relative to the intermediate block 103. This rear block opening / closing restriction mechanism allows the rear block 104 to be switched between a state in which opening and closing is prohibited (opening / closing prohibited state) and a state in which opening and closing is permitted (opening / closing permitted state) relative to the intermediate block 103 by a predetermined operation.
[0022] The rear block opening / closing restriction mechanism is, for example, as shown in FIG. 4, composed of two opening / closing restriction parts 150A, 150B provided in the intermediate block 103 and one opening / closing restriction part 150C provided in the rear block 104. These three opening / closing restriction parts 150A-150C are provided with rotating pieces 151A-151C that can be rotated. The rotating pieces 151A-151C change the engagement state with the opening parts that are arranged to overlap each other in the front and rear when the rear block 104 is closed, and thus can be switched between an opening / closing prohibition position corresponding to the opening / closing prohibition state and an opening / closing permission position corresponding to the opening / closing permission state. When all the rotating pieces 151A-151C are in the opening / closing permission position, each of the rotating pieces 151A-151C can pass through the opening, and the rear block 104 is in the opening / closing permission state relative to the intermediate block 103. As for the opening / closing prohibited posture and the opening / closing permitted posture, it is sufficient that the opening / closing prohibited state and the opening / closing permitted state are switched by changing at least one of the positions and orientations of the rotating pieces 151A to 151C, and they may be configured to only rotate at a fixed position, to move in a fixed direction, or to operate by a combination of movement and rotation. The same applies below to the change in posture when the components of each device move between multiple postures.
[0023] Of the three rotating pieces 151A-151C, two rotating pieces 151A, 151B corresponding to a part of them are exposed on the back side of the pachinko machine 100 through an opening formed in the rear block 104 when the rear block 104 is in the opening / closing prohibited state as shown in Fig. 2, and one rotating piece 151C corresponding to the remaining part is exposed on the front side of the intermediate block 103 as shown in Fig. 6. For this reason, it is not possible to switch all of the rotating pieces 151A-151C to the opening / closing permitted position by operating only from one side, such as the rear side of the pachinko machine 100 or the front side of the intermediate block 103, thereby improving crime prevention.
[0024] The pachinko machine 100 is also provided with a game ball movement restriction mechanism that restricts the movement of game balls from the intermediate block 103 to the front block 102. For example, as shown in Figures 3 and 6, the game ball movement restriction mechanism is configured by a combination of a flow-down restriction piece 161 provided in the intermediate block 103 and a restriction change part 162 provided in the front block 102, and the flow-down restriction piece 161 is configured to be biased by a coil spring (not shown) toward the front side where the front block 102 is located.
[0025] In a state where the front block 102 is closed relative to the intermediate block 103 (closed state of the front block 102), the flow-down restricting piece 161 is in a movement-permitting state that permits game balls to flow down, and specifically, is pressed and pushed toward the rear side of the intermediate block 103 by the restriction changing part 162. The flow-down restricting piece 161 is positioned shifted rearward with respect to a guide passage (not shown) for guiding game balls from the intermediate block 103 to the front block 102 in the movement-permitting state. As a result, in the closed state of the front block 102, movement of game balls from the intermediate block 103 to the front block 102 is permitted.
[0026] On the other hand, when the front block 102 is open relative to the intermediate block 103 (open state of the front block 102), the pressure on the flow-down regulating piece 161 by the regulation change part 162 is released, and the flow-down regulating piece 161 is placed in a movement-prohibited state in which it protrudes toward the front block 102 side compared to when the front block 102 is closed. In the movement-prohibited state, the flow-down regulating piece 161 protrudes into the guide passage and prevents game balls from flowing downstream. This prohibits game balls from moving from the intermediate block 103 to the front block 102.
[0027] In addition, as shown in FIG. 2, the pachinko machine 100 is provided with an opening / closing detection switch 108 that detects whether the intermediate block 103 is closed relative to the outer frame 101, for example at the lower end on the rear side of the intermediate block 103, on the side of the pivot tip (left side when viewed from behind), and as shown in FIG. 3, an opening / closing detection switch 109 that detects whether the front block 102 is closed relative to the intermediate block 103, for example at the lower end on the front side of the intermediate block 103, on the side of the pivot tip (right side when viewed from the front).
[0028] Next, the configuration of each of the front block 102, the intermediate block 103, and the rear block 104 will be described in order.
[0029] As shown in Figs. 1 and 3, the front block 102 is a substantially rectangular member having a thickness in the front-rear direction, which forms substantially the entire front surface of the pachinko machine 100, and functions as a front decoration means for decorating the front surface portion of the pachinko machine 100. The front block 102 is mainly composed of a base frame 201 made of synthetic resin, and is configured by attaching a plurality of functional parts to the front and rear of the base frame 201. A front decoration body 210 which forms the front surface of the pachinko machine 100 is attached to the front side of the base frame 201 in a state in which it surrounds the opening 210A along the outer edge of the opening 210A formed including the central portion of the front block 102 when viewed from the front. When the base frame 201 and the front decoration body 210 which constitute the front block 102 are combined, the opening 210A is formed penetrating in the front-rear direction over a wide range except for the outer periphery where the front decoration body 210 is attached. Through this opening 210A, the intermediate block 103 including the game board 400 located on the rear side of the front block 102 is configured to be visible to the player.
[0030] As shown in Figures 1 and 3, the front block 102 is equipped with a central panel 220 provided on the back side of the base frame 201 so as to cover the opening 210A, a main storage mechanism 230 for storing game balls, an auxiliary storage mechanism 240 for storing game balls, and a launch operation device 250 operated by a player to launch the game balls stored in the main storage mechanism 230.
[0031] 1 and 5, the front block 102 is formed with an opening peripheral portion 211 surrounding the periphery of the opening 210A, an upper protrusion 217 protruding forward below the opening 210A, a lower protrusion 218 located below the upper protrusion 217 and protruding forward, and a flat portion 219 formed of a generally flat area located to the right of the lower protrusion 218 and further back than the upper protrusion 217 and the lower protrusion 218, in which the launch operation device 250 is disposed, as part of the front decorative body 210. A main storage mechanism 230 is disposed in the upper protrusion 217, and an auxiliary storage mechanism 240 is disposed in the lower protrusion 218.
[0032] The central panel 220 functions as a cover that allows the rear side to be viewed while blocking the opening 210A formed penetrating in the front-rear direction when the base frame 201 and the front decorative body 210 are combined. As shown in Figures 1 and 3, for example, the central panel 220 includes a panel frame 221 (see Figure 3) attached from the rear side of the base frame 201, a light-transmitting front plate 222 (see Figure 1) fitted into the front side of the panel frame 221, and a light-transmitting rear plate 223 (see Figure 3) fitted into the rear side of the panel frame 221 approximately parallel to the front plate 222 with a predetermined gap therebetween.
[0033] The main storage mechanism 230 has a function of storing game balls acquired according to the progress of the game and game balls lent from the game parlor. For example, as shown in FIG. 1, the main storage mechanism 230 includes a storage section 231, a ball removal mechanism (not shown), and a ball removal operation member 232 for operating the ball removal mechanism. The storage section 231 is provided with an inlet 231A for allowing game balls to flow from the inside of the pachinko machine 100 into the storage section 231, an outlet (not shown) for allowing game balls to flow from the storage section 231 into the inside of the pachinko machine 100, and a discharge port (not shown) formed upstream of the outlet port. By opening this discharge port, the game balls are discharged from the storage section 231 to the player side without being taken into the inside of the pachinko machine 100. The ball removal mechanism has a function of switching the discharge destination of the game balls between the outlet port and the discharge port.
[0034] Game balls acquired as the game progresses and game balls loaned in response to a loan operation on a loan operation device 292 (described later) mainly flow into the storage section 231 through the inlet 231A. The storage section 231 also has an opening formed on the upper side, through which game balls owned by players are manually inserted and game balls loaned in the game center are supplied.
[0035] The game balls that flow into the storage section 231 are aligned in a row and guided sequentially to the side where the outflow port and the discharge port are formed (the upper right side in FIG. 1). When the ball removal operation (e.g., pressing operation) is not performed on the ball removal operation member 232, the game balls are guided through the outflow port to the launching device 330 (see FIG. 3), which will be described later. On the other hand, when the ball removal operation is performed on the ball removal operation member 232, the game balls are guided through the discharge port to the auxiliary storage mechanism 240 (see FIG. 1).
[0036] As shown in Fig. 1 and Fig. 5, the auxiliary storage mechanism 240 includes a storage section 241 having game ball inlets 241A, 241C (see Fig. 5) and a discharge port 241B (see Fig. 1), a ball removal mechanism 243 for opening and closing the discharge port 241B, and a ball removal operation member 242 for operating the ball removal mechanism 243. Game balls etc. acquired as the game progresses mainly flow into the main storage mechanism 230, but if the storage section 231 is full, they flow into the storage section 241 through the inlet 241A. Also, in response to a ball removal operation on the ball removal operation member 232, game balls flow from the storage section 231 into the storage section 241 through the inlet 241C.
[0037] The bottom surface of the storage section 241 is inclined downward toward the discharge port 241B. When the discharge port 241B is opened by a ball removal operation (e.g., a pressing operation) on the ball removal operation member 242, all game balls stored in the storage section 241 can be sequentially discharged to the outside of the pachinko machine 100. When the discharge port 241B is completely opened by a ball removal operation on the ball removal operation member 242, the open state is maintained until a return operation (e.g., a pressing operation again) is performed on the ball removal operation member 242. A ball overflow switch 249 (see FIG. 10) is provided at the back of the inlet 241A to detect whether or not an excessive number of game balls are stored in the storage section 241.
[0038] 1 and 5, the launch operation device 250 includes a base 251 protruding forward from the flat portion 219 of the front decorative body 210, a freely rotatable launch handle 252 provided around the base 251, a variable resistor 253 (see FIG. 10) that detects the amount of rotation of the launch handle 252, a contact sensor 254 (see FIG. 10) that detects the player's contact with the launch handle 252, and a launch stop switch 255 (see FIG. 5) that disables the launch of game balls associated with the rotation of the launch handle 252 by the player's operation. When the player rotates the launch handle 252, game balls are launched from the launch device 330 (see FIG. 3) toward the game board 400 (see FIG. 3) with a strength corresponding to the amount of rotation. In addition, if the contact sensor 254 does not detect contact between the launch handle 252 and the player, or if the launch operation is disabled by operating the launch stop switch 255, the game ball will not be released from the launch device 330 even if the launch handle 252 is rotated.
[0039] In addition, frame light emitting devices 271-275 (see FIG. 10) are provided at the rear of the front decorative body 210 in the front block 102. The frame light emitting devices 271-275 are arranged so as to overlap the rear side of the opening peripheral portion 211 of the front decorative body 210, and are attached to the base frame 201. As shown in FIG. 5, the opening peripheral portion 211 has, as light emitting parts, an upper central edge 211A, an upper left edge 211B and an upper right edge 211C located on both the left and right sides of the upper central edge 211A, a left edge 211D located below the upper left edge 211B, and a right edge 211E located below the upper right edge 211C, and the frame light emitting devices 271-275 are installed corresponding to each light emitting part.
[0040] The frame light emitting devices 271-275 are composed of an upper central frame light emitting device 271 corresponding to the upper central edge 211A, an upper left frame light emitting device 272 corresponding to the upper left edge 211B, an upper right frame light emitting device 273 corresponding to the upper right edge 211C, a left side frame light emitting device 274 corresponding to the left side edge 211D, and a right side frame light emitting device 275 (see FIG. 10) corresponding to the right side edge 211E. Each of the frame light emitting devices 271-275 has one or more light emitting diodes (LEDs) as light emitting means, electronic components such as resistors for controlling the LEDs, and a printed circuit board that integrates and electrically connects these electronic components.
[0041] 5, the front block 102 is provided with an upper left acoustic output port 211F and an upper right acoustic output port 211G, for example, at the upper part of the opening periphery 211, and also with an upper left acoustic device 281 and an upper right acoustic device 282 (see FIGS. 3 and 10) corresponding to the upper left acoustic output port 211F and the upper right acoustic output port 211G, respectively. The upper left acoustic device 281 and the upper right acoustic device 282 are attached to the base frame 201 so as to be located at the back (rear) of the opening periphery 211 of the front decorative body 210.
[0042] In addition, as shown in FIG. 1, the front block 102 is provided with a game ball lending device 290, for example, on the right side of the upper surface of the upper protrusion 217. The game ball lending device 290 includes a number display device 291 that displays a numerical value corresponding to the remaining amount of bills, cards, etc. inserted into a card unit (not shown) arranged next to the pachinko machine 100, a lending operation device 292 operated by the player when receiving a loan of game balls, and a return operation device 293 operated by the player when returning bills, cards, etc. inserted into the card unit. When a lending operation is performed on the lending operation device 292 in an effective state in which bills, cards, etc. are inserted into the card unit and a numerical value corresponding to the amount of the bills, cards, etc. is displayed on the number display device 291, a predetermined number of game balls are lent from the payout device 540 (see FIG. 8) of the rear block 104 in response to the lending operation, and the display of the number display device 291 is updated as the game balls are lent. On the other hand, when a return operation is performed on the return operation device 293 in the valid state, the equivalent of the bills corresponding to the remaining amount or a card recording the remaining amount is returned from the card unit in response to the return operation.
[0043] In addition, the front block 102 is provided with an input operation device 260 that allows the player to perform an input operation other than the firing operation, as shown in Fig. 1. The input operation device 260 includes, for example, a push operation device 261 that allows a push operation, a rotation operation device 262 that allows a rotation operation, and a selection operation device 263 that allows a direction operation up, down, left and right. These operation devices 261 to 263 allow the execution of a performance selection operation that selects a performance to be executed in the pachinko machine 100, a device setting operation that sets the volume and light amount of each device that executes the performance of the pachinko machine 100, or a performance setting operation that inputs information about the player to execute a performance of the pachinko machine 100 corresponding to the previous game, and these operations can be executed by the player or the manager of the game facility as necessary. In addition, it is preferable that the input operation section of the input operation device 260 that the player comes into contact with (for example, the circular rotating operation section of the rotating operation device 262) be configured so that operations such as rotation, up and down movement, or vibration can be performed by an input operation section driving means such as a motor or solenoid under the control of the pachinko machine 100 (for example, control of the sub-control board 940 (see Figure 10)). By operating the input section at either or both of the following times, before and after the input operation, or during the input operation, it is possible to diversify the presentation involving the input operation, such as actively encouraging the input operation.
[0044] Next, the intermediate block 103 will be described. The intermediate block 103 is a member having a substantially rectangular shape and substantially the same size as the front block 102, and has the function of integrating the main body of the pachinko machine 100 by attaching the front block 102 and the rear block 104. The intermediate block 103 is configured by attaching a plurality of functional parts, including the game board 400, to the base frame 301.
[0045] As shown in Figures 3 and 4, the intermediate block 103 comprises a base frame 301 having an opening, a game board 400 (see Figure 3) attached from the front side while covering the opening of the base frame 301, a game board support mechanism that supports the game board 400 rotatably and detachably relative to the base frame 301, a game board fixing mechanism that fixes the position of the game board 400 relative to the base frame 301, a launcher 330 (see Figure 3) that launches game balls at the game board 400, a main control device 370 (see Figure 4) that is attached to the back side of the game board 400 and provides overall control of the progress of the game, and a sub-controller 390 (see Figure 4) that controls game presentation and status notifications based on commands from the main control device 370.
[0046] As shown in Fig. 3, the base frame 301 is provided with a guide passage section 301A in which a guide passage for guiding game balls released from a payout device 540 (see Fig. 8) to be described later to the front block 102 is formed, and an opening 301B in which a plurality of wirings (not shown) and a signal relay device 311 are located. The opening 301B has a shape penetrating in the front-rear direction below the game board 400, and the plurality of wirings inserted into the opening 301B include wirings for electrically connecting various devices (e.g., frame light emitting devices 271-275, upper left sound device 281, and upper right sound device 282) provided in the front block 102 to devices (e.g., main control device 370 and sub control device 390) provided on the back side of the intermediate block 103 and in the rear block 104, and the signal relay device 311 has a function as a relay board for relaying a part of the wirings.
[0047] As shown in Fig. 3, the game board 400 includes a flat base 401 having through holes such as an outlet 401A through which game balls can pass back and forth, an outer rail 402 smoothly curved from the lower left to the upper right of the base 401, an inner rail 403 smoothly curved from the lower right to the upper left of the base 401, a return ball prevention mechanism 404 attached to the upper left tip of the inner rail 403, and a recoil prevention member 405 attached to the upper right tip of the outer rail 402. The outer rail 402 guides game balls launched from a launching device 330 (described later) into the game area. The return ball prevention mechanism 404 prevents game balls once launched into the game area from returning to the launching path 401B formed between the outer rail 402 and the inner rail 403 in parallel. The anti-rebound member 405 has shock absorbing properties that prevent a game ball from rebounding significantly, such as when the game ball passes over the top center of the game board 400 toward the right side and then returns to the left side via the top center again, and is formed from a material such as vibration-damping rubber.
[0048] As shown in Fig. 3, a return ball passage section 163 is formed at the bottom of the rear side of the front block 102. There is a gap between the outer rail 402 and the guide member 335 that guides the game ball from the launching device 330 toward the launching passage 401B, and the game ball that is launched from the launching device 330 but does not pass the return ball prevention mechanism 404 and returns back along the launching passage 401B is returned to the auxiliary storage mechanism 240 (see Fig. 5) from the inlet 241A (see Fig. 5) via the return ball passage section 163 located below this gap.
[0049] The game ball that has passed the return ball prevention mechanism 404 reaches the game area and moves (flows down) within the game area while falling under its own weight. The game area is partitioned into a shape having an almost circular outer periphery, with most of the area having a front-to-rear width slightly larger than the diameter of the game ball. The outer periphery of the game area is generally partitioned by the outer rail 402 and the inner rail 403, the front side is partitioned in an almost flat shape by the rear plate 223 of the central panel 220, and the rear side is partitioned in an almost flat shape by the base 401 of the game board 400. Various structures provided in the game area will be described later.
[0050] 3, the launching device 330 includes a ball sending mechanism 331 that sequentially sends out the game balls stored in the main storage mechanism 230 to the launching position, a ball sending solenoid 332 (see FIG. 10) that drives the ball sending mechanism 331, a launching mechanism 333 that ejects the game balls arranged at the launching position, a launch solenoid 334 (see FIG. 10) that drives the launching mechanism 333, and a guide member 335 that guides the game balls launched from the launching mechanism 333 to the launch passage 401B of the game board 400. The launching device 330 operates in response to the launching operation on the launching operation device 250 as described above, and the drive control of the launch solenoid 334 changes in response to the launching operation on the launching operation device 250 to adjust the launching force.
[0051] As shown in Fig. 4, main control device 370 includes main control board 920 (see Fig. 10) and a two-part board case 371 that houses main control board 920. Main control board 920 is housed inside light-transmitting board case 371 that is sealed so that it cannot be opened without leaving a trace.
[0052] Moreover, the main control device 370 is rotatably attached to the back side of the game board 400. Specifically, an attachment section 372 is rotatably connected and fixed to the back side of the base 401 of the game board 400, and the main control device 370 is attached to the attachment section 372. This makes it possible to easily check not only the back side (front side) of the main control device 370, but also the front side (rear side) of the main control device 370 by rotating the attachment section 372 while the main control device 370 is attached to the game board 400. The main control device 370 may be connected to the attachment section 372 so that it cannot be removed without leaving a trace, or the removal status of the main control device 370 may be easily managed.
[0053] The sub-control device 390 includes a sub-control board 940 (see FIG. 10) and a board case 391 with a two-part structure that houses the sub-control board 940. The sub-control board 940 is attached to the back side of the game board 400 in a state where it is housed inside the board case 391, which is sealed and translucent so that it cannot be opened without leaving a trace, similar to the main control board 920, for example.
[0054] Here, various structures arranged in the play area of the game board 400 will be described with reference mainly to Fig. 7. Fig. 7 is a front view of the game board 400.
[0055] As shown in FIG. 7, the game board 400 includes a base 401, flow change members such as nails 411 and windmills 412 that change the flow direction and flow speed of the game ball, a central structure 420 arranged approximately in the center of the base 401, start devices for a first special symbol arranged below the central structure 420 (specifically, an upper middle start winning device 431A and a lower middle start winning device 431B), and a start device for a second special symbol arranged on the lower right side of the central structure 420 (specifically, a right start winning device 431C). 32), large prize devices 433, 434 (specifically, lower large prize device 433 and upper large prize device 434) arranged below the right start prize device 432, a start device 436 for ordinary symbols arranged above (upstream) the right start prize device 432, a role link operating device 435 arranged on the upper right side of the game board 400, above (upstream) the upper and lower large prize devices 433, 434, and general prize devices 439A, 439B arranged on both the left and right sides of the lower middle start prize device 431B.
[0056] In addition, the game board 400 is provided with a plurality of switches as detection means for detecting the passage of game balls corresponding to the above-mentioned upper middle start winning device 431A, etc. (see FIG. 10), and it is possible to detect the entry of game balls into a predetermined area corresponding to each switch. For example, a middle start winning switch (upper middle start winning switch 441A) that detects game balls that have entered the upper middle start winning device 431A, a middle start winning switch (lower middle start winning switch 441B) that detects game balls that have entered the lower middle start winning device 431B, a right start winning switch 442 that detects game balls that have entered the right start winning device 432, a lower large winning switch 443 that detects game balls that have entered the lower large winning device 433, an upper large winning switch 444 that detects game balls that have entered the upper large winning device 434, a winning combination operating device 435 that detects game balls that have entered the winning combination operating device 436, and a winning combination operating device 437 that detects game balls that have entered the winning combination operating device 438. The game board 400 is provided with a role link operation switch 445 which detects a game ball that has entered the role link operation switch 445, a start switch 446 which detects a game ball that has entered the starter device 436, a non-specific passage switch 447 which detects a game ball that has entered a non-specific passage (not shown) formed inside the lower large winning device 433, a specific passage switch 448 which detects a game ball that has entered a specific passage (not shown) formed inside the lower large winning device 433, and general winning switches 449A, 449B which respectively detect game balls that have entered the general winning devices 439A, 439B.
[0057] In addition, various sensors are provided on the game board 400 to prevent fraud (see FIG. 10), and are capable of detecting abnormalities occurring in the pachinko machine 100. For example, a magnetic sensor 491, a vibration sensor 492, a radio wave sensor 493, etc. are installed on the game board 400.
[0058] The entrances of the central structure 420 and the starting device 436 for game balls constitute ball entrances, and game balls entering each entrance are released into the game area. The entrances of the winning devices, specifically, the upper middle starting winning device 431A, the lower middle starting winning device 431B, the right starting winning device 432, the lower large winning device 433, the upper large winning device 434, and the general winning devices 439A and 439B constitute winning ports, and game balls entering each winning port are guided to a recovery and discharge passage (not shown) formed on the back side of the base 401 through a through hole formed in the base 401. Game balls that do not enter each winning device are guided to a recovery and discharge passage through a discharge port 401A provided at the most downstream part of the game area. The game balls guided to the recovery and discharge passage are discharged from the pachinko machine 100 to a game ball circulation device (not shown) provided in the game hall. When a gaming ball enters any of the winning devices, a predetermined number of gaming balls according to the type of the winning device are paid out from a payout device 540 (see Figs. 8 and 9).
[0059] In addition, each winning device may be configured separately from the other winning devices, or a winning device may be configured by an integrated device of two or more winning devices (for example, upper middle start winning device 431A and lower middle start winning device 431B).Furthermore, starting devices such as upper middle start winning device 431A do not necessarily have to be winning ports from which a predetermined number of game balls are paid out when a game ball enters, but may be ball entry ports from which game balls are released again into the game area without being paid out.
[0060] The upper middle start winning device 431A and the lower middle start winning device 431B related to the first special symbol, and the general winning device 439A and the general winning device 439B each guide the game ball that has entered to the back side of the base 401 without changing the probability of the game ball entering them. The right start winning device 432 related to the second special symbol has a mechanism for changing the probability of the game ball entering therein. The mechanism for changing the probability of the game ball entering does not need to be provided only in the start device related to the second special symbol, but may be provided instead of or in addition to the start device related to the first special symbol and / or the general winning devices 439A and 439B. The mechanism for changing the probability of the game ball entering may be configured by a driving means such as an electrically driven solenoid, or may be configured by a mechanically operated mechanism typified by a mechanism that operates by the weight of the game ball that has entered a predetermined area.
[0061] The right start winning device 432 associated with the second special symbol includes a right entry restriction mechanism 452 that changes the probability of a game ball entering the right entry restriction mechanism 432 by transitioning between an entry permission position and an entry prohibition position, and a right entry restriction solenoid 462 (see FIG. 10) that drives the right entry restriction mechanism 452. The right entry restriction mechanism 452 includes two movable pieces driven by the right entry restriction solenoid 462, and when the right entry restriction mechanism 452 is in the entry prohibition position, the two movable pieces are arranged to narrow (or close) the entry opening (winning opening), so that the game ball cannot enter the right start winning device 432, but when the right entry restriction mechanism 452 is in the entry permission position, the two movable pieces are arranged so that the distance between their tips is enlarged, so that the game ball can enter the right start winning device 432. When a lottery based on the game ball that has entered the starting device 436 related to a normal pattern being detected by the starting switch 446 (hereinafter also referred to as the "normal pattern lottery") is won, the right entry restriction mechanism 452 transitions to an entry-permitting position for a predetermined number of times and for a predetermined period of time in response to drive by the right entry restriction solenoid 462.
[0062] As shown in Figure 7, the lower large prize device 433 is equipped with a lower entry restriction mechanism 453 that restricts the entry of game balls into it by transitioning between an entry-permitting position and an entry-prohibiting position, a lower entry restriction solenoid 463 (see Figure 10) that changes the position of the lower entry restriction mechanism 453, a distribution mechanism (not shown) that distributes game balls that have entered the lower large prize device 433 to a non-specific passage or a specific passage by transitioning between a non-guiding position and a guiding position, and a switching solenoid 465 (see Figure 10) that changes the position of the distribution mechanism to switch the destination to which the game balls are guided. When the lower entry restriction mechanism 453 of the lower large winning device 433 is in the entry prohibition position, the lower entry restriction mechanism 453 closes the entry port (winning port) and the game ball cannot enter the lower large winning device 433, but when the lower entry restriction mechanism 453 is in the entry permission position, the lower entry restriction mechanism 453 opens the entry port and the game ball can enter the lower large winning device 433. In addition, the game ball that entered the lower large winning device 433 is guided to a non-specific passage when the distribution mechanism is in a non-guiding position protruding forward, and is guided to a specific passage when the distribution mechanism is in a guiding position retracting backward. The specific passage, non-specific passage, and distribution mechanism are provided to diversify the transition of the game state, and when the game ball enters the specific passage, a favorable game state is given to the player as a privilege.
[0063] As shown in Fig. 7, the upper large winning device 434 is provided with an upper entry restriction mechanism 454 that restricts entry of game balls into the upper large winning device 434 by transitioning between an entry permission position and an entry prohibition position, and an upper entry restriction solenoid 464 (see Fig. 10) that changes the position of the upper entry restriction mechanism 454. When the upper entry restriction mechanism 454 is in the entry prohibition position, the upper entry restriction mechanism 454 closes the entry port (entry port) so that the game ball cannot enter the upper large winning device 434, but when the upper entry restriction mechanism 454 is in the entry permission position, the upper entry restriction mechanism 454 opens the entry port so that the game ball can enter the upper large winning device 434.
[0064] The entry permitting posture and the entry forbidding posture as a mechanism for changing the probability of game balls entering the right entry restricting mechanism 452 and the like may correspond to the posture change of the operating member that constitutes each mechanism and switches between a special state in which game balls can enter the winning opening (or ball entry opening) of each device and a normal state in which game balls cannot enter, and at least one of the position and the orientation of the operating member may differ depending on each posture. Also, as a mechanism for changing the probability of game balls entering the right entry restricting mechanism 452 and the like, it is not necessarily necessary to make the state in which game balls cannot enter the normal state, and the posture of the operating member may be configured to allow game balls to enter even in the normal state, and to change to a state in which game balls can enter more easily in the special state than in the normal state.
[0065] A game ball can enter the lower large winning device 433 and the upper large winning device 434 when a lottery for a big win is won. Specifically, when a lottery based on a game ball that entered the upper middle start winning device 431A or the lower middle start winning device 431B related to the first special symbol is detected by the upper middle start winning switch 441A or the lower middle start winning switch 441B (hereinafter also referred to as the "first special symbol lottery") is won, or when a lottery based on a game ball that entered the right start winning device 432 related to the second special symbol is detected by the right start winning switch 442 (hereinafter also referred to as the "second special symbol lottery") is won, at least one of the lower entry restriction solenoid 463 or the upper entry restriction solenoid 464 is activated. This operation causes at least one of the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 to assume the entry permitting posture for a predetermined period of time over a predetermined number of times. In addition, the sorting mechanism transitions to the guiding posture in response to the operation of the switching solenoid 465 a predetermined time after the transition of the lower entry restriction mechanism 453 to the entry permitting posture, and further returns to the non-guiding posture in response to the stop of the switching solenoid 465 a predetermined time after the transition to the guiding posture.
[0066] The combination operation device 435 is a device for setting the conditions necessary for the lower large winning device 433 and the upper large winning device 434 to start operating. After winning the lottery for the big win, either the lower large winning device 433 or the upper large winning device 434 starts operating on the condition that the game ball passes through the combination operation device 435. Therefore, when the player wins the big win, he or she can start the special game state at the timing of his or her intention. It is not necessarily necessary to configure either the lower large winning device 433 or the upper large winning device 434 to start operating on the condition that the game ball passes through the combination operation device 435, and instead or in addition to that, it may be configured so that either the lower large winning device 433 or the upper large winning device 434 starts operating after a predetermined time has elapsed.
[0067] 7, a display having a plurality of light-emitting parts, in which display devices 471-473 for displaying the variation of symbols and the lottery results, and display devices 476-478 for displaying the number of reserved plays, are integrated, is provided in the lower left part of the game board 400, which corresponds to a part of the game board 400. The plurality of light-emitting parts are partitioned in advance into light-emitting regions corresponding to the respective devices, and the state of each device is displayed by the light-emitting state.
[0068] Specifically, the game board 400 is provided with a special symbol display device 471 for a first special symbol that variably displays the first special symbol in association with a first special symbol lottery or displays the first special symbol as a stop symbol according to the lottery result, a special symbol display device 472 for a second special symbol that variably displays the second special symbol in association with a second special symbol lottery or displays the second special symbol as a stop symbol according to the lottery result, a special symbol reservation display device 476 that displays the number of reserved unit games related to the first special symbol, and a special symbol reservation display device 477 that displays the number of reserved unit games related to the second special symbol. The right to play a unit game related to the first special symbol and the right to play a unit game related to the second special symbol are each reserved up to four times. Here, a unit game refers to one game that is executed based on one initial winning, and refers to a series of games that includes the winning or losing judgment of the lottery that is executed based on one initial winning, and the start to end of the variable display until the lottery result based on that winning or losing judgment is displayed.
[0069] When the right to play a unit game related to the first special symbol is reserved up to the maximum number of times, even if the game ball that entered the start winning device 431 is detected by the upper middle start winning switch 441A (see FIG. 10) or the lower middle start winning switch 441B (see FIG. 10), the right to play a unit game related to the first special symbol is not added. Similarly, when the right to play a unit game related to the second special symbol is reserved up to the maximum number of times, even if the game ball that entered the right start winning device 432 is detected by the right start winning switch 442 (see FIG. 10), the right to play a unit game related to the second special symbol is not added.
[0070] Each of the special pattern display device 471 for the first special pattern and the special pattern display device 472 for the second special pattern is composed of multiple light-emitting elements and is controlled by a main control board 920 (see FIG. 10). The display of the first special pattern and the display of the second special pattern are each expressed by the light-emitting patterns of the multiple light-emitting elements (combinations of light-emitting states (off, on, blinking) including light-emitting colors). The special pattern reserved display device 476 for the first special pattern and the special pattern reserved display device 477 for the second special pattern display the number of reserved numbers by combining the light-emitting states (off, on, blinking) of two single-color light-emitting elements.
[0071] The game board 400 is also provided with a normal symbol display device 473 that variably displays normal symbols in accordance with the normal symbol lottery and displays normal symbols as stop symbols according to the lottery result, and a normal symbol reservation display device 478 that displays the number of reserved unit game rights related to normal symbols. The unit game rights related to normal symbols are reserved up to a maximum of four times. When the unit game rights related to normal symbols have been reserved up to the maximum number of times, no additional unit game rights related to normal symbols are added even if the game ball that has entered the starting device 436 is detected by the starting switch 446.
[0072] The normal symbol display device 473 is composed of multiple light-emitting elements and is controlled by the main control board 920 (see FIG. 10). The normal symbol is expressed by the light-emitting pattern of the multiple light-emitting elements. The normal symbol reservation display device 478 also displays the number of reserved times by combining the light-emitting states (off, on, blinking) of the two single-color light-emitting elements.
[0073] In addition, the game board 400 is provided with a decorative pattern display device 479 that displays decorative patterns variably or determines decorative patterns in unit games related to the first and second special patterns, overlapping the rear of the central structure 420. The display of decorative patterns variably and determines is controlled by the sub-control board 940 and is synchronized with the display of the first and second special patterns variably and determines by the main control board 920. In the display of decorative patterns, more complicated and diverse effects are executed than the display of the first and second special patterns variably. Note that the display of the first and second special patterns variably and determines does not necessarily have to start to change at a completely coincident timing or stop to be determined, and may start to change at approximately the same timing with a slight time difference between the timings, and determine the timing.
[0074] In addition, the game board 400 is equipped with a board surface light-emitting device 490 (see Figure 10) provided on the back side of various structures, and the board surface light-emitting device 490 performs various light-emitting effects and status notifications through light emission as the game progresses based on the control of the sub-control board 940.
[0075] Here, various game states and transitions between game states will be explained. The normal game state (hereinafter also abbreviated as "normal game state") corresponds to a state in which the variable display time of the first special symbol, the second special symbol, and the normal symbol is long (hereinafter also referred to as "non-time-saving state").
[0076] When a jackpot is won in the first special symbol lottery or the second special symbol lottery, the game state to which the special game state is entered differs depending on whether the game ball enters a specific passage (an internal passage of the lower large winning device 433) during the special game state to which the game state is entered based on the winning. If the game ball does not enter a specific passage during the special game state, the game state is entered into a state (hereinafter also referred to as a "time-saving game state") in which the variable display time of the first special symbol lottery, the second special symbol, and the normal symbol is shorter than that of the non-time-saving state (hereinafter also referred to as a "time-saving state") and the probability of winning a jackpot in the first special symbol lottery and the second special symbol lottery is the same as that of the normal game state (hereinafter also referred to as a "low probability state"). On the other hand, if the game ball enters a specific passage during the special game state, the game state transitions to a time-saving state and a state in which the probability of winning a jackpot in the first special pattern lottery and the second special pattern lottery is higher than in the normal game state (hereinafter also referred to as a "high probability state") (hereinafter also referred to as a "high probability state").
[0077] The time-saving game state is maintained until the total number of unit games related to the first special symbol and the second special symbol reaches a predetermined number (for example, 50 times), after which the game returns to the normal game state. The probability-change game state is maintained until the total number of unit games related to the first special symbol and the second special symbol reaches a predetermined number (for example, 100 times), after which the game returns to the normal game state.
[0078] It should be noted that the game states and the transitions between game states do not necessarily have to be configured as described above. For example, the high probability state may continue until the next jackpot is won, at least one of the above game states may be configured by other content, a configuration may include a game state other than each of the above game states, or a configuration may be used in which transitions between game states occur under conditions other than those described above.
[0079] Furthermore, the trigger for the occurrence of the special game state does not necessarily have to be limited to winning the special pattern lottery (first special pattern lottery, second special pattern lottery). In addition to or instead of the above configuration, the special game state may occur when the game ball enters a predetermined specific area (so-called V area) within the game area during the normal game state.
[0080] For example, in a pachinko machine equipped with a large prize device such as lower large prize device 433 having a non-specific passage and a specific passage inside, when a specified small win, which is a type of non-winning, is selected in a special pattern lottery, the large prize device may be opened in a normal game state, and a special game state may be generated when a game ball that has entered the large prize device is guided to a specific passage by a distribution mechanism that distributes between non-specific passages and specific passages and then enters the specific passage.
[0081] In addition, in a pachinko machine in which a non-specific passage and a specific passage are provided inside a role device having an entrance that can be opened and closed, when a game ball enters a specified winning opening or when a small jackpot is won in a special pattern lottery, the entrance of the role device is opened, and when the game ball that entered the role device from the opened entrance is guided to a specific passage by a distribution mechanism that distributes the game ball between the non-specific passage and the specific passage and enters the specific passage, a special game state may be generated.
[0082] In addition, the pachinko machine may be configured such that a passage (common passage) that functions as both a non-specific passage and a specific passage is provided inside a role device having an opening and closing entrance, and when a game ball enters a predetermined winning opening or when a small jackpot is won in a special pattern lottery, the entrance of the role device is opened, and the game ball that entered the role device from the opened entrance can pass through the common passage, and the number of balls (e.g., the second ball), the number of rounds (e.g., the second round), or a combination of these (e.g., the first ball in the second round) that pass through this common passage are passed through a specific passage, and the rest are passed through a non-specific passage, so that a special game state is generated when the game ball enters the specific passage. Next, the operation of the main devices of the game board 400 will be described in chronological order. In the main control board 920, winning random numbers, big win pattern random numbers, stop pattern random numbers, and various change pattern random numbers related to special symbols (common to the first special symbol and the second special symbol) are generated, and when a game ball that enters one of the start winning devices 431A, 431B related to the first special symbol in various game states is detected by one of the middle start winning switches 441A, 441B (see FIG. 10), the start winning of the first special symbol occurs. When the right to play the unit game related to the first special symbol is not reserved up to the maximum number of times at the time of the start winning of the first special symbol, the winning random numbers, big win pattern random numbers, and stop pattern random numbers related to the special symbols are obtained and stored in a predetermined area of the RAM of the main control board 920.
[0083] The unit game based on the random number obtained based on the start winning of the first special symbol will start immediately after the random number is stored if the special game state is not in progress, the unit game related to the first special symbol or the second special symbol is not in progress, and the right to the unit game related to the first special symbol is not reserved. Even if the special game state is not in progress, if the unit game related to the first special symbol or the second special symbol is in progress or the right to the unit game related to the first special symbol or the second special symbol is reserved, the unit game based on the current start winning will start after the unit games related to all special symbols (first special symbol and second special symbol) that were reserved before the current winning have ended. If each random number is obtained based on the start winning of the first special symbol during the special game state, the unit game based on the random number will start after the unit games related to all special symbols that were reserved before the current start winning after the special game state.
[0084] In addition, the unit game based on the random number obtained based on the start winning of the first special symbol will start after all unit games related to the second special symbol have ended. In other words, if each random number is obtained based on the start winning of the second special symbol after the current start winning, the unit game based on the start winning of the second special symbol will be executed preferentially. Note that it is not necessary to configure the unit game based on the start winning of the second special symbol to be executed preferentially over the unit game related to the first special symbol, and it may be configured so that the unit game priority control related to the first special symbol and the second special symbol is executed in the order of the start winning, or the two special symbols may be configured to be variable simultaneously instead of being alternative.
[0085] In the case where a jackpot is won in the first special symbol lottery based on the start winning of the first special symbol, the type of stop symbol (jackpot symbol) corresponding to the jackpot win of the first special symbol lottery is further determined based on the acquired jackpot symbol random number. The type of this stop symbol corresponds to the type of jackpot, and multiple types of jackpots are set corresponding to the types of game states such as the number of rounds (for example, 6 rounds and 16 rounds) corresponding to the number of times that the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 takes the entry permission posture, and the game state to which the special game state is transitioned (whether or not to transition to a probability change game state), and a jackpot symbol is set for each type. In the case where a jackpot is not won in the first special symbol lottery, a losing symbol other than the jackpot symbol is set as the stop symbol.
[0086] After the first special symbol lottery, the variable display time of the first special symbol is determined and the variable pattern of the decorative symbol is selected based on the current game state, the lottery result, the value of the stop pattern random number, the values of various variable pattern random numbers, and the number of reserved unit game rights related to the first special symbol. The variable patterns of the decorative symbols are roughly classified into a variable pattern in which a reach display is made before the decorative symbol corresponding to the stop symbol (jackpot symbol or losing symbol) related to the first special symbol is displayed, (hereinafter also referred to as a "reach variable pattern"), and a variable pattern in which a reach display is not made before the decorative symbol corresponding to the stop symbol related to the first special symbol is displayed when the stopping symbol is a losing symbol.
[0087] In addition, the "reach display" is a display that indicates to the player that after the varying display of decorative patterns has started in a unit game related to special patterns (first special pattern, second special pattern), the combination of decorative patterns that has been confirmed and displayed in each pattern row except for pattern row 1 (for example, each of the left and right pattern rows) meets the conditions for becoming a jackpot pattern, and that depending on the display result (i.e., the stopping pattern) when the decorative patterns of the remaining pattern rows (for example, the middle pattern row) that continue to be displayed varyingly are confirmed and displayed, there is a possibility that they will become a jackpot pattern.
[0088] The reach display includes a normal reach, which is a reach display with a relatively short variable display time (for example, about 15 seconds to about 30 seconds), and a super reach, which is a reach display with a longer variable display time than the normal reach (for example, about 30 seconds to about 60 seconds). Note that the types of reach display are not limited to two types, normal reach and super reach, but may be three or more types including a premium reach, which is a reach display with a longer variable display time than the super reach.
[0089] After the variable display time of the first special symbol is determined and the variable pattern of the decorative symbol corresponding to the variable display time is selected, the variable display of the first special symbol on the special symbol display device 471 related to the first special symbol and the variable display (variable performance) of the decorative symbol on the decorative symbol display device 479 are started, and the variable display of the first special symbol continues in a constant pattern over the variable display time, and the variable display of the decorative symbol continues according to the variable pattern over the variable display time. After that, as the variable display time passes, the stop symbol related to the first special symbol is displayed as a fixed pattern, and a symbol corresponding to the stop symbol of the first special symbol is displayed as a fixed decorative symbol. The fixed display of the first special symbol and the decorative symbol continues for at least a predetermined constant time.
[0090] When the stopped pattern related to the first special pattern is a jackpot pattern, the game state transitions to a special game state after the first special pattern is confirmed and displayed. In the special game state, the lower entry restriction mechanism 453 of the lower large winning device 433 and the upper entry restriction mechanism 454 of the upper large winning device 434 are in the entry permission position a predetermined number of times in a predetermined order according to the type of jackpot. When a predetermined number of game balls (e.g., 8 balls) are detected by the large winning switches 443, 444 during each entry permission position of the lower entry restriction mechanism 453 and the upper entry restriction mechanism 454, or when a predetermined maximum entry permission time (e.g., 29.5 seconds) has elapsed, the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 transitions to an entry prohibition position. After that, after the predetermined entry prohibition time has elapsed, either the lower entry restriction mechanism 453 or the upper entry restriction mechanism 454 returns to the entry permission position again. This entry restriction operation is repeated a predetermined number of times in a predetermined order corresponding to the type of big win.
[0091] The lower entry restriction mechanism 453 and the upper entry restriction mechanism 454 are configured so that only one of them takes the entry permission posture during the special game state, and one of them transitions to the initial entry permission posture after a predetermined waiting time has elapsed from the start of the special game state (after the opening period). In addition, the special game state ends after a predetermined entry prohibition time has elapsed from the return to the final entry prohibition posture, and after a further predetermined waiting time has elapsed thereafter (after the ending period). After the special game state ends, as described above, the game transitions to a time-saving game state or a probability-changing game state.
[0092] In various game states, when the game ball that entered the right start winning device 432 related to the second special symbol is detected by the right start winning switch 442, the second special symbol is the start winning. The control of the unit game based on the start winning of the second special symbol is executed in the same manner as the control related to the first special symbol described above. That is, if the right to the unit game related to the second special symbol is not reserved up to the maximum number of times at the time of the start winning of the second special symbol, each random number related to the special symbol is obtained, and the unit game based on this start winning is executed. In addition, the determination of the stop symbol according to the lottery of the second special symbol, the selection of the variation pattern of the decorative symbol, the execution of the variation display, and the transition control of the game state are also executed in the same manner as the control related to the first special symbol.
[0093] In various game states, when the game ball that has entered the starting device 436 is detected by the starting switch 446, if the right to play a unit game related to a normal symbol has not been reserved up to the maximum number of times, the winning random number related to the normal symbol is acquired and stored in a predetermined area of the RAM of the main control board 920. At this time, if the unit game related to the normal symbol is not in progress, the unit game related to the acquired normal symbol is started immediately after the storage. On the other hand, if the unit game related to the normal symbol is in progress, the unit game related to the acquired normal symbol is started after the unit game based on the right to play a unit game related to the already acquired normal symbol is completed.
[0094] In a unit game related to a normal symbol, whether or not a winning is made is determined based on the value of the winning random number, and if a winning is made, a predetermined winning symbol is set as the stopping symbol. On the other hand, if a winning is not made in the normal symbol lottery, a predetermined losing symbol is set as the stopping symbol. After the normal symbol lottery, the normal symbol display device 473 starts displaying the normal symbol variations, and in the non-time-saving state, the variation display continues in a fixed pattern for a fixed variation display time, and in the time-saving state, the variation display continues in a fixed pattern for a fixed variation display time that is shorter than the non-time-saving state. As a fixed time according to the game state passes, the stopping symbol related to the normal symbol is displayed as a fixed pattern for a fixed time.
[0095] When the stopped pattern related to the normal pattern is a winning pattern, the right entry restriction mechanism 452 of the right start winning device 432 transitions to the entry permission position at least once after the confirmation display of the normal pattern. Specifically, when a win occurs in a non-time-saving state (normal game state and special game state), the right start winning device 432 transitions to the entry permission position for a predetermined maximum entry permission time (for example, about 0.1 seconds), and when a win occurs in a time-saving state (time-saving game state and probability-changing game state), the right start winning device 432 transitions to the entry permission position intermittently (for example, in three separate times) for a predetermined maximum entry permission time (for example, about 4.8 seconds) longer than in the non-time-saving state. However, when a predetermined number (for example, 10) of game balls are detected by the right-start winning switch 442, the right-entry restriction mechanism 452 transitions to an entry prohibition position without waiting for the maximum entry allowable time to elapse, and even if the number of transitions to the entry allowable position has not reached the predetermined number, the operation of the right-start winning device 432 for the unit game related to the current normal pattern is terminated.
[0096] Next, the playability of the pachinko machine 100 of this embodiment will be described. In order to receive the second special symbol lottery, first, a player must win the normal symbol lottery, and then the game ball must enter the right start winning device 432 in the entry permission state of the right start winning device 432 based on the winning. The winning probability of a normal symbol in the normal game state is the same as the winning probability in the time-saving game state, but since the stay time of the right start winning device 432 in the entry permission state based on the winning of a hit in the normal game state (for example, about 0.1 seconds) is set to be extremely short compared to the stay time in the time-saving state (for example, about 4.8 seconds), the chance per unit time to receive the second special symbol lottery in the normal game state is significantly smaller than the chance per unit time to receive the first special symbol lottery. Conversely, in a time-saving state such as a time-saving game state or a sure-win game state, the opportunities per unit time to receive the second special symbol lottery are significantly greater than the opportunities per unit time to receive the first special symbol lottery.
[0097] Therefore, the player plays the game aiming to win a jackpot in the first special symbol drawing and then move to the probability variable game state by making the game ball enter a specific passage in the special game state. On the other hand, in the time-saving game state and the probability variable game state, the player plays the game aiming to win a jackpot in the second special symbol drawing before the end of each game state.
[0098] Specifically, the game board 400 is provided with a central structure 420 in the center of the game area where the game balls flow down, and is configured to selectively perform a game method in which the game balls flow down mainly from the left side of the central structure 420 (left-hand game method) and a game method in which the game balls flow down mainly from the right side of the central structure 420 (right-hand game method). In the normal game state, the player plays using the left-hand game method, and in the time-saving game state and the probability-changing game state, the player plays using the right-hand game method. In addition, since the lower large winning device 433 and the upper large winning device 434 are located on the right side of the central structure 420, the player plays using the right-hand game method even in the special game state.
[0099] Next, the rear block 104 will be described. Figures 8 and 9 are a rear perspective view and a rear view, respectively, showing the pachinko machine 100. In addition, in Figure 8, the outer frame 101 is omitted for ease of understanding.
[0100] 8 and 9, the rear block 104 is configured by attaching other members and devices to a base body 501. The base body 501 and the intermediate block 103 are connected by rear block support mechanisms 136 and 137, so that the rear block 104 is supported so as to be openable and closable relative to the intermediate block 103.
[0101] The rear block 104 includes a game ball tank 510 as a ball storage section for storing game balls, a tank rail 520 as a ball alignment section for straightening the game balls (for example, into a single row) and aligning them in a single row continuously downstream of the game ball tank 510, a case rail 530 as a ball guide section for guiding the game balls that flow in from the tank rail 520 on the downstream side of the tank rail 520, a payout device 540 on the downstream side of the case rail 530 for paying out game balls and lending game balls, and a guide passage (not shown) formed in the base 501 for guiding the game balls that flow out from the payout device 540 on the downstream side of the payout device 540. the payout control device 560 which controls the payout of game balls by the payout device 540 and the lending of game balls; a power supply / launch control device 570 which has the functions of a power supply means which converts external power into power of a predetermined voltage required by various devices and the like and outputs it, and a launch control means which controls the ejection of game balls based on the launch operation of the launch operation device 250 in cooperation with the main control board 920; and a relay device 950 which relays signals between the payout control device 560 and the game ball lending device 290 (see Figure 1) and a card unit (not shown) arranged to the side of the pachinko machine 100.
[0102] The base 501 is integrally molded from resin (e.g., ABS resin), and includes a base portion 502 corresponding to the front portion, and a protective cover portion 503 located rearward of the base portion 502. The upper portion of the base portion 502 is formed in a generally frame shape along the outer shape of the rear block 104, and the lower portion is formed in a generally flat shape having a thickness in the front-rear direction, and functions as a mounting portion to which another device is attached.
[0103] The protective cover part 503 is formed in a substantially plate-like shape having a thickness in the front-rear direction. The protective cover part 503 is not shaped to cover the entire back surface of the intermediate block 103, but is sized to form a window for exposing a part of the back surface of the intermediate block 103 that requires frequent inspection and checking, such as a part of the main control device 370, to the back surface of the pachinko machine 100. A number of ventilation holes 503A having a function of improving the dissipation of heat generated in the main control device 370 and the sub-control device 390 are formed on the back surface of the protective cover part 503.
[0104] The game ball tank 510 is a horizontally long box-shaped container that opens upward, and game balls supplied from a ball circulation device (not shown) of the island equipment are sequentially replenished to one end of the game ball tank 510 in the longitudinal direction. An opening (not shown) is formed at one end of the game ball tank 510 in the longitudinal direction different from the side to which the game balls are supplied. The bottom surface of the game ball tank 510 is gently inclined in the longitudinal direction, and the game balls supplied to the game ball tank 510 move to the opening side by their own weight. In addition, the bottom surface of the game ball tank 510 is also inclined in a direction perpendicular to the longitudinal direction (front-rear direction) compared to the longitudinal direction, and the game balls are preferentially guided to the side where the opening is provided (for example, the front side). In addition, a metal antistatic plate (not shown) is attached to the bottom surface of the game ball tank 510 so as to overlap it, and the antistatic plate is connected to a ground potential to remove static electricity from the game balls in the game ball tank 510 and downstream thereof.
[0105] The tank rail 520 is attached to the side where the opening of the game ball tank 510 is formed, and the game balls flow in through the opening of the game ball tank 510. The tank rail 520 is equipped with a passage forming member 521 that forms a substantially gutter-shaped passage for the game balls having a width that allows the game balls to pass in a line, and a straightening member 522 that has a top surface portion that gradually decreases in height as the upper surface of the passage formed by the passage forming member 521 and gradually straightens the game balls flowing down the passage from a height where they are stacked up and down to a height of one step. The passage formed by the tank rail 520 is gently inclined toward the downstream side, and guides the game balls to the opposite side of the game ball tank 510.
[0106] The case rail 530 is formed vertically so as to continue to the lower side of the tank rail 520, and game balls flow in from the tank rail 520. The case rail 530 continues downward while curving left and right so that the game balls do not flow with force. In addition, a ball failure detection unit 539 for detecting ball failure is provided in the middle of the ball passage in the case rail 530. A ball retention switch 591 (see FIG. 10) is built into the ball failure detection unit 539, and the ball retention switch 591 detects a ball failure state in which balls are not normally supplied to the case rail 530 due to ball clogging or the like occurring in the case rail 530 or its upstream side.
[0107] The payout device 540 includes a payout mechanism that pays out game balls, a payout motor 542 (see FIG. 10) as a drive means for driving the payout mechanism, and a payout counting switch 592 (see FIG. 10). In response to the operation of the payout motor 542 based on the control of the payout control device 560, the game balls stored in the ball passage are released downstream. The passage of the released game balls through the ball passage is detected by the payout counting switch 592, and the payout control device 560 (payout control board 930) counts the number of paid out game balls.
[0108] 8 and 9, the payout control device 560 and the power supply / launch control device 570 are attached to overlap the lower rear surface of the base part 502 of the substrate 501 so as to be located at the lower part of the rear side of the rear block 104. The rear block 104 including the payout control device 560 and the power supply / launch control device 570 can be continuously used even when the game board 400 is replaced with another game board due to a model change or the like.
[0109] The dispensing control device 560 comprises a dispensing control board 930 (see Figure 10) and a board case that houses the dispensing control board 930, and like the main control board 920, the dispensing control board 930 is housed inside a board case that is sealed so that it cannot be opened without leaving any traces of opening.
[0110] The power supply and launch control device 570 comprises a power supply and launch control board 900 (see FIG. 10) and a board case that houses the power supply and launch control board 900, and the power supply and launch control board 900 is housed inside the sealed board case, similar to the main control board 920.
[0111] 9, a rear setting switch 905 is provided on the rear side of the pachinko machine 100. The rear setting switch 905 is a setting enabling device for enabling a setting operation for setting the ball payout rate of the pachinko machine 100 to one of a plurality of predetermined stages (for example, 6 stages, 9 stages, etc.).
[0112] The setting change of the ball output rate can be enabled (permitted) by inserting a specified key (not shown) into the rear setting switch 905 and rotating it to a specified position (in this embodiment, a position rotated approximately 90° clockwise from the initial position). With the setting change of the ball output rate enabled in this way, the setting change of the ball output rate is enabled by performing a specified setting operation (in this embodiment, pressing the initialization switch 907).
[0113] When the setting of the ball payout rate is changed effectively, the predetermined game mode is changed according to each set stage. In other words, the setting of the ball payout rate by operating the rear setting switch 905 and the initialization switch 907 can be said to be a setting change of the game mode.
[0114] In the pachinko machine 100 of this embodiment, one of nine types of game modes with different combinations of the initial hit probability (in this embodiment, the winning probability of the first special symbol lottery) and the probability of continuing the probability change (in this embodiment, the probability of transitioning to the probability change game state after the special game state when transitioning to the special game state via the second special symbol lottery in the probability change game state) can be selected according to each stage set by changing the setting of the ball payout rate (i.e., changing the setting of the game mode). Therefore, when the setting change of the ball payout rate (changing the setting of the game mode) is effectively performed, the winning probability of each of the first special symbol lottery and the second special symbol lottery is changed so that the initial hit probability and the continuation probability correspond to the set stage (i.e., the probability lottery data corresponding to each winning probability is used), and the ball payout rate is adjusted.
[0115] Specifically, in the pachinko machine 100 of this embodiment, a top type with a significantly low initial hit probability but a significantly high probability of continuous probability, a middle type with a medium initial hit probability and medium probability of continuous probability, and a bottom type with a significantly low initial hit probability but a significantly high probability of continuous probability can be selected. Furthermore, in each of these types, a three-stage probability state (hereinafter also referred to as a probability setting state) in which the initial hit probability of each type is divided into smaller ranges than the range of initial hit probability between each type, that is, a first-stage probability with the lowest initial hit probability among the three stages, a second-stage probability with the second lowest initial hit probability, and a third-stage probability with the highest initial hit probability can be selected.
[0116] In the top type, the number of prize balls associated with winning the upper and lower middle start winning devices 431A, 431B and the right start winning device 432 is less than other types, but the number of prize balls associated with winning the lower large winning device 433 and the upper large winning device 434 is more than other types. On the other hand, in the bottom type, the number of prize balls associated with winning the middle start winning device 431A, 431B and the right start winning device 432 is more than other types, but the number of prize balls associated with winning the lower large winning device 433 and the upper large winning device 434 is less than other types.
[0117] Here, the number of winning balls may be set to the same number for the top type, middle type, and bottom type. This makes it impossible for the player to determine whether the setting is the top type, middle type, or bottom type from the number of winning balls, and adds a game element of guessing which type is the setting for a long period of time.
[0118] In addition, the profit rate for the player changes depending on the stage of the probability setting state for all of the top type, middle type, and bottom type, but the profit rate for the player is set to be substantially the same for any type if the stage of the probability setting state is the same. Therefore, even if the probability setting is changed by changing the type, the profit that the gaming facility will earn per certain period (for example, one day) is easy to predict, making it easier to manage the gaming facility.
[0119] The game mode changed by changing the setting of the payout rate does not necessarily have to be limited to the combination of the initial hit probability and the probability of entering the probability mode as described above, and may be, for example, either the initial hit probability or the probability of entering the probability mode. Also, it may be a lottery probability other than the initial hit probability and the probability of entering the probability mode, such as the winning probability of the first special symbol lottery or the second special symbol lottery, the winning probability of the normal symbol lottery, the probability of a small win being selected in the first special symbol lottery or the second special symbol lottery, the probability of entering the probability mode (in this embodiment, the probability of entering the probability mode state via winning the second special symbol lottery), or the probability of the probability mode state transitioned to after the special game state ending (for example, the probability of the ending of the probability mode state being selected in the falling lottery performed every time the variable display of the symbol is executed during the probability mode), and may be a combination of two or more of these game modes.
[0120] A setting display device 906 is provided above the rear setting switch 905. When the setting change of the ball payout rate (setting change of the game mode) is effectively performed by operating the rear setting switch 905, setting display information corresponding to the currently set game mode is displayed on the setting display device 906. The setting display information is composed of a combination of an alphabetic character representing the type and a number representing the probability setting state. In the pachinko machine 100 of this embodiment, the top type, middle type, and bottom type are represented by the alphabetic characters "T", "M", and "B", respectively. In addition, the probability setting state of each type is represented by "1" for the first stage probability, "2" for the second stage probability, and "3" for the third stage probability.
[0121] Therefore, for example, when the game mode is a top type first stage probability game mode, the setting display information displayed on the setting display device 906 is "T1", when the game mode is a middle type third stage probability game mode, the setting display information displayed on the setting display device 906 is "M3", and when the game mode is a bottom type second stage probability game mode, the setting display information displayed on the setting display device 906 is "B2".
[0122] <Electrical configuration> Next, the electrical configuration of the pachinko machine 100 will be described. Fig. 10 is a block diagram showing the electrical configuration of the pachinko machine 100. As shown in Fig. 10, the pachinko machine 100 is equipped with control circuit devices such as a power supply / launch control board 900, a power supply monitoring board 910, a main control board 920, a payout control board 930, and a sub-control board 940. Note that relay circuit devices that only relay various signals are omitted in Fig. 10. Below, these main control circuit devices will be described individually in detail.
[0123] The power supply / launch control board 900 includes a power supply unit 901 which supplies a predetermined voltage of power to each part of the pachinko machine 100 via a power supply path (dashed line in the figure), a launch control unit 902 which controls the operation of the launch device 330 in response to the operation of the launch operation device 250, and a signal relay unit 903 which relays an initialization signal from an initialization switch 907 and a ball overflow signal from the ball overflow switch 249.
[0124] The power supply unit 901 takes in external power (e.g., 24 V AC) supplied from the outside, converts it into internal power (e.g., 24 V DC), and generates various types of power from the internal power. The power generated by the power supply unit 901 includes a drive voltage (e.g., 12 V DC) for driving devices such as various solenoids and various motors, a control voltage (e.g., 5 V DC) for driving various switches and executing control processes, a backup voltage for retaining the contents of the RAM of the main control board 920, and the like.
[0125] The power supply unit 901 supplies various types of power generated from the internal power to the power supply monitoring board 910, the main control board 920, the dispensing control board 930, the sub-control board 940, etc. Specifically, the power supply monitoring board 910 is supplied with the internal power, the driving voltage, the control voltage, and the backup voltage. The main control board 920 is supplied with the driving voltage, the control voltage, and the backup voltage, and these powers are supplied via the power supply monitoring unit 911 of the power supply monitoring board 910. The dispensing control board 930 is supplied with the driving voltage and the control voltage. The sub-control board 940 is supplied with the driving voltage and the control voltage. The launch control unit 902 and the signal relay unit 903 are supplied with the driving voltage and the control voltage.
[0126] A power switch 909 is connected to the power supply unit 901, and when the power switch 909 is in the OFF state, the intake of external power is stopped. Note that a state in which the supply of power to the inside of the pachinko machine 100 is stopped by turning off the power switch 909 or by unplugging a power plug (not shown) connected to the power supply unit 901 via the power switch 909 from an external power supply outlet (not shown) or a state in which the supply of external power itself is stopped is collectively referred to as a "power outage state."
[0127] The power supply unit 901 is configured to normally output the control voltage power for a predetermined period of time even after transitioning to a power outage state, so that the main control board 920 can save the state and end the control so that it can return to the current control state.
[0128] The launch control unit 902 cooperates with the main control board 920 to control the driving of the ball feed solenoid 332 and the launch solenoid 334 of the launch device 330. The ball feed solenoid 332 and the launch solenoid 334 are permitted to operate when a predetermined condition is met. Specifically, the launch control unit 902 outputs an ON launch permission signal to the main control board 920 on the condition that the player's touch on the launch handle 252 (see FIG. 1) is detected based on the contact sensor signal from the contact sensor 254, and the launch stop switch 255 for stopping the launch is not operated. In addition, based on the launch permission signal and the launch abnormality signal, the main control board 920 outputs a launch solenoid control signal and a ball feed solenoid control signal to the launch control unit 902. The launch control unit 902 activates the ball feed solenoid 332 based on the ON ball feed control signal, and activates the launch solenoid 334 based on the reception of the ON launch solenoid control signal and the resistance value of the variable resistor 253. As a result, game balls are sequentially shot from the launching device 330 with strength according to the resistance value of the variable resistor 253 (the amount of rotation of the launching handle 252).
[0129] When the initialization switch 907 is pressed, the signal relay unit 903 outputs an ON initialization signal to the main control board 920. In response to receiving the ON initialization signal, the main control board 920 initializes the stored information stored in the RAM of the main control board 920. Note that the initialization switch 907 does not necessarily have to be configured to output a signal to the main control board 920 via the signal relay unit 903, and may be configured, for example, so that the initialization switch 907 is directly mounted on the main control board 920 and housed within the board case 371, thereby making it possible to prevent unauthorized signal input targeting the section through which the signal is transmitted.
[0130] In addition, when the ball overflow switch 249 detects game balls, the signal relay unit 903 outputs an ON-state ball overflow signal to the main control board 920. The main control board 920 outputs a low-speed payout signal to the payout control board 930 based on the detection of the ON-state ball overflow signal, and the payout control board 930 that has received the low-speed payout signal slows down the rotation speed of the payout motor 542 (the payout speed of game balls from the payout device 540). In addition, the main control board 920 outputs a high-speed payout signal to the payout control board 930 based on the detection of an OFF-state ball overflow signal, and the payout control board 930 that has received the high-speed payout signal speeds up the rotation speed of the payout motor 542.
[0131] 10, the signal relay unit 903 is connected to a rear setting switch 905 and a setting display device 906. The signal relay unit 903 relays an ON setting signal output to the main control board 920 when the rear setting switch 905 is rotated clockwise by approximately 90° by a predetermined key (not shown). The main control board 920 allows a change in the game mode in response to receiving an ON setting signal from the rear setting switch 905. The signal relay unit 903 also relays a setting display signal output from the main control board 920 to the setting display device 906. The setting display device 906 displays setting display information corresponding to the received setting display signal.
[0132] The power supply monitoring board 910 includes a power supply monitoring unit 911 that monitors the power supply status from the power supply / launch control board 900, and a signal relay unit 912 that relays the power supply and transmission of various signals between the power supply / launch control board 900 and the main control board 920. The power supply monitoring unit 911 also outputs a power failure signal to the main control board 920 in response to a transition to a power failure state, and monitors the voltage of 24 volts DC, which is the maximum voltage output from the power supply unit 901, and when this voltage remains below 22 volts for a predetermined period of time, it determines that a power failure state has occurred and outputs an ON power failure signal to the main control board 920. The main control board 920 recognizes the transition to a power failure state by receiving the ON power failure signal.
[0133] The main control board 920 comprehensively controls the operation of the pachinko machine 100. The main control board 920 is equipped with an MPU (not shown) as a one-chip microcomputer. The MPU includes a CPU (not shown) as an arithmetic processing device, a ROM (not shown) that stores various control programs and fixed data executed by the CPU, and a RAM (not shown) that temporarily stores various data when executing the control program. The main control board 920 is also equipped with various circuits such as a timer circuit (not shown), a counter circuit (not shown), a clock generation circuit (not shown), and a signal transmission / reception circuit (not shown). The RAM of the main control board 920 is configured to maintain (back up) internal data by power supply of a backup voltage from the power supply / launch control board 900 even after transition to a power outage state.
[0134] The payout control board 930 controls the payout operation of the payout device 540 in response to an instruction from the main control board 920 and the lending operation of the payout device 540 in response to the operation of the game ball lending device 290. The payout control board 930, like the main control board 920, is equipped with various circuits such as an MPU (not shown) as a one-chip microcomputer including a CPU (not shown), a ROM (not shown) and a RAM (not shown), a timer circuit (not shown), a counter circuit (not shown), a clock generating circuit (not shown), and a signal transmitting / receiving circuit (not shown).
[0135] The dispensing control board 930 is equipped with an input / output port as a connection means for connecting to other devices so that information can be communicated. For example, the main control board 920 and the relay device 950 are connected to enable bidirectional information input / output communication, the open / close detection switches 108, 109, the ball storage switch 591, and the dispensing counting switch 592 are connected to enable only one-way information input communication, and the dispensing motor 542 is connected to enable only one-way information output communication. The RAM of the dispensing control board 930 may be configured to have a backup function that allows internal data to be maintained for a certain period of time in a power outage, similar to the RAM of the main control board 920, or may be configured not to maintain internal data in a power outage, unlike the RAM of the main control board 920.
[0136] The sub-control board 940 controls the operation of various performance devices, various light emitting devices, various sound devices, etc., based on instructions from the main control board 920. The sub-control board 940 is equipped with an input / output port as a connection means for connecting to other devices so that information can be communicated with, and is connected to the main control board 920 so that only one-way information input communication is possible, is connected to the input operation device 260 so that information can be communicated with in both directions, and is connected to the decorative pattern display device 479 and the like so that only one-way information output communication is possible.
[0137] <Various control processes> Next, we will explain various control processes executed by the main control board 920. The control processes in the main control board 920 are roughly divided into main processes that are started when the power is restored from a power outage, and timer interrupt processes that are executed by periodically interrupting the main processes (in this embodiment, at 2 ms (millisecond) intervals).
[0138] First, a main process executed by the main control board 920 will be described with reference to Fig. 11. Fig. 11 is a flowchart showing the main process of the main control board 920 (abbreviated as "main control main process" in Fig. 11).
[0139] In the main processing of the main control board 920, first, a series of control start processes (program start process S1001 to random number initial setting process S1019) for starting up the main control board 920 and initializing various information are executed once, and then, an interrupt prohibition process S1020 for prohibiting interrupts, a random number initial value update process S1021 for updating the values of the winning random number initial value counter (part of the RAM area) for the special symbol, the jackpot symbol random number initial value counter (part of the RAM area) and the winning random number initial value counter (part of the RAM area) for the normal symbol, a fluctuation counter update process S1022 for updating the values of the first fluctuation type counter to the fourth fluctuation type counter (part of the RAM area) for determining the fluctuation time, the fluctuation pattern, etc., and an interrupt permission process S1023 for permitting interrupts are repeatedly executed. Note that, if a timer interrupt request occurs before the interrupt permission process S1023, the timer interrupt process is executed immediately after the interrupt permission process S1023.
[0140] In the series of control start processes, a program start process S1001 is executed to set an initial value to a stack pointer (a part of the RAM) that controls program execution, an interrupt mode setting process S1002 is executed to set an interrupt mode, and a start-up waiting process S1003 is executed to wait for a predetermined time until the dispensing control board 930, sub-control board 940, etc. start up.
[0141] After the start-up standby process S1003, a process S2001 is performed to determine the output state of the setting signal from the rear setting switch 905 of the power supply / launch control board 900. In the determination process S2001, if it is determined that the setting signal from the rear setting switch 905 is in the off state (S2001: N), a process S1004 to determine the output state of the initialization signal from the initialization switch 907 of the power supply / launch control board 900, a process S1005 to determine the value of the power failure information (part of the RAM area), and a process S1007 to determine the storage state of the saved information are performed, and it is determined whether or not to erase the saved information in the RAM based on these determination results. Here, the saved information is information necessary to restore the game state before the power failure, and corresponds to a part of the RAM area that was updated according to the progress of the game before the power failure, and examples of the saved information include the value of a counter related to the unit game being executed and the value of a counter stored by a start winning.
[0142] The storage state of the saved information is determined as follows: First, a checksum value for a predetermined range of storage area in the RAM is calculated (checksum calculation process S1006), and it is determined whether the exclusive OR of the current checksum value and the RAM determination value, which is the two's complement of the checksum value calculated in the power outage monitoring process S1202 (see FIG. 12) following the transition to the previous power outage state, is "0" (determination process S1007), thereby determining whether the current checksum value is the same as the checksum value at the time of transition to the power outage state.
[0143] If the initialization signal is on (S1004: Y), if the power failure information is not a predetermined power failure value indicating that the saved information was saved and ended when the power failure state was changed to (S1005: N), or if the saved information is not normally saved (S1007: N), a RAM clear process S1008 is executed to erase the saved information in the RAM. After it is determined that the saved information is normally saved (S1007: Y) or after the RAM clear process S1008 is executed, a hardware initialization process S1009 is executed to initialize various devices connected to the main control board 920.
[0144] After the hardware initialization process S1009, a determination process S1010 is executed as to whether the power outage information is a power outage value. If the power outage information is a power outage value (S1010: N), a RAM restoration setting process S1011 initializes various information including the restoration of retained information, and a restoration command indicating the completion of the settings is set (restore command output process S1012). The restoration of retained information in the RAM restoration setting process S1011 restores the control state of the main control board 920 to the control state immediately before the transition to the previous power outage state.
[0145] On the other hand, if the power outage information is not a power outage value (S1010: Y), various information is initialized without restoring the retained information (RAM initial setting process S1013), and an initialization command indicating the completion of the setting is output (initialization command output process S1014).
[0146] In the RAM recovery setting process S1011 and the RAM initial setting process S1013, the power failure information is set to a predetermined power supply value different from the power failure value, and even if various error states such as fraud detection errors occurred immediately before the transition to the previous power failure state, all of those error states are released. In addition, either a recovery command or an initialization command is output from the main control board 920 to both the dispensing control board 930 and the sub-control board 940, and a predetermined initialization process is also performed in each of the dispensing control board 930 and the sub-control board 940 that received the recovery command or initialization command.
[0147] After initial setting of the RAM according to the start-up situation (judgment process S1004 to initialization command output process S1014), if the condition device was operating at the time of the previous transition to the power outage state, preparations are made to return to the special game state (special game state return preparation process S1015). Specifically, in the special game state return preparation process S1015, the operating states of the condition device and the accessory continuous operation device are judged, and the process corresponding to the game situation at the time of the power outage state is executed in the sub-control board 940.
[0148] After the special game state return preparation process S1015, it is determined whether the time-saving state flag is set or not to determine whether the state is in the time-saving state or not (determination process S1016), and if the state is in the time-saving state (S1016: Y), a time-saving command is output (time-saving command output process S1017). On the other hand, if the state is not in the time-saving state (S1016: N), a non-time-saving command is output (non-time-saving command output process S1018). After that, the value of the winning random number counter (a part of the RAM area) related to the special pattern is initialized (random number initial setting process S1019).
[0149] On the other hand, in the determination process S2001, if it is determined that the setting signal from the rear setting switch 905 is in the on state indicating that the rear setting switch 905 is operated by a predetermined key (S2001: Y), a RAM clear process S2002 is executed to erase information in substantially all areas of the RAM 922. Specifically, in the RAM clear process S2002, information in substantially all areas except for the setting correspondence information stored in the RAM 922 is erased.
[0150] The setting correspondence information is information corresponding to each of a plurality of predetermined stages (in this embodiment, nine types) of game modes, and setting mode information corresponding to the game mode being set is stored in the RAM 922. Therefore, the RAM clear process S2002 erases information in substantially all areas in the RAM 922 of the main control board 920 except for the storage area for the setting correspondence information, and the state becomes one in which setting changes are permitted.
[0151] When a state in which a setting change is permitted is reached, a setting display signal identifying a game mode corresponding to the setting correspondence information stored in the RAM 922 is output to the setting display device 906. The setting display device 906 displays setting display information corresponding to the setting display signal received from the main control board 920. In other words, the setting display device 906 displays setting display information corresponding to the setting correspondence information stored in the RAM 922.
[0152] Next, a setting change process S2003 is executed to change the game mode setting until the setting signal from the back setting switch 905 is turned off. The setting signal from the back setting switch 905 is turned off when the back setting switch 905 is not operated by a predetermined key.
[0153] The game mode setting is changed by pressing the initialization switch 907 while the rear setting switch 905 is operated by a predetermined key. Specifically, in this state, the setting correspondence information is changed sequentially every time the main control board 920 receives an initialization signal based on pressing the initialization switch 907. Specifically, a sequence for cyclically selecting nine predetermined game modes (for example, ···→T1→T2→T3→M1→M2→M3→B1→B2→B3→T1→T2→···) is determined in advance, and the selected game mode is changed sequentially according to this sequence every time the initialization switch 907 is pressed.
[0154] Each time the change is made, a value corresponding to the selected game mode is stored as setting correspondence information in the RAM 922. Each time the setting correspondence information stored in the RAM 922 is changed, a setting display signal corresponding to the setting correspondence information is output to the setting display device 906, and setting display information corresponding to the changed setting correspondence information is displayed on the setting display device 906.
[0155] Therefore, the setting changer, such as the manager of the game facility, can complete the selection of the game mode by repeatedly pressing the initialization switch 907 until the game mode he / she wants to set for this pachinko machine 100 is selected while the back setting switch 905 is operated by a predetermined key, and then by having a game ball enter the upper middle start winning device 431A or the lower middle start winning device 431B. Therefore, the setting change process S2003 ends when a game ball enters the middle start winning device 431A, 431B after the game mode is selected by pressing the initialization switch 907.
[0156] When the setting signal from the rear setting switch 905 is turned off (S2004: Y), a RAM change setting process S2005 is executed to newly initialize various information except for information related to the game mode setting (i.e., setting correspondence information) in the RAM 922. This essentially ends the start-up of the main control board 920, and it is determined that the game will proceed in the game mode corresponding to the setting correspondence information stored in the RAM 922.
[0157] After the RAM change setting process S2005, a set command output process S2006 is executed to output a set command indicating completion of the setting of the RAM 922 to the payout control board 930. By receiving the set command output by the main control board 920, the payout control board 930 can recognize that the main control board 920 will transition to normal game processing and can recognize in which game mode it will operate. After the set command output process S2006, the special game state return preparation process S1015 and subsequent processes are executed.
[0158] Next, a description will be given of timer interrupt processing executed by the main control board 920 with reference to Fig. 12. Fig. 12 is a flowchart showing timer interrupt processing executed by the main control board 920 (abbreviated as "main control interrupt processing" in the figure).
[0159] In the timer interrupt process of the main control board 920, first, an interrupt start process S1201 for starting a timer interrupt is executed. Specifically, a predetermined value is set in the interrupt control register. This prohibits interrupts other than this timer interrupt. After that, the power failure monitoring process S1202 to the external information output process S1221 related to substantial control such as progress control of the game of the pachinko machine 100 and monitoring of various sensors are executed in sequence. However, if the game progress is stopped based on the detection of various types of fraud (S1207: Y), the control signal output process S1208 to the external information output process S1221 are not executed. Finally, an interrupt permission process S1222 for permitting the next timer interrupt is executed, and the current timer interrupt process is terminated. Below, each of the various main processes will be explained individually.
[0160] In the power failure monitoring process S1202, the value of the power failure information (a part of the area of the RAM) is updated based on the output state of the power failure signal output from the power supply monitoring unit 911 of the power supply monitoring board 910. Specifically, the output state of the power failure signal is checked three times, and if the ON state is detected all three times, it is determined that there is a power failure. If it is not determined that there is a power failure in this determination, the power failure information is maintained at the energized value.
[0161] On the other hand, if it is determined in the power failure monitoring process S1202 that the power failure state exists, the following process is executed. First, the value of the power failure information is changed from the energization value set in the RAM recovery setting process S1011 or the RAM initial setting process S1013 (see FIG. 11) to a predetermined power failure value. Also, a checksum value for a predetermined range of storage area of the RAM is calculated, and the two's complement of the checksum value is set as the RAM judgment value. As a result, the pachinko machine 100 enters an infinite loop that does not perform substantial control such as the progress of the game or monitoring of various sensors, and the state of the RAM after the RAM judgment value is set is maintained based on the backup power. Note that, since the output state of the power failure signal is confirmed three times, each process of the timer interrupt is executed twice after the reception of the power failure signal is first detected.
[0162] In the random number update process S1203, the winning random number counter for the special symbol, the jackpot random number counter, the stop pattern selection counter, and the winning random number counter for the normal symbol are updated. Specifically, if the value of the winning random number counter for the special symbol is a value different from the specified maximum value (for example, "576"), it is changed to a value that is "1" larger than the current value, and if the value of the winning random number counter for the special symbol is the specified maximum value, it is changed to the specified minimum value ("0"). However, if the changed value is the same as the circulation initial value for the winning random number counter for the special symbol, the value of the winning random number counter for the special symbol is set to the same value as the winning random number initial value counter for the special symbol, and the circulation initial value is also set to the same value as the winning random number initial value counter.
[0163] The winning random number counter for the jackpot symbol, the stop pattern selection counter, and the winning random number counter for the normal symbol are updated in the same manner as the winning random number counter for the special symbol. However, as the update range determined by the specified maximum value and the specified minimum value of each counter, a unique value is set for each counter, and the multiple counters are updated asynchronously, and the initial value counter unique to each counter is referenced for the cyclic initial value of each counter. For example, the winning random number counter for the special symbol and the winning random number initial value counter for the special symbol have the same value range, the winning random number counter for the jackpot symbol and the winning random number initial value counter for the jackpot symbol have the same value range, and the winning random number counter for the normal symbol and the winning random number initial value counter for the normal symbol have the same value range.
[0164] In the random number initial value update process S1204, the winning random number initial value counter for the special symbol, the jackpot symbol random number initial value counter, and the winning random number initial value counter for the normal symbol are updated. Specifically, if the value of the winning random number initial value counter for the special symbol is different from the specified maximum value (for example, "576"), it is changed to a value that is "1" larger than the current value, and if the value of the winning random number initial value counter for the special symbol is the specified maximum value, it is changed to the specified minimum value ("0"). The symbol random number initial value counter for the special symbol and the winning random number initial value counter for the normal symbol are also updated in the same manner as the winning random number initial value counter for the special symbol, except that the specified maximum value and the specified minimum value are unique values for those counters.
[0165] In the fluctuation counter update process S1205, the values of the first fluctuation type counter to the fourth fluctuation type counter for determining the fluctuation time, fluctuation pattern, etc. are updated. Specifically, if the value of the first fluctuation type counter is a value different from a specified maximum value (e.g., "187"), it is changed to a value that is "1" larger than the current value, and if the value of the first fluctuation type counter is the specified maximum value, it is changed to a specified minimum value ("0"). The second fluctuation type counter to the fourth fluctuation type counter are also updated in the same manner as the first fluctuation type counter, except that the specified maximum value and the specified minimum value are values unique to those counters.
[0166] In addition, each winning random number counter for special patterns and normal patterns, jackpot pattern random number counter, stop pattern selection counter and each variation type counter do not necessarily have to be configured as described above, and at least some of the above counters may be configured in other ways, for example, they may be configured to update from a fixed initial value without using an initial value counter, or they may be configured using a random number generating IC without using a program and reference values as needed.
[0167] In the game stop determination process S1206, if the fraud detection information is a fraud detection value, it is updated to a game stop value and various information for stopping the game progress is set. On the other hand, if the fraud detection information is not a fraud detection value or is already a game stop value, each process for stopping the game progress is not executed and the game stop determination process S1206 ends. Note that the fraud detection information is set to a fraud detection value when the occurrence of various types of fraud is detected in the fraud detection process S1211. Also, in the determination process S1207, whether or not the game is stopped is determined depending on whether or not the fraud detection information is a game stop value.
[0168] In the control signal output process S1208, signals for controlling various notification devices such as the special symbol display device 471 for the first special symbol, the special symbol display device 472 for the second special symbol, and the normal symbol display device 473 for the normal symbol are output based on the control data stored in the output buffer. Also, based on the control data stored in the output buffer, signals for controlling various actuators such as the ball feed solenoid 332, the launch solenoid 334, the right entry restriction solenoid 462, the lower entry restriction solenoid 463, the upper entry restriction solenoid 464, and the switching solenoid 465 are output.
[0169] In the switch reading process S1209, the signal states from each of the middle start winning switches 441A, 441B, right start winning switch 442, lower large winning switch 443, upper large winning switch 444, combination activation switch 445, start switch 446, non-specific passage switch 447, specific passage switch 448, and general winning switches 449A, 449B are read in, and changes in the detection state of the game ball by the various switches are detected.
[0170] Specifically, in switch reading processing S1209, the signal states from various switches are read twice at a predetermined time interval into an input buffer (a part of an area of a RAM), and for each signal from various switches, changes in the detection state of various switches are detected based on the signal state read the first time (hereinafter abbreviated as "first signal state"), the signal state read the second time (hereinafter abbreviated as "second signal state"), and the detection state detected in the previous timer interrupt (hereinafter abbreviated as "previous detection state"). Then, for each switch, if the previous detection state is off, the first signal state is on, and the second signal state is on, it is determined that the switch has transitioned to on, and a detection flag (a part of an area of a RAM) according to the type of switch is set. As explained in the power outage monitoring process S1202, even if the power supply is stopped, each timer interrupt process is executed twice, so that the detection flags of various switches can be accurately set even if the on state of various switches is started immediately after the power supply is stopped.
[0171] In the timer update process S1210, various timers (predetermined areas of RAM) used for the variable display of special symbols and normal symbols, control of each game state, and fraud monitoring are updated.
[0172] In the fraud detection process S1211, fraudulent acts such as forcibly causing game balls to enter various winning devices or forcibly activating various winning devices are detected. Specifically, the occurrence of a situation in which it is highly likely that fraudulent acts have been performed is detected, such as forcibly moving the right start winning device 432, the lower large winning device 433, and the upper large winning device 434 to an entry-permitting position, guiding a game ball to a specific passage of the lower large winning device 433 by vibration, forcibly inducing a malfunction of the right start winning device 432, the lower large winning device 433, and the upper large winning device 434 by radio waves, guiding a game ball to various winning devices by magnetic attraction, and guiding a game ball at an abnormal timing to the upper middle start winning device 431A, the lower middle start winning device 431B, the right start winning device 432, the lower large winning device 433, and the upper large winning device 434.
[0173] In the winning detection response process S1212, control is executed based on the detection of a game ball by various switches provided on the game board 400. Specifically, when the middle start winning switch detection flag is set based on the detection of a game ball by the upper middle start winning switch 441A (see FIG. 10) and the lower middle start winning switch 441B (see FIG. 10), the middle start winning counter (a predetermined area of RAM) and the first payout counter (a predetermined area of RAM) are updated. Also, when the right start winning switch detection flag is set based on the detection of a game ball by the right start winning switch 442 (see FIG. 10), the first payout counter is updated. In addition, when the lower large prize switch detection flag is set based on the detection of a game ball by the lower large prize switch 443 (see Figure 10), or when the upper large prize switch detection flag is set based on the detection of a game ball by the upper large prize switch 444 (see Figure 10), the large prize counter (a designated area of RAM) and the second payout counter (a designated area of RAM) are updated.
[0174] In the launch control process S1213, launch-related information for controlling the launch of game balls by the launch device 330 is updated. Specifically, the operation flag of the ball feed solenoid 332 that drives the ball feed mechanism 331 and the operation flag of the launch solenoid 334 that drives the launch mechanism 333 are updated.
[0175] In the input signal monitoring process S1214, whether or not the intermediate block 103 (see Figs. 1 and 2) is closed relative to the outer frame 101 (see Figs. 1 and 2) is detected based on the output state of a signal from the open / close detection switch 108 (see Fig. 10) via the dispensing control board 930. Also, whether or not the front block 102 (see Figs. 2 and 3) is closed relative to the intermediate block 103 (see Figs. 2 and 3) is detected based on the output state of a signal from the open / close detection switch 109 via the dispensing control board 930 (see Fig. 10).
[0176] In the payout status monitoring process S1215, information indicating the payout control status output from the payout control board 930 is monitored, and various payout status commands corresponding to the payout control status are set as necessary. In addition, the sub-control board 940 that receives the payout status command causes the decorative pattern display device 479, the upper left sound device 281, the upper right sound device 282, etc. to execute a notification corresponding to the type of the payout status command.
[0177] In the payout signal output process S1216, various prize ball commands are set based on the values of the first payout counter and the second payout counter as necessary, and output to the payout control board 930. The first payout counter and the second payout counter are updated according to the setting of the prize ball command. For example, the first payout counter is incremented by one each time a game ball corresponding to one winning is detected, and is decremented by one each time a prize ball command based on the winning is set. The payout control board 930 requests a prize ball command from the main control board 920 each time it executes control to pay out a number of game balls corresponding to the winning (for example, three balls) (more specifically, shortly before the payout is completed), and in a situation where the payout of the prize balls is continuing, a further prize ball command is output from the main control board 920. The second payout counter is a counter that is updated in response to a winning number of prize balls different from that of the first payout counter (for example, 13 balls), and when the payout control board 930 receives a prize ball command based on the value of the second payout counter, the payout control board 930 executes control to pay out the number of game balls corresponding to the prize ball command.
[0178] In the special symbol related process S1217, the reservation control of the right of the unit game related to the first special symbol and the control of the unit game related to the first special symbol are executed. Specifically, in the reservation control of the right of the unit game related to the first special symbol, the operation control of the special symbol reservation display device 476 related to the first special symbol is executed. In addition, in the control of the unit game related to the first special symbol, the operation control of the special symbol display device 471 related to the first special symbol is executed, and if a jackpot is won in the first special symbol lottery, the operation control of the lower large winning device 433 and the upper large winning device 434 is further executed.
[0179] In addition, in the special symbol related process S1217, reservation control of the right of the unit game related to the second special symbol and control of the unit game related to the second special symbol are executed. Specifically, in the reservation control of the right of the unit game related to the second special symbol, operation control of the special symbol reservation display device 477 related to the second special symbol is executed. In addition, in the control of the unit game related to the second special symbol, operation control of the special symbol display device 472 related to the second special symbol is executed, and if a jackpot is won in the second special symbol lottery, operation control of the lower large winning device 433 and the upper large winning device 434 is further executed.
[0180] In the normal symbol related process S1218, the reservation control of the right of the unit game related to the normal symbol and the control of the unit game related to the normal symbol are executed. Specifically, in the reservation control of the right of the unit game related to the normal symbol, the operation control of the normal symbol reservation display device 478 is executed. In addition, in the control of the unit game related to the normal symbol, the operation control of the normal symbol display device 473 related to the normal symbol is executed, and if the normal symbol lottery is won, the operation control of the right start winning device 432 is further executed.
[0181] In the display control process S1219, output data for specifically operating those devices is synthesized based on various information updated to control the operation of the special symbol display device 471 related to the first special symbol, the special symbol display device 472 related to the second special symbol, the special symbol reserved display device 476 related to the first special symbol, and the special symbol reserved display device 477 related to the second special symbol in the special symbol related process S1217. The synthesized output data is output to each device in the control signal output process S1208 based on the next timer interrupt.
[0182] In the motor control process S1220, operation control of various motors is executed. In the external information output process S1221, output data to be output to an external device such as a data display device (not shown) or a management device (not shown) electrically connected to the pachinko machine 100 is set.
[0183] <Display of changes in decorative pattern 610> Next, the variable display of the decorative symbol 610 performed by the decorative symbol display device 479 of the pachinko machine 100 of this embodiment will be described with reference to Figures 13 to 19. Figure 13 is a front view of the decorative symbol 610.
[0184] More specifically, Fig. 13(A) and Fig. 13(C) are front views of the decorative pattern 610 displayed in the first display mode, and Fig. 13(B) and Fig. 13(D) are front views of the decorative pattern 610 displayed in the second display mode. Note that, as will be described later in detail, in Fig. 13 and Figs. 14 to 19 described later, the hatching applied to the characters constituting the first identification information portion 612 represents each color with which the character is colored.
[0185] As shown in Figure 13, the decorative pattern 610 has a base portion 611 arranged on the lower side of the decorative pattern 610, a first identification information portion 612 arranged on the upper side of the base portion 611, and a second identification information portion 613 arranged on the forward side of the base portion 611.
[0186] The base portion 611 is a design of a base on which a character serving as the first identification information portion 612 is placed, and is a portion configured to have common (identical) display content regardless of the type of decorative pattern 610. In Fig. 13 and Figs. 14 to 19 described later, in order to facilitate understanding of the drawings, the base portion 611 is not hatched to indicate coloring, unlike the first identification information portion 612.
[0187] The first identification information section 612 is a section that constitutes the identification information of the decorative pattern 610. In the pachinko machine 100 of this embodiment, the first identification information section 612 is constituted by seafood characters as identification information, and the type of the decorative pattern 610 can be identified according to the type of seafood character that constitutes the first identification information section 612. Therefore, the display content of the first identification information section 612 differs depending on the type of the decorative pattern 610.
[0188] In the pachinko machine 100 of this embodiment, nine kinds of characters such as an octopus and a porcupine fish are set as characters (more specifically, seafood characters) constituting the first identification information section 612. For example, Fig. 13(A) and Fig. 13(B) show a decorative pattern 610 in which the first identification information section 612 is constituted by an octopus character as identification information, and Fig. 13(C) and Fig. 13(D) show a decorative pattern 610 in which the first identification information section 612 is constituted by a porcupine fish character as identification information.
[0189] In other words, in the pachinko machine 100 of this embodiment, nine types of patterns corresponding to the types of characters constituting the first identification information section 612 are prepared as decorative patterns 610, and these nine types of decorative patterns 610 can be identified (distinguished) from each other based on the display content of the characters constituting the first identification information section 612 (i.e., the types of characters).
[0190] The second identification information section 613, like the first identification information section 612, is a section that configures the identification information of the decorative pattern 610, and the display content differs depending on the type of decorative pattern 610. The second identification information section 613 is configured with numerical values (digits) as identification information. In the pachinko machine 100 of this embodiment, nine types of numerical values from "1" to "9" are set as the numerical values that configure the second identification information section 613.
[0191] The second identification information section 613 does not necessarily have to be composed of only identification information such as numerical values, but may be composed of a configuration including at least identification information, for example, a combination of identification information and a drawing section depicting content unrelated to the identification information. For example, in the example shown in Fig. 13, the second identification information section 613 may be composed of a combination of various numerical values as identification information such as "1" and "2" and a circular drawing section decoratively arranged behind each numerical value regardless of the numerical value.
[0192] Each numerical value constituting the second identification information section 613 is associated one-to-one with the type of character constituting the first identification information section 612. For example, as shown in Figs. 13(A) and 13(B), "1" is associated as the second identification information section 613 with the octopus character constituting the first identification information section 612. Also, as shown in Figs. 13(C) and 13(D), "2" is associated as the second identification information section 613 with the porcupine fish character constituting the first identification information section 612 (see Figs. 13(C) and 13(D)). Similarly, each numerical value from "3" to "9" is associated one-to-one with each of the seven types of characters constituting the first identification information section 612, excluding the octopus and porcupine fish.
[0193] In other words, in the pachinko machine 100 of this embodiment, the identification information of the decorative pattern 610 is composed of a combination of the identification information (i.e., the type of character) constituting the first identification information section 612 and the identification information (i.e., a numerical value) constituting the second identification information section 613.
[0194] The identification information of the decorative pattern 610 does not necessarily have to be a combination of the type of character and a numerical value, and may be composed only of the type of character, or may be composed only of the numerical value. In other words, the decorative pattern 610 does not necessarily have to have both the first identification information section 612 and the second identification information section 613 as the identification information, and may be composed only of the first identification information section 612, or may be composed only of the second identification information section 613.
[0195] In the pachinko machine 100 of this embodiment, the display modes of the decorative pattern 610 in the variable display of the decorative pattern 610 performed by the decorative pattern display device 497 include a first display mode and a second display mode.
[0196] The display mode of the first identification information section 612 is different between the decorative pattern 610 in the first display mode and the decorative pattern 610 in the second display mode. More specifically, the decorative pattern 610 in the second display mode is displayed in a simplified manner in the first identification information section 612 compared to the decorative pattern 610 in the first display mode. In the pachinko machine 100 of this embodiment, the display modes of the base section 611 and the second identification information section are configured to remain unchanged regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode.
[0197] In the first identification information portion 612 of the decorative pattern 610 in the first display mode, the display content of the first identification information portion 612 (in this embodiment, a seafood character) is displayed in a multi-colored manner.
[0198] The octopus character constituting the first identification information portion 612 in the decorative pattern 610 in the first display mode (see Figure 13 (A)) has a specific area PA constituted by the main parts of the octopus character, an area PB11 on the outer periphery of the character's eyes, an area PB12 located more inward than area PB11 of the eyes, and an area PB13 located more inward than area PB12 of the eyes, and each of these areas PA, PB11, PB12, PB13 are colored in a different color.
[0199] Note that the specific area PA is not limited to the octopus character, but is an area configured by a main part of each character constituting first identification information unit 612, and is an area provided in all characters constituting first identification information unit 612. For example, the specific area PA in the octopus character as first identification information unit 612 is the area of the octopus character other than the eyes.
[0200] Therefore, the specific area PA of the octopus character is considered to be an area that occupies most of the character, but the specific area PA does not necessarily have to be the largest area of the character, but may be a predetermined portion of the character (e.g., the character's head) regardless of its occupancy within the character.
[0201] In addition, the porcupine fish character constituting the first identification information section 612 in the decorative pattern 610 in the first display mode (see Figure 13 (C)) has a specific area PA consisting of the main parts of the porcupine fish character, a ventral area PB21 of the character, an area PB22 on the outer periphery of the eye of the character, an area PB23 inside the eye area PB22, and a lip area PB24 of the character, and each of these areas PA, PB21, PB22, PB23, PB24 are coloured in a different colour.
[0202] In addition, Figures 13(A) and 13(C) show examples in which the first identification information section 612 in the decorative pattern 610 in the first display mode is an octopus or a porcupine fish character, but in the decorative pattern 610 in the first display mode, even if the characters constituting the first identification information section 612 are seven types of characters other than the octopus and porcupine fish, the display content of the first identification information section 612 is displayed in a multi-color manner, as in the case of the octopus and porcupine fish described above.
[0203] In addition, in Fig. 13(A) and Fig. 13(C), the difference in color contained in the first identification information portion 612 in the decorative design 610 in the first display mode is expressed by the difference in hatching.
[0204] For example, in the example shown in Figure 13(A), the color of a specific area PA in an octopus character (e.g., red) is represented by hatching with parallel solid lines (hereinafter, this hatching will also be referred to as "normal hatching"), and the color of areas of the character other than the specific area PA (i.e., areas PB11, PB12, PB13) is represented by hatching other than the normal hatching.
[0205] Specifically, in the example shown in FIG. 13(A), the color of area PB11 (e.g., white) is represented by hatching with dots, the color of area PB12 (e.g., brown) is represented by hatching with dots on a smaller scale than area PB11, and the color of area PB13 (e.g., black) is represented by hatching with solid dots.
[0206] Also in the example shown in Figure 13 (C), the color (e.g., blue) of the specific area PA of the porcupine fish character constituting the first identification information unit 612 is represented by normal hatching, and the color of the areas of the character other than the specific area PA (i.e., areas PB21, PB22, PB23, PB24) is represented by hatching other than the normal hatching.
[0207] Specifically, in the example shown in FIG. 13(C), the color of area PB21 (e.g., gray) is represented by hatching with dots, the color of area PB22 (e.g., white) is represented by hatching with dots on a larger scale than area PB21, the color of area PB23 (e.g., black) is represented by hatching with solid dots, and area PB24 (e.g., pink) is represented by hatching with dots on a smaller scale than area PB21 and area PB22.
[0208] In addition, in Figure 13 and Figures 14 to 19 described below, the normal hatching applied to the specific area PA of each character constituting the first identification information section 612 is drawn at an angle corresponding to the color of each specific area PA, regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode.
[0209] Therefore, for example, as shown in Figure 13, the normal hatching applied to the specific area PA in the octopus character is normal hatching that slopes upward to the right (see Figure 13(A)), while the normal hatching applied to the specific area PA in the porcupine fish character is normal hatching that slopes downward to the right (see Figure 13(C)), which indicates that the color of the specific area PA in the octopus character is different from the color of the specific area PA in the porcupine fish character.
[0210] A specific area PA (i.e., an area of a main part of a character) is set with a color that characterizes the character. For example, red is set with respect to the specific area PA of an octopus character, and blue is set with respect to the specific area PA of a porcupine fish character. In other words, the specific area PA of each character constituting the first identification information unit 612 is colored with a color that can identify each character.
[0211] The color for coloring the specific area PA, i.e., the color that characterizes the characters (the color that can identify each character), may be composed of a color of a single hue without shading, or may be composed of a color of a single hue with shading (i.e., at least one of the brightness or saturation is different), regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode. In other words, the specific area PA may be composed of a color of a predetermined hue without shading, or may be composed of a color of a predetermined hue with shading, regardless of whether the display mode of the decorative pattern 610 is the first display mode or the second display mode.
[0212] Also, the color for coloring the specific area PA may be a plurality of different colors that are included in a continuous predetermined range on a color wheel. For example, in the octopus character shown in FIG. 13(A), the specific area PA may be colored using colors in the range from red to orange on a color wheel.
[0213] In addition, as with the specific area PA described above, the color used to color each of the areas other than the specific area PA (for example, areas PB11, PB12, PB13 in the octopus character) may be composed of a single hue color with no shading, or may be composed of a single hue color with shading, or may be composed of multiple colors with different colors that fall within a predetermined continuous range on the color wheel.
[0214] The color of the specific area PA does not necessarily have to be different for each type of character (i.e., type of decorative pattern 610), and the same color may be set for some characters. Each numerical value constituting the second identification information portion 613 may be colored with the color of the specific area PA of the character corresponding to each numerical value.
[0215] In the pachinko machine 100 of this embodiment, the first identification information section 612 in the decorative pattern 610 in the second display mode is displayed in a manner in which the display content of the first identification information section 612 (in this embodiment, a seafood character) is displayed in a number of colors fewer than the display content of the first identification information section 612 in the decorative pattern 610 in the first display mode.
[0216] The octopus character (see Figure 13 (B)) constituting the first identification information portion 612 in the decorative pattern 610 in the second display mode is colored in a color common to the specific area PA, area PB11, area PB12, and area PB13 (the same color).
[0217] More specifically, the octopus character constituting the first identification information portion 612 in the decorative pattern 610 in the second display mode, the entire area consisting of specific area PA, area PB11, area PB12 and area PB13, is colored in the color (e.g., red) of specific area PA of the octopus character in the decorative pattern 610 in the first display mode.
[0218] In the example shown in Figure 13 (B), the specific areas PA, PB11, PB12 and PB13 in the octopus character constituting the first identification information section 612 of the decorative pattern 610 in the second display mode are colored in the same color by applying normal hatching that is common to these areas.
[0219] In addition, in the example shown in Figure 13 (B), the common normal hatching is normal hatching at the same angle as the specific area PA (see Figure 13 (A)) in the decorative pattern 610 in the first display mode, thereby indicating that these areas PA, PB11, PB12, and PB13 in the decorative pattern 610 in the second display mode are colored the same color as the specific area PA in the decorative pattern 610 in the first display mode.
[0220] Therefore, in decorative pattern 610 of the second display mode, the color of the octopus character constituting first identification information portion 612 as a whole (i.e., specific area PA, area PB11, area PB12 and area PB13) is aggregated (commonized) to the color of specific area PA in decorative pattern 610 of the first display mode, so that the number of colors of the character is reduced compared to the number of colors of the octopus character displayed in a multi-color manner in decorative pattern 610 of the first display mode (see Figure 13 (A)).
[0221] In addition, the porcupine fish character (see Figure 13 (D)) constituting the first identification information portion 612 in the decorative pattern 610 in the second display mode is colored in the same color in the specific area PA, area PB21, area PB22, area PB23, and area PB24.
[0222] More specifically, the porcupine fish character constituting the first identification information portion 612 in the decorative pattern 610 in the second display mode, the entire area consisting of specific area PA, area PB21, area PB22, area P23 and area PB24, is colored in the color (e.g., blue) of specific area PA of the porcupine fish character in the decorative pattern 610 in the first display mode.
[0223] In the example shown in Figure 13 (D), the specific area PA, area PB21, area PB22, area PB23 and area PB24 in the porcupine fish character constituting the first identification information section 612 of the decorative pattern 610 in the second display mode are colored in the same color by applying a common normal hatching to these areas.
[0224] In addition, in the example shown in Figure 13 (D), the common normal hatching is normal hatching at the same angle as the specific area PA (see Figure 13 (C)) in the decorative pattern 610 in the first display mode, thereby indicating that these areas PA, PB21, PB22, PB23, and PB24 in the decorative pattern 610 in the second display mode are colored the same color as the specific area PA in the decorative pattern 610 in the first display mode.
[0225] Therefore, in decorative pattern 610 of the second display mode, as in the case of the octopus character described above, the color of the porcupine fish character constituting first identification information portion 612 as a whole (i.e., specific area PA, area PB21, area PB22, area PB23 and area PB24) is concentrated into the color of specific area PA in decorative pattern 610 of the first display mode, so that the number of colors of the character is reduced compared to the number of colors of the porcupine fish character displayed in a multi-color manner in decorative pattern 610 of the first display mode (see Figure 13 (C)).
[0226] In addition, Figures 13(B) and 13(D) show examples in which the first identification information section 612 in decorative pattern 610 in the second display mode is an octopus or a porcupine fish character, but in decorative pattern 610 in the second display mode, for each of the seven types of characters constituting first identification information section 612 other than the octopus and porcupine fish, each character is displayed in fewer colors than the number of colors of the corresponding character in decorative pattern 610 in the first display mode, just as in the case of the octopus and porcupine fish described above.
[0227] Therefore, in the pachinko machine 100 of this embodiment, the display contents of the first identification information portion 612 in the decorative pattern 610 in the first display mode (in this embodiment, seafood characters) are displayed in a multi-colored manner, whereas the display contents of the first identification information portion 612 in the decorative pattern 610 in the second display mode are displayed in a manner with fewer colors than the decorative pattern 610 in the first display mode. In other words, in the pachinko machine 100 of this embodiment, the decorative pattern 610 in the second display mode is displayed in a manner simplified compared to the decorative pattern 610 in the first display mode in terms of the number of colors that display the first identification information portion 612.
[0228] Furthermore, in the pachinko machine 100 of this embodiment, the display content of the first identification information section 612 in the decorative pattern 610 in the first display mode (in this embodiment, a seafood character) is displayed in a manner with low transmittance (i.e., low transparency or opaque), whereas the display content of the first identification information section 612 in the decorative pattern 610 in the second display mode is displayed with a higher transmittance than the decorative pattern 610 in the first display mode.
[0229] In addition, the decorative pattern 610 in the second display mode may be configured to leave the outline of the display contents of the first identification information portion 612 while increasing the transmittance of the area inside the outline. This makes it easier to recognize the outer shape (outline) of the display contents of the first identification information portion 612 in the decorative pattern 610 in the second display mode. Therefore, for example, when the decorative pattern 610 in the second display mode is displayed in a variably manner (scrolling display) from top to bottom, it is easier for the player to recognize the outline of the display contents (characters) of the first identification information portion 612, and therefore it is easier for the player to identify the type of the first identification information portion 612.
[0230] In the decorative pattern 610 in the second display mode, the transparency of the display content of the first identification information portion 612 is higher than that of the decorative pattern 610 in the first display mode, and therefore the portion of the background image that is visible through the decorative pattern 610 increases. That is, in the pachinko machine 100 of this embodiment, the decorative pattern 610 in the second display mode is displayed in a simplified manner compared to the decorative pattern 610 in the first display mode in that the increased transparency results in more portions of the background being visible through the decorative pattern 610 (i.e., the decorative pattern 610 is made transparent or semi-transparent).
[0231] In addition, in Figure 13 and Figures 14 to 19 described below, the difference between the transmittance of the first identification information section 612 in the decorative pattern 610 in the first display mode and the transmittance of the first identification information section 612 in the decorative pattern 610 in the second display mode is expressed by the difference in the thickness of the drawing line drawing the first identification information section 612 and the scale of normal hatching.
[0232] More specifically, the higher the transmittance, the thinner the drawing lines are, and the higher the transmittance, the larger the scale of normal hatching (i.e., the wider the spacing between the lines that make up the hatching) is used, thereby indicating that the transmittance of the first identification information section 612 in the decorative pattern 610 in the second display mode is higher than the transmittance of the first identification information section 612 in the decorative pattern 610 in the first display mode.
[0233] In the following description, for convenience, the transparency of the first identification information section 612 will be referred to as "opaque" for the decorative pattern 610 in the first display mode, and the transparency of the first identification information section 612 in the decorative pattern 610 in the second display mode will be referred to as "semi-transparent."
[0234] 14 to 19 are screen diagrams showing an example of screen transitions of the variable display of the decorative pattern 610 executed by the decorative pattern display device 479. In each of the drawings from Fig. 14 to Fig. 19, in order to facilitate understanding of the drawings, when a plurality of identical components are included in each decorative pattern 610 displayed on the decorative pattern display device 479, the numbers (e.g., decorative pattern 610 and first identification information section 612) given to some of these components may not be given to the remaining components.
[0235] 14 and 15 are examples of the display contents of the decorative pattern display device 479 before the variable display of the special patterns and decorative patterns 610 is started.
[0236] In the pachinko machine 100 of this embodiment, the decorative symbol 610 is displayed variably by three symbol rows 620L, 620M, and 620R aligned in the left-right direction on the display screen of the decorative symbol display device 479.
[0237] More specifically, the varying display of the decorative patterns is achieved by scrolling (moving) from top to bottom multiple types (more specifically, nine types) of decorative patterns 610 arranged in ascending or descending order in the vertical direction in each of the pattern columns 620L, 620M, 620R.
[0238] In the following description, of the three pattern rows 620L, 620M, and 620R, the pattern row 620L located on the far left will also be referred to as the left pattern row 620L, the pattern row 620R located on the far right will also be referred to as the right pattern row 620R, and the pattern row 620M located in the middle will also be referred to as the middle pattern row 620M.
[0239] A preset effective line is provided on the display screen of the decorative symbol display device 479. The "effective line" is a line where the game state transitions to a special game state when a big win symbol by the decorative symbol 610 is displayed on the line as a stopped symbol.
[0240] In the pachinko machine 100 of this embodiment, five pay lines are set. Specifically, as shown in Fig. 14(A), three pay lines L1, L2, and L3 are set in the vertical direction extending in a direction (horizontal direction) intersecting the scroll direction of the decorative pattern 610, a pay line L4 extending in an upward and downward direction to the right, and a pay line L5 extending in a downward and upward direction to the right.
[0241] The number of pay lines to be set does not necessarily have to be five, and may be any appropriate number, such as one or more. For example, the pay lines may be set to three, namely, the upper line, the lower line, and the middle line, or one pay line, such as the middle line, may be set.
[0242] If a jackpot is won in the special pattern lottery (first special pattern lottery, second special pattern lottery), the decorative patterns 610 in each of the pattern columns 620L, 620M, 620R are displayed stopped in a predetermined combination (for example, a combination of the same decorative patterns 610) corresponding to the jackpot pattern on one of the set active lines.
[0243] In the example shown in Fig. 14(A), the decorative pattern 610 that is about to change is not stopped as a jackpot pattern on any of the effective lines L1, L2, L3, L4, and L5. In other words, in this example, in the unit game related to the special patterns (first special pattern, second special pattern) that was previously performed, the jackpot was not won in the first special pattern lottery or the second special pattern lottery.
[0244] As shown in FIG. 14(A), before the variable display of the special symbols and the decorative symbols 610 starts, the decorative symbols 610 of each of the symbol rows 620L, 620M, 620R are all displayed in the first display mode.
[0245] That is, before the start of the variable display of the decorative pattern 610, the display contents (specifically, seafood characters) of the first identification information portion 612 in the decorative pattern 610 are displayed in an opaque and multicolored manner. The specific area PA of each character constituting the first identification information portion 612 in each decorative pattern 610 is colored with a color that characterizes the character.
[0246] 14(A), before the variable display of the special symbols and decorative symbols 610 starts, each character constituting the first identification information portion 612 of each decorative symbol 610 is in a state of being entirely in contact with the upper surface of the pedestal portion 611 and riding on it. In the following description, the posture of each character in a state of being entirely in contact with the upper surface of the pedestal portion 611 is also referred to as a "seated posture."
[0247] 14(B), before each decorative pattern 610 displayed in each pattern row 620L, 620M, 620R starts to change display (scroll display) from top to bottom, the first identification information portion 612 moves upward away from the base portion 611 while maintaining the first display mode, without changing the position of the base portion 611. In the following description, the posture of each character that has moved upward and is away from the base portion 611 is also referred to as the "jump posture."
[0248] Thus, in the pachinko machine 100 of this embodiment, before the decorative pattern 610 begins to change from top to bottom, the first identification information unit 612 moves from bottom to top, which is the opposite direction to the direction of the changing display of the decorative pattern 610 (hereinafter also simply referred to as the "changing direction"), so that the changing direction of the decorative pattern 610 can be suggested to the player by the direction of the movement.
[0249] In addition, when a character (first identification information section 612) that was in a seated position before the start of the varying display of the decorative pattern 610 moves to a jumping position, the upward movement distance H1 of the character may be a predetermined fixed distance, or it may be a variable distance that changes depending on the state of the game, such as the expected value for the special pattern lottery, or the state of the pachinko machine 100, such as the value set by the rear setting switch 905 (setting corresponding information).
[0250] After the characters of the decorative patterns 610 displayed in the pattern rows 620L, 620M, and 620R move into a jumping position, the decorative pattern display device 479 displays a water surface 615 for each decorative pattern 610, as shown in Fig. 15(A) and Fig. 15(B). The water surface 615 gradually moves (rises) from below the character (first identification information portion 612) in each decorative pattern 610 to an upward direction relative to the character.
[0251] As shown in Figures 15(A) and 15(B), the character constituting the first identification information section 612 in the decorative pattern 610 is displayed in an opaque and multi-colored manner above the water surface 615, and in a translucent manner with a reduced number of colors below the water surface 615.
[0252] As the water surface 615 rises relative to the character, the portion of the character that is above the water surface 615 and displayed in an opaque, multicolored manner gradually decreases, and the portion that is below the water surface 615 and displayed in a semi-transparent, less colorful manner gradually increases. In other words, the decorative pattern 610 that was displayed in the first display manner before the water surface 615 was displayed gradually switches from the bottom to the second display manner as the water surface 615 rises.
[0253] In this way, in the pachinko machine 100 of this embodiment, before the decorative pattern 610 begins to change from top to bottom, the decorative pattern 610 gradually switches from the first display mode to the second display mode from bottom to top, which is the opposite direction to the changing direction of the decorative pattern 610, so that the direction in which the display mode of the decorative pattern 610 switches can suggest to the player the changing direction of the decorative pattern 610.
[0254] In the pachinko machine 100 of this embodiment, the display mode of the base portion 611 and the second identification information portion 613 does not change even when the water surface 615 rises; however, similar to the first identification information portion 612, when the water surface 615 gradually rises, the display mode of the portions of the base portion 611 and the second identification information portion 613 below the water surface 615 may change to a different mode.
[0255] 15(C), when the water surface 615 rises above the first identification information portion 612, the decorative patterns 610 of each of the pattern rows 620L, 620M, 620R are all displayed completely in the second display mode. In other words, when the water surface 615 rises above the first identification information portion 612, the display content of the first identification information portion 612 in the decorative pattern 610 is displayed semi-transparently and in a mode with fewer colors (reduced colors) than when the decorative pattern 610 is in the first display mode.
[0256] As shown in Figures 15(A) to 15(C), while the decorative pattern 610 switches from the first display mode to the second display mode as the water surface 615 rises, the character (first identification information portion 612) of each decorative pattern 610 is maintained in a jumping position.
[0257] When the decorative pattern 610 is switched to the second display mode by the rise of the water surface 615, the display of the decorative pattern 610 starts to change, and each of the decorative patterns 610 displayed in each of the pattern rows 620L, 620M, and 620R changes (scrolls) from top to bottom at high speed. In the following description, the display of the decorative pattern 610 changing at high speed from top to bottom is also referred to as "high speed change."
[0258] Therefore, in the pachinko machine 100 of this embodiment, as a preparatory stage before the display of the decorative pattern 610 begins, the character moves from a seated position to a jumping position and the display mode of the decorative pattern 610 is simplified (i.e., displayed in the second display mode). Therefore, the direction of the character's movement in the preparatory stage and the direction in which the display is simplified can make the player aware of the direction in which the decorative pattern 610 will subsequently change, thereby making the player look forward to the start of the display of the decorative pattern 610 changing.
[0259] Fig. 16(A) is an example of the display contents of the decorative pattern display device 479 when the decorative pattern 610 changes at high speed. In Fig. 16(A) and Fig. 16(B) and subsequent figures described later, the decorative pattern 610 that changes at high speed is represented diagrammatically by three thick downward arrow lines aligned in the left-right direction.
[0260] Although not shown, when the decorative pattern 610 changes at high speed, the player can faintly see the decorative pattern 610 in which the character (first identification information portion 612) is in a jumping position. In other words, after the decorative pattern 610 of each of the pattern rows 620L, 620M, and 620R is switched from the first display mode to the second display mode, the character constituting the first identification information portion 612 starts to change at high speed while maintaining the jumping position.
[0261] During the high-speed fluctuation, the decorative pattern 610 displayed in the second display mode can be visually recognized. In other words, in the decorative pattern 610 that changes at high speed, the first identification information section 612 is displayed in a simplified display mode, and the amount of information is reduced by the simplification, making it possible to identify the type of character (first identification information section 612) of each decorative pattern 610. For example, the number of colors is reduced by the simplification of the first identification information section 612, so that the character of the decorative pattern 610 that changes at high speed can be recognized as a mass of colors moving at high speed, and therefore, the type of character can be identified by the difference in colors recognized even during the high-speed fluctuation.
[0262] In addition, the decorative pattern 610 that changes at high speed is displayed in a second display mode in which the first identification information portion 612 is simplified, and the transparency of the decorative pattern 610 is increased (display is light) as an effect of the high speed change. Therefore, when the decorative pattern 610 changes at high speed, a background image (not shown) displayed behind the decorative pattern 610 becomes visible through the decorative pattern 610.
[0263] When a predetermined time (e.g., 3 seconds) has elapsed since the start of the display of the decorative pattern 610 of each of the pattern rows 620L, 620M, and 620R, the speed of the change of the left pattern row 620L decreases, and the display of the change is performed at a low speed. In the following description, the display of the decorative pattern 610 that is performed at a low speed after the high-speed change is also referred to as "low-speed change".
[0264] Figure 16 (B) and Figure 17 are examples of the display contents of the decorative pattern display device 479 when the decorative pattern 610 of the left pattern row 620L fluctuates at a slow speed. In Figure 16 (B) and each figure from Figure 16 (C) onwards, a thin downward arrow is added to indicate that the decorative pattern 610 fluctuates at a slow speed.
[0265] As shown in Fig. 16(B), the slowly varying decorative pattern 610 is displayed in the second display mode. That is, the display content of the first identification information portion 612 in the slowly varying decorative pattern 610 is displayed in a semi-transparent mode with fewer colors (fewer colors) than when the decorative pattern 610 is in the first display mode.
[0266] In addition, as shown in Fig. 16(B), the character (first identification information portion 612) of each decorative pattern 610 that changes at a slow speed is in a sitting position. In other words, when the changing display of the decorative pattern 610 changes from a high speed change to a low speed change, the character of each decorative pattern 610 changes from a jumping position to a sitting position accordingly.
[0267] After the decorative patterns 610 in the left pattern row 620L transition to a slow fluctuation, the decorative pattern display device 479 displays the water surface 615 again for each decorative pattern 610, as shown in Figures 17(A) and 17(B). As the decorative patterns 610 move slowly from top to bottom, the water surface 615 gradually moves (rises) from below the character (first identification information portion 612) in each decorative pattern 610 to the upward direction relative to the character.
[0268] As shown in Figures 17(A) and 17(B), when the water surface 615 is displayed while the decorative pattern 610 is changing slowly, unlike when the water surface 615 is displayed before the start of the display of the changing decorative pattern 610 (see Figures 15(A) and 15(B)), the characters constituting the first identification information section 612 in the decorative pattern 610 are displayed in a semi-transparent manner with a small number of colors (reduced colors) above the water surface 615, and in an opaque manner with many colors below the water surface 615.
[0269] As the water surface 615 rises relative to the character, the part of the character that is above the water surface 615 and is semi-transparent and has few colors gradually decreases, and the part that is below the water surface 615 and is opaque and has many colors gradually increases. In other words, the decorative pattern 610 that was displayed in the second display mode before the water surface 615 was displayed gradually switches to the first display mode from the bottom as the water surface 615 rises. In other words, after the decorative pattern 610 shifts to a slow fluctuation, it gradually switches from the second display mode to the first display mode in the opposite direction to the fluctuation direction of the decorative pattern 610.
[0270] 17(C), when the water surface 615 rises above the first identification information section 612, the decorative pattern 610 in the left pattern column 620L is displayed completely in the first display mode. After the water surface 615 rises above the first identification information section 612 and the display mode of the decorative pattern 610 completely becomes the first display mode, the decorative pattern 610 in the left pattern column 620L stops moving (scrolling) from top to bottom.
[0271] In other words, the water surface 615 rises to a position above the first identification information section 612, whereby the display content of the first identification information section 612 in the decorative pattern 610 in the left pattern row 620L changes in transmittance from translucent to opaque, and the number of colors increases and the display is multi-colored, and then the decorative pattern 610 in the left pattern row 620L is displayed stationary.
[0272] Therefore, in the pachinko machine 100 of this embodiment, before the decorative pattern 610 in the left pattern row 620L is stopped and displayed, the display mode of the decorative pattern 610 is displayed in a more complex manner than the decorative pattern 610 in the second display mode in terms of the transmittance and number of colors for displaying the first identification information portion 612.
[0273] In addition, before the slowly changing decorative pattern 610 is displayed stopped, the decorative pattern 610 gradually switches from the second display mode to the first display mode in the opposite direction to the changing direction of the decorative pattern 610 (i.e., from bottom to top). Therefore, depending on the direction in which the display mode of the decorative pattern 610 switches, it is possible to indicate to the player that the changing display of the decorative pattern 610 moving in a predetermined changing direction (i.e., from top to bottom) will stop.
[0274] Here, as shown in Figures 17(A) to 17(C), while the decorative patterns 610 in the left pattern row 620L are switching from the second display mode to the first display mode due to the rising water surface 615, the characters (first identification information portion 612) of each decorative pattern 610 are maintained in a seated position.
[0275] In addition, at a predetermined time during the period from when the decorative pattern 610 of the left pattern column 620L changes from high-speed fluctuation to low-speed fluctuation until the decorative pattern 610 of the left pattern column 620L is stopped and displayed, for example, as shown in Fig. 17 (B), the decorative pattern 610 of the right pattern column 620R changes from high-speed fluctuation to low-speed fluctuation. When the decorative pattern 610 of the right pattern column 620R changes at a low speed, the decorative pattern 610 is displayed in the second display mode, and the character constituting the first identification information portion 612 takes a seated position, as in the case of the decorative pattern 610 of the left pattern column 620L described above.
[0276] FIG. 18 is an example of the display contents of the decorative symbol display device 479 after the decorative symbol 610 of the left symbol column 620L is stopped and displayed.
[0277] After the decorative pattern 610 in the left pattern row 620L is stopped and displayed, as shown in Figure 18 (A), the decorative pattern 610 in the left pattern row 620L maintains the first display mode, while enlarging the size of the character (first identification information portion 612) and transitioning the character's posture from a seated posture to a jumping posture.
[0278] In addition, when the character (first identification information section 612) in a seated position moves to a jumping position after the decorative pattern 610 is stopped and displayed, the upward movement distance H2 of the character may be a fixed distance determined in advance, or may be a variable distance that changes depending on the state of the game, such as the expected value (expectation level) for the special pattern lottery, or the state of the pachinko machine 100, such as the value (setting correspondence information) set by the rear setting switch 905. In addition, the expected value (expectation level) is a numerical expression of the probability (proportion) of winning the pattern lottery or transitioning to a predetermined game state when a predetermined performance is executed, compared to when the performance is not executed. The expected value (expectation level) of the predetermined performance can be controlled by changing the execution ratio of the predetermined performance for winning and non-winning or transition of the game state by controlling the main control board 920 and the sub-control board 940.
[0279] The value of the moving distance H2 may be a value different from the moving distance H1 described above, or may be the same value. In addition, in a configuration in which the moving distance H1 is a variable distance depending on the game or the state of the pachinko machine 100, the moving distance H1 may be a variable distance depending on the state, or the moving distance H2 may be a distance unrelated to the state. In addition, in a configuration in which the moving distance H1 and the moving distance H2 are variable distances depending on the game or the state of the pachinko machine 100, the moving distance H1 and the moving distance H2 may be configured to correspond to the same state, or may be configured to correspond to different states.
[0280] As shown in Fig. 18(A), in accordance with the timing when the decorative pattern 610 of the left pattern row 620L of the character constituting the first identification information section 612 switches to a jumping posture, the numerical value constituting the second identification information section 613 is also enlarged in size in the same manner as the character. At this time, the enlarged numerical value (second identification information section 613) may be configured to perform a predetermined action, such as rotating once around a vertical axis passing through the approximate center of the numerical value.
[0281] In addition, in a configuration in which the second identification information section 613 is a combination of identification information and a drawing section depicting content unrelated to the identification information, the size of the drawing section (for example, a circular drawing section decoratively arranged behind each numerical value) may be configured to increase in size along with the size of the numerical values as identification information, or the size of the drawing section may not change even if the size of the numerical values increases.
[0282] After the decorative pattern 610 in the left pattern row 620L is stopped and displayed, the character (first identification information portion 612) grows in size and transitions to a jumping position (see Figure 18(A)), and then, as shown in Figure 18(B), while maintaining the first display mode, the size of the character is reduced to the original size (reference size) and the character's posture transitions from the jumping posture to a sitting posture.
[0283] At this time, the numerical value (second identification information portion 613) that has become large like the character after the decorative pattern 610 is stopped and displayed is also reduced in size and returned to its original size. When the character constituting the first identification information portion 612 returns to its original size and the transition to the seated posture is completed, the variable display of the decorative pattern 610 in the left pattern row 620L completely stops.
[0284] After the varying display of the decorative pattern 610 in the left pattern column 620L has completely stopped, the decorative pattern 610 which had been varying slowly in the right pattern column 620R transitions to the first display mode and is then displayed stationary, after which the character constituting the first identification information section 612 becomes gigantic and transitions to a jumping position, before coming to a complete stop as shown in Figure 18(C).
[0285] In this way, in the pachinko machine 100 of this embodiment, before the varying display of the decorative pattern 610 completely stops, the first identification information section 612 moves from bottom to top, which is the opposite direction to the varying direction of the decorative pattern 610, so that the moving direction can suggest to the player that the decorative pattern 610, which has been moving in a predetermined varying direction (i.e., from top to bottom), will completely stop. Also, before the varying display of the decorative pattern 610 completely stops, the size of the character that is the first identification information section 612 changes, so that the player can recognize that the decorative pattern 610 that has stopped in the left pattern row 620L forms part of the final display.
[0286] Note that illustrations of the process in which the decorative pattern 610 in the right pattern row 620R transitions from the second display mode to the first display mode, and the process in which the character (first identification information portion 612) becomes larger and transitions to a jumping position after being stopped and displayed are omitted, but these processes are carried out in the same manner as in the case of the left pattern row 620L described with reference to Figures 17 and 18(A).
[0287] In addition, after the display of the decorative pattern 610 in the left pattern column 620L has completely stopped, at a predetermined time before the display of the decorative pattern 610 in the left pattern column 620L has completely stopped, the decorative pattern 610 in the middle pattern column 620M transitions from high-speed fluctuation to low-speed fluctuation, as shown in Fig. 18(C). When the decorative pattern 610 in the middle pattern column 620M changes at a low speed, the decorative pattern 610 is displayed in the second display mode, and the character constituting the first identification information portion 612 takes a seated position, as in the case of the decorative pattern 610 in the left pattern column 620L described above.
[0288] FIG. 19 is an example of the display contents of the decorative symbol display device 479 after the decorative symbol 610 of the right symbol row 620R is stopped and displayed.
[0289] After the variable display of the decorative pattern 610 in the right pattern column 620R has completely stopped, the decorative pattern 610 that has been fluctuating at a low speed in the middle pattern column 620M shifts from the second display mode to the first display mode, and then is displayed stationary as shown in Fig. 19(A). Note that, although illustration of the process in which the decorative pattern 610 in the middle pattern column 620M shifts from the second display mode to the first display mode is omitted, it is performed in the same manner as in the case of the left pattern column 620L described with reference to Fig. 17.
[0290] After the decorative pattern 610 of the middle pattern row 620M is stopped and displayed, as shown in Figure 19 (B), the decorative pattern 610 of the middle pattern row 620M maintains the first display mode, as in the case of the left pattern row 620L described above, while enlarging the size of the character (first identification information portion 612) and transitioning the character's posture from a seated posture to a jumping posture.
[0291] When the decorative pattern 610 in the middle pattern row 620M becomes gigantic and transitions to a jumping position, unlike the above-mentioned left pattern row 620L and right pattern row 620R, as shown in Fig. 19(B), a substantially concentric ripple 618 is displayed behind the decorative pattern 610. This allows the player to recognize that when the ripple 618 is displayed, a final display will be generated by each of the decorative patterns 610 in the three pattern rows 620L, 620M, and 620R.
[0292] When the character (first identification information section 612) of the decorative pattern 610 of the middle pattern column 620M becomes gigantic and transitions to a jumping position after the stationary display (see FIG. 19(B)), the character size is reduced to its original size while maintaining the first display mode as in the case of the left pattern column 620L described above, and the character transitions from a jumping position to a sitting position, as shown in FIG. 19(C). When the character transitions to the sitting position, the variable display of the decorative pattern 610 in the middle pattern column 620M completely stops.
[0293] In the pachinko machine 100 of the present embodiment described above, the entire first identification information section 612 (seafood character) in each decorative pattern 610 is simplified in terms of the number of colors and transmittance (i.e., changed to a translucent form with a small number of colors) before the varying display of the decorative pattern 610 begins, but the area simplified in the first identification information section 612 before the varying display of the decorative pattern 610 begins does not necessarily have to be the entire first identification information section 612, and it may be configured so that at least a portion of the area in the first identification information section 612 is simplified.
[0294] Furthermore, in the pachinko machine 100 of the present embodiment described above, before the varying display of the decorative pattern 610 is stopped, the entire first identification information section 612 (seafood character) in each decorative pattern 610 is configured to be complicated in terms of the number of colors and transmittance (i.e., changed to an opaque and multi-colored form), but the area that is complicated in the first identification information section 612 before the varying display of the decorative pattern 610 is stopped does not necessarily have to be the entire first identification information section 612, and it may be configured so that at least a portion of the area in the first identification information section 612 is complicated.
[0295] Here, the action and effect of the pachinko machine 100 according to this embodiment will be explained.
[0296] In the pachinko machine 100 of this embodiment, the sub-control board 940 as a control means for controlling the display content (e.g., decorative pattern 610) displayed by the decorative pattern display device 479 is configured to perform at least a movement display control for moving the display object (i.e., the first identification information portion 612) from top to bottom as a predetermined display object on the decorative pattern display device 479, and a movement preparation control for moving the display object in a direction opposite to the predetermined direction (i.e., from bottom to top) before the movement display control and starting the movement in the predetermined direction after the movement in the opposite direction, and the control means is configured to perform a display control for simplifying the display mode of at least a part of the predetermined display object in terms of, for example, the number of colors or transmittance of the display object in the movement preparation control.
[0297] Therefore, before the first identification information section 612 as a predetermined display object is moved in a predetermined direction (i.e., from top to bottom) by the moving display control, it is once moved in a direction opposite to the predetermined direction by the moving preparation control. Therefore, before the decorative pattern 610 including the predetermined display object (first identification information section 612) is moved in the predetermined direction, the moving direction (i.e., the predetermined direction) of the decorative pattern 610 can be suggested by the moving direction (i.e., the direction opposite to the predetermined direction) of the first identification information section 612 by the moving preparation control performed as a preparation stage before the movement.
[0298] In addition, before the first identification information section 612 as a predetermined display object is moved in a predetermined direction by the moving display control, the display mode of at least a part of the display object is simplified in the movement preparation control of the predetermined display object (i.e., before being moved from top to bottom), so that the occurrence of the simplification can suggest to the player that the decorative pattern 610 including the predetermined display object (first identification information section 612) will move in the predetermined direction afterwards. This allows the player to recognize the simplification as a preparation stage for the movement of the decorative pattern 610 in the predetermined direction, so that the player can expect the start of the movement of the decorative pattern 610 in the predetermined direction when the player recognizes the simplification.
[0299] In this way, before the first identification information section 612 as a predetermined display object is moved in a predetermined direction, the predetermined display object moves in a direction opposite to the predetermined direction, and the display mode of at least a part of the predetermined display object is simplified, so that the start of the movement of the decorative pattern 610 including the first identification information section 612 in the predetermined direction can be easily impressed on the player. This makes it possible to increase the interest of the game by the display contents on the decorative pattern display device 479 which variably displays the identification information such as the decorative pattern 610.
[0300] In the pachinko machine 100 of this embodiment, the sub-control board 940 as a control means for controlling the display content (e.g., decorative pattern 610) displayed by the decorative pattern display device 479 is configured to perform at least a first display control for displaying the first identification information section 612 of the decorative pattern 610 as a predetermined display object on the decorative pattern display device 479, which controls the display object (i.e., the first identification information section 612) to move in a predetermined direction in a first display mode (specifically, an opaque and multi-colored mode), and a second display control for moving (fluctuating rapidly) faster than the movement in the first display control in a second display mode (specifically, a semi-transparent mode with fewer colors) that simplifies the display mode of at least a part of the predetermined display object compared to the first display control.
[0301] Therefore, the first identification information portion 612 as a predetermined display object displayed and moved in a predetermined direction is displayed in a second display mode in which the display mode of at least a part of the first identification information portion is simplified when the display object moves faster than when the display object moves in the first display mode. This makes it possible to emphasize (add emphasis to) the speed change of the movement display of the predetermined display object in the predetermined direction by the difference in the display mode of the predetermined display object, thereby improving the interest of the game by the display contents on the decorative pattern display device 479 which variably displays identification information such as the decorative pattern 610.
[0302] In addition, since the predetermined display object is displayed in a second display mode in which the display mode of at least a part of the predetermined display object is simplified in the faster movement display, the amount of information is reduced by the simplification, making it possible to identify the predetermined display object even in the fast movement display. In addition, since the display mode of at least a part of the predetermined display object is simplified in the faster movement display, the load of display control when performing the fast movement display can be reduced.
[0303] In the pachinko machine 100 of this embodiment, the sub-control board 940 as a control means for controlling the display content (e.g., decorative pattern 610) displayed by the decorative pattern display device 479 is configured to perform at least a movement display control for moving the display object (i.e., the first identification information part 612) from top to bottom in a predetermined direction as a control for displaying the first identification information part 612 of the decorative pattern 610 on the decorative pattern display device 479 as a predetermined display object, and a movement stop control for moving the display object in a direction other than the predetermined direction (e.g., a direction opposite to the predetermined direction or a direction intersecting the predetermined direction) after the movement in the other direction and stopping the movement in the predetermined direction after the movement in the other direction, and the control means is configured to perform a display control for complicating the display mode of at least a part of the predetermined display object in terms of, for example, the transmittance or number of colors of the display object in the movement stop control.
[0304] Therefore, the first identification information unit 612 as a predetermined display object is moved once in a direction other than the predetermined direction after moving in the predetermined direction (i.e., from top to bottom) and before the movement is stopped, so that the direction of movement can suggest to the player that the movement of the predetermined display object, which has been moving in the predetermined variable direction, will stop.
[0305] Furthermore, since the display mode of at least a part of the first identification information unit 612 as a specified display object is complicated during the movement stop control of the specified display object (i.e., before the movement in the specified direction is stopped), the occurrence of the complication can suggest to the player that the movement of the specified display object will be stopped thereafter.
[0306] In this way, before the movement of the first identification information portion 612 as a predetermined display object in the predetermined direction is stopped, the predetermined display object is moved in the direction opposite to the predetermined direction and the display mode of at least a part of the predetermined display object is made complex, so that it is easy to impress on the player that the movement of the decorative pattern 610 including the first identification information portion 612 in the predetermined direction is stopped. This makes it possible to increase the interest of the game by the display contents on the decorative pattern display device 479 which variably displays the identification information such as the decorative pattern 610.
[0307] In the pachinko machine 100 of this embodiment, the sub-control board 940, which serves as a control means for controlling the display content (e.g., decorative pattern 610) displayed by the decorative pattern display device 479 that performs a variable display using a plurality of decorative patterns 610, each of which is provided with a base portion 611 that is a common portion having a common display content and a first identification information portion 612 that is a different portion having a different display content, is configured to perform at least a first display control for displaying the plurality of decorative patterns 610 on the decorative pattern display device 479, in which the sub-control controls display the plurality of decorative patterns 610 in a first display mode, and a second display control for displaying the plurality of decorative patterns 610 in a second display mode in which the display mode of at least a part of the different portion (first identification information portion 612) is simplified, for example in terms of the number of colors or transmittance of the display object, without changing the display mode of the common portion (base portion 611).
[0308] Therefore, the display mode of each difference part (i.e., the first identification information part 612) in the plurality of decorative patterns 610 can be made different between the first display mode and the second display mode. This makes it easier for the player to be impressed by each difference part that can characterize each decorative pattern 610 in the plurality of decorative patterns 610, and therefore makes it possible to increase the interest of the game by the display contents on the decorative pattern display device 479 that variably displays the identification information of the decorative patterns 610 and the like.
[0309] <Second embodiment> Next, a second embodiment will be described with reference to Fig. 20 to Fig. 116. In the pachinko machine 100 of the second embodiment, a device is provided to suitably increase the attention to the pachinko machine 100 configured to be able to set a plurality of types of stages.
[0310] In the following description, the same components as those in the pachinko machine 100 of the above-mentioned embodiment (hereinafter, this embodiment is also referred to as the "first embodiment") are denoted by the same reference numerals, and description thereof is omitted. Also, the components described below as the second embodiment may be combined with the components or multiple components of the above-mentioned first embodiment and added to the components of the pachinko machine 100, or may be provided in place of some of the components of the pachinko machine 100 of the above-mentioned first embodiment.
[0311] The pachinko machine 100 of this embodiment is configured to be capable of displaying, on the decorative pattern display device 479, one of a plurality of types of stages prepared in advance as a stage (stage) for a display performance including a variable display of decorative patterns that can be displayed on the decorative pattern display device 479 (hereinafter, the performance is also referred to as a "variable performance"). Note that, hereinafter, the stage for the variable performance is simply referred to as a "stage", and in particular, the stage displayed on the decorative pattern display device 479 is also referred to as a "display target stage".
[0312] The control of setting one stage as the display target stage corresponds to the control of storing information corresponding to one stage set as the display target stage in a storage area that stores information corresponding to the display target stage by the sub-control board 940. In this embodiment, a pachinko machine 100 is described in which four types of stages, consisting of stage A, stage B, stage C, and stage D, are prepared as stages that can be set as the display target stages.
[0313] A "stage" includes components such as the type of decorative pattern 610, 1610 (see Figs. 13 and 21) displayed in the variable performance, the type of background 1630 (see Fig. 21) that serves as the background image for the decorative pattern 1610 in the variable performance, the tune of the variable sound output in synchronization with the variable performance, the specifications of the pressing operation device 261 (e.g., the hardness of the operation feeling, etc.), and the images (e.g., characters, etc.) that appear during the variable performance, and one stage is composed of one component or a combination of multiple components. Differences between stages are created by differences in at least some of the one or multiple components that make up the stage.
[0314] Fig. 20(A) is a screen diagram showing an example of a screen of the variable performance displayed on the decorative pattern display device 479, and Fig. 20(B) is an explanatory diagram for explaining the characteristics of each of the four types of stages. Fig. 21 is an explanatory diagram for explaining the variable performance executed in each stage.
[0315] As shown in Fig. 20(A), in the variable performance, decorative patterns 1610 arranged in the left-right direction so as to be able to display the results of the special pattern lotteries (first special pattern lottery, second special pattern lottery) and a background 1630 which is a background image of the decorative pattern 1610 are displayed. Each data of the decorative pattern 1610 and the background 1630 is stored in a predetermined area of the ROM of the sub-control board 940, and the sub-control board 940 causes the decorative pattern display device 479 to display the decorative pattern 1610 and the background 1630 in combination.
[0316] In the pachinko machine 100 of this embodiment, the decorative symbols 1610 in each of the three symbol rows arranged in the left-right direction are displayed in only one row, and the decorative symbols 1610 are sequentially switched in a predetermined order in the row to execute the variable display of the decorative symbols 1610 (part of the variable performance). The variable display of the decorative symbols 1610 may be configured to be scrolled up and down in each symbol row as in the first embodiment described above.
[0317] As shown in FIG. 20(B), four types of stages (stages A to D) are prepared so that the display target stage can be set. The decorative patterns 610, 1610 that appear in each stage have different pattern types, and the background 1630 that appears in each stage also has different background types.
[0318] Specifically, the decorative pattern that appears in the variable performance of stage A is a decorative pattern 1610 including a character (e.g., an octopus) as the identification information 1612 similar to the first identification information section 612 (see FIG. 13) and a numerical value (e.g., 1) as the identification information 1613 similar to the second identification information section 613 (see FIG. 13), as shown in FIG. 21(A). The decorative pattern 1610 that appears in stage A is called pattern type A.
[0319] The background 1630 that appears in the changing performance of stage A is a background image of "daytime" with the sun rising in the sky, as shown in Fig. 21(B). The background 1630 that appears in stage A is referred to as background type A.
[0320] The decorative pattern that appears in the variable performance of stage B is a decorative pattern 1610 including a numerical value (for example, 1) as identification information 1613, as shown in FIG. 21(C). In other words, in stage B, a pattern that looks different from the pattern of pattern type A set in stage A is set. The decorative pattern 1610 that appears in stage B is set to pattern type B.
[0321] The background 1630 appearing in the variable performance of stage B is configured as a background image of "evening" where the sun is sinking into the horizon, as shown in Fig. 21(D). In other words, in stage B, the background 1630, which is a display part unrelated to the appearance of the decorative pattern 1610 in the variable performance, is set to a type of content different from the content of background type A set in stage A. The background 1630 appearing in stage B is set to background type B.
[0322] The decorative pattern that appears in the variable performance of stage C is a decorative pattern 1610 including a character (e.g., an octopus) as identification information 1612, as shown in FIG. 21(E). That is, in stage C, a pattern that looks different from the patterns of pattern type A and pattern type B is set. The decorative pattern 1610 that appears in stage C is set as pattern type C.
[0323] The background 1630 that appears in the variable performance of stage C is configured as a background image of "night" with the moon rising in the sky, as shown in Fig. 21(F). In other words, in stage C, the background 1630, which is a display part that is not related to the appearance of the decorative pattern 1610 in the variable performance, is set to a type of content different from the content of background type A and the content of background type B. The background 1630 that appears in stage C is set to background type C.
[0324] In the pachinko machine 100 of this embodiment, of the stages A to D prepared so as to be configurable as display target stages, the above three types of stages A to C are configured so that the display target stages are switched in sequence by the control of the pachinko machine 100 (more specifically, by the control of the sub-control board 940) each time a predetermined condition (hereinafter, the condition is also referred to as the "display target stage switching condition") is satisfied, as will be described in detail later.
[0325] Conditions for switching the display target stage include, for example, when the variable display of special symbols is executed a predetermined number of times (e.g., 20 times) in the current display target stage, when a predetermined lottery (hereinafter, the lottery is also referred to as a "stage end lottery") executed in the sub-control board 940 each time the variable display of special symbols is executed is won (i.e., when the end of the current display target stage is selected), and when a predetermined variable performance (for example, a variable performance with variable sounds X, Y, and Z described below as background sounds) is executed.
[0326] In addition, as a condition for switching the display target stage, the number of times the variable display of the special symbol is executed (hereinafter, also simply referred to as the "number of times the variable display is executed") does not necessarily have to be the same in all stages, and the number of times the variable display is executed as the condition may be different for each stage. Also, the probability of winning by the stage end lottery may be different for each stage.
[0327] In addition to or instead of a configuration in which the display target stage is set by sequentially switching from among stages A to C when a condition for switching the display target stage is met as the game progresses, a configuration in which the display target stage is set by sequentially switching from among stages A to C when the player operates the pressing operation device 261 during a specified period (for example, during a waiting state or during a variable display, which are non-playing states) may be used.
[0328] Stage D is a special stage that temporarily appears through an interruption effect that occurs when a specific condition is met (for example, when a specific lottery is drawn with a low probability of success (for example, 3%)) when the stage to be displayed is any of stages A to C.
[0329] The decorative pattern that appears on stage D is the decorative pattern 610 described in the first embodiment above (see FIG. 21(G)). More specifically, the decorative pattern that appears on stage D includes a character (e.g., an octopus) as the first identification information section 612 and a numerical value (e.g., 1) as the second identification information section 613, and is configured as a pattern in which the character is seated on a pedestal section 611. That is, a pattern that looks different from any of the patterns of pattern types A to C is set on stage D. The decorative pattern 610 that appears on stage D is designated as pattern type D.
[0330] The background 1630 that appears in the variable performance of stage D is configured as an "undersea" background image (see FIG. 21(H)). In FIG. 21(H), the "undersea" background image is represented by diagonal hatching slanting downward to the right. In other words, in stage D, the background 1630, which is a display part that is not related to the appearance of the decorative pattern 610 in the variable performance, is set to a type of content different from the content of any of background types A to C. The background 1630 that appears in stage D is set to background type D.
[0331] As shown in Fig. 20(B), the music (musical sounds) output as background sounds for the variable performance displayed in each stage A, stage B, stage C, and stage D are set to different music that matches the image of each stage. Note that, hereinafter, the music output as background sounds for the variable performance (variable display) is also referred to as "variable sound."
[0332] Specifically, the fluctuating sounds used in the fluctuating performance of stage A are fluctuating sounds A (more specifically, fluctuating sounds A1 to A3) and fluctuating sound X, which are music with a melody that matches the image of "daytime" shown by background pattern A.
[0333] The fluctuating sounds used in the fluctuating performance of stage B are fluctuating sounds B (more specifically, fluctuating sounds B1 to B3) and fluctuating sounds Y, which are music with a melody that matches the image of "evening" shown by background pattern B. The fluctuating sounds B and Y are music with a different feel from the fluctuating sounds (fluctuating sounds A and X) used in stage A.
[0334] The fluctuating sounds used in the fluctuating performance of stage C are fluctuating sounds C (more specifically, fluctuating sounds C1 to C3) and fluctuating sounds Z, which are music with a melody that matches the image of "night" shown by background pattern C. In other words, the fluctuating sounds C and Z are music with a different feel from the fluctuating sounds used in stage A (fluctuating sounds A and X) and the fluctuating sounds used in stage B (fluctuating sounds B and Y).
[0335] The sound used in the stage D change performance is sound change D, a piece of music with a melody that matches the "underwater" image shown by background pattern D.
[0336] In the pachinko machine 100 of this embodiment, the variable sounds used in the variable performance of each stage (stages A to D) are composed of multiple types of variable sounds that have the same image of music for each stage, but each have a different atmosphere due to differences in tone, melody, etc.
[0337] Specifically, the variable sound A is composed of three types of variable sounds (variable sound A1, variable sound A2, and variable sound A3) each having a different atmosphere while having a melody (for example, a bright samba sound) that evokes the image of "daytime" as indicated by the background pattern A. Each musical sound data of the variable sound A (variable sounds A1 to A3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0338] The fluctuation sounds A1, A2, and A3 are all composed of musical sounds with common content during a predetermined period (for example, a period until a reach display appears) from the start of the fluctuation performance in which they are played as background sounds (i.e., from the start of the fluctuation display of the decorative pattern 1610) regardless of whether the fluctuation performance is a fluctuation performance with a reach display or a fluctuation performance without a reach display (hereinafter, the fluctuation performance is also referred to as a "miss fluctuation"). The portion of the fluctuation sound after the predetermined period is composed of musical sounds according to the type of fluctuation performance (i.e., the type of fluctuation display of the decorative pattern 1610). Therefore, immediately after the start of the fluctuation performance, it is impossible or difficult to determine whether the fluctuation performance is a miss fluctuation or a fluctuation display with a reach display by the fluctuation sounds A1, A2, and A3.
[0339] The variable sound X, like the variable sounds A1, A2, and A3, has a melody with an image of "daytime" indicated by the background pattern A in the stage A, and has a different atmosphere from the variable sounds A1, A2, and A3. The musical sound data of the variable sound X is stored in a predetermined area of the ROM of the sub-control board 940.
[0340] In addition, the variable sound X may be a musical sound having the same content as the predetermined period of the variable sounds A1, A2, and A3 described above, or may be a musical sound having a different content from the predetermined period of the variable sounds A1, A2, and A3 described above.
[0341] When the portion of the predetermined period in the variable sound X is a musical sound having the same content as the portion of the predetermined period in the above-mentioned variable sounds A1, A2, and A3, it is impossible or difficult to determine immediately after the start of the variable performance whether the background sound played in the variable performance is the variable sound A (more specifically, any one of the variable sounds A1 to A3) or the variable sound X.
[0342] When the portion of the predetermined period in the variable sound X is a musical sound having a content different from the portion of the predetermined period in the above-mentioned variable sounds A1, A2, and A3, it is possible to determine immediately after the start of the variable performance whether the background sound played in the variable performance is the variable sound A or the variable sound X.
[0343] The variable sound B is composed of three types of variable sounds (variable sound B1, variable sound B2, and variable sound B3) each having a different atmosphere while having a melody (for example, a bright jazz sound) that evokes the image of "evening" indicated by the background pattern B. Each musical sound data of the variable sound B (variable sounds B1 to B3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0344] The fluctuation sounds B1, B2, and B3 are all composed of musical sounds with common content during a predetermined period (for example, the period until the reach display) from the start of the fluctuation performance in which they are played as background sounds (i.e., from the start of the fluctuation display of the decorative pattern 1610) regardless of whether the fluctuation performance is a fluctuation performance accompanied by a reach display or a miss fluctuation. The portion of the fluctuation sound after the predetermined period is composed of musical sounds according to the type of fluctuation performance (i.e., the type of fluctuation display of the decorative pattern 1610). Therefore, immediately after the start of the fluctuation performance, it is impossible or difficult to determine from the fluctuation sounds B1, B2, and B3 whether the fluctuation performance is a miss fluctuation or a fluctuation display accompanied by a reach display.
[0345] The variable sound Y, like the variable sounds B1, B2, and B3, has a melody with an image of "evening" indicated by the background pattern B on stage B, and has a different atmosphere from the variable sounds B1, B2, and B3. The musical sound data of the variable sound Y is stored in a predetermined area of the ROM of the sub-control board 940.
[0346] In addition, the variable sound Y may be a musical sound having the same content as the specified period of the variable sounds B1, B2, and B3 described above from the start of the variable performance, or may be a musical sound having a different content.
[0347] When the portion of the predetermined period in the variable sound Y is a musical sound having the same content as the portion of the predetermined period in the above-mentioned variable sounds B1, B2, and B3, it is impossible or difficult to determine immediately after the start of the variable performance whether the background sound played in the variable performance is variable sound B (more specifically, any one of variable sounds B1 to B3) or variable sound Y.
[0348] When the portion of the predetermined period in the variable sound Y is a musical sound having a content different from the portion of the predetermined period in the above-mentioned variable sounds B1, B2, and B3, it is possible to determine immediately after the start of the variable performance whether the background sound played in the variable performance is variable sound B or variable sound Y.
[0349] The variable sound C is composed of three types of variable sounds (variable sound C1, variable sound C2, and variable sound C3) each having a different atmosphere while having a melody (for example, a dark minor key sound) with an image of "night" indicated by the background pattern C. Each musical sound data of the variable sound C (variable sounds C1 to C3) is stored in a predetermined area of the ROM of the sub-control board 940.
[0350] The fluctuating sounds C1, C2, and C3 are all composed of musical sounds with common content during a predetermined period (for example, a period until a reach display appears) from the start of the fluctuating performance in which they are played as background sounds (i.e., from the start of the fluctuating display of the decorative pattern 1610) regardless of whether the fluctuating performance is a fluctuating performance accompanied by a reach display or a miss fluctuating performance. The portion of the fluctuating sound after the predetermined period is composed of musical sounds according to the type of fluctuating performance (i.e., the type of fluctuating display of the decorative pattern 1610). Therefore, immediately after the start of the fluctuating performance, it is impossible or difficult to determine from the fluctuating sounds C1, C2, and C3 whether the fluctuating performance is a miss fluctuating performance or a fluctuating display accompanied by a reach display.
[0351] The variable sound Z, like the variable sounds C1, C2, and C3, has a melody with an image of "night" indicated by the background pattern C in the stage C, and has a different atmosphere from the variable sounds C1, C2, and C3. The musical sound data of the variable sound Z is stored in a predetermined area of the ROM of the sub-control board 940.
[0352] In addition, the variable sound Z may be a musical sound having the same content as the specified period of the variable sounds C1, C2, and C3 described above during the specified period after the variable performance begins, or may be a musical sound having a different content.
[0353] When the portion of the predetermined period in the variable sound Z is a musical sound having the same content as the portion of the predetermined period in the above-mentioned variable sounds C1, C2, and C3, it is impossible or difficult to determine immediately after the start of the variable performance whether the background sound played in the variable performance is the variable sound C (more specifically, any of the variable sounds C1 to C3) or the variable sound Z.
[0354] If the portion of the predetermined period in the variable sound Z is a musical sound having a content different from the portion of the predetermined period in the above-mentioned variable sounds C1, C2, and C3, it is possible to determine whether the background sound played in the variable performance is the variable sound C or the variable sound Z immediately after the start of the variable performance.
[0355] The variable sound D is composed of a tune (for example, a bright pop sound) with an image of "under the sea" represented by the background pattern D. Each musical sound data of the variable sound D is stored in a predetermined area of the ROM of the sub-control board 940.
[0356] When executing a variable performance in one stage set as the display target stage, the sub-control board 940 outputs a sound based on musical sound data corresponding to one of the multiple types of variable sounds prepared for each stage from the sound devices 281, 282 (see FIG. 10) in synchronization with the variable performance. As a result, every time the display target stage is switched, the variable sound corresponding to the switched stage is output in synchronization with the corresponding variable performance.
[0357] Moreover, in the pachinko machine 100 of this embodiment, the hardness of the operation feeling in the push operation device 261 (i.e., the reaction force against the push operation on the push operation device 261) is configured to be changeable by control by the sub-control board 940, and when one stage is set as the display target stage, the sub-control board 940 executes control to change the hardness of the operation feeling in the push operation device 261. More specifically, the sub-control board 940 controls so that the hardness of the operation feeling in the push operation device 261 differs for each variable sound in each stage.
[0358] Specifically, in stage A, as shown in FIG. 21(B), in a variable performance in which a fluctuating sound A1 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 1, in a variable performance in which a fluctuating sound A2 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 2 which is harder than hardness level 1, in a variable performance in which a fluctuating sound A3 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 3 which is harder than hardness level 2, and in a variable performance in which a fluctuating sound X flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 4 which is harder than hardness level 3.
[0359] In stage B, as shown in FIG. 21(B), in a variable performance in which a fluctuating sound B1 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 1, in a variable performance in which a fluctuating sound B2 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 2 which is harder than hardness level 1, in a variable performance in which a fluctuating sound B3 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 3 which is harder than hardness level 2, and in a variable performance in which a fluctuating sound Y flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 4 which is harder than hardness level 3.
[0360] In stage C, as shown in FIG. 21(B), in the variable performance in which the fluctuating sound C1 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 1, in the variable performance in which the fluctuating sound C2 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 2 which is harder than hardness level 1, in the variable performance in which the fluctuating sound C3 flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 3 which is harder than hardness level 2, and in the variable performance in which the fluctuating sound Z flows as background sound, the hardness of the operation feel of the press operation device 261 is set to hardness level 4 which is harder than hardness level 3.
[0361] In stage D, as shown in FIG. 21(B), the hardness of the operation feeling of the pressing operation device 261 is set to hardness level 4 in the variable performance in which the variable sound D flows as background sound.
[0362] In this embodiment, each hardness level from 1 to 4 is assigned to each variable sound of each stage, i.e., the range of hardness levels that can be set in each stage is common, but the range of hardness levels that can be set may be different for each stage.
[0363] In the pachinko machine 100 of this embodiment, in multiple types of stages (more specifically, stages A to C) that are switched in sequence depending on the satisfaction of the above-mentioned display target stage switching conditions, the transition status of the variable presentation in each stage set as the display target stage (i.e., the transition status of the variable presentation sound that plays as background sound) can be explained to the player in real time.
[0364] In addition, since the variable performance of each stage can be distinguished by the variable sound output as the background sound of the variable performance, the variable performance transition status of each stage set as the display target stage is also the variable performance transition status of each stage set as the display target stage. In other words, the variable performance transition status of each stage set as the display target stage is explained to the player in real time.
[0365] Fig. 22(A) is a schematic diagram showing an example of a display screen of the decorative pattern display device 479, and Fig. 22(B) is an enlarged view of the area NE in Fig. 22(A). In Fig. 22(A), the display contents in the area NE are omitted in order to make the drawing easier to understand.
[0366] As shown in Fig. 22(A), an area NE is provided in a part of the display screen of the decorative symbol display device 479. The area NE is an area that can show a map of the transition flow of the variable performance displayed on the display screen of the decorative symbol display device 479 in response to the variable display of the special symbol. The display of this area NE may have a selection function that allows the player to operate the input operation device 260 to select whether or not to display it, or it may be displayed during the variable display under the control of the sub-control board 940 even without the player's selection operation.
[0367] In the sub-control board 940, a dedicated layer for displaying the map 1801 and the arrow 1802 (see FIG. 22(B)) in the area NE is prepared separately from other layers that display each element constituting the variable performance, such as the decorative pattern 1610 and the background 1630. The map 1801 and the arrow 1802 displayed in the area NE are displayed semi-transparently to ensure the visibility of each element constituting the variable performance. For this reason, even when the map 1801 is displayed in the area NE, the range available for the variable performance is set to the same size as when the map 1801 is not present, so that the pattern can be displayed in a large size, and the size of the character displayed in association with the variable performance is not limited by the map 1801. Note that the area NE does not necessarily need to be configured to be displayed semi-transparently, and may be configured so that when it is displayed in front of the pattern or character constituting the variable performance, the display part at the back cannot be seen through.
[0368] Area NE is placed in a corner (specifically, the lower right corner) on the display screen of decorative pattern display device 479 that is unlikely to impair the visibility of each element that constitutes the variable performance (e.g., decorative pattern 1610, background 1630, etc.). In this respect, too, the visibility of each element that constitutes the variable performance is suitably guaranteed even in a situation where map 1801, arrow 1802, etc. are displayed within area NE. Note that area NE does not necessarily have to be placed in a corner away from each element that constitutes the variable performance, and it may be placed so that it largely overlaps in front of each element (e.g., overlaps more than half of each element that constitutes the variable performance).
[0369] As shown in FIG. 22(B), in the area NE, maps 1801 showing the transition flow of the variable presentation corresponding to the variable display of the special pattern are displayed on the upper, middle, and lower sides of the area NE.
[0370] The map 1801 is a map of the branching patterns of transitions of the variable performance (variable sound) in each stage set as a display target stage, and is composed of tags in which each state such as "start" and "end (1)" is written, tags in which each piece of information that can identify the variable sound (i.e., variable performance) such as "variable sound A1" is written, and dotted lines showing the paths connecting each of these tags, as shown in Fig. 22(B). Note that in the initial state, the map 1801 as a whole (all tags and paths) is displayed in a predetermined initial color (e.g., blue).
[0371] Here, the flow of transition of the variable performance in the pachinko machine 100 of this embodiment will be described with reference to the map 1801. After the variable performance in which the variable sound A1 flows as background sound is started in stage A, the stage is branched into ending stage A, executing a variable performance in which the variable sound A2 flows as background sound, or executing a variable performance in which the variable sound X flows as background sound, depending on the establishment of the switching condition of the display target stage (specifically, when the variable display of the special pattern is executed a predetermined number of times, or when the stage end lottery is won).
[0372] In the pachinko machine 100 of this embodiment, the variable sound X is a variable sound used as background sound of a variable performance that can be selected with a relatively low probability (for example, 3%) after each variable display in which the variable sounds A1 to A3 are background sounds in stage A. In addition, since the configuration is such that the switching condition is established by executing the variable performance in which the variable sound X is background sound, stage A always ends after the variable performance in which the variable sound X is played as background sound ends. Therefore, the variable sound X is a rare variable sound that can be heard only in stage A with a low probability.
[0373] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound A1 plays as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound A2 or the variable sound X will be selected.
[0374] After the variable performance in which the variable sound A2 is played as background sound is started, the game branches into ending stage A depending on whether a switching condition for the display target stage is met, executing a variable performance in which the variable sound A2 is played as background sound, or executing a variable performance in which the variable sound X is played as background sound.
[0375] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound A2 plays as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound A3 or the variable sound X will be selected.
[0376] After the variable performance in which the variable sound A3 is played as background sound is started, the game branches into ending stage A depending on whether a switching condition for the display target stage is met, executing a variable performance in which the variable sound A1 is played as background sound, or executing a variable performance in which the variable sound X is played as background sound.
[0377] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound A3 plays as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound A1 or the variable sound X will be selected.
[0378] After the end of stage A, the display target stage is switched to stage B. After the change performance in which the change sound B1 is played as background sound is started in stage B, the display target stage is branched to either end stage B or to execute the change performance in which the change sound B2 is played as background sound, depending on whether the change condition for the display target stage is satisfied.
[0379] After the variable performance in which the variable sound B2 is played as background sound is started, the game branches into ending stage B depending on whether a switching condition for the stage to be displayed is met, executing a variable performance in which the variable sound B2 is played as background sound, or executing a variable performance in which the variable sound Y is played as background sound.
[0380] In the pachinko machine 100 of this embodiment, the fluctuation sound Y is a fluctuation sound used as background sound of a fluctuation performance that can be selected with a relatively low probability (for example, 3%) after each fluctuation display in which the fluctuation sound B2 or the fluctuation sound B3 is the background sound in stage B. In addition, since the configuration is such that the switching condition is established by executing the fluctuation performance in which the fluctuation sound Y is the background sound, stage B always ends after the end of the fluctuation performance in which the fluctuation sound Y is played as the background sound.
[0381] Therefore, the fluctuating sound Y is a rare fluctuating sound that can be heard with a low probability only in stage A. In addition, since the fluctuating sound Y does not appear after the fluctuating display in which the fluctuating sound B1 is the background sound, the fluctuating sound Y is even rarer than the fluctuating sound X in stage A.
[0382] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound B2 is played as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound B3 or the variable sound Y will be selected.
[0383] After the variable performance in which the variable sound B3 is played as background sound is started, the game branches into ending stage B depending on whether a switching condition for the stage to be displayed is met, executing a variable performance in which the variable sound B1 is played as background sound, or executing a variable performance in which the variable sound Y is played as background sound.
[0384] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound B3 is played as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound B1 or the variable sound Y will be selected.
[0385] After the end of stage B, the display target stage is switched to stage C. After the start of the change performance in which the change sound C1 is played as background sound in stage C, the display target stage is branched to either ending stage C or executing the change performance in which the change sound C2 is played as background sound, depending on whether the change condition for the display target stage is satisfied.
[0386] After the change performance in which the change sound C2 is played as background sound has started, the game branches into either ending stage C or executing a change performance in which the change sound C3 is played as background sound depending on whether a switching condition for the stage to be displayed is met.
[0387] After the variable performance in which the variable sound C3 is played as background sound is started, the game branches into ending stage C depending on whether a switching condition for the stage to be displayed is met, executing a variable performance in which the variable sound C1 is played as background sound, or executing a variable performance in which the variable sound Z is played as background sound.
[0388] In the pachinko machine 100 of this embodiment, the fluctuating sound Z is a fluctuating sound used as background sound for a fluctuating performance that can be selected with a relatively low probability (for example, 3%) only after a fluctuating display in which the fluctuating sound C3 is the background sound in stage C. In addition, since the configuration is such that the switching condition is established by the execution of a fluctuating performance in which the fluctuating sound Z is the background sound, stage C always ends after the end of the fluctuating performance in which the fluctuating sound Z is played as the background sound.
[0389] Therefore, the fluctuating sound Z is a rare fluctuating sound that can be heard with a low probability only in stage C. In addition, since the fluctuating sound Z is configured not to appear after each fluctuating display in which the fluctuating sound C1 or the fluctuating sound C2 is the background sound, the fluctuating sound Z is a rarer fluctuating sound than the fluctuating sound X in stage A and the fluctuating sound Y in stage B.
[0390] In addition, when the result of a jackpot win is displayed using a variable display such as variable sounds X, Y, or Z, which can be heard with a lower probability compared to other variable sounds, a bonus different from that in the case of a jackpot win using other variable sounds may be given to the player in the subsequent special game state. For example, in a machine using animation, a live-action video may be displayed in the special game state as a bonus, or the variable sound when the result of a jackpot win is displayed may suggest the likelihood of a transition to a certain variable game state, thereby suggesting the likelihood of a bonus to be given to the player thereafter.
[0391] If the condition for switching the display target stage is not met after the start of the variable performance in which the variable sound C3 plays as background sound, the sub-control board 940 performs a lottery to determine whether the variable sound C1 or the variable sound Z will be selected.
[0392] 22(B), in the area NE, frames 1803, 1804, and 1805 are displayed surrounding the tags and routes corresponding to the stages A to C in the map 1801. Stage display sections 1806, 1807, and 1808 capable of identifying the stages corresponding to the tags and routes included in the frames are displayed inside the frames 1803, 1804, and 1805, respectively. Note that the frames 1803, 1804, and 1805 and the stage display sections 1806, 1807, and 1808 are displayed in a predetermined initial color (e.g., blue) in the initial state.
[0393] An arrow 1802 extending to the right is displayed below the map 1801 in the area NE. The arrow 1802 indicates that the further to the right (i.e., closer to the tip of the arrow), the harder the operation feel of the push operation device 261, which is a push button (i.e., the greater the reaction force against the push operation of the push operation device 261). Note that the arrow 1802 is displayed in a predetermined initial color (e.g., blue) in the initial state.
[0394] In the pachinko machine 100 of this embodiment, the map 1801 and the arrow 1802 are displayed during a period excluding a special game state during a game (i.e., a period not during a non-game state (waiting state)) on the condition that a mode in which the map 1801 and the arrow 1802 are displayed in the area NE (hereinafter also referred to as a "map display mode") is selected. Note that the map 1801 and the arrow 1802 may be configured to be displayed during a special game state as well.
[0395] The map display mode and the map non-display mode (a mode in which the map 1801 and the arrow 1802 are not displayed) are configured to be selectable (switchable) at will by the player performing a specified operation on the pachinko machine 100 (e.g., a specified operation on the input operation device 260).
[0396] The map display mode and the map non-display mode may be switched at a predetermined timing by the control of the sub-control board 940. For example, the above-mentioned modes may be switched according to the result of a predetermined lottery executed by the sub-control board 940 every time the variable display of the special symbol is executed, or the above-mentioned modes may be switched according to the result of a predetermined lottery executed by the sub-control board 940 when a start winning related to the special symbol is established. Also, the map display mode may be selected at all times (i.e., the map 1801 and the arrow 1802 are displayed at all times) without providing the map non-display mode.
[0397] Display control of the map 1801 and the arrow 1802 is performed by the sub-control board 940. Specifically, when the map display mode is set (selected), the sub-control board 940 draws the map 1801 and the arrow 1802 on a layer dedicated to displaying the map 1801 and the arrow 1802, and displays the map 1801 and the arrow 1802 within the area NE by superimposing them on other layers that display the elements that make up the variable performance.
[0398] The sub-control board 940 sequentially updates the display mode of the map 1801 and the arrow 1802 in accordance with the transition status of the variable presentation during a period during play, except during a special game state. The sub-control board 940 hides the map 1801 and the arrow 1802 when the special game state starts (i.e., when the variable presentation corresponding to the special game state starts). When the special game state ends, the sub-control board 940 redisplays the map 1801 and the arrow 1802 in the state before the start of the special game state, and sequentially updates the display mode in accordance with the transition status of the variable presentation thereafter.
[0399] Here, an example of the change in the display mode of the map 1801 and the arrow 1802 displayed in the area NE will be described. Figures 23 to 28 are schematic diagrams showing an example of the change in the display mode in the area NE with the progress of the variable presentation (progress of the game).
[0400] For example, when stage A is set as the stage to be displayed, as shown in Fig. 23(A), the stage display section 1806 with "Stage A" written on it changes from its initial color to a specified stage display color (e.g., green), and the frame 1803 changes from its initial color to a specified frame display color (e.g., navy blue). This allows the player to understand that stage A is about to begin.
[0401] In each drawing, each stage display section, such as stage display section 1806, which is colored in the stage display color, is hatched with an upward slanting line slanting to the right, and each frame, such as frame 1803, which is colored in a specified frame display color, is represented by a thick solid line.
[0402] 23(A), the "Start" tag in map 1801 changes from its initial color to a predetermined tag display color (e.g., red). Note that in each drawing, each tag in map 1801 colored in the tag display color is hatched with dots.
[0403] Also, the path from the "START" tag to the "Variable Sound A1" tag, which corresponds to the background sound of the first variable performance in stage A, changes from a dotted line of the initial color to a solid line of a predetermined path display color (e.g., red). This allows the player to understand that the background sound of the next variable performance to be executed is the variable sound A1. Note that in each drawing, the solid line colored in the path display color is shown as a thick solid line.
[0404] When the first variable performance starts on stage A (i.e., when the variable display of the decorative pattern 1610 starts), the tag for "Variable Sound A1" changes from its initial color to the tag display color, as shown in FIG. 23(B).
[0405] In addition, the path portion extending downward from the tag of "variable sound A1" to the branch point directly below changes to a solid line of the path display color. This allows the player to understand that after the end of the variable performance being performed (specifically, the variable performance with the variable sound A1 as background sound), the stage A will end, or the stage A will continue and move to the variable sound A2, or move to the variable sound X.
[0406] 23(B), as the tag of "variable sound A1" changes to the tag display color, a predetermined area on the base end side of the arrow 1802 changes from the initial color to a predetermined arrow display color (e.g., red). More specifically, the area from the base end of the arrow 1802 toward the tip end side in the range corresponding to hardness level 1 (see FIG. 21(B)) is colored in the arrow display color.
[0407] This allows the player to understand that the operation feel of the push button (i.e., the push operation device 261) in the variable performance with the variable sound A1 as the background sound is one level harder than the initial state, that is, hardness level 1. Note that in each drawing, the area colored in the arrow display color of the arrow 1802 is filled with hatching.
[0408] When a variable performance with variable sound A2 as background sound starts after a variable performance with variable sound A1 as background sound ends, the path from the tag of "Variable sound A1" to the tag of "Variable sound A2" changes to a solid line in the path display color, and the tag of "Variable sound A2" changes to the tag display color, as shown in FIG. 24(A).
[0409] In addition, the path from the tag of "variable sound A2" to the branch point directly below it changes to a solid line in the path display color. This allows the player to understand that after the end of the variable performance with the variable sound A2 as the background sound, the game is approaching a branch point where stage A will end, stage A will continue and move to variable sound A3, or move to variable sound X.
[0410] As the tag of "variable sound A2" changes to the tag display color, the area corresponding to hardness level 2 (see FIG. 21(B)) from the base end of the arrow 1802 toward the tip end is colored in the arrow display color. In this case, as shown in FIG. 24(A), the area of the arrow display color in the arrow 1802 expands toward the tip end compared to when the variable performance with the variable sound A1 as the background sound is started. This allows the player to understand that the operation feel of the push button in the variable performance with the variable sound A2 as the background sound is harder than the operation feel in the variable performance with the variable sound A1 as the background sound.
[0411] When a variable performance with variable sound A3 as background sound starts after the variable performance with variable sound A2 as background sound ends, the path from the tag of "Variable sound A2" to the tag of "Variable sound A3" changes to a solid line in the path display color, and the tag of "Variable sound A3" changes to the tag display color, as shown in Figure 24 (B).
[0412] In addition, the path from the tag of "variable sound A3" to the branch point directly below it changes to a solid line in the path display color. This allows the player to understand that after the end of the variable performance with the variable sound A3 as background sound, the game is approaching a branch point where stage A will end, stage A will continue and move to variable sound A1, or move to variable sound X.
[0413] As the tag for "variable sound A3" changes to the tag display color, the area from the base end of the arrow 1802 toward the tip end corresponding to hardness level 3 (see FIG. 21(B)) is colored in the arrow display color. In this case, as shown in FIG. 24(B), the area of the arrow display color in the arrow 1802 expands toward the tip end compared to when the variable performance with the variable sound A2 as background sound has started. This allows the player to understand that the operation feel of the push button in the variable performance with the variable sound A3 as background sound is harder than the operation feel in the variable performance with the variable sound A1 or A2 as background sound.
[0414] When a variable performance with variable sound X as background sound starts after the variable performance with variable sound A3 as background sound ends, the path from the tag of "Variable sound A3" to the tag of "Variable sound X" changes to a solid line of the path display color, and the tag of "Variable sound X" changes to a tag display color, as shown in FIG. 25(A). Also, the path from the tag of "Variable sound X" to the tag of "End (6)" changes to a solid line of the path display color. This allows the player to understand that stage A will end after the variable performance with variable sound X as background sound ends.
[0415] As the tag of "variable sound X" changes to the tag display color, the area corresponding to hardness level 4 (see FIG. 21(B)) from the base end of the arrow 1802 toward the tip end is colored in the arrow display color. In this embodiment, the colored area of the arrow 1802 corresponding to hardness level 4 is the entire area from the base end to the tip end of the arrow 1802, as shown in FIG. 25(A). This allows the player to understand that the operation feel of the push button in the variable presentation with the variable sound X as the background sound is harder than the operation feel in the variable presentation with any of the variable sounds A1 to A3 as the background sound, and that the hardness is the greatest.
[0416] At the timing when the variable performance with the variable sound X as the background sound ends, as shown in Fig. 25(B), the tag "End (6)" changes to the tag display color, and the path from the tag "End (6)" to the tag "Variable sound B1" changes to a solid line of the path display color. This allows the player to understand that stage A has now ended and that the background sound of the next variable performance to be executed is the variable sound B1.
[0417] 26(A), the stage display section 1806 returns to its initial color, the stage display section 1807 with "Stage B" written on it changes to the stage display color, the frame 1803 returns to its initial color, and the frame 1804 changes to the frame display color. This allows the player to understand that stage B is about to begin.
[0418] When the first variable performance (i.e., the variable performance with the variable sound B1 as background sound) starts in stage B, as shown in FIG. 26(B), the tag of "Variable Sound B1" changes to the tag display color, and the path portion extending downward from the tag of "Variable Sound B1" to the branch point directly below changes to a solid line of the path display color. This allows the player to understand that the stage B is approaching a branch where the stage B ends or the stage B continues and transitions to the variable sound B2 after the end of the variable performance in progress (specifically, the variable performance with the variable sound B1 as background sound). In other words, the player can understand that the stage B will branch to one of multiple variable performances after the end of the variable performance in progress, as in the case of stage A described above.
[0419] In stage B and stage C which follows stage B, the display modes of map 1801, arrow 1802, etc. within area NE change as the variable presentation progresses, similar to the case of stage A described above.
[0420] In the pachinko machine 100 of this embodiment, when the stage to be displayed is switched from stage A to stage B, as shown in FIG. 26(B), the display mode of each tag and path corresponding to stage A before the switch (i.e., each tag and path within frame 1803) is maintained even after switching to stage B.
[0421] Even when the stage to be displayed is switched from stage B to stage C, the display manner of each tag and route corresponding to stage B before the switch, and the display manner of each tag and route corresponding to stage A before stage B are both maintained.
[0422] However, when the display target stage is switched from stage C to stage A, the entire map 1801 (all tags and routes) is returned to the initial state. That is, in this embodiment, the display mode of the map 1801 is configured to return to the initial state at each division when the display target stage is switched from stage A to stage C.
[0423] Alternatively, each time the display target stage is switched, the display mode of each tag and route corresponding to the stage before the switch may be initialized. For example, when the display target stage is switched from stage A to stage B, the display mode of each tag and route corresponding to stage A (i.e., each tag and route within frame 1803) may be returned to the initial state.
[0424] Here, in stage A, after the variable performance with variable sound A1 as background sound, the variable performance with variable sound A2 as background sound, and the variable performance with variable sound A3 as background sound are each executed once (i.e., after going through the states of Figures 23 and 24 described above), stage A continues further and returns to the variable performance with variable sound A1 as background sound, and a transition of the second round of variable performance starting from the variable performance with variable sound A1 as background sound is started.
[0425] During the transition of the second round of variable performance in stage A, when a variable performance with variable sound A1 as background sound begins, the path from the tag of "Variable sound A3" to the tag of "Variable sound A1" changes to a solid line in the path display color, as shown in Figure 27(A).
[0426] The change performance with the change sound A1 as background sound during the transition of the change performance of the second round in stage A is executed for the second time following the change performance with the change sound A1 as background sound during the transition of the change performance of the previous first round.
[0427] In the pachinko machine 100 of this embodiment, each time a stage (i.e., stages A to C) that can be set as a display target stage is set once, if the same tag on the map 1801 is passed through two or more times as the stage continues, the tag display color of the corresponding tag becomes darker as the number of passes increases.
[0428] Therefore, as in this example, when the transition of the second round of the variable performance in stage A starts, and the second variable performance with the variable sound A1 as the background sound starts, the tag display color for the tag "variable sound A1" changes to a darker color. Note that in each drawing, the darkness of the tag display color is expressed by increasing the density of the hatched dots. For example, the tag "variable sound A1" in FIG. 27(A) is hatched with dots that are denser than the same tag in FIG. 23(B).
[0429] Next, as shown in FIG. 27(B), the portion of the path extending downward from the tag of "Variable sound A1" to the branching point directly below is left as a solid line in the path display color, and the rest returns to the initial state (i.e., dotted line display in the initial color).
[0430] In the transition of the second round of variable performance in stage A, if a variable performance with variable sound A2 as background sound starts after the variable performance with variable sound A1 as background sound ends, this will be the second time that variable sound A2 is used, and in such a case, as shown in Figure 28 (A), the tag display color that colors the tag for "Variable sound A2" will change to a darker color.
[0431] In this case, as in the case of the transition of the variable performance in the first round in Stage A, the path from the "Variable sound A1" tag to the "Variable sound A2" tag changes to a solid line in the path display color, and the path portion from the "Variable sound A2" tag to the branching point directly below it changes to a solid line in the path display color.
[0432] In the transition of the second round of the variable performance in stage A, if the variable performance with the variable sound X as the background sound starts after the variable performance with the variable sound A2 as the background sound ends, this is the first time that the tag on the map 1801 corresponding to the variable sound X (i.e., the tag of "variable sound X" connected to the tag of "variable sound A2") is passed through. Therefore, in this case, as shown in FIG. 28(B), the tag of "variable sound X" connected to the tag of "variable sound A2" changes from the initial color to a tag color of a darkness corresponding to the first time.
[0433] As a result, even in the transition of the variable performance of the second round in stage A, the tags of "variable sound A1" and "variable sound A2" that have been passed twice and the tags of "variable sound X" and "variable sound A3" that have been passed once will have different tag display color densities. Therefore, while one stage set as the display target stage continues, the player can grasp how many times each variable sound available in the stage has been used in total (i.e., how many times each variable performance with each variable sound as background sound has been executed in total) by the density of the color of the tag corresponding to each variable sound (tag display color).
[0434] In addition, in the transition of the second round of the variable performance in stage A, if a variable performance with variable sound X as background sound starts after the variable performance with variable sound A2 as background sound ends, the path from the tag of "Variable sound A2" to the tag of "Variable sound X" and the path from the tag of "Variable sound X" to the tag of "End (4)" change to a solid line in the path display color.
[0435] Therefore, even in the transition of the variable performance in the second round on stage A, the tags corresponding to each variable performance that transitions in the second round (more specifically, the tags corresponding to each variable sound used in each variable performance) are connected by solid lines of a path display color, allowing the player to understand what kind of transition the variable performance in the second round on stage A will undergo.
[0436] In the pachinko machine 100 of this embodiment, the color (tag display color) of the tag corresponding to the variable sound is changed according to the total number of times the variable sound is used, but instead, each time the number of rounds in one stage is updated, each tag corresponding to the variable sound used in each round may be colored with a tag display color of a depth according to the number of rounds. This allows the player to know which round of the variable performance is being performed in one stage set as the display target stage, based on the depth of the tag display color of each tag corresponding to the variable sound.
[0437] In addition, each time a round in one stage is updated, each tag corresponding to the variable sound may be returned to its initial state (initial color), and each tag corresponding to the variable sound used in each round may always be colored with a tag display color of the same intensity.
[0438] In the pachinko machine 100 of this embodiment, for example, when a player performs a predetermined operation on the pachinko machine 100 (for example, a predetermined operation on the input operation device 260), the pachinko machine 100 is configured to be able to switch between an entire display of the map 1801 as shown in Figures 23 to 28 described above, and an enlarged partial display in which a portion of the map 1801 is enlarged and displayed within the area NE.
[0439] In addition, the display may be switched between the entire display of the map 1801 and the enlarged portion display at a predetermined timing by the control of the sub-control board 940 without the operation of the player. For example, the display may be switched between the entire display of the map 1801 and the enlarged portion display according to the result of a predetermined lottery executed by the sub-control board 940 every time the variable display of the special symbol is executed.
[0440] The entire display of map 1801 allows the viewer to grasp the overall flow of the transition of the variable performance, and the enlarged partial display of map 1801 makes it possible to clearly indicate the current position on map 1801 (i.e., the variable performance currently being performed) and possible subsequent situations (potential subsequent transition destinations) without expanding the area NE.
[0441] When the entire display of the map 1801 is set in the map display mode, the sub-control board 940 displays the entire map 1801 within the area NE and controls the display mode. When the enlarged partial display of the map 1801 is set in the map display mode, the sub-control board 940 displays within the area NE a range including at least a tag corresponding to the current position and a tag corresponding to a candidate for the subsequent transition destination out of the map 1801 enlarged compared to when the entire map is displayed (hereinafter, the map is also simply referred to as the "enlarged map 1801"), controls the display range of the map 1801 in accordance with the progress of the variable performance, ...
Claims
[Claim 1] A gaming machine comprising a game board in which a game area is formed, and a ball entry section into which game balls flowing down the game area can be entered, The entrance portion of the ball entry section includes a ball passage through which the game balls that have entered the section pass, A ball detection means capable of detecting game balls passing through a predetermined position in the ball passage, A means of operation operated by the player, When a game ball is detected by the ball detection means, a determination means determines whether a predetermined operation was performed on the operating means during a predetermined period that includes the time when the game ball that was the target of the detection passed through the entrance portion of the ball entry section, If the determination means determines that a predetermined operation was performed on the operation means during the predetermined period, the operation response processing means executes a predetermined operation response process corresponding to that operation, The system includes a result display unit that displays a result corresponding to the determination that a predetermined operation was performed on the operating means during the predetermined period, which allows for confirmation of the operation. The result display unit is provided in a position close to the operation unit operated by the player, relative to the operating means.